N5E Character Sheet - Final Version (Make A Copy) - 1
N5E Character Sheet - Final Version (Make A Copy) - 1
5 minutes) Goes over Copying the Sheet, inputting clan, class, subclass, level, saves, skills, stats
Feats, Auto-Insert Notes for Class, Clan, Feats, and Jutsu. How to fill out the Jutsu section
https://youtu.be/Q_zeyLBuiFk Affinities, the new Zero List, and Modules
https://www.youtube.com/playlist?list=PLGjnGSEGJ6GESUv5M8b8Rf-dg94t9ztQg
While it's still in an experimental stage, it can help save alot of time
when looking for a character's specific brand of Jutsu
DO NOT EDIT, CHANGE, MODIFY, DELETE, OR MOVE ANY CODE ON THE SHEET UNLESS TOLD TO Unhide for extra information ----^
Natures: [ ]
10 ◉ +3 Constitution + [8] + [9] Boosts
0 /0
0 /0
0 /0
Unarmed Strike +6 1d4+0/Bludgeoning (STR)
CHA 〇 +0 Performance [45] Cha 0 /0 0 /0 Crit, and Crit Range Double Damage Die
20-20 [46]
〇 +0 Persuasion [47] Cha Modifiers
+0 〇 +0 Sleight of Hand [48]Dex PASSIVE PASSIVE
0 /0
PASSIVE PASSIVE
0 /0
GAME RESOURCES / REWARDS
10 〇 +0 Stealth [49] Dex 0 [50] 0 [51] 0 [52] 0 [53] DT Owned: 0 Exp Owned: 0 Ryo Owned: 0
10 10 10 10
+0 [54] 〇 +0 Survival [55] Wis DT Gained: 0 Exp Gained: 0 Ryo Gained: 0
SKILLS [60] PERCEPTION INVESTIGATION INSIGHT STEALTH DT Spent: 0 Exp Spent: 0 Ryo Spent: 0
Armour Proficencies TOOLS Uses 🎒
Light, Medium 〇 Tool Kit 5 /5 Concentration Tracker 1 Conc. Chakra Cost [61] Concentration Tracker 2 Notes:
Shields 〇 Tool Kit 5 /5 Jutsu 1: WFS C 10 Chakra Jutsu 1: GOA D
Weapon Profiencies 〇 Tool Kit N A Casting Cost: 8 Chakra Conc. Save DC Casting Cost: 13 Chakra
Simple, Martial 〇 Tool Kit N A Turn Cost: 4 Chakra 15 CC Turn Cost: 6 Chakra
Naigitana, Tonfa 〇 Tool Kit N A Turn Cast: Turn 1 1 Turn Cast: Turn 0
<--------- Unhide for extra modules
Note Module type 1, 18x10 [62] Note Module type 1, 18x10 [63] Note Module type 1, 18x10 [64]
Advanced Adaptation [65] | Chakra Recovery (2) [66] | Versatile Release [67] | | [68] | BG: Leadership Presence [69]
Sharingan [70] | Refined Ninjutsu (2) [71] | Elemental Adept [72] | | [73] | BG [74] [75]
1-Tomoe Sharingan [76] | Ninjutsu Tradition (3) [77] | Twin Cast [78] | | [79] | ASI [80] [81]
2-Tomoe Sharingan [82] | Efficient Molding (3) [83] | Chakra Infusion Technique [84] | | [85] | ASI [86] [87]
[88] | Jutsu Breaker [89] | Force of Nature [90] | | [91] | ASI [92] [93]
[94] | [95] | [96] | | [97] | ASI [98] [99]
[100] | [101] | [102] | | [103] | ASI [104] [105]
[106] | [107] | [108] | | [109] | ASI [110] [111]
[112] | [113] | [114] | | [115] | ASI [116] [117]
[118] | [119] | [120] | | [121] | ASI [122] [123]
[124] | [125] | [126] | | [127] | ASI [128] [129]
[130] | [131] | [132] | | [133] | ASI [134] [135]
[136] | [137] | [138] | | [139] | ASI [140] [141]
[142] | [143] | [144] | | [145] | ASI [146] [147]
CLAN FEATURES CLASS FEATURES SUBCLASS FEATURES ^-Manual entry|<Player Selected Options>| Zero List-^ FEATS
Max 10 | # ITEM COST BULK | # ITEM COST BULK | Basic Items COST BULK
Class: [151]
15
Action
=Lightning
=Bukijutsu
Action
=Lightning
〇 [319] 〇 [320] 〇 [321] 〇 [322] =Earth
=Bukijutsu
Action
=Earth
n the official D&D character sheet available at Wizards.com/DnD. (TM & © 2014 Wizards of the Coast LLC.) (v1.4 sheet Modified by Nava and Jackie to fit Naruto 5e!) - (v1.5 Sheet Modified further by DZ and Hunter for Shinobi's Horizon) - (v3.0 Sheet modified further and automated by Hunter and Kane for the whole N5E community to enjoy). 2024 version ed
Important Questions to Answer: [434] FEATS AND ASI FROM CLASS Humble beginnings Chunin Character development Timeskip Character development Latent Choices Cost
LEVEL ASI FEAT To Destroy the Uchiha To Destroy the Uchiha To protect Uchiha Latent Branch Family 0
AGE HEIGHT WEIGHT SIZE 4 Latent Byakugan l 2
8 Latent Byakugan ll 2
GENDER EYES HAIR SKIN 12 AMBITION AMBITION AMBITION Latent Byakugan lll 3
16 To become a top Member of the Senju To become a top Member of the Senju Destroy the senju Latent Byakugan lV 3
19 Latent Gentle Fist l 2
Latent Gentle Fist ll 3
DRIVE DRIVE DRIVE Latent Gentle Fist lll 5
To perfect his Armor & crafting Skill To perfect his Armor & crafting Skill Sell all my armor and weapons Latent Gentle Fist lV 5
D-Rank Hijutsu 2
C-Rank Hijutsu 2
FEAT / ASI FROM BACKGROUND GOALS GOALS GOALS B-Rank Hijutsu 3
N/A N/A Fighting a fellow Clan Member Fighting a fellow Clan Member Fighting anyone other than family A-Rank Hijutsu 3
ROLLED STATS Clan Feats 5
STR DEX CON INT WIS CHA
0
Latent, 1st [441] Max BP 10
Latent, 2nd [442] Remaining BP 10
Thank you Toggy for manually creating the
entire mastersheet for latents!
Ninjutsu-Specialist The-Professor 10 20
20
20
20
20
20
20
20
20
20
Total Level: 10 20
20
v1.3 sheet by DM David Lester based on the official D&D character sheet available at Wizards.com/DnD. (TM & © 2014 Wizards of the Coast LLC.) (v1.4 sheet Modified by Nava and Jackie to fit Naruto 5e!)
Master Sheet Selection N5e V3.10 (Supported)
ARMOR & WEARABLES
Hi! I've changed how AC works a lot. Basically this is a way to make creating your If you have ideas for stuff I can add or make prettier, check out the GSheet Channel
own armor possible and simplifying the addition of future armors to the GSheet! on the Naruto 5E Discord Options listed with the (Supported) tag are ones
maintained by the G-Sheet team. Ones without the tag
Basebook Armours Imported will not get updates from the G-Sheet team.
Please only manually insert armor below the "Custom Armor" label
Armor Name Calculation Type Ability Mod Ability Mod Max Mod Armor Bonus Final AC Bulk Alternate AC Name AC Mod Alt AC User added Mastersheets Links
SUMMONS
Summon Saving Throws Skills Senses Jutsu Attack Bonus Natural Weapon STR DEX CON INT WIS CHA HD CD
Claws(Melee/5ft/1 target/Str+Prof to
Perception, Darkvision
Earth, Tai (attack), Buki hit/+Str Slashing damage)
Bear STR CON Survival, (60ft), Keen CON 16 10 14 8 12 8 12 6
(slashing) Bite(Melee/5ft/1 target/Str + Prof to
Athletics Smell
hit/+Str Piercing damage)
Perception, Darkvision
Earth, Fire, Buki Tusk(Melee/5ft/1 target/Str+Prof to
Boar CON CHA Athletics, (60ft), Keen WIS 16 8 14 8 10 12 10 8
(piercing) hit/+Str Piercing damage)
Intimidation Smell
Darkvision Nin (no
Athletics,
(30ft), Keen element/Fuin/medical), Bite(Melee/5ft/1 target/Str or
Dog/Wolf DEX INT Perception, WIS 14 14 13 9 12 9 8 10
Smell, Tai (attack), Buki Dex+Prof to hit/+Str Piercing damage)
Insight
Keen Hearing (piercing)
Kicks(Melee/10ft/1 target/Dex+Prof to
Perception,
Keen Smell, Nin (Wind,Fuin), Gen hit/+Dex bludg. damage)
Hare/Rabbits DEX INT Acrobatics, INT 6 16 12 12 12 11 6 12
Keen hearing (visual) Claws(Melee/5ft/1 target/Dex+Prof to
Stealth
hit/+Dex bludg. damage)
Perception, Darkvision
Nin (Wind, sensory), Tai Talons(Melee/5ft/1 target/Dex+Prof to
Hawk/Predator Birds DEX INT Acrobatics, (90ft), Keen WIS 5 14 12 11 16 10 6 12
(save) hit/+Dex Piercing damage)
Insight Sight
Acrobatics,
Blindsight Nin (poison, sensory, Stingers(Melee/5ft/1 target/Dex+Prof to
Insect Swarm CON INT Stealth, DEX 5 16 16 11 12 5 6 12
(15ft), necrotic) hit/+Dex Piercing damage)
Perception
Athletics, Tremor sense
Nin (poison), Buki (no Tail(Melee/5ft/1 target/Str+Prof to hit/+Str
Lizard WIS CHA Acrobatics, (30ft), Keen WIS 14 12 12 9 14 10 8 10
self) Piercing damage)
Stealth Smell
Athletics, Claws. (Melee/5ft/1 target/Str+Prof to
Monkey Primate STR DEX Acrobatics, nothing special Taijutsu STR or DEX hit/+Str Slashing damage) 14 14 12 12 10 9 10 8
Perception Weapon(Melee Weapon Attack: X)
Athletics,
Darkvision Earth, Tai (save), Buki Horns(Melee/5ft/1 target/Str+Prof to
Ox/Ram STR CON Survival, STR 16 10 14 12 8 8 10 8
(30ft) (piercing) hit/+Str piercing damage)
Intimidation
Acrobatics, Darkvision Nin (poison), stealth or
Bite. (Melee/5ft/one target/Dex+Prof to
Rat DEX INT Stealth, Sleight (30ft), Keen invisibility, Buki INT 5 16 12 14 11 10 6 12
hit/+Dex piercing damage)
of Hand Smell (piercing)
Blindsight
Athletics,
(30ft), Keen Nin (Water, Sensory) Gen Bite(Melee/5ft/1 target/Str+Prof to
Shark CON WIS Stealth, CHA 15 9 12 8 12 14 12 6
Smell, (tactile) hit/+Str piercing damage)
Perception
Water Breathing
Stealth, Tremor Sense
Nin (medical, sensory, Acid Spray(Ranged/5ft/1 target/Dex+Prof
Slug WIS INT Medicine, (20ft), Water INT 8 12 14 14 11 12 8 10
acid) to hit/+Dexterity Acid damage)
History Breathing
Athletics, Darkvision
Nin (Fire, Wind), Buki Bite(Melee/5ft/1 target/Dex+Prof to
Snake DEX CHA Stealth, (60ft), Keen CHA 8 12 14 14 11 12 10 8
(piercing) hit/+Dex piercing damage)
Perception Smell
Bite(Melee/5ft/1 target/Str+Prof to
Acrobatics, Darkvision
hit/+Str Piercing damage)
Spider DEX CHA Stealth, (60ft), Keen Nin (Earth, Fuin, poison) INT 14 11 12 14 10 10 8 10
Webbing(Ranged/30ft/1
Intimidation Sight
target/restraining/Action Str Save)
Darkvision Bite(Melee/5ft/1 target/Str+Prof to
Athletics,
(30ft), Keen Nin (Fire, Lightning, no hit/+Str piercing damage)
Tiger/Lion STR WIS Stealth, WIS 14 10 12 10 14 10 10 8
Smell, keyword) Claw(Melee/5ft/1 target/Str+Prof to
Perception
Keen Sight hit/+Str Slashing damage)
Athletics, Tongue(Melee/5ft/1 target/Str Save
Amphibian, Nin (Water), Gen (Fuin,
Toad CON INT Acrobatics, INT grapple+restrain) 12 12 12 14 12 10 8 10
Keen Sight Auditory), Buki (attack)
History Weapon(Melee Weapon Attack/5ft/1 target)
Athletics,
Amphibious, Nin (Water, Fuin), Buki Bite(Melee/5ft/1 target/Str+Prof to
Turtle CON STR Survival, INT 12 8 14 14 13 10 10 8
Keen Sight (attack) hit/+Str piercing damage)
Perception
Charge(Melee/5ft/1 target/Str+Prof to
Athletics,
Blindsight (60 Nin (Earth), Tai (Attack), hit/+Str bludgeoning damage)
Anteater STR CON Intimidation, STR 16 11 12 8 12 10 12 6
ft), Keen Smell Buki (Slashing) Claw(Melee/5ft/1 target/Str+Prof to
Survival
hit/+Str Slashing damage)
Perception, Blindsight (60 Gen (Auditory), Nin
Bite(Melee/5ft/1 target/Dex+Prof to
Bat DEX WIS Illusions, ft), Keen (Sensory), Any Stealth or WIS 5 14 10 12 16 9 6 12
hit/+Dex Piercing damage)
Stealth Hearing Invis
Insight,
Darkvision (120 Buki (Slashing), Gen Claws(Melee/5ft/1 target/Dex+Prof to
Cat INT CHA Persuasion, INT 8 12 10 16 10 14 10 8
ft.), Keen Sight (Visual) hit/+Dex Slashing damage)
Survival
Illusions, Tremor Sense
Gen, Nin (Water with No Water Spray(Melee/5ft/1 target/Str+Prof to
Clam CON WIS History, Chakra (30 ft.), Water WIS 12 5 14 10 16 11 10 8
Attack) hit/+Str Piercing damage)
Control Breathing
Tremor Sense
Acrobatics, Gen, Nin (Water with No Talons. (Melee/5ft/1 target./Dex+ Prof to
Corvid INT WIS (30 ft.), Water WIS 5 14 12 16 13 8 6 12
Insight, Stealth Attack) hit, +Dex Slashing damage.)
Breathing
Athletics, Darkvision Gen (Visual/Auditory),
Claw(Melee/5ft/1 target/Str+Prof to
Crab/Lobster STR CON Martial Arts, (30ft.), Keen Nin (Sensory), Buki WIS 16 10 14 12 8 8 12 6
hit/+Str Bludgeoning damage)
Intimidation Sight (Melee Piercing)
Bite(Melee/5ft/1 target/Str+Prof to
Athletics, Tremor Sense
Nin(Water), Tai(Self), hit/+Str Piercing damage)
Crocodile/Alligator STR CON Martial Arts, (30ft), Keen CON 14 10 16 8 14 14 12 6
Buki(Any) Claws(Melee/5ft/1 target/Str+Prof to
Stealth Smell
hit/+Str Slashing damage)
Nin (Medical Restores Hooves(Melee/5ft/1 target/Str+Prof to
Medicine,
Darkvision (60 HP/Removes hit/+Str Bludgeoning damage)
Deer DEX WIS Perception, WIS 13 14 10 10 15 8 8 10
ft.), Keen Smell Conditions), Buki Antler(Melee/5ft/1 target/Str+Prof to
Survival
(Bludgeoning/Piercing) hit/+Str Piercing damage)
Elemental (Dragon Claw(Melee/5ft/1 target/Str+Prof to
History, Darkvision
Bloodline), Buki hit/+Str Slashing damage)
Dragon CON CHA Intimidation, (30ft), Tremor CHA 12 10 12 12 10 14 8 10
(Slashing),Genjutsu Dragon Breath(Ranged/X-ft cone/Dexterity
Ninshou Sense(30ft)
(Fear/Charmed) save)
Gore(Melee/5ft/1 target/Con+Prof to
Insight,
Darkvision (60 Nin (Wind/Medical), hit/+Con Piercing damage)
Elephant CON INT Ninshou, CON 14 9 14 13 9 12 10 8
ft.), Keen Smell Buki (Wind) Stomp(Melee/5ft/1 target/Con+Prof to
History
hit/+Con Bludgeoning damage)
Deception,
Darkvision (60 Nin (Fire), Gen Claw(Melee/5ft/1 target/Dex+Prof to
Fox DEX CHA Illusions, CHA 8 14 12 10 13 14 8 10
ft.), Keen Smell (Visual/Tactile) hit/+Dex Slashing damage)
Stealth
Nin (Water), Buki
Intimidation,
(Piercing), Genjutsu Beak(Melee/5ft/1 target/Dex+Prof to
Goose WIS CHA Sleight of Hand, Keen Sight CHA 7 12 14 8 12 16 10 8
(Fear), Any Stealth or hit/+Dex Piercing damage)
Stealth
Invis
Athletics,
Keen Sight,Keen Nin (Earth), Tai (Kicks), Hooves(Melee/10ft/1 target/Str+Prof to
Horse DEX STR History, DEX 14 13 14 9 10 12 8 10
Smell Buki (Bludgeoning) hit/+Str Bludgeoning damage)
Persuasion
Acrobatics,
Tai (Save)(Self), Buki(W) Arm Scythes(Melee/5ft/1 target/Dex+Prof
Mantis DEX INT History, Martial Keen Sight WIS 7 16 10 14 14 8 8 10
(Self), Nin(Fuin) to hit, +Dex Slashing damage)
Arts
Athletics, Chakra Sight
Tentacles(Melee/10ft/1 target/Str+Prof to
Octopus/Squid DEX INT Survival, (30 ft.), Water Nin (Water Self), Tai INT 15 12 8 14 14 12 8 10
hit, +Str Piercing damage)
Illusions Breathing
Crafting, Sleight
Darkvision (60 Nin (Non Elemental Bite(Melee/5ft/1 target/Dex+Prof to
Raccoon DEX INT of Hand, DEX 8 16 10 14 14 12 10 8
ft.), Keen Smell Self), Buki hit/+Dex Piercing damage)
Deception
Stinger(Melee/5ft/1 target/Dex+Prof to
Stealth, Nin (Acid or Poison
Tremor Sense hit/+Dex Poison damage)
Scorpion DEX CON Ninshou, damage), Nin (Sensory), DEX 10 16 14 8 12 8 10 8
(30 ft.) Claw(Melee/5ft/1 target/Dex+Prof to
Chakra Control Buki (Melee Piercing)
hit/+Dex Bludgeoning damage)
Acrobatics, Darkvision (30 Nin (Wind), Buki
Claw(Melee/5ft/1 target/Dex+Prof to
Weasel DEX WIS Ninshou, ft.), Keen Smell, (Slashing), Gen WIS 10 16 12 12 14 8 8 10
hit/+Dex placeholder damage)
Illusions Keen Hearing (Auditory)
Claw(Melee/10ft/1 target/Str+Prof to
Tremorsense
Athletics, Nin (Lightning), Taijutsu hit/+Str Piercing damage)
(20 ft.), Keen
Wyvern STR CON Chakra Control, (ATK Roll), Buki CON Thunder Lash(Ranged/30-60ft/1 14 10 16 12 8 10 12 6
Smell, Keen
Insight (Piercing) target/Int+Prof to hit/+Int Lightning
Sight
damage)
SUMMONS
If you want to make a second summon of a certain tribe, copy that row into an empty If you want to make a second summon of a certain tribe, copy that row into an empty
one. It should have all the same options. one. It should have all the same options.
Summon Name Rank Tribe Feature 1 Feature 2 Feature 3 Feature 4 Speed Size
D-Rank Anteater - - - - 30 M
C-Rank Boar - - - - 30 M-L
D-Rank Dog/Wolf - - - - 30 S
Fluffy D-Rank Hare/Rabbits Jumper - - - 40 T
D-Rank Hawk/Predator Birds - - - - 30 S
D-Rank Insect Swarm - - - - 30 S
D-Rank Lizard - - - - 30 S
Jack D-Rank Monkey Primate All Weapon Prof - - - 30 M
D-Rank Ox/Ram - - - - 40 L
D-Rank Rat - - - - 45 S
D-Rank Shark - - - - 40 M
D-Rank Slug - - - - 40 S
Manda S-Rank Snake Devils Glare Poison Sacks Predator Apex 80 S-G
D-Rank Spider - - - - 30 S
D-Rank Tiger/Lion - - - - 30 M
Gamabunta S-Rank Toad Simple Weapon Prof Toad Oil Swallow Amphibious Boss 60 T-G
D-Rank Turtle - - - - 30 T
S-Rank Bat - - - - 90 M-G
Neko A-Rank Cat Catnap Hurtful Claws Aware Catnap - 50 S-H
D-Rank Clam - - - - 20 T
D-Rank Crab/Lobster - - - - 30 T
D-Rank Deer - - - - 40 S
D-Rank Dragon - - - - 30 M
D-Rank Elephant - - - - 30 M
D-Rank Fox - - - - 30 M
D-Rank Goose - - - - 30 S
D-Rank Horse - - - - 30 M
D-Rank Octopus/Squid - - - - 30 S
D-Rank Raccoon - - - - 30 S
D-Rank Scorpion - - - - 30 T
D-Rank Weasel - - - - 30 T
D-Rank Wyvern - - - - 30 M
D-Rank Corvid - - - - 30 T
CLANS
CLASSES
Genjutsu-Specialist
Genjutsu
Chakra Pledge
Real
Genjutsu
Disruption,World
(3), Malleable
Conversion
Inception
Actualization Mirages
(2)
(2), Keen Awareness
(d6) 6 12 13
Cunning
Swift Hunter-Nin
Action,
Response, Hunter
Hunters
Lethal Creed
Patterns
Uncanny
Hunted
(3),
Precision, Hunter
(2),
Target,
Dodge,
Lethal Primary
Exploits
Defensive
AttackExpertise
TargetTactics
(5d8) 10 8 13
Intelligence-Operative
Master Planner
Strategic (Plans:4
Tactical
Master
Timing, Orders:7),
Scheme
Strategist
Exploit Mastery
(2),
Weakness (3)Helpful
Sabaki
{Int-Op}
Operative 8 10 13
Medical-Nin
Channeled
Chakra
Medical Scalpel
Healing
Ninjutsu, (6
(+4),
Charges)
Tenets
Advanced
Preserve/Take
Rejuvenating (2),
of Medicine
Rest Medical
Medical
(2d6) Life
Doctrine
(3)
Research
Gifted Healer 8 10 15
Ninjutsu-Specialist
Ninjutsu
Chakra Recovery Efficient
(2), Tradition
Molding
Refined Jutsu
(3) Breaker
(3)(2)
Ninjutsu 6 12 15
Scout-Nin
Fighting Stance,Extra
DeftScouting
Attack
Shinobi{ScoutNin},
Explorer,Adept
Technique
Mobile
Canny Jack
Signature
{1st(3)
{6th
of Level}
Level} all Signature
Master
Jutsu of Technique
None 8 10 13
Taijutsu-Specialist
Martial
Martial Defense Adept [3d6],
(3), Unarmed Taijutsu
Enhanced
Evasion
Technique Style Extra
(2), (3) Attack
Movement
, Chakra
Martial {TaiSpec}
Enhanced
Unbreakable
Technique StrikesWill 12 6 13
Weapon-Specialist
Weapon FlurryFocus
Weapon Weapon
[d8],(2)CriticalExtra
Weapon FormAttack
Stance
Focus, (2)
BattleArsenal
Readiness
of War 10 8 13
Tactics
Puppet-Master
of
Chakra
the Craft
Threads
, Puppet
Chakra
Extra
(2),Technique
Attack
Enhanced
PuppetPuppeteer,
Tool
(3),
Retrofit
(3)
Tool
Puppet
Generalized
Expertise
UpgradesSkill 8 10 13
Cooking-Nin
Cooking
Cooking
Tool Infusion
Focus (3),
, Shinobi
Food
Toolfor Wandering
Expertise
Snacks
the
Of Soul
Food Aroma
{Cooking-Nin}
And War
Iron (2)
Stomach 8 10 13
Chakra
Shinobi ofcontainment
Science-Nin Scientific
Device
Science , Chakra , Inquiry
Cell Extra
Scientific
(3) Attack,
Yhprum's
Ninja
Enhancement Tools The Right
Calculated
Law Tool
Response 8 10 13
Example-Tester Feature
Feature
Feature
Example
Ability
Example
Feature
Example
Score
1Feature
(2),
3,
Feature
Example
Feature
Feature
Improvement/Feat
6Ability
Example
Feature
Example
Example
Score
Example
7Feature
8,Example
Feature
Improvement/Feat
10
Ability
Example
24,(3)
Feature
Feature
Score
Example
11 12,
Example
Example
Improvement/Feat
Feature
Ability
9 Score
14
5Example
Ability
Improvement/Feat
13
Score
10 8 Improvement/Feat 10
0
8
8
8
8
8
8
8
8
8
8
8
8
8
8
8
SUBCLASSES
BACKGROUNDS
UPGRADE NAME
Current
12 Chakra 15 CC [571] Unmend ChS: Reduce next Healing, THP or DR by D8 Immutable Form. The Shadowhand is immune to any Jutsu or effect that would 1d6+0 Image URL
Unarmed Strike +6 1d4+0/Bludgeoning (STR) Phantom's Edge May Delay damage till start of enemy's turn. alter its form. Placeholder Jutsu! [573]
5 [574]
[572]
[575] Phantoms Eclipse vs melee atk, react: EoT, they take 3D8 dmg Inexhaustible. The Shadowhand cannot cast Jutsu or use effects that would
Primal Reverb Chakra Strike: 5ft AoE dealing 1D8+0 Elemental increase its own ranks of exhaustion or result in the Shadowhand's death
Blowgun + 1d4+0/Piercing (DEX) [576]
Weapon Traits: Range (25/100), Ammunition Notes [577] Primal Strike On hit, use bonus: Con save vs 1 rank of P.E. From the Ashes. If the Shadowhand's HP falls to 0, it is unsommoned.
Primal Pulse On dmg, react: gain 3x(1D8) THP You can spend 10 Chakra and a Brave Order to resummon it with half of its
Crit, and Crit Range Double Damage Die [579]
20-20 [578] maximum HP. Half of its Hit Points are otherwise restored when you complete a
Modifiers [580] Blinding Shot Chakra Strike: inflict Con save vs Blind Short Rest, and all of its Hit Points are restored when you complete a Long Rest
[581] Brutal Shot On hit, use Bonus: +2D8 dmg, STR save vs Dazed
INFO CARD [582] Crippling Shot On hit, 5 chakra: +1D8 dmg, Dex save vs half move.
https://cdn.pixabay.com/photo/2015/10/05/22/37/blank-profile-picture-973460_1280.png
Picture Url: [583] Frenetic Draw Chakra Strike: STR save vs disadv on atks+skills vs you Attacks
Name: [ ] [584] Riposte Enhanced Deflection: make 2 atks vs triggerer Unarmed Strike. Melee Weapon Attack: STR + Prof to hit, reach 5 ft., 1 creature
[ Studied Strike Chakra Strike: STR save vs rank of Weakened Hit: 1d8 + STR bludgeoning damage.
Village: ]
Natures: [ ] Zero-List Class&Subclass [585] Studied Crippling Chakra Strike: ignore DR or Resist (pick1) for atks +6 to hit, 1d8 +0 bludgeoning damage 6 7 8 10
[586] Increase 2 Ability Scores by +2, 0 more times Module provided by Zorn Arbiter-Scout 8 6 1
Health: [ #DIV/0! ] [587] STR DEX CON INT WIS CHA Thanks Zorn~ Assault-Scout 7 7 2 8-Inner Gates
Chakra: [ 100% ] CONDITIONAL TURN CHECK LIST [588] [589] 0 0 0 0 0 0 Cloning-Scout 8 6 3 3 3 3 3 Gate Name DESCRIPTION FATIGUE Breath
Tai Atk Bonus
Tai-dmg
Tai speed
adv Temp
Consequence
HP
[590] Barrier-Scout 6 8 4 3 3 3 3 Kaimon Str: +2 | Speed: +15 +1 Inhale 1 1 1d8 10
2/turn
Health: [ Healthy ] Level [ 10 ] [591] Elemental-Scout 6 8 5 3 3 3 3 Kyumon Str: +2 | Speed: +15 | Heal 2 Hit Die once+2
per short rest Panting 2 1 1d8 2/turn
10
[592] Pathfinder-Scout 7 7 6 3 3 4 4 Seimon Str: +4 | Speed: +10 | AC: +1 +2 Breathe 3 1 1d8 2/turn
10 2 ranks of Weakened. Cant be removed by jutsu of C-rank or lower
Best moments log [593]Quotes list [594] To Do List [595] [596] Phantom-Scout 6 8 7 3 4 4 4 Shomon Str: +2 | Con: +2 | Speed: +10 +2 Wheeze 4 2 1d8 2/turn
15 1 rank of Weakened. Cant be removed by B-rank or lower
Missions Completed [597] Tactical-Scout 10 10 8 4 4 4 4 Tomon +1
Str: +4 | Speed: +10 | AC: +1 | Extra Attack Respire 5 2 1d8 first20
two1 atks
rank of weakened, 1 of slowed. Requires A-rank+ jutsu to remove early
D-Rank 0 C-Rank 0 B-Rank 0 A-Rank 0 S-Rank 0 S+Rank 0 [598] Trickster-Scout 8 6 9 4 4 5 5 Keimon +2short rest
Str: +2 | Con: +2 | Heal 2 Hit Die once per Gasp 6 1d8 first30
two2 ranks of Weakened, 1 rank of Slowed. Requires S-Rank+ jutsu to remove early
[599] 10 4 4 5 5 Kyomon Str: +6 | AC: +1 +2 Exhale 7 +5 first
2 7d8
two first40
two7 ranks of Weakened. 7 ranks of Slowed. Cannot be removed other than by 1 week of DT
Str: +6 | Con: +2 | Triple Speed | AC: +1 | Extra
CONDITIONAL TURN CHECK LIST [600] [601] 11 4 5 5 5 Shimon Attack Death
[611] 15+ Automatically Fail all Strength, Dexterity and Constitution Ability Checks & saving throws.
[612]
[613]
Lookup Anything Box PVP HP/Chakra Box [614]
Chakra Threads Max HP: 60 CP Max: 120 Health Gates [615] [616] Gatestr conspeed
AC etc Fat
Cost: None HP Gate 1: 30 [617] Kaimon 1 2 15 1
Type: Class.
Beginning at 1st level, as a Puppet Master you learn the Chakra Hands E-Rank
130 85 HP Gate 2: 15 [618] Kyumon 2 2 15 Heal 3
2 HD 1/short
Ninjutsu for free. When you cast this jutsu, it takes the form of strings that extend Ambitious HP Ambitious CP Ambitious Will Seimon 3 4 10 1 5
from your fingertips. Chakra Hands no longer costs chakra nor an action to cast, [619]
and its duration becomes 10 minutes. The maximum weight your strings can lift is Zero-List Subclass only [620] Shomon 4 2 2 10 7
multiplied by your Proficiency Bonus. ✧✧✧ [621] Tomon 5 4 10 1 Extra8Attack
At 9th level, losing the ability to mold chakra does not prevent you from using your
Chakra Threads. 0 0 [622] Keimon 6 2 2 Heal10
2 HD 1/short
TEMP. HP TEMP. CHAKRA [623] Kyomon 7 6 1 12
Reference Book: https://drive.google.com/file/d/1eeg25LtrLZnJ9x-CJByF1CMJM-ot4ZEb/view
[624] Shimon 8 6 2 x3 1 Extra
Death
Attack
[625]
Bloodline, Latent Features [626] Archetype Feat Features [627] Gatestr conspeed
AC etc Fat
Test something 7 [628] [629] Kaimon 1 2 15 1
[630] [631] Kyumon 2 4 30 Heal 3
2 HD 1/short
[632] [633] Seimon 3 6 25 1 5
[634] [635] Shomon 4 6 2 20 1 7
Damage Resistances Plus Module [636] [637] [638] Tomon 5 6 2 20 1 Extra8Attack
[639] [640] Keimon 6 6 2 10 1 Extra
10Attack, Heal 2 HD 1/short
Bludgeoning Slashing Piercing Fire Wind Cold [641] [642] Kyomon 7 8 2 0 1 12
0 0 0 0 0 0 [643] Shimon 8 12 2 x3 2 Extra
Death
Action. Death When Done
[644]
Lightning Earth Psychic Force Necrotic Poison
0 0 0 0 0 0
Everything
Acidic Everything but Psychic Chakra Other Other
0 0 0 0 0 0
AT HIGHER RANKS: This Jutsu’s body reinforcement increases as you increase in level. Gain an additional +1
bonus at 5th Level (+2), 11th level (+3) and 17th level (+4). 4
〇 CHAKRA PULSE 〇 CHAKRA BLOW
Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 2 Chakra Classification: Non-Elemental NinjutsuRank: E-Rank Cost: 2 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 5 feet Components: HS Range: Weapons Range Components: HS, CM, W(any)
Duration: Instant Keywords: Ninjutsu Duration: 1 round Keywords: Ninjutsu
You create a forceful pulse of chakra that erupts from your body. Each creature within 5 feet of you, other than As part of the action used to cast this ninjutsu, you must make a weapon attack against one creature within the
you, must make a Strength saving throw or take 2d4 force damage and are forced prone. Jutsu's range, otherwise the jutsu fails. On a hit, the target suffers the attacks normal effects and takes an
additional 1d6 damage.
AT HIGHER RANKS: This Jutsu’s effectiveness increases by 1d6 at 5th level (2d6), 11th level (3d6), 17th level
(4d6)
AT HIGHER RANKS: For each rank you cast this jutsu above D- Rank, increase the cost of this jutsu by 3 and AT HIGHER RANKS: This Jutsu’s body reinforcement increases as you increase in level. Gain an additional +1
the damage by 2d6. bonus at 5th Level (+2), 11th level (+3) and 17th level (+4). 4
〇 ENHANCED SKILL 〇 ESCAPE TECHNIQUE
Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 2 Chakra Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Reaction, which you take when you fail a skill check Cast Time: 1 Action
Range: Self Components: HS Range: Self Components: HS
Duration: 1 Round. Keywords: Ninjutsu Duration: Instant Keywords: Ninjutsu
You focus chakra toward different parts of your body to enhance your ability to complete different tasks. When You use chakra to feel the knots of ropes chains, and other tools used to bind and restrain you. This helps you
you fail a skill check using a physical ability score (Strength, Dexterity or Constitution), you can add+2 to that figure out the best course of escape while trapped. While restrained or grappled, you can roll Sleight of Hand in
failed check, potentially turning a failure, into a success. Once you cast this jutsu, you cannot do so again for 10 place of the normally required skill check or saving throw at advantage. On a success, you are able to slip out of
minutes. the grapple or restrained position, freeing yourself.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
hawks speed by 10 feet, the weight it can carry by 10 pounds and this jutsu’s range by 30 feet. BEAST
IMITATING ART:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. Additionally, you gain one of the following benefits based on the Damage type of this jutsu.
• Earth: The target must make a Strength saving throw being Bruised on a failed Save. • Wind: The target must
make a Strength saving throw being pushed back 15 feet and being knocked prone on a failed save. • Fire:
Each creature within a 5-foot radius sphere of the target creature must make a Dexterity saving throw, being
burned on a failed save. • Cold: Each creature within a 5-foot radius sphere of the target creature must make a
Constitution saving throw, being chilled on a failed save. • Lightning: The target must make a Constitution
saving throw, being shocked until the end of their next turn. • Force: Changed damage die to d8. The target
must make a Dexterity saving throw being Dazed.
〇 INVISIBILITY CLOAK 〇 LIGHT
Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 1 Chakra Classification: Non-Elemental NinjutsuRank: E-Rank Cost: 1 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: NT Range: Touch Components: CM
Duration: Instant Keywords: Ninjutsu Duration: 1 Hour Keywords: Ninjutsu
You quickly pull a chameleon cloak over yourself while against a wall or other standing surface. Roll a stealth You touch one object that is no larger than 10 feet in any dimension. Until the jutsu ends, the object sheds bright
check with a 1d4+1 bonus to the check. If a creature would attempt to make a perception check in an attempt to light in a 10-foot radius and dim light for an additional 10 feet, the light is a soft blue/ Completely covering the
find you, they make their check with a 1d4+1 penalty to their check. This penalty lasts until you move more than object with something opaque blocks the light. The jutsu ends if you cast it again or dismiss it as an action. If
10 feet from your current location. you target an object held or worn by a hostile creature, that creature can must make a Dexterity saving throw to
avoid the jutsu.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When
Cast at B-Rank you can transform into large or smaller objects.
〇 ALARMING TECHNIQUE 〇 ARMS OF BUDDHA
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Cube Components: HS, CS Range: 10ft Components: HS, CM
Duration: 8 Hours Keywords: Ninjutsu, Fuinjutsu, Sensory Duration: Instant Keywords: Ninjutsu
You set a chakra seal that expands 30 feet across the ground or surface it is placed on and it releases a very You focus your chakra throughout your body, culminating in a golden buddha forming around you and making
faint and mostly undetectable aura of chakra in a 30- foot cube. Until the Jutsu ends, an alarm alerts you multiple strikes with its 100 arms. Make a Melee Ninjutsu Attack against a creature within range, on a hit the
whenever a creature touches or enters the Seals area. When you set the seal, you can designate creatures that target creature takes 4d6 bludgeoning damage.
don’t set off the alarm. You can also choose to make the alarm mental or audible.
AT HIGHER RANKS: For each rank you cast this jutsu above D- Rank, increase the cost of this jutsu by 3 and
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this the damage by 2d6.
jutsu is cast at B-Rank or higher, increase the damage this jutsu deals by 1d6 or 1d12 respectively. If this jutsu
is cast at S-Rank, creatures who take necrotic damage from this enhanced weapon cannot regain hit points for
the duration of this jutsu.
〇 BAT 〇 DEER
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 4 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 feet Components: HS, CM, CS, NT (Empty Scroll) Range: 30 feet Components: HS, CM, CS, NT (Empty Scroll)
Duration: Instant Keywords: Ninjutsu, Fuinjutsu Duration: Instant Keywords: Ninjutsu, Fuinjutsu
You inscribe into your scroll the image of a bat to blind you enemies. Make a ranged ninjutsu attack against a You draw an image of a herd of deer that charge from your scroll towards your chosen target. Make a ranged
medium or smaller sized creature. On hit the creature becomes blinded as the bat latches onto their face ninjutsu attack. On a success, the target creature takes 2d8 in Bludgeoning damage and must make a Strength
blocking vision. As an action on the creatures turn, they can attempt to pull the bat off by making a Strength saving throw, being knocked prone on a failed save. If this jutsu is cast targeting a prone Creature, you do not
saving throw ending the blinded condition on a successful save. roll disadvantage, instead rolling advantage and dealing an additional 2d6 bludgeoning damage.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. the damage by 1d8.
〇 LIZARD 〇 PIDGEON
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 4 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: Up to 10 Minute
Range: 30 feet Components: HS, CM, CS, NT (Empty Scroll) Range: Self Components: HS, CM, CS, NT (Empty Scroll)
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu, Construct Duration: 24 Hours Keywords: Ninjutsu, Fuinjutsu, Construct
You summon an inky lizard in a space you can see within range that can hold it. The lizard is a construct with You write in your scroll a message of any length that you can conceivably write within a 10 minute or less time
the following statistics; • AC 12, 5d6 (20) Hit points. The lizard immediately after being summoned, screeches a span. Once complete, the writings manifest into the form of a bird of your description and now carry themselves.
menacing sound to those around it. All creatures who begin their turn within 10 feet of the lizard excluding you, You can also cast this jutsu targeting a message already written of 25 words or less. The bird you create has 1
must make a Wisdom saving throw. On a failed save they gain 1 rank of Fear. So long as a creature has ranks hp and an AC of 15. You then specify a location that you have previously visited and a recipient who matches a
of fear gained as a result of this jutsu they cannot willingly approach the Lizard. general description. You can also then give the bird a letter, scroll, tag, or similarly small object to deliver to this
creature. The construct travels for the duration of the jutsu towards the location, covering no more than 50 miles
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the per 24 hours. When the bird arrives, it turns back into the message when provided a scroll to be placed on and
damage by 1d12 and the size of the cube by 5 feet. If this jutsu is cast at B-Rank and above on a failed save delivers any packages to the creature you described. The bird will only release the object to the creature you
this jutsu also inflicts the envenomed condition. If this jutsu is cast at A-Rank and above, on a failed save this specified or if killed. The creature dissipates into non-staining ink when the message is delivered or it is killed.
jutsu also leaves the affected area as difficult terrain. MEDICAL RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
duration increases by 24 hours. When casting this jutsu at B-Rank or Higher, the bird becomes large in size and
is capable of carrying two medium size creatures on its back.
〇 RATS 〇 RETRIEVAL HAWK
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 3 Chakra
Cast Time: 1 Minute Cast Time: 1 Action
Range: 1 Mile Radius Components: HS, CM, CS, NT (Empty Scroll) Range: 120 feet Components: HS, CM, CS, NT (Empty Scroll)
Duration: 10 Minutes Keywords: Ninjutsu, Fuinjutsu, Sensory Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Fuinjutsu, Construct
When you cast this jutsu you draw a horde of rats into your scroll. After 1 minute the picture is finished and the You hurriedly draw an image of a hawk to retrieve something for you. The hawk breaks out of your scroll and
rats come to life scattering around. After a 10-minute delay, you can make a Ninshou check. Based on your attempts to retrieve an object no more than 10 pounds and bring it to a destination of your choosing within
level of success, you become aware of a variety of things within a 1-mile radius. • DC 10: You become aware of range. The hawk has a fly speed of 45ft, AC of 15 and 1 hp. The hawk must stay within the range of this jutsu
structures that are not hidden within range. This does not inform you of their specific location or size, only their from the caster at all times and does not require the caster's actions to command aside from its initial creation.
general direction. • DC 15: You become aware of any non-hidden creatures within range. This does not inform The destination of delivery can be changed as a bonus action on the casters turn.
you of their specific location or even the type of creature they are, only their general direction. • DC 20: You
become aware of hidden structures within range. • DC 25: You become aware of the size of Structures and the AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
types of creatures within range. • DC 30: You become aware of hidden creatures. hawks speed by 10 feet, the weight it can carry by 10 pounds and this jutsu’s range by 30 feet. BEAST
IMITATING ART:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8. If this jutsu is cast at B-Rank or higher, increase the ranks of Sealed inflicted to 2.
SEALING ART:
〇 SNAKE 〇 BODY CAMOUFLAGE
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 4 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM, CS, NT (Empty Scroll) Range: Self Components: HS
Duration: Instant Keywords: Ninjutsu, Fuinjutsu Duration: 1 minute Keywords: Ninjutsu
When you cast this jutsu you draw an image of two snakes into your scroll infusing chakra into it making it come You coat your body in chakra and begin to imitate the color and texture of the area around you blending in like a
to life. You command the pair of snakes to wrap around your enemies. Target up to two creatures within range. chameleon. For the duration, roll an additional +4 adding the result to your stealth checks.
Each creature must make a Strength saving throw. If any of the creatures are within 5 feet of each other they
each make the save at disadvantage. On a failed save, they are restrained by the snakes as they wrap around AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
them. A creature restrained by this jutsu, may as an action on their turn attempt another Strength save to end you can target one additional creature for each rank and they gain the benefits of this jutsu as well.
this condition. If affect creatures are within 5 feet of each other, when one creature succeeds all creatures within
5 feet of them, restrained conditions ends.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, you summon a corresponding creature
equal in level and rank to the Rank used upon activation. 18
〇 BODY FLICKER 〇 CALLING ON TEARS TECHNIQUE
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 3 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: Self Components: HS, M Range: Self (30 Foot cone) Components: HS, CM
Duration: 1 Round Keywords: Ninjutsu Duration: Instant Keywords: Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You gain a mastery of movement, allowing you to cover much greater distance in a shorter amount of time. Until You manifest chakra around your tongue and throat as you use it to vibrate and magnify all sound escaping
the end of your next turn, increase your speed by 30 feet. your mouth. You then release a stunning scream in an attempt to incapacitate all that hear it. All creatures in a
30-foot cone originating from you must make a Wisdom saving throw, being Deafened and Dazed until the end
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 the of their next turn on a failed save. Additionally, any traps such as explosives, trap doors or pressure plates that
damage by 1d6 and the cube size by 5ft. SEALING ART: are within this jutsu’s range are triggered.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the range by 5 feet.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. At C-
Rank This jutsu’s Duration becomes 1 Hour. 8 Hours at B- Rank, 24 Hours at A-Rank, Permanent at S-Rank.
〇 CHAKRA SHIELD 〇 CHAKRA SKIN
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 5 Chakra
Cast Time: 1 Reaction, which you take when you take damage Cast Time: 1 Action
Range: Self Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Clash Duration: Until Short Rest Keywords: Ninjutsu
You manifest a swirling barrier of chakra around you protecting you from the triggering attack. You gain 12 You coat yourself in a Protective aura of chakra, protecting you from damage. When you cast this jutsu, you
Temporary Hit points. If you have a nature release, this jutsu gains a single nature release keyword that you can lose the benefits of any Armor you are wearing, utilizing this Jutsu’s AC calculation for its duration. Your AC
cast, and additional effects base on the Nature release. Your shield gains one of the following benefits based on becomes 13 + your Intelligence Modifier + Half of your proficiency Bonus. This jutsu ends if you dismiss it as a
the chosen nature release. If you do not have a nature release this shield instead has 16 temporary hit points. • Bonus action.
Earth: This jutsu gains the Construct keyword. Your shield has resistance to Cold damage, vulnerability to
lightning Damage and once cast leaves behind an Quake Shard in a 5ft cube within 5ft of you. • Wind: Your AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this
shield has resistance to Lightning Damage, vulnerability to Fire Damage and once cast all creatures of your jutsu is cast at C-Rank or higher, you gain Temporary hit points equal to your Ninjutsu ability modifier. As a
choice within 5 feet of you gains 1 rank of bleed. • Fire: Your shield has resistance to Wind Damage, Bonus action on your turn, you can replenish these Temporary hit points for 5 Chakra. If this jutsu is cast at B-
Vulnerability to Cold Damage and all creatures within 10 feet of you takes fire damage equal to your Ninjutsu Rank or higher, increase the AC this Jutsu grants by +1. If this jutsu is cast at A-Rank or higher, the Temporary
ability modifier. • Water: Your shield has resistance to fire damage, vulnerability to earth damage and if this jutsu hit points gained, is instead equal to half of the casters Ninjutsu ability score. If this jutsu is cast at S-Rank or
is cast near a sufficient source of water, reduce the cost of this jutsu by -2. • Lightning: Your shield has higher, increase the AC this Jutsu grants by +2, instead of +1.
resistance to Earth damage, vulnerability to wind damage and you gain a +2 to Dexterity saving throws until the
beginning of your next turn.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1. MEDICAL RELEASE:
〇 LOCK/RELEASE 〇 ACID ARMOR
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 3 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CS Range: Self Components: HS, CM
Duration: Until dispelled Keywords: Ninjutsu, Fuinjutsu Duration: 10 Minutes Keywords: Ninjutsu, Medical
You place a chakra seal on a closed door, window, gate, chest, or other entryway, and it becomes locked for the You manifest acidic chakra in the form of a highly dangerous aura of chakra that intercepts attacks for you and
duration. You and creatures you designate when the jutsu is used can open the object normally. You can also harms those who would try to touch you. You gain 14 temporary hit points. Creatures who would deal damage
set a password that when spoken within 5 feet of the object releases the jutsu for 1 minute. This jutsu also with a melee attack take 6 acid damage each time they would deal damage, while you have temporary hit points
works inversely allowing you to attempt to lock pick using your chakra alone. Make an Intelligence (Chakra granted by this jutsu. A creature who would strike you with a weapon attack or unarmed strike whose rank is
Control) check vs the Locks DC as if you are picking a lock using a Security kit. Creatures attempting to open equal to or less than the rank this jutsu was cast at has their weapon suffer a permanent -1 penalty until fixed by
the object you have locked with this jutsu must make an Athletics check vs your Ninjutsu save DC to force open the Mending ninjutsu. An unarmed attack such as your fists or legs can be fixed with any jutsu with the medical
the object. keyword that restores hit points or removes conditions. A weapon or limb which has reached a -5 penalty
breaks, being destroyed by all of the acid covering it.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the amount of temporary hit points by 1d8 and the number of creatures you can target by +1. SEALING ART: AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the temporary hit points by 7 and the acid damage by 3.
〇 ACID BEAM 〇 ACID STRING
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (60-Foot line) Components: HS, CM Range: Self (20-foot cube) Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical
You manifest acidic chakra in the form of a powerful beam meant to melt through everything in its path. All You manifest acidic chakra in the form of barbed wires, enough to fill a 20-foot cube originating from you. For
creatures in a 60-foot long, 5-foot-wide line originating from you must make a Dexterity saving throw. On a failed the duration, creatures, excluding you, who would begin their turn or enter for the first time on their turn, the
save, you deal 3d6 acid damage and at the beginning of an affected creature’s next turn, they take 3d4 acid affected area, they take 7 acid damage and an additional 7 acid damage for every 5 feet they would move
damage. Constructs and structures made of earth, metal or wood take double damage as the acid eats through through the affected area. A creature cannot take damage from the same 5 by 5-foot square more than once
them. per round.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 2dX. the size of the affected area by 5 feet.
〇 ACID TAIL 〇 ACID WHIPS
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (15-foot cone) Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical
You manifest acidic chakra in the form of a beast’s tail, be it a massive dragon tail, or large lions tail. Make one You manifest acidic chakra in the form of two whips of acid designed to grapple and melt into your foes. Make
melee ninjutsu attack. Compare the result of your attack against all creatures in a 15-foot cone, originating from two ranged ninjutsu attack, dealing 2d6 acid damage on a hit. Additionally, creature you hit must make a
you. For each success, you deal 2d6 + 1d6 acid damage, for each additional creature hit after the first. Strength saving throw. On a failed save, they become grappled by you and your acid whips for the duration. A
Additionally, all creatures you deal damage to must make a Strength Saving throw. On a failed save, creatures creature grappled by your acid whips takes 1d6 acid damage at the beginning of each of their turns.
are knocked prone and gain 1 rank of corroded.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the number of attacks you make by +1.
the maximum number of d8s you can roll by 2. 31
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
damage by 1d12 and the size of the cube by 5 feet. If this jutsu is cast at B-Rank and above on a failed save
this jutsu also inflicts the envenomed condition. If this jutsu is cast at A-Rank and above, on a failed save this
jutsu also leaves the affected area as difficult terrain. MEDICAL RELEASE:
〇 BLOCK 〇 FRACTURE
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 4 Chakra
1 Reaction, which you make when you or a
willing creature you can see are targeted or would make a
Cast Time: saving throw against a jutsu with the Fuinjutsu keyword Cast Time: 1 Action
Range: 60 feet Components: HS, CM, CS Range: 60 feet Components: HS, CM, CS
Duration: 1 Round Keywords: Ninjutsu, Fuinjutsu Duration: Instant Keywords: Ninjutsu, Fuinjutsu
You infuse chakra into a chakra seal as you attempt to manifest a seal of protection. When you or a willing You infuse chakra into a chakra seal as you attempt to mark a person with the seal of descension and then
creature would be the target of, or would make a saving throw or skill check against, any jutsu with the Fuinjutsu shatter it causing a fracture in their internal balance of Yin and Yang. A creature you can see within range, must
keyword you enact a defensive ward meant to protect until the beginning of your next turn. They gain a +2 make a Charisma saving throw. On a failed save the target creature takes 3d8 Force damage and gains 1 rank
bonus to their AC, saving throws, and ninshou checks against jutsu with the Fuinjutsu keyword. of Sealed. A creature with 3 or more ranks of Sealed makes this saving throw at disadvantage.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
Casting this jutsu at B-Rank, increase the AC penalty to -2. Casting this jutsu at S-Rank, increase the AC bonus the damage by 1d8. If this jutsu is cast at B-Rank or higher, increase the ranks of Sealed inflicted to 2.
to -3. 52 EARTH RELEASE: SEALING ART:
〇 LOCK 〇 REVERBERATE
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 3 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM, CS Range: Touch Components: HS, CM, CS, W (Any)
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Fuinjutsu
You infuse chakra into a chakra seal as you attempt to mark an object with a seal of objection. You must select You infuse chakra into a chakra seal as you mark a weapon you touch with a seal of veneration. For the
either an unattended object or a creature you can see within range who is holding an item. If an unattended item duration, this [Weapons Damage] die is increased by +1. If the weapon already rolls more than one die when it
it is instantly bound to the surface it is currently resting on. If a creature holding an object, that creature must deals damage, you instead increase the damage die by one step. (d4>d6>d8>d10>d12) This weapon cannot be
make a Strength saving throw. On a failed save the object the target is holding is sealed and bound to the targeted with another jutsu or effect that would change its damage type, die, add additional damage die, or
nearest surface within range; be it the floor, a wall, or ceiling. For the jutsu’s duration the item remains bound to augment it further by any means. If it is the target of such a jutsu or effect, it shatters. If this weapon scores a
that surface unable to be moved by any means. A creature within 5 feet of the sealed object may attempt to critical hit the seal shatters and you reroll any 1’s taking the second result. This jutsu then immediately ends.
remove the seal by making an Intelligence (Ninshou) check vs your Ninjutsu save DC. On a successful save
they break the seal freeing the item.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 radius
by 5 feet, and damage by 1d8. C-RANK: EARTH RELEASE:
〇 SUBSTITUTION TECHNIQUE 〇 SUMMONING TECHNIQUE
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: Special (See Summoning Section for Jutsu
Cast Time: 1 Reaction, which you take when you would take damage Cast Time: Full Turn Action
Range: Self Components: HS, M Range: 10 Feet Components: HS, CS, CM
Duration: Instant Keywords: Ninjutsu Duration: Instant Keywords: Ninjutsu, Fuinjutsu
You quickly replace yourself with an object, allowing you a swifter escape with smaller margins for error. When You must have formed a Blood Contract with a Sage Tribe, such as one found in the Summoning Jutsu section
you would take damage you may increase your AC by +3 until the beginning of your next turn. If this bonus found at the end of the Ninjutsu chapter in order to successfully cast this jutsu. If a creature refuses or cannot be
would cause the triggering attack to miss, you may move up to half of your movement away. If you activate this summoned, You spend chakra according to the rank this jutsu was cast. It appears where the user designates
jutsu as a result of making a saving throw, you must still make the saving throw even if your movement would and can act as a Bonus Action on the user's turn, on the user's initiative order. You can communicate with the
move you to the outside of its range. creature and it will listen to you and only you in combat. You can direct it to perform the following actions: Attack
(Unarmed, Weapon, or Jutsu), Dodge, and Help. The creature can perform an Action and Move. The
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and summoned creature must remain within 120 feet of the summoner. All sage creatures can speak common.
the damage by 1d12. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, you summon a corresponding creature
equal in level and rank to the Rank used upon activation. 18
〇 THUNDEROUS SCREECH 〇 BEAR
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 4 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (15-foot cone) Components: HS, CM Range: Self Components: HS, CM, CS, NT (Empty Scroll)
Duration: Instant Keywords: Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu, Construct
You create a focused high-pitched screech that affects creatures in the direct path of the sound waves. You draw a picture of a bear. Infusing chakra into it as it exits your scroll and standing next to you. You summon
Creatures in the target area must make a Constitution saving throw. On a failed save their body is rocked by the a construct Ink bear. The construct bear has the following Statistics; You may command the Ink Bear as a
thunderous shockwave of sound. They gain 1 rank of Concussed and lose concentration on any one Jutsu of bonus action on your turn. The Ink bear may take an appropriate reaction if able, such as attack of opportunity.
equal rank or lower they were concentrating on. On a successful save they suffer no effects. The Ink Bear uses your Ninjutsu Attack bonus and Save for all of its attacks and effect save DC’s
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. EARTH RELEASE: the Ink Bears Hit points by 2d10+6. BEAST IMITATING ART:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3
chakra. If this jutsu is cast at A-Rank, you spend 1 additional hit die and increase the damage by 4d4, and the
number of hit die lost to 1d6. If this jutsu is Cast at S-Rank, you spend 1 additional hit die and increase the
damage by 6d4, and the number of Tenacity die reduced to 2. MEDICAL RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. The
number of conditions with a different name removed increases by +1. 24 MEDICAL RELEASE:
〇 RASENGAN 〇 SPLINTER
Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 8 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 5 feet Components: CM Range: 30 feet Components: HS, CM, CS
Duration: Concentration, up to 1 Minute Keywords: Ninjutsu, Clash Duration: Instant Keywords: Ninjutsu, Fuinjutsu
You collect chakra into your hand generating a powerful sphere of spiraling chakra to strike an enemy with. You You infuse chakra into a chakra seal as you attempt to mark a person with the seal of prevention and then
do not spend chakra to maintain concentration on this jutsu. Beginning at the start of your next turn, you can shatter it causing a fracture in their internal balance of Yin and Yang. A creature you can see within range, must
spend your action to make a melee ninjutsu attack against a creature within range. On a hit, you deal 5d8 force make a Charisma saving throw. On a failed save the target creature takes 5d8 Chakra damage, gains 1 rank of
damage and the target makes a Strength saving throw. On a failed save they are knocked back 30ft becoming Sealed and is unable to make Hand Signs (HS) until the end of their next turn.
Dazed and Concussed. This jutsu only ends on a successful hit. If a creature knocked back by this jutsu collides
with a structure or construct, their movement stops, taking damage as if they had fallen an equal distance. AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8. If this jutsu is cast at A-Rank, increase the ranks of sealed to 2. SEALING ART:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank increase the number of attacks you can make by +1. If this jutsu is cast at S-Rank
increase the number of attacks you can make by +2. FIRE RELEASE:
〇 CHAKRA DISPEL 〇 CIRCLE OF DEFIANCE
Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 9 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 feet Components: HS, CM, CS Range: Self (30-foot radius sphere) Components: HS, CM, CS
Duration: Instant Keywords: Ninjutsu, Fuinjutsu Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You infuse chakra into a chakra seal as you attempt to end a jutsu with the seal of Dispis. Choose any creature, You infuse chakra into a chakra seal as you attempt to end a jutsu with the seal of resistance. For this jutsu’s
object, or chakra-based effect you can see as you mark it with your chakra seal. You then attempt to end any duration, as a Bonus Action you may select one willing creature within range. That creature gains Temporary hit
Ninjutsu or Genjutsu currently affecting it of a rank less than the rank this jutsu was cast at. If the Jutsu is of a points equal to 2d8 + Your Ninjutsu ability Modifier, until the end of your next turn.
rank equal to this jutsu, you instead must make an ability check, using your ninjutsu ability modifier. The DC
equals (13 +the rank of the Jutsu, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If the jutsu is of a AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
rank higher than this jutsu, you make the ability check at disadvantage, unable to add dice-based bonuses to the amount of temporary hit points by 1d8 and the number of creatures you can target by +1. SEALING ART:
your check.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6+1, and the radius by 5ft. FIRE RELEASE:
〇 CURSE 〇 INANIMATE PUPPET
Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 8 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 10 Chakra
Cast Time: 1 Action Cast Time: 1 Hour
Range: Touch Components: HS, CM, CS Range: Touch Components: HS, CM, CS
Duration: Concentration, Up to 10 minutes Keywords: Ninjutsu, Fuinjutsu Duration: Instant Keywords: Ninjutsu, Fuinjutsu, Construct
You infuse chakra into a chakra seal as you attempt to mark a creature you can touch with the seal of You infuse chakra into a chakra seal as you attempt to mark an object you can see with the seal of false life.
pestilence. You do not need to spend chakra to maintain Concentration on this jutsu. You touch a creature, and This jutsu creates false life. A creature from nothingness. A servant formed from the world around you. Choose
that creature must make a Charisma saving throw or become cursed for the duration of the jutsu. When you a pile of rocks, dried bones, leaves, wood or any other inanimate objects that you can reach while casting this
cast this jutsu, choose the nature of the curse from the following options: • Choose one Ability Score. While jutsu. Temporarily reduce your Maximum Chakra by 10 for each puppet you create. You cannot reduce the cost
cursed, the target has disadvantage on ability checks, skill checks and saving throws made with that ability of this jutsu by more than half. For each puppet that dies, or you lose control of, you increase your maximum
score. • While cursed, the target has disadvantage on attack rolls against you. • While cursed, the target must chakra by 10, up to your original maximum. You place a seal on the objects as they conjoin to form a mimicry of
make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing life, raising a construct creature. The creature becomes a construct with the following statistics (When a feature
nothing. • While cursed, your attacks and jutsu deal an extra 1d8 necrotic damage to the target. • While cursed, or ability asks for Rank of jutsu use the following; C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) On each of your
the target cannot regain hit points. • While cursed, the target loses all special senses it has. • While cursed, turns, you can use a bonus action to mentally command any creature you’ve created with this jutsu if the
reduce the targets movement speed by half. • While cursed, the target must speak all of their thoughts verbally creature is within 60 feet of you. You can control up to 4 Creatures at a time this way. (if you control multiple
as loud as possible. • While cursed, the target gains 1 rank of Demoralized while it is within 20 feet of a specific creatures, you can command any or all of them at the same time, issuing the same command to each one). You
object or structure of the casters choice. • At the GM option, you may choose an alternative curse effect, but it decide what action the creature will take and where it will move during its next turn, or you can issue a general
should be no more powerful than those described above. The DM has final say on such a curses effect. command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve
the number of marked creatures by +1. FIRE RELEASE: given it. To maintain the control of the creature for another 24 hours, you must cast this jutsu on the creature
again before the current 24-hour period ends. The use of the jutsu reasserts your control over up to four
creatures you have animated with this spell, rather than animating a new one. Recasting the jutsu in this way on
an already summoned construct does not reduce your maximum chakra a second time.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number hit points your construct has by 10. SEALING ART:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the Damage by 5. FIRE RELEASE:
〇 SHATTER 〇 TIGER
Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 8 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: Self Components: HS, CM, CS, NT (Empty Scroll)
Duration: Instant Keywords: Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu, Construct
You place your hands on a solid surface within range before your hand vibrates and releases a massive surge You draw a picture of a Tiger. Infusing chakra into it as it exits your scroll and standing next to you. You
of chakra creating a sudden loud ringing noise, that erupts from a point of your choice within range. Each summon a construct Ink Tiger. The construct Tiger has the following Statistics, using your Ninjutsu attack bonus
creature excluding you, in a 15-foot radius sphere centered on the point of your choice within range must make and Save DC for anything that requires an attack or saving throw. You may command the Ink Tiger as a bonus
a Constitution saving throw, taking 4d6 bludgeoning damage and being dazed on a failed save and half as action on your turn. The Ink Tiger may take an appropriate bonus action if able.
much on a successful one. Constructs have disadvantage on the saving throw, takes double damage and
cannot be resistant or immune to this jutsu. AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the Ink Tiger Hit points by 2d10.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6+1. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the radius of this jutsu by 5 feet. FIRE RELEASE:
〇 CONTAGION 〇 DEAD HEARTBEAT TECHNIQUE
Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 12 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Day
Range: Touch Components: HS, CM Range: Touch Components: HS, CM, CS
Duration: 1 Week Keywords: Ninjutsu, Medical, Kinjutsu Duration: Special Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
You infuse putrefied Medical Chakra onto your hand as you become able to inflict disease from touch alone. When casting this jutsu, you must have fully intact corpse of a humanoid creature. You perform a type of
Make a Melee ninjutsu attack against a creature within your reach. On a hit the target is poisoned. At the end of surgery designed to induce a false heartbeat. At the conclusion of this jutsu’s casting, the corpse begins to
each of the poisoned creatures turns, the target must make a Constitution saving throw. If the target succeeds move at your behest. You must stay within 90 feet of the corpse while facilitating its temporary revival. All
on three of these saves, it is no longer poisoned and the jutsu ends. If the targets fails three of these saves, the wounds, and damage the corpse had prior to this jutsu’s casting remains. The corpse you use this on only
target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen retains their memories. They can regain their personalities if you instead extend this jutsu's casting time to 1
disease for the Jutsu’s duration. Since this jutsu induces a natural disease in its target, any effect that removes Week. The corpse cannot disobey you, and must not act in any way that would bring you harm. The corpse has
a disease or otherwise ameliorates a diseases effects apply to it. • Blinding Sickness. Pain grips the creature’s 1 Hit points and calculates its AC as normal. It cannot cast jutsu, or use features by any means. The corpse
mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving remains active until you dismiss this jutsu as a bonus action or begin concentrating on any other jutsu or
throws and is blinded. • Filth Fever. A raging fever sweeps through the creature’s body. The creature has feature. A corpse can only be temporarily be brought back this way once ever using this jutsu.
disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. • Flesh Rot. The
creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. •
Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and
Intelligence saving throws, and the creature becomes Berserked for the duration. • Seizure. The creature is
overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack
rolls that use Dexterity. • Slimy Doom. The creature begins to bleed uncontrollably. The creature has
disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes
damage, it is stunned until the end of its next turn.
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6+1. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3
chakra. If this jutsu is cast at S-Rank, you spend 1 additional hit die and increase the damage by 2d8, and the
number of hit die lost to 1d8 or the number of Tenacity die lost to 4.
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8.
〇 STRENGTH OF 100 〇 VENOM SHOWER
Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 10 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: Self Components: CM Range: 120 Feet Components: HS, CM
Duration: Concentration, Up to 1 Minute Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You use finely controlled chakra across your body, granting you Strength of over 100 people. Your Strength You begin to generate poisonous medical chakra and release it, creating a rain of poisonous needles. Select a
becomes 20 for the Duration. Your jump height and distance are doubled. You gain Advantage on Strength & space in the air that you can see. You create a poisonous gas cloud that begins to rain down poisonous needles
Constitution based ability checks, skill checks, and saves. When you make an unarmed attack, you deal 3d10 filling a 20-foot radius, 50-foot-high cylinder. Each creature in the cylinder must make a Dexterity saving throw.
Bludgeoning damage. After you end this jutsu, you suffer the consequences of pushing your body to its limit. A creature takes 6d6 poison damage on a failed save and half as much on a successful save. The ground this
Your movement speed is halved, you gain disadvantage on Strength & Constitution ability and skill checks. area affects generates poisonous thorns on the ground that lasts for 1 minute. Creatures who that enter the
These lasts until you take a short rest. area of poisonous thorns takes 4d4 poison damage for each 5 feet they move through the affected area. Once a
space has been moved through, the thorns break becoming inert.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
you can target one additional creature. WATER RELEASE: AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6.
〇 VITRIOLIC SPHERE 〇 WATER TO ACID
Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 11 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 13 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 150 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Concentration, up to 10 minutes Keywords: Ninjutsu, Medical
You point at a place within range, and conjure a glowing 1-foot ball of bubbling acid that streaks to the chosen You draw out acidic chakra and infuse it into a body of water that you can see. You convert a 15- foot cubes
location and explodes in a 15-foot radius sphere. Each creature in that area must make a Dexterity saving throw worth of water, into pure acid for the duration. Jutsu with the Water release keyword that would require a source
taking 10d4 Acid damage and 5d4 Acid damage at the end of its next turn and gains 1 rank of corrosion. On a of water, cannot use this pool of acid. If you would convert a pool of water into acid and there is water outside of
successful save, a creature takes half the initial damage and suffer no further effects. this jutsu’s area of effect, then creatures can still use water release ninjutsu that requires sources of water. Any
creature that is in contact with the water when it turns to acid such as stand on top of it with the water walking
technique immediately sinks down into it. Creatures who would begin their turn submerged in the acid takes 7d4
acid damage and must make a Constitution saving throw, being blinded and gaining the corroded condition on a
failed save. When this jutsu would end, the acid turns back into normal water.
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the size of the acid conversion doubles. (15>30>60)
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the rank of a Sealed Jutsu by 1. (B>A>S)
〇 SUMMONING: RASHOMON 〇 THOUSAND-ARMED MURDER
Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 12 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 12 Chakra
Cast Time: 1 Reaction, which you take when you or an allied creature would take damage or make a saving throw.Cast Time: 1 Action
Range: 30 Feet Components: HS, CS Range: 5 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Fuinjutsu, Construct Duration: Concentration, up to 1 minute Keywords: Ninjutsu
You bite your finger drawing blood before using it as a catalyst to summon Rashomon, a 60 feet tall, 30 feet An Advanced version of the “Arms of Buddha” Ninjutsu. This advanced version keeps the Golden Buddha
wide, and 5 feet thick gate made of iron, brick, chakra and other materials. This wall is erected standing straight materialized out of golden chakra. This Buddha stands behind its user with a calm and peaceful face, however
upward. If you are in an area that cannot fit Rashomon, this jutsu will fail. Rashomon has 100 Hit Points. The whenever the user gets angry or intends to attack, the spirit turns red and grows fangs and its appearance
Rashomon unsummons itself after 1 minute, or if this Jutsu is cast again, whichever comes first. The Rashomon becomes akin to a demon and attacks its users’ enemies with its 1000 hands or protects its user when attacked.
regains all of its Hit Points over the course of a Long Rest. If the Rashomon is summoned before its caster As a Bonus action, make a Melee Ninjutsu Attack against a creature you have already made an attack against
takes a Long Rest, it remains in the same condition it was in when it was unsummoned. this turn, no more than 10 feet away. On a hit, the target creature takes 8d8 Bludgeoning Damage. Alternatively,
as a Reaction, when you are hit by an attack. Roll 2d12 + Ninjutsu ability modifier, reduce the incoming damage
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and you take by the result.
the number of hit-points the bubble has by 1d8. WATER RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3.
Increase the damage by 2d8 and the reaction roll by 2d12.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 2d4 and knock back distance 5ft. LIGHTNING RELEASE:
〇 NEGATIVE EMOTION SENSING 〇 REGENERATE
Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 16 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 18 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 100 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, up to 1 hour. Keywords: Ninjutsu, Sensory, Medical Duration: 1 hour Keywords: Ninjutsu, Medical
You are able to knead chakra in such a way that you can begin to sense other creatures chakra signatures You touch a creature and stimulate its natural healing ability. The target regains 4d8+15 hit points. For the
clearly when you try. You can only cast this jutsu on your turn, and casting it does not cost action economy. duration of the jutsu, the target regains 1 hit point at the start of each of its turns (10 hit points per minute). The
When this jutsu is cast, for the duration, you gain access to a unique special action called Sense Chakra. This targets severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have
special action can be gained and used in addition to other special actions you gain and use. This special action the severed part and hold it to the stump, the jutsu instantly causes the limb to knit to the stump.
counts as a Skill-Action and both a Constitution and Wisdom based skill. Sense Chakra. As a Bonus action, you
can make a Perception check using either Constitution or Wisdom vs the Passive Chakra control (Chakra
control bonus + 10) of all creatures within 30 feet of you. On a success, you gain the benefit of the Chakra
Sensing special sense against them for the duration until they either have 0 chakra or they make and succeed
their Suppress Chakra skill action.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6. LIGHTNING RELEASE:
〇 SCORPIONS STING 〇 WILT
Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 17 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 20 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: Self (45-Foot cube) Components: HS, CM, CS
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical, Fuinjutsu
You mold poisonous chakra into the shape of a scorpion stinger dripping with poison, and fully under your You infuse necrotic chakra into a surge of medical chakra, designed to suck the life from a target creature. You
control. The tail has a reach of 15 feet and scores a critical hit on a roll of 19~20. For the duration, as an action draw the life force of all creatures of your choice within range, that you can see. Each creature in the area must
you can make two melee ninjutsu attacks, dealing 4d8 + your ninjutsu ability modifier poison damage on a hit. make a Constitution Saving throw. Construct and undead aren’t affected. Plants, Celestials, and Demons make
Once per turn, a creature who takes damage from this jutsu must make a Constitution saving throw, gaining 2 this saving throw at disadvantage. A creature takes 10d8 Necrotic Damage and are marked with the seal of
ranks of envenomed on a failed save. A creature you target, who has 5 ranks of envenomed has vulnerability to extraction for the next minute, or half as much damage and no additional effects on a successful save. A
poison damage from this jutsu’s attacks for the duration. creature marked with the seal of extraction takes 5 additional Necrotic damage each time they would take
damage from any source for the duration. Plants, Celestials, and Demons instead take 10 additional Necrotic
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and damage each time they would take damage from any source for the duration. A creature marked with the seal of
the number of creatures you can target with this jutsu by +1. LIGHTNING RELEASE: extraction can as an action attempt to remove the seal by making an Intelligence (Ninshou) check vs your
Ninjutsu save DC, removing it early on a success. Plants, Celestials, and Demons make this skill check at
disadvantage.
AT HIGHER RANKS: This Jutsu’s bonus increases by +1 when you reach 5th level (+3), 11th level (+4), 17th
level (+5)
〇 PLANE SHIFT 〇 REALITY BREAK
Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: 24 Chakra Classification: Non-Elemental NinjutsuRank: S-Rank Cost: 24 Chakra
Cast Time: 1 action Cast Time: 1 action
Range: Touch Components: HS, CM, CS Range: 60 feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Fuinjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Fuinjutsu
You and up to eight willing creatures who are touching each other are transported to a different location that You shatter the barriers between dimensions thrusting them into turmoil and madness. The target must make a
you’ve placed a Chakra seal prior. This location can be on the standard plane of existence, or in a pocket Charisma saving throw or it can’t take Reactions until the jutsu ends and must also roll a d10 at the start of each
dimension that has not collapsed. of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects
table. If used while inside of a pocket dimension created by another jutsu, that dimension collapses on itself,
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If being destroyed, and ejects all creatures and objects in it outside the pocket dimension. REALITY BREAK
cast at B-Rank, the duration increases to “up to 10 minutes” and no longer costs chakra to maintain EFFECTS D10 Effects 1-2 Collapsing World. The target takes 12d8 force damage, and is stunned until the end
concentration. If cast at A-Rank, this jutsu’s duration becomes 1 Hour and no longer requires concentration. 162 of the turn. If the target was in a pocket dimension, they return to the standard plane of existence. 3-5 Rending
Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much
damage on a successful save. 6-8 Wormhole. The target is teleported, along with everything it wearing and
carrying, up to 100 miles away to an unoccupied space in a random direction. The target also takes 12d10 force
damage and is prone. 9-10 Chill of the Dark Void. The target takes 12d10 Necrotic Damage and is blinded
permanently. This can be removed with a medical Jutsu of A-Rank or higher.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
number of creatures you can target by +1 and the hit points of the coffin by 10. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank or higher, increase the bonus damage to 2d4 and the damage reduction to +6. If this
jutsu is cast at S-Rank, increase the bonus damage to 3d4 and the damage reduction to +9. 50 EARTH
RELEASE:
〇 CALCITE: MIGHT 〇 EARTH FLOW RIVER
Classification: Earth Release Rank: D-Rank Cost: 5 Chakra Classification: Earth Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: Self (30 Foot Cone) Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Medical Duration: Instant Keywords: Earth Release, Ninjutsu
You create a surge of Earth Release Chakra and use it to amplify a willing creature you can see within range. You transform the surface in front of you into a mud river. The river created is a 30-foot cone, that sweeps
Once successfully cast, you do not need to see where the target is and must remain within 120 feet of them. creatures off of their feet and carries them to the end of the cone furthest away from the caster. Creatures in the
Target creatures Strength becomes 18 for the duration if it is not already. Their Unarmed, Weapon, and Taijutsu path of the mud slide must make a Strength saving throw. On a failed save they are swept up and moved to the
Attacks deal an additional 1d6 Earth Damage and you always know when they take damage and their current end of the stream, falling prone being disarmed of any weapons or items they are holding and having their
condition even if you cannot see them for the duration. speed reduced by 10 feet until the end of their next turn. On a successful save, no effects.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1. the size of the cone by 5ft and the speed they are reduced by 5 feet. EARTH RELEASE:
〇 EARTH SPINE GRUDGE 〇 EARTHEN ENTANGLEMENT
Classification: Earth Release Rank: D-Rank Cost: 4 Chakra Classification: Earth Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: 1 minute Keywords: Ninjutsu, Earth Release Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Earth Release
You generate Shards of earth and levitate them around yourself, creating a field of stone debris to protect you. Hooking and grasping arches of stone sprout from the ground in a 20-foot cube starting from a point within
For the duration of this jutsu, ranged attacks are made as if you are under half cover, with the floating earth range. For the duration, these earthen arches turn the ground into difficult terrain. Creatures cannot take the
around you. Also, creatures of your choice treat all spaces within 10 feet of you as difficult terrain. This floating dash or dodge actions while within this area of difficult terrain. Creature(s) of your choice in the area when you
earth counts as a single Quake Shard while active. EARTH RELEASE: cast the ninjutsu must make a Strength saving throw or be restrained by the criss crossing stone arches until the
jutsu ends. A creature restrained by the earth can use its action to make a Strength Saving Throw against your
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and Ninjutsu save DC. On a success, it frees itself. When you cast this jutsu, the difficult terrain remains even after
the number of creatures you can target by +1. you end concentration on this jutsu. The difficult terrain can be cleared with 10 minutes of work attempting to do
so. While the difficult terrain remains, its counted as a single Quake Shard. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of targets by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
you generate 1 additional Gem. EARTH RELEASE:
〇 HEADHUNTER TECHNIQUE 〇 JADE DEVOTION
Classification: Earth Release Rank: D-Rank Cost: 3 Chakra Classification: Earth Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1-Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Self (10-foot sphere) Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu Duration: 1 Minute Keywords: Ninjutsu, Earth Release
While burrowing under a target, you can attempt to drag them under leaving them submerged in the earth with You release a surge of earth release chakra that permeates you and your allies. All willing creatures of your
only their head being exposed. Target creature makes a Dexterity saving throw to avoid being snatched into the choice within a 10-foot sphere centering on you, gain 4d6 temporary hit points and resistance to bludgeoning
ground and restrained. If you are hidden from the target and they are unaware of your presence they make this piercing and slashing damage so long as they have temporary hit points granted by this jutsu. Creatures who
save at disadvantage. Creatures who are restrained by this jutsu can make a Strength (athletics) check vs your have temporary hit points granted by this jutsu count as Quake Shards created by you.
Ninjutsu Save DC as an action on their turn to escape the ground, ending the restrained condition. EARTH
RELEASE: AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
temporary hit points by 1d6. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3,
damage by 1d4 and radius by 5 feet.
〇 STONE FIST 〇 TECTONIC TIDE
Classification: Earth Release Rank: D-Rank Cost: 4 Chakra Classification: Earth Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: Special Components: HS, CM
Duration: 1 minute Keywords: Earth Release, Ninjutsu, Clash Duration: Instant Keywords: Ninjutsu, Earth Release
You encase a single arm in rock, enabling yourself to strike with hardened punches, while also protecting You churn the ground under you and up to 2 Quake Shards of your creation and create a localized quake of
yourself from direct contact. For the duration of this jutsu, when you take the attack action, you instead deal you earth that bends and snaps the ground under them and rolls outward from in a wave. Select up to two Quake
deal your Unarmed Damage +2d6 earth damage. This Jutsu's benefits cannot be applied to any Taijutsu or Shards of your creation, including yourself. All other creatures within a 20-foot radius of yourself and the chosen
Bukijutsu cast under any circumstances. For the duration of this jutsu one of your hands are occupied and constructs must make a Strength saving throw taking 2d8 earth damage and being knocked prone and bruised
cannot be used to make Hand Signs (HS) or use Chakra Seals (CS). Also, when you strike a creature with the on a failed save or half as much with no additional effects on a successful save. If a creature is in more than one
encased arm, it does not count as direct contact with them. radius, they only make 1 saving throw, being affected by this jutsu up to twice.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 radius
number of creatures you target with this jutsu by +1. by 5 feet, and damage by 1d8. C-RANK: EARTH RELEASE:
〇 CALCITE: SWIFT 〇 CRYSTALIZED ASCENSION
Classification: Earth Release Rank: C-Rank Cost: 9 Chakra Classification: Earth Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Medical Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Earth Release
You create a surge of Earth Release Chakra and use it to amplify a willing creature you can see within range. You materialize Earth release chakra into the form of armor on a willing creatures body for the duration. Target
Once successfully cast, you do not need to see where the target is and must remain within 120 feet of them. creature’s AC becomes equal to your Ninjutsu Save DC + their Dexterity Modifier and gains Temporary hit
Target creatures Dexterity becomes 20 for the duration if it is not already. They gain Proficiency in Dexterity points equal to your Ninjutsu save DC. Additionally, the affected creature gains Damage reduction equal to your
saving throws and their speed is increased by 20 feet. Ninjutsu ability modifier for the duration. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the clones Hit points by 15. EARTH RELEASE:
〇 EARTH DRAGON BULLET 〇 EARTH FLOW SPEARS
Classification: Earth Release Rank: C-Rank Cost: 7 Chakra Classification: Earth Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: 60 ft (10 Foot cube) Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu, Clash Duration: Instant Keywords: Earth Release, Ninjutsu
You spit up a puddle of mud from your stomach after molding chakra which transforms into a Dragon head that Choose a point you can see on the ground within range. A Fountain of spiked earth molded from the ground
then opens its mouth and fires compressed balls of mud that are meant to cause concussive damage on impact. erupts in a 10-foot cube. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12
Make two ranged ninjutsu attacks targeting different creatures. On a hit the target takes 8d4 earth damage and earth damage on a failed save, or half as much damage on a successful one. The affected area is now
must make a Constitution saving throw. On a failed save they are bruised. considered difficult terrain until it is cleared, which requires 10 minutes of work.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d12. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3.
〇 GUIDE TO RESISTANCE 〇 MOVING EARTH CORE
Classification: Earth Release Rank: C-Rank Cost: 8 Chakra Classification: Earth Release Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM, CS Range: Touch Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Earth Release, Fuinjutsu Duration: 1 Minute Keywords: Earth Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You fuse a willing creature you touch with a Fuinjutsu seal made of Earth release chakra. For the duration, the You are able to amplify constructs made of earth causing them to become far more potent, tough, and durable.
target creature gain Resistance to Bludgeoning, Piercing, Slashing Damage or Immunity to Cold Damage, and Select one Quake Shard you can see and reach. By touching it, you infuse it with a surge of Earth Release
Vulnerability to Lightning Damage. EARTH RELEASE: chakra, amplifying it. Quake Shards you cast this jutsu on, gains the following benefits; • Bonus 2d10 + Your
Ninjutsu ability modifier in Hit points or Temporary hit points. • Reduces incoming damage by 1d8 + 3 • Deals
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and 2d6 bonus earth damage if it scores a hit with one of its attacks, once per turn. If you target an area without an
the number of target creatures by +1. Quake Shard, you can manipulate the terrain a bit, moving it up to 15 feet higher or deeper, or forming it into a
simple structure of your choice within a 15-foot cube. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the Temporary Hit points by 15. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the hit points of the wall by 1d6+1 EARTH RELEASE:
〇 TURNING PALM 〇 ANTLION COLLAPSE
Classification: Earth Release Rank: C-Rank Cost: 9 Chakra Classification: Earth Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Bonus action Cast Time: 1 Action
Range: Self (45-Foot Cube) Components: HS, CM Range: 60 feet (20-Foot Cube) Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Earth Release, Ninjutsu
You place your palm onto any surface of earth and cause the earth to splinter, break, and shift. The surface you You select a space you can see within range and cause the ground to collapse in and start to swirl sucking
placed your hand on is now considered difficult terrain and cannot be fixed unless this same ninjutsu is used on everything in a 20 ft cube towards the center to be crushed. Creatures caught in the radius and who would
the affected space to reverse the effect. If The surface of earth you are targeting is less than 10 feet thick, when begin their turn in this jutsu’s radius, must make a Strength saving throw. A creature takes 5d8 Earth damage
the ground is shifted it may collapse into the open space, causing all standing on it to fall with it. Additionally, if a and gains 2 ranks bruised on a failed save and half as much on a success. While inside the radius of the jutsu
Ninjutsu with the earth release keyword is cast within the splintered area, creatures who would make a saving the area is counted as difficult terrain. A creature cannot dash or gain the benefit of a bonus action while within
throw to resist the jutsu’s effects, suffers a 1d4 penalty to their saving throws. B-RANK: EARTH RELEASE: this area.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the damage by 1d10. damage by 1d8. 59 EARTH RELEASE:
〇 BOTTOMLESS SWAMP 〇 CALCITE: POWER
Classification: Earth Release Rank: B-Rank Cost: 13 Chakra Classification: Earth Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 Feet, (60 Foot Cube) Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Earth Release, Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Medical
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You select a space within range that you can see as a swamp-like pool begins to form as it fills a 60 ft Cube. You create a surge of Earth Release Chakra and use it to amplify a willing creature you can reach within range.
This mud pool is difficult terrain, cannot be traversed using water walking techniques, and prevents creatures Once successfully cast, you do not need to see where the target is and must remain within 120 feet of them.
from dashing. Creatures caught in the radius when this jutsu is cast, enters the radius, or begins their turns Jutsu the target creature casts becomes amplified by your Earth Release Chakra. Jutsu, they cast for the
there must make a Strength saving throw at the beginning of each of their turns for the duration. Each duration deals an additional 3d8 Earth Damage once per turn, Clashes made with their jutsu cannot be made at
consecutive failure imposes additional penalties and effects on the target creature(s). On a success a creature disadvantage, and the Save DC for the jutsu they cast increase by +2. Additionally, if the target attempts to cast
remove one of the failure conditions in the reverse order they received them. • On the first failure, a creature is a Jutsu with the Earth Release keyword, reduce the cost of their jutsu by 2.
restrained as their feet have been sucked below the surface leaving their knees and above exposed. • On a
second failed save, half of the creature's body is submerged and creatures restrained by this jutsu also AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3. If this
automatically fail Dexterity saving throws. • On a third failed save, the creature is dragged below the surface. A jutsu is cast at S-Rank increase the bonus damage by 1d8. EARTH RELEASE:
creature pulled below the surface is counted as suffocating and can only survive a number of their turns equal to
its Constitution modifier before it enters the dying condition. If this jutsu is ended, the surface of the Swamp
hardens back into stone. They are no longer restrained but they are still in a thick swamp, suffocating. If this
jutsu is ended, creatures trapped in the swamp are pushed to the surface and released as the ground gradually
reforms to its original consistency and form. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the size of the radius by 5 feet.
〇 CRADLE OF JADE 〇 CRYSTALLIZATION: WEISS
Classification: Earth Release Rank: B-Rank Cost: 13 Chakra Classification: Earth Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Reaction, which you take, when a creature other than yourself, that you can see within range would take
Castdamage.
Time: 1 Action
Range: 30 Feet Components: HS, CM Range: 75 Feet Components: HS, CM
Duration: 1 Round Keywords: Ninjutsu, Earth Release, Medical, Construct Duration: Concentration, Up to 1 minute. Keywords: Ninjutsu, Earth Release
You surround a creature you can see within range with Earth Release Chakra in an attempt to protect them. You create a cage of earth release chakra that you use in an attempt to trap and capture a target creature.
When a you or a creature you can see within range would take damage, you can spend your reaction encasing Select one creature you can see within range. Target creature must make a Constitution saving throw at the
them in chakra that quickly solidifies as Crystalline Jade right before impact. The Crystalline jade reduces the beginning of each of their turns for the duration as you attempt to encase them into a shard of Crystal. A
incoming damage by 10d6. The Crystalline jade has resistance to Cold Damage, and Vulnerability to Lightning creature who fails 1 save begins to have crystal form across their body as they gain the Weakened condition. A
Damage. The Crystalline jade then dissolves at the beginning of the affected creatures turn. creature who fails 2 saves begins to slow as their joints are overtaken by minerals, gaining the grappled
Condition. A creature who fails 3 saves begins to be overtaken as they find it difficult to move gaining the
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and restrained condition. A creature who fails 4 saves feels the crystals overtaking them as they gain the stunned
the radius by 5. 199 condition. A creature who fails 5 saves becomes petrified for 24 hours. A creature who passes 3 saves
immediately ends this Jutsu's effect on them and become immune to it for 24 hours. 60 EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the radius by 10 feet. If cast at S-Rank the die becomes a d6.
〇 IRON SKINNED SPEAR 〇 LAPIS DOMINION
Classification: Earth Release Rank: B-Rank Cost: 14 Chakra Classification: Earth Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 5 Feet Components: HS, CM Range: Self (90-foot cube) Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu, Clash, Kinjutsu Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Fuinjutsu, Construct
You focus Earth Release chakra throughout one of your limbs until it darkens into a dark brown hue and gains You release earth release chakra from your body touching everything within a 90-foot cube originating from you.
the texture of solid stone. You then use this darkened ligament to strike at a creature with enough force to tear For the duration, you do not need to spend chakra to maintain this jutsu. When you cast this jutsu you erect
through almost anything. Make a melee ninjutsu attack against a creature within range. On a hit, you deal 10d6 walls of Lapis made of Earth Release chakra 30 feet high and 10 feet thick on the outside edges of this jutsu’s
Earth damage and marking the creature with a mark of petrification. A creature marked this way makes range. These walls have an AC equal to your Ninjutsu save DC and a number of hit points equal to 10 times
Constitution saving throws at the beginning of each of their turns for the next minute. On a failure its skin begins your proficiency bonus. Earth Release Jutsu you cast while within your jutsu’s radius cost 2 less to cast and 1
to harden at the point of impact as their body begins to petrify. If the creature fails this saving throw three times less to maintain. When you cast this jutsu, select a number of creatures within your jutsu’s range. Those
their body fully hardens as they become petrified turning fully into stone for the next 24 hours. If the target creatures are immune to this jutsu effects. All other creatures who begin their turns in your jutsu range or enter
creature succeeds 3 saves they reject the earth chakra from their body ending the effects of this jutsu. If this your Jutsu's range for the first time must make a Strength saving throw. On a failed Strength saving throw the
jutsu is used on a creature previously affected by this jutsu within 24 hours, they make each saving throw at target is affected by the monumental weight your chakra enforces on the area and gains 1 rank of weakened
advantage. and become unable to maintain concentration on a Jutsu that does not have the Earth Release Keyword until
the end of their next turn. 61 EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost of this jutsu by 3. When AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
you cast this jutsu at A-Rank, on a failed save, their memory is permanently clouded over by this jutsu until damage by 1d6 EARTH RELEASE:
Dispelled.
〇 SANDWICH TECHNIQUE 〇 STONE BAMBOO SHOOT
Classification: Earth Release Rank: B-Rank Cost: 11 Chakra Classification: Earth Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 feet Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu Duration: Instant Keywords: Ninjutsu, Earth Release
You conjure two massive constructs of earth of your design and description that is large in size on either side of You conjure 4 reinforced spears of earth that all converge on a single creature you can see within range from 4
a single creature you can see in range and slam them into one another with the creature in the middle. Target different points surround the target creature. Make a Ninjutsu Attack on the target creature dealing 6d10 Earth
creature and all creatures within 5 feet of them must make a Strength saving throw being crushed and taking damage as they attempt to skewer the target. A 20-foot radius cube centering on the target creature becomes
6d6 earth damage and being bruised on a failed save or half as much on a successful one. The Constructs of difficult terrain and creatures cannot take the dash, dodge or disengage actions while within an area of difficult
Stone remain as Quake Shards. terrain created by this jutsu.
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the damage by 2d6. the damage by 1d10. EARTH RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8. EARTH RELEASE:
〇 STONE NEEDLE 〇 DIAMOND BONE HARDENING
Classification: Earth Release Rank: A-Rank Cost: 18 Chakra Classification: Earth Release Rank: S-Rank Cost: 25 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu Duration: Concentration, up to 1 Minute Keywords: Earth Release, Ninjutsu
You focus a large amount of chakra into a single thin but incredibly fast spear of earth that’s 90 feet long and 5 You use your mastery over chakra and Earth release to transform your bones into material simulating diamonds
feet wide. Creatures in range must make a Dexterity saving throw taking 9d10 earth damage gaining 4 ranks of in toughness and weight, while also gaining some control over how they move and the speed at which they
bruised and knocked prone on a failed save, or half as much damage and no further effects on a successful regenerate. For the duration, you regenerate 20 hit points at the beginning of each of your turns and gain
save. Resistance to all damage excluding Lightning. EARTH RELEASE:
〇 CYLINDER 〇 CUBE
Classification: Earth Release Rank: S-Rank Cost: 25 Chakra Classification: Earth Release Rank: S-Rank Cost: 25 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (25 feet) Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Earth Release, Ninjutsu Duration: Instant Keywords: Earth Release, Ninjutsu
When you cast this Jutsu, and as an Action on following turns for its duration you can form a cylinder 10 Feet in You form a cube 5 Feet in diameter by using chakra to generate molecule sized earth particles. The Cube glows
diameter and 25 feet long by using chakra to generate molecule sized earth particles. Anyone in the cylinder will white. You can throw the cube up to 30 feet or attempt to hit someone with it. Anyone hit by the cube will begin
begin to be deconstructed on a molecular level. Creatures that start their turn within this cylinder must make a to be deconstructed on a molecular level. Make a melee or ranged Ninjutsu Attack. On a hit a creature takes
Dexterity Saving Throw. On a failure a creature takes 14d10 Force Damage. If a creature is reduced to less 16d12 Force Damage. If a creature is reduced to less than ½ of their hit points by this damage, the user decides
than ½ of their hit points by this damage the user decides on which appendage the target creature lost. (Arm or on which appendage the target creature lost. (Arm or Leg). If a creature is reduced to 0 hit points, they are
Leg). If a creature is reduced to 0 Hit Points, they are turned to dust and are immediately killed. EARTH turned to dust and are immediately killed. EARTH RELEASE:
RELEASE: PARTICLE ASSIMILATION
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank increase the cost of this jutsu by 3 and
the number of creatures this jutsu can target by +2.
〇 STAR SHATTER 〇 AIR BULLET
Classification: Earth Release Rank: S-Rank Cost: 30 Chakra Classification: Wind Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: 1 Mile Components: HS, CM Range: 60-feet Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Kinjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
You create a single star shaped Quake Shard in the sky, 1 mile in the air before you cause it to shatter. Select a You create a small sphere of compressed air in the palm of your hand before launching it at a target creature
space you can see within range. All creatures of your choice within 120 feet of the selected space must make a that you can see within range. You fire two bullets of air. You can direct the bullets at the same target or
Strength saving throw as the weight of a dying star is thrust upon them. On a failed save they are Stunned and different ones. Make two ranged ninjutsu attack, dealing 2d8 wind damage.
knocked Prone as they become unable to move and find it hard to even breathe. A creature who begins their
turn in this space, ends their turn in this space, or enters this space for the first time must make the Strength AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
saving throw. A creature Stunned by this jutsu takes 9d8 Earth damage at the beginning of their turn. A creature the number of attacks by +1. WIND RELEASE:
Stunned by this jutsu takes 9d8 Earth damage at the end of their turns if they do not make the saving throw to
end this jutsu’s effects. A stunned creature makes a Strength Saving Throw at the end of their turns (They do
not automatically fail as a result of being Stunned). On a successful save, they end the Stunned condition on
themselves. 66 WIND RELEASE Wind Release is the rarest of the five nature transformations, but those who
can use it are able to cut through anything. Some shinobi use it by channeling wind chakra into weapons,
making the blades far sharper and giving them greater reach. Wind Release can also be exhaled from the user's
mouth, such as to blow away everything in the area, or generated with the user's hands, allowing precision
strikes. Although Wind Release has naturally good range and power, it can be further enhanced by compressing
it or layering different wind streams together. Wind Release can easily launch particles into the air, whether to
create dust clouds that conceal the user's movements or sand storms that perforate targets. Wind Release is
naturally strong against Lightning Release and weak against Fire Release Special Effect: Some Wind release
jutsu will mention that they cause Swirl, when this happens, Creatures who would fail their saving throw,
spreads all Elemental conditions currently affecting them around to all creatures, excluding the caster within 5
feet of them. Creatures hostile to the caster within 5 feet of the failing one gains 1 rank of all elemental
conditions currently aff ecting it. Prerequisite: You must have the Wind Release Affinity to learn jutsu with the
Wind Release Keyword. D-RANK: WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3,
the damage die by 1 step (D6>D8>D10>D12). If this jutsu is cast at B-Rank or higher increase the number of Ignores the effects of up to 1 additional rank of Exhaustion. WIND RELEASE:
attacks by +1. If this jutsu is cast at S-Rank, add your Taijutsu Ability modifier to the damage rolls.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the size of the cone by 10ft WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
damage bonus by +1 [Unarmed Damage die]. the height they are thrown upwards by 15 feet. 69 WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the size of the area affected by 5 feet, and the damage by 1d6. WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the size of the area affected by 5 feet. WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3 and
the radius of this jutsu by 5 feet. 232
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the
damage by 1d6 and the amount of initial bleed gained by +1. WIND RELEASE: BURSTING COMPRESSED
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the
size of the area affected by 5 feet, and the number of hit points your bubble has by +10. WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3 and
the number of times you can propel yourself by striking a creature by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6 and 1d10. WIND RELEASE:
〇 WHIRLWIND THRUST 〇 WIND FRICTION SHATTER
Classification: Wind Release Rank: C-Rank Cost: 8 Chakra Classification: Wind Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus action
Range: 90 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Concentration, 1 minute Keywords: Wind Release, Ninjutsu
You create an updraft of cycling wind release chakra that erupts from the ground under a group of creatures. You coat a creature whom you touch body in a layer of spinning air. The air removes most friction from its body
Select a space within range. All creatures within 15 feet of the selected space must make a Strength saving allowing them to move at breathtaking speeds, with little resistance. They gain +1 bonus to their AC, a +20
throw. On a failed save, creatures are thrown 30 feet upwards into the air taking 3d10 wind damage and bonus to speed, advantage on Dexterity saving throws and they gain the Friction Break special action at the
causing Swirl. If a creature cannot safely land, they take falling damage as normal. If the space this jutsu is start of each of their turns for the duration. Friction Break. This special action can be used to either make one
casted overlaps with a source of Fire or Water additional effects happen. Fire: This Jutsu ignites and becomes a additional Weapon Attack, Disengage, or use an object action. WIND RELEASE:
flaming whirlwind instead dealing 3d12 fire damage instead of 3d10 Wind Damage. Creatures must also
succeed a Constitution saving throw gaining the burned condition on a failed save. Water: This jutsu becomes
swirled with a powerful torrent of Water instead dealing 3d12 Cold damage instead of 3d10 Wind Damage.
Creatures must also succeed a Constitution saving throw gaining the chilled condition on a failed save.
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d10 WIND RELEASE:
〇 BACKLASH 〇 CHERISHING BREEZES
Classification: Wind Release Rank: B-Rank Cost: 14 Chakra Classification: Wind Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Reaction, when you would suffer the effects of or take damage from a Ninjutsu Cast Time: 1 Action
Range: Self Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu, Medical
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You create a vortex that spins counterclockwise just before an attack hits you. Make a Ninjutsu Ability Check vs You inhale once, filling your lungs with Air that you mix medical release chakra. You then attempt to pass this air
the Rank DC of the triggering jutsu. The Rank DC equals 13 + the Jutsu’s Rank (D-Ran k: 1, C-Rank: 2, B- from your lungs into the lungs of another who have either died within the last minute or are dying. This can be
Rank: 3, A-Rank: 4, S-Rank: 5). If you roll Higher, the triggering jutsu’s effect is nullified and the caster of the done in a number of ways such as CPR, a kiss, simply manipulating the air to exit your lungs and enter the
jutsu takes the damage and effects of their own Jutsu. On a failure, you take the damage as they break through downed creatures. When you do, the dead or dying creature makes a Constitution Saving throw adding 2d4 to
your jutsu. their roll vs a DC 15 + 1 for each round they have been dead. On a Success, they immediately end the dead or
dying condition regaining consciousness with 1 Hit Point and a number of Temporary Hit points equal to three
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost of this jutsu by 3, the times your Ninjutsu Save DC. These Temporary hit points last for 10 minutes. WIND RELEASE:
damage by 1d8, and the size of the cube by 5-feet
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8. A-RANK: the damage by 1d8. WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
the damage by 1d10. S-RANK:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the target suffers a -1 penalty on their save.
〇 NEVER ENDING FALL 〇 NEVERENDING BREATH
Classification: Wind Release Rank: A-Rank Cost: 15 Chakra Classification: Wind Release Rank: A-Rank Cost: 15 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM, M Range: Self Components: HS, CM
Duration: Concentration, 1 Minute Keywords: Wind Release, Ninjutsu Duration: 10 Hours Keywords: Wind Release, Ninjutsu
You create a vacuum of air under yourself with the ability to ascend, descend and move in any direction at your You inhale a single breath, and using chakra you are able to reinvigorate that single collection of air as if it were
own discretion. You gain a fly speed of 60 feet. If you use your action to Dash, you instead move 180 feet in the a new breath. You no longer need to breathe for up to 10 hours. You cannot be suffocated or drowned. WIND
round. WIND RELEASE: RELEASE:
AT HIGHER RANKS: For every rank you cast this jutsu above D-Rank, increase the cost by 3 and the damage
by 2d4
AT HIGHER RANKS: For every rank you cast this jutsu above D-Rank, increase the cost by 3 and the damage
by 1d8. 260
〇 VACUUM WALL 〇 1 MILLION BLADE COLLISION
Classification: Wind Release Rank: A-Rank Cost: 15 Chakra Classification: Wind Release Rank: S-Rank Cost: 25 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 feet Components: HS, CM, M Range: 120 Feet Components: HS, CM
Duration: 1 Round Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu, Clash
You create a vacuum of air around a willing creature in range that nullifies almost all attacks that would aspire to You focus a massive amount of wind chakra into a sphere above the target in range and bring it down crashing
harm you. Until the beginning of your next turn. All Ninjutsu and Taijutsu, Melee and Ranged weapon attacks into the target as a single blade. The target must make a Dexterity saving throw, creatures take 34d6 wind
must roll 1d20 when they declare an attack targeting you. On a roll of 8 or greater, the attack is diverted or damage, gain 5 ranks of lacerated and cause Swirl on a failed save, or half as much damage and ranks of bleed
knocked away by the extremely dense wind. S-RANK: WIND RELEASE: on a Successful save. 81 WIND RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank increase the cost of this jutsu by 3 and
the AC reduction limit increases by 1.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the radius of the jutsu by 5 feet.
〇 TORNADO EXPLOSION 〇 ABSORB HEAT
Classification: Wind Release Rank: S-Rank Cost: 30 Chakra Classification: Fire Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you would take damage
Range: Self Components: HS, CM, CS Range: Self Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu
You create a spiraling cylinder of wind centered on yourself that has a 90 Foot radius and is 120 Feet High. This You generate a vacuum of chakra absorbing the heat from the surrounding area and create a thin layer of fire
cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder chakra to protect yourself. You gain resistance to the triggering instance of damage. If the triggering damage or
that are large or smaller are pulled upwards and spins around the center at 200 Mph. A creature that starts its any further attacks that target you are melee attacks and the triggering creature was no more than 10 feet away
turn in the cylinder must succeed a Strength save or cause Swirl and be pulled upwards towards the center and when this jutsu was cast, the triggering creature takes 6 fire Damage until the beginning of your next turn. If the
be restrained while in motion. All objects and creatures inside the cylinder, excluding yourself, take 8d10 Wind triggering damage was fire, you also gain +5 DR vs fire damage until the start of your next turn. If the triggering
Damage at the start of each of your turns. Creatures can make a Strength save on each of its turns as an action damage was cold, this jutsu fails to activate.
to not be restrained on its turn. 83 FIRE RELEASE Fire Release is the most common of the five nature
transformations in the leaf village and land of fire, but those who can use it are able to knead chakra and set fire AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3,
to anything. Fire Release is almost always used offensively and has very few defensive applications. Some damage dealt as a result of a melee attack by +4 and the range a creature can be to take the damage by 5 feet.
shinobi use it to damage massive areas and harm large groups of foes. Fire Release is commonly exhaled from FIRE RELEASE:
the user's mouth. Although Fire Release has naturally amazing power, it suffers from high chakra cost and is
difficult to control flames after use. Fire Release is naturally strong against Wind Release and weak against
Water Release Prerequisite: You must have the Fire Release Affinity to learn jutsu with the Fire Release
Keyword. D-RANK: FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank increase the cost of this jutsu by 3. If this
jutsu is cast at C-Rank, increase the critical threat range by +1. If this jutsu is cast at A-Rank, increase the
critical threat range by +2 and if the creature would roll a 5 or lower on the d20 for the saving throw, they are
considered vulnerable
〇 ASH CLOUD 〇 BLAZING EMBER
Classification: Fire Release Rank: D-Rank Cost: 5 Chakra Classification: Fire Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet (30 Foot Cloud) Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu
You inhale and knead fire chakra in your lungs to create a cloud of ash. You exhale the ash into a target area You manifest motes of fire in the palms of each of your hands. Make two Ranged Ninjutsu attacks. These
within range that you can see. The Cloud of ash remains until blown away or dissipates which can take up to 10 attacks can target one creature or two. If targeting multiple creatures make a single Ranged Ninjutsu attack
minutes. Creatures inside the target area have disadvantage on attacks while inside the cloud, and are treated against each. On a successful hit you deal 3d4+3 fire Damage. If a creature affected by the Burned condition is
as if in total darkness. Creatures making ranged attacks inside the cloud cannot see creatures inside. FIRE hit by both attacks, they immediately suffer the damage of their condition.
RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank increase the cost of this jutsu by 3. If this jutsu is cast at B-Rank increase the number of attacks you can make by +1. If this jutsu is cast at S-Rank
jutsu is cast at B-Rank, increase your [weapons damage die] by 3. If this weapon is cast at S-Rank, increase increase the number of attacks you can make by +2. FIRE RELEASE:
your [weapons damage die] by 5.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
damage reduction by 1d4+1 and damage done by 1d6+1. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. increase the damage by 1d10+1. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
Damage by 1d8 the number of Hit die rolled and spent by 1. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-rank, increase the cost of the jutsu by 3. If this
jutsu is cast at B-rank, increase the AC bonus by +1 and the damage bonus by +1 damage die. If this jutsu is
cast at S-Rank, increase the AC bonus by +2 and the damage bonus by +2 damage dice.
〇 BLAZING ASH PILE 〇 BLUE FIRE EMBER
Classification: Fire Release Rank: C-Rank Cost: 7 Chakra Classification: Fire Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet (30-foot Cloud) Components: HS, CM Range: 60 feet Components: HS, CM
Duration: 1 minute Keywords: Fire Release, Ninjutsu Duration: Special Keywords: Fire Release, Ninjutsu
You blow a super-heated cloud of ash at a target area you can see within range; the cloud fills a 30 Foot radius You manifest a sapphire-colored ember into a solid but flickering form. This flame appears in a willing creature
in a cloud shape. Creatures inside the cloud are treated as if they are in total darkness. At any point in time of your choices hand within range. This flame lasts an hour and causes no harm to the creature and can be
within the next minute, as a bonus action or reaction, you can ignite the cloud of ash and all creatures inside the given or carried by any other creature you designate as a holder. A holder of this flame may as their bonus
cloud would need to make a Dexterity saving throw, taking 7d4+7 Fire Damage and the burned condition on a action coat themselves in this blue flame granting them a fast burning but dense shield of flame for a short time.
failed save and half as much damage and no burns on a successful one. Until the beginning of their next turn, they gain a number of Temporary Hit points equal to 3d8 + 10. Melee
attacks that strike the creature deals 10 fire damage to all creatures within 10 feet of them as the fire sparks off
of them. These Temporary Hit Points are Vulnerable to Cold damage and Resistant to Wind and Fire damage.
When the creature would take Cold Damage, this armor instead takes double damage.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the Damage by 5. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3 and
the damage by 1d6. 283
AT HIGHER RANKS: For each rank you cast this jutsu above C-rank increase the cost by 3 and the damage by AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
1d4 and max by 1d4. 289 the number of marked creatures by +1. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
Damage by 1d10.
〇 ALCHEMIST FLAME 〇 MOVEMENT
Classification: Fire Release Rank: B-Rank Cost: 12 Chakra Classification: Fire Release Rank: B-Rank Cost: 10 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 60-foot cone Components: HS, CM Range: Self Components: HS, CM, M
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Fire Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You manifest a colorless flame that you ingest before you exhale outward spraying it across a massive range. You transfer chakra to the bottom of your feet, creating a strong repulsive force upon release of this jutsu,
All creatures in range must make a Constitution saving throw. On a failed save they gain the burned condition. increasing your movement speed momentarily. Increase your movement speed by 10 until the end of your next
Creatures burned by this jutsu also gain the Weakened condition for the same duration as their burned condition turn.
persists.
AT HIGHER RANKS: This Jutsu’s movement speed boost increases by 5ft at 5th level (15ft), 11th level (20ft),
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3 and 17th level (25ft) CHAKRA PULSE Classification: Ninjutsu Rank: E-Rank Casting Time: 1 Action Range: 5 feet
the damage you reduce by +2. Duration: Instant Components: HS Cost: 2 Chakra Keywords: Ninjutsu Description: You create a forceful pulse
of chakra that erupts from your body. Each creature within 5 feet of you, other than you, must make a Strength
saving throw or take 2d4 force damage and are forced prone. At Higher Levels: This Jutsu’s effectiveness
increases by 2d4 at 5th level (4d4), 11th level (6d4), 17th level (8d4) CHAKRA BLOW Classification: Ninjutsu
Rank: E-Rank Casting Time: 1 Action Range: Weapons Range Duration: 1 round Components: HS, CM, W(any)
Cost: 2 Chakra Keywords: Ninjutsu Description: As part of the action used to cast this ninjutsu, you must make
a weapon attack against one creature within the Jutsu's range, otherwise the jutsu fails. On a hit, the target
suffers the attacks normal effects and takes an additional 1d6 damage. At Higher Ranks: This Jutsu’s
effectiveness increases by 1d6 at 5th level (2d6), 11th level (3d6), 17th level (4d6) ENHANCED DEFENSE
Classification: Ninjutsu Rank: E-Rank Casting Time: 1 Action Range: Self Duration: Instant Components: HS
Cost: 2 Chakra Keywords: Ninjutsu Description: You focus chakra into the top layer of your skin, providing your
resistance to Bludgeoning, Piercing, and slashing damage until the start of your next turn. ENHANCED
RESISTANCE Classification: Ninjutsu Rank: E-Rank Casting Time: 1 Reaction, Which you take when you fail a
saving throw Range: Self Duration: 1 Round Components: HS Cost: 2 Chakra Keywords: Ninjutsu Description:
You focus chakra throughout your body reinforcing it to attacks. You gain a +1 bonus to the next saving throw of
your choice. At Higher Levels: This Jutsu’s body reinforcement increases as you increase in level. Gain an
additional +1 bonus at 5th Level (+2), 11th level (+3) and 17th level (+4). 4 ENHANCED SKILL Classification:
Ninjutsu Rank: E-Rank Casting Time: 1 Reaction, which you take when you fail a skill check. Range: Self
Duration: 1 Round. Components: HS Cost: 2 Chakra Keywords: Ninjutsu Description: You focus chakra toward
different parts of your body to enhance your ability to complete different tasks. When you fail a skill check using
a physical ability score (Strength, Dexterity or Constitution), you can add+2 to that failed check, potentially
turning a failure, into a success. Once you cast this jutsu, you cannot do so again for 10 minutes. At Higher
Levels: This Jutsu's skill reinforcement increases as you increase in level. This bonus increases by +2 at 5th
Level (+4), 11th level (+6), 17th level (+8) ESCAPE TECHNIQUE Classification: Ninjutsu Rank: E-Rank Casting
Time: 1 Action Range: Self Duration: Instant Components: HS Cost: 2 Chakra Keywords: Ninjutsu Description:
You use chakra to feel the knots of ropes chains, and other tools used to bind and restrain you. This helps you
figure out the best course of escape while trapped. While restrained or grappled, you can roll Sleight of Hand in
place of the normally required skill check or saving throw at advantage. On a success, you are able to slip out of
the grapple or restrained position, freeing yourself. FINGER CARVING SEAL Classification: Ninjutsu Rank: E-
Rank Casting Time: 1 Action. Range: Touch Duration: Permanent Components: CM, CS Cost: 1 Chakra
Keywords: Ninjutsu, Fuinjutsu Description: You focus chakra into the tip of your finger and use the accumulated
heat and energy to apply worlds, letters and shapes of your choice, no longer than 20 words per action taken.
These words can be applied to structures and constructs and deal no damage. These words can be applied to a
willing creature, leaving a permanent scar in their skin with your writings. FIRECRACKER FLASH Classification:
Ninjutsu Rank: E-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: NT Cost: 2 Chakra
Keywords: Ninjutsu, Bukijutsu Description: You take a bundle of flash firecrackers, and use your chakra to light
the wicks of each one before throwing them in an arc in front of you. Creatures standing in front of you in a 15-
foot-wide space must make a Wisdom Save, giving you advantage on your next attack against them and
disadvantage on their next attack on a failed save. INVISIBILITY CLOAK Classification: Ninjutsu Rank: E-Rank
Casting Time: 1 Action Range: Self Duration: Instant Components: NT Cost: 1 Chakra Keywords: Ninjutsu
Description: You quickly pull a chameleon cloak over yourself while against a wall or other standing surface.
Roll a stealth check with a 1d4+1 bonus to the check. If a creature would attempt to make a perception check in
an attempt to find you, they make their check with a 1d4+1 penalty to their check. This penalty lasts until you
move more than 10 feet from your current location. LIGHT Classification: Ninjutsu Rank: E-Rank Casting Time:
1 Action Range: Touch Duration: 1 Hour Components: CM Cost: 1 Chakra Keywords: Ninjutsu Description: You
touch one object that is no larger than 10 feet in any dimension. Until the jutsu ends, the object sheds bright
light in a 10-foot radius and dim light for an additional 10 feet, the light is a soft blue/ Completely covering the
object with something opaque blocks the light. The jutsu ends if you cast it again or dismiss it as an action. If
you target an object held or worn by a hostile creature, that creature can must make a Dexterity saving throw to
avoid the jutsu. MENDING Classification: Ninjutsu Rank: E-Rank Casting Time: 1 Minute Range: Touch
Duration: Instant Components: CM Cost: 1 Chakra Keywords: Ninjutsu Description: This jutsu repairs a single
break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a
leaking wineskin. As long as the break or tear is no larger than 1 foot, you mend it, leaving no trace of the
former damage. 5 SEALING ART: STRING LIGHT FORMATION Classification: Ninjutsu Rank: E-Rank Casting
Time: 1 Action Range: 30 Feet Duration: Concentration, up to 1 minute Components: HS, CM Cost: 2 Chakra
Keywords: Ninjutsu, Fuinjutsu Description: You use your chakra to create a sealing formation stretching from
yourself to a target creature you can see within range, in a straight line. The target creature must make a
Charisma saving throw, reducing both your and the target’s movement speed to 0 on a failed save. This can be
used with others targeting the same creature, increasing the Save DC by +1 for each additional user. At the end
of the target creatures turn, they remake their save. MEDICAL RELEASE: VIRTUE Classification: Ninjutsu
Rank: E-Rank Casting Time: 1 Action Range: Touch Duration: 1 Round Components: HS, CM Cost: 1 Chakra
Keywords: Ninjutsu, Medical Description: You touch one willing creature, imbuing it with vitality. If the target has
at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + you ninjutsu ability modifier. The
temporary hit points are lost at the end of the creatures next turn. D-RANK: ADVANCED TRANSFORMATION
Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: Self Duration: Concentration, Up to
10 minutes Components: HS, CM Cost: 3 Chakra Keywords: Ninjutsu Description: An advanced form of the
transformation technique. When cast you transform your body into a physical object such as a weapon or object
of Small or Medium size. While transformed into an object you take on its physical properties and function as
this object. If transformed into a weapon you also take on its weapon properties. Others can wield and use you
as a weapon so long as you maintain concentration on this jutsu. You cannot transform into any object that
separates into multiple pieces, disconnects or has multiple moving mechanical parts, such as an electric fan or
a Safe. If you do, these additional pieces or functions do not work or cannot be moved by any means. While
transformed you cannot move or act or speak. You are aware of your immediate surroundings and can hear as
normal, but are unable to cast jutsu or make attacks of any kind while transformed. At Higher Ranks: For each
rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When Cast at B-Rank you can
transform into large or smaller objects. ALARMING TECHNIQUE Classification: Ninjutsu Rank: D-Rank Casting
Time: 1 Action Range: 30 Feet Cube Duration: 8 Hours Components: HS, CS Cost: 5 Chakra Keywords:
Ninjutsu, Fuinjutsu, Sensory Description: You set a chakra seal that expands 30 feet across the ground or
surface it is placed on and it releases a very faint and mostly undetectable aura of chakra in a 30- foot cube.
Until the Jutsu ends, an alarm alerts you whenever a creature touches or enters the Seals area. When you set
the seal, you can designate creatures that don’t set off the alarm. You can also choose to make the alarm
mental or audible. ARMS OF BUDDHA Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Action Range:
10ft Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Ninjutsu Description: You focus your
chakra throughout your body, culminating in a golden buddha forming around you and making multiple strikes
with its 100 arms. Make a Melee Ninjutsu Attack against a creature within range, on a hit the target creature
takes 4d6 bludgeoning damage. At Higher Ranks: For each rank you cast this jutsu above D- Rank, increase
the cost of this jutsu by 3 and the damage by 2d6. BEAST IMITATING ART: BAT Classification: Ninjutsu Rank:
D-Rank Casting Time: 1 Action Range: 30 feet Duration: Instant Components: HS, CM, CS, NT (Empty Scroll)
Cost: 4 Chakra Keywords: Ninjutsu, Fuinjutsu Description: You inscribe into your scroll the image of a bat to
blind you enemies. Make a ranged ninjutsu attack against a medium or smaller sized creature. On hit the
creature becomes blinded as the bat latches onto their face blocking vision. As an action on the creatures turn,
they can attempt to pull the bat off by making a Strength saving throw ending the blinded condition on a
successful save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this
jutsu by 3 and this number of attacks this jutsu can make by +1. However, each additional attack must target a
different creature. 6 BEAST IMITATING ART: DEER Classification: Ninjutsu Rank: D-Rank Casting Time: 1
Action Range: 30 feet Duration: Instant Components: HS, CM, CS, NT (Empty Scroll) Cost: 4 Chakra Keywords:
Ninjutsu, Fuinjutsu Description: You draw an image of a herd of deer that charge from your scroll towards your
chosen target. Make a ranged ninjutsu attack. On a success, the target creature takes 2d8 in Bludgeoning
damage and must make a Strength saving throw, being knocked prone on a failed save. If this jutsu is cast
targeting a prone Creature, you do not roll disadvantage, instead rolling advantage and dealing an additional
2d6 bludgeoning damage. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost
of this jutsu by 3 and the damage by 1d8. BEAST IMITATING ART: LIZARD Classification: Ninjutsu Rank: D-
Rank Casting Time: 1 Action Range: 30 feet Duration: Concentration, Up to 1 minute Components: HS, CM,
CS, NT (Empty Scroll) Cost: 4 Chakra Keywords: Ninjutsu, Fuinjutsu, Construct Description: You summon an
inky lizard in a space you can see within range that can hold it. The lizard is a construct with the following
statistics; • AC 12, 5d6 (20) Hit points. The lizard immediately after being summoned, screeches a menacing
sound to those around it. All creatures who begin their turn within 10 feet of the lizard excluding you, must make
a Wisdom saving throw. On a failed save they gain 1 rank of Fear. So long as a creature has ranks of fear
gained as a result of this jutsu they cannot willingly approach the Lizard. At Higher Ranks: For each rank you
cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the range of the lizards Screech by 5 feet.
BEAST IMITATING ART: PIDGEON Classification: Ninjutsu Rank: D-Rank Casting Time: Up to 10 Minute
Range: Self Duration: 24 Hours Components: HS, CM, CS, NT (Empty Scroll) Cost: 3 Chakra Keywords:
Ninjutsu, Fuinjutsu, Construct Description: You write in your scroll a message of any length that you can
conceivably write within a 10 minute or less time span. Once complete, the writings manifest into the form of a
bird of your description and now carry themselves. You can also cast this jutsu targeting a message already
written of 25 words or less. The bird you create has 1 hp and an AC of 15. You then specify a location that you
have previously visited and a recipient who matches a general description. You can also then give the bird a
letter, scroll, tag, or similarly small object to deliver to this creature. The construct travels for the duration of the
jutsu towards the location, covering no more than 50 miles per 24 hours. When the bird arrives, it turns back into
the message when provided a scroll to be placed on and delivers any packages to the creature you described.
The bird will only release the object to the creature you specified or if killed. The creature dissipates into non-
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
〇 CROSSFIRE 〇 DUST TO DUST
Classification: Fire Release Rank: B-Rank Cost: Special (77 Chakra) Classification: Fire Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: 250 feet Components: HS, CM Range: 90 feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu, Combination Duration: Instant Keywords: Fire Release, Ninjutsu
You weave handsigns as you select one space you can see within range. The point you choose erupts with 4 You snap your fingers in an attempt to turn a burning target into dust. You can only target a creature currently
different 5 feet wide, 60 feet long beams of blazing heat that fire in different directions that all originate from the under the burned condition forcing them to make a Constitution saving throw. On a failed save they take twice
point you chose. No beam can fire in the same direction and must all fire at the same time. All creatures who the maximum possible damage from your burned condition. If they failed by 5 or more, they instead take three
are in the range of any beam fired must make a Dexterity saving throw taking 12d6+12 fire damage and gaining times the maximum possible damage from the burned condition. If they failed by 10 or more, they instead take
3 ranks of the burned condition on a failed save or half as much damage on a successful save. Combination: If four times the maximum possible damage from the burned condition.
this jutsu is cast as a Combination jutsu with 2 or more casters increase the targeted damage by 3d6+3. Any
creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's area of effect size based AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
on the highest Charisma Modifier within the group of casters. (+0-2: No Change, +3-4: Increase the width of the the number of creatures you can target by +1. FIRE RELEASE:
jutsu by 5 feet, +5: Increase the width of the jutsu by 10 feet.) FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at A-Rank, a creature who hits with it a melee attack instead takes twice your [weapons damage
die] in damage, regardless of if it breaks or not.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3, the
movement speed penalty by -5 and the saving throw, skill check and attack roll penalty by -1. 296
〇 GREAT FIRE CAGE 〇 GREAT FLAME BOMB
Classification: Fire Release Rank: B-Rank Cost: 14 Chakra Classification: Fire Release Rank: B-Rank Cost: 13 Chakra
Cast Time: 1 Full Turn. Cast Time: 1 Action
Range: 120 Feet (30ft Cube) Components: HS, CM, CS Range: Self (120-Foot Line) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Fire Release, Ninjutsu, Clash, Kinjutsu Duration: Instant Keywords: Fire Release, Ninjutsu, Clash
You spend your entire turn focusing and weaving hand seals to achieve a state of absolute focus. You create a You knead chakra in your stomach and superheat it until you exhale it from your gut at insane speeds and force.
massive Cage of fire capturing all inside the radius of the jutsu. Creatures attempting to leave the area must Creatures within 5 feet of you must make a Strength saving throw being thrown back 10 feet on a failed save.
make a Dexterity, Constitution and Strength saving throw. On a failed Dexterity Save, target creatures take You fire a Stream of blue hot fire in a 10-foot wide, 120-foot-long line directly in front of you causing objects and
5d10+5 Fire Damage. On a failed Constitution Save, the target creature gains 2 ranks of Exhaustion. On a failed the environment within 5 feet of you to be set on fire. Creatures in must make a Dexterity saving throw, taking
Strength Save, the target creature is blown back 30 feet. Target creature must make at least 2 of the 3 saves in 9d6+9 Fire damage and 2 ranks of the burned condition on a failed save or half as much damage on a success.
order to escape, failing more than 1 pushes them back towards the inside of the cage. FIRE RELEASE: Objects within 10 feet of the stream of fire ignite if they are not being worn or held. The stream leaves behind a
line of blue fire from you to the end of the 120- foot path. The fire remains for 1 minute and will spread until put
out.
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6+1. FIRE RELEASE:
〇 STARFALL 〇 SUNBEAM
Classification: Fire Release Rank: B-Rank Cost: Special (77 Chakra) Classification: Fire Release Rank: B-Rank Cost: 14 Chakra
Cast Time: Full Turn Action Cast Time: 1 Action
Range: 500 Feet Components: HS, CM, CS Range: Self (60-foot line) Components: HS, CM, CS
Fire Release, Ninjutsu, Fuinjutsu,
Duration: Concentration, Up to 1 Minute Keywords: Combination Duration: Concentration, up to 1 minute Keywords: Fire Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You focus on a point you can see, 1 mile above you. Collecting Fire Release chakra into a single point as it You create a beam of brilliant white-hot light
grows into a mini sun. You can as a part of casting this jutsu, delay its effect until your next turn. Doing this that flashes forth from you in a 5-foot-wide, 60-foot line.
requires all casters to also spend their actions to maintain concentration. If they do not this jutsu is casted Each creature in the line must make a Constitution saving
prematurely as if there was No Delay. Delaying the casting increases the Strength of this jutsu by several throw. On a failed save, a creature takes 6d10+6 fire
magnitudes. As an action, on your turn, you can cause the mini sun to fall on a creature you can see within damage and are blinded until the end of your next turn. On
range. Depending on the number of rounds you have delayed this jutsu its effects change. The saving throw this a successful save they take half as much damage and no
jutsu refers to is Constitution. further effects. You can create a new beam of light as your
No Delay: Creatures who are within 60 feet of the target location must make a saving throw. On a Failed save action on any turn until this jutsu ends. For the duration,
taking 12d8+12 Fire Damage gaining 3 ranks of the Burned Condition and half as much on a successful save you shine bright light in a 30-foot radius and dim light for
and no further effects. an additional 30 feet. This light is equivalent to sunlight.
1 Turn Delay: Creatures who are within 90 feet of the target location must make a saving throw. On a Failed
save taking 24d8+24 Fire Damage gaining 3 ranks of the Burned Condition and half as much on a successful
save and no further effects.
2 Turn Delay: Creatures who are within 120 feet of the target location must make a saving throw. On a Failed
save taking 36d8+36 Fire Damage gaining 3 ranks of the Burned Condition and half as much on a successful
save and no further effects.
3 Turn Delay: Creatures who are within 160 feet of the target location must make a saving throw. On a Failed
save taking 50d8+50 Fire Damage gaining 3 ranks of the Burned Condition and half as much on a successful
save and no further effects. Combination: If this jutsu is cast as a Combination jutsu with 2 or more casters
increase the targeted damage by 5d8+5.
Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's damage potential
based on the highest Charisma Modifier within the group of casters. (+0-2: No Change, +3-4: Increase the
damage die to a d10, +5: Increase the damage die to a d12)
〇 BLAZING FERVOR 〇 CRIMSON BUTTERFLY
Classification: Fire Release Rank: A-Rank Cost: 20 Chakra Classification: Fire Release Rank: A-Rank Cost: 20 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 1 Mile Components: HS, CM
Duration: 1 Minute Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu
You pump Fire Release Chakra through your veins, muscles, and even blood. When you do, for the duration, You manifest a swarm of Fire Release projectiles in the shape of a butterflies swarm. This swarm occupies a
your Strength & Dexterity becomes 20. If either of these ability scores are already 20, they instead gain a +2 90-foot cube centered on a space you can see within range and can occupy the spaces of multiple creatures as
bonus. Melee attacks that strike you deals 15 fire damage to all creatures within 10 feet of you as you release a they flutter around them. At the end of your next turn, all butterflies in the cube explode violently. Creatures
mass of heat from your body in response. Taijutsu attacks as a result of Jutsu you cast deal an additional 2d8+2 caught in the explosion (including casters) make a Dexterity saving throw at disadvantage. On a failed save they
Fire Damage, twice per turn. Taijutsu and Bukijutsu you cast gains the Fire Release Keyword and deals fire take 9d10+9 fire damage and gain 2 ranks of the burned condition. On a successful save they take half damage
damage instead of its listed type, if any. At the end of this jutsu’s duration, you gain 4 ranks of Exhaustion for and 1 rank of the burned condition.
the next hour, which cannot be removed by anything short of resting. This jutsu cannot be cast again until you
complete a rest of any type. 96 FIRE RELEASE: AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
the size of this jutsu by 10 feet and the damage by 1d10+1. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3. If you
cast this jutsu at A-Rank and score a critical hit, you multiply your [weapons damage die] by 4. B-RANK:
〇 IGNITION 〇 NOVA
Classification: Fire Release Rank: A-Rank Cost: 18 Chakra Classification: Fire Release Rank: A-Rank Cost: Special (110 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: 250 Feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu, Combination,
You expel your chakra into a 60-foot radius centering from you. All flammable objects, cloth, metals or otherwise You select a space you can see within range. This space manifests a sphere of pure fire release chakra. The
things that can heat up or be set to blaze, is ignited instantly. Metal glows red hot, clothing is caught in a flash sphere begins to pull in all creatures within 120 feet of it as if it were a gravity well. All creatures within a 120
flame, and flammable objects are burning. Creatures of your choice must make a Constitution saving throw feet radius of the space you selected must make a Strength saving throw, being pulled up to 90 feet towards the
being unable to fend of this swarm of chakra as they are set ablaze gaining 3 Ranks of the burned condition. space. On a successful save, they are instead pulled 45 feet. Creatures who end this movement within 30 feet
Creatures who gain ranks of the burned condition in this way makes their Survival check at disadvantage. of the sphere must make a Constitution saving throw as a wave of heat overwhelms them. On a failed save
creatures take 50d4 + 50 Fire Damage. On a successful save they take Half. A creature who’s hit points are
reduced to 0 as a result of this jutsu, are turned to ash. Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters increase the targeted damage by 10d4+10. Any creature who assists in casting this jutsu
as a combination jutsu increases this Jutsu's damage potential based on the highest Charisma Modifier within
the group of casters. (+0-2: No Change, +3-4: Increase the range of this jutsu by +80 feet, and the radius by
+20 feet, +5: Increase the range of this jutsu by +250 feet, the radius by +60 feet and damage by 25d4+25.)
FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost of this jutsu by 3 and
the damage by 1d8. 307
〇 DAWN 〇 FIERY BODY
Classification: Fire Release Rank: S-Rank Cost: 45 Chakra Classification: Fire Release Rank: S-Rank Cost: 25 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (120-foot Radius Sphere) Components: HS, CM, CS Range: Self Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu, Fuinjutsu, Kinjutsu Duration: Concentration, up to 1 minute Keywords: Fire Release, Ninjutsu
You coat your body in such a dense amount of Fire Release chakra that you emit a painfully bright Light. All You temporarily transform your body into living flame. You gain immunity against Wind, fire, Bludgeoning,
creatures who can see within range who are not behind total cover, are affected by this jutsu. Affected Piercing and Slashing damage and the Blind and Deafened conditions. You gain Vulnerability to Cold damage.
Creatures, must make a Constitution saving throw. On a failed save, they take 18d8+18 fire damage, become When you would take fire damage or suffer an effect cause by a jutsu with only the fire release keyword, you
permanently blinded, and gains the 5 ranks of the burned. On a successful save they take half damage, instead regain hit points equal to half the amount of damage it would normally deal. Your melee attacks deal an
becomes blind for the next minute and gains 3 ranks of the burned condition. A creature burned by this jutsu additional 10d4+10 fire damage, twice per turn. Your body burns so brightly that creatures within 120 feet of you
cannot extinguish the flames on their own and can only have either the burned condition or the Blinded who do not avert their gaze or close their eyes at the beginning of their turns, gain the blinded condition until the
condition ended by; • A Jutsu that removes conditions casted at no less than S-Rank. • Waiting 1 minute for the end of their turn. Jutsu you cast that have the Fire Release Keyword have their save DC’s increase by +1. If you
Burned Condition to end naturally. FIRE RELEASE: enter water, you are surrounded by a 5-foot radius of steam and bubbles that grant you partial concealment but
you also take 4d6 cold damage each round you remain in the water. FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost of this jutsu by 3 and
the damage by 1d10.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d4 of each type. When this jutsu is cast at A-Rank or higher, increase the ranks of Chilled or
Bleed it inflicts by +1. WATER RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the attack’s damage by 1d8 and the shockwaves damage by 1d6 respectively. If this jutsu is cast at C-Rank or
higher, increase the number of attacks you can make by +1. WATER RELEASE:
〇 STARCH SYRUP GUN 〇 TSUNAMI MALLET
Classification: Water Release Rank: D-Rank Cost: 4 Chakra Classification: Water Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60-feet Components: HS, CM Range: 10 feet Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu Duration: Instant Keywords: Water Release, Ninjutsu
You knead chakra with your spit creating a viscous substance similar to syrup. You spit it out at a creature You manifest a construct of water release chakra in the shape of a large mallet, of your design and description.
slowing them down from the viscous and sticky nature of the liquid. Make a range ninjutsu attack against a This mallet is then immediately used to make a melee ninjutsu attack against a target creature within range. On
creature you can see within range. On a hit target creature gains 1 rank of the Slowed condition until the end of a hit, you deal 3d6 cold damage and the target creature must make a Constitution Saving throw, being Chilled
their next turn. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can on a failed save. If the target of this jutsu already has ranks of chilled, they suffer a -2 penalty to their saving
choose to instead select one additional creature to target with this jutsu when you cast it. throw at disadvantage and this Jutsu's damage die increases by 1 step. If the target has ranks of another
Elemental condition they suffer a -2 penalty to their saving throw and this jutsu’s damage die increases by 1
step. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to
increase the damage die of this jutsu by 1 step.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When
you cast this jutsu at B-Rank the number of attacks you make increases by +1. When you cast this Jutsu at S-
Rank the number of attacks you make increases by +2. WATER RELEASE:
〇 VISCOUS WATER MASS 〇 WATER BLENDING
Classification: Water Release Rank: D-Rank Cost: 5 Chakra Classification: Water Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 30 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, up to 1 Minute. Keywords: Water Release, Ninjutsu Duration: Concentration, up to 10 minutes. Keywords: Water Release, Ninjutsu
You extract water from an area near a willing creature you can see within range creating a medium sized shield A willing creature you touch becomes invisible for the duration, water bends the light around the target hiding
of water to protect them. The target reduces incoming damage by 4. If this jutsu would reduce Fire Damage you their presence. Anything the target is wearing or carrying is invisible as long as it is on their person. The jutsu
instead reduce the damage by 6. If you would initiate a clash with a Jutsu with the clash keyword, you first ends for a target that attacks, casts a jutsu or physically interacts with another creature.
check to see if the damage would be reduced to 0 as a result of this jutsu’s Damage Reduction. If the fire
damage would be reduced to 0, you can then choose to initiate a clash, if you wish. If used near a sufficient AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
source of water, reduce the chakra cost of this jutsu by 2, or for the duration, the target also increases their AC you can target one additional creature. WATER RELEASE:
by 1.
AT HIGHER RANKS: For every rank you cast this jutsu above B-Rank, increase the cost by 3, and the damage
+ 1d10.
〇 WATER CLAWS 〇 PUDDLE
Classification: Water Release Rank: D-Rank Cost: 4 Chakra Classification: Water Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 5 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu Duration: Instant Keywords: Water Release, Ninjutsu
You manifest water release chakra in the shape of two claws that surround your hands, of your design and You generate a Large Puddle of water from your stomach and expel it onto the ground in front of you. This
description. Make two melee ninjutsu attacks against a target within range, as you spin, slashing into them. On puddle holds no more than 10 gallons of water. You can use this puddle as a source of drinking water, lay a
a successful hit, you deal 2d6 Cold damage. Affected creatures must make a Constitution Saving throw, gaining trap, or use it as a source for more complex Water Ninjutsu. You may use the water this Jutsu produces as a
1 rank of Bleed, on a failed save. If used near a sufficient source of water, reduce the chakra cost of this jutsu Source of Water for no more than 2 water release ninjutsu of C-Rank or lower, after which, the puddle is no
by 2 or the number of attacks by +1. longer usable. WATER RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
Damage by 1d10. 320
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d4. WATER RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the amount of targets you can affect by +1. 105 WATER RELEASE: CRUSHING DROPLETS:
AT HIGHER RANKS: For every rank you cast this jutsu above A-Rank, increase the cost by 3. If this jutsu is
cast at S-Rank, you can instead cast Cross, which lets you cast both. Select a target in range and cast Break,
and all creatures in between you and the target are targeted by Arrow. 334
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at A-Rank, increase the rank of jutsu water clones can cast to C-Rank. WATER RELEASE:
〇 WATER CUTTING SWORD 〇 WATER FORMATION: POND
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Classification: Water Release Rank: C-Rank Cost: 8 Chakra Classification: Water Release Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, up to 10 Minutes Keywords: Water Release, Ninjutsu, Clash Duration: Instant Keywords: Water Release, Ninjutsu
You Conjure water into the shape of a Sword like projection in your free hand. You do not spend chakra to You generate a Puddle of water from your stomach and expel it onto the ground filling and covering the ground
maintain concentration on this jutsu. The blade is 5 feet long, the handle is 1 foot long. The design of the blade in a 25-foot cube originating from you. This puddle holds no more than 100 gallons of water. You can use this
can be whatever you decide. If you let go of the blade it disperses into water again. You can use your action to puddle as a source of drinking water, lay a trap, or use it as a source for more complex Water Ninjutsu. You
make a Melee Ninjutsu attack with the Water Sword. On a hit, the target takes 4d8+Ninjutsu Ability Modifier cold may use this water as a Source of Water for up to 5 water release ninjutsu. WATER RELEASE:
damage. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to
instead increase the damage die by one step, up to a d10.
AT HIGHER RANKS: For each rank you cast this jutsu above C- Rank, Chakra cost of this jutsu by 3 or the
Calorie cost by 2 and the damage by 2d8.
〇 MAELSTROM 〇 PAINFUL WATER
Classification: Water Release Rank: B-Rank Cost: 12 chakra Classification: Water Release Rank: B-Rank Cost: 11 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 60 Feet Components: HS, CM Range: 90 feet Components: HS, CM, CS
Duration: Concentration, up to 1 minute. Keywords: Water Release, Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Water Release, Ninjutsu, Fuinjutsu
Description
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A mass of 10-Foot-Deep Water is expelled from you or begins to swirl from a preexisting source of water, You manipulate the Water Release Chakra within yourself and mark a creature you can see within range with
centered on a point you can see within range, begins to swirl in a 20 Foot radius. Until the Jutsu Ends, that area this chakra. For the duration, when the creature would take damage from a jutsu with the Water Release
is difficult terrain and any creature that starts its turn there must make a Strength saving throw or take 5d8 cold Keyword, they take additional damage equal to your character level, once per turn. Additionally, when a
damage being pulled 10 feet towards the center on a failed save, or half as much damage on a successful one. creature marked with this jutsu would make a saving throw to resist the chilled condition, they roll 1d8, reducing
As a Bonus action you can move this maelstrom 30 feet in any direction of your choice. If used near a sufficient their saving throw by the result.
source of water, reduce the chakra cost of this jutsu by 2 or creatures with ranks of Chilled within this Jutsu's
area makes their save with disadvantage. AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost by 3 and the number of
creatures you can mark by +1. WATER RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 2d6.
〇 RED RAIN 〇 REFLECTIVE DROPLETS: DRIP
Classification: Water Release Rank: B-Rank Cost: 13 Chakra Classification: Water Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Reaction, which you take when you would take damage.
Range: 90 feet (10-foot radius) Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Water Release, Ninjutsu Duration: Instant Keywords: Water Release, Ninjutsu, Construct
You manipulate the Water Release Chakra molding it until you create a cloud 100 feet in the air. This cloud is You manipulate your water release chakra molding it until you envelop yourself into a protected bubble,
then sent to hover over a creature you can see within range, and begins to rain down red rain in a 10-foot radius intercepting incoming attacks. This bubble barrier protects you from incoming attacks taking the damage you
around the creature. All creatures who are within the radius begin to be rained on and have their clothing would take instead until the beginning of your next turn. The bubble in a water structure that has 5d8 + Your
soaked with this red rain, that dulls their senses. For the duration when a creature within this jutsu’s radius Ninjutsu ability score hit points. The bubble is Resistant to Fire Damage and Vulnerable to Earth Damage. You
would make a saving throw to resist a jutsu cast from any creature other than you, you may roll a d8, reducing cannot be targeted by jutsu that does not require an attack roll and when you would make a saving throw from a
their saving throws by the result. This reduction happens once per turn, per creature. As a bonus action on your jutsu that affects an area, you make your saving throw at advantage. While the bubble has hit points, melee
turn, you may move the cloud 40 feet raining on the new space. attacks made against you, reflect some of that damage back to the triggering creature as cold damage equal to
half of their attack’s damage. This effect does not trigger if the triggering damage type is Earth.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
damage by 2d8. AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the number of hit-points the bubble has by 1d8. WATER RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6 for each damage type. WATER RELEASE:
AT HIGHER RANKS: You coat your fingertips in chakra and attempt to strike an opponent at the nape of their
neck sending a surge of chakra through their central nervous system mixing up signals from their brain to the
rest of their bodies. Make a Melee Ninjutsu Attack. On a hit, the target creature must make a Constitution saving
throw. On a failed save, the target creature's speed is halved, it takes a -2 Penalty to AC, automatically fails
Dexterity saving throws and cannot use reactions. On its turn, it can either use an action or bonus action, not
both. Regardless of the creature's abilities or jutsu descriptions, it can’t make more than one attack during its
turn. If the creature wants to use an action to make an ability save to end this effect, they must instead roll an
Intelligence save.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank increase the cost of the jutsu by 3 and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the damage die by 1d8 up to a maximum of 3d8. If this jutsu is cast as a B-Rank, you increase the increase the damage by 1d6 and the number of creatures you can target by +1. LIGHTNING RELEASE:
[Unarmed Damage] granted by this jutsu to d10s. If cast as an S-Rank, you gain twice as many temporary hit
points when you gain temporary hit points this way.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the amount of attacks you make by +1. LIGHTNING RELEASE: ELECTROMAGNETIC
〇 ELECTROMAGNETIC ANNOYANCE 〇 ELECTROMAGNETIC FIELD
Classification: Lightning Release Rank: D-Rank Cost: 3 Chakra Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (20-foot Cube) Components: HS, CM Range: Self (20-foot Cube) Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Lightning Release, Ninjutsu
You conjure your lightning release chakra to generate a wave of electricity. Each creature in a 20- foot cube You conjure your lightning release chakra to generate an aura electricity. Each creature of your choice within a
originating from you must make a Constitution saving throw. On a failed save they gain 1 rank of Shocked. If a 20-foot cube originating from you when this jutsu is cast, and those who begin their turns in this jutsu’s range
creature is already shocked, they make this save at disadvantage. Overcharge. When you cast this jutsu with its must make a Constitution saving throw.
listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge its effects. When you On a failed save the first time each time they would take Lightning Damage the damage die of the lightning
do, all creatures who fail their saving throw have their speed reduced by 10 for each rank of shocked they have. damage increases by 1 Step. (D4>D6>D8>D10>D12)
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the dice multiplier by 1. (Double or +1 damage die > Triple or +2 damage die > Quadruple or +3 damage die >
Quintuple or +4 damage die > Sextuple or +5 damage die).
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6 or the number of triggers by +1. LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.
〇 SPARK LR 〇 STATIC SENSE
Classification: Lightning Release Rank: D-Rank Cost: 3 Chakra Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu, Medical Duration: 1 minute Keywords: Lightning Release, Ninjutsu, Sensory
Description
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You conjure your lightning release chakra to generate a spark of willpower from within a creature. You gain the ability to see electrical signals occurring in creatures or objects up to 300 Feet away. This
A Creature you touch gains 1 Hit point and a number of temporary hit points equal to 2d6 + Your Ninjutsu ability penetrates up to 5-feet of nonmetal surfaces. You can tell when an object that works off of electricity, such as
Modifier. These Temporary hit points last for 1 minute. non- jutsu based communication systems, cameras, computers, and other technological devices are in active
Additionally, the creature gains resistance to Lightning damage so long as they have Temporary hit points use, or are moving, and their general shape. You can tell when Creatures can generate electricity such as
granted by this jutsu. lightning release or as a natural phenomenon (eels, magnets, batteries etc.) LIGHTNING RELEASE:
Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your Bonus Action or
Reaction to overcharge its effects. When you do, the first time you would take lightning damage while benefiting
from temporary hit points (THP) as a result of this jutsu, you instead gain bonus THP equal to half the damage
dealt.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the damage by 1d8+1. If cast to
B-Rank, you can perform this jutsu as a reaction, when you would take an attack of opportunity, as if you cast
this jutsu at C-Rank.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 2d4 and knock back distance 5ft. LIGHTNING RELEASE:
〇 THUNDERBOLT 〇 THUNDERCLAW
Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (15-Foot radius Sphere) Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Lightning Release, Ninjutsu
You generate 2 spheres of lightning on each hand, discharging them in a 15-foot radius sphere originating from You conjure your lightning release chakra to generate claws of Lightning around your hands. For the duration,
you. All Creatures of your choice in the target area must make a Dexterity saving throw, taking 2d10 Lightning you can as an action make a melee ninjutsu attack. On a hit you deal 2d6 + Your Ninjutsu ability modifier in
Damage and being shocked on a failed save and half as much on a successful one. Overcharge. When you Lightning Damage. If a target is shocked increase the damage die to a d8. Overcharge. When you cast this
cast this jutsu with its listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge jutsu with its listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge its
its effects. When you do increase this Jutsu's radius by 10 feet. 122 effects. When you do, the first time each turn you deal damage with this jutsu, if a creature has any number of
ranks of shocked, increase this jutsu’s critical threat range by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d6 for each damage type. C-RANK: AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If
cast B-Rank or higher increase the number of attacks by +1. If cast at S-Rank, increase the number of attacks
by +1. C-RANK: LIGHTNING RELEASE:
〇 AFTERSHOCK 〇 CHIDORI
Classification: Lightning Release Rank: C-Rank Cost: Special Classification: Lightning Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Reaction, which you take when you deal Lightning Damage to a creature using a jutsu. Cast Time: 1 Action
Range: Special Components: HS, CM Range: 5 Feet Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu, Clash
You conjure your lightning release chakra to generate a jolt of electricity in an attempt to double up on the This powerful assassination technique focuses lightning Chakra into one of your hands, which will be unable to
effects of the previous jutsu you cast. As a reaction, when you would deal lightning damage to a creature you hold items while charged, but can still be used to make hand seals without harm. You do not need to spend
may recast the jutsu targeting the same creatures or affecting the same area. The jutsu recast in this way have chakra to maintain concentration with this jutsu. As an action on your next turn, you can use your action to make
their cost doubled. If the jutsu recast has the special cost, then it costs an additional +3 Chakra. LIGHTNING a Melee Ninjutsu Attack on a target creature within range. On a hit, the target creature takes 5d10 Lightning
RELEASE: Damage and this jutsu ends. This Jutsu has a +1 critical threat range. Overcharge. When you cast this jutsu
with its listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge its effects.
When you do, this jutsu evolves in power, becoming the Raikiri, gaining the following benefits until this jutsu
ends; Bonus +20 speed, 1d4 bonus to hit, and on a critical hit, increases damage die by 1 step.
AT HIGHER RANKS: If this Jutsu is upcasted to at least B- Rank you immediately perform the Melee Ninjutsu
attack instead of waiting till your next turn. For each rank above C-Rank, increase the cost by 3, increasing the
damage done by 2d10 and Critical threat range by +1. 123 LIGHTNING RELEASE:
〇 JOLT 〇 LIGHTNING CURRENT
Classification: Lightning Release Rank: C-Rank Cost: 7 Chakra Classification: Lightning Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Self (30-foot radius sphere) Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu, Medical Duration: Instant Keywords: Lightning Release, Ninjutsu
You conjure your lightning release chakra and mold it around a chakra seal until you form a Kanji of your own You slam your hand onto the ground and release lightning from your body that surges outwards up to 30 feet in
description and with its own meaning. This Kanji Floats in a space within 5 feet of you and can be moved up to all directions from you. Creatures in this radius who are not behind total cover must make a Constitution saving
20 feet in any direction of your choice as a bonus action. Choose one of the following effects; Jolts: All creatures throw, taking 4d6 lightning damage and gains 1 rank of shocked. On a successful save the creature only takes
except you, within a 10-foot radius sphere centered on your Kanji takes lightning damage equal to 1d6 + Your half damage. Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your
Ninjutsu ability Modifier at the end of each of your turns. Shocks: All creatures except you, within a 10-foot Bonus Action or Reaction to overcharge its effects. When you do a creature who fails their saving throw
radius sphere centered on your Kanji that takes lightning damage must make a Constitution saving throw gains becomes unable to make handsigns until the end of their next turn, as electricity overwhelms their central
1 rank of Shocked on a failed save. Once this effect has triggered and inflicted the shocked condition 3 times nervous system.
this jutsu immediately ends.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. When increase the damage by 1d6. LIGHTNING RELEASE:
you use Dust Feathers, make an additional attack with it for every rank you casted this jutsu above C-Rank.
When you use Dust Spear, increase the Piercing earth and bludgeoning damage by 1d8 each. MAGNET
RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8. LIGHTNING RELEASE:
〇 LIGHTNING ROD 〇 LIGHTNING ROPE
Classification: Lightning Release Rank: C-Rank Cost: 9 Chakra Classification: Lightning Release Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu
You conjure your lightning release chakra creating a lightning release lance, staff or polearm of your description. You conjure your lightning release chakra to manifest a rope made of lightning. Make a ranged ninjutsu attack
This projected polearm has a reach of 10 feet, the trip, deadly and thrown (90/120) properties. For the duration against a single creature you can see within range. On a successful hit, the target becomes restrained for the
of this jutsu you do not need to spend chakra to maintain concentration on this jutsu. While wielding this duration and gains 1 rank of shocked. A creature Restrained by this jutsu takes lightning damage equal to your
polearm you gain the following options using the corresponding actions; Action: Make a Melee Ninjutsu attack Ninjutsu Ability Modifier at the beginning of each of their turns. A creature restrained by this jutsu may make a
dealing 4d10 lightning damage on a hit. Action: Make a Ranged Ninjutsu attack, throwing the lance targeting a Strength saving throw once on their turns as an action to end this jutsu’s effects on them on a success. While
creature you can see, within throwing range, dealing lightning damage equal to 5d6 + Ninjutsu ability modifier. maintaining concentration on this jutsu you must hold the lightning rope with one hand within range. Letting it go
Regardless of a hit or miss, the lance then explodes, creatures within 20 feet of the target must make a immediately ends this jutsu. Overcharge. When you cast this jutsu with its listed casting time, you can choose to
Dexterity saving throw, taking 3d8 lightning damage on a failed save or half as much on a successful save. The spend your Bonus Action or Reaction to overcharge its effects. When you do, all creatures who fail the initial
Jutsu then ends. Bonus Action: You compress your polearm into its most basic form using it to supercharge the saving throw gain 1 additional rank of shocked.
next jutsu you cast with the Lightning Release Keyword before the end of your turn. The next jutsu you cast with
the Lightning Release Keyword that has a casting time of 1 Action has its cost reduced by half and deals AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
additional damage equal to your Ninjutsu ability modifier. This jutsu then ends. Reaction: You spin your polearm the number of creatures you can target with this jutsu by +1. LIGHTNING RELEASE:
in an attempt to deflect incoming attacks. Roll 1d6. You gain a bonus to your AC equal to the result and a bonus
to your Strength and Dexterity saves equal to half of the result (Min 1.) until the beginning of your next turn.
LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the temporary hit points and piercing damage by +8.
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d10.
〇 LIGHTNING WALL 〇 OVERDRIVE
Classification: Lightning Release Rank: C-Rank Cost: Special (50 Chakra) Classification: Lightning Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: 120 feet. Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu, Combination, Duration: 1 minute Keywords: Lightning Release, Ninjutsu, Sensory
You conjure your lightning release chakra until you create a wall of lightning that you can place on a solid You send lightning chakra through your central nervous system speeding up your body's response time and
surface or suspend midair. You can make the wall up to 90 feet long, 60 feet high and 5 feet thick, or a ringed perceptive abilities. Increase your Movement speed by 20. Gain advantage in Dexterity Saves and skill checks.
wall up to 40 feet in diameter, 60 feet high, and 5 feet thick. This wall is opaque and lasts for the duration. When When making a Perception check, you may add 1d4 to the result.
the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature
takes 8d8 lighting damage and becomes shocked or half as much damage and no further effects on a AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
successful save. On both sides of the wall each creature that ends its turn within 10 feet of it takes 8d8 Lighting increase movement speed by 10ft. LIGHTNING RELEASE:
damage and must make a Constitution saving throw gaining 1 rank of shocked on a failed save. A creature
takes the same damage and gains the same condition when it enters the wall for the first time or ends its turn
there. The wall has a number of hit points equal to the collective total of all Casters Ninjutsu Save DC.
Resistance to Earth Damage and Vulnerability to Wind Damage. Its casters can decide to allow Jutsu to pass
through only one side of the wall if they choose. Combination: If this jutsu is cast as a Combination jutsu with 2
or more casters increase the damage by 1d8. Any creature who assists in casting this jutsu as a combination
jutsu increases this Jutsu's defensive abilities based on the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2-3: Increase the walls Hit points by 15. +4-5: Increase the walls Hit points by 45).
LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and
increase the damage of this jutsu by 1 step (d4>d6>d8>d10>d12). If this jutsu is cast at S-Rank the target also
gains the Deafened condition until they remove all ranks of Disorientation.
〇 REDIRECT LIGHTNING 〇 SPIDER WEB
Classification: Lightning Release Rank: C-Rank Cost: Special Classification: Lightning Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Reaction to taking Lightning damage from a ranged attack or saving throw. Cast Time: 1 Action
Range: Special Components: HS, CM Range: 60 Feet (15-Foot cube) Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu
When you cast this jutsu, you spend chakra equal to the triggering jutsu’s cost. As you are targeted by lightning, You create a Web like pattern on the ground out of Lightning chakra expanding outwards in a 15-foot cube at a
you create s similar charge of lightning release chakra inside of you to redirect the attack. You gain Resistance space of your choice within range. Creatures who begin their turns or enters the webs space must make a
to the Lightning Damage until the beginning of your next turn, and make a melee Ninjutsu attack vs. the target's Constitution saving throw. On a failed save affected creatures gain +1 rank of Shocked. A creature who has
attack roll or Save DC (depending on whether you were targeted by an attack or saving throw). If you succeed, gained ranks of Shocked as a result of this jutsu, who begins their turn in this jutsu’s area of effect, becomes
you redirect their attack at another single target within range, dealing half the damage of the triggering Incapacitated until the end of their turn. Overcharge. When you cast this jutsu with its listed casting time, you
creature's attack (or saving throw), but no other effect. 126 LIGHTNING RELEASE: can choose to spend your Bonus Action or Reaction to Overcharge its effects. When you do, a Shocked
creature who begins their turn in the affected area takes 3d12 Lightning damage.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3,
increase the size of the cube by 5 feet and damage dealt while overcharged by 1d12. LIGHTNING RELEASE:
〇 STATIC FALCON 〇 STATIC WEAPON
Classification: Lightning Release Rank: C-Rank Cost: 7 Chakra Classification: Lightning Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 120 Feet (15 Feet Cube) Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu
Description
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You generate a mass of Lightning chakra and release it in the form of a bird. This bird then flies towards a target A Weapon you touch becomes enhanced with lightning release chakra. For the duration, the weapon has a +1
creature you can see within range, before it explodes, discharging electricity in a 15-foot cube with a loud bonus to attack rolls and deals an extra damage die in lightning damage each time you deal this [Weapons
thunderous boom. This thunderous boom can be heard up to 300 feet away. Creatures in the affected area Damage] to a hostile creature, any number of times per turn. You cannot lose concentration of this jutsu as a
must make a Constitution save, taking 6d6 Lightning damage and gains 1 rank of shocked on a failed save, and result of damage.
half as much on a successful save. Overcharge. When you cast this jutsu with its listed casting time, you can
choose to spend your Bonus Action or Reaction to overcharge its effects. When you do a creature shocked by AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
this jutsu must make a Constitution (Chakra control) check at the start of each of their turns for the duration of the number of weapons this can affect by +1. LIGHTNING RELEASE:
the shocked condition, or be unable to move more than 5 feet on their turns.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If
cast to B-Rank or higher, increase the number of attacks made by +1. If cast to S-Rank, increase the number of
attacks made by +1. The saving throw reduction does not stack.
〇 BANQUET OF THUNDER 〇 BEAST LIGHTNING
Classification: Lightning Release Rank: B-Rank Cost: 12 Chakra Classification: Lightning Release Rank: B-Rank Cost: 11 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM, CS Range: Touch Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu
You discharge 3 jolts of lightning that tears through the ground shooting in a straight line 10 feet wide and 60 You focus your lightning chakra, forming it into the shape of a land animal of your choice such as a Bear, a
feet long. The ground the lightning travels through becomes difficult terrain. Creatures in the path of this Panther, or Wolf. The Lightning Beast of your creation can, as a bonus action, be directed. Medium Construct,
lightning must make a Dexterity saving throw, taking 6d6 lightning damage and gaining 1 rank of shocked and unaligned Armor Class 11+ Your Ninjutsu Ability Modifier Hit Points 30 (5d12 + Your character level) Speed 45
weakened on a failed save or half as much damage on a successful one. Overcharge. When you cast this jutsu ft. STR DEX CON INT WIS CHA 12 (+2) 22 (+6) 10 (+0) 1 (-5) 10 (+0) 1 (-5) Damage Immunities Acid,
with its listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge its effects. Lightning, Earth, Psychic Condition Immunities Charmed, Exhaustion, frightened, stunned, petrified, poisoned
When you do this jutsu’s range shifts becoming a 60ft cone. Once you use this overcharge effect, you cannot do Senses passive Perception 10 Damage Vulnerability. The Lightning Beast takes double damage from Wind
so again until you spend at least 1 Chakra die to recharge it as a Bonus action on your turn or by completing a damage. Elemental Body. The Lightning Beast weapon attacks are chakra enhanced. Kill Switch. When your
rest of any type. beast reaches 0 hit Points it explodes shooting lightning in all directions. All Creatures within 10 Feet of it must
make a Dexterity saving throw, taking 4d10 Lightning Damage and being shocked on a failed save and half as
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and much and no additional effects on a successful one Bite. Melee Weapon Attack: + (Your ninjutsu attack bonus)
the temporary hit points by 1d10. to hit, reach 5 ft., one creature. Hit: 5d8 Lightning damage. 128 LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8. LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and
the in combat movement speed bonus by an additional 10 feet.
Description
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〇 PENANCE 〇 RAGING STORM
Classification: Lightning Release Rank: B-Rank Cost: 14 Chakra Classification: Lightning Release Rank: B-Rank Cost: 13 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu, Medical Duration: Concentration, Up to 1 Minute Keywords: Lightning Release, Ninjutsu
You conjure your lightning release chakra to amplify and bring out, the last spark of willpower from within a You manifest your Lightning release until its covering the body of an allied creature that is not yourself. Select
fallen creature. A Creature you touch who has been dead no longer than 1 minute has their essence touched. one willing creature you can see within range. The target creature is engulfed in a raging torrent of lightning. For
Make a Ninshou Check vs DC (15 + 1 for every round the target has been dead.) On a success, they awake, this duration, Jutsu the creature casts deals additional lightning damage equal to 3d8, once per turn. They gain
gaining 1 Hit points and a number of temporary hit points equal to 6d10. These temporary hit points last for 1 Resistance to Earth Damage a +20 bonus to their speed, and advantage on Dexterity saving throws.
minute. When the creature runs out of temporary hit points granted by this jutsu, they fall unconscious for 24 Additionally, Concentration checks they make are made at advantage as you assist in managing their chakra
hours, unable to awaken by any means. A creature can be revived by this jutsu no more than once per full rest. flow.
So long as a creature have temporary hit points as a result of this jutsu, they gain a bonus to their Strength,
Dexterity and Constitution saving throws equal to your Ninjutsu Ability Modifier, their Strength, Dexterity, and AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
Intelligence ability scores are increased to 20, and any damage they deal is instead Lightning Damage that the number of targets this jutsu can affect by +1. LIGHTNING RELEASE:
cannot be resisted. LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the AC Bonus by +1.
〇 THUNDERSTORM 〇 BANG
Classification: Lightning Release Rank: B-Rank Cost: 14 Chakra Classification: Lightning Release Rank: A-Rank Cost: 20 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 250 feet cloud Components: HS, CM Range: 120 Feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu, Clash
A churning cloud of lightning forms centered on a point you can see and spreads out in a 250- foot cloud and You focus Lightning chakra into a super compressed point on the tip of your finger, pointing it at a creature you
Lightning begins to flash in the area. Creatures of your choice under this cloud must make a Dexterity saving can see in range, and releasing it in a single swift motion. The lightning explodes leaving your finger with an
throw at the end of each of its turns taking 4d6 Lightning Damage and being shocked on a failed save or half as audible explosive boom, that shatters glass and other fragile but rigid material in a 500-foot radius. Make a
much damage on a successful one. A-RANK: LIGHTNING RELEASE: ranged ninjutsu attack. On a hit, the target creature takes 24d4 Lightning Damage. If the target of this jutsu has
5 or more ranks of shocked, this jutsu instead deals 24d6 lightning damage. Overcharge. When you cast this
jutsu with its listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge its
effects. When you do, while targeting a creature within 10 feet of you, increase your critical threat range by +2.
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 2d4 or 2d6 respectively. LIGHTNING RELEASE:
〇 CRACKLE 〇 KEEN STORM
Classification: Lightning Release Rank: A-Rank Cost: 16 Chakra Classification: Lightning Release Rank: A-Rank Cost: Special (20 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Touch Components: HS, CM, CS
Duration: Concentration, Up to 1 minute Keywords: Lightning Release, Ninjutsu, Medical Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu, Fuinjutsu
You manifest your Lightning release until it’s a storm your holding in your hands. You supercharge a willing You manifest your Lightning release until you can condense the sparks onto a weapon you are touching. A
creature you touch tripling their heart rate, blood flow, nerve reactions and cognitive functions. When cast the weapon you touch, becomes guided by your masterful lightning control. For the duration, you can make melee
target regains 20 Hit points and gains 8d12 Temporary Hit points for 1 minute. While concentrating on this jutsu, Ninjutsu attacks in place of weapon attacks made with this weapon. Melee Ninjutsu attacks made as a result of
the target creatures movement speed is increased by 25 feet, they gain an additional Reaction, Advantage on this jutsu deals 2d12 lightning damage and scores a critical hit on a roll of 18-20. If you score a critical hit on a
Dexterity, Wisdom & Intelligence ability checks, skill checks and Saving throws, and the first melee attack they creature with ranks of shocked, you trigger the conditions damage. LIGHTNING RELEASE:
make each turn, is at advantage. At the end of this jutsu’s duration the target creatures body reels from the
shock of being overworked becoming Stunned for 1d4 of their turns. LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and
the damage by 2d10.
〇 KINGMAKER 〇 LIGHTNING CLONE
Classification: Lightning Release Rank: A-Rank Cost: Special (110 Chakra) Classification: Lightning Release Rank: A-Rank Cost: Special (16 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (120-foot Radius) Components: HS, CM, CS Range: Self Components: HS, CM
Duration: 10 Minutes Keywords: Lightning Release, Ninjutsu, Fuinjutsu, Duration: 1 Minute Keywords: Lightning Release, Ninjutsu, Clone, Clash,
You manifest your Lightning release until you create a Chakra seal made of pure lightning. You mark yourself A modified version of the Shadow Clone Technique that allows the user to create a clone made of solid
and each willing creature of your choice within range with this seal. For the duration creatures with this seal gain lightning. Lightning Clones have no measurable weight and explode if exposed to a body of water. You can only
the following; • Immunity to Earth Damage • Vulnerability to Wind Damage • All damage they deal is Lightning create up to 2 Lightning Clones each costing 16 Chakra to conjure. Lightning Clones must remain within 120
damage that cannot be Resisted. • A +2 Bonus to Strength, Dexterity, Wisdom and Intelligence Saving throws. • feet of the caster. If the cast ends its turn more than 120 feet away from a Lightning Clone it explodes. Lightning
Once each turn when they deal lighting damage, affected creatures succeed a Constitution Saving Throw or Clones can cast up to 2, B-Rank or lower Ninjutsu with the lightning release keyword that you know, following
gain 1 rank of Shocked. • Once each turn, when they deal lightning damage, they deal an additional 2d6 normal Clone keyword restrictions. Lightning Clones have Immunity to Genjutsu, Psychic & Poison damage,
Lightning damage. • At the beginning of each of their turns, they gain 10 temporary hit points. This jutsu cannot Resistance to Bludgeoning, Earth and Lightning Damage but Vulnerability to Wind Damage. It has a movement
be ended early, and at the end of this jutsu’s duration an affected creature cannot cast jutsu with the Lightning speed equal to your movement speed. Creatures who have chakra sight can tell the clone is made of lightning
Release Keyword, their speed is reduced by 10, they cannot gain advantage on checks or saving throws, and and can distinguish the clone from the original. When Lightning Clones have 0 hit points, have used 2 ninjutsu
they cannot maintain concentration on jutsu until they complete a long rest. Combination: If this jutsu is cast as with the lightning release keyword, been exposed to a body of water, its Summoner has ended its turn more
a Combination jutsu with 2 or more casters reduce the cost by -2. Any creature who assists in casting this jutsu than 120 feet away, or been dismissed as a bonus action, it surges for a brief moment before exploding.
as a combination jutsu increases this Jutsu's offensive abilities based on the highest Charisma Modifier within Creatures within 20 feet of the clone when it explodes must make a Constitution saving throw taking 10d6
the group of casters. (+0-1: No Change, +2-3: Increase the number of times the additional damage and saving lightning damage and being stunned until the end of their next turn on a failed save or half as much damage on
throw for Shocked can trigger to twice per turn. +4-5: Increase the number of 131 times the additional damage a successful one.
and saving throw for Shocked can trigger to three times per turn). LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 2d6. LIGHTNING RELEASE:
your Temporary hit points by 5
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost by 3, and create two
additional shuriken.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank increase the cost by 3 and the damage
by 5.
AT HIGHER RANKS: This Jutsu’s proficiency increases as you increase in level rolling 1d8 when you reach 5th
level (2d8), 11th level (3d8), 17th level (4d8)
〇 FLASH 〇 MESSAGE
Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, NT (Firecrackers) Range: 120 Feet Components: HS
Duration: Instant Keywords: Genjutsu, Visual Duration: 1 round Keywords: Genjutsu, Auditory
A mix of firecrackers and Chakra to make the flash they produce 10 times more intense. Select a Space up to You point your finger towards a creature within range that you can see and whisper a message. The target (and
30 feet away. Creatures within 5 feet of the space you select must make a Wisdom save. On a failed save, the only the target) hears the message and can reply in a whisper that only you can hear. You can cast this
next attack targeting them has advantage. genjutsu through solid objects if you are familiar with the target and know it is beyond the barrier. This jutsu
doesn’t have to follow a straight line and can travel freely around corners or through openings.
〇 PAIN 〇 RELEASE
Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 60 Feet Components: HS Range: Touch Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Tactile Duration: Instant Keywords: Genjutsu, Fuinjutsu
Description
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You point at a creature within range and the sound of a dolorous bell fills the air around it for the moment. The This technique allows the user to isolate and forcefully remove the effect of a single Genjutsu effect, so long as
next time the target would take damage, they take an additional 1d4 psychic damage. This jutsu then ends. it can be dispelled. You must first be aware that you or your target is under the effect of a Genjutsu. As part of
the activation of this jutsu, make an Illusion Check at advantage vs the Save DC of the Genjutsu. On a success
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and you free yourself or your target from the Genjutsu.
the rank of the jutsu cast by 1 (D>C>B>A>S).
〇 TRANSFORM 〇 TRUE STRIKE (CHANGED)
Classification: Genjutsu Rank: E-Rank Cost: 1 Chakra Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you miss a creature you target with an attack roll
Range: Self Components: HS Range: Self Components: HS, CM
Duration: Concentration, up to 10 Minutes Keywords: Genjutsu, Visual Duration: Instant Keywords: Genjutsu, Visual
This technique is taught to every student of the academy. Using this technique, the user assumes the form of a You focus your genjutsu towards a single creature in range. Your genjutsu grants you a brief insight into one
creature, object or animal of the same size category as they are or smaller. They may freely designate the target’s defenses. You gain a +2 bonus on the triggering attack roll, potentially turning a miss into a hit. You can
specifics of their new form (such as height, weight, hair texture and color, skin tone, etc.). This transformation is gain the benefit of this jutsu once per round.
purely cosmetic and an illusion. When you use a Charisma based skill action in an attempt to deceive, lie or
misguide another creature, you use this new form, so long as it is relevant to your act, to enhance that lie with AT HIGHER RANKS: This Jutsu’s bonus increases by +1 when you reach 5th level (+3), 11th level (+4), 17th
convincing movements and gestures. If you are not benefiting from the Voice Change Genjutsu active, you gain level (+5)
only half of the following bonus.
While transformed, when you use a Charisma based skill action in an attempt to deceive, lie or misguide
another creature, you use this new form, so long as it is relevant to your act, you can add+4 to the checks
made. You can gain this bonus, once per round, or once every minute if in combat or a social scene.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
damage by 2d4+2.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
select one additional animal you can see.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
select 1 additional creature who must all be within 30 feet of each other when you target them.
〇 CHARMING DISSONANCE 〇 CLOAK OF SHADOWS
Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Auditory Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Visual, Unaware
You attempt to suppress strong emotions in up to 3 creatures who can see and hear you within range. You You cloak a willing creature you touch in illusionary darkness, granting it a +1d4 bonus to Hide or Sneak
speak with a reverberating confidence that quells their fears, anger, and confusion. Up to 3 creatures you attempts vs creatures that rely on sight for the duration. Additionally, if cast in Dim Light or Darkness, creatures
choose must make a charisma saving throw; A creature can choose to fail this saving throw if it wishes. If a attempting an Identify Genjutsu action, make their check at disadvantage.
creature fails its saving throw, choose one of the following effects. • You can suppress any effect causing a
target to be charmed or feared. When this jutsu ends, any suppressed effect resumes, provided that its duration AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If
has not expired in the meantime. • Alternatively, you can make a target indifferent about creatures of your cast at B-Rank, the duration increases to “up to 10 minutes” and no longer costs chakra to maintain
choice that it is hostile towards. This indifference ends if the target or its allies are attacked. When this jutsu concentration. If cast at A-Rank, this jutsu’s duration becomes 1 Hour and no longer requires concentration. 162
ends, the creature becomes hostile again.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the distance you move by 20 feet.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of creatures you target by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d4.
〇 CONFIDENCE 〇 CORRUPTION: ANIMUS
Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action.
Range: 30 Feet Components: HS, CM Range: 60 feet Components: HS, CM
Duration: 1 Minute Keywords: Genjutsu, Auditory Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual, Unaware.
You select up to 3 willing creatures in range, that you can see, reinforcing their confidence in themselves, You collect and build illusionary chakra, attempting to mentally disable the confidence and Strengths of your
allowing them to act with little to no hesitation. For the duration, whenever a target creature makes an Ability foes. Select one creature you can see within range, forcing them to make a Charisma saving throw. Critical
check, they add +2 to the result. The first time the succeed on an Ability check, this jutsu ends. Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu
for the next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected
AT HIGHER RANKS: For each rank you cast this jutsu above D- Rank, increase the cost of this jutsu by 3 and creatures who would gain dice-based bonuses as a result of features or traits to their attack or damage rolls,
damage by 2d8. they instead treat those bonuses, as penalties, for the duration. Critical Failure: Same as failure, but this
inversion also extended to Jutsu based bonuses.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
〇 CORRUPTION: ASPERITY 〇 CORRUPTION: AUDACITY
Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory, Unaware. Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory, Unaware.
You collect and build illusionary chakra, attempting to inject a sense of harshness towards allies, in your foes. You collect and build illusionary chakra, attempting to inject a sense of harshness towards allies, in your foes.
Select one creature you can see within range, forcing them to make a Charisma saving throw. Critical Success: Select one creature you can see within range, forcing them to make a Charisma saving throw. Critical Success:
Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the
next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: If the affected next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Creatures who
creature would cast a jutsu that allows them to omit or exclude its allies, for every hostile creature they select, would attempt to make an attack of any type targeting a creature you are allied with, the affected creature is
they must also choose one ally as a target as well, even if they have a limited number of targets they can select, mentally forced to hold back on the Strength of the attack, reducing the damage they deal by 1 damage die, to a
that selected ally counts as one of its choices. Once this effect takes place, this jutsu ends. Critical Failure: minimum of 1 damage die. Critical Failure: Same as failure, but the damage die reduction is increased to 2.
Same as failure, but this effect lasts for the duration.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and jutsu is cast at B-Rank, increase the damage die reduction by 1. If this jutsu is cast at S-Rank, increase the
the damage by 2d8. damage die reduction by 2.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the temporary hit points by 10. the number of creatures you can target by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
〇 CORRUPTION: VILE 〇 DETECT EVIL
Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory Duration: 10 minutes Keywords: Genjutsu, Visual, Sensory
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You collect and build illusionary chakra, attempting to mentally disable the physical flexibility of your foes. Select For the duration, you know if there is someone within 60 feet of you with a hostile intention. You do not know
one creature you can see within range, forcing them to make a Charisma saving throw. Critical Success: their direct location only that they are within the range of this genjutsu.
Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the
next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected
creatures suffer a -2 penalty to all Dexterity based attack and damage rolls. Critical Failure: Same as failure, but
the penalty is reduced by an additional -2.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When
casted at B-Rank this jutsu no longer requires concentration.
〇 EXTRASENSORY 〇 FRENZY: BLACK
Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Instant Keywords: Genjutsu, Auditory, Visual, Inhale, Tactile Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory
You manifest a barrage of supersensory sensations meant to overwhelm a creatures senses. Select one You collect and build illusionary chakra, attempting to black out the thoughts of your targets, making it difficult
creature within range. Select creature must make an Intelligence saving throw. Critical Success: Affected for them to form coherent or even manageable thoughts. Select one creature you are aware of, that can hear
creature is able to resist this jutsu’s effects. Success: Affected creature is suffering a 1d4 penalty to their next you within range, forcing them to make a Wisdom saving throw. Critical Success: Affected creature is able to
attack roll. Failure: Affected creature gains 2 ranks of Dazzled. Critical Failure: Affected creature gains 2 ranks resist this jutsu’s effect, becoming immune to further castings of this jutsu for the next 10 minutes. Success:
of Dazzled and at the beginning of their next turn, they must roll a d10. On a roll of 1 or 2, they flinch losing their Affected creature is able to resist most of this jutsu’s effects. Failure: Affected creatures begins to suffer mental
Action. black outs. At the beginning of each of their turns, they must make a Wisdom ability check vs a DC 13. On a
failed check, all creatures in the turn initiative, is treated as a hostile creature for them, and they cannot exclude
creatures in the effect area of a jutsu or features effects. At the end of each of their turns, they remake their
saving throw, ending this jutsu’s effect on them on a success. Critical Failure: Same as failure, but the ability
check DC is increase to a DC 16.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1. 167
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the size of the cube by 5 feet
〇 FRENZY: GREEN 〇 FRENZY: MAGENTA
Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: 30 feet Components: HS, CM Range: 30 feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory, Unaware Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Auditory, Unaware
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You collect and build illusionary chakra, attempting to infuse a target within range, with an aspect of your You collect and build illusionary chakra, attempting to bring about a spiral of lustful insanity, causing their eyes
madness, causing their eyes to glow green. Select one creature you are aware of, that can hear you within to glow with a Magenta color. Select one creature you are aware of, that can hear you within range, forcing
range, forcing them to make a Wisdom saving throw. Critical Success: Affected creature is able to resist this them to make a Wisdom saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect,
jutsu’s effect, becoming immune to further castings of this jutsu for the next 10 minutes. Success: Affected becoming immune to further castings of this jutsu for the next 10 minutes. Success: Affected creature is able to
creature is able to resist most of this jutsu’s effects, instead only becoming concussed until the end of the next resist this jutsu’s effects. Failure: When the affected creature attempts to cast a jutsu or make an attack
turn. Failure: Affected creatures succumbs to your aspect of madness. For the duration, if they would attempt to targeting another creature, they must make a Wisdom ability check vs a DC 13. On a failed save, they gain 3
cast a Jutsu with a casting time of a Bonus Action, they must roll a 1d4. On a roll of 1 or 2, they fail to cast it as ranks of Charm against that target for the duration. Critical Failure: Same as failure, but the ability check DC is
they lose focus with constant mutterings. On a roll of 3 or 4, they cast it as normal, and remake their saving increased to 16.
throw to end this jutsu’s effects, while still unaware it is affected by this Genjutsu. Critical Failure: Same as
failure, but they instead must roll a 1d6, only being able to cast normally on a roll of a 5 or 6. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1. 168
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
〇 FRENZY: RED 〇 FRENZY: SILVER
Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: 30 feet Components: HS, CM Range: 30 feet Components: HS, CM
Duration: Instant Keywords: Genjutsu, Auditory, Unaware Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Auditory
You collect and build illusionary chakra, attempting to bring about a fit of rage and fury to a creature, causing You collect and build illusionary chakra, attempting to inflict a fit of twisted psychosis, causing your eyes to flash
their eyes to glow red. Select one creature you are aware of, that can hear you within range, forcing them to silver. Select one creature you are aware of, that can hear you within range, forcing them to make a Wisdom
make a Wisdom saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further
immune to further castings of this jutsu for the next 10 minutes. Success: Affected creature is able to resist most castings of this jutsu for the next 10 minutes. Success: Affected creature is able to resist this jutsu’s effects.
of this jutsu’s effects. Failure: Affected creature gains a rank of Berserk. Critical Failure: Affected creature gains Failure: The affected creature finds it difficult to maintain focus on anything if they would take damage. When
a rank of Berserk that is not lost at the end of its turn. Instead it must make a wisdom saving throw at the end of the target would take damage, for the duration, they automatically fail their concentration check Critical Failure:
its turn, ending this condition on a success. Same as failure, but when they lose concentration of a jutsu while under this jutsu’s effects, they take 2d6
psychic damage, for each jutsu they lose concentration of.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1 and the critical failure damage by 1d6. 169
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
〇 ILLUSIONARY REINFORCEMENT 〇 ILLUSORY SCRIPT
Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Reaction, which you take when an allied creature makes an attack roll or saving throw. Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: Touch Components: HS, CM, CS
Duration: Instant Keywords: Genjutsu, Visual, Tactile Duration: Permanent Keywords: Genjutsu, Fuinjutsu, Visual
You manifest a possible future and show it to your ally, granting them the chance to take ability to take that You take a Chakra Seal and write upon it as you imbue your chakra into the parchment. For the duration, you
future by the horns. When an allied creature makes an attack roll or saving throw, you also roll 1d20. The allied and any creatures you designate when you cast the jutsu, can see the writing as it should be. To all others, the
creature can choose to use your d20 result or their own. 170 writing appears as if it were written in an unknown or foreign script that is unintelligible. Alternatively, you can
cause the writing to appear to be an entirely different message, written in a different hand and language, though
the language must be one you know. Should the jutsu be dispelled, the original script and the illusion both
disappear. A creature with chakra sight or truesight can read the hidden message.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of targets by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the jutsu’s effect area size reduction by 5 feet.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
〇 PAINFUL VISION 〇 PAINFUL VOICE
Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: Self (30-Foot Cone) Components: HS, CM
Duration: Concentration, Up to 1 Minute Keywords: Genjutsu, Visual, Tactile Duration: Instant Keywords: Genjutsu, Auditory, Tactile
You target one creature you can see within range as you begin to intensify their sensitivity to light. The target You cup your hands and scream through the opening on the other end. All creatures that can hear you in a 30-
creature must make a Wisdom saving throw. Critical Success: Affected creature is able to resist this Jutsu's foot cone originating from you must make a Wisdom Saving throw. Critical Success: Affected creature is able to
effect. Success: Affected creature is able to resist most of this jutsu’s effects but gains sunlight sensitivity, resist this Jutsu's effect. Success: Affected creature is able to resist most of this jutsu’s effects but becomes
causing them to suffers a -2 penalty to Attack rolls while in bright light until the end of their next turn. Failure: At deafened until the end of their next turn. Failure: Affected creature takes 4d6 psychic damage. Critical Failure:
the beginning of an affected creatures turn that they take 2d8 + your Genjutsu ability modifier in psychic Affected creature takes 4d8+Genjutsu ability modifier psychic damage.
damage. If they are in dim light, they instead take 2d6 + your Genjutsu ability modifier in psychic damage. At the
end of each of the affected creatures turns they remake the saving throw, ending this jutsu on a success. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
Critical Failure: At the beginning of an affected creatures turn that they take 3d8 + your Genjutsu ability modifier damage by 1d6 or 1d8 and the range by 5 feet.
in psychic damage. If they are in dim light, they instead take 3d6 + your Genjutsu ability modifier in psychic
damage. At the end of each of the affected creatures turns they remake the saving throw, ending this jutsu on a
success. If they are in bright light, they remake their saving throw at disadvantage.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d12.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3,
damage by 1d4 and radius by 5 feet.
〇 SANCTUARY 〇 DELUSIONS
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: 60 Feet Components: HS, CM, CS
Duration: 1 minute Keywords: Genjutsu, Visual, Unaware Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Visual, Fuinjutsu
You weave chakra creating a hazy ward of illusions protecting a creature within range against attack. Until this You infuse chakra into chakra seals as you attempt to mark a creature you can see in range with the seal of the
jutsu ends, any creature who targets the warded creature with an attack or a jutsu must first succeed a Wisdom desires. The target creature must make a Charisma Saving throw. On a failed save, the target is marked with
saving throw. On a failed save, the creature must choose a new target or lose the attack or jutsu. This ward the seal of desires as they begin to see flashes and visions of the things they want most in life causing them to
does not protect against area effects, such as a Fire Release: Fireball or any similar jutsu. If the warded freeze in place, focusing on the things before them. For the duration, a creature who is marked with this seal, at
creature makes an attack or casts a jutsu that affects a creature, this jutsu ends. the beginning of each of their turns remake the saving throw, being stunned until the end of their turn on a failed
save. On a successful save, they resist the seals effects, ending this jutsu. If the target would take damage, they
repeat the saving throw to end this jutsu. Another creature who can touch the affected target, can attempt a
Wisdom (Illusions) check vs your Genjutsu save DC to forcefully end this jutsu on them.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If
Cast at B-Rank, increase the number of creatures you target with this jutsu to 2. If Cast at S-Rank, increase the
number of creatures you target with this jutsu to 3. SEALING ART:
〇 SWEET DREAMS 〇 SEMBLANCE OF DREAD
Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM, CS Range: Self (20-foot radius) Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Visual, Fuinjutsu Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Visual
You infuse chakra into chakra seals as you attempt to mark a willing creature you can see in range with the seal You morph your visage into that of a faceless monstrosity known as Nyarlathotep. This visage can be of your
of the rest. For the duration, as a bonus action you can force the creature to experience a hyper accelerated own description as this monstrosity has no known singular description. For the duration, any creature within 20
sleep pattern. The target creature gains some of the benefit of a short rest allowing them to spend hit die to feet of you becomes unable to willingly move closer to you unless it makes a successful Wisdom saving throw
recover hit points. The affected creature does not regain any features or resources that would reset or be at the start of its turn. Constructs and undead are immune to this effect. Additionally, you gain advantage on
recovered on a short rest. saving throws to resist the fear condition.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the radius by 5 feet. 183
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3.
〇 CIRCULAR MOVEMENT 〇 CLOSING IN
Classification: Genjutsu Rank: C-Rank Cost: 6 Chakra Classification: Genjutsu Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 feet Components: HS, CM, NT (Poison Kit) Range: 60 feet Components: HS, CM
Duration: 1 minute. Keywords: Genjutsu, Auditory, Inhale, Unaware Duration: Concentration, Up to 1 minute. Keywords: Genjutsu, Visual, Tactile, Unaware
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You release an odorless poison into the air that you then manipulate to affect up to two creatures you can see Select one creature you can see within range. The target must make an Intelligence saving throw, which it
within range. Each of the selected creatures must make a Intelligence saving throw. On a failed save, they makes at disadvantage if it’s an enclosed space. Critical Success: Affected creature is able to resist this Jutsu's
become poisoned. A creature poisoned as a result of this jutsu is both unaware they are poisoned and also effects. Success: Affected creature is able to resist most of this jutsu’s effects but begins to see the world shift
cannot willingly move further than 30 feet from their current position, regardless of the direction they move in. slightly becoming unable to take the dash or dodge actions until the end of their next turn. Failure: Affected
When a creature attempts to move further than 30 feet from their current position, they instead spend their creature see’s the world is closing in on them and threatening to crush it. Even in open or clear terrain, the
remaining movement walking backwards, moving back to their starting position. A creature moving backwards is creature feels as though it is sinking into a pit or that the land is rising around it gaining disadvantage on skill
unaware they are moving backwards, instead believing they are still moving forwards and the distance between checks and ranged attack rolls for the duration, remaking its saving throw at the end of each of its turns to break
them and the location they are attempting to move to is growing infinitely for the duration. If a creature poisoned free of this Genjutsu’s effect. Critical Failure: Affected creature suffers the same effect as a failure but also takes
as a result of this jutsu is cured of the poisoned condition, this jutsu also ends on them immediately. 2d6+Genjutsu ability modifier psychic damage at the beginning of each of its turns.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the
number of creatures you can target by +1 and the damage by 1d6.
〇 CORRUPTION: BALEFUL INCEPTIONS 〇 CORRUPTION: CRUELTY
Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: Self (15-foot radius) Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual, Tactile, Fuinjutsu
You collect and release illusionary chakra, corrupting the thoughts of all targets, forcing them to have dangerous You collect and build illusionary chakra, attempting to mentally scar them with a seal of cruelty. Select one
thoughts of betrayal. Select up to 3 creatures of your choice within a 15-foot radius sphere, centered on you, creature you can see within range, forcing them to make a Charisma saving throw. Success: Affected creature
forcing them to make a Charisma saving throw. Critical Success: Affected creature is able to resist this jutsu’s is able to resist most of this jutsu’s effects. Failure: Affected creatures are marked with a seal of cruelty,
effect, becoming immune to further castings of this jutsu for the next minute. Success: Affected creature is able corrupting and burning through their psyche. At the beginning of each of their turns, this seal forces their mind to
to resist most of this jutsu’s effects. Failure: Affected creatures, who see their allies attempting to cast a jutsu discharge large chunks of chakra, dealing 3d6 chakra damage. Affected creatures can, as an action, remake
must spend its reaction to take the Attack action, with a weapon if the weapon would have a larger damage die their saving throw to end this jutsu’s effects. Critical Failure: Same as failure, but the chakra damage is
in place of their unarmed damage, if able against the triggering creature. The creature whom the affected increased to 5d6.
creature attacks must be in range of their attacks, if they are not, the affected creature is forced to move up to
15 feet closer as part of the reaction taken before taking the attack action. An affected creature remakes saving AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
throws at the end of each of its turns, ending this jutsu on a success. Critical Failure: Same as failure, but the number of target creatures by +1.
affected creature instead must move its full movement towards their triggering allies. 188
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of target creatures by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of target creatures by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
〇 MIND-BODY RECOVERY 〇 NIGHT TERRORS
Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: 90 feet Components: HS, CM
Duration: 10 minutes Keywords: Genjutsu, Medical, Tactile Duration: Concentration, Up to 1 Minute Keywords: Genjutsu, Visual, Auditory
You soothe a target's suffering and pain by making their mind unaware of it while also raising their tolerance for You amplify the fear that lurks in the heart of all creatures. As a part of casting this jutsu, you must target one
pain. Select up to 3 willing creatures within range. Target creatures gain 3d6+5 Temporary Hit points for the creature who currently has at least 1 rank of fear. The target creature must make a Charisma saving throw. On
duration. When this jutsu ends they lose any remaining Temporary Hit points from this jutsu. Additionally, you a failed save, any genjutsu currently affecting them, that would inflict, or has inflicted the fear condition
are able to remove one mental condition of C-Rank of lower. immediately ends. The target creatures current ranks of fear double. If they have 3 or more ranks when they fail
this jutsu’s saving throw, their ranks of fear instead immediately becomes 5 for the duration. A creature who has
any number of fear ranks as a result of this jutsu cannot gain additional ranks of fear from other sources.
Additionally, affected creature remake their Charisma saving throw at the end of each of their turns. On a
successful save they remove all ranks of fear and ends this jutsu’s effects on themselves. Alternatively, when
you lose concentration on this jutsu, the affected creature immediately loses all ranks of fear.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
〇 OUTFLANK 〇 PHANTOM DRAGON
Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, Up to 1 Minute Keywords: Genjutsu, Visual, Tactile, Unaware Duration: Concentration, Up to 1 Minute Keywords: Genjutsu, Visual, Auditory, Tactile
Select one creature you can see within range. For the duration, when you make a genjutsu attack against the You touch one willing creature within range. All creatures of your choice who can see them within 120 feet, see
creature, an illusory double of you attempts the same attack. When you make a Genjutsu attack of any type your ally as they transform into dragon of your description of large size. While looking at this illusion, observers
targeting the select creature for the duration, your illusory double attacks with the same attack from a different make a Wisdom saving throw to see through it. On a failed save, they see your ally as a large dragon for the
angle. Make a second Genjutsu attack against the creature with the same bonuses to your attack (if any), if your duration. When you ally attempts to attack or cast a jutsu of any type, the illusory dragon looks as if it is
initial attack misses. On a successful hit, they take half damage and suffer any additional effects as normal. performing the jutsu itself, be it breathing fire, performing an aggressive martial attack or creating illusions using
Additionally, as a reaction when an allied creature performs an attack targeting the same creature, you can its draconic aura. When your affected ally deals damage to a creature, who sees them as an illusory dragon,
create an illusory double of your allied creature performing the same attack. The attacking allied creature makes they deal an additional 3d10 psychic damage to affected creatures, once per turn. 195 Alternatively, as an
their attack at advantage. action on their turn, the affected ally can perform a ferocious roar. All creatures within 120 feet excluding you
and other creatures who have seen through this genjutsu must make a Charisma saving throw. On a failed save
they gain 1 rank of fear for the next minute against the illusory dragon. A creature who has ranks of fear as a
result of this jutsu can spend their action to remake the charisma save removing all ranks of fear they have on a
success.
[2] Enter your Class followed by your Subclass followed by the number of levels you have in them. Both
should not have any spaces in it (replaced by dashes) and should be written out fully and spelt correctly.
Like so: Ninjutsu-Specialist Tsunami 3.
If you multiclass, simply add another one on.
Like so: Ninjutsu-Specialist Tsunami 3 Taijutsu-Specialist Passionate-Youth 1
Even if you do not have a Subclass, enter one, otherwise the sheet will not be able to fill in your features for
the class.
The options in the dropdown are merely examples as to how certain things are written and can be used to
find a subclass.
[8] Insert any other bonuses to Armor Class you may have here.
[9] Insert any other bonuses to initiative you may have here.
[14] If you have anything that adds AC not calculated by the sheet, put it here.
[15] Use colors to track where your skill proficiencies come from!
Recommended:
Red = Class Proficiency
Purple = Clan Proficiency
Yellow = Background Proficiency
Orange = Feat Proficiency
[23] Acrobatics
NON-PROFICIENT ACTION(S)
• Maintain Balance
• As an Action, when moving into, or beginning your turn on a surface that Is slippery, narrow or otherwise
difficult to stand on or walk across without difficulty (This includes difficult terrain), you can make a Dexterity
(Acrobatics) check vs DC set by the DM based on the Skill Check DC’s table found in Chapter 6: Using
Ability Scores on page 48 or Jutsu save DC if the cause of the effect is a Jutsu. On a success, until the end
of the current turn, you are able to move across the challenging surface as normal without any penalty. On
a failure, you fall prone.
PROFICIENT ACTION(S)
• Cat Fall [New]
• As a Reaction, to falling any distance greater than 10
feet where you would take fall damage, you can use
your graceful agility to lessen the impact of the fall.
▪ When you would fall between 10-30 feet make an
Acrobatics check using an Easy DC of the GM’s
choice.
▪ When you would fall between 30-50 feet make an
Acrobatics check using a Medium DC of the GM’s
choice.
▪ When you would fall between 50-70 feet make an
Acrobatics check using a Hard DC of the GM’s
choice.
▪ When you would fall 70+ feet make an Acrobatics
check using a Very Hard DC of the GM’s choice.
• The Skill Check DC’s table can be found in Chapter
6: Using Ability Scores on page 48.
• Squeeze Through
• As an Action, you contort yourself to squeeze through
a space that would consider to be 1 size category
smaller than you are. This action is for spaces that
would be exceedingly difficult for a person to get
through like a very thin separation between walls, a
small hold that takes time and focus to squeeze
• The Skill Check DC’s table can be found in Chapter
6: Using Ability Scores on page 48.
• Squeeze Through
• As an Action, you contort yourself to squeeze through
a space that would consider to be 1 size category
smaller than you are. This action is for spaces that
would be exceedingly difficult for a person to get
through like a very thin separation between walls, a
small hold that takes time and focus to squeeze
through. Make a Dexterity (Acrobatics) check vs a DC
set by the DM based on the Skill Check DC’s table
found in Chapter 6: Using Ability Scores on page 48.
[24] Insert your favourite game moments with this and other characters here
Eg: Zoro leapt into the air, slashing his bloodied sword with all his might and finally slayed Goliath the giant
red Dragon!
PROFICIENT ACTION(S)
• Tame Animal
• As an Action, while grappling with or interacting with
a hostile or heavily damaged (Less than 25% Hit
points) beast, you can attempt to make a Wisdom
(Animal Handling) check vs a DC (12 + Targets level).
On a success you are able to tame the creature causing
it to realize your strength and causing it to respect
you to a greater level. This beast while tamed, will
listen to only your commands as a Bonus action, but
will not risk its life to protect you instead choosing to
run to preserve its own life. This beast will leave if
you Tame another creature.
EXPERTISE ACTION(S)
• Train Animal
• By spending 1 Week of Downtime and making a
DC 25 Wisdom (Animal Handling) check, you can
train an animal you currently have Tamed or
Bonded* with. When you do, on a success the
animal learns 1 Taijutsu or Bukijutsu using its
natural weapons in place of a Bukijutsu’s weapon
Component requirement. An animal can only have
1 learned Jutsu in this way from you. Additionally,
a creature you have Trained will not leave unless
you have more than two Tamed creatures at a
• By spending 1 Week of Downtime and making a
DC 25 Wisdom (Animal Handling) check, you can
train an animal you currently have Tamed or
Bonded* with. When you do, on a success the
animal learns 1 Taijutsu or Bukijutsu using its
natural weapons in place of a Bukijutsu’s weapon
Component requirement. An animal can only have
1 learned Jutsu in this way from you. Additionally,
a creature you have Trained will not leave unless
you have more than two Tamed creatures at a
time. A Trained creature who leaves due to having
more than two trained creatures can be called
back to your side over the course of a Full-Rest.
[28] Athletics
NON-PROFICIENT ACTION(S)
• Trip
• As part of the same action used to make an unarmed
weapon attack, on a hit you can choose to forgo your
weapon/unarmed damage to instead trip a creature.
When you do, make a contested Strength (Athletics)
check vs the target creatures Dexterity (Acrobatics)
check. On a success the target falls prone.
• Grapple [Changed]
• As an Action, you can attempt to Grapple a creature.
When you do the target must make a contested
Strength (Athletics) or Dexterity (Acrobatics) check
vs your Strength (Athletics). On a success (your result
being greater than theirs), the creature is Grappled. A
grappled creature can spend an Action to remake the
contested check vs you. On a success, they
immediately escape, ending the Grappled condition. A
creature Grappled or Restrained by you, can be shoved
by you, using the Shove Skill Action. If a grappled or
restrained creature is moved more than 5 feet away
from you it immediately ends either condition.
▪ If you have expertise in Athletics, if your Grapple
check result is greater than your targets
contested check result by 10 or more, the
creature is instead treated as Restrained by you. A
Restrained creature can still attempt their escape
attempts at disadvantage.
• Shove
• In place of one of the attacks granted by the Attack
Action, you can attempt to Shove a creature. When
you do, make a contested Strength (Athletics) check
vs the target creatures Strength (Athletics), Strength
(Martial Arts) or Dexterity (Acrobatics). On a success
you push the target five feet in any direction. If you
beat the targets check by 10 or more, you instead
push them 10 feet.
▪ If the target is grappled or restrained by you
prior to the shove action being made, they
cannot use Acrobatics.
• If you are Proficient in Athletics, on a success, you
instead push the target five times your Strength
Ability modifier. If you beat the targets check by 10 or
more, you add an additional +5 feet for every 5-point
difference between your check and the opposing
check.
• If you have expertise in Athletics, on a success you
instead push the target 10 times your Strength ability
modifier. If you beat the targets check by 10 or more,
you add +10 feet, for every 5-point difference
between your check and the opposing check.
instead push the target five times your Strength
Ability modifier. If you beat the targets check by 10 or
more, you add an additional +5 feet for every 5-point
difference between your check and the opposing
check.
• If you have expertise in Athletics, on a success you
instead push the target 10 times your Strength ability
modifier. If you beat the targets check by 10 or more,
you add +10 feet, for every 5-point difference
between your check and the opposing check.
PROFICIENT ACTION(S)
• Disarm [Changed]
• In place of one of the attacks granted by the Attack
Action, you can attempt to Disarm a creature. When
you do, make a contested Strength (Athletics) check
vs the target creatures Strength (Athletics) or
Dexterity (Sleight of Hand). On a success, you knock
an item they are holding in either of their hands from
its grasp and it falls to the ground. If you beat their
check by 10 or more, it is instead knocked 10 or more
feet away.
EXPERTISE ACTION(S)
• Draw Reserves
• By spending 10 minutes of focus, you can draw out
some of your reserve chakra. Make a Constitution
(Chakra Control) check. Vs a DC 20. On a success and
for every 5 above the DC, you roll, you are able to
spend 1 Chakra die, regaining the spent die as chakra.
PROFICIENT ACTION(S)
• Craft a Non-Chakra Enhanced Item
• You can craft items using the Non-Chakra Enhanced
rules.
• Craft Armor or Weapon Seals
• You can craft armor or weapon seals using the Craft
Armor or Weapon Seal rules.
• Identify Seals
• As a Reaction to seeing a weapon with Weapon seals
or Armor with Armor seals, you can make an
Intelligence (Crafting) check. Vs The highest ranked
seal on the item. DC (D-Rank: 13, C-Rank: 17, B-
Rank: 21, A-Rank: 25, S-Rank: 29). On a success you
becomes aware of the seals on the weapon.
EXPERTISE ACTION(S)
• Superior Crafting
• You can craft Higher quality Armor and Weapons
following the Non-Chakra Enhanced Item rules.
• Enhanced Value
• For every week of downtime spent crafting, increase
the market value of items you can craft by an
additional 150 ryo. This counts for Items you craft
following the Non-Chakra Enhanced Item rules.
PROFICIENT ACTION(S)
• Impersonate
• You can attempt to pass yourself off as someone or
harder to pass, and large elaborate lies are much
more difficult to maintain. At the DM’s discretion, if a
creature initially believes your lie, it might attempt a
contested Wisdom (Insight) or Intelligence (History)
check against your previous Charisma (Deception)
check results.
PROFICIENT ACTION(S)
• Impersonate
• You can attempt to pass yourself off as someone or
something you are not. You alter your voice and
adjust your mannerisms to imitate the object of your
impersonation. When you do, make a Charisma
(Deception) check. The result of this check becomes
the DC all other creatures must challenge and beat to
see through your impersonation unless you display
obvious reasons you are not the person you are
impersonating. Creatures who are very familiar with
the object of your impersonation have advantage on
checks to see through this impersonation.
EXPERTISE ACTION(S)
• Feint [Changed]
• While engaged with a hostile creature, you can
attempt a misleading flourish of fake attacks. As a
bonus action, make a contested check using Charisma
(Deception) vs the targets Wisdom (Insight). On a
success your next melee attack is made with a d4
bonus. Once you Feint on a creature, the next Feint
you make is made at disadvantage, unless you spend 1
full round not attempting to Feint the creature.
PROFICIENT ACTION(S)
• Read The Enemy
• You can attempt to read an enemies actions. As a
reaction when you see an enemy performing any series
of Hand Seals (HS) as part of the components needed to
cast a Genjutsu. Make a Wisdom or Intelligence
(Illusions) check vs the targets Genjutsu save DC. On a
success, you become aware of the Jutsu being cast and
gain +2 to AC or advantage on the saving throw made to
resist it until the end of the current turn.
• Identify Genjutsu
• You can attempt to identify a Genjutsu currently
affecting an object, area or creature. Make a Wisdom
reaction when you see an enemy performing any series
of Hand Seals (HS) as part of the components needed to
cast a Genjutsu. Make a Wisdom or Intelligence
(Illusions) check vs the targets Genjutsu save DC. On a
success, you become aware of the Jutsu being cast and
gain +2 to AC or advantage on the saving throw made to
resist it until the end of the current turn.
• Identify Genjutsu
• You can attempt to identify a Genjutsu currently
affecting an object, area or creature. Make a Wisdom
(Illusions) check vs the jutsu’s save DC +5. On a success
you become aware of the Genjutsu and its effects. If the
Genjutsu is special and has a unique condition needed
to be met to end its effects, you also become aware that
it cannot be ended via normal means.
PROFICIENT ACTION(S)
• Sense Motive
• You can try to tell if a creatures behavior is abnormal. As
an Action, choose one creature you can see and attempt
to assess it for odd body language, nervousness or other
indicators that it might be trying to deceive someone.
The DM should make a roll in secret even if the target is
not doing anything odd to avoid giving away any
potential campaign secrets based on confirmation by
omission. If the target is lying the Insight check is
opposed by the targets Charisma (Deception) check. On
a success, you become aware the targets potential true
intentions and get a solid idea of any chakra-based
effect affecting it, if any. You cannot attempt to sense
motive the same creature again until the situation
changes significantly based on DM discretion.
PROFICIENT ACTION(S)
• Demoralize [Changed]
• With a powerful taunt, insult, or even aggressive
flex, you can shake an enemies resolve. As an
action, chose a creature you can see within 30 feet
of yourself. Make a contested Charisma
(Intimidation) check vs the targets Wisdom or
Charisma (Insight). On a success, the target gains 1
Rank of fear against you. Once you use this Skill-
action against a creature twice, you cannot attempt
it again against the same creature for 1 hour as they
become accustomed to your intimidating antics.
• If you have 2 ranks of expertise in Intimidation,
and you beat the DC by 10 or more, the target
instead gains 2 ranks of Fear.
PROFICIENT ACTION(S)
• Research
• By spending any amount of time between 10 minutes
and 8 hours, you begin to perform a deep dive into a
topic you are focused on. If you spend any multiple
of 10 minutes, up to 1 hour you gain a +1 bonus to
this check. For every hour you spend after the first,
you instead gain a +1d4 bonus to this check. While
researching you are looking for lost or deep secrets
lost to others. Make an Intelligence (Investigation)
check vs a DC set by the DM based on the Skill Check
DC’s table found in Chapter 6: Using Ability Scores
on page 48. On a success you are able to gain an
important piece of Lore. In most cases the DM is
encouraged to make the DC of this activity
challenging to avoid any anti-climactic realizations
of information.
researching you are looking for lost or deep secrets
lost to others. Make an Intelligence (Investigation)
check vs a DC set by the DM based on the Skill Check
DC’s table found in Chapter 6: Using Ability Scores
on page 48. On a success you are able to gain an
important piece of Lore. In most cases the DM is
encouraged to make the DC of this activity
challenging to avoid any anti-climactic realizations
of information.
[39] Here you can easily track and manage things like your Exploits, Malleable Mirages, Styles and more.
There are two parts of this. A Place to put a name and a checkbox to mark it down if it has a Once per rest
limitation.
In the example, Mimir's Wisdom has a Once Per Short Rest limitation, as I've used it, I have marked it,
signifying that I cannot use it again till a Long Rest.
PROFICIENT ACTION(S)
• Treat Wounds
• By spending at least 10 minutes while you have
access to a Medicine Kit. This Action while requiring
a Medicine kit does not spend a charge and can be
used in addition to any of the Medicine kits charge
based effects that take 10 or more minutes to
complete. You treat an injured living creature. Make
a Wisdom (Medicine) check vs a Treat Wounds DC,
based on the targets conditions. Condition values are
based on the targets approximate HP percentage. A
creature can only gain the benefit of this Action once
per long rest.
• If you have Expertise, and you successfully beat the
a Medicine kit does not spend a charge and can be
used in addition to any of the Medicine kits charge
based effects that take 10 or more minutes to
complete. You treat an injured living creature. Make
a Wisdom (Medicine) check vs a Treat Wounds DC,
based on the targets conditions. Condition values are
based on the targets approximate HP percentage. A
creature can only gain the benefit of this Action once
per long rest.
• If you have Expertise, and you successfully beat the
Critical Success Healing DC, you can access the
effects of Critical Healing.
PROFICIENT ACTION(S)
• Read The Enemy
• You can attempt to read an enemies actions. As a
reaction when you see an enemy performing any
series of Hand Seals (HS) as part of the components
needed to cast a Ninjutsu. Make an Intelligence
(Ninshou) check vs the targets Ninjutsu save DC.
On a success, you become aware of the Jutsu being
cast and gain +2 to AC or advantage on the saving
throw made to resist it until the end of the current
turn.
• Identify Ninjutsu
• You can attempt to identify a Ninjutsu currently
affecting an object, area or creature. Make an
Intelligence (Ninshou) check vs the jutsu’s save DC
+5. On a success you become aware of the Ninjutsu
and its effects. If the Ninjutsu is special and has a
unique condition needed to be met to end its
effects, you also become aware that it cannot be
ended via normal means.
PROFICIENT ACTION(S)
• Disable a Device/Trap
• This action allows you to disarm a Trap or another
mechanical device while you have access to either a
Trappers Kit or another Toolkit needed to disable
the specific device. Make a Dexterity (Sleight of
Hand) check vs the Disable DC found with each
individual Device or Trap. If a Device or trap does
not have a DC associated with it, the DM can choose
to set one based on the Skill Check DC’s table found
in Chapter 6: Using Ability Scores on page 48. On a
success, you are able to disable the device/trap.
• Pick a Lock
• This action allows you to pick a lock using the
Security Kit, following the rules found under the
Security Toolkit section.
PROFICIENT ACTION(S)
• Cover Tracks
• You cover your tracks. Reduce your travel speed by
half. You do not need to attempt a survival check to
cover your tracks, but anyone attempting to track
you must make a Survival check vs your Passive
Survival. (10 + Survival Bonus)
• Track
• You attempt to follow tracks, moving up to half
your travel speed. Make a Wisdom (Survival) check
vs the targets Passive Survival, Stealth Check result
or a DC set by the DM based on the Skill Check DC’s
table found in Chapter 6: Using Ability Scores on
page 48. On a success you are able to track a single
creature for up to 1 hour before needing to remake
this check.
[60] Use colors to track where your skill proficiencies come from!
Recommended:
Red = Class Proficiency
Purple = Clan Proficiency
Yellow = Background Proficiency
Orange = Feat Proficiency
If you have an ability to change the stat used by a skill, double-click the stat label next to the skill and select
a different one
Purple = Clan Proficiency
Yellow = Background Proficiency
Orange = Feat Proficiency
If you have an ability to change the stat used by a skill, double-click the stat label next to the skill and select
a different one
[62] This space is intended to either be used for notes, or for you to copy-paste in Type 1 modules from the
"Modified Extra Modules" Tab
[63] This space is intended to either be used for notes, or for you to copy-paste in Type 1 modules from the
"Modified Extra Modules" Tab
[64] This space is intended to either be used for notes, or for you to copy-paste in Type 1 modules from the
"Modified Extra Modules" Tab
[65] The Kuru Clan being monks by origin grants them a closer affinity to their Spiritual energy. They have
learned through generational training to manipulate the art of Imagination and creation of something from
nothing.
They are unable to learn the 5 nature affinities as a result of this, instead utilizing their realized Yin chakra
in place of any Nature release. Beginning at 1st level, you are unable to learn or cast jutsu with the Earth,
Wind, Fire, Water, or Lightning Release Keywords. In exchange your Non-Elemental Jutsu are all
enhanced with your Yin Chakra.
Twice per turn, when casting a Jutsu without any Nature release Keyword increase its damage die by +1
(once per casting) or save DC by +1 (pick one). If you select to boost your DC and also have a bonus to
your Jutsu save DC as a result of a class feature that doesn’t cost an Action or resource of any type, you
much choose which bonus to DC to use. 120
Beginning at 11th level, this increases to +2 damage die or +2 to Save DC. If you select damage die and
your Jutsu deals multiple instances of damage (such as with multiple attacks), distribute the bonus damage
die as equally as possible amongst each instance of damage.
[66] Beginning at 1st level, as a Puppet Master you learn the Chakra Hands E-Rank Ninjutsu for free. When
you cast this jutsu, it takes the form of strings that extend from your fingertips. Chakra Hands no longer
costs chakra nor an action to cast, and its duration becomes 10 minutes. The maximum weight your strings
can lift is multiplied by your Proficiency Bonus.
At 9th level, losing the ability to mold chakra does not prevent you from using your Chakra Threads.
[67] When you choose this technique at 2nd level, you gain proficiency in Chakra Control and your choice
of Ninshou or Illusions. You can also substitute your Genjutsu ability modifier for your Intelligence, for
Puppet Master features.
Additionally, select one nature release, picking from Earth, Wind, Fire, Water, or Lightning. You gain this
nature release, and learn one ninjutsu of D-Rank with your chosen nature release keyword. Alternatively,
you can choose to not take a nature release. If you choose not to take a release, you learn 2 Ninjutsu or
Genjutsu of D- Rank or lower.
Finally, you gain the Jutsu Channeler Upgrade. This does not count against your known Upgrades. All
Puppets you possess have this Upgrade, and jutsu cast through a Puppet can activate any Upgrades that
require the Puppet to cast a jutsu, as if it had cast a jutsu.
Category: Clan Prerequisite: Ranton Clan, Level 4+ You learn to more masterfully control Storm Release.
You gain the following Benefits; Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
[148] This is auto-calculating the bulk from: your inventory, armour and kit.
If you aren't sure where the weight is coming from, please check these three things.
[151] The cell on the right will automatically calculate how many jutsu you should have based on your class,
INCLUDING MULTICLASSING. Do not touch that cell!
[152] Use the cell on the right to add any additional jutsu you may have received through means other than
your main class. This includes jutsu derived from feats, clan features, bonus jutsu from your subclass or
main class, jutsu learned through DT, or jutsu given as a gift from a DM, etc
[177] Use these colors to track where you got your jutsu from.
[202] You can optionally color in the cell (or change the text color) containing your jutsu's name to allow you
to identify your options quicker.
[251] Place these emojis before the names of your jutsu to track what elemental releases those jutsu have
[253] Release
Jutsu Type: Genjutsu
Rank: E-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: HS, CM
Cost: 2 Chakra
Keywords: Genjutsu, Fuinjutsu
Description: This technique allows the user to isolate and forcefully remove the effect of a single Genjutsu
effect, so long as it can be dispelled. You must first be aware that you or your target is under the effect of a
Genjutsu. As part of the activation of this jutsu, make an Illusion Check at advantage vs the Save DC of the
Genjutsu. On a success you free yourself or your target from the Genjutsu.
Components: HS, CM
Cost: 2 Chakra
Keywords: Genjutsu, Fuinjutsu
Description: This technique allows the user to isolate and forcefully remove the effect of a single Genjutsu
effect, so long as it can be dispelled. You must first be aware that you or your target is under the effect of a
Genjutsu. As part of the activation of this jutsu, make an Illusion Check at advantage vs the Save DC of the
Genjutsu. On a success you free yourself or your target from the Genjutsu.
[277] Use these colors to track where you got your jutsu from.
[302] You can optionally color in the cell (or change the text color) containing your jutsu's name to allow you
to identify your options quicker.
[351] Place these emojis before the names of your jutsu to track what elemental releases those jutsu have
[376] Use these colors to track where you got your jutsu from.
[401] You can optionally color in the cell (or change the text color) containing your jutsu's name to allow you
to identify your options quicker.
[435] Insert your favourite game moments with this and other characters here
Eg: Zoro leapt into the air, slashing his bloodied sword with all his might and finally slayed Goliath the giant
red Dragon!
[438] Insert your favourite game moments with this and other characters here
Eg: Zoro leapt into the air, slashing his bloodied sword with all his might and finally slayed Goliath the giant
red Dragon!
[441] Check this box if you have taken the Latent Bloodline Feat Once
[444] What ability score the attack and damage rolls use.
[445] Whether or not you're proficient in the attack. Write 0 if you aren't, and anything else if you are.
[446] Whether or not your Ability Mod is added to the Attack Roll. Put in anything if it is, and 0 if it isn't.
[447] Whether or not your Ability Mod is added to the Damage. Put in anything if it is, and 0 if it isn't.
[453] You can use a weapon that has the ammunition property
to make a ranged attack only if you have ammunition to
fire from the weapon. Each time you attack with the
weapon, you roll your ammunition die. If you use a
Ranged weapon that has the ammunition property to
make a melee attack, you treat the weapon as an
improvised weapon
[468] This weapon adds 5 feet to your reach for each Rank of Reach
it has when you attack with it. (Ex. Reach 1 adds 5 Feet of
range to the weapon)
[470] If a weapon has the thrown property, you can throw the
weapon to make a ranged attack using your Strength instead
of Dexterity for Attack and Damage rolls.
[471] Once per turn, weapons with the Tactical property deals
+1 additional damage to a target for each rank of any
Physical condition the target has. (Ex. A creature with
Bruised 3 and Bleed 2, takes +5 additional damage).
[472] Weapons with the Trip property can, in place of one weapon
attack, allow its wielder to attempt to Trip or push a target
creature. Make a Trip or Shove attempt. On a success deal
your [Weapons Damage].
[475] This weapon can be used with one or two hands. A damage
value in parentheses appears with the property-the
damage when the weapon is used with two hands to make a
melee attack.
[480] By default, this is set to use the Tai-Spec table, but modify this row freely to suite your purposes.
Copy it even if it helps you orginize things.
[481] Due to the way the code is set up, you must repeat the latent features on the Realized column as well
to get it to display all features
[482] The "Zero List" pulls from all availible Options to the player, as well as features hidden since they
werent necessary to display. This includes from Clan, Class, and Subclass.
In addition, these notes will not autofill.
[483] This module only has space for 12 Mirages, while the maximum a Gen-Spec can have is 16. There
are 3 solutions to that issue:
+Make a second copy of this module when it's relevant, but in the cell 2 to the right from Mirages, add a
"-12" to it
+Use the type 1 module below for the full 16 slots
+Allocate the 4 extra spots from the main zero-list
[484] The "Zero List" pulls from all avalible Options to the player, as well as features hidden since they
werent necessary to display. This includes from Clan, Class, and Subclass.
In addition, these notes will not autofill.
[487] This Module requires the "Module Lock" button to work. After copy-pasting it into the sheet, run it from
the "Auto-Insert notes" menu
[488] This Module requires the "Module Lock" button to work. After copy-pasting it into the sheet, run it from
the "Auto-Insert notes" menu
[496] Set this up to the Breath you used to show the Consequences after your jutsu ends. Then check the
boxes below to show the steps you've taken to recovery from them.
Once the ranks of Weakened and Slowed are cleared, set this back to Zero
[499] The "Zero List" pulls from all avalible Options to the player, as well as features hidden since they
werent necessary to display. This includes from Clan, Class, and Subclass.
In addition, these notes will not autofill.
[503] Double-click and select the rank of Jutsu used to clear conditions
Using this presumes you cleared all ranks of the conditions in question with the rank of jutsu you pick
[567] The "Zero List" pulls from all avalible Options to the player, as well as features hidden since they
werent necessary to display. This includes from Clan, Class, and Subclass.
In addition, these notes will not autofill.
[585] The "Zero List" pulls from all avalible Options to the player, as well as features hidden since they
werent necessary to display. This includes from Clan, Class, and Subclass.
In addition, these notes will not autofill.
[593] Insert your favourite game moments with this and other characters here
Eg: Zoro leapt into the air, slashing his bloodied sword with all his might and finally slayed Goliath the giant
red Dragon!
[604] The "Zero List" pulls from all avalible Options to the player, as well as features hidden since they
werent necessary to display. This includes from Clan, Class, and Subclass.
In addition, these notes will not autofill.
[615] The first time you would be knocked below the following amounts of HP, you remain at this amount of
HP, and you reduce yourself of 1 level of every negative condition.
[619] Unlike in normal play, PC’s cannot use will of Fire, instead
they must use a new Will resource, called Ambitious Wills.
Each player begins with 3, and they cannot be regained
under any circumstance during this encounter. By
spending one of their Wills they can accomplish one of the
following;
Advantage on an attack roll.
Advantage on a saving throw.
Advantage on an ability check.
Immediately remove one rank of a condition they are
under the effects of.
Gain Resistance to a Damage type, or Condition until the
beginning of their next turn.
Gain an immediate Reaction.
[620] The "Zero List" pulls from all avalible Options to the player, as well as features hidden since they
werent necessary to display. This includes from Clan, Class, and Subclass.
In addition, these notes will not autofill.
[626] This module is designed to bring the latent features to the main page. You can either insert notes and
populate them yourself, or copy-paste them from the auto-inserted notes on the Extra Character Info page
[636] This space is intended to either be used for notes, or for you to copy-paste in Type 1 modules from
the "Modified Extra Modules" Tab
[645] This space is intended to either be used for notes, or for you to copy-paste in Type 1 modules from
the "Modified Extra Modules" Tab
24/06/25, 4:47PM
This is the sum total value of the non-enhanced item you would be able to craft.
- You can craft multiple items at once under the Ryo amount
For example, Lets say I make 5,500 Ryo worth of items for 5 Downtime and 1 usage of my Supreme
Armorsmith Kit. I must spend 2,750 (Half the cost) + (5 x 50 Ryo = 250 Ryo) for a total of 3,000 Ryo ontop
of the DT expenses paid. I can then make as many unenchanted items that add up to 5,500 Ryo as I want.
- You can craft multiple items at once under the Ryo amount
For example, Lets say I make 5,500 Ryo worth of items for 5 Downtime and 1 usage of my Supreme
Armorsmith Kit. I must spend 2,750 (Half the cost) + (5 x 50 Ryo = 250 Ryo) for a total of 3,000 Ryo ontop
of the DT expenses paid. I can then make as many unenchanted items that add up to 5,500 Ryo as I want.
[647] Please read Page 71 of the N5e Basebook to see more details about Crafting Proficiency
Calculations for Non-Enhanced Items.
The base rate of conversion is 1 DT for 100 Ryo, as per page 71 on the Naruto 5e Basebook.
Say you want to craft Samurai Armor, which is worth 2,500 Ryo. With only crafting proficiency and therefore
at a rate of 100 Ryo per 1 DT spent, it would take 25 DT to create the Samurai Armor.
[649] Please read Page 56 of the N5e Basebook to see more details about Crafting Mastery Calculations
for Non-Enhanced Items.
[650] Mastery in crafting will increase the value of each DT you spend in crafting non-enhanced weapons
and armour.
The base rate of conversion is 1 DT for 100 Ryo, as per page 71 on the Naruto 5e Basebook. Having
mastery increases this conversion rate by 150 Ryo, to 250 ryo per 1 DT spent on crafting a non-enhanced
item, as per page 56 of the Naruto 5e Basebook.
Say you want to craft Samurai Armor, which is worth 2,500 Ryo. With only crafting proficiency and mastery,
and therefore at a rate of 250 Ryo per 1 DT spent, it would take 10 DT to create the Samurai Armor.
[651] Please read Page 71 of the N5e Basebook to see more details about Mastery of
Armorsmith/Weaponsmith Toolkit Crafting Calculations for Non-Enhanced Items.
[652] Mastery of the specific weapon/armour toolkit will increase the value of each DT you spend in crafting
non-enhanced weapons and armour.
The base rate of conversion is 1 DT for 100 Ryo, as per page 71 on the Naruto 5e Basebook. Having
mastery of the appropriate toolkit increases this conversion rate by 50 Ryo, to 150 ryo per 1 DT spent on
crafting a non-enhanced item, as per page 71 of the Naruto 5e Basebook.
Say you want to craft Samurai Armor, which is worth 2,500 Ryo. With only crafting proficiency and
armoursmithing mastery, and therefore at a rate of 150 Ryo per 1 DT spent, it would take 17 DT to create
the Samurai Armor.
[653] Use this dropdown cell to select the level of your puppet master.
Please read Page 142 of the N5e Orochimaru Classes book to see more details about Puppet Masters
"Chakra Enhanced Retrofit" Non-Enhanced Items Crafting related feature.
[654] Being a Puppet Master Level 3/13 will increase the value of each DT you spend in crafting non-
enhanced weapons and armour.
The base rate of conversion is 1 DT for 100 Ryo, as per page 71 on the Naruto 5e Basebook. Being a
Puppet Master Level 3/13 will increase this conversion rate by 50/100 Ryo, to 150/200 ryo per 1 DT spent
on crafting a non-enhanced item, as per page 142 of the Orochimaru N5e Book.
Say you want to craft Samurai Armor, which is worth 2,500 Ryo. With only crafting proficiency and being a
puppetmaster, and therefore at a rate of 150/200 Ryo per 1 DT spent, it would take 17/13 DT to create the
Samurai Armor.
[655] Use this dropdown cell to select the level of relevant weaponsmith/armorsmith kit used.
Please read Page 71 of the N5e Basebook to see more details about Superior/Supreme Kit Crafting
Calculations for Non-Enhanced Items.
[656] Using a Superior/Supreme Kit will increase the value of each DT you spend in crafting non-enhanced
weapons and armour.
The base rate of conversion is 1 DT for 100 Ryo, as per page 71 on the Naruto 5e Basebook. Having
mastery of crafting increases this conversion rate by 150 Ryo to 250. Having mastery of the toolkit
increases this conversion rate by 50, to 300.
Using a Superior/Supreme kit increases this conversion rate by 100/150 Ryo, to 400/450 Ryo per 1 DT
spent on crafting a non-enhanced item, as per page 71 of the Naruto 5e Basebook.
Say you want to craft Samurai Armor, which is worth 2,500 Ryo. With crafting proficiency, mastery of
crafting, mastery of the armorsmith kit as well as using a Supreme kit, therefore at a rate of 450 Ryo per 1
DT spent. It would only take 6 DT to create the Samurai Armor.
If this was used in conjuntion with Swift Crafting, and you beat the 18 Supreme Kit DC by 6, you would only
need to spend 5 DT.
[657] Please read Page 165 of the N5e Tsunade's Compendium book to see more details about Shikigami's
"Papercraft" Non-Enhanced Items Crafting Related feature.
Please read page 11 of Chapter 13 of the N5e Base Book for the Crafter details.
[658] As per page 165 of Tsunade's Compendium, relating to the Shikigami relevant feature.
As per page 11 of Chapter 13 of the Base N5e book, relating to the Crafters Feat:
[659] Swift Crafting increases the total amount of Ryo value added when crafting, as per page 71 (Left
Column, Last paragraph and table), and confirmed here - https://discord.
com/channels/769696276085211156/1048880253600288788/1386887469034897448 .
Base: 24
Greater: 22
Superior: 20
Supreme: 18
[660] The Swift Craft DC levels per kit level are:
Base: 24
Greater: 22
Superior: 20
Supreme: 18
[661] Please Insert how much you beat the DC by into this cell.
[662] Supreme Kit: For every +3 that you beat the DC, you add 200 total towards the Market Valuation Ryo
total.
Non-Supreme Kits: For every +5 that you beat the DC, you add 100 total towards the Market Valuation Ryo
total.
[663] Please Insert how much DT you plan on spending into this cell.
[664] This is the cumulative value of each DT you have, from all of your boosts towards your crafting
"Market Evaluation".
- You can craft multiple items at once under the Ryo amount
For example, Lets say I make 5,500 Ryo worth of items for 5 Downtime and 1 usage of my Supreme
Armorsmith Kit. I must spend 2,750 (Half the cost) + (5 x 50 Ryo = 250 Ryo) for a total of 3,000 Ryo ontop
of the DT expenses paid. I can then make as many unenchanted items that add up to 5,500 Ryo as I want.
Unrestrictive. It will return jutsu with *any* component you list here. If left blank, it will ignore this condition