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N5E Character Sheet - Final Version (Make A Copy) - 1

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Luan Nicolas
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0% found this document useful (0 votes)
15 views145 pages

N5E Character Sheet - Final Version (Make A Copy) - 1

Uploaded by

Luan Nicolas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 145

N5E Filling Out the Character Sheet from Start to Finish Video (Video. 33.

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

N5E Sheet Instructions Video Link (Shorts)

https://www.youtube.com/playlist?list=PLGjnGSEGJ6GESUv5M8b8Rf-dg94t9ztQg

The Original Jutsu Markers have broken. We have updated


them in the main sheet. You can copy-paste them into your existing sheets
without issue.

New Feature of 6.0.5:


Jutsu Lookup Sheet

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 ----^

Current Version: 6.0.6 Your Version: 6.0.6 UP TO DATE! [1]


PLAYER NAME Core Rulebook

Ninjutsu-Specialist The-Professor [2] Leader LEVEL Clan Rulebook


CLASS BACKGROUND === Class Rulebook
[Name] Uchiha Lawful Evil 850
10 ==
[Player Name] Jutsu Rulebook
CLAN ALIGNMENT EXPERIENCE LVL UP 1-21 Team 7 Rulebook
DOWNTIME 0 REP 0

PROFICIENCY WILL OF FIRE INFO CARD


+6 BONUS [3]
〇 [4]
〇 [5]
〇 [6] Speed Calculator Death Saves https://cdn.pixabay.com/photo/2015/10/05/22/37/blank-profile-picture-973460
Picture Url:
STR ✧ Final Speed 30 〇 〇 〇 〇 Name: [ ]
◉ +3 Strength 14 +3 +30 [ ]
+0 ◉ +3 Dexterity AC INIT
Base Speed

Extra Speed 0 [7]


〇 〇 〇 〇
〇 〇
Village:

Natures: [ ]
10 ◉ +3 Constitution + [8] + [9] Boosts

+0 [13] ◉ +6 Intelligence Max HP: 70 CP Max: 85 Armor Health: [ 100% ]


DEX ◉ +6 Wisdom Padded Cloth Chakra: [ 100% ]
◉ +6 Charisma 70 85 Extra AC Boosts [14] 0
+0 SAVING THROWS [15] CURRENT HP CURRENT CP None Health: [ Healthy ] Level [ 10 ]
10 1 [16]0 [17]
0 [18] 0 [19]
0 [20]
0 [21] +6 +6 +6
+0 [22] 〇 +0 Acrobatics [23] Dex 14 14 14 Best moments log [24]Quotes list [25] To Do List [26]
CON 〇 +0 Animal Handling [27]
Wis 0 0 NIN GEN TAI Missions Completed
〇 +0 Athletics [28] Str TEMP. HP TEMP. CHAKRA ATK/DC QUICK REF D-Rank C-Rank B-Rank A-Rank S-Rank S+Rank
+0 〇 +0 Chakra Control [29]Con
0 0 0 0 0 0

10 〇 +0 Crafting [30] Int Battle Wire + 1d4+0/Slashing (STR)


+0 [31] 〇 +0 Deception [32] Cha HIT DIE B/P/S OTHER CHAKRA DIE Weapon Traits: Reach 2, Grapple, Trip, Finesse, Special
INT 〇 +0 History [33] Int Max 10 Max 10 Unarmed Strike +6 1d4+0/Bludgeoning (STR)
〇 +0 Illusions [34] Wis d6 0 0 d12
+0 〇 +0 Insight [35] Wis Current 10 DAMAGE REDUCTION Current 10 Unarmed Strike +6 1d4+0/Bludgeoning (STR)
10 〇 +0 Intimidation [36] Cha
+0 [37] 〇 +0 Investigation [38] Int Resources [39] Unarmed Strike +6 1d4+0/Bludgeoning (STR)
WIS 〇 +0 Martial Arts [40] Str 0 /0 0 /0

〇 +0 Medicine [41] Wis


+0 〇 +0 Nature Int
0 /0

0 /0
0 /0

0 /0
Unarmed Strike +6 1d4+0/Bludgeoning (STR)

10 〇 +0 Ninshou [42] Int 0 /0 0 /0 Unarmed Strike +6 1d4+0/Bludgeoning (STR)


+0 [43] 〇 +0 Perception [44] Wis 0 /0 0 /0

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

<--------- Unhide for extra modules

Max 10 | # ITEM COST BULK | # ITEM COST BULK | Basic Items COST BULK

5 Ryo 1 | | | 7 Rations [149] 5 Ryo 0


7 [148]
5 Ryo 1
7 [148]
| | | 1 5 Ryo
Thermos Count [150] 0
RYO BULK Armor Bulk | | | -- Wallet Bulk 0
# ITEM COST BULK | | | -- Pill Bulk 0
1 Compass 50 Ryo 0 | | | 0 Item Scroll +5
1 Tanto 10 Ryo 2 | | | Shinobi Backpack +10
| | | Shinobi Waist Bag +5
| | | Shinobi Belt Pouch +3
| | | Shinobi Leg Pouch +2
| | |
<--------- Unhide for extra Items
Hover over the Jutsu name to add description. Jutsu cost in Chakra goes to the right of the Jutsu name.

Class: [151]
15

Misc. DC Bonus: + Misc. Atk. Bonus: + Other: [152]


0 15 1
Jutsu Known Jutsu Selected

Ninjutsu Ninjutsu Ninjutsu


None 0 +
Ninjutsu Intelligence 14 +6 Secondary Stat DC Attack Bonus

ABILITY SAVE DC ATTACK BONUS

〇 [153] 〇 [154] 〇 [155] 〇 [156] ◉ =Jutsu


〇 [157] 〇 [158] 〇 [159] 〇 [160] ◉ =DT Jutsu
E RANK
〇 [161] 〇 [162] 〇 [163] 〇 [164] ◉ =Feature Jutsu
〇 [165] 〇 [166] 〇 [167] 〇 [168] ◉ =Feat Jutsu
◉ =Clan Jutsu
〇 [169] 〇 [170] 〇 [171] 〇 [172] ◉ =???
〇 [173] 〇 [174] 〇 [175] 〇 [176] Jutsu Key [177]
D RANK
〇 [178] 〇 [179] 〇 [180] 〇 [181]
〇 [182] 〇 [183] 〇 [184] 〇 [185] Full Turn Action

Action

〇 [186] 〇 [187] 〇 [188] 〇 [189] Bonus Action

〇 [190] 〇 [191] 〇 [192] 〇 [193] Reaction


C RANK
〇 [194] 〇 [195] 〇 [196] 〇 [197] Free Action

〇 [198] 〇 [199] 〇 [200] 〇 [201] Special

Casting Time Key [202]

〇 [203] 〇 [204] 〇 [205] 〇 [206]


〇 [207] 〇 [208] 〇 [209] 〇 [210] =Fire
B RANK =Wind
〇 [211] 〇 [212] 〇 [213] 〇 [214]
〇 [215] 〇 [216] 〇 [217] 〇 [218] =Water

=Lightning

〇 [219] 〇 [220] 〇 [221] 〇 [222] =Earth

〇 [223] 〇 [224] 〇 [225] 〇 [226] =Mixed


A RANK =Genjutsu
〇 [227] 〇 [228] 〇 [229] 〇 [230]
〇 [231] 〇 [232] 〇 [233] 〇 [234] =Taijutsu

=Bukijutsu

〇 [235] 〇 [236] 〇 [237] 〇 [238] =Medical

〇 [239] 〇 [240] 〇 [241] 〇 [242] =Fuinjutsu


S RANK
〇 [243] 〇 [244] 〇 [245] 〇 [246] =None

〇 [247] 〇 [248] 〇 [249] 〇 [250] Nature Key [251]


<-------- Ungroup to reveal Jutsu Overflow Section

Misc. DC Bonus: + [252] Misc. Atk. Bonus: +

Genjutsu Genjutsu Genjutsu


None 0 +
Genjutsu Wisdom 14 +6 Secondary Stat DC Attack Bonus

ABILITY SAVE DC ATTACK BONUS

◉ Release [253] 3 〇 [254] 〇 [255] 〇 [256] ◉ =Jutsu


〇 [257] 〇 [258] 〇 [259] 〇 [260] ◉ =DT Jutsu
E RANK
〇 [261] 〇 [262] 〇 [263] 〇 [264] ◉ =Feature Jutsu
〇 [265] 〇 [266] 〇 [267] 〇 [268] ◉ =Feat Jutsu
◉ =Clan Jutsu
〇 [269] 〇 [270] 〇 [271] 〇 [272] ◉ =???
〇 [273] 〇 [274] 〇 [275] 〇 [276] Jutsu Key [277]
D RANK
〇 [278] 〇 [279] 〇 [280] 〇 [281]
〇 [282] 〇 [283] 〇 [284] 〇 [285] Full Turn Action

Action

〇 [286] 〇 [287] 〇 [288] 〇 [289] Bonus Action

〇 [290] 〇 [291] 〇 [292] 〇 [293] Reaction


C RANK
〇 [294] 〇 [295] 〇 [296] 〇 [297] Free Action

〇 [298] 〇 [299] 〇 [300] 〇 [301] Special

Casting Time Key [302]

〇 [303] 〇 [304] 〇 [305] 〇 [306]


〇 [307] 〇 [308] 〇 [309] 〇 [310] =Fire
B RANK =Wind
〇 [311] 〇 [312] 〇 [313] 〇 [314]
〇 [315] 〇 [316] 〇 [317] 〇 [318] =Water

=Lightning
〇 [319] 〇 [320] 〇 [321] 〇 [322] =Earth

〇 [323] 〇 [324] 〇 [325] 〇 [326] =Mixed


A RANK =Genjutsu
〇 [327] 〇 [328] 〇 [329] 〇 [330]
〇 [331] 〇 [332] 〇 [333] 〇 [334] =Taijutsu

=Bukijutsu

〇 [335] 〇 [336] 〇 [337] 〇 [338] =Medical

〇 [339] 〇 [340] 〇 [341] 〇 [342] =Fuinjutsu


S RANK
〇 [343] 〇 [344] 〇 [345] 〇 [346] =None

〇 [347] 〇 [348] 〇 [349] 〇 [350] Nature Key [351]


<-------- Ungroup to reveal Jutsu Overflow Section

Misc. DC Bonus: + Misc. Atk. Bonus: +

Taijutsu Taijutsu Taijutsu


None 0 +
Taijutsu/Bukijutsu Strength 14 +6 Secondary Stat DC Attack Bonus

ABILITY SAVE DC ATTACK BONUS

〇 [352] 〇 [353] 〇 [354] 〇 [355] ◉ =Jutsu


〇 [356] 〇 [357] 〇 [358] 〇 [359] ◉ =DT Jutsu
D RANK
〇 [360] 〇 [361] 〇 [362] 〇 [363] ◉ =Feature Jutsu
〇 [364] 〇 [365] 〇 [366] 〇 [367] ◉ =Feat Jutsu
◉ =Clan Jutsu
〇 [368] 〇 [369] 〇 [370] 〇 [371] ◉ =???
〇 [372] 〇 [373] 〇 [374] 〇 [375] Jutsu Key [376]
C RANK
〇 [377] 〇 [378] 〇 [379] 〇 [380]
〇 [381] 〇 [382] 〇 [383] 〇 [384] Full Turn Action

Action

〇 [385] 〇 [386] 〇 [387] 〇 [388] Bonus Action

〇 [389] 〇 [390] 〇 [391] 〇 [392] Reaction


B RANK
〇 [393] 〇 [394] 〇 [395] 〇 [396] Free Action

〇 [397] 〇 [398] 〇 [399] 〇 [400] Special

Casting Time Key [401]

〇 [402] 〇 [403] 〇 [404] 〇 [405] =Fire

〇 [406] 〇 [407] 〇 [408] 〇 [409] =Wind


A RANK =Water
〇 [410] 〇 [411] 〇 [412] 〇 [413]
〇 [414] 〇 [415] 〇 [416] 〇 [417] =Lightning

=Earth

〇 [418] 〇 [419] 〇 [420] 〇 [421] =Mixed

〇 [422] 〇 [423] 〇 [424] 〇 [425] =Genjutsu


S RANK =Taijutsu
〇 [426] 〇 [427] 〇 [428] 〇 [429]
〇 [430] 〇 [431] 〇 [432] 〇 [433] =Bukijutsu

<-------- Ungroup to reveal Jutsu Overflow Section =Medical

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

10 10 10 10 10 10 FEARS FEARS FEARS

INCREASE FROM ASI/CLAN/FEATS


STR DEX CON INT WIS CHA INFO CARD (Chunin)
0 0 0 0 0 0 https://cdn.pixabay.com/photo/2015/10/05/22/37/blank-profile-picture-973460_1280.png
Picture Url:
INCREASE FROM DT FEATS Name: [ ]
STR DEX CON INT WIS CHA Village: [ ]
0 0 0 0 0 0 Natures: [ ]
10 10 10 10 10 10 Latent
0 Branch Family
CHARACTER APPEARANCE FEATS AND ASI FROM DOWNTIME Health: [ 100% ] Latent
2 Byakugan l
Chakra: [ 100% ] Latent
2 Byakugan ll
Latent
3 Byakugan lll
https://cdn.pixabay.com/photo/2015/10/05/22/37/blank-profile-picture-973460_1280.png Health: [Healthy ] Level [ 10 ] Latent
3 Byakugan lV
APPEARANCE URL SYMBOL URL
Latent
2 Gentle Fist l
Best moments log [435]
Quotes list [436] To Do List [437] Latent
3 Gentle Fist ll
Missions Completed Latent
5 Gentle Fist lll
CUSTOMIZATION CHARACTER BACKSTORY AND HISTORY (CHARACTER'S LIFE) D-Rank 0 C-Rank 0 B-Rank 0 A-Rank 0 S-Rank 0 S+Rank 0 Latent
5 Gentle Fist lV
D-Rank
2 Hijutsu
INFO CARD (Timeskip/Jonin) C-Rank
2 Hijutsu
https://cdn.pixabay.com/photo/2015/10/05/22/37/blank-profile-picture-973460_1280.png
Picture Url: B-Rank
3 Hijutsu
Latent Hyūga Name: [ ] A-Rank
3 Hijutsu
◉ Fire
Latent Feature Name Cost Village: [ ] Clan 5Feats
Test something 7 0 Natures: [ ]
〇 Wind
0
0 Health: [ 100% ]
〇 Lightning
0 Chakra: [ 100% ]
0
〇 Earth
0 Health: [Healthy ] Level [ ]
0 MISC DT SPENT 0
〇 Water
0 DT SPENT ON JUTSU 0 Best moments log [438]
Quotes list [439] To Do List [440]
0 DT SPENT ON FEATS 0 Missions Completed
〇 Medical
0
0 TOTAL DT SPENT D-Rank 0 C-Rank 0 B-Rank 0 A-Rank 0 S-Rank 0 S+Rank 0

0
Latent, 1st [441] Max BP 10
Latent, 2nd [442] Remaining BP 10
Thank you Toggy for manually creating the
entire mastersheet for latents!

CLASS SUBCLASS LEVEL Resistances Immunities

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

Skin Custom DEX NONE 0 0 0 None DEX +0


Padded Cloth Light Armor DEX NONE 7 1 +1 1 Shark Skin CON +0
Leather Weave Light Armor DEX NONE 7 2 +2 1 Armor of Psychosis (Wis) WIS +0
Armored Cloth Light Armor DEX NONE 7 3 +3 2 Armor of Psychosis (Cha) CHA +0
Reinforced Cloth Light Armor DEX NONE 7 3 +3 2 Old Evasive Nature DEX +2
Synthetic Weave Light Armor DEX NONE 7 4 +4 3 #N/A
Shinobi Weave Light Armor DEX NONE 7 5 +5 3 #N/A
Combat Jacket Medium Armor DEX NONE 3 4 +4 4 #N/A
Shinobi Jacket Medium Armor DEX NONE 3 4 +4 3 #N/A
Shinobi Combat Jacket Medium Armor DEX NONE 3 5 +5 4 #N/A
Chunin Jacket Medium Armor DEX NONE 3 5 +5 5 #N/A
Battle Coat Medium Armor DEX NONE 3 6 +6 6 #N/A
Armored Chunin Coat Medium Armor DEX NONE 3 6 +6 6 #N/A
Combat Armor Heavy Armor NONE NONE 0 6 +6 6
Synthetic Armor Heavy Armor NONE NONE 0 6 +6 5 Stats Mod Score Mastersheet Addons on/offLinks
Jonin Armor Heavy Armor NONE NONE 0 7 +7 4 STR +0 10 Team 7's Homebrew https://docs.google.com/spreadsheets/d/1GzV0zlYi5AmY_GnCe
Elite Jonin Armor Heavy Armor NONE NONE 0 7 +7 6 DEX +0 10
Ronin Armor Heavy Armor NONE NONE 0 8 +8 6 CON +0 10
Samurai Armor Heavy Armor NONE NONE 0 8 +8 8 INT +0 10
Chakra Skin Ability Mod INT NONE 3 +3 0 WIS +0 10
Chakra Skin (B-Rank) Ability Mod INT NONE 4 +4 0 CHA +0 10
Chakra Skin (S-Rank) Ability Mod INT NONE 5 +5 0
Dust Coat Ability Mod INT PROF 3 +6 0
Dust Coat (B-Rank) Ability Mod INT PROF 4 +7 0
Dust Coat (S-Rank) Ability Mod INT PROF 5 +8 0
Weaved Mail Custom DEX INT 0 0 0
Wooden Suit Light Armor DEX NONE 3 +3 3
Iron Shell Medium Armor DEX NONE 2 5 +5 6
Steel Fortress Heavy Armor NONE NONE 0 8 +8 8
Geo-Breastplate (Intelligence)
Ability Mod INT NONE +3 +3 0
Geo-Breastplate (Constitution)
Ability Mod CON NONE 3 +3 0
Martial Defense Ability Mod DEX PROF 0 +3 0
[[Custom Armor Below Here]]
======================
============== ==============
============== ============== #REF! =======
#REF!
#REF!
#REF!
#REF!
#REF!
#REF!
#REF!
#REF!
Tips: Keep Max Mod blank if your armor doesn't have one.
Alternate ACs modify change the Dex from AC calculation to something else. If you are using this make sure Dex is in the first Ability Mod column.
Armors that raise your base AC like Chakra Skin or Subdermal Plating can easily be expressed by adding a higher Armor Bonus.
The white areas are simply the ones that are implied to be needed by that Calculation Type, the grey boxes still affect the result.
Max Mod applies to the first Ability Mod only. The second one isn't affected by this limit. Uni. Atk. Uni. Dmg.
Bonus Bonus

Martial Override Exotic Prof? 0 0

WEAPONS & ATTACKS


If you are adding weapons/attacks, please only insert them below the "Custom Weapons are the same as Armor! You can add your own or change existing ones!
Weapons" row

Attack/Weapon NameDamage Dice [443]


Ability Mod [444]
Add Prof.
Add Ability
[445] Mod
Add
to Atk.
Ability
[446]
Mod to Dmg. [447]
Dmg. Type
Misc. Atk. Bonus
Misc. Dmg.
[448]Bonus [449] Qualities [450] Extra Dice [451]
Final Atk. Bonus
Final Dmg. Bonus

Range (30/60), Loading, ammunition,


Ballistic Kunai Gun 3d6 DEX 〇 ◉ ◉ Piercing multiattack, Volatile 3 + + Weapon Properties [452] Ballistic Kunai Gun
Range (120), Loading, Two-Handed,
Ballistic Shuriken Rifle 3d8 DEX 〇 ◉ ◉ Slashing ammunition, multiattack, Volatile 5 + + Ammunition [453] Ballistic Shuriken Rifle
Battle Wire 1d4 STR 〇 ◉ ◉ Slashing Reach 2, Grapple, Trip, Finesse, Special + + Blocking [454] Battle Wire
Blowgun 1d4 DEX 〇 ◉ ◉ Piercing Range (25/100), Ammunition + + Critical (Max 3) [455] Blowgun
Thrown, Range (30/60), Trip, ammunition
Bola 1d4 DEX ◉ ◉ ◉ Piercing +6 + Deadly (Max 3) [456] Bola
Boomerang 1d6 STR 〇 ◉ ◉ Bludgeoning Thrown (60/90), Versatile (1d8), Returning + + Evocation [457] Boomerang
Broadsword 1d6 STR 〇 ◉ ◉ Slashing Light, Finesse, Disarm + + Disarm [458] Broadsword
Kusarigama (Chained Reach 1, Grapple, Finesse, Tactical, Two- Kusarigama (Chained
2d4 ◉ ◉ Slashing Handed, Winding
Hand Scythe) STR ◉ +6 + Finesse [459] Hand Scythe)
Chained Spear 1d10 STR 〇 ◉ ◉ Piercing Reach 1, Trip, Grapple + + Grapple [460] Chained Spear
Chakram 1d6 STR 〇 ◉ ◉ Slashing Thrown(30/60), Light, Returning + + Heavy [461] Chakram
Chigiriki 1d8 STR 〇 ◉ ◉ Piercing Reach 1, Trip, Disarm, Finesse + + Hidden [462] Chigiriki
Cleaver Sword 1d8 STR 〇 ◉ ◉ Slashing Finesse, Critical, Deadly + + Lethal [463] Cleaver Sword
Slashing/Pierc
Chokuto 1d8 ◉ ◉ Finesse, Critical, Lethal 2
STR 〇 ing + + Light [464] Chokuto
Combat Bracers 1d4 STR 〇 ◉ ◉ Bludgeoning Disarm, Light, Unarmed + + Loading [465] Combat Bracers
Combat Scroll 1d8 DEX 〇 ◉ ◉ Variable Range (30/90), Evocation + + Multiattack [466] Combat Scroll
Range (30/120), Light, Loading,
Crossbow, Hand 1d6 DEX 〇 ◉ ◉ Piercing Ammunition + + Range [467] Crossbow, Hand
Range (30/120), Heavy, Finesse, Loading,
Crossbow, Heavy 1d10 STR 〇 ◉ ◉ Piercing Ammunition + + Reach [468] Crossbow, Heavy
Fuma-Shuriken 1d8 STR 〇 ◉ ◉ Slashing Thrown(60/120). Hidden, Returning + + Returning [469] Fuma-Shuriken
Giant Combat Scroll 1d12 DEX 〇 ◉ ◉ Variable Range (60/180), Evocation, Two-Handed + + Thrown [470] Giant Combat Scroll
Great Axe 1d12 STR 〇 ◉ ◉ Slashing Deadly, Heavy, Two-Handed + + Tactical [471] Great Axe
Gunbai Fan 1d6 STR 〇 ◉ ◉ Bludgeoning Blocking, Two-Handed + + Trip [472] Gunbai Fan
Gunsen 1d4 STR ◉ ◉ ◉ Slashing Deadly, Light, Finesse, Hidden +6 + Two-Handed [473] Gunsen
Hand Axe 1d6 STR ◉ ◉ ◉ Slashing Light, Thrown (20/60) +6 + Unarmed [474] Hand Axe
Kama (Hand Scythe) 1d4 STR ◉ ◉ ◉ Slashing Light, Finesse, Critical, Tactical, Multiattack +6 + Versatile [475] Kama (Hand Scythe)
Hidden Blade 1d4 STR 〇 ◉ ◉ Piercing Deadly, Lethal 5, Hidden, Finesse + + Volatile [476] Hidden Blade
Range (60/150), Loading, Two-Handed,
Hiya Taihou 6d6 DEX 〇 ◉ ◉ Fire Ammunition, Volatile 5 + + Winding [477] Hiya Taihou
Hooked Lance 1d8 STR 〇 ◉ ◉ Piercing Reach 1, Two-Handed + + Flexible [478] Hooked Lance
Iron Claw 1d4 STR 〇 ◉ ◉ Slashing Unarmed, Finesse, Critical, Light + + Special (Battle Wire) [479] Iron Claw
Jitte 1d4 STR 〇 ◉ ◉ Bludgeoning Light, Blocking, Disarm + + Jitte
Kanabo 1d10 STR 〇 ◉ ◉ Bludgeoning Critical, Heavy, Two Handed + + Kanabo
Katana 1d8 STR 〇 ◉ ◉ Slashing Deadly, Finesse + + Katana
Knuckle Blades 1d6 STR 〇 ◉ ◉ Slashing Light, Finesse, Hidden + + Knuckle Blades
Light, Finesse, Thrown (30/60), Multiattack,
Kunai 1d4 STR ◉ ◉ ◉ Piercing Ammunition +6 + Kunai
Range (120/180), Finesse, Two-Handed,
Longbow 1d8 STR 〇 ◉ ◉ Piercing Ammunition + + Longbow
Range (15/60), Light, Loading, ammunition,
Matchlock Pistol 3d6 DEX 〇 ◉ ◉ Piercing Volatile 3 + + Matchlock Pistol
Range (60/150), Loading, Two-Handed,
Matchlock Rifle 3d8 DEX 〇 ◉ ◉ Piercing ammunition, Volatile 4 + + Matchlock Rifle
Thrown (90/120), Two-Handed, Heavy,
Monster Boomerang 1d10 STR 〇 ◉ ◉ Bludgeoning Returning + + Monster Boomerang
Monster Chakram 1d10 STR 〇 ◉ ◉ Slashing Thrown(60/120). Two-Handed, Returning + + Monster Chakram
Thrown(40/80), Heavy, Two-Handed,
Monster Shuriken 1d12 STR 〇 ◉ ◉ Slashing Returning + + Monster Shuriken
Reach 1, Heavy, Trip, Two-Handed, Flexible
Naginata 1d10 STR 〇 ◉ ◉ Slashing (Bludgeoning d8) + + Naginata
Net DEX ◉ ◉ ◉ Grappling, Range (10/15) +6 + Net
Nunchaku 1d6 STR 〇 ◉ ◉ Bludgeoning Disarm, Light, Multiattack, Winding + + Nunchaku
Odachi (Great Sword) 2d6 STR 〇 ◉ ◉ Slashing Critical, Heavy, Two-Handed + + Odachi (Great Sword)
Otsuchi Hammer 3d4 STR 〇 ◉ ◉ Bludgeoning Heavy, Two-Handed + + Otsuchi Hammer
Quarterstaff 1d6 STR ◉ ◉ ◉ Bludgeoning Versatile (1d8), Blocking +6 + Quarterstaff
Quarterstaff (Two Hands) 1d8 STR ◉ ◉ ◉ Bludgeoning Versatile (1d8), Blocking +6 + Quarterstaff (Two Hands)
Sai 1d4 STR ◉ ◉ ◉ Piercing Thrown (20/60), Light, Finesse, Disarm +6 + Sai
Reach 1, Disarm, Trip, Two-Handed, Finesse,
Sansetsukon 1d10 STR 〇 ◉ ◉ Bludgeoning Winding + + Sansetsukon
Sasumata (Forked Spear) 1d10 STR 〇 ◉ ◉ Piercing Two-Handed, Grapple, Reach 1 + + Sasumata (Forked Spear)
Scythe 1d8 STR 〇 ◉ ◉ Slashing Reach 1, Deadly, Heavy, Two-Handed + + Scythe
Senbon 1d4 STR ◉ ◉ ◉ Piercing Thrown (30/60), Multiattack, Ammunition +6 + Senbon
Two-Handed, Finesse, Range (60/180),
Short Bow 1d6 STR ◉ ◉ ◉ Piercing Ammunition +6 + Short Bow
Shuriken 1d4 STR ◉ ◉ ◉ Slashing Thrown (30/120), Multiattack, Ammunition +6 + Shuriken
Sling 1d4 DEX ◉ ◉ ◉ Bludgeoning Range (30/120), Ammunition +6 + Sling
Spear 1d6 STR ◉ ◉ ◉ Piercing Versatile (1d8), Reach 1 +6 + Spear
Spear (Two Hands) 1d8 STR ◉ ◉ ◉ Piercing Versatile (1d8), Reach 1 +6 + Spear (Two Hands)
Taichi 1d8 STR ◉ ◉ ◉ Slashing Versatile (d10), Deadly +6 + Taichi
Taichi (Two Hands) 1d10 STR ◉ ◉ ◉ Slashing Versatile (d10), Deadly +6 + Taichi (Two Hands)
Tanto (Shortsword) 1d6 STR ◉ ◉ ◉ Piercing Light, Finesse, Deadly, Flexible (Slashing d4) +6 + Tanto (Shortsword)
Tekko 1d4 STR ◉ ◉ ◉ Bludgeoning Unarmed, Grapple, Light +6 + Tekko
Tetsubo 1d10 STR 〇 ◉ ◉ Bludgeoning Heavy, Versatile (1d12), Deadly 2 + + Tetsubo
Tetsubo (Two Hands) 1d12 STR 〇 ◉ ◉ Bludgeoning Heavy, Versatile (1d12), Deadly 2 + + Tetsubo (Two Hands)
Tinbe Rochin 1d6 STR 〇 ◉ ◉ Piercing Blocking, Two-Handed + + Tinbe Rochin
Tonfa 1d6 STR 〇 ◉ ◉ Bludgeoning Blocking, Light, Hidden, Trip, Multiattack + + Tonfa
Triple Katar 1d6 STR 〇 ◉ ◉ Piercing Unarmed, Light, Blocking, Hidden + + Triple Katar
Unarmed Strike 1d4 STR ◉ ◉ ◉ Bludgeoning +6 + Unarmed Strike
Reach 1, Finesse, Disarm, Trip, Grapple,
Urumi 1d8 STR 〇 ◉ ◉ Slashing Winding + + Urumi
War Club 1d8 STR 〇 ◉ ◉ Bludgeoning Reach 1, Heavy + + War Club
Reach 2, Grapple, Trip, Two-Handed,
Weighted Chain 1d4 STR ◉ ◉ ◉ Bludgeoning Multiattack +6 + Weighted Chain
Whip 1d6 STR 〇 ◉ ◉ Slashing Reach 2, Trip, Finesse, Winding + + Whip
Yari 3d4 STR 〇 ◉ ◉ Piercing Reach 1, Heavy, Two-Handed + + Yari
[[Custom Weapons]] ===== STR ◉ ◉ ======= ============================== + +
STR ◉ ◉ + +
Damage
◉ ◉
STR + + Resistance Types
STR ◉ ◉ + + Bludgeoning
STR ◉ ◉ + + Slashing
STR ◉ ◉ + + Piercing
STR ◉ ◉ + + Fire
STR ◉ ◉ + + Wind
STR ◉ ◉ + + Cold
STR ◉ ◉ + + Lightning
STR ◉ ◉ + + Earth
STR ◉ ◉ + + Psychic
STR ◉ ◉ + + Force
STR ◉ ◉ + + Necrotic
STR ◉ ◉ + + Poison
STR ◉ ◉ + + Acidic
STR ◉ ◉ + + Everything
Everything but
◉ ◉
STR + + Psychic
STR ◉ ◉ + + Chakra
STR ◉ ◉ + + Other
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
STR ◉ ◉ + +
Special Unarmed [480] 1d8 STR ◉ ◉ ◉ Bludgeoning (Psuedo Finesse) +6 +
〇 〇 〇 + +
〇 〇 〇 + +

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

Clan Name 1 3 5 7 11 15 18 Speed NewLatent [481]Options


Costs Image Link
Bug Host [Changed],
Aburame Ability
Chakra Sense,
InsectScore
Chakra
FocusIncrease (Aburame)@Speed
Consumption [Changed]
+30 (Aburame)@Skill Proficiencies (Aburame)@Extra
Bug Host l,Latent BugLanguage (Aburame)@Parasitic
Host ll,Latent Chakra Sense Technique@Aburame Clan
l,Latent Chakra Sense
Aburame Jutsu@Bug
https://static.wikia.nocookie.net/naruto/images/e/e1/Aburame_Symbol.svg/revision/latest/scale-to-width-down/200?cb=20150802160958
Latent
2,3,2,3,2,3,2,3,5,2,2,3,3,5 ll,Latent Host@Chakra
Chakra Sense@Chakra
Consumption Consumption@Insect
l,Latent Chakra ConsumptionFocus@Beetles@Parasites@Kikaichu Swarm@Nano-Insects
ll,Latent Insect Focus l,Latent Insect Focus ll,Latent Insect Focus lll,D-Ran
Akimichi
Lunch
Food Pills,
Breaks,Green
Calories
Yellow
Spinach
Master
Ability
Red
Curry
Fat
Chili
Pill
Metabolic
Score
Insulation
PillPillIncrease
Manipulation Latent
3,5,3,4,2,3,5,2,2,3,3,5
Calories
+30(Akimichi)@Speed (Akimichi)@Skill l,Latent
https://i.imgur.com/m5hZ8PQ.png
Proficiencies Calories ll,Latent FatClan
(Akimichi)@Akimichi Insolation l,LatentBreaks@Calories@Food
Jutsu@Lunch
Akimichi Food Conversion ll,Latent Food Pill
Pills@Green l,Latent
Spinach Food PillCurry
Pill@Yellow ll,Latent FoodChili
Pill@Red Pill Pill@Fat
lll,D-Rank Hijutsu,C-Rank Metabolic
Insulation@Master Hijutsu,B-Rank Hijutsu,A-Rank Hijutsu,Clan Feats
Manipulation
Bakuton
Branch
Concussive
Style,
Explosion
Cataclysmic
Blasts [Changed]
Release [Changed]
Ability Score
+30 Latent
Increase (Bakuton)@Speed 2,2,3,3,4,5,2,4,2,2,3,3,5
Branch Style,Latent
(Bakuton)@Skill https://i.imgur.com/sWM4j5A.png
Cataclysmic
Proficiencies l,Latent Cataclysmic
(Bakuton)@Explosion Release
Bakuton ll,Latent Concussive
Affinity@Explosive Blasts l,Latent
Techniques@Branch ConcussiveStyle@Reckless
Style@Artistic Blasts ll,LatentStyle@Cataclysmic@Concussive
Concussive Blasts lll,Explosion Release l,Explosion
Blasts@Explosion Release Release ll,D-Rank Hijutsu,C-Rank Hijut
Action (Chinoike),
Chinoike Sanguine
Bonus
Ketsuryťgan
Action
Prowess
(Chinoike),
Ability Reaction
Score Increase
(Chinoike),
+30 (Fuma)@Speed Latent
1,2,2,3,3,3,3,5,3,2,2,3,3,5
Sanguine
Blood Pact(Fuma)@Skill Prowess
Proficiencies https://i.imgur.com/TrRq40F.png
l,Latent Sanguine
(Fuma)@Weapon Prowess
Proficiencies ll,Latent
Fuma Sanguine
(Fuma)@House Prowess lll,Latent Sanguine
of Flying Daggers@Specialized ProwessPrecision@Razor
Tools@Immaculate lV,Latent Sanguine Prowess
Sharp V,Latent the
Senses@Working Ketsuryugan l,Latent
Angles@Lethal Ketsuryugan
precision (Fuma) ll,Latent Ketsuryugan lll,Latent Bl
Specialized Tools
Fuma(Fuma),
Razor
Immaculate
Working
Sharp
Lethal
the
Senses
Precision
Angles
Precision Score Increase (Futton)@SpeedLatent
[Changed]
Ability
[Changed]
(Fuma)+30 0,2,2,2,2,3,3,2,3,3,3,2,2,3,3,5
Immaculate
(Futton)@Skill Precision
https://i.imgur.com/IfdrxKr.png
Proficiencies l,Latent Immaculate
(Futton)@Boil Precision ll,Latent
Release Affinity@Corrosive
Futton Immaculate Precision
Techniques@Boil lll,Latent
Over@Corrosive Immaculate Precision
Pressure@Corrosive llll,LatentChakra@Boiling
Aura@Boiling Immaculate Precision V,Latent
Body@Boiling Razor-Sharp
Mind@Boil ReleaseSenses l,Latent Razor-Sharp Senses l,L
Wind Release
Fūshin
Raging
Simplicity,
Tempest,
Typhoon
Go With
Swirling
Release,
The Flow
Cyclone
Forceful
(Fushin)
Gale
Ability Latent
2,3,5,2,2,3,2,3,1,2,2,2,3,3,5
+30 Score Increase (Hatake)@SpeedTyphoon l,Latent
https://i.imgur.com/yEIjYcX.png
(Hatake)@Skill Typhoon ll,Latent
Proficiencies Typhoon lll,Latent
(Hatake)@Passive Affinity
Hatake Go with the Flow l,Latent
(Hatake)@Lightning Go with Chakra@Lightning
Literacy@White the Flow ll,Latent Release
Go withSimplicity@Lightning
the Flow lll,Latent Raging
Release Tempest l,Latent
Adept@White Raging Tempest ll,Latent Forceful Gale l,Latent Forc
Lightning
Boil Over [Changed],
Futton
Corrosive
Boiling
Pressure
Chakra
Boil[Name/Changed],
Release
[Changed]
[Changed]
Corrosive
+30Ability Latent
1,2,3,2,4,3,4,4,4,4,2,2,3,3,5
Boil Over
Aura Score Increase (Hebi)@Speed l,Latent
https://i.imgur.com/nbJt8Fc.png
(Hebi)@Skill Boil Over ll,Latent
Proficiencies Boil OverProficiencies
(Hebi)@Weapon lll,Latent
Hebi Boil Release l,Latent
(Hebi)@Hebi Boil Release
Clan Jutsu@Snake ll,Latent Boiling
Speech@Serpent Chakra l,Latent Boiling
Mimicry@Poisonous Body,Latent BoilingPotency
Diet@Regeneration@Poison Mind,Latent Boiling Determination,Latent Boiling Chakra ll,D
Genwa
1s and 0s, Stable
Data Channels
Frequency
Data
Ability
Release
Score Increase+30 Latent
2,3,3,1,2,3,4,3,4,2,2,3,3,5
(Hozuki)@Speed (Hozuki)@Skill 1s and 0s l,Latent
Proficiencies https://i.imgur.com/bEncXXm.png
1s and 0sRelease
(Hozuki)@Water ll,Latent 1s and 0s Hozuki
lll,Latent
Affinity@Lightning Dimension
Release Walker,Latent
Inability@Hozuki Data Channels l,Latent
Techniques@Amphibious Data Channels
(Hozuki)@Water ll,Latent DataofChannels
Dependency@Made lll,Latent
Water@Water Data Release l,Latent
Reservoirs@Reflective SurfaceData Release ll,D-Rank Hijutsu
parated into twoHanami
parts@Ability
Boons, Score
Blessed
Increase
Hanami
(Supportive),
Medical
Combat(Hyūga)@Speed
Simplicity,
Medicine,
Unhindered
Hardened
Empowered
Medical https://static.wikia.nocookie.net/narutooriginals/images/7/7f/Sakura_Clan.png/revision/latest/scale-to-width-down/1200?cb=20230815035831
(Hyūga)@Skill
(Supportive),
Body
Overloaded
FistHealing
Hardened
Proficiencies
Fragile
Regeneration
Mind
+30 (Offensive),
(Hyūga)@Dark
Dispirited Latent
1,2,3,3,2,2,2,3,2,2,3,2,2,3,3,5
Medical
Vision@Hyūga
(Offensive) Fist l,Latent
Hijutsu@Hyūga Medical
Clan Fist ll,Latent
Jutsu@Main Medical
House@Side Fist lll,Latent Medical
House@Byakugan@All
Hyūga FistWhite
Seeing lV,Latent Combat
Eye@360° Medicine l,Latent
Vision@Combat Combat Medicine
Insight@Combative ll,Latent Empowered
Vision@Immense Healing l,Latent
Distance@Penetrative EmpoweredInsight@Perceptive
Vision@Perceptive Healing ll,Latent Hanami Bo
Predictions@
White
Hatake
Chakra,
Ability
Lightning
Lightning
Score
Release
Release
White
Increase
Adept
Lightning https://static.wikia.nocookie.net/naruto/images/a/ac/Hatake_Symbol.svg/revision/latest/scale-to-width-down/200?cb=20150509210734
Simplicity
(Inuzuka)@Speed Latent
2,5,2,3,5,3,5,7
+35(Inuzuka)@Skill Proficiencies White Chakra l,Latent
(Inuzuka)@Extra White
Language Chakra ll,Latent
(Inuzuka)@Inuzuka Lightning
Inuzuka Release
Hijutsu@Inuzuka ClanAdept l,LatentMaster@Young
Jutsu@Beast Lightning Release Adept ll,Latent
Inuit@Young Lightning Release Adept
Kugsha@Multiattack@Young lll,Latent White
Tamaskan@Feral Lightning
Ability@Wild l,Latent White
Sense@Savage Lightning ll,Clan
Attack@Bestial Fury Feats
https://media.istockphoto.com/vectors/ancient-occult-alchemical-symbol-snake-eating-tail-ouroboros-vector-id1225389312?k=6&m=1225389312&s=612x612&w=0&h=SEZ-2UIg4GhmutmOHK8E8qhE3po4nzkISZ8qiQkTKI4=
Serpent Mimicry,
Hebi
Poisonous
Poison
Diet
Potency
[New],
[Changed]
Regeneration [Changed]
+30 Latent
1,2,2,2,3,3,5,2,5,2,2,3,3,5
Ability Score Increase Serpent Mimicry
(Jiton)@Speed l,Latent Serpent
(Jiton)@Skill Mimicry
Proficiencies ll,Latent
(Jiton)@Magnet Regeneration
Jiton l,Latent Regeneration
Release Affinity@Magnet ll,Latent
Techniques@Dust Regeneration
Layer@Magnet lll,Latent Regeneration
Release@Magnetic lV,Latent
Mark@Swirling Regeneration V,Latent Poision Potency l,Latent Poision Potency ll,
Currents
Hoshi
Meteoric
Celestial
Casting,
Body,
Star
Kujaku
Chakra
Mode +30 Latent
Ability 2,2,3,3,5,3,3,4,2,2,3,3,5
Star
Score Chakra
Increase l,Latent
https://i.imgur.com/ffrBcyR.png
(Jūgo)@Speed Star(Jūgo)@Skill
Chakra ll,Latent Star Chakra
Proficiencies Jūgo lll,Latent
(Jūgo)@Jugo Star Chakra
Hijutsu@Raw lV,Latent
Chakra Star Chakra V,Latent
Techniques@Nature’s Kujaku
Brute@Raw Mode l,Latent
Chakra@Raw Kujaku
Chakra FormMode ll,Latent Kujaku Mode lll,D-Rank Hijutsu,C-Rank Hijutsu,B-Rank H
ious, Water Release Simplicity, Commander
Hoshigaki
ofRavenous
the Deep,Chakra
Brute Strength
[Changed][Changed], +30https://static.wikia.nocookie.net/shinobi-life-2-reel/images/4/48/Hoshgaki.png/revision/latest?cb=20210105204518
Shark Skinned Predator Latent
3,2,4,3,5,8,7
Ability [Changed]
Score Commander
Increase of the Deep,Latent
(Kaguya)@Speed Brute
(Kaguya)@Skill Strength(Kaguya)@Dead
Proficiencies l,Latent
Kaguya Brute Strength ll,Latent Weapons@Shikotsumyaku
Bone Pulse@Bone Ravenous Chakra l,Latent Ravenous Chakra
Stance@Battle ll,Latent Shark
Hunger@Calcified Skinned Predator,Clan Feats
Structure
se (Kurama)@Speed (Kurama)@Skill
AmphibiousProficiencies
Hozuki
(Hozuki), Water
(Kurama)@Genjutsu
WaterDependency,
Reservoirs https://static.wikia.nocookie.net/naruto/images/9/9b/H%C5%8Dzuki_Symbol.svg/revision/latest/scale-to-width-down/200?cb=20110114133308
Reflective Surface
Made
Literacy@Genjutsu
of Water+30 Latent
Specialty@Genjutsu 0,2,4,2,3,4,5,5,2,2,3,3,5
Lightning Release Inability,Latent
Resistance@Onijutsu@Careful Made of Onijutsu@Infectious
Onijutsu@Punishing Water l,Latent Made
Kurama of Water ll,Latent Water
Onijutsu@Overwhelming Reservoirs l,Latent
Onijutsu@Quickened Water Reservoirs
Onijutsu@Subtle ll,Latent Water Onijutsu@Authoritative
Onijutsu@Tenacious Reservoirs lll,Latent Water Reservoirs lV,Latent
Onijutsu@Cursed Reflective
Onijutsu@Cherry Surface,D
Blossom Oniju
k Vision (Hyūga), Branch Family (Hyūga),
HyūgaMain House (Hyūga), Side House (Hyūga),
+30 Latent
Byakugan, Gentle Fist Stance 0,2,2,3,3,2,3,5,5,2,2,3,3,5
Branch
Ability Family,Latent
https://i.imgur.com/keyAb1j.png
Score Increase Byakugan
(Kuru)@Speed l,Latent Byakugan
(Kuru)@Skill ll,Latent
Proficiencies
Kuru Byakugan
(Kuru)@Tool lll,Latent(Kuru)@Shadow
Proficiencies Byakugan lV,Latent Gentle FistChakra
Techniques@Yin l,Latent Gentle Fist ll,Latent Gentle Fist lll,Latent Gentle Fist lV,D-Rank Hijutsu,C-Rank Hijutsu,B-R
Adept@Kurugan
Fire
Ability
Iburi
Release
ScoreSimplicity,
Increase
Aberration
Will-O-Wisps
(Namikaze)@Speed
Ashen
of Smoke,
Resilience
Smoke Release
(Namikaze)@Skill
+30 Latent
2,4,2,4,2,4,3,4,2,2,3,3,5
Ashen Resilience
Proficiencies (Namikaze)@Swift https://i.imgur.com/rrHJh2T.png
Release l,Latent AshenTechniques@Supernatural
Affinity@Swift Resilience ll,Latent Will-O-Wisps
Namikaze l,Latent
Speed@Speed Will-O-Wisps
Dodge@Speed ll,Latent Smoke Aberration
Amplification@Quickened l,Latent
Assault@Blink Smoke
of an Aberration
Eye@Swift ll,Latent
Focus@Like theSmoke Release
Wind@Flash l,Latent Smoke
of Defense@Swift Release ll,D-Rank
Release@Evasive NatureHijutsu,
Inuzuka
Wild
Beast
Sense
Master,
[Changed],
Feral
Bestial
Ability
Savage https://static.wikia.nocookie.net/naruto/images/1/17/Inuzuka_Symbol.svg/revision/latest/scale-to-width-down/200?cb=20150515013818
FuryAttack
[Changed]
Ability
+35 Latent
0,2,2,3,3,2,3,2,3,3,2,2,2,3,3,5
Score Increase (Nara)@Speed Beast Master
(Nara)@Skill l,Latent Beast
Proficiencies Master ll,Latent
(Nara)@Preplanned Beast Master
Jutsu@Shadow
Nara lll,LatentTechniques@Coordinate@Master
Possession Beast Master lV,Latent Beast Tactician@Genius
Master V,Latent Wild Sense l,Latent Wild
Potential@Masterwork Sense ll,Latent
Skill@Masters of TheSavage
ShadowsAttack l,Latent Savage Attack ll,Latent Savage
Jiton
Magnetic
Dust
Mark,
Layer
Swirling
Magnet
AbilityCurrents
Release
Score Increase (Non-Clan)@Speed
+30 Latent
2,4,2,3,4,2,3,2,3,2,2,3,3,5
Magnet
(Non-Clan)@Skill Release
https://i.imgur.com/FeZIzIT.png
Proficiencies l,Latent Magnet Release
(Non-Clan)@General ll,Latent DustSkills@Unrelenting
Literacy@Self-Taught
Non-Clan Layer l,Latent Dust Layer ll,Latent Dust
Focus@Nindo@Never Layer
back lll,Latent Give
down@Never Swirling Currents
up@Never l,Latent
Abandon Swirling Currents
a Friend@Never ll,Latent
Lose@Never Magnetic Give
Fail@Never MarkInl,Latent Magnetic Mark ll,D-Ra
Jūgo Raw
RawChakra
Chakra[Changed]https://static.wikia.nocookie.net/naruto/images/6/61/Cursed_Seal_Sasuke_%26_Anko.svg/revision/latest/scale-to-width-down/100?cb=20120408173930
Form (Changing) +35 Latent
2,3,3,4,4,3,3,3,2,2,3,3,5
Raw Chakra
Ability Score Increase (Ranton)@Speed l,Latent Raw
(Ranton)@Skill Chakra(Ranton)@Storm
Proficiencies ll,Latent Raw Ranton
Chakra
Releaselll,Latent Raw Chakra
Affinity@Storm lV,Latent Raw
Techniques@Twin Chakra V,Latent
Style@Shocking Raw Chakra
Wave@Pervasive Form l,Latent Raw
Lightning@Storm Chakra Form ll,Latent Raw Chakra Form ll,D-Rank Hijutsu,C-Rank
Release@Galvanation
Bone
Kaguya
Weapons,
Calcified
Shikotsumyaku
Structure
Battle
Stance
Hunger +35 Latent
Ability Score 2,3,3,2,5,2,3,5,2,2,3,3,5
Bone(Ryu)@Speed
Increase Weaponshttps://i.imgur.com/ugY1OKt.png
l,Latent BoneProficiencies
(Ryu)@Skill Weapons ll,Latent Bone
Ryu Weapons
(Ryu)@Weapon lll,Latent
Proficiencies Shikotsumyaku
(Ryu)@Dragon Stance l,Latent
Clan Jutsu@Blood Shikotsumyaku Stance
of the Dragon@Dragon’s ll,Latent Battle
Claws@Dragon’s Rage Hungry l,Latent Battle Hungry ll,Latent Calcified Structure,D-Ran
Auditory Literacy,
KashuAuditory
Cunning
Precise
Weaponry,
Genjutsu
Performance
Reckless
Disorienting
Ability
Genjutsu
Potent
(Changed)
Chords
Score Increase (Sarutobi)@SpeedLatent
Genjutsu
+30 2,3,2,3,2,3,5,2,2,2,3,3,5
Auditory Weaponry
(Sarutobi)@Skill https://i.imgur.com/b2ukb4m.png
l,Latent
Proficiencies Auditory Weaponry
(Sarutobi)@General ll,Latent
LiteracySarutobi Auditory Weaponry
(Sarutobi)@Advanced Nature lll,Latent Disorientation l,Latent
Transformation@Advanced ChakraDisorientation ll,Latent
Control@Inheritors Cunning
of the Genjutsu,Latent
Will of Fire@Advanced Precise
Nature Performance,Latent Reckless Genjutsu,D-Ra
Proficiency
Keton
Enlightening
Energy
Grasp,
Overflow
Plasma
Stargazer
Superheated
Release
Ability
Chakra Score
+30Increase (Senju)@Speed Latent
2,4,3,2,2,4,0,1,2,3,2,2,2,3,3,5
Plasma
(Senju)@Skill Release
https://i.imgur.com/Vl2KPd1.png
l,Latent
Proficiencies PlasmaRelease
(Senju)@Wood Release ll,Latent Plasma
Affinity@Wood
Senju Release lll,Latent
Techniques@Built Energy Overflow
Different@Mitotic l,Latent EnergyBody@Wood
Regeneration@Sacred Overflow ll,Latent Energy Overflow
Release@Blood lll,Latent Enlightening
of the Leaf@Mokuton’s SuppressionGrasp l,Latent Enlightening Grasp ll,Laten
EarthKonjiki
Release
Blood of
Simplicity,
the Earth,
Reinforced
Weapon
Perfected
Steel Release
Formation
and
Creation
Pressurized Latent
2,3,1,2,3,2,3,2,2,2,3,2,2,3,3,5
Steel Release
+30 Score Increase (Shakuton)@Speed
Ability https://i.imgur.com/ttPQtEl.png
l,Latent Steel
(Shakuton)@Skill Release
Proficiencies ll,Latent Weapon
(Shakuton)@Scorch
ShakutonFormation
Release l,Latent Weapon
Affinity@Scorch Formation Hotter@Scorching
Techniques@Even ll,Latent Weapon Heat@Scorching
Formation lll,Latent Reinforced
Aura@Scorch and Pressurized l,Latent Reinforced and Pressurized ll,Latent Rein
Release@Immolation
Ability Score Increase
Kurama(Shikigami)@Speed
Genjutsu
GenjutsuResistance,
Specialty https://static.wikia.nocookie.net/naruto/images/d/db/Kurama_Symbol.svg/revision/latest/scale-to-width-down/100?cb=20090829235615
Genjutsu(Shikigami)@Skill
Onijutsu
Conversions Proficiencies
+30 Latent
(Shikigami)@Tool2,4,2,2,2,4,4,5,7
Genjutsu (Shikigami)@Shikigami
Proficiencies Specialty l,Latent Genjutsu SpecialtyShikigami
ll,Genjutsu Resistance
Techniques@Papercraft@Paper l,Genjutsu
Expert@Bonus Resistance
Damage@Bonus ll,Genjutsu
DC@Bonus ResistanceReservoir@Divine
Radius@Paper lll,Latent Onijutsu l,Latent Onijutsu ll,Latent
Shikigami@Breaching Onijutsu
Tag@Paper Bomblll,Clan FeatsTag Ball@Flash Tag@Poison G
or Explosive
Kurugan, Kurugan
Kuru
YinAction,
ChakraKurugan
Adept [Changed]
Bonus Action, Kurugan+30 Ability Score IncreaseLatent
Reaction 0,2,3,4,5,3,3,5,2,2,3,3,5
Yin Chakra(Shoton)@Skill
(Shoton)@Speed Adept
https://i.imgur.com/OLmK0DA.png
l,LatentProficiencies
Yin Chakra(Shoton)@Crystal
Adept ll,Latent
ShotonYin Chakra
Release Adept lll,Latent
Affinity@Crystal Yin Chakra
Release@One Adept
with lV,Latent Yin Stone@Rock
Earth@Crystalline Chakra Adept V,Latent
Hard Kurugan l,Latent
Stability@Crystalized Kurugan ll,Latent Kurugan lll,D-Rank Hijutsu,C-Rank Hiju
Focus
Supernatural
NamikazeSpeed, Evasive
Swift Nature
Release[Changed]
[Changed]
Ability Score Latent
2,4,2,3,1,2,1,3,3,3,1,2,2,3,3,5
+35Increase (Tsuchigumo)@Speed Swift Release
https://i.imgur.com/pTdUScA.png
l,Latent
(Tsuchigumo)@Skill Swift Release
Proficiencies ll,Latent Tsuchigumo
Swift Release
(Tsuchigumo)@Weapon lll,Latent
Proficiencies Swift Release lV,Latent
(Tsuchigumo)@Spider SupernaturalEye@Web
Techniques@Third Speed l,Latent Supernatural
Weapons@Web Speed ll,Latent Supernatural
Traps@Exoskeleton@Tsuchigumo Speed lll,Latent Supernatural Speed lV,Laten
Senses
@Agile Stance@Aggressive Assault@Amplified
GeniusNara
Potential,
Coordinate
Master
Defense@Amplified
Masterwork
Tactician
[Changed]
Skill,
[Changed]
Masters
Flames@Feinting
of The Shadows
+30 https://tekutiger.wordpress.com/wp-content/uploads/2020/12/tekutiger-nara-clan-symbol.png
Attack@Sharingan
[Changed] Latent
2,2,3,3,5,5,5,2,2,3,3,5
Coordinate l,Latent
Advancement@Maneuvering Coordinate ll,Latent Coordinate
Shuriken@Sharingan@1-Tomoe lll,LatentofMaster
Sharingan@Eye
Uchiha Tactician l,Latent
Insight@Sharingan Master TacticianDodge
Adaptation@Sharingan ll,Latent Master
1@Copy of Shadows
Wheel l,Latent
1@Genjutsu Master
Counter of Shadows
1@Hypnotic ll,D-RankSharingan@Sharingan
Eye 1@2-Tomoe Hijutsu,C-Rank Hijutsu,B-Rank Hijutsu,A
Dodge 2@Aggressive F
Self-Taught Skills [Changed],
Non-ClanUnrelenting
Ability Score
Nindo
Focus
Increase
[Changed],
(Uzumaki)@Speed
Hardworking
+30 [New!] https://ih1.redbubble.net/image.1700835537.6221/raf,360x360,075,t,fafafa:ca443f4786.u1.jpg
(Uzumaki)@Skill N/A (Uzumaki)@Uzumaki Hijutsu@Uzumaki Sealing Techniques@Wellspring
Proficiencies Uzumaki of Chakra@Chakra Reserves@Fuinjutsu Master@Fundamental Difference@Draining Seals@Inhuman Lifeforce@Incomprehensible Fortitude
Ranton
Storm Release
Twin Style
[Changed],
Galvanation
Total
[Changed]
Overload
Ability
+35
[New!] Latent
2,3,3,2,4,3,3,5,2,2,3,3,5
Twin (Yamanaka)@Skill
Score Increase (Yamanaka)@Speed Style,Latent
https://i.imgur.com/x7RpOB3.png
Shocking Wave l,Latent
Proficiencies Shocking WaveHijutsu@Yamanaka
(Yamanaka)@Yamanaka
Yamanaka ll,Latent Storm Release l,Latent Storm
Techniques@Mental Release ll,Latent Storm
Connections@Mental Release
Boon@Mental lll,Latent Storm
Clarity@Master Release
of Mental lV,Latent Galvanation,D-Rank Hijutsu,C-Rank Hijutsu,
Alteration
Ryu Dragon’s
Blood ofClaws,
the Dragon
Dragon’s Rage +30 Ability https://banner.uclipart.com/20200111/wwk/dragon-black-and-white-silhouette.png
ScoreLatent
5,2,3,4,2,3,3,3,2,2,3,3,5
Blood
Increase of The Dragon,Latent
(Yoton)@Speed Dragon
(Yoton)@Skill Claws(Yoton)@Lava
Proficiencies l,Latent Dragon
Yoton Claws
Release ll,Latent Dragon
Affinity@Lava Claws lll,LatentSkin@Churning
Techniques@Calcified Dragon's Rage l,Latent Dragon's
Magma@Lava Rage ll,Latent
Release@Molten Core Dragon's Rage lll,Latent Dragon's Rage lV,D-Rank Hijutsu,C-R
Advanced Nature Transformation,
SarutobiAdvanced
InheritorsChakra
of the Will
Control,
of Fire https://static.wikia.nocookie.net/naruto/images/f/fb/Sarutobi_Symbol.svg/revision/latest/scale-to-width-down/200?cb=20150802153808
Advanced Nature
+30 Proficiency Latent
2,3,2,3,5,2,2,3,3,7
Advanced
Ability Nature
Score Increase Transformation
(Yuki)@Speed I,Latent Proficiencies
(Yuki)@Skill AdvancedYukiNature Transformation
(Yuki)@Ice Il,LatentTechniques@Frigid
Release Affinity@Ice Advanced ChakraCold@Chilled
Control l,Latent Advanced
Body@Ice Chakra Control ll,Latent Advanced Chakra Control lll,Latent Advanced Nature P
Release
Built
SenjuDifferent, Mitotic
Sacred
WoodRegeneration
Body
Release
Mokuton’s
Blood of
[Changed]
the
Suppression
Leaf +30[Changed] Ability Score Latent
2,4,3,3,2,3,5,3,2,2,3,3,5
Wood
Increase Releasehttps://i.imgur.com/s2hzRVl.png
l,Latent
(Chinoike)@Speed Wood Release
(Chinoike)@Skill ll,Latent(Chinoike)@Passive
Proficiencies Wood Release lll,Latent
Chinoike AffinityWood Release lV,Latent
(Chinoike)@Chinoike Miotic Regeneration
Techniques@Sanguine l,Latent Miotic Regeneration
Prowess@Ketsuryūgan@Blood Pact ll,Latent Sacred Body,Latent Blood of the Leaf,D-Rank Hijutsu,
Shakuton
Scorching
EvenHeat,
Hotter
Scorch
Scorching
[Changed]
Ability
Release
Aura
Immolation
Score
[Changed]
[Changed]
Increase (Fūshin)@Speed
+30 Latent
(Fūshin)@Skill 2,4,2,3,2,3,4,5,2,2,3,3,5
Scorch Release
Proficiencies https://i.imgur.com/WKrv9Nn.png
l,Latent Affinity
(Fūshin)@Passive Scorch (Fūshin)@Wind
Release ll,Latent Scorch Release
Literacy@Typhoon
Fūshin lll,Latent ScorchRelease
Techniques@Wind Release lV,Latent Scorching
Simplicity@Go With TheHeat l,Latent Scorching
Flow@Raging Heat ll,Latent
Tempest@Swirling Scorching Release@Forceful
Cyclone@Typhoon Heat lll,Latent Immolation,D-Rank
Gale Hijutsu,C-Ran
Shí
ShíInner
Hóu
Hóu Chi,
Agility,
72 Earthly
Tail, Monkeys
Transformations
Paw
Immortal Techniques
Ability Latent
0,5,3,3,5,4,5,7
Inner
+35 Score Increase (Genwa)@Speed Chi l,Latent
https://i.imgur.com/9zbFBb7.png
(Genwa)@Skill Inner Chi ll,Latent
Proficiencies MonkeysLanguage
(Genwa)@Extra Paw l,Latent
Genwa Monkeys Paw
(Genwa)@Passive ll,Latent
Affinity Monkeys Paw
(Genwa)@Genwa lll,Latent
Clan Jutsu@1s72and
Transformations l,Latent 72 Transformations
0s@Stable Frequency@Data ll,Shi Hou Clan Feats
Channels@Data Release
n Jutsu@Hoshi Techniques@Meteoric
Shikigami
Casting@Star
Papercraft
Paper
Chakra@Celestial
Expert
Paper
Divine
Reservoir
Shikigami
Body@Kujaku https://cdn4.iconfinder.com/data/icons/origami-paper-animals/100/origami-01-512.png
+30Mode@Ability Score Latent
3,4,5,3,5,5,2,2,3,3,5
Increase Papercraft l,Latent
(Hoshigaki)@Speed Paper Expert l,Latent
(Hoshigaki)@Skill Paper
Proficiencies Expert
Hoshi ll,Latent Paper
(Hoshigaki)@Weapon Reservoir l,Latent
Proficiencies@Dark Paper
Vision Reservoir ll,Latent
{Hoshigaki}@Passive Divine Shikigami,D-Rank
Affinity@Water Hijutsu,C-Rank
Literacy@Aquatic Hijutsu,B-Rank
Adaptation@Amphibious Hijutsu,A-Rank
(Hoshigaki)@Water Hijutsu,Clan
Release Feats
Simplicity@Comm
One Shoton
with Earth,
Rock Hard
Crystalline
Crystalized
Stability
Stone
[Changed]
Focus
[Changed]
[Changed] +30Increase (Iburi)@SpeedLatent
Ability Score 5,2,3,2,3,2,3,5,2,2,3,3,5
One with
(Iburi)@Skill Earth,Latent
https://i.imgur.com/Pw6dPh2.png
Proficiencies Crystalline Affinity
(Iburi)@Passive Stone l,Latent Crystalline
(Iburi)@Fire Stone ll,Latent
IburiLiteracy@Iburi Rock-Hard
Techniques@Fire Stability
Release l,Latent Rock-Hard
Simplicity@Ashen Stability ll,Latent Crystalized Focus
Resilience@Will-O-Wisps@Aberration l,Latent Crystalized
of Smoke@Smoke Release Focus ll,Latent Crystalized Focus lll,D-R
Synthetic Soft
HumanPhysique
Corrupted
Ability
Modification
Chakra
Score
ImmuneIncrease
Mode
System(Kashu)@Speed Latent
0,1,3,2,2,4,2,3,3,5,2,2,3,3,5
+30 (Kashu)@Skill Proficiencies Designated Existence,Latent
https://i.imgur.com/Gh6oQez.png
(Kashu)@Kashu SoftLiteracy@Kashu
Hijutsu@Auditory Physique Modification
Sound l,Latent Soft Physique
Kashu Techniques@Auditory Modification ll,Latent
Weaponry@Disorienting Immune System
Chords@Cunning l,Latent Immune
Genjutsu@Precise System ll,Latent
Performance Immune System
(Changed)@Reckless lll,Latent Corrupted
Genjutsu@Potent Genjutsu Chakra Mode l,Laten
Tsuchigumo
ThirdWeb
Eye,Traps,
WebTsuchigumo
Weapons https://static.wikia.nocookie.net/naruto/images/0/09/Tsuchigumo_Symbol.svg/revision/latest/scale-to-width-down/150?cb=20100714212105
ExoskeletonSenses Ability Latent
2,3,5,3,5,2,5,2,2,3,3,5
+35 Score Increase (Keton)@SpeedThird Eye l,Latent
(Keton)@Skill Third Eye(Keton)@Plasma
Proficiencies ll,Latent Third Eye lll,Latent
Release
Keton Web Weapons
Affinity@Plasma l,Latent Web Weapons
Techniques@Enlightening ll,Latent ExoskeletonOverflow@Plasma
Grasp@Stargazer@Energy l,Latent Exoskeleton ll,D-Rank Hijutsu,C-Rank
Release@Superheated Chakra Hijutsu,B-Rank Hijutsu,A-Rank Hijutsu,Clan F
Ability Score
UchihaAdvanced
Increase
Sharingan,
(Konjiki)@Speed
Adaptation
1-Tomoe
2-Tomoe
3-Tomoe
Sharingan
Sharingan
(Konjiki)@Skill
Sharingan +30 Latent
2,2,3,4,2,3,4,5,2,2,3,3,5
Proficiencies (Konjiki)@Steel Advanced
Release Adaptation
https://i.imgur.com/1bCKSRr.png
(Konjiki)@Earth l,Latent Advanced
Literacy@Metal Adaptation ll,Latent
Techniques@Earth
KonjikiRelease Advanced Adaptation
Simplicity@Weapon lll,Latent Advanced Adaptation lV,Latent Sharingan
Formation@Bludgeoning@Piercing@Slashing@Blood of thel,Latent Sharingan
Earth@Perfected ll,Latent Sharingan
Creation@Steel Release lll,Latent Sharingan lV,D-Rank
(Konjiki)@Reinforced Hijutsu
and Pressurized
ity Score Increase (Shí Hóu)@Speed
WellspringUzumaki
(Shí
ofFundamental
Chakra,
Hóu)@Skill
Chakra
Difference,
Proficiencies
Reserves,
Inhuman
Draining https://static.wikia.nocookie.net/naruto/images/8/89/Uzumaki_Symbol.svg/revision/latest/scale-to-width-down/200?cb=20180407232103
Incomprehensible
Fuinjutsu
(Shí Hóu)@Weapon
Lifeforce
Seals
Master+30
Fortitude Latent
2,4,3,2,4,5,2,3,2,2,3,3,5
Proficiencies (Shí Hóu)@Shí Fuinjutsu
Hóu Master l,LatentPaw@Inner
Agility@Tail@Monkeys Fuinjutsu Master
Chi@72ll,Latent
Earthly Fundamental Difference
Shí Hóu
Transformations@Bear l,LatentForm@Hawk
Form@Bull Draining Seals l,LatentForm@Snake
Form@Owl Draining Seals ll,Latent Inhuman
Form@Mink Lifeforce,Latent
Form@Tiger Chakra Reserves
Form@Turtle Form@Wolf l,LatentForm@Pegasus
Form@Dragon Chakra Reserves ll,D-Ran
Form@Phoen
Charming
Ability
Vesper
Persona
Score Increase
(Vesper),
Superior
Genjutsu
(Synthetic
Supreme
Being
Enthralling
Resilience
Human)@Speed
Nightvision
Immortal
Supreme (Synthetic Human)@SkillLatent
StrengthBeing
+30 1,1,2,2,3,4,3,2,3,1,3,2,2,3,3,5
Charming
Proficiencies Persona
https://i.imgur.com/J54vaOR.png
(Synthetic ,Latent Supreme
Human)@Extra Nightvision
Language l,Latent
(Synthetic
Synthetic Supreme Nightvision
Human)@Weapon
Human Proficienciesll,Latent Superior
(Synthetic Being l,Latent
Human)@Snake Superior Being Techniques@Soft
Techniques@Synthetic ll,Latent Superior Being lll,Latent
Physique Genjutsu Resilience
Modification@Immune ,Latent Enthralling
System@Corrupted Strength l,
Chakra Mode
Increase (Vesper)@Speed
Balance of Emotion,
(Vesper)@Skill
Balanced
Yamada
Proficiencies
Edge,
Talented
Balanced
(Vesper)@Visual
Blade
Single-Swing
Focus,
Sharpened
Single-Swing
Balanced
Style
Literacy@Vesper
Empty
Edge
IPrecision,
Style
Blade
+30
II Balanced Latent
2,3,2,3,2,3,5,5,2,2,3,3,5
Clan Techniques@Charming
Insight Talented Blade
https://i.imgur.com/pzGyrZ5.png
l,Latent Talented
Persona (Vesper)@Supreme Blade ll,LatentBeing.
Nightvision@Superior Balance of Emotion
VesperBlessed with the l,Latent
genetics Balance of Emotion
of the ancient Sage Bat,ll,Latent Single-Swing
your physiology Style molded
is inherently l,Latentfor
Single-Swing
greatness. AtStyle ll,Latent
3rd level, Single-Swing
you gain Style
the following lll,Latent Sharpened
traits@Genjutsu Edge,D-
Resilience@Enthral
Ability Score Increase
Yamanaka
(Yamada)@Speed
MMental
ental Mental
Connections
Clarity,
Master
Boon https://static.wikia.nocookie.net/naruto/images/c/c9/Yamanaka_Symbol.svg/revision/latest/scale-to-width-down/200?cb=20110330225003
(Yamada)@Skill
Formation
of Mental
Casting
Alteration
Proficiency
[New!] Latent
2,3,5,2,3,5,5,2,2,3,3,5
Mental Boon
+30 (Yamada)@Tool Proficiency@Weapon l,Latent Mental BoonPractitioner@Talented
Proficiency@Single-Swing ll,Latent Mental Boon
Yamada lll,Latent Mental
Blade@Balance Clarity l,Latent Mental
of Emotion@Balanced Clarity ll,Latent
Edge@Balanced Mental Clarity
Focus@Balanced lll,Latent Master
Precision@Balanced Mental Alteration,D-Rank
Insight@Single-Swing Hijutsu,C-Rank
Style I@Sharpened Hijutsu,B-Rank
Edge@Single-Swing Hijutsu,A
Style II@Emp
Yoton
Calcified
ChurningSkin
Magma
Lava
[Changed]
Release https://static.wikia.nocookie.net/thenarutofanon/images/4/48/Nature_Icon_Lava.svg/revision/latest/scale-to-width-down/280?cb=20170606214125
[Changed]
[Changed]
Molten Core+30 Latent
2,4,2,3,2,4,3,5,2,2,3,3,5
Lava Release l,Latent Lava Release ll,Latent Lava Release lll,Latent Lava Release lV,Latent Calcified Skin l,Latent Calcified Skin ll,Latent Churning Magma l,Latent Churning Magma ll,D-Rank Hijutsu,C-Rank H
eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI4MCIsInBhdGgiOiJcL2ZcL2U4ZGRjNGRhLTIzZGQtNDUwMi1iNjViLTM3OGM5Y2ZlNWVmYVwvZG
Yuki Frigid
Chilled
ColdBody
[Changed]
Ice Release
[Changed]
[Changed] +30 Latent
2,4,2,5,1,2,3,2,4,2,2,3,3,5
Ice Release l,Latent Ice Release ll,Latent Ice Release lll,Latent Ice Release lV,Latent Frigid Cold l,Latent Frigid Cold ll,Latent Frigid Cold lll,Latent Chilled Body l,Latent Chilled Body ll,D-Rank Hijutsu,C-Rank Hij
Hijutsu,B-Rank Hijutsu,A-Rank Hijutsu,Clan
Potate Feats,Test
testetesta
something 1,Test something
+30
2,Test something
2,2,3,3,5,15,15,15,15,15,15,15,15,15,15,15 n/a
3,Test something 4,Test something 5,Test something 6,Test something 7,Test something 8,Test something 9,Test something,Test something

CLASSES

Class Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 HD CD Skills Jutsu Known Jutsu Multiclass

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

Class Name Subclass 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Class and Subclass


Genjutsu-Specialist BeguilerInspired Appearance, Beguiling
Beyond
Presence
Twisted
Sight Casting, BeguilingIllusory
Force Space Beguiling Influence
Genjutsu-Specialist Beguiler
Genjutsu-Specialist Corrupt-Thoughts
Vicious Mockery, Collapsing your world
Nightmare incarnates
Psyche Breaker, Vindictive
Corrupt Psyche
Thoughts
Corrupt Influence
Genjutsu-Specialist Corrupt-Thoughts
Genjutsu-Specialist Illusionist Shaping your world, Illusionary Adept
Illusionary FuryIllusionary Rage,Instinctive
Corrupt Psyche
Genjutsu
Illusionary Influence
Genjutsu-Specialist Illusionist
Genjutsu-Specialist Layered-Reality
Synchronous Technique, FalseSplit
Security
Concealed
Focus Unease, Broken
Master
Reality
of Reality Layered Influence
Genjutsu-Specialist Layered-Reality
Genjutsu-Specialist Misty-Distortionist
Enhanced Inhalant, Physical
Permeating
Imitations
Poisoned
Intoxicant
Mists, Venomous
Blinded
Illusions
By Violence Distorted Influence
Genjutsu-Specialist Misty-Distortionist
Genjutsu-Specialist Siren Alluring Words, Visceral
Words
Language
Words
of Affirmation
of Detriment, Words
Words
of Resonance
of Repentance Sirens Influence
Genjutsu-Specialist Siren
Genjutsu-Specialist Time-SlipperTemporal Shift, TemporalATechnique
Moment
Misread
In Time
Clocks, Temporal Disassociation
Temporal Mastery Time’s Influence
Genjutsu-Specialist Time-Slipper
Hunter-Nin Blade-Warden Warden’s Proficiency,
Aggressive
Blade’s
Attack,
Blade’s
PreyWarden’s
Aggression,
Presence
I wouldn’t
Wardens
Do that
Retaliation
Superior Offense Hunter-Nin Blade-Warden
Hunter-Nin Necrotic-HandMedical ProficiencyAnatomical
(NH), Medicinal
Studies,
SwiftBlade
Resuscitation,
Necrotic Touch
Fatal Mortal
SurgeonWoundDr. Death Hunter-Nin Necrotic-Hand
Hunter-Nin Grave-Stalker Stalkers Proficiency,
Marked
Shadow
for
One
Death,
stalker
withMaster
the Darkness,
AmbusherFang
A of
Walking
the Night
Shadow
ShadowAssassination Hunter-Nin Grave-Stalker
Hunter-Nin Arsenalist Arsenal’s Proficiency,Lethal
Tools Weapons,
of the
Critical
Trade
Hidden
Arsenal,
Traps
Arsenal Builder
Lethal Arsenal
Unlimited Blade works Hunter-Nin Arsenalist
Hunter-Nin Undertaker Toxic Proficiency, Poisonous
False Faces,
Embrace
Lick
Venomous
of Venom,
Assault
DeceptiveThe
Exchange
Perfect Poison
Kiss of Death Hunter-Nin Undertaker
Hunter-Nin Vice-Agent Sin’s Proficiency,
Wrath’s
Greed’s
Focus,
Shell
Envious
Arrogance’s
Theft, Influence
Lustful Assumptions
Gluttonous Ambition
Epitome of Sin Hunter-Nin Vice-Agent
Hunter-Nin Void-Walker Stalker Proficiency,
Vorpal
Blink
Strike,
Sealing
Void Step
Arts, Fuin-Field
Vorpal Casting
Spatial Displacement Hunter-Nin Void-Walker
Hunter-Nin Wolves-LegacyWolf’s Proficiency, Shinobi’s
Posture Karma:
Break,
WolfEyes
Body
Techniques,
ofShinobi’s
a Shinobi
Owls
Karma:
Teachings
Will, Devotion
Kages to
Diethe
Twice
Creed Hunter-Nin Wolves-Legacy
Intelligence-Operative Azure-Analyst Azure Research, AzureAzure
Hypothesis
Lockout
Sapphire InsightsSapphire TheoryAzure Conclusion Intelligence-Operative Azure-Analyst
Intelligence-Operative Calculated-Strategist Conflict Book, Calculated
Calculated
Insight
Tactics
According to plan
Nothing is a Surprise4-D CHESS Intelligence-Operative Calculated-Strategist
Intelligence-Operative Grave-Controller
Twisted Anatomy, Dead Soul Corpse
Technique[Changed]
Collector
Undead Fortitude
Dark Modification [Changed]
Impure Reanimation Intelligence-Operative Grave-Controller
Intelligence-Operative Interrogationist Info Wars, Systematic
Cryptic
Breakdown
Breakdown
Morale Burst/BreakUnerring eye Perfect Mind {IO} Intelligence-Operative Interrogationist
Intelligence-Operative Mastermind-Strategist Core Strategy, Weakness
Center Abuse
of Attention
Control the Flow War cry Self-DeclarationIntelligence-Operative Mastermind-Strategist
Intelligence-Operative Precognitive Precognition, Momentary
Converging
Pause
Timelines
Expected Assault Day Ahead
Omniscient Clairvoyance Intelligence-Operative Precognitive
Intelligence-Operative SensoryPreternatural Awareness[Changed],
Enhanced Sensory
Sensory
Squad
Seals
Seals
Awareness
Situational Awareness
Nothing
[Changed]
Escapes Us [Changed]Intelligence-Operative Sensory
Intelligence-Operative Shadowhand
Shadowhand Manifestation, Commanding
Reveal Yourself
Showing
PresenceGrowth WildcardShadowhand Evolution Intelligence-Operative Shadowhand
Intelligence-Operative Tactical-Strategist Favored Plan, TrapSquad
SetterTacticsAdept Traps Advanced Traps In Perfect Sync Intelligence-Operative Tactical-Strategist
Medical-Nin Adept-Medic Breath of Life,
Adept
Talented
Preserve
Medicine,
Healer
Life:Healing
Mending
Unmatched
Touch
Presence
Medical Release
Healing Ascension Over Heal Medical-Nin Adept-Medic
Medical-Nin Black-Medicine Tainted Hands,
Black Medicine
Touch
Take
of(MN),
Terror
Life: Plague
Poisonous
Doctor
Toxic
Touch
Tongue Child of Venom Venomous Sting Medical-Nin Black-Medicine
Medical-Nin Combat-Medic
Martial Competency,
Combat Competent
Medic
Take Life:
(MN),
Combatant
Combat
Yin Seal:
Expert
Prowess
Charge
Combatant
Passive Regeneration
Yin Seal: Release Medical-Nin Combat-Medic
Medical-Nin Natural-Medicine
Summoning Apprentice,
Preserve
Natural
Natural
Life:
Healing
Talent
Dampen
Guardian
Pain
Summoner
Protector of NatureNatures Avatar Medical-Nin Natural-Medicine
Medical-Nin Shaman Shaman’s Hex, Spiritual
Take
Battle
Weapons
Life:
Shaman
Hexing
Warrior
Smiteof the HexDraining Hexes Master of Hexes Medical-Nin Shaman
Medical-Nin Transmuter
Transfigured Technique,
Transmuter
Preserve
Altered1,Life:
Strength
Transmuter
Transmuted
Rebuilt
2 FortitudeTransmuted Transmogrified
Self Biology Medical-Nin Transmuter
Ninjutsu-Specialist Blaze-Walker Fire Release, Fire
FlashAdept
Fire, Crimson Molding
Inferno FuryFire Release Master Blaze WalkerNinjutsu-Specialist
Technique Blaze-Walker
Ninjutsu-Specialist Hijutsu-Elitist
Hijutsu Specialization,
Deadly Tradition,
Hijutsu Adept
Generational
Generational
Molding
Greatness
Hijutsu master Elitist Technique
Ninjutsu-Specialist Hijutsu-Elitist
Ninjutsu-Specialist Lightning-Breaker
Lightning Release,
Lightning
Lightning
TamerAdept
(NS), Gigawatt
Wrathful
Molding
Jolts
Lightning Release Master Lightning Breaker
Ninjutsu-Specialist
Technique Lightning-Breaker
Ninjutsu-Specialist Sanguine-Master
Hemomantic Specialization,
Bloody Evocation,
Lifeforce Macabre
Casting Destructive
TechniquesIchor Sanguine Elite Sanguine Master
Ninjutsu-Specialist
Technique Sanguine-Master
Ninjutsu-Specialist Scribe-Master
Fuinjutsu Specialization,
SealAwakened
Consumption,
ScrollSeal Realized
Break Scroll Fuinjutsu Sennin Scribe Master
Ninjutsu-Specialist
(NS) Scribe-Master
Ninjutsu-Specialist Stone-Crusher Earth Release,
Mountain’s
StoneAegis,
AdeptTectonic Plate
Stones
Technique
Tenacity
Earth Release Master Stone Crusher
Ninjutsu-Specialist
Technique Stone-Crusher
Ninjutsu-Specialist Storm-Terror Wind Release,
Storm
WindHerald,
Adept Swirling Technique
Unstoppable Gale
Wind Release Master Storm TerrorNinjutsu-Specialist
Technique Storm-Terror
Ninjutsu-Specialist Summoner
Empowered Summoning,
SummoningSummoners
Adept, Combination
Will Summoning
Technique
Expert
Summoning Master Synchronization
Ninjutsu-Specialist
Technique Summoner
Ninjutsu-Specialist The-ProfessorVersatile Release,
TwinElemental
Cast, Chakra
AdeptInfusion Force
Technique
of Nature Soshikage The Final Lesson
Ninjutsu-Specialist The-Professor
Ninjutsu-Specialist Trace-Talent Void Specialization,
LimitlessVoid
Casting,
AdeptVoid Break Technique
Pure Chakra Kiyo Talent Voider
Ninjutsu-Specialist Trace-Talent
Ninjutsu-Specialist Tsunami Water Release, Water
FrigidAdept
Deep, Raining Vortex
Aqua Soul Water Release Master Tsunami Technique
Ninjutsu-Specialist Tsunami
Scout-Nin Arbiter-Scout
Superior Arbitration, Master of Arbitration,
AbsoluteCommanding
Battlefield
Authority Judication
Presence (AS)
Paragon’s Presence
Tireless Command WhoScout-Nin
Decided That!?
Arbiter-Scout
Scout-Nin Superior
Assault-Scout
Assault, Brutish Assault [Changed], Brutish
Untapped
Durability
Potential
Remarkable
[Changed]
Athlete Devastating Survivor
Critical Relentless
Scout-Nin
Assault
Assault-Scout
Scout-Nin Cloning-Scout
Cloning Tactics, TAJŪ Kage Bunshin,
Clones Everywhere
CloneSuperior
TechniqueClones Clone TacticsClone Master
Supreme Clones
Scout-Nin Cloning-Scout
Scout-Nin Barrier-Scout
Superior Defense, Chakra Barrier,
SturdyProjected
Shielding
Rallying
BarrierBarrier Mastered Barrier
Adaptive Shielding Superior
Scout-Nin
Shielding
Barrier-Scout
Scout-Nin Elemental-Scout
Superior Elements, Elemental Knowledge,
Elemental Resistance
Elemental
Elemental
Strike
power PrimordialElemental
Strike SuperiorityPrimal
Scout-Nin
Storm Elemental-Scout
Scout-Nin Pathfinder-Scout
Superior Movement, MobileAdditional
Savant, Burst
Passenger
Superior
of Speed
Speed (SN) TransverseNatural
DefenseTranspositionSuperior
Scout-Nin
Transposition
Pathfinder-Scout
Scout-Nin Phantom-Scout
Superior Phantasm, Phantasm’s Knowledge,
Phantasm’s
Phantom’s
Grip
Ghost Power
Walk Ghastly Leech
Ethereal Snap Poltergeist
Scout-Nin Phantom-Scout
Scout-Nin Tactical-Scout
Superior Tactics, Master of Tactics,
Tactical
Signature
Superiority
ExpertManeuver
of All Jack Mastered
of None Signature
Mastered
Technique
Signature Jutsu
Unmatched
Scout-Nin
Tactics
Tactical-Scout
Scout-Nin Trickster-ScoutSuperior Trickster, Void
Tricksters
Soul Awakening
Soul Binding
Heat Riser Willpower Surge
Change of Heart Mastery
Scout-Nin
of SelfTrickster-Scout
Taijutsu-Specialist Disturbance Blinding Speed, Disturbance
Untouchable
Flurry
Unmatched ReflexesDebilitatingDisturbing
Barrage EnduranceDisturbing
Taijutsu-Specialist
Technique Disturbance
Taijutsu-Specialist Passionate-Flame Fists of Iron (PF), Hand
Enhanced
wraps
Flurry
ofFlaming
Passion Finishers Sheer Will Indignation Passionate
Taijutsu-Specialist
Flame Technique
Passionate-Flame
Taijutsu-Specialist Ironclad Ironclad (TS), Iron Combat
Iron Heart Iron Will Iron Fury Iron Flow Ironclad
Taijutsu-Specialist
Technique [Changed]
Ironclad
Taijutsu-Specialist Nin-Tai Nature enhanced Combat, Elemental Cloak
Combat
Elemental Armor Elemental Recharge
Wrath of nature Nin-Tai
Taijutsu-Specialist
Technique Nin-Tai
Taijutsu-Specialist Righteous-Fury Chakra Frenzy, Frenzied
Force
Assault
of Rage
Relentless Fury Unstoppable
Fury
Fury
of the RighteousRighteous
Taijutsu-Specialist
Fury Technique
Righteous-Fury
Taijutsu-Specialist Ruin Battle Ready Catalyst, Anti-Chakra
Disruptive
Wavelength
Assault
Catalytic Overdrive!
Anti-Shinobi Wavelength
Unbreakable Catalyst RuinTaijutsu-Specialist
Technique Ruin
Taijutsu-Specialist Stancer Mixed Martial Arts, Combo
Muscle
Breaker
Memory
Stance Blending Stanced Combat
The Stancer Stancer
Taijutsu-Specialist
Technique Stancer
Taijutsu-Specialist Talent-&-Focus Unnatural Talent, Focused
TalentedTalent
Technique
Focused Adaptation Talented Legacy
Focused Strike Focused
Taijutsu-Specialist
Technique Talent-&-Focus
Weapon-Specialist Battle-Dancer-Form
Battle Techniques[Changed], Battle
Relentless
Dancer Styles Whirlwind Sweep Master
Weapon-Specialist
of Aggression Battle-Dancer-Form
Weapon-Specialist Gungnir-Piercer-Form
Gungnir Piercer Techniques, Gungnir
Sigurd’s Heroism
Piercer Styles Fafnir’s Fang Ragnarök
Weapon-Specialist Gungnir-Piercer-Form
Weapon-Specialist Obsidian-Hammer-Form
Obsidian Hammer Techniques, Obsidian
ObsidianHammer
Body Styles Obsidian Mind Obsidian
Weapon-Specialist
Soul Obsidian-Hammer-Form
Weapon-Specialist Phantom-Blade-Form
Phantom Blade Techniques[Changed],
First Step:
Phantom
A SingleBlade
DropSecond
Styles Step: Overflowing Malice LastWeapon-Specialist
Step: Phantasm Stance
Phantom-Blade-Form
Weapon-Specialist Primal-Weapon-Form
Primal Weapon Techniques[Changed],
Primal Blade
Primal
[Changed]
Weapon Styles
Primal Power[Changed] Master
Weapon-Specialist
of the Primal Primal-Weapon-Form
Weapon-Specialist Ranger-FormRanger Techniques[Changed],
Curved
Ranger
Shot
Styles Quick Draw Unmatched
Weapon-Specialist
Efficiency Ranger-Form
Weapon-Specialist Samurai-Form
Kenjutsu Technique[Changed],
CircleSamurai
of Protection
Styles Enhanced Strikes Master
Weapon-Specialist
of Focus Samurai-Form
Weapon-Specialist Slayer-Form Slayer Techniques[Changed],
Stalking
Slayer
Predator
Styles Quarry Master
Weapon-Specialist
Slayer Slayer-Form
Puppet-Master Black-Technique-~-Puppeteer
Black Technique Proficiency,
Life-Like Puppetry,
Puppeteer
Dedication
Chassis
Puppet Manipulation
to Tradition Technique
Noxious Handiwork
Elevated Design Master
Puppet-Master
of the Black Black-Technique-~-Puppeteer
Technique
Puppet-Master Blue-Technique-~-Warmaster
Blue Technique Proficiency,
LockPuppet
On, Battle
Weapon
Pressure
Types
Masterful
(Changed)
MovementTransformer
It Takes Two to TangoMaster
Puppet-Master
of the Blue Technique
Blue-Technique-~-Warmaster
Puppet-Master Green-Technique-~-Marionettist
Green Technique
Craftsman
Proficiency,
of the Puppet
NinshouFrameworks
Creed, Controlled
AutonomousChakra
Action
Flow
Chakra
Big Things
Conduits
Come in Small Packages
Master
Puppet-Master
of the GreenGreen-Technique-~-Marionettist
Technique
Puppet-Master Purple-Technique-~-Juggernaut
Purple TechniqueArmorer's
Proficiency,
Eye,Armor
Enhanced
Chassis
Intelligent
Vision (Changed)
Design (Purple)
BrawnyNearly
Engineering
Perfected Architecture
Master
Puppet-Master
of the PurplePurple-Technique-~-Juggernaut
Technique
Puppet-Master Red-Technique-~-Performer
Red Technique Proficiency (Changed
Puppet Theatre
2), Strength
(Changed),
Performance
in Numbers
Overture
of 10 Puppets
Overwhelming
Symphony
Might of PuppetryMaster
Puppet-Master
of the Red Technique
Red-Technique-~-Performer
Puppet-Master White-Technique-~-Weaver
White Technique Proficiency,
Direct
Chakra
Connection,
String Combat
Augments
Doubled
Alertness
(Changed)
Thread
(Changed)
(Changed)
Thread
Grandmaster
Savant Manipulation
Master
Puppet-Master
of the WhiteWhite-Technique-~-Weaver
Technique
Cooking-Nin Battle-Cook(BC), Bonus Tool Infusion:
Expert Combatant Spirited
Carving
Fighter
Knife,Fighting
CombatAura
Snacks Bescuit
Master of Dining and Dicing Cooking-Nin Battle-Cook
Cooking-Nin Entremetier-Chef
Fast and Furious, Bonus Tool Infusion:
First
Skewer,
in LineSwiftSpeedy
SnacksAura Set the Table Before All Cooking-Nin Entremetier-Chef
Cooking-Nin Patissier-Chef
Sweet Smell, Cooking Tool
Gotta
Infusion:
Do the Ladle,
CookingFluffy
by the
Snacks
Sugary
Book Aura Sugar Rush Sweet Miasma Cooking-Nin Patissier-Chef
Cooking-Nin Herbalist-CN
Gaseous Haze, Bonus Tool Infusion:
Rest and
Pipe,
Relaxation
HerbalInebriated
Snacks Aura Vibe Killer Unmatched Botanist Cooking-Nin Herbalist-CN
Cooking-Nin Fry-Cook Revvand
Water UpOil
Those Friers
Do Mix, BonusSunny TheUp
Perfect
Tool Infusion
Side Crust Fried Snacks
(Fry Cook), Always Ready Cooking-Nin Fry-Cook
Cooking-Nin Gastrochemist EyeCome
of theOn Just Try
Storm, It! Blend,
Nature’s Aura of Many
Bonus Colored
Equivalent
Tool Blend
Infusion
Exchange In Touch Cooking-Nin Gastrochemist
Cooking-Nin Show-Cook A Feast
Give ThemFor The Eyes
A Show, Bonus Tool
A SatisfyingGrand
Infusion, FinalePresentation
Display
Grandiose Crowd Pleaser Cooking-Nin Show-Cook
Cooking-Nin Sour-Taste License
I Expect ToDie,
You To KillBonus Tool
PoisonedPoisoned
Infusion:
Snacks Snacks
Syringe, 2
1 Poisoned Snacks Cooking-Nin Sour-Taste
Perfected Formula
Cooking-Nin Heat-Master Too
If You HotHandle
Can’t to Handle
The Heat…, AuraHeat
NovaBonus ToolofInfusion:
My SoulHot Plate,
Heavenly FlameCooking-Nin Heat-Master
Spicy Snacks
Science-Nin S.N.B.-Specialist Combo
Scientific NinjaAttack
Beast, S.N.B
Secondary Artificial
Upgrades,
C.C.D,
Combat Sentience
Improved
Programming,
Servos
Regenerative
S.N.BThe Science-Nin
Upgrades
Armor S.N.B.-Specialist
Future of Shinobi: S.N.B
Science-Nin Shinobi-Ware Full-Metal Shinobi,Glorious
Edge runner
Evolution
In His Image Ever Evolving
The
The Future
Second of Shinobi:
Coming Shinobi-Ware
Science-Nin Shinobi-Ware
Science-Nin Spyware Ghost in the Shell, Cruel
Glitch
Angel’s
in the Thesis
System
Familiar Faces Netrunner The Future
Boltzmann of Shinobi:
Brain Programs
Science-Nin Spyware
Science-Nin Technobi The Best Laid
Shinobi
Trap,Gauntlet(Kote)
S.E.N.TS
S.E.N. TAGS Overcharged
Ninjutsu Gauntlet
Enhanced TheScience-Nin
AmmunitionFuture of Shinobi:
TechnobiScrolls
Science-Nin Ninjaneer Enhanced Arsenal,
The Defender
A WeaponoftoTomorrow
Surpass Today
Warrior of Science Sealsmith Expert
Kinetic The Future
Overflow of Shinobi:
(Ninjaneer) Weapons
Science-Nin Ninjaneer
Science-Nin Mad-Scientist Biotic Mastery,
Fade Inversion
Away andSerums,
Desecrated VenerateInversion
Mend
the Serums
and
sheep Maim
and TheScience-Nin
the Shepherd Future of Shinobi: Biology
Mad-Scientist
Science-Nin Grenadier Explosive
Kinder
Tendencies,
Surprise B.I.M
B.I.M SpecialistSupercharge Double Down
The Science-Nin
Future of Shinobi:
Grenadier
Destruction
Science-Nin Mech-Crafter Ordnance
Endless
Training,
WorkAdaptive
Spatial
Movement
Warping
Specialist Crafting Titanic Arsenal
The Science-Nin
Future of Shinobi:
Mech-Crafter
Mecha
Science-Nin Storm-Rider Air Trecks, Wing Road
Trick PathsGravity Child King's RoadPerfect Tricks The Science-Nin
Future of Shinobi:
Storm-Rider
Sky Keeper
Science-Nin Elemental-Innovationist
Exoskeleton (EI), Elemental Infused
Beyond
Weapons
Perks
The Veil
(E.I.Ps)
of Wonder (W.o.W)Perma Perk
Elemental InnovationThe Science-Nin
Future of Shinobi:
Elemental-Innovationist
Aether

Example-Tester Oath-of-the-Tarnished Tarnished Slayer's
WonderousTools,
Physick
Adept
Spirit
Flask
Voyager,
CallingAshes
Bell
Broadened
of War Horizons
Broadened Horizons
Example-Tester Oath-of-the-Tarnished

BACKGROUNDS

Background Name Background Feature Image Link


Entertainer Back by Popular Demand
Genius Meeting Expectations
Hard Worker Focus and Grit
Hermit Discovery
Leader Leadership Presence
Noble Position of Privilege
Student The Master's Name
Traveler The Exotic Individual
Trouble Maker Pitiable
Urchin Village of Secrets
Acolyte Safe Haven
Amnesiac A Life Once Lived
Anbu Trained Safe Haven
Artisan Known Artisan
Assassin Alibi
Athlete Echoes of Victory
Bandit Infamy
Blacksmith Refine and Repair
Black Sheep The Feeling is Mutual
Bodyguard Eye of the Guardian
Bounty Hunter Names, Faces, and Places

Charlatan False Identity


Chef Gourmet Food
Criminal Criminal Contact
Courier Contact Network
Detective Elementary Knowledge
Doctor Without Borders
Exile Outsider's Perspective
Famous Lineage Name Dropping
Folk Hero Rustic Hospitality
Gambler Let's Make It Interesting
Hunter of Beasts Hunter's Creed
Gladiator For The Amusment of the Public
Historian Historical Knowledge
Infiltrator False Identity
Inheritor Inheritance
Insurgent Like-Minded Men
Rouge-Nin Notorius
Pirate Bad Reputation
Prisoner No Honor
Samurai Born Samurai Soul
Sailor Ship's Passage
Shinobi Scientist Researcher
Slave Solidarity
Smuggler Careful Selection
Soldier Military Rank
Teacher Knowledge
Test Subject First Hand Experience
Tragic Past Heart of Darkness
(Un)Retired Ninja Bridges Not Yet Burned
Wildchild Scent of the Wild Lands
Villager Rustic Hospitality
Advisor Position of Power
Android/Robot Created to Succeed
Almost the Chosen One Sibling of the Chosen One
Barbarian Hunter's Instinct
Butler/Maid Friend of the Family
Bureaucrat Political Prominence
Clone Mistaken Identity
Chronicler Historical Knowledge
Failure Low Expectations
Farmer Of the Land
Gangstar Friend of Mine
Inventor Mind for Machines
Last Clansmen Lonely Living
Magician By Popular Demand
Mercenary Hired Blade
Monk In the Order's Grace
Reformed Back on the Right Side of the Law
Time Traveler Well-Informed
Treasure Hunter Quick Finder
War Child Threat Assesment
Witch/Warlock Innate Talent
Veteran Warrior Hero's Reputation
Generic Modules Sci-Nin Weapon Spec Int-Op Med-Nin Puppet Master Scout-nin Nin-Spec Gen-Spec Hunter-nin Feats Feats 2
Shout out to Jovian whom
made the original modules. Zero-List [482] Malleable Mirages [483] Patterns Known 2 [484]
Module type 1, 18x10 Module type 2, 10x14 Plans Known Brave Orders Superiority Dice Maneuvers Known If you end up running out of space for Maneuvers,
Without his effort being put Weapon copy-paste this module a secont time
forward to the team, the idea [485] <- these are to be filled, the first box is meant Flurry Die D8 5 /7 Preserve/Take Life Puppet master has its own sheet associated with the puppets and thus does not 3 #N/A #N/A Number of Mirages: 0 /6 Mirage Exhibition: [486] 8IGFM 8-Inner Gates [487] T7HBJ The 7 Heavenly Breaths [488]
of making the sheet modular [489] 0 0 for your max creation points, the next one is
automated don't touch it, the 3rd one is for
have an associated module at this time
MANEUVER NAME DESCRIPTION
Refined
Jutsu DC Boost
Damage
Boost 1 [490] 0 [491]
and standardize the sizes to Creation Point Creation Point your max CCD chakra and the 4th is for your
Fatigue
[492] CCD MAX CCD Current FLURRY NAME DESCRIPTION SHORT [493] PLAN NAME DESCRIPTION Uses 1 [494] 0 [495] Gate Name Gate # gain Breath Name Breath # Consequence level 0 [496]
make it a simple case of
copying and pasting would not [497]
Max

UPGRADE NAME
Current

Cost DESCRIPTION Source


current CCD chakra.
Enhanced Deflection Reaction: gain 8 DR until end of turn 5 +2 2 Dice 1 [498] 0 Exploits Known 3 [499]
Fatigue
Level 0 Recovery Steps 1 DT:
have come to me. Thank you 3
[500] 0 <- the only important thing here is the Disastrous Strike On Hit, use bonus: Deal +5D8 dmg, RR once 1,2's REFINED NINJUTSU 1 [501] 0 [502] Effects Fatigue Consequences Effects SR: LR: _ [503]
Jutsu recovery
for that man. number here is the cost of the upgrade Passive Augmentation
~PrinceNikko [504] 0 expend Flurry die: add (D8)*5 speed | 1 [505] 0 [506] Conditions Recovery options:
which will auto track your creation points
[507] 0 | 1 [508] 0 [509] Weakened: 0
[510] 0 | 0 [511] 0 [512] Slowed: 0
[513] 0 | 0 [514] 0 [515]

[516] 0 0 [517] 0 [518]


Module type 3, 20x14 [519] [520] Subclass Styles Stored Jutsu 0 [521] 0 [522]

[523] STYLE NAME DESCRIPTION Uses 0 [524] 0


[525] <- these are to be filled with first your max 0 [526] 0 Exploiting Exploits:
number of Kote scrols and second, your max Azure Scroll
number of loaded scrolls but that can be Slots 2
GAME RESOURCES / REWARDS Blank List Max Kote Scrolls
Max Loaded
Scrolls
automated easily by making it equal to your Void Soul Malleable Mirages
int modifier
DT Owned: 0 Exp Owned: 0 Ryo Owned: 0 [527] Sealed Jutsu Cost Medium Construct, Unaligned STR Mirages: 0 /6 Mirage Exhibition:
DT Gained: 0 Exp Gained: 0 Ryo Gained: 0 [528] [529] 0 ABILITY NAME DESCRIPTION Armor Class 14 + 1 [530] 0 0 [531] 0
DT Spent: 0 Exp Spent: 0 Ryo Spent: 0 [532] [533] 0 HP: /0 DEX 1 [534] 0 0 [535] 0
[536] [537] 0 <- the only important thing here is, the button Speed: + 1 [538] 0 0 [539] 0
for marking which scroll is loaded into your
Notes: [540] [541] 0 Kote Condition Immunities: CON 1 [542] 0 0 [543] 0
Max
[544] [545] 0 Charmed + Number of 1 [546] 0 0 [547] 0
Sealed Jutsu
[548] [549] 0 Senses: INT 1 [550] 0 0 [551] 0
[552] [553] 0 Darkvision (30 ft), Passive Perception 10 + 0 [554] 0 0 [555] 0
[556] [557] 0 Shadowhand Immutable Form
The Void Soul is immune to any Jutsu or effect that would
WIS
6 0 [558] 0 0 [559] 0
[560] [561] 0 Enhanced Deflection Reaction: gain 8 DR until end of turn Medium Construct, unaligned alter its form. +
Unarmed Strike +6 1d4+0/Bludgeoning (STR) Additional Concentrations [562] [563] [564] 0 Chakra Strike On hit, use bonus action: deal +4D8 dmg
D8 Armor Class: 13 10 + Dex Mod + Con Mod + Half Prof Inexhaustible CHA
Concentration Tracker 3 Concentration Tracker 4 [565] Passive Augmentation expend Flurry die: add (D8)*5 speed Hit Points: 0 /20 10 + Your Class Level + (10 x Con Mod) + 10x Your Cha Mod) The Void Soul cannot cast jutsu or use effects +
that would
Unarmed Strike +6 1d4+0/Bludgeoning (STR) Jutsu 1: Jutsu 1: [566] Disastrous Strike On Hit, use bonus: Deal +5D8 dmg, RR once 1,2's Speed: 30 ft. Equal to yours Saves: Ability Mod + 3 increase its own ranks of exhaustion. ASI Ponts
Casting Cost: Casting Cost: Forced Regression On hit, use bonus: remove condition expect exh STR DEX CON INT WIS CHA Chakra Construct
Unarmed Strike +6 1d4+0/Bludgeoning (STR) Turn Cost: 1 Chakra Turn Cost: 1 Chakra Zero-List Clan only [567] Fenrir's Claw Chakra Strike: Reduce DR by D8 until next turn 10 +(0) 10 +(0) 10 +(0) 10 +(0) 10 +(0) 10 +(0) The Void Soul's attacks are chakra
enhanced 0 Points
Turn Cast: Turn 0 Turn Cast: Turn 0 [568] Heimdallr Vision Bonus action: ignore penalties to Atk & Dmg Condition Immunities: Charmed Remaining!
Unarmed Strike +6 1d4+0/Bludgeoning (STR) Conc. Chakra Cost [569] Conc. Save DC [570] Syphon Strike Chakra Strike: gain 10 THP Senses: Darkvision 30 ft., Passive Perception 10 Unarmed Attack:

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

[602] 12 4 5 6 6 STR: +0 Con: +0 Speed: +0 AC: +0

Lookup Anything Box [603] 13 5 5 6 6 Fatigue Effects Breath


Tai Atk Bonus
Tai-dmg
Tai speed
adv Temp
TempHP
HP (total)
Firecracker Flash 14 5 5 6 7 Ranks Effect Inhale 1 1 1d8 10
dmg 2/turn
Cost: 2 Chakra. 1 Action. Rank: E. Range: Touch Zero-List Class Only [604] 15 5 6 7 7 1+ Cannot Take The Dash Action Panting 2 2 2d8 10
dmg102/turn
10
Comp.: NT. Duration: Instant. Keywords: Ninjutsu, Bukijutsu.
You take a bundle of flash firecrackers, and use your chakra to light the wicks of [605] 16 5 6 7 8 3+ Cannot Take The Disengage Action Breathe 3 3 3d8 10
dmg102/turn
20
each one before throwing them in an arc in front of you. Creatures standing in front
[606] 17 5 6 7 8 5+ Cannot Take The Dodge or Help Action Wheeze 4 5 4d8 10
dmg152/turn
35
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 18 6 6 8 9
save. [607] 7+ Move Speed reduced by 15 Respire 5 5 2 1d8 10
dmg20first
55two atks, +4d8 dmg 2/turn
[608] 19 6 7 8 9 9+ Disadvantage on Strength, Dexterity and Constitution Ability Checks. Gasp 6 5 2 2d8 10
dmg30first
85two atks, +4d8 dmg 2/turn
[609] 20 6 7 8 10 11+ Disadvantage on Dexterity Saving throws. Exhale 7 5, +5 2on9d8
the10
dmg
first402first
atks
125two atks, +4d8 dmg 2/turn
[610] 13+ Disadvantage on Strength Saving throws.

[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

Converter Module (WIP) [645]


Miles to Kilometers Celcius 2 Fahrenheit Kilometers to Miles
10.00 "=" 16.09 C To F 10.00 "=" 6.21
Feet to Meters 30 86.00 Meters to Feet
10.00 "=" 3.05 F To C 10.00 "=" 32.81
Inches to Centermeters 86 30 Centermeters to Inches
10.00 "=" 25.40 10.00 "=" 3.94
Pounds to Kilograms Kilograms to Pounds
10.00 "=" 4.54 10.00 "=" 22.05

Non-Enhanced Items Crafting Calculator [646]


Crafting Feature True? What it is adding to market Valuation?
Crafting Proficiency [647] 1 DT = 100 Ryo [648]
Mastery of Crafting [649] 1 DT = +150 Ryo [650]
Mastery of Toolkit [651] 1 DT = +50 Ryo [652]
Puppet Master Level 13 [653] 1 DT = +0 Ryo [654]
Supreme Kit [655] 1 DT = +150 Ryo [656]
Shikigami / Crafter [657] Doubles the market Valuation [658]
Tru?
Swift Crafting [659] Beat DC # [660]
Total Ryo Add DT Spent 1 DT Value Total Value
Supreme 9 [661] 600 [662] 5 [663] 900 [664] 5100 [665]
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
〇 CHAKRA HANDS 〇 CHAKRA MOVEMENT
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 Bonus Action
Range: 30 feet Components: CM Range: Self Components: HS
Duration: 1 minute Keywords: Ninjutsu Duration: Instant Keywords: Ninjutsu
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you You transfer chakra to the bottom of your feet, creating a strong repulsive force upon release of this jutsu,
dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you dismiss the increasing your movement speed momentarily. Increase your movement speed by 10 until the end of your next
jutsu. You can use your action to control the hand. You can use the hand to manipulate an object, open an turn.
unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate chakra items, or carry AT HIGHER RANKS: This Jutsu’s movement speed boost increases by 5ft at 5th level (15ft), 11th level (20ft),
more than 10 pounds. 17th level (25ft)

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)

〇 ENHANCED DEFENSE 〇 ENHANCED RESISTANCE


Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 2 Chakra Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you fail a saving throw
Range: Self Components: HS Range: Self Components: HS
Duration: Instant Keywords: Ninjutsu Duration: 1 Round Keywords: Ninjutsu
You focus chakra into the top layer of your skin, providing your resistance to Bludgeoning, Piercing, and You focus chakra throughout your body reinforcing it to attacks. You gain a +1 bonus to the next saving throw of
slashing damage until the start of your next turn. your choice.

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:

〇 FINGER CARVING SEAL 〇 FIRECRACKER FLASH


Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 1 Chakra Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: CM, CS Range: Touch Components: NT
Duration: Permanent Keywords: Ninjutsu, Fuinjutsu Duration: Instant Keywords: Ninjutsu, Bukijutsu
You focus chakra into the tip of your finger and use the accumulated heat and energy to apply worlds, letters You take a bundle of flash firecrackers, and use your chakra to light the wicks of each one before throwing them
and shapes of your choice, no longer than 20 words per action taken. These words can be applied to structures in an arc in front of you. Creatures standing in front of you in a 15-foot-wide space must make a Wisdom Save,
and constructs and deal no damage. These words can be applied to a willing creature, leaving a permanent giving you advantage on your next attack against them and disadvantage on their next attack on a failed save.
scar in their skin with your writings.

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.

〇 MENDING 〇 STRING LIGHT FORMATION


Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 1 Chakra Classification: Non-Elemental NinjutsuRank: E-Rank Cost: 2 Chakra
Cast Time: 1 Minute Cast Time: 1 Action
Range: Touch Components: CM Range: 30 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Fuinjutsu
This jutsu repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a You use your chakra to create a sealing formation stretching from yourself to a target creature you can see
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, within range, in a straight line. The target creature must make a Charisma saving throw, reducing both your and
leaving no trace of the former damage. 5 SEALING ART: 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
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and save.
the size of the affected area by 5 feet.

〇 VIRTUE 〇 ADVANCED TRANSFORMATION


Classification: Non-Elemental Ninjutsu Rank: E-Rank Cost: 1 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Range: Touch Components: HS, CM Range: Self Components: HS, CM
Duration: 1 Round Keywords: Ninjutsu, Medical Duration: Concentration, Up to 10 minutes Keywords: Ninjutsu
You touch one willing creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of An advanced form of the transformation technique. When cast you transform your body into a physical object
temporary hit points equal to 1d4 + you ninjutsu ability modifier. The temporary hit points are lost at the end of such as a weapon or object of Small or Medium size. While transformed into an object you take on its physical
the creatures next turn. 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
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the transform into any object that separates into multiple pieces, disconnects or has multiple moving mechanical
damage by 1d12. 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.
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.

〇 CATAPULT TECHNIQUE 〇 CHAKRA BOLT


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: 90 feet Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu Duration: Instant Keywords: Ninjutsu, Clash
Choose one object weighing no more than 1 bulk within range, that isn’t being worn or carried. The object flies You manifest a 4-inch sphere of pure chakra at a creature you can see within range. Make a ranged ninjutsu
in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts a attack. On a hit, the target takes 3d6 damage. If you have a nature release, this jutsu gains a single nature
solid surface. If the object would strike a creature that creature must make a Dexterity saving throw. On a failed release keyword that you can cast and it’s damage type becomes the corresponding nature releases damage
save, the object strikes the target and stops moving. In either case, both the object and the creature or solid type (Water = Cold). If you do not have a nature release this jutsu instead deals Force Damage.
surface takes 3d8 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 C-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.
the damage by 1d6. MEDICAL RELEASE: • 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 CHAKRA LEAPING 〇 CHAKRA MARK
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 3 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 5 Chakra
Cast Time: 1 Bonus action Cast Time: Special
Range: Self Components: HS, M Range: Touch Components: CS
Duration: Instant Keywords: Ninjutsu Duration: 10 Minute Keywords: Ninjutsu, Fuinjutsu, Sensory
You focus chakra into your legs, increasing your jumping Strength astronomically. Until the end of this turn, You create a chakra seal and attempt to place it on a creature, structure or construct you are able to touch.
Double your jumping height. When you score a hit with a melee attack or a ranged attack, you are able to mark a creature. This does not
work if another creature, construct or structure intercepts the attacks damage. While a creature, construct or
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, structure is marked with this jutsu and is within 1 mile of you, you become aware of the existence of this seal,
damage by 1d6 and reduce target movement by 5. MEDICAL RELEASE: but not its immediate location. You gain a +4 bonus to all checks made to find or track the marked creature.
Additionally, if you can teleport you can choose to teleport to a marked creature, construct or structure so long
as they are within 1 mile of you. Once you teleport in this way, the mark vanishes, ending this jutsu.

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.

〇 DARKVISION 〇 ENHANCED REACTIONS


Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Self Components: HS
Duration: 10 Minutes Keywords: Ninjutsu, Sensory Duration: 8 Hours Keywords: Ninjutsu, Sensory
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has You store chakra in pockets behind your eyes and joints in preparation to move with a burst of speed at any
Darkvision out to a range of 60 feet. moment. The first time you would roll initiative for the duration, you may add 1d4+1 to your roll. This jutsu then
ends.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. The
number of conditions with a different name removed increases by +1. 24 MEDICAL RELEASE:
〇 HOLLOW STARS 〇 INK CLONE
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 feet Components: HS, CM, CS Range: 90 feet Components: HS, CM, CS, NT (Vial of Ink)
Duration: Instant Keywords: Ninjutsu, Fuinjutsu Duration: 1 Minute Keywords: Ninjutsu, Fuinjutsu
You force your palms together before pointing them towards the sky, shooting our four bursts of chakra that take You infuse chakra into the ink as you then infuse a chakra seal into it. You conjure a clone of yourself made of
the shape of small stars before falling to the ground in four different spaces of your choice within range, dealing ink. They look, sound and act as your describe. The cost of these clones cannot be reduced below half. An Ink
damage to objects, creatures and structures occupying the space. Objects, creatures and structures in the clone has 1 Hit point and can be no farther than 90 feet from you. It can walk, talk and interact with things but it
selected spaces each take 1d4+1 damage. A creature, object or structure in the area of more than one star, cannot declare an attack. This clone acts at the end of your turn. As a bonus action you can command the clone
takes the damage of each of these stars. If you have a nature release, this jutsu gains a single nature release to attack. When you do it pretends to weave hand seals to cast a jutsu targeting a single creature within 60 feet
keyword that you can cast and it’s damage type becomes the corresponding nature releases damage type of it. The target creature makes a Wisdom (Insight) Check vs your Ninjutsu Save DC. On a failure, they become
(Water = Cold). If you do not have a nature release this jutsu instead deals Force Damage. A creature can only distracted by the clones antics. A creature distracted in this manner grants the next attack targeting it advantage
ever be affected by the following effects twice per casting. and they are treated as surprised against this attack.
• Earth: You create a 10-foot cube of difficult terrain, centering on each space selected. This space remains
difficult terrain until cleared.
• Wind: Each creature within 5 feet of the selected space makes a Strength saving throw. On a failed save they
are thrown back 5 feet from the target space and falling prone.
• Fire: Each creature within 5 feet of the selected space makes a Dexterity saving throw. On a failed save they
takes damage equal to the damage dealt to the target space.
• Cold: Each creature within a 10-foot radius sphere of the target space must make a Constitution saving throw,
being chilled on a failed save.
• Lightning: If two or more selected spaces are within 15 feet of each other, lightning arcs between them in a
straight line so long as there are no obstructions. Creatures in the Arcs path must make a Constitution saving
throw, being shocked on a failed save
• Force: Damage die increases to a d8. Also, creatures occupying select spaces are bruised.

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

〇 ACIDIC CLEANSE 〇 BROKEN BODY


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: Self (15 feet) Components: HS, CM Range: Touch Components: HS, CM
Duration: Special Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You learn to bend acidic substances to your will, molding and manipulating them like puppets on a string. All You begin to generate a surge of twisted medical release chakra designed to shatter the bones and splinter the
creatures within 15 feet of you who are under the effects of the corroded condition has their condition ended, as muscles of your target. A creature you can reach must make a Strength saving throw. On a failed save their
you collect all of the left-over acid into a ball above your head. The ball floats for up to 1 minute or until used. bones twist and their muscles spasm as they take 4d8 necrotic damage and they cannot use their arms to hold
The next time you would cast a jutsu that would deal acid damage you can spend the ball of acid, upcasting the a weapon until the end of their next turn.
jutsu by 1 rank at no cost, ignoring upcasting limitations.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
damage by 1d8.

〇 CORRUPT MISSILE 〇 CORRUPTION


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: 60 feet Components: HS, CM, CS Range: 60 feet Components: HS, CM, CS
Duration: Instant Keywords: Ninjutsu, Medical, Fuinjutsu Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Medical, Fuinjutsu
You begin to generate a mass of twisted medical release chakra designed to be fired like a missile, bolt or You begin to generate a surge of twisted medical release chakra designed spread like a curse, draining all
beam. Make a ranged ninjutsu attack targeting one creature you can see in range. On a hit you deal 2d8 + your creatures in range. Select a space you can see within range. You manifest a 5- foot radius field of corruption. At
ninjutsu ability modifier necrotic damage. Additionally, the next time the affected creature would regain chakra the beginning of each of your turns for the duration, the size of the field grows by 5 feet. All creature who begins
within the next minute, they regain half of the listed amount their turns within the affected area or first enter the affected area on their turns, must make a Charisma saving
throw. On a failed save creatures take 3d12 necrotic damage and no damage on a successful save.
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8. 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.

〇 DETECT POISON AND DISEASE 〇 ENSNARING STRIKE


Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: Self Components: HS, CM Range: Self Components: CM, M
Duration: 10 minute Keywords: Ninjutsu, Medical, Sensory Duration: 1 Round Keywords: Ninjutsu, Medical
For the duration, you can sense the presence and location of poisons, poisonous creatures and diseases within The next time you hit a creature with a melee or ranged weapon or unarmed attack before this jutsu ends, you
30 feet of you. This jutsu can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, inject chakra into your enemy’s muscles attempting to restrict their movements. The target must make a
a thin sheet of lead, or 3 feet of wood or dirt. Strength saving throw or be restrained until the end of their next turn. A large or larger creature has advantage
on the saving throw. While restrained by this jutsu, the target takes 1d8 poison damage at the start of each of its
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and turns.
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 damage by 1d8
〇 GOODBERRY 〇 GRIM MASK
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 5 Chakra, 1 Hit Die
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, M Range: Self Components: HS, CM, CS
Duration: Instant Keywords: Ninjutsu, Medical Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
With fine chakra control, you can touch up to 5 fruits or nuts that are then infused with medical release chakra You weave summoning seals together and infuse them with medical release chakra manifesting the mask of the
for the duration. A creature can use its action to eat any of the 5 affected food items. Eating a food infused with Reaper of death. The mask siphons a small fraction of your life force to don it, but it grants you a great deal of
this jutsu restores 1 hit point and provides enough nourishment to sustain a creature for one day. A creature power in return. You cannot lose concentration of this jutsu as a result of damage. Attacks you make deal an
cannot benefit from this jutsu more than twice per long rest. The infused food loses its potency if they have not additional 1d4 necrotic damage for the duration. If an attack you make or jutsu you cast would deal necrotic
been consumed within 24 hours of casting this jutsu. damage as a part of its casting or through its lingering effects, the additional damage instead becomes a 1d8.
Additionally, an attack you make that scores a critical hit or one where you roll the maximum damage possible
on the die, if your target is classified as a player character, it loses 1 hit die. If your target is classified as an
Adversary, it loses 1 Tenacity die.

〇 GRIM SIPHON 〇 GRIM WEAPON


Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra, 1 Hit Die Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 60 feet Components: HS, CM, CS Range: Touch Components: HS, CM, W (Any)
Duration: Instant Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
You weave summoning seals together and infuse them with medical release chakra manifesting the hand of the You weave summoning seals together, infusing them into your weapon and medical release chakra that
Reaper of death. The hand siphons a small fraction of your life force to summon it, but it grants you a great deal manifests as an echo of reaping black chakra enhances the weapon you touch. You cannot lose concentration
of power in return. Select one creature you can see within range, that creature must make a Charisma saving of this jutsu as a result of damage. For the duration, the weapon you affected by this jutsu is enhanced by the
throw, taking 2d8 + your ninjutsu ability modifier necrotic damage, and depending on the targets classification reaper’s black necrotic chakra. Enhanced weapons deal an additional 1d6 Necrotic damage twice per turn. If the
different effects would be applied to them. If the target is classified as a player character, they lose 1 hit die on a affected creature has regained hit points prior in this initiative roll, this damage is increased to 1d12. Once per
failed save or half as much damage and no hit die loss on a success. Another creature of your choice that it round, creatures who take necrotic damage from this enhanced weapon reduces the number of hit points they
within 20 feet of your target regains hit points equal to the damage dealt. If the target is classified as an regain by half.
Adversary, they lose 1 Tenacity die, and you gain it for 1 minute, able to use it as a bonus to one ability check,
skill check or saving throw. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank or higher, increase the damage 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 HEALING ELIXIR 〇 HEALING ADEPT
Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Minute Cast Time: Special
Range: Touch Components: HS, CM, NT (Medical Kit, 1 Charge) Range: Special Components: HS, CM
Duration: 1 Hour Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You use your medical kit to assist in creating a healing elixir which is contained in a simple vial that appears in You cover your hands in chakra that glows with a warm green hue, reactivating a creature's cells reproductive
your hand. The elixir retains its potency for the duration or until its consumed. As an action, a creature can drink process closing their wounds. This jutsu is unique unto itself in that it can be cast in one of three variations with
the elixir or administer it to another creature. The drinker regains 4d6+6 hit points and immediately removes 2 each taking more time to cast than the last. This jutsu has no effect on Undead or constructs. • 1 Action: When
ranks of the Bleeding or envenomed condition. cast, this Jutsu's range becomes Touch and an affected creature regains a number of hit points equal to 3d8. • 1
Bonus Action: When cast, this jutsu range becomes Self (15-f00t radius) and all creatures of your choice in
AT HIGHER RANKS: When you would upcast this jutsu, Beginning at S-Rank; You are able to mark a single range regains 8 hit points. • 1 Full-Turn Action: When cast, this jutsu’s range becomes Self (30-f00t radius) and
object, surface, or a weapon within 5 feet as a bonus action at the cost of 10 chakra. You also multiply your all creatures of your choice in range regains 3d8+5 hit points
teleportation distance by 10 by increasing the cost to teleport by 10.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
healing by +1 dice. If you do not roll dice for healing when casting this jutsu, you instead increase the healing by
+4. 14

〇 HONEY BEE TECHNIQUE 〇 NECROSIS


Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You summon a large swarm of bees made of poisonous medical release chakra that swarm and sting a single You infused Medical Chakra on your hands as you putrefy it. Make a melee ninjutsu attack against a creature
target that you can see within range. Make a ranged ninjutsu attack. On a hit, you deal 2d6 Poison damage and you can reach. On a hit, the target takes 2d12 Necrotic damage. Plants take double damage. Additionally, the
the target must make a Constitution saving throw. On a failed save the targets joints begin to seize up for the creature must make a Constitution saving throw. On a failed save they gain 1 rank of Envenomed as their body
next minute. At the beginning of the target creatures turn they roll 1d12. On a roll of 1 or 2 the pain keeps them begins to open long closed wounds.
from moving Stunning them until the end of their turn. The target remakes the Constitution save at the end of
each of their turns ending this on a success. A Jutsu or effect that ends the poison condition can also end this AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
condition. the damage by 1d12.

〇 POISON BULLET 〇 POISON STINGER


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: 60 Feet Components: HS, CM Range: 60 feet Components: HS, CM, W (any thrown)
Duration: Instant Keywords: Ninjutsu, Medical, Clash Duration: Instant Keywords: Ninjutsu, Medical
You inhale air, as your saliva begins to build while pumping medical release chakra into it, putrefying the liquid You infused Medical Chakra on a thrown weapon as you putrefy it. Make a ranged ninjutsu attack against a
until it becomes a poisonous substance that you can eject from your mouth like bullets. Make a ranged ninjutsu creature within range. On a hit, the target takes your weapons damage + 2d6 Poison damage and must make a
attack, dealing 3d6 poison damage. On a hit a creature damaged by this jutsu suffers a 1d4 penalty to their next Constitution saving throw. On a failed save they are poisoned for 1 minute.
attack roll or skill check until the end of their next turn. This penalty does not stack.
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.
〇 POISONOUS BLAST 〇 TOXIC EXTRACTION
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 Bonus action
Range: 60 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical, Clash Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Medical
You mold medical release chakra in your belly to imitate the heat and power of the fire release nature You can manipulate any substance comprised of toxic materials or poisonous components, much like a water
transformation, before releasing it as a blast of sickly green or dark purple chakra from your hands or mouth. All release master, bending water to their whims. As an action on your turn, a creature you touch can have the
creatures in a 10-foot radius sphere centered on a point you can see within range, must make a Dexterity poison, toxins or venoms drawn out of them through their skin. The substance coalesces into a mote of poison
saving throw. On a failed save, creatures take 2d8 poison damage and gain the envenomed condition. On a which you can choose to place into a vial, retaining it for later use, or dispersing it harmlessly. The extracted
successful save, creatures take half damage and no further effects. poison retains its potency for the next 10 minutes and can be applied to a weapon or used as a component for
another jutsu that requires it or a Poisoners kit.

〇 TOXIC FANGS 〇 TWISTED HEALING


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 Reaction, which you take when you see a creature regain hit points
Range: Self Components: HS, CM, NT (Poison Kit, 1 Charge) Range: 60 Feet Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You coat your hands in a poisonous liquid and use your medical release chakra to maintain its viscosity and You begin to generate a surge of twisted medical release chakra designed to reverse the effects of healing,
lethality. For the duration, your hands, feet or teeth are coated in a heavily poisonous substance, ready to be even making it detrimental to do so. When you see a creature begin to mend their wounds, or have their
used as striking instruments. For the duration, you can spend your action to make a melee ninjutsu attack. On a wounds mended by another within range, you can swiftly prevent it. Roll 4d6, you reduce the amount of hit
hit you deal 3d4 poison damage and once per turn, you can force the target creature to make a Constitution points regained by the result.
saving throw. On a failed save, the target gains 1 rank of envenomed.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
number of targets by +1, and the healing prevented by 1d6.

〇 VENOM SHOCK 〇 VENOMOUS SHARDS


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 Components: HS, CM Range: Self (15-foot cube) Components: HS, CM
Duration: Instant. Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You generate a surge of medical release chakra and imitate the violent and un controllable currents of lightning You mold medical release chakra in your hands to imitate the substance and structure of the earth release
release nature transformations. Select one creature you can see within range. The target creature must make a nature transformation, before releasing it as a quake of sickly green or dark purple crystalline structures from
Constitution saving throw. On a failed save, they take 3d8 poison damage and gain the envenomed condition or the ground itself. All creatures in a 15-foot cube originating from you, must make a Constitution saving throw.
half as much on a successful save and no further effect. A creature envenomed as a result of this jutsu suffers a On a failed save, creatures take 2d12 poison damage and have their movement speed reduced by 10 feet for
-1 penalty to Strength saving throws for each rank of envenomed they have. the next minute. On a successful save a creature takes half damage and no further effect. A jutsu or effect that
would end the poisoned condition, can also remove this effect.

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 WITHER AND BLOOM 〇 WOUNDS


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: 60 feet (10-foot radius sphere) Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You begin to generate a surge of twisted medical release chakra designed to invoke life and death. All creature You begin to generate a surge of twisted medical release chakra designed to tear open wounds and rend the
of your choice in a 10-foot radius sphere centered on a point you can see within range, must make a flesh. Make a range ninjutsu attack against a creature you can see. On a hit, you deal 3d10 necrotic damage. A
Constitution saving throw. On a failed save they take 3d6 necrotic damage. Additionally, one creature of your creature who currently has ranks of bleeding, has one rank of bleeding evolve into one rank of laceration.
choice within the chosen area regains 3d6 hit points.
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, the damage by 1d10. 16
number of creatures you can target by +1 and the hit points of the coffin by 10. EARTH RELEASE:

〇 OPPRESSIVE AURA 〇 BIND


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: 10 feet Components: HS, CM Range: 60 feet Components: HS, CM, CS
Duration: Concentration, up to 1 minute Keywords: Ninjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Fuinjutsu
You begin to exert chakra into an oppressive aura around yourself with enough intensity to be seen by the You infuse chakra into a chakra seal as you attempt to mark a person with the seal of binding. A creature within
naked eye and even move loose materials such as dirt, leaves, and water droplets. Creatures who are within 10 range, must make a Charisma saving throw. On a failed save the target creature is Restrained for the duration
feet of you upon activation of this jutsu must make a Strength saving throw to not be pushed to their knees and and gains 1 rank of Sealed. A creature restrained by this jutsu remakes their save at the end of each of their
become prone for the duration, becoming unable to stand while inside the aura. Creatures knocked prone by turns.
this jutsu remakes their saving throw at the beginning of their turn to end the effect. If a you, or an affected
creature moves outside of the aura, the jutsu’s effect ends on them immediately. A creature affected by this AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
jutsu, who ends or escapes its effects, cannot be affected again until the end of their next turn. the number of targets by +1. SEALING ART:

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.

〇 SENSING TECHNIQUE 〇 SHADOW SNAKE BITE


Classification: Non-Elemental Ninjutsu Rank: D-Rank Cost: 5 Chakra Classification: Non-Elemental NinjutsuRank: D-Rank Cost: 4 Chakra
Cast Time: Special Cast Time: 1 Action
Range: Self Components: HS Range: 15 Feet Components: HS, CS
Duration: 10 minutes Keywords: Ninjutsu, Sensory Duration: Instant Keywords: Ninjutsu, Fuinjutsu
You are able to knead chakra in such a way that you can begin to sense other creatures chakra signatures You summon a snake formed from chakra that originates from a location of your body, that reaches out and
clearly when you try. You can only cast this jutsu on your turn, and casting it does not cost action economy. attacks the target creature in range. Make a Ninjutsu attack. Target creature takes 2d8 Poison damage and
When this jutsu is cast, for the duration, you gain access to a unique special action called Sense Chakra. This must make a Strength saving throw on a Hit. On a failed Strength save, the target creature is restrained by the
special action can be gained and used in addition to other special actions you gain and use. This special action snake. As an action on a restrained creatures turn, they can attempt another Strength saving throw to end this
counts as a Skill-Action and both a Constitution and Wisdom based skill. Sense Chakra. As a Bonus action, you condition on themselves.
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 AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
Sensing special sense against them for the duration until they either have 0 chakra or they make and succeed the number of targets this jutsu affects by +1.
their Suppress Chakra skill action.

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:

〇 LION 〇 BEAST SENSES


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 9 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM, CS, NT (Empty Scroll) Range: Touch Components: HS, CM, CS
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu, Construct Duration: 1 Hour Keywords: Ninjutsu, Sensory
You draw a picture of a lion. Infusing chakra into it as it exits your scroll and standing next to you. You summon You touch a willing beast. For the duration of the jutsu, you can use your action to temporarily gain the special
a construct Ink Lion. The construct Lion has the following Statistics; You may command the Ink Lion as a bonus senses or sensory features of the beast you touch for up to 1 hour. After which this jutsu ends.
action on your turn. The Ink Lion may take an appropriate bonus action if able. The Ink Lion uses your Ninjutsu
Attack bonus for all of its attacks. AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the length of time you retain the special senses by 1 hour.
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 CHAKRA SPHERE 〇 CHAKRA TENTACLES


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 8 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet. Components: HS, CM Range: 90 feet. Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Ninjutsu
You create a 5-foot diameter floating sphere of dense chakra in an unoccupied space you can see within range. You create squirming tentacles of chakra that fill a 20-foot cube on a surface that you can see within range.
As a bonus action on your turn, you can command the sphere to move up to 30 feet and make a single melee When a creature enters the affected area for the first time or starts its turn there, they must make a Strength
ninjutsu attack against a creature within 5 feet of it. On a success, the target takes 2d8 damage. If you have a saving throw. On a failed save they take 3d6 bludgeoning damage and are restrained for the duration. A
nature release, this jutsu gains a single nature release keyword that you can cast and it’s damage type creature restrained by this jutsu takes 3d6 bludgeoning damage at the beginning of each of its turns. A creature
becomes the corresponding nature releases damage type (Water = Cold). If you do not have a nature release restrained by this jutsu can use its action to remake it’s saving throw. On a success, it free’s itself.
this jutsu instead deals Force Damage. • Earth: As an action on your turn or when the jutsu ends, you can cause
one or more spheres to explode. Each creature within 15-feet of the spheres space(s) must make a Strength AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 the
saving throw. On a failed save the creature takes gains 1 bruised and concussed. • Wind: Each creature hit by a damage by 1d6 and the cube size by 5ft. SEALING ART:
sphere must make a Strength saving throw being knocked back 20 feet on a failed save. • Fire: Each creature
who begins their turns within 5 feet of the sphere must make a Constitution saving throw, being burned on a
failed save. • Water: Your sphere can move through allied spaces. When it does, roll its damage die, granting
the creature(s) who’s space it moved through temporary hit points equal to the result. A creature can only gain
temporary hit points this way once per turn. • Lightning: Each creature hit by a sphere must make a Constitution
saving throw, being shocked. • Force: The damage die becomes a d10.
〇 DARKNESS 〇 HAIR BINDING TECHNIQUE
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: 60 feet (15-foot radius sphere) Components: HS, CM, CS Range: 30 feet Components: HS, CM
Duration: Concentration, up to 10 minutes. Keywords: Ninjutsu, Fuinjutsu Duration: Concentration, up to 1 minute. Keywords: Ninjutsu
You imbue your chakra seal to conjure a field of darkness. You throw your seal at a point you choose within Using chakra, you activate the roots of your hair and begin to manipulate it freely. Because of the malleability of
range. The chakra-based darkness spreads from the seal, to fill a 15-foot radius sphere for the duration. The this hair, the user can attempt to grapple creatures completely immobilizing them. Select one creature within
darkness spreads around corners. A creature with Darkvision or Chakra Sight can’t see through this darkness, range. Make a melee ninjutsu attack. On a hit, the target is grappled by you. Creatures grappled by this jutsu
and light created using an effect or jutsu of C-Rank or lower cannot illuminate it. If the point you choose is on an cannot use Chakra Seals (CS). At the end of a restrained creatures turn, they make a Strength saving throw,
object you are holding or one that isn’t being worn or carried, the darkness emanates from it and moves with it. escaping on a success.
If any of this jutsu’s area overlaps with an area of light created by a jutsu of B-Rank or higher this darkness is
dispelled. 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. 20
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
damage by 1d6 EARTH RELEASE:
〇 HIDING IN SHADOW TECHNIQUE 〇 LIVING WEAPON
Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 6 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 bonus action
Range: 15 feet Components: HS, CM Range: Touch (60 feet) Components: CM
Duration: 10 Minutes Keywords: Ninjutsu Duration: Concentration, up to 1 Minute Keywords: Ninjutsu, Fuinjutsu
As a part of the requirements to cast and maintain this jutsu a creature or object within range must be casting a You touch a weapon an imbue it with your chakra and it begins to float within range and does so for the duration
shadow. You select a creature, structure or objects shadow within range. Stealthily slipping inside of it, and or until you dismiss this jutsu. When you cast this jutsu you can move the weapon 30 feet an make a melee
gaining total concealment for this jutsu’s duration. For the duration of this jutsu, you can see and hear from the ninjutsu attack against a creature within 5 feet of the weapon. On a hit, the target takes the 2d8 + your ninjutsu
shadow but cannot act, speak, or move. When the creatures shadow moves, you move along with it. You may ability modifier of your weapon’s damage type. As a bonus action on your turn, you can move the weapon up to
end this jutsu early as a bonus action expelling yourself from the shadow appearing in the closest space near 20 feet and repeat the attack against a creature within 5 feet of it.
the target that can hold you. If the target would lose their shadow by any means, this jutsu immediately ends as
you appear in the closes space near the target that can hold you. 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. MEDICAL RELEASE:

〇 ACID SPRAY 〇 ACIDIC BLAST


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 6 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (30 Foot Line) Components: HS, NT Range: Self (30-foot-cone) Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You take a vial of poison ingesting and using your fine control of chakra, blend it with your stomach acid that You begin to generate acidic medical chakra and release it into a spray of boiling acid. All creatures in range
you spray out like a jet in a straight line. Creatures in range must make a Dexterity saving throw. On a failed must make a Dexterity saving throw, taking 6d6 acid damage on a failed save and half as much on a successful
save, affected creatures take 6d4 Acid Damage and gain 1 rank of Corroded and they take another 2d4 Acid save. A creature who fails their saving throw gains 1 rank of the corroded condition.
damage at the start of their next turn. On a success the target takes half as much damage and suffer no
additional effects. AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. MEDICAL 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 1d8. EARTH RELEASE:

〇 ACIDIC BLOOD 〇 ACIDIC BOLT


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 7 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 6 Chakra
Cast Time: 1 Reaction, which you take when a creature other than yourself, within range would take Bludgeoning, Cast
piercing
Time:
or slashing
1 Action
damage from an attack.
Range: 60 Feet Components: HS, CM Range: 90 Feet Components: HS, CM
Duration: 1 Round Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You begin to generate acidic medical chakra and infuse it into a willing creature within range. When a willing You begin to generate acidic medical chakra and mold it into an arrow, lance or bullet. Make a ranged ninjutsu
creature would take bludgeoning, piercing or slashing damage before the beginning of their next turn, their body attack against a creature in range. On a hit you deal 4d6 acid damage. All creatures in a 15-foot cone
reacts by ejecting acidic blood. All creatures within 5 feet of the affected creature takes 9 acid damage, and originating from the target much make a Dexterity saving throw, being corroded on a failed save.
must make a Constitution saving throw being corroded on a failed save.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by 1. 21 MEDICAL RELEASE:
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
〇 AID 〇 AURA OF LIFE
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: 30 Feet Components: HS, CM, CS Range: Self (30-foot radius sphere) Components: HS, CM
Duration: 1 Hour Keywords: Ninjutsu, Medical Duration: Concentration, up to 1 Minute Keywords: Ninjutsu, Medical
You imbue a chakra seal with medical release chakra before placing it on up to three creatures within range. You infuse medical chakra into yourself as you release it as an aura of supporting energy. For this jutsu’s
Each target’s Maximum Hit Points increase by 15 for the duration and they regain 15 Hit Points. duration, anytime you or a non- hostile creature in this jutsu’s radius would take damage from a hostile creature,
they immediately regain 8 Hit Points. A creature can only be healed by this jutsu 5 times per casting, after which
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, this jutsu no longer affects them.
Ignores the effects of up to 1 additional rank of Exhaustion. 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 maximum number of times a creature can be healed by this jutsu by +2. MEDICAL RELEASE:

〇 AURA OF PURITY 〇 CHAKRA NEEDLES


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 9 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (30-foot radius sphere) Components: HS, CM, CS Range: 60 Feet Components: HS, W
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You infuse medical chakra into yourself as you release it as an aura of cleansing energy. You release a potent You create needles formed from your chakra and launch them at a creature you can see within range. Make a
wave of medical release chakra. All creatures within range who are currently under the effects of a Mental or Ranged Ninjutsu check. Target creature takes 6d6 Necrotic damage on a hit and must make a Constitution
Sensory conditions as a result of a jutsu of equal rank or lower, has all stacks (if any) of their condition removed, saving throw, losing 10 movement speed until the end of their next turn on a failed save.
cleansing them.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3,
damage by 1d6 and reduce target movement by 5. MEDICAL RELEASE:

〇 CHAKRA TRANSFER 〇 CORRUPT WAVE


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: Special Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: CM Range: Self (30-foot line) Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You place your hand on a creature and share your chakra with them, transferring it to them. Spend a number of You begin to generate corrupted medical chakra and release it as a destructive wave of desecrating energy. All
Chakra die up to your proficiency bonus. When you do roll the spent die, recording the result and adding your creatures in a 30-foot long, 10-foot-wide line originating from you, must make a Constitution saving throw, taking
Constitution modifier. Transfer the result to a willing creature. Chakra die spent in this way cannot be regained 6d4 necrotic damage or half as much on a success. Creatures who failed, take 4d4 necrotic damage at the
until you complete a long rest. If the creature is affected by a Genjutsu, they gain advantage on their next saving beginning of their next turn.
throw.
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 initial damage by 1d4. 22 MEDICAL RELEASE:
roll an additional 1d6. WIND RELEASE:

〇 ENCROACHING ENTROPY 〇 GRIM BLADE


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 8 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 9 Chakra, 1 Hit Die
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: 30 feet Components: HS, CM, CS
Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
You weave necrotic and decaying medical release chakra together and manifest it into a point you can see You weave summoning seals together and infuse them with medical release chakra manifesting two hands of
within range. The point expands until it is occupying a 20-foot radius sphere, forcing all creatures within its the Reaper of death. His hands reach into you and draw out a fragment of your spirit turning it into a temporary
radius to make a Constitution saving throw. On a failed save creatures take 3d8 necrotic damage and have their blade of necrotic power. The reaper makes a melee ninjutsu attack at a creature of your choice within range,
maximum hit points reduced by the same amount. On a successful save they take half damage and suffer no even if you cannot see them, ignoring cover. If the target you select whom you cannot see, is not in range, the
further effects. A creature who’s hit point maximum is reduced as a result of this jutsu, must make a Constitution reaper instead randomly picks a creature itself from all available creatures in range. On a hit the reaper deals
saving throw at the beginning of each of its turns, taking an additional 2d8 necrotic damage and having their 10d4 necrotic damage and depending on the type of creature it hits, the following happens. A creature affected
maximum hit points reduced by the same value, taking only no damage on a successful save. by this jutsu cannot be affected by it again, until the end of this casters next turn; • If the target is considered a
player character, it reduces the number of hit die it has by 1d4. If a creature affected by this jutsu has 0 Hit die,
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. they take additional necrotic damage equal to your level on a hit. • If the target is considered an adversary, it
Increase the range of this jutsu by 10ft. WIND RELEASE: loses 1 Tenacity die.

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:

〇 GRIM LEGION 〇 MEDICAL AURA


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 9 Chakra, 1 Hit Die Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 feet Components: HS, CM, CS Range: Self (30-foot radius sphere) Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical
You weave summoning seals together and infuse them with medical release chakra and a portion of your spirit, Life preserving Medical Chakra radiates from you in an aura with a 30-foot radius. Until this jutsu ends, the aura
manifesting a summoning tag that you throw into a space you can see within range. From the chakra seal an moves with you, centered on you. Each non-hostile creature in the aura, (including you) has resistance to
echoing call of shadowy figures of your choice begin to manifest filling a 10-foot cube, which counts as difficult necrotic and poison damage and becomes immune to the bleeding and envenomed conditions. A creature’s hit
terrain. The creatures resemble once living entities you once knew. Whenever a creature starts its turn inside point maximum while within the aura cannot be reduced by hostile effects. Additionally, creatures roll at
the cube, or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shadows all strike. advantage when making saving throws to resist an Elemental condition. Lastly, a non-hostile, living creature
Affected creatures make a Strength saving throw, taking 4d10 necrotic damage and dragging them 5 feet regains 1 hit point when it starts its turn in the aura with 0 hit points. A creature can only regain hit points this
towards the center of the cube and depending on the type of creature that fails the save, the following happens. way a number of times equal to its Constitution modifier per long rest (Min 1.)
A creature affected by either of the following effects cannot be affected by it again, until the end of this casters
next turn; • If the creature is considered a player character, it reduces the number of hit die it has by 1d4. If a
creature affected by this jutsu has 0 Hit die, they take additional necrotic damage equal to your level on a hit. • If
the creature is considered an adversary, it loses 1 Tenacity die.

〇 METALLIC RUST 〇 PLAY DEAD


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 9 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: 1 Hour Keywords: Ninjutsu, Medical
You begin to generate acidic medical chakra and attempt to press it onto a creature, object or item of your You touch a willing creature putting it into a cataleptic state that is indistinguishable from death. For the jutsu’s
choice. Make a melee ninjutsu attack against a creature you can reach. On a hit, you deal 6d4 acid damage and duration, or until you use an action to touch the target and dismiss this jutsu, the target appears dead to all
the target becomes covered in acid becoming corroded. A creature wearing armor suffers a permanent -1 outward inspection and to jutsu used to determine the targets status. The target is blinded and incapacitated,
penalty to its AC bonus on a failed save. An Armor whose AC bonus is reduced to 0 is destroyed. Armor whose and its speed drops to 0. The target has Resistance to all damage. If the target is diseased or poisoned when
AC is suffering a penalty can be fixed by casting the Mending jutsu on it, removing all penalties or with 1 hour of you case this jutsu, or becomes diseased or poisoned while under this Jutsu's effect, the disease and poison
work with an Armorsmith kit. have no effect until this jutsu ends.

AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. WIND RELEASE:

〇 POISON MIST TECHNIQUE 〇 POISON WEAPON


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 9 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet (30 Foot Cloud) Components: HS, NT Range: Touch Components: HS, CM, W (Any)
Duration: 1 minute Keywords: Ninjutsu, Medical Duration: Concentration, up to 1 Minute Keywords: Ninjutsu, Medical
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You ingest a vial of poison, and exhale it as a thick cloud of purple smoke that obscures vision up to 60 feet You touch a weapon, coating it in a vile green glowing poison and enhancing its potency. Weapon and Taijutsu
away that expands into a 15-foot radius sphere that spreads around corners. It lasts for the Duration. When a attacks made with this weapon deals an additional 2d4 Poison damage twice per turn. You cannot lose
creature enters the area for the first time on a turn or starts its turn there, the creature must make a Constitution concentration of this jutsu as a result of damage. Once per turn, when you would deal Poison damage with this
saving throw taking 3d10 poison damage and gaining the poisoned condition on a failed save and half as much jutsu, the affected creature must make a Constitution save, gaining 1 rank of Envenomed on a failed save.
on a successful one. Creatures are affected even if they hold their breath and don’t need to breathe.
AT HIGHER RANKS: For each rank you cast this jutsu above C-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 or Higher, increase the number of ranks of Envenomed this jutsu inflicts by +1. If this
the damage by 1d6 and 1d10. WIND RELEASE: jutsu is cast at A- Rank or Higher, increase the damage by 1d4. MEDICAL RELEASE:

〇 RAY OF SICKNESS 〇 RESTORATIVE


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: 60 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You collect medical release chakra into your hands and fire a ray of sickening energy that lash out towards a Your hands glow with a warm blue hue as you touch a willing creature filtering out impurities and fixing
creature within range. Make a ranged ninjutsu attack against a target within range, on a hit the target takes 3d8 debilitating conditions, they are suffering from with precise chakra control. Creatures suffering from an
poison damage and must make a Constitution saving throw. On a failed save it is also poisoned for the next Elemental, Physical, Mental or Sensory condition from the use of a jutsu or effect of a rank, equal to or lower
minute. than what this jutsu was cast, are healed of one of those conditions, removing all ranks, if any.

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 SPORE CALLER 〇 STINKING CLOUD


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 8 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (15 Feet) Components: HS, CM Range: 90 feet Components: HS, CM, W
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical Duration: 1 minute Keywords: Ninjutsu, Medical
You begin to generate poisonous medical chakra and release it like an aura permeating from your skin. All You create a 10-foot radius sphere of yellow nauseating gas centered on a point within range. The cloud
creatures, excluding the caster, who would begin their turns in or first enter your, poisonous aura of spores, spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each
must make a Constitution saving throw taking 4d6 poison damage and having the spores nest in their eyes creature within the cloud at the start of its turn must make a Constitution saving throw. On a failed save the
blinding them until the end of their next turn. A creature who would be blinded by this jutsu while already blinded creature spends it action that turn retching and reeling. Creatures that don’t need to breathe or are immune to
has the duration of the blinded condition extended by 1 round. poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the
cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the initial hit points of the barrier by 10. WIND RELEASE:

〇 TRANSFER OF LIFE 〇 VAMPIRIC TOUCH


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: Special Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 8 Chakra
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: Touch Components: HS, CM, CS Range: Touch Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical
You sacrifice your life for another. Select one creature who has been dead for no longer than 10 Minutes whom Your hands glow with a shadowy aura of chakra. Make a melee ninjutsu attack against a creature within your
you can reach. This jutsu cannot be used by Clones, Constructs or Undead. When you do, you begin reach. On a hit, the target takes 4d10 necrotic damage and you regain hit points equal to half the amount of
transferring all of your life energy into them. The creature regains all of its hit points equal to your current hit necrotic damage dealt. Until the jutsu ends, you can make the attack again on each of your turns as an action.
points. A creature revived as a result of this jutsu has all ranks of Exhaustion removed from them. Reduce your
Maximum hit points to 0, which cannot be increased by any means. AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d10. MEDICAL RELEASE:

〇 VENOMOUS HAZE 〇 VENOMOUS REFLUX


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 8 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (30 Foot cube) Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical Duration: Instant. Keywords: Ninjutsu, Medical
You begin to generate poisonous medical chakra and release it, creating a poisonous haze, enough to fill a 30- You begin to generate poisonous medical chakra and release it, causing it to erupt under a creature you can
foot cube originating from you. All creatures within the haze who would suffer damage of varying types also see within range. Select one creature you can see within range. The target creature must make a Constitution
suffer additional effects based on the damage taken. Bludgeoning Damage. Once per turn, must make a saving throw as poison erupts around them. On a failed save, they take 3d8 poison damage and cannot take
Constitution saving throw, gaining the poisoned condition as they inhale a large breath of poison. Piercing reactions until the end of their next turn as they are coughing and hacking the poisonous gas back up trying to
Damage. Once per turn, must make a Constitution saving throw, gaining the envenomed condition as poison is eject it from their bodies. On a successful save they take half damage and no further effects.
injected into them with each strike. Slashing Damage. They take an additional 1d6 poison damage once per
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 WALL OF BEE’S 〇 NEEDLE JIZO


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 9 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you would take damage
Range: 120 Feet Components: HS, CM, CS Range: Self Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Medical, Fuinjutsu Duration: Concentration, up to 1 minute. Keywords: Ninjutsu
You weave together a mixture of summoning seals and summon forth a wall of angry, irrational and non- You activate the roots of your hair causing your hair to grow at a heightened rate, while you control it to wrap
compromising bees. The wall is 5 feet thick, 15 feet high and up to 30 feet long. The wall must be continuous around your body and harden with spiked, needle like hair protruding from it., For the duration, your movement
and at least 5 feet thick along its entire length. You select where the wall of bees appear and the entire length speed is reduced to 0, each time a creature makes a melee attack against you while within 10 feet of you, they
must be within your line of sight and within this jutsu’s range from you. A creature that starts within the bee’s take 3d6 piercing damage, this includes the triggering attack.
wall or that gets within 5 feet of the wall of bees agitates the insects and are swarmed by them and must make a
Constitution saving throw against their assault. On a failed save they take 5d6 poison damage and are AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
incapacitated until the end of the current turn. On a successful save they take half damage and suffer no the damage by 1d6.
additional effects.

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:

〇 MARK OF FINDING 〇 MOBILITY RESTRICTION


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: 9 Chakra Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 9 Chakra
Cast Time: 1 Minute Cast Time: 1 Reaction, which you take when you see a creature cast a Taijutsu or Bukijutsu.
Range: Self (1 Mile Radius) Components: HS, CM, CS Range: 30 feet Components: HS, CM, CS
Duration: Concentration, Up to 1 Hour Keywords: Ninjutsu, Fuinjutsu, Sensory Duration: Instant Keywords: Ninjutsu, Fuinjutsu
You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of clairvoyance. You do not You infuse chakra into a chakra seal as you attempt to mark a creature you can see with the seal of patience.
need to spend chakra to maintain Concentration on this jutsu. When you cast this jutsu select one creature or This counts as Interrupting a jutsu’s casting. A creature who you can see within range, who cast a Taijutsu or
location that you have seen or can clearly describe. When you do for the duration of this jutsu, you know the Bukijutsu, must first make a Charisma saving throw. On a failed save the target creatures speed is reduced to 0
General direction of this creature or location so long as it is within your Jutsu’s radius. This seal does not give until the end of the current turn and gain 1 rank of Sealed. Medium Construct, unaligned Armor Class 13 + The
you absolute knowledge on the creatures or locations, coordinates, but only what direction they are in relation to Rank of the Jutsu. (Natural Armor) Hit Points 20 + 10 for each rank above C-Rank. Speed 30 ft. STR DEX CON
you. INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5) Damage Immunities Necrotic, Poison Damage
Resistances Bludgeoning Damage Vulnerabilities Lightning Condition Immunities Charmed, Exhaustion,
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and frightened, stunned, poisoned. Senses passive Perception 10 Unnatural Fortitude. The Inanimate Puppet
you create two additional rays. FIRE RELEASE: makes Constitution saving throws at advantage. Multiattack. The Inanimate Puppet can attack a number of
times equal to the jutsu’s rank with their slam attack. Slam. Melee Weapon Attack: + (5 + The Rank of the jutsu)
to hit, reach 5 ft., one creature. Hit: 1d8 + 4 Bludgeoning damage. SMASH (Recharge 11-12): The Inanimate
Puppet slams the ground. All creatures within 10 feet of it must make a DC (12 + The Rank of the Jutsu.)
Dexterity Saving throw. On a failed save, they take 3d8 bludgeoning damage, are knocked prone and Dazed
until the end of their next turn. 28

〇 SHADOW CLONE TECHNIQUE 〇 SHADOW SHURIKEN TECHNIQUE


Classification: Non-Elemental Ninjutsu Rank: C-Rank Cost: Special (6 Chakra) Classification: Non-Elemental NinjutsuRank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: Self (30-foot Cone) Components: HS, CM, W (Thrown)
Duration: 1 Minute Keywords: Ninjutsu, Fuinjutsu, Clone Duration: Instant Keywords: Ninjutsu, Bukijutsu
An Advanced Version of the Clone Genjutsu that creates a solid clone out of thin air using only chakra called a You throw a single weapon, when you do, you quickly multiply it five-fold, creating multiple copies of it while in
Shadow Clone. When a Shadow Clone is killed, it sends its most recent experiences within the last minute as transit. Creatures within this jutsu’s range must make a Dexterity saving throw taking 5dX + your Dexterity
thoughts and images to its Summoner. A Shadow Clone presents itself as its own person. A creature looking at modifier on a failed save, or half as much on a success. (X equals the original Damage die of the thrown
a Shadow Clone with chakra sight cannot tell that it is not a real person unless otherwise specified. This jutsu’s weapon d4, d6, d8, d10, d12).
caster can further enhance its casting. By doing this the caster can create up to 4 Shadow Clones at once, each
clone after the first costing 3 chakra. All Shadow Clones act at once and attempt to perform the same command AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
given. If commanded to perform the help action, they can only help the Summoner. Shadow Clones do not have the damage by 2dX.
Reactions and each clone has basic versions of your melee or ranged weapons. Weapons your Shadow Clone
is summoned with that has the ammunition property cannot be given to anyone. Shadow Clones can only cast
jutsu of C-Rank or lower. If multiple shadow clones attack the same creature, you do not make multiple attack
rolls. You instead choose a lead clone and it gains a +1d4 bonus to its damage roll(s), for each additional clone
that is aiding it.

AT HIGHER RANKS: For each rank you cast this jutsu above 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:

〇 BESTIAL ART: LYCANTHROPE 〇 EXPLOSIVE SUBSTITUTION TECHNIQUE


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 13 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 (30-foot radius sphere) Components: HS, NT (Explosive Tools)
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu Duration: Instant Keywords: Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of wolves. Your voice, figure, An advanced version of the Substitution Technique, where in addition to avoiding damage, you leave behind an
and temperament becomes bestial in nature. You grow fur of any color of your choice covering your arms, and explosive surprise. When you would take damage, from an attack you may increase your AC by +5 against the
your hands become large claws with iron like nails. For this jutsu’s duration, you gain the following benefits; • triggering attack. Regardless if this would cause the attack to miss or not, you move without provoking attacks of
Your Strength becomes 19 if it is not already 19 or higher. If it is 19 or higher already, you instead increase your opportunity up to your full movement +10 away. You then leave behind a decoy with an Explosive tool attached
Strength Score by +2. • Your unarmed damage is now 2d8. You do not add your ability score modifier to these to it, which immediately explodes, catching all creatures in a 30- foot radius sphere, centered on your location,
damage rolls. • You gain a +20 bonus to movement speed. • Attacks of Opportunity you make are at advantage. before you moved as a result of this jutsu. Each of these creatures must make a Dexterity saving throw. On a
• When you take the attack action, you can make two attacks instead of one, if you cannot already. failed save, they suffer the effects of the explosive tool you left behind, or half as much on a success. This does
spend a use of the explosive tool used. Large Construct, unaligned Armor Class 13 + Your Ninjutsu Ability
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and Modifier Hit Points 76 (8d10 + 32) Speed 45 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 1 (-5) 10
the number of marked creatures by +1. FIRE RELEASE: (+0) 1 (-5) Condition Immunities Charmed, Chilled, Exhaustion, frightened, stunned, poisoned. Senses
Darkvision 30 ft., passive Perception 10 Immutable Form. The Ink Tiger is immune to any Jutsu or effect that
would alter its form. Inky Weapons. The Ink Tiger attacks are chakra enhanced. Multiattack. The Ink Tiger can
attack twice with their claws. Claw. Melee Weapon Attack: reach 5 ft., one creature. Hit: 3d6 + 4 Slashing
damage. A creature who takes damage from this attack must make a Constitution saving throw, gaining 2 ranks
of the bleeding condition. Roar (Recharge 5-6). The Ink Tiger as a bonus action, may roar. All creatures of your
choice within 20 feet of it must make a Charisma saving throw. On a failed save, they gain 3 ranks of Fear for
the duration. At the end of a frightened creatures turn, they remake the Charisma save to end the Fear
condition.

〇 KAGURA’S MIND EYE 〇 LIFE TRANSFERENCE


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 12 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Sensory Duration: Instant Keywords: Ninjutsu
You force open your minds 3rd Eye greatly increasing your perceptive abilities almost 10-fold. This jutsu does You sacrifice some of your health to mend other creatures’ injuries. Roll any number of d8s up to 6d8, you take
not cost chakra to maintain concentration. When this jutsu is cast, for the duration, you gain access to a unique that much in Necrotic Damage which can’t be Reduced or Resisted or be made Immune to in any way, and one
special action called Third Eye Opening. This special action can be gained and used in addition to other special creature you can reach regains a number of Hit Points equal to twice the Necrotic Damage you take.
actions you gain and use. This special action counts as a Skill-Action and both a Constitution and Wisdom
based skill. Third Eye Opening. As a Bonus action, you open your metaphorical third eye gaining 120ft of AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
Chakra sight and Chakra Sensing. While gaining the benefit of these senses as a result of this jutsu, you gain the maximum number of d8s you can roll by 2. 31
the following benefits; You can identify if a creature, object or structure has been affected by a jutsu within the
last 24 hours, gain advantage on checks made to see if a creature is lying, and can see the echoes of chakra
usage within the past 24 hours, while also being able to identify creatures and jutsu based on these echo’s if
you have sensed them before. These echoes can be used to help track creatures exclusively by their chakra
alone.

〇 LION MANE: HUNTING PREDATOR 〇 ACIDIC BLADE


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 11 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 11 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Bonus Action
Range: Self Components: HS, CM Range: Touch Components: HS, CM, W (Any)
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical
You activate the roots of your hair causing your hair to grow at a heightened rate and granting you full control You draw out acidic chakra and coat it over a weapon you can reach. When you do, for the duration, twice per
over your hairs movements. For the duration of this jutsu you gain additional actions which you can take using turn when a successful attack is made with the weapon, it deals an additional 2d8 acid damage. You cannot
your hair. For this jutsu’s duration, when you would cast Needle Jizo, you may reduce Needle Jizo’s Cost by -5 lose concentration of this jutsu as a result of damage. Once per turn, creatures who take acid damage as a
or Lion Mane: Needle Hell, reducing its cost by -10. (Both Jutsu to a minimum of 1) 1 Action. • Attack: You result of this jutsu, make a Constitution saving throw. On a failed save, they gain 1 rank of the Corroded
command your hair to lash out attacking a creature you can see within 90 feet of you. Make a melee ninjutsu Condition.
attack. On a success you deal 3d10 piercing and 3d10 bludgeoning damage as your hair sharpens and slams
into them. • Wrap: You command your hair to lash out grabbing a creature you can see within 90 feet of you. AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3. If this
Make a melee ninjutsu attack. On a success, you grapple and restrain them. A grappled creature makes a jutsu is cast at S-Rank, increase the damage this jutsu deals by 1d8. MEDICAL RELEASE:
Strength (Athletics) or Dexterity (Acrobatics) check vs your Ninjutsu save DC to escape. On a failed check, they
remain grappled and restrained by your hair. You can then move the grappled creature anywhere within 90 feet
of you as if you were dragging them. • Crush and Tear: You command your hair to crush and tear into a creature
currently grappled by it. A creature grappled by your hair takes 12d6 slashing damage as it attempts to tear
them apart. A grappled creature immediately gets to attempt their checks to escape after taking damage as a
result of this action.
〇 BLOOD ROT CURSE 〇 BODY PATHWAY DERANGEMENT
Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra, X Hit die. (You decide)
Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 12 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: CM, CS Range: Touch Components: HS, CM, M
Duration: Instant Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu Duration: Up to 1 minute Keywords: Ninjutsu, Medical
You weave necrotic chakra into a special wavelength, invisible to even creatures with Chakra sight. When you You coat your fingertips in chakra and attempt to strike an opponent at the nape of their neck sending a surge of
cast this jutsu roll all spent hit die. Recording the result. You touch a creature who’s hit points are not full and chakra through their central nervous system mixing up signals from their brain to the rest of their bodies. Make a
bestow a curse. The cursed target must make a Charisma saving throw. You can attempt to bestow the curse in Melee Ninjutsu Attack. On a hit, the target creature must make a Constitution saving throw. On a failed save,
a concealed manner not revealing your intentions by making a Stealth check vs the targets passive insight. On the target creature's speed is halved, it takes a -2 Penalty to AC, automatically fails Dexterity saving throws and
a success, the target is unaware of the curse you placed on them. The curse takes effect immediately, for a cannot use reactions. On its turn, it can either use an action or bonus action, not both. Regardless of the
number of days, equal to half result of your spent hit die, the target cannot regain hit points except as a result of creature's abilities or jutsu descriptions, it can’t make more than one attack during its turn. If the creature wants
long and full rests, if and when they would take Acid, Poison or Necrotic damage, they take 2d4 additional to use an action to make an ability save to end this effect, they must instead roll an Intelligence save. 32
damage of that same type. Additionally, if a creature is poisoned or envenomed, they make whatever skill MEDICAL RELEASE:
checks, or saving throws to remove the chosen condition at disadvantage. Finally, this jutsu’s effect can only be
removed by a Ninjutsu with the Fuinjutsu keyword of B-Rank or higher that dispels jutsu based effects.
MEDICAL RELEASE: BODY PATHWAY

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:

〇 DEATH WARD 〇 GRIM CALLING


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra, 2 Hit Die
Cast Time: 1 action Cast Time: 1 Action
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Range: Touch Components: HS, CM, CS Range: Self (30 feet) Components: HS, CM, CS
Duration: Until it triggers. Keywords: Ninjutsu, Medical, Fuinjutsu Duration: Instant Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
You draw your chakra seal onto a talesman or scroll and place it onto a creature granting it a measure of You weave summoning seals together and infuse them with medical release chakra manifesting the head of the
protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target Reaper of death. His fangs bite into you and draw out a fragment of your spirit turning it into a temporary source
instead drops to 1 hit point, and the jutsu ends. If the jutsu is still in effect when the target is subjected to a of necrotic power. It screeches a spectral wail that penetrates to the souls of most creatures, calling and pulling
hostile effect that would kill it instantly without dealing damage (Except Exhaustion), that effect is instead on their spiritual selves. All creatures within range must make a Charisma saving throw. On a failed save,
negated against the target, and the jutsu ends. creatures take 6d8 necrotic damage and depending on the classification of the affected creature, alternative
effects take place. If the target is classified as a player character, it loses 1d6 of its hits die. If a creature affected
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and by this jutsu has 0 Hit die, they take additional necrotic damage equal to your level on a failure. If the target is
increase the damage by 1d6+1. 98 S-RANK: FIRE RELEASE: classified as an Adversary, it loses 2 Tenacity die. If the affected Adversary has 0 Tenacity die, they take
additional necrotic damage equal to your level on a failure.

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.

〇 INVESTITURE OF ACID 〇 RECONSTRUCTIVE HAND


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 13 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, up to 10 minutes Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical
You draw out acidic chakra and infuse it into yourself, coating your entire body like armor. The acid does not You coat your hand in cell manipulating Medical chakra. You can attempt to manipulate the cellular integrity of a
harm you. You cannot lose concentration on this jutsu as a result of damage. For the duration, you gain the creatures cells. As an action on your turn, you can touch a willing creature you can reach. When you do, you
following benefits; • You are immune to Acid, Poison, and Cold Damage. • You have resistance to Bludgeoning, can jumpstart their cellular regenerative process. The creature regains hit points equal to 3d8 + Your ninjutsu
Piercing and Slashing damage from weapons and Bukijutsu that use weapons as a component. • You have ability Modifier. Afterwards, for the next minute, the creature regains 5 hit points at the beginning of each of their
vulnerability to Earth and Fire damage. • You can move across difficult terrain on solid ground without spending turns. Alternatively, as an action you can attempt to touch a hostile creature you can reach. Make a melee
any extra movement, as you melt the obstructions in your path. • The ground in a 10-foot radius around you is ninjutsu attack. On a successful hit, they take 5d10 Necrotic Damage and become compromised. A
covered in acid, counts as difficult terrain for creatures other than you, and moves with you. • You can use your compromised creature must make a Constitution saving throw at the beginning of each of their turns for the next
action to blast a 15-foot cone of acid from you in a direction you choose. Each creature in the cone must make a minute. Any jutsu or affect that would remove conditions can end the compromised condition on a creature. A
Constitution saving throw. A creature takes 4d8 Acid damage and gains 1 rank of the corroded condition on a compromised creature who succeeds three saving throws first, ends this condition. A compromised creature
failed save or half as much and no further effects on a successful one. MEDICAL RELEASE: who fails three saving throws first, has their cells begin to fail and rupture. They permanently gain two ranks of
RECONSTRUCTIVE Exhaustion and the Weakened, and Dazed conditions. A creature who gains these conditions this way can have
them removed only be a casting of; Restorative at A-Rank, Regenerate, Medical Aura and remain within the
Aura for no less than 1 week straight, Medical Release: Heal or Reconstructive Hand on them no less than 3
times in an 8-hour period.

〇 REVIVAL 〇 SPORES OF RUIN


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Self (30-foot cone) Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical, Kinjutsu
You send a surge of healing chakra through a creature that has been dead for no more than 1 minute that didn’t You begin to generate poisonous medical chakra and release it, creating a massive wave of infectious spores of
die of old age, isn’t undead, and not missing its head. You make a Medicine skill Check vs DC (20 + 1 for every your design. All creatures of your choice within range must make a Constitution saving throw. On a failed save
round the target has been dead.) The target returns to life with 1 Hit Point. Missing body parts are not returned. creatures take 5d8 poison damage, becomes poisoned, and gains 1 rank of envenomed. On a successful save
Internal organs are healed and regenerated. This jutsu cures all normal diseases affecting the creature when it creatures take half damage and suffer no further effect. Additionally, creatures who failed their save begin to
dies. This jutsu does not remove ranks of Exhaustion a creature has accumulated prior to death. Once a exhibit bouts of a terrifying disease of your making. Black fungus begins to grow from their skin. Black ooze
creature has been revived in this way, they cannot be revived again in the same way for 30 days, as their body begins to leak from their eyes, mouth and ears. Creatures who would touch the affected creature also becomes
simply cannot handle the strain of being forced back from the dead in such a fashion. exposed to this disease making a Constitution saving throw, suffering the effects of this jutsu as normal. At the
beginning and end of an envenomed creatures turn they suffer the effects of the envenomed condition. Finally,
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and a jutsu with the medical keyword that removes conditions of B-Rank or higher can end this effect. If the caster
the damage by 1d4 of each type. When this jutsu is cast at A-Rank or higher, increase the ranks of Chilled or must touch or be in contact with the patient to cast the jutsu, then the caster must make a saving throw as they
Bleed it inflicts by +1. WATER RELEASE: become exposed to the effects of this jutsu as well.

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)

〇 NON-DETECTION 〇 BANISHING SEAL


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: CM Range: 60 feet Components: HS, CM, CS
Duration: Concentration, up to 8 hours. Keywords: Ninjutsu, Sensory Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Fuinjutsu
For the duration, you suppress a creatures chakra which lowers their presence and hides them from all manner You infuse chakra into a chakra seal as you attempt to send them away with the seal of banishment. Choose
of sensory jutsu. The target can be a willing creature or an object. The target can’t be sensed or seen by the one creature you can see within range as you force them to make a Charisma saving throw or be sent to a
Chakra Sight or Chakra Sensing special sense as a result of jutsu cast at an equal rank or lower. If a creature pocket dimension of your creation. On a failed save they are banished to this pocket dimension. While
would gain either of these senses as a result of a feature or trait, this jutsu only works on creatures who is of a banished, they are incapacitated and are unaware of any actions or happenings in the dimension they were just
level equal or lower than the casters. banished from. When this jutsu ends, they are summoned back into the same space they were originally
banished from and gain 2 ranks of Sealed.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the size of the cone by 10 feet. 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 number of creatures you can target by +1.
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
〇 CIRCLE OF AUTHORITY 〇 COMMUNE
Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 13 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 12 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (30-foot radius sphere) Components: HS, CM, CS Range: Self Components: HS, CM, CS
Duration: Concentration, up to 1 Minute Keywords: Ninjutsu, Fuinjutsu Duration: 1 Minute Keywords: Ninjutsu, Fuinjutsu, Kinjutsu
You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of domination. You then You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of relation. You reach out into
exude a 30-foot radius sphere of authority that other creatures must abide by. This radius follows you. For this the void. Calling upon the spirit of a single deceased spirit, with whom you have a connection with, be it
jutsu’s duration, anytime a hostile creature in this jutsu’s radius would make a saving throw against a jutsu you ancestral, legacy, ideals, historical, or antagonistic. The DM allow other forms of relation as well. You summon
or an allied creature cast, they immediately take a -2 Penalty to their roll. the spirit to the material plane and ask it three questions that can be answered with a yes or no. You must ask
your questions before the jutsu ends. You the most correct answer possible from to the spirits knowledge. The
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. If this spirit is not omniscient, so you may receive unclear or uncertain answers, if a question lies beyond the spirits
jutsu is cast at A-Rank or higher, increase the damage to 4d4. WATER RELEASE: HEAVENLY MIRROR OF knowledge. In a case where a one-word answer could be misleading or contrary to the spirits interests, the DM
may offer a short phrase as an answer instead. A spirit cannot be summoned this way more than once per
month.

〇 CURSE OF THE PREY 〇 DIMENSIONAL POCKET


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Month
Range: Touch Components: HS, CM, CS Range: Self Components: HS, CM, CS
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu Duration: Permanent Keywords: Ninjutsu, Fuinjutsu
You attempt to impose the qualities of a single weak bestial creature. Select one creature within your reach. The You infuse chakra into a chakra seal as you attempt to tear open a rift in the fabric of reality, marking out a small
target must make a Charisma saving throw. On a failed save, they gain one of the following bestial qualities. space in the void for yourself with the seal of distortion. As a part of the casting of this jutsu, you must mark a
Swallows Endurance: The creatures bones begin to feel hollow and brittle as their heart begins to beat furiously representative space no larger than a 20-foot cube with chakra seals, doing this dictates the exact size of your
as their blood begins to thin. For the duration, they have a -3 penalty on all Constitution saving throws, skill pocket dimension. If this jutsu casting time is interrupted, the jutsu ends and you must restart the process from
checks and ability checks. Additionally, they cannot take the Dash Action and cannot gain additional speed by scratch. After successfully casting this jutsu, you create a room in the void, unable to accessed without jutsu
any means. Mites Strength: The creatures muscles begin to grow weak and unable to carry weight. They gain a that can traverse through dimensions or teleport ignoring space all together. This room is one of your design
-4 Penalty to their Strength ability score and disadvantage on Strength saving throws and attacks made with and can look however you describe it. While inside this dimension, you are no longer on the material plane. You
Strength. Sloth’s Grace: The creatures reflexes are shot as they become unable to move gracefully or even are unaware of what’s going on, on the material plane. You cannot communicate with or locate people on the
carry themselves correctly. They gain a -4 penalty to their Dexterity ability score and disadvantage on Dexterity material plane. If you exit your room, stepping into the void, you are instantly shunted to a random location on
saving throws and ability checks. They also take double damage from falling, and they spend their full the material plane. This can be anywhere from another country, to the bottom of the ocean, or even 10,000 feet
movement trying to stand from Prone. Rhinoceros Splendor: The creatures vision, auditory perception and in the sky. This room produces no sound and cannot be found by normal means. You can freely access your
sense of smell becomes dull and weak as they gain a -4 Penalty to their Wisdom ability score and disadvantage room, by spending 10 minutes weaving handseals and materializing a gate which takes you directly to this
on Wisdom ability checks. Their visual range is cut in half and they cannot hear things more than 30 feet away room. The room has 4 walls, and can only ever be 1 floor. It has a single door, which cannot be locked by
from them. Turkey’s Cunning: The creatures ability to think through complex matters and concepts becomes normal means, which leads to a short bridge feeding into a chakra gate which takes you back to the material
muddled. They find it hard to remember simple handsigns, colors and even their left from their right. They gain a plane from the exact location you entered to your room from originally.
-4 Penalty to their intelligence ability score and disadvantage on intelligence saving throws and ability checks.
They cannot concentrate on more than 1 Jutsu, and the Base Concentration check DC becomes 17. Turtles
Hubris: The creatures ability to exert is fore of will is hindered. They gain a -3 penalty on all charisma saving
throws, skill checks and ability checks. Additionally, their Deception, Intimidation and Persuasion bonuses are
reduced to 0. 36 SEALING ART:

〇 DISPLACEMENT SEALING TRAP 〇 DIVINATION TECHNIQUE


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra
Cast Time: 1 Minute Cast Time: 1 Action
Range: 10 feet Components: HS, CS Range: Self Components: HS, CM, CS
Duration: Instant Keywords: Ninjutsu, Fuinjutsu Duration: Instant Keywords: Ninjutsu, Fuinjutsu
You draw a circle up to a 10-foot diameter circle on the ground inscribed with shinobi sigils that link your location You infuse chakra into a chakra seal as you attempt to peer through the fabric of time, diving future events with
to another location of which you’ve been too or know its exact coordinates. Only you or a trigger you set can the seal of perception. You must ask a single question concerning a specific goal, event or activity to occur
trigger this sealing circle. Once activated all creatures in the circle are immediately teleported to the exact within 7 days. The DM offers as truthful a reply as possible. The reply might be a short phrase, a cryptic rhyme
location within 10 feet of its exact coordinates. or an omen. You hear the aforementioned in your own voice as if you are speaking to a future version of
yourself. This jutsu doesn’t take into account any possible circumstances that might change the outcome, such
as the casting of certain jutsu, or the loss or gain of a companion. You cannot peer into the future this way more
than once per week.

〇 GIFT OF THE APEX 〇 WARDING SEAL


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM, CS Range: Touch Components: HS, CM, CS
Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Fuinjutsu Duration: Instant Keywords: Ninjutsu, Fuinjutsu
You begin to gain qualities of a single bestial creature. Granting you chakra projections that enhance your When you cast this jutsu, you inscribe a harmful seal either on a surface (such as a section of floor, a wall, or a
physical traits. Select one of the following beasts to gain traits from. table) or within an object that can be closed to conceal the seal (such as a book, a scroll, or a treasure chest). If
Bears Endurance: You gain a +4 Bonus to your Constitution ability score and advantage on Constitution saving you choose a surface, the seal can cover an area of the surface no larger than 10 feet in diameter. If you
throws. choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you
Bull’s Strength: You gain a +4 Bonus to your Strength ability score and advantage on Strength saving throws. cast this jutsu, the seal is broken and this jutsu ends without being triggered. The seal is nearly invisible,
You grow horns made of chakra. As an action you can attempt to gore an enemy. Make a melee attack against requiring an Investigation or Ninshou check vs your ninjutsu save DC to find it. You decide what triggers the
a creature within 5 feet of you dealing 2d12 + Strength piercing damage and knocking them prone. seal when you cast the jutsu. For seals inscribed on a surface, the most typical triggers include touching or
Cat’s Grace: You gain a +4 Bonus to your Dexterity ability score and advantage on Dexterity saving throws. You stepping on the seal, removing another object covering it, approaching within a certain distance of it, or
grow cat like claws and can make melee attacks using Dexterity instead of Strength for attack and damage rolls. manipulating the object that holds it. A creature cannot trigger more than one Warding Seal or Seal of Discord
You gain natural weapon claw attacks that deals 2d8 + Dexterity slashing damage. You can make two attacks per turn. You can further refine the trigger so the jutsu is activated only under certain circumstances or
using this natural weapon. according to a creature’s physical characteristics (such as height or weight). You can also specify creatures that
Eagle’s Splendor: You gain a +4 Bonus to your Wisdom ability score and advantage on Wisdom saving throws. don’t trigger the seal, such as those who say a certain password. When you inscribe the seal, you can store a
Fox’s Cunning: You gain a +4 Bonus to your intelligence ability score and advantage on intelligence saving Ninjutsu or Genjutsu of B-Rank or lower in the seal by casting it as part of creating the seal. The jutsu must
throws. You can concentrate on up to 3 Jutsu at once. target a single creature or an area. The jutsu being stored has no immediate effect when cast in this way. When
Lions Presence: You gain a +4 Bonus to your Charisma ability score and advantage on charisma saving throws. the seal is triggered, the stored jutsu is cast. If the jutsu has a target, it targets the creature that triggered the
You cannot gain ranks of Charm, Demoralized or Berserk. seal. If the jutsu affects an area, the area is centered on that creature. If the jutsu summons hostile creatures or
creates harmful objects or traps, they appear as close as possible to the intrude and attack it. If the jutsu
requires concentration, it lasts until the end of its full duration.

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.

〇 TOBIRAMA’S PRIVATE SANCTUM 〇 ANIMATE OBJECTS


Classification: Non-Elemental Ninjutsu Rank: B-Rank Cost: 14 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 19 Chakra
Cast Time: 1 Minute Cast Time: 1 Action
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Range: 120 feet Components: HS, CM, CS Range: Touch Components: HS, CM
Duration: 24 Hours Keywords: Ninjutsu, Fuinjutsu Duration: Concentration, up to 1 minutes Keywords: Ninjutsu, Construct
You make an area within range secure. This area is a cube that can be as small as 5 feet to as large as 100 feet Objects come to life at your command. Choose up to ten objects within range that are not being worn or carried.
on each side. This jutsu lasts for the duration, or until you use an action to dismiss it. When you cast this jutsu, Tiny targets count as one object, medium targets count as two, large targets count as four, huge targets count
you decide what sort of security it provides, choosing no more than 2 of the following; • Sound can’t pass as ten. You can’t animate any object larger than Huge. Each target animates and becomes a creature under
through the barrier at the edge of the warded area. • The barrier of the warded area appears dark and foggy, your control until the jutsu ends or until reduced to 0 hit points. As a bonus action, you can mentally command
preventing vision (including Darkvision) through it. • Sensors created by Jutsu with the Sensory Keyword can’t any creature you made with this jutsu if the creature is within 500 feet of you (if you control multiple creatures,
appear inside the protected area or pass through the barrier at its perimeter. • Nothing can teleport into or out of you can command any or all of them at the same time, issuing the same command to each one). You decide
the warded area. • Dimensional travel is blocked within the warded area. what action the creature will take and where it will move during its next turn, or you can issue a general
command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is
increase the damage by 1d6 for each damage type. WATER RELEASE: complete. ANIMATED OBJECT STATISTICS An animated object is a construct with AC, hit points, attacks, DR
(Damage reduction), and damage determine by its size. Its speed is 30 feet; if the objects lack legs or other
appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is
securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight
with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it
reverts to its original object form, and any remaining damage carries over to its original object form. If you
command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a
slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a
specific object inflicts slashing or piercing damage based on its form.

〇 ONI TWINS 〇 BESTIAL ART: PREDATOR


Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 20 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 18 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM, CS, NT (Empty Scroll) Range: Self Components: HS, CM, CS
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu, Construct Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu
You draw a picture of two Oni, Demons of your description. Infusing chakra into it as it exits your scroll and You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of Predation. You cannot
standing next to you. You summon two construct Ink Oni’s. The Ink Oni’s has the following Statistics using your reduce the cost of this jutsu by any means. Your eyes become beast like with your iris looking more feline than
Ninjutsu attack bonus and Save DC for anything that requires an attack or saving throw; You may command human. Your muscles grow stronger and leaner, as you encompass a wolves physicality. Your senses grow
both Ink Oni’s as a bonus action on your turn. Each Ink Oni may be commanded to perform different actions. sharper as you can tell the exact distribution of water in the air if you so choose. For this jutsu’s duration, you
The Ink Oni’s may take an appropriate bonus actions or reactions if able. gain the following benefits; • Your Strength, Dexterity and Wisdom becomes 19 if it is not already 19 or higher. If
a score is 19 or higher already, you instead increase it by +2. • You cannot be seen with Chakra sight. • You
AT HIGHER RANKS: You coat your fingertips in chakra and attempt to strike an opponent at the nape of their gain a bonus to movement speed equal to 10 times your Strength Modifier. • Your jump distance and height are
neck sending a surge of chakra through their central nervous system mixing up signals from their brain to the doubled. • Your unarmed damage is now 2d6 + strength + dexterity piercing or slashing damage. • Attacks of
rest of their bodies. Make a Melee Ninjutsu Attack. On a hit, the target creature must make a Constitution saving Opportunity you make are at advantage. • When you take the attack action, you can make two attacks instead
throw. On a failed save, the target creature's speed is halved, it takes a -2 Penalty to AC, automatically fails of one, if you cannot already. If you already can, then you instead make one additional unarmed attack
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.
〇 CROWN OF STARS 〇 EXCELLENT CHAKRA SPEARS
Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 18 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 (60-foot cone) Components: HS, CM
Duration: Concentration, up to 10 minutes Keywords: Ninjutsu Duration: Instant Keywords: Ninjutsu
You Create 8 Globes of light, that split into groups of 4 as they circle your wrists or ankles. You can use a Bonus You create eight spears of highly condensed chakra that you then launch simultaneously. All creatures in a 60-
Action to send one of the globes streaking toward one creature or object within 60 Feet of you. When you do, foot cone originating from you, must make a Dexterity Saving throw, taking 10d6 damage on a failed save or
make a ranged Ninjutsu attack. On a hit the target takes 4d12 Force Damage. Whether you hit or miss you half as much on a successful one. If you have a nature release, this jutsu gains a single nature release keyword
spend one globe and it vanishes after use. The Jutsu ends early if you expend the last globe or fall that you can cast and it’s damage type becomes the corresponding nature releases damage type (Water =
unconscious. If you have 4 or more globes, they shed a bright light in a 30-foot radius and dim light for an Cold). If you do not have a nature release this jutsu instead deals Force Damage. All effects imparted by the
additional 30 feet. If you have less than 4, the remaining globes shed dim light in a 30-foot radius. different nature releases can only be removed by a Jutsu that removes conditions of B-Rank or higher. • Force:
The damage die increases to a d10. • Earth: On a failed save, a creature gains 2 ranks of Bruised. • Wind: On a
failed save, a creature gains 2 rank of Lacerated. • Fire: On a failed save, a creature gains 2 ranks of Burned. •
Water: On a failed save, a creature gains 2 ranks of chilled. • Lightning: On a failed save, a creature gains 2
ranks of shocked.

〇 FISSION TECHNIQUE 〇 FLYING THUNDER GOD


Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 20 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: Special
Cast Time: 1 Action Cast Time: Special
Range: Self Components: CM Range: 1 mile Components: HS, CM, CS, NT, W
Duration: 1 Minute Keywords: Ninjutsu, Kinjutsu Duration: Special Keywords: Ninjutsu, Fuinjutsu
The Fission Technique is a highly advanced ninjutsu which allows you to split your own body into two identical Using a Chakra Seal you are able to imprint a personally made seal upon any weapon, surface, or object. This
— yet entirely independent — duplicates of yourself. You cannot reduce the cost of this jutsu by any means. process takes 1 hour. Spending this time allows you to mark as many objects, weapons, or surfaces within 30
Unlike clone techniques that only appear to be similar, the ability is instead a physical separation and so does feet of you. Alternatively, as an action, you may make a ninjutsu attack. On a hit, target creature is marked.
not require hand seals to activate, making it faster in comparison as a result. You may make an exact copy of Attempting to mark creatures in this way costs 5 chakra regardless if you hit or miss. You can have up to 10
yourself, you cut your current and maximum hit and chakra points in half and your clone gains that much, this markings active at once. If you make a 11th mark then one of the previous seals vanish. As a Bonus Action on
clone is an exact copy of yourself being able to use your Class and Clan features & jutsu. If you have an your turn, you are able to spend 5 chakra to teleport yourself and up to one creature within 5 feet of you, up to 1
expendable feature such as combo points or superiority die the clone gains half the amount you had when you mile from your current position towards either a Chakra seal made by this jutsu or the Chakra Mark ninjutsu,
casted this jutsu. The clone acts at the end of your turn. At the end of this jutsu’s duration you fuse back appearing within 5 feet of your selected seal in a space that can hold you. If you appear within 5 feet of a hostile
together, regaining any hit and chakra points the clone had, restoring your maximum hit and chakra points back creature, you have advantage on the next attack roll made against the creature until the end of your next turn. A
to normal, and gaining any conditions, poisons or diseases the clone may have had. If the clones body is seal created by this jutsu can only be teleported to up to 5 times before the seal is eroded forcing you to redo
destroyed, not whole, transformed (such as petrified) or not on the same plane of existence before refusing the sealing process. Others who have this jutsu, with whom you share this jutsu’s network with, can use your
back together with you, you do not regain any hit or chakra points and your maximum hit and chakra points are seal to teleport to other marked locations that you made that bear your seal so long as they know the location of
permanently cut in half. If you can find your clones body and recast this jutsu while touching it, you refuse with it the target seal's destination and you have opened your next work to them.
as normal.
AT HIGHER RANKS: When you would upcast this jutsu, Beginning at S-Rank; You are able to mark a single
object, surface, or a weapon within 5 feet as a bonus action at the cost of 10 chakra. You also multiply your
teleportation distance by 10 by increasing the cost to teleport by 10.
〇 LION MANE: NEEDLE HELL 〇 AURA OF POWER
Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 15 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 20 Chakra
Cast Time: 1 Reaction, which you take when you are targeted for an attack or Jutsu. Cast Time: 1 Action
Range: Self Components: HS, CM Range: Self Components: HS, CM
Duration: 1 Round Keywords: Ninjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical
An advanced version of the “Needle Jizo” Ninjutsu. You create a much thicker and much denser shield of hair Intense chakra lashes out from you and coalesces in a soft radiance of blue light in a 30-foot radius around you.
that covers your entire body that also shoots your hair like needles outwards in a 360-degree area around you Allied creatures of your choice in the radius when you cast this jutsu have advantage on all saving throws
with enough force to tear boulders apart. You gain +4 AC for the duration of this jutsu and all creatures in a 15 against Ninjutsu. Hostile creatures within this radius have disadvantage on saving throws against Ninjutsu cast
Foot-radius sphere centered on you, must make a Dexterity saving throw, taking 8d8 Piercing damage on a from within this jutsu’s radius. Also, when an affected hostile creature hits an affected allied creature with a
failed save, or half as much on a successful one. melee attack, The attacker must make a Strength saving throw or be incapacitated until the end of their next
turn.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the number of attacks you can make by +1. You can only target a creature up to twice with attacks
made as a result of this jutsu. LIGHTNING RELEASE:

〇 CASUALTY PUPPET 〇 CORROSIVE PLUME


Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 20 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 19 Chakra
Cast Time: 1 Minute Cast Time: 1 Action
Range: Touch Components: HS, CM, CS Range: 120 Feet Components: HS, CM
Duration: 10 Minutes Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu Duration: Instant Keywords: Ninjutsu, Medical
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
As a part of the casting of this jutsu, you must have a creature who has been dead no longer than 10 minutes You mold acidic chakra into the shape of flower on a point that you can see within range. This flower then
available to you. You place a chakra seal onto the corpses body. When you do you perform a ritual absorbing its begins to grow and bloom at a violent rate. All creatures within 30 feet of the flower when it blooms must make a
memories fully into the seal, then placing the chakra seal on yourself. For this jutsu’s duration, you gain access Dexterity saving throw, taking 12d6 acid damage and gaining 2 ranks of the corroded condition. A creature who
to all of the memories and Jutsu, that the creature knew. While you have the chakra seal attached to you, you fails their saving throw, who has 5 ranks of corroded has vulnerability to acid damage from this jutsu. Armor,
cannot end this jutsu early. Your mind begins to feel hazy and clouded. At the beginning of each of your turns weapons and items that are not being held are immediately dissolved if they do not have a seal, or chakra-
while in combat, or every minute while not in combat. You must make a Charisma saving throw vs a DC based effect of A-Rank or higher cast upon it or infused into it. Creatures reduced to 0 hit points as a result of
(Original Creatures Level + Their Proficiency Bonus). On a failed save, you act as they would until the end of this jutsu are dissolved into a mass of acidic goop, unable to be revived.
their turn.

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:

〇 GRIM REALITY 〇 HEALING WAVE


Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: Special (20 Chakra), 5 Hit Die Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 19 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM, CS Range: 30 Feet radius sphere Components: HS, CM
Duration: Concentration, up to 1 Minute Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu Duration: Instant Keywords: Ninjutsu, Medical
You weave summoning seals together and infuse them with medical release chakra manifesting the cloak, You clasp your hands releasing a shockwave of healing energy in a 30-foot radius sphere centering on you. You
weapon and presence of the Reaper of death. He demands a large payment for you borrowing his power, so he heal up to 8 creatures a total of 200 hit points being split evenly between them while also gaining advantage on
takes it by stripping you of a large portion of your life force. You cannot lose concentration on this jutsu as a saving throws and resistance to the next instance of damage they take, until the end of your next turn. If you
result of damage and you cannot end concentration of this jutsu on other creatures turn, instead only being able would target less than 3 creatures with this jutsu, they can only recover up to 40 hit points each this way.
to end it, at the end of one of your own turns. Additionally, this jutsu cannot be dispelled or interrupted by
another creatures jutsu, by any means, except by a jutsu of S-Rank. At the beginning of each of your turns,
instead of spending chakra to maintain concentration, you must spend a Hit die. You don the cloak, and blade of
the reaper. The Cloak of the reaper grants you an AC equal to your Ninjutsu save DC if your current AC is
lower. The blade of the reaper is a construct weapon, in the form of either a tanto or scythe, which you choose
when you cast this jutsu. If tanto, the weapon deals 2d6 + Ninjutsu ability modifier necrotic damage, and scores
a critical hit on a roll of 18~20. If scythe, the weapon deals 2d8 +Ninjutsu ability modifier necrotic damage, has
reach 2, Deadly, and Two-Handed. Regardless of the weapon chosen, as an action, you can make two melee
ninjutsu attacks using the construct weapons. Finally, if you would cast another jutsu with the Medical keyword,
that has the Grim pre-fix, you can spend 1 Chakra die in place of hit dice as a part of their cost, additionally, if
you would force a creature to lose hit dice or Tenacity die, you regain one hit die for each creature who lost hit
dice or tenacity die.

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.

〇 REVERSE SEAL SUMMONING 〇 FORCECAGE


Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 20 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 19 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM, CS Range: 100 feet Components: HS, CM, CS
Duration: Instant Keywords: Ninjutsu, Fuinjutsu Duration: 1 hour Keywords: Ninjutsu, Fuinjutsu, Construct
You mark up to 6 willing Creatures with a chakra seal, marking them with your personal seal formation. With this You impart a scroll with your chakra seal, which conjures an immobile, glowing blue, cube shaped prison
seal, you can, as a bonus action, teleport creatures marked with your seal, to you, from up to 1 mile away. You composed of chakra, springs into existence around an area you choose within range. The prison can be a cage
may also Inversely teleport to them, as a bonus action, from up to 300 Feet away, occupying a space within 5 or a solid box as you choose. 43 A prison in the shape of a cage can be up to 20 feet on a side. A prison in the
feet of them that can hold you. Creatures marked can resist being summoned causing this jutsu to fail, if they shape of a box can be up to 10 feet on a side, creating a solid barrier of chakra that prevents any matter from
resist you do not spend chakra. passing through it and blocking any jutsu cast into or out of the area. Both the cage and box shaped barriers
have 200 Hit Points. When you can the jutsu, any creature that is completely inside this Jutsu’s area is trapped.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center
increase the size of the cube by 5 feet and damage dealt while overcharged by 1d12. LIGHTNING RELEASE: of the area until they are completely outside the area. A creature inside the Forcecage can’t leave it by non-
teleportation means. If the creature tries to use teleportation to leave the Forcecage, it must first make a
Charisma saving throw, on a success the creature can use that jutsu or feature to exit the Forceage. On a
failure the creature can’t exit the Forcecage and wastes the use of the jutsu or effect.

〇 SEAL OF DISCORD 〇 SHINING STARS, SOARING STRIKE


Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 20 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 20 Chakra
Cast Time: 10 Minutes Cast Time: 1 Action
Range: Touch Components: HS, CM, CS Range: 120 feet Components: HS, CM, CS
Duration: Until dispelled or triggered. Keywords: Ninjutsu, Fuinjutsu Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Fuinjutsu, Construct
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
When you cast this jutsu, you inscribe a harmful seal either on a surface (such as a section of floor, a wall, or a The next time you hit a creature with a melee or ranged weapon or unarmed attack before this jutsu ends, you
table) or within an object that can be closed to conceal the seal (such as a book, a scroll, or a treasure chest). If inject chakra into your enemy’s muscles attempting to restrict their movements. The target must make a
you choose a surface, the seal can cover an area of the surface no larger than 10 feet in diameter. If you Strength saving throw or be restrained until the end of their next turn. A large or larger creature has advantage
choose an object, that object must remain in its place; If the object is moved more than 10 feet from where you on the saving throw. While restrained by this jutsu, the target takes 1d8 poison damage at the start of each of its
cast this jutsu, the seal is broken and this jutsu ends without being triggered. The seal is nearly invisible turns.
requiring an Intelligence (Investigation) or (Ninshou) check vs your ninjutsu save DC to find it. You decide what
triggers the seal when you cast the jutsu such as touching or stepping on the seal, removing another object AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
covering it, approaching within a certain distance of it or manipulating the object that holds it. You can further the number of star shaped objects made by +1.
refine the trigger so the seal is activated only under certain circumstances or according to a creature’s physical
characteristics (such as height or weight). You can also specify creatures that don’t trigger the seal, such as
those who say a certain password. A creature cannot trigger more than one Warding Seal or Seal of Discord per
turn. When you inscribe the seal, choose one of the options below for its effect. Once triggered, the seal glows,
filling a 30-foot radius sphere with dim light for 10 minutes, after which time the jutsu ends. Each creature in the
sphere when the seal activates is targeted by its effect, as is a creature that enters the sphere for the first time
or ends its turn there. Death. Each creature makes a Charisma saving throw, taking 10d10 necrotic damage on
a failed save or half as much on a successful one. Hopelessness. Each target must make a charisma saving
throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or
target any creature with harmful abilities, jutsu or attacks. Stunning. Each target must make a Charisma saving
throw and becomes stunned for 1 minute on a failed save.
〇 TETHERED ESSENCE 〇 TOBIRAMA’S SWORD
Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 20 Chakra Classification: Non-Elemental NinjutsuRank: A-Rank Cost: 17 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM, CS Range: 60 feet Components: HS, CM
Duration: 1 Hour Keywords: Ninjutsu, Fuinjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Fuinjutsu
You infuse chakra into a chakra seal as you attempt to mark two creatures (excluding yourself) with the seal of You conjure a sword-shaped place of spacial distortion that hovers within range. It lasts for the duration. When
mirrors. Select two creature you can see within range. Each creature must make a Charisma Saving throw. the sword appears, you make a melee ninjutsu attack against a target of your choice within 5 feet of the sword.
They make this save at disadvantage if they are within 30 feet of each other. Either creature can willingly fail the On a hit, the target takes 5d10 force damage and gains 1 rank of Sealed. Until the jutsu ends, you can use a
save. If either creature saves, the jutsu has no effect. If both saves fail, the creatures are linked for the duration, bonus action on each of your turns to move the sword up to 60 feet to a spot you can see and repeat this attack
regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to against the same target or a different one. If this jutsu scores a critical hit, the target instead gains 5 ranks of
the other one. If hit points are restored to one of them, the same number of hit points are restored to the other Sealed.
one. If either of the tethered creatures is reduced to 0 hit points, the jutsu ends on both. If the jutsu ends on one
creature, it ends on both. AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
the amount of attacks the sword can make by 1 per round.

〇 TOUCH OF DEATH 〇 CHAKRA DISTORTION FIELD


Classification: Non-Elemental Ninjutsu Rank: A-Rank Cost: 20 Chakra Classification: Non-Elemental NinjutsuRank: S-Rank Cost: 30 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: CM Range: Self (10 foot-Radius sphere) Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical, Kinjutsu Duration: Concentration, up to 1 Minute Keywords: Ninjutsu
You come close and begin to touch a willing creature you can reach. This touch can be in the form of a grab, A 10-foot radius invisible sphere of chakra distortion. This area is divorced from chakra that makes up the world.
kiss, or hug. When you do, you immediately become aware of all nature affinities the creature has if any. The Within the sphere, Ninjutsu or Genjutsu can’t be cast, and chakra items become mundane. Until the jutsu ends,
target creature loses 10d6 Hit Points and you recover the same amount. If the creature has any Temporary Hit the sphere moves with you, centered on you. Jutsu and other chakra-based effects except those created by an
Points, they lose them and you gain the same amount. Temporary Hit Points you gain as a result of this Jutsu S-Ranked Artifact or Class Mods are suppressed in the sphere and can’t protrude into it. Chakra spent to cast a
last for a minute before disappearing. If you attempt to cast this jutsu on an unwilling creature, you make a suppressed jutsu is lost. While an effect is suppressed, it doesn’t function, but the time it spends suppressed
melee Ninjutsu Attack. On a hit, this Jutsu’s effects trigger as normal. Additionally, if you reduce a creatures Hit counts against its duration. Targeted Effects. Jutsu and other chakra effects such as Flame bolt or Doubled
Points to 0 as a result of this jutsu, you are temporarily able to steal their nature release from them, if they have Pain, that target a creature or an object in the sphere have no effect on that target. Areas of Chakra. The area of
any. Until you complete a Long Rest, you randomly gain one of the target creature’s’ nature releases and one another jutsu or chakra effect such as Fireball, can’t extend into the sphere. If the sphere overlaps an area of
random Jutsu of C-Rank or lower, that requires that nature release that they knew. You cannot learn additional chakra, the part of the area that is covered by the sphere is suppressed. For example, the winds created by
Jutsu of the stolen nature release unless you already have the chosen nature affinity. If you would gain another Wall of wind are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Jutsu.
nature release as a result of this jutsu, you instead replace the previous nature release and jutsu known. Any active jutsu or other chakra effect on a creature or an object in the sphere is suppressed while the creature
or object is in it. Chakra items. The properties and abilities of chakra items are suppressed in the sphere. For
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and example, a +1 Katana in the sphere functions as a non-chakra enhanced katana. A Chakra weapons properties
increase the damage by 2d4 or 2d6 respectively. LIGHTNING RELEASE: and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If
a chakra weapon or piece of chakra enhanced ammunition fully leaves the sphere.

〇 STRENGTH OF 1000 〇 DEMIPLANE


Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: 30 Chakra Classification: Non-Elemental NinjutsuRank: S-Rank Cost: 35 Chakra
Cast Time: 1 Action Cast Time: 1 action
Range: Self Components: HS, CM Range: 30 feet Components: HS, CM, CS
Duration: Concentration, up to 1 Minute Keywords: Ninjutsu, Medical, Kinjutsu Duration: 1 hour Keywords: Ninjutsu, Fuinjutsu
As a prerequisite for learning this jutsu you must know the “Strength of 100 Technique” Jutsu. You have When you cast this jutsu, you inscribe a transportation seal either on a surface (such as a section of floor, a
mastered the “Strength of 100 Technique” perfecting the chakra control needed and finding the most efficient wall, or a table) or within an object that can be closed to conceal the seal (such as a book, a scroll, or a treasure
way to enhance your physical Strength by over 1000 times. For the duration, your Strength score Double. Your chest). If you choose a surface, the seal can cover an area of the surface no larger than 10 feet in diameter. If
jump distance is multiplied by 4, your movement speed is tripled, you gain advantage on Strength, Dexterity and you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where
Constitution saving throws, and you regenerate hit points equal to 2d12+ your Constitution modifier at the start you cast this jutsu, the seal is broken and this jutsu ends without being triggered. The seal glows as a shadowy
of each of your turns. When you make an unarmed attack, you deal an additional 3d10 Bludgeoning damage. door forms on a flat solid surface that is attached to the surface the seal is placed on. The door is large enough
When this jutsu ends or you deactivate this jutsu, your body experiences a massive shock. You gain 10 ranks of to allow medium creatures to pass through unhindered. When opened, the door leads to a Demiplane that
Exhaustion which cannot be removed or healed by any means. You must complete at least 4 weeks of appears to be an empty room 30 feet in each dimension, made of wood or stone. When the jutsu ends, the door
Recouperation during Downtime to remove them. disappears, and any creature or objects inside the Demiplane remain trapped there, as the door also disappears
from the other side. Each time you cast this jutsu, you can create a new Demiplane, or have the shadowy door
connect to a Demiplane you created with a previous casting of this jutsu. Additionally, if you know the nature
and contents of a Demiplane created by a casting of this jutsu by another creature, you can have the shadowy
door connect to its Demiplane instead.

〇 FLYING THUNDER GOD: GUIDING THUNDER 〇 FOUR YANG FORMATION


Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: 22 Chakra Classification: Non-Elemental NinjutsuRank: S-Rank Cost: 30 Chakra
Cast Time: 1 Reaction to another creature's Move, Attack, or Cast a Jutsu Action Cast Time: Full Turn Action
Range: 30 Feet Components: HS, CM, CS Range: Up to 60 Feet Components: HS, CM, CS, 3 Other Four Yang Formation
Duration: Instant Keywords: Ninjutsu, Fuinjutsu Duration: Concentration Keywords: Ninjutsu, Fuinjutsu
You bend space and time by making a sealing formation in midair up to 30 feet away from you in a space you You and 3 other users of this jutsu take position in 4 points, surrounding the area you wish to seal. You each
can see that you decide. Creatures, objects or Jutsu that cross through this space are immediately teleported to take position in 4 different points no more than 60 feet away from one another and each spend your turn
a location that you have previously marked with any Chakra Seal within 10 miles. This destroys the Chakra Seal activating this jutsu. When all 4 are complete you bend time and space sealing away the enclosed space in a
after activation. pocket dimension composed of null space. Creatures trapped in this pocket dimension, are unable to escape
unless they perform the same jutsu, or can teleport using the “Flying Thunder God: Guiding Thunder”,
“Displacement Sealing Trap”, “Flying Thunder God”, or “Four Yang Formation” Ninjutsu.

〇 BLOOD TO ACID 〇 GENOCIDE


Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: Special (50 Chakra) Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: Special (50 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 Feet Components: HS, CM Range: 120 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical, Kinjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You mold acidic into a form of your choice before attempting to infuse it into a creature you can see within You begin to generate corrupted medical chakra and infuse it with pure prejudice and malice towards a creature
range, turning all of their blood into acid, destroying them from the inside. Select one creature you can see and their bloodline. Select the name of a Clan or a specific creature if you are unsure of their clan. The target
within range. The target must make a Constitution saving throw, taking 10d12 + 40 acid damage on a failed must be of a level equal to or lower than your own as you fire a blast of Necrotic chakra that cannot miss, so
save as all of their blood is turned to acid. A creature who passes the save only takes half damage and suffer no long as you can see them. The target must make a Constitution saving throw. For every condition with a
further effects. A creature who failed their saving throw converts all ranks of bleeding or lacerated into corroded different name, they are under the effects of, they suffer a -2 penalty to their save. On a failure, the target takes
and ignores the stack limitations found in the condition until this effect is ended on them. At the beginning of 10d10+50 necrotic damage, or half as much on a successful save. At the beginning of the affected creatures
each of its turns, it must make a Constitution saving throw or be stunned until the beginning of its next turn from turn, pass or fail, tendrils of necrotic chakra leap out from that creature, up to 100 feet, to all other creatures that
the never-ending pain it experiences. A creature who has had its blood turned into acid gains a rank of corroded share the targets clan, or bloodline based on what you chose. All such creatures, excluding the original target,
in place of any ranks of bleeding. Additionally, it suffers 10d4 acid damage every hour as their acidic blood must make the same saving throw, taking 50 necrotic damage on a failed save, or half as much on a success.
constantly destroys them from the inside. Its blood can be turned back to normal with a casting of this jutsu At the beginning of a creature who fails their saving throws from the tendrils, more tendrils leap out from them
again targeting it, or by casting another ninjutsu with the medical keyword that removes conditions at S- Rank. with the same restrictions an additional 100 feet repeating the previous process, but excluding all creatures who
were previously affected by the jutsu. This affect repeats until no other creatures who share the original targets
AT HIGHER RANKS: This Jutsu’s proficiency increases as you increase in level. At 5th level select 1 additional clan or bloodline are within range of the tendrils.
location for the sound to originate. 11th level, 2 additional locations, 17th level, 3 additional locations.
〇 HEAL 〇 IMPENDING END
Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: 50 Chakra Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: 35 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: 40 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Medical Duration: Instant Keywords: Ninjutsu, Medical, Kinjutsu
You manifest and release a torrent of You manifest and release a torrent of putrid Medical chakra that flows out from you into creatures of your
Medical chakra that flows out from you into injured choice. You cannot reduce the cost of this jutsu by any means. Creatures with 80 Hit points or less within range
creatures of your choice. You cannot reduce the cost of die as their heart stops, their blood thins, and their cells forget the functions they normally are tasked with.
this jutsu by any means. You restore up to 300 hit points, Creatures who have between 81 and 100 Hit points, can feel their body begin to suffer from necrosis as they
divided as you choose among any number of creatures attempt to resist. These creatures make a Constitution saving throw. On a failed save, they become crippled by
that you can see within range. Creatures healed by this the pain. A creature crippled by the pain, speed can never be higher than 10, they have disadvantage on all rolls
jutsu are also cured of all diseases and any effect that using Strength or Dexterity, and if they attempt to cast a jutsu of any type while crippled they must remake their
inflicts conditions, regardless of the effects restriction saving throw. On a failed save, they take 8d8 Necrotic damage that ignores Temporary Hit Points, Resistance
or limitation. This jutsu has no effect on undead or and Immunity as their chakra network is attacked by the necrosis reducing their Maximum Chakra by the result
constructs. Once cast, this jutsu cannot be cast again as well. A crippled creature is crippled permanently, or until they have a Jutsu that removes conditions casted
until you complete a Full Rest. on them a S-Rank.

〇 PLAGUE 〇 SUPREME POISON DEITY


Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: Special (100 Chakra) Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: Special (25 Chakra)
Cast Time: 1 Day Cast Time: 1 Full Turn Action
Range: Self (1 Mile) Components: HS, CM Range: 120 Feet Components: HS, CM, CS
Duration: Forever Keywords: Ninjutsu, Medical, Kinjutsu Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Medical, Fuinjutsu, Construct
You begin to generate poisonous, venomous and toxic medical chakra and infuse it directly into the air itself. You mold poisonous into the form of a huge construct scorpion, known as the Supreme Poison Deity, formed
Yourself and 10 other creatures of your choice are immune to the effects of this jutsu. Once this jutsu is cast, it entirely of poison, toxins and venom. This construct uses your Ninjutsu attack bonus and Save DC for effects
continues to permeate the affected area forever after casting. Dark green, purple and black clouds fill the air, as that requires it. It rolls initiative as it has its own turns, using your Ninjutsu ability modifier + proficiency as its
a foul smell of poison and toxins sail in the wind. A low moan can always be heard. Each creature who are initiative.
under the clouds when this jutsu is cast must make a Constitution saving throw. A creature who is already
suffering from a disease or who is poisoned or envenomed makes their saves at a -5 penalty. On a failed save,
a creature gains 5 ranks of the envenomed condition and they are permanently poisoned unless removed by a
Jutsu with the medical keyword that removes conditions of S-Rank. This jutsu ignores Immunity to the Poisoned
Condition and Poison Damage. A creature can never have their hit points reduced below 0 as a result of the
envenomed condition, instead forced to suffer until killed by other means. Creatures who come into contact with
a creature who was poisoned or envenomed by this jutsu must make the save as if they were under the clouds
of this jutsu when cast. A creature who would wake up from a rest of any type under clouds created by this jutsu
must make a save as if they were under the clouds of this jutsu when cast. The affected area grows by 1 mile
every month until this jutsu is dispelled. The clouds can only be dispelled by 3 castings of a Ninjutsu with the
Fuinjutsu keyword cast at S-Rank targeting them from within 10 feet of the original space the jutsu was cast
from.

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.

〇 REAPER DEATH SEAL 〇 GATE OF THE AFTERLIFE


Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: Special Classification: Non-Elemental NinjutsuRank: S-Rank Cost: Special (138 Chakra)
Cast Time: 1 Action Cast Time: 1 Year
Range: 5 feet Components: HS, CM Range: 10 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Fuinjutsu, Kinjutsu Duration: Permanent Keywords: Ninjutsu, Fuinjutsu, Combination, Kinjutsu
You summon the reaper of souls. Along with casting this jutsu you target a Restrained or Incapacitated creature You and all casters infuse chakra into chakra seals as you attempt to tear open the gates of hell with the seal of
within range. The reaper of death reaches through you, using your soul as a glove, and into the target creature, the ever after. For 8 Hours a day, for 1 Year, you and no less than 10 Casters, work together adding, reinforcing
pulling out the souls of you and your target, killing you both. Both souls are sealed into the belly of the reaper of and manifesting chakra seals designed to open a portal to the afterlife. If this casting is interrupted by having
souls and neither you or the target can be revived by any means. chakra seals destroyed or a caster dying, the jutsu fails having to be recast from scratch. Once completed, this
jutsu creates a 2-way portal to the afterlife. Living creatures who pass through this gate into the world of the
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and afterlife can remain there for no longer than a number of hours, equal to their level. If they remain any longer
the number of creatures you can target by +1. their material bodies disintegrate as only their souls remain, unable to cross back over onto the material plan as
a living creature ever again. A Spirit who finds this gateway, can cross over into the material plane and can
possess any creature of equal or lower level than they were in life. If the creature attempts to possess a
creature of lower level than it, then it completely dominates their mind and body, kicking out their spirit. The
spirit has access to all features, jutsu and abilities they had access to in life and any jutsu, features and abilities
the original body had access too. The spirit that was kick out of that body is sucked into the afterlife, taking the
place of that escaped Spirit. If the creature attempts to possess a creature of equal or higher level than it, then
the target of possession makes a Charisma save vs the Level + Proficiency of the creature. On a success, they
resist. On a failure, their spirits are kicked out of their body. SEALING ART: IMPURE WORLD

〇 IMPURE WORLD DESTRUCTION 〇 VOID


Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: 45 Chakra Classification: Non-Elemental Ninjutsu Rank: S-Rank Cost: Special (30 Chakra)
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: 30 foot Components: HS, CM, CS Range: 1000 feet Components: HS, CM, CS
Duration: Instant Keywords: Ninjutsu, Fuinjutsu, Kinjutsu 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 chakra seals as you attempt to tear into the underworld with the seal of the consecration. You infuse chakra into chakra seals as you attempt to tear into the underworld with the seal of the emptiness.
You summon a coffin to act as a gateway to the underworld. The coffin springs open, as shadow tendril like You select a 30-foot radius sphere within range, creating a sphere of emptiness, where the material plane and
hands launch forward piercing the body a creature you can see within range. Make a ranged Ninjutsu attack. On the space inside the sphere are of different dimensional make ups. For the jutsu’s duration, the sphere and any
a hit, you deal 18d10 necrotic damage. If this jutsu reduces a creature to 0 Hit points, their soul is torn from their place within 100 feet of it are difficult terrain, and non-Chakra enhanced objects fully inside the sphere are
body as it is sealed within the coffin. Moving forward, until there is not a soul bound to the coffin, whenever you shunted to the space in-between dimensions if they aren’t being worn or carried. When the sphere appears and
would cast this jutsu, you instead summon an undead construct of the creature you originally killed using this at the start of each of your turns, until the jutsu ends, unsecured objects within 100 feet of the sphere are pulled
jutsu. The construct acts at the end of your turn, and follows your command. It can speak freely but cannot towards the spheres center, ending in an unoccupied space as close to the center as possible. A creature that
willingly act in a way counter to any action you provide it. The construct has half as many hit points it had in life, starts its turn within 100 feet of the sphere must make a Charisma saving throw or be pulled straight towards the
can cast jutsu and use clan features it had in life using your chakra instead. A construct summoned this way can spheres center, ending in an unoccupied space as close as possible to the center. A creature that enters the
only remain summoned for 1 minute before being pulled back into the coffin at the end of the duration to be sphere for the first time on a turn or starts its turn there takes 10d10 force damage and is restrained until it is no
saved for later use. A construct that is killed while summoned does not return to the coffin, instead relinquishing longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can
the soul that was bound to it. SEALING ART: use its action to make a Strength saving throw against your Ninjutsu save DC, ending this restrained condition
on itself or another creature in the sphere that it can reach. A creature who is reduced to 0 hit points by this
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and jutsu is shunted into the space in-between dimensions where they drift forever frozen in time, along with any
the number of creatures you can target by +1. items it was wearing or carrying.

〇 AGONIZING THORN 〇 BEDROCK COFFIN


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: 30 Feet Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: Instant Keywords: Ninjutsu, Earth Release Duration: Concentration, up to 1 minute. Keywords: Ninjutsu, Earth Release
You generate Shards of earth and hurl them at a creature or object within range. Make a Ranged Ninjutsu You manipulate and mold the earth under your enemies to encase them in a coffin of stone. Target creature
Attack against the target. On a hit, the target takes 3d8 Earth damage and must make a Strength saving throw, makes a Dexterity saving throw. On a failed save, they are captured inside the coffin and are treated as
gaining 1 rank of bruised on a failed save. restrained and grappled. On a success they dodge out of the way of the coffins collapsing form. On each of their
turns thereafter, they can make a Strength saving throw to force their way out. If a creature attempts to attack
the coffin to break it, the coffin is an Quake Shard, has an AC equal to your Ninjutsu Save DC, 25 Hit Points,
Resistance to Cold damage and vulnerability to Lightning damage.

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:

〇 BEDROCK SKIN 〇 DOMINUS BANNER


Classification: Earth Release Rank: D-Rank Cost: 4 Chakra Classification: Earth Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Reaction, which you take when you take damage. Cast Time: 1 Bonus action
Range: Self Components: HS, CM Range: Self (10-foot radius) Components: HS, CM, W (Any)
Duration: Instant Keywords: Ninjutsu, Earth Release Duration: Concentration, up to 1 minute Keywords: Earth Release, Ninjutsu
The Jutsu hardens the skin in response to taking damage. Reduce all damage you take except Lightning by You coat your weapon in earth chakra, before raising it above you and releasing its golden chakra into the
1d6+4 until the beginning of your next turn. shape of a banner, as a pulse of golden chakra enhances the weapons of your allies converting your defense
into their offence. You cannot lose concentration of this jutsu as a result of damage. For the duration, one
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and weapon you and each allied creature affected by this jutsu is wielding is enhanced by your golden earth chakra.
the number of creatures you can target by +1. 167 Enhanced weapons deal an additional 1d4 Earth damage twice per turn and grants its wielder +3 Damage
Reduction vs all damage except Lightning. If you or affected allied creatures let go of their weapon or it is taken
from its original wielder, the golden chakra disperses.

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:

〇 EARTHEN GRASP 〇 EARTHEN TREMOR


Classification: Earth Release Rank: D-Rank Cost: 5 Chakra Classification: Earth Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: 60 feet (20-foot cube) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Earth Release, Ninjutsu Duration: Instant Keywords: Earth Release, Ninjutsu
You select a 5-foot-square of unoccupied space on the ground that you can see within range. A medium sized You cause a tremor in the ground on a 20-foot cube centering on a point you can see within range. Each
hand made from earth, soil and dust forms and reaches for one creature you can see within 10 feet of it. The creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8
target must make a Strength saving throw. On a failed save, the target takes 2d6 earth damage and is both earth damage is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until
grappled and restrained for the Jutsu’s duration. A creature grappled in this way has one of their hands bound it is cleared, which takes about 10 minutes of work.
and is unable to form Hand Seals or use Chakra Seals with it. As a bonus action, you can cause the hand to
crush the restrained target, dealing 2d6 earth damage. As an action on their turn, the restrained target can AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
remake the saving throw. On a success, the target escapes and is no longer restrained by the hand. As an the damage by 1d8 and the radius by 5 feet. EARTH RELEASE:
action, you can cause the hand to reach for a different creature or to move up to 30 feet to a different
unoccupied space that you can see. This movement must be along the same or connected surface the hand is
attached to. The hand releases a restrained target if you do either. This hand counts as an Quake Shard.

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.

〇 GEO BREASTPLATE 〇 GEO GENESIS


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: Self Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: 1 Hour Keywords: Ninjutsu, Earth Release Duration: Special Keywords: Ninjutsu, Earth Release
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You create an aura of Earth Release chakra that permeates your body for the duration. This chakra acts as a You create a shard of shimmering earth, made of Earth Release Chakra. This shard can be any shape you
breastplate of steel like material. For the duration your AC is Calculated as 13 + Your Intelligence (or chosen and can shimmer in any color you like. You then select a space you can see within range and throw the
Constitution, your choice) modifier + Half of your proficiency bonus. While you are gaining the benefit of this shimmering shard to the chosen space. As a bonus action on your turn, you may trigger the shard causing it to
armor calculation, you gain +3 damage reduction vs all sources excluding Lightning damage. This jutsu ends if erupt into a blooming flowerhead made of earth. All creatures within 10 feet of the shard must make a Strength
you wear armor, dismiss the jutsu as a bonus action or would change your armor calculation as a result of a saving throw. On a failed save, you deal 2d6 + your Ninjutsu ability modifier Earth damage and 1 rank of bruised
clan or class feature. or half as much on and no additional effects on a successful save. Once the shard blooms it sits unmoving on
the ground and counts as an Quake Shard. Up to 3 medium-sized creatures may safely stand on the flower of
earth. As a reaction or bonus action you may cause the flower to rise 60 feet into the air taking any creature
standing on it with it. The flower dissolves at the end of your next turn. EARTH RELEASE:

〇 GEO ISOTOMA 〇 GEO RESONANCE


Classification: Earth Release Rank: D-Rank Cost: 5 Chakra Classification: Earth Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 90 Feet Components: HS, CM Range: 90 Feet Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release
You amplify constructs made of earth causing them to manifest an aura of Earth Release Chakra. Select an You amplify constructs made of earth causing them to manifest an aura of Earth Release Chakra. Select an
Quake Shard of your creation within range. All creatures of your choice within 60 feet of the chosen construct Quake Shard of your creation within range. All creatures of your choice within 60 feet of the chosen construct
gains a +1 bonus to their AC, as you decrease the weight of the chosen creatures allowing them to move faster must make a Strength saving throw each turn they start in the aura of a Construct. If a creature is within 2
and with less resistance. A creature can be affected by no more than 2 aura created by this jutsu. different aura created by this jutsu they make a single Saving throw. On a failed save, a creature’s AC is
reduced by 1 until the beginning of their next turn as you increase the weight of the chosen creatures forcing
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and them to move slower. A creature can be affected by no more than 2 Auras created by this jutsu.
the number of conditions with different names this jutsu can select by +1.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3.
Casting this jutsu at B-Rank, increase the AC penalty to -2. Casting this jutsu at S-Rank, increase the AC bonus
to -3. 52 EARTH RELEASE:
〇 GEOLOCATION 〇 GOLDEN GEMS
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: Self Components: HS, CM Range: Self Components: HS, CM
Duration: 10 minutes Keywords: Earth Release, Ninjutsu, Sensory Duration: 1 minute Keywords: Ninjutsu, Earth Release
You extend your chakra throughout the earth around you extending up to 30 feet from you. For the duration you You solidify your Earth Release chakra into 2 small Shimmering Crystalline Gems. The Gems can be any color
gain tremor sense. Creatures who move under the surface that you are standing on are perceived by you with you choose and they float around you for the duration. You can spend your gems to enhanced other Earth
your tremor sense. release jutsu. By spending 1 Golden Gem, when you cast a Ninjutsu with the Earth Release keyword, you are
able to enhance it in one the following ways: • Reinforce: If the jutsu cast summons a construct or structure that
intercepts damage, increase its Hit points by 1d10.You can spend up to 5 gems in this way. • Harden: If the
jutsu cast would grant a creature temporary hit points, increase the amount gained by 1 dice. • Solidify: If the
jutsu cast would deal damage, increase the damage dealt by 1 damage die.

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.

〇 JADE RAIN 〇 JADE SCREEN


Classification: Earth Release Rank: D-Rank Cost: Special (28 Chakra) Classification: Earth Release Rank: D-Rank Cost: Special (28 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 feet Components: HS, CM, CS Range: 30 feet Components: HS, CM, CS
Duration: Instant Keywords: Ninjutsu, Earth Release, Fuinjutsu, CombinationDuration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination,
By weaving your handseals together you create a seal made completely of shimmering earth Release Chakra in You summon two pillars of earth each 15 feet tall, and 5 feet thick. They each occupy a space that can hold
the air above you. This seal then alters its angle before you release a swarm of shimmering shards of them and must be within 25 feet of each other with no other structures directly in-between them. These pillars
sharpened stone. All creatures in a 15-foot wide, 90-foot-long line originating from you must make a Dexterity are structures of your design and cannot be moved once conjured. A film of earth release chakra is created
saving throw, taking 6d6 earth damage on a failed save or half as much on a successful one. Combination: If between the two pillars in a straight line. This film and pillars share a number of hit points equal to twice your
this jutsu is cast as a Combination jutsu with 2 or more casters you increase the damage die by 3. Any creature Ninjutsu Save DC and has resistance to Bludgeoning, Piercing and Slashing damage. All attacks or jutsu, from
who assists in casting this jutsu as a combination jutsu increases the damage of this jutsu by one step based on one side of your choice, that would pass through this film instead strike it reducing its hit points as if it was the
the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: D8, +3-4: D10, +5: D12). 53 original target. Once the hit points of the structure and film reaches 0, this jutsu immediately ends as the
EARTH RELEASE: structure crumbles. All ranged attacks that would pass through the film from the other side pass through
harmlessly and Ninjutsu and Taijutsu attacks of your choice increase their range by 10 feet, and damage 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 die. This jutsu can deal additional damage in this way no more than 3 times per casting. Combination:
the number of creatures you can target by +1. 178 If this jutsu is cast as a Combination jutsu with 2 or more casters neither caster needs to spend chakra to
maintain concentration on this jutsu. Any creature who assists in casting this jutsu as a combination jutsu
increases the damage based on the highest Charisma Modifier within the group of casters. (+0- 1: No Change,
+2: +2 additional damage die, +3: 3 additional damage die, +4: 4 additional damage die, +5: 5 additional
damage die). EARTH RELEASE:

〇 MOLE MOVEMENT 〇 MUD WAVE


Classification: Earth Release Rank: D-Rank Cost: 4 Chakra Classification: Earth Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: Self (20-foot cone) Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Earth Release, Ninjutsu Duration: Instant Keywords: Earth Release, Ninjutsu
You begin to sink into the ground after converting the earth under your feet into a soft sand like substance. You You churn the earth in front of you and blast it forward in a 20-foot cone. Creatures in the cone must make a
gain a burrow speed of 30 feet. You can burrow through earth and sand alike. If you run out of chakra while Strength saving throw taking 3d6 earth damage and being bruised on a failed save, and half as much damage
underground you emerge directly up from where you are. You leave a single tunnel large enough for one person and not additional effect on a successful save.
to fit through at a time. You have knowledge of how many people are on the surface directly above you in a 10-
foot radius sphere centering on you. EARTH RELEASE: AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3,
damage by 1d6 and the cone size by 5 feet. 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, you gain 5 Psychic Damage reduction for this jutsu’s duration. If this jutsu is cast at S-
Rank, you gain 10 Psychic Damage reduction for this jutsu’s duration.

〇 RISING ROCK TECHNIQUE 〇 ROCK SHURIKEN


Classification: Earth Release Rank: D-Rank Cost: 4 Chakra Classification: Earth Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1-Action Cast Time: 1-Action
Range: 30 feet Components: HS, CM Range: 30 feet Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu, Clash Duration: Instant Keywords: Earth Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You tear two large chunks of stones from the ground using the Strength of your chakra alone, hurling them at a You mold and shape small stones into the shape of shuriken. When you do, you autonomously fire them all off,
single target. Make two ranged ninjutsu attacks against the target dealing 2d8 Earth damage on a hit. The two one after another like bullets pelting and tearing through enemies. Make a ranged ninjutsu attack. On a hit, you
large chunks of stone remain after being hurled, being counted as an Quake Shard, occupying two spaces of deal 4d6 earth damage, and inflicting 1 bruised.
your choice within 5 feet of the original target. Select two spaces within 5 feet of you when you cast this jutsu.
These two spaces from which you pulled the stones from count as difficult terrain until cleared, which takes at AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
least 10 minutes of work. the damage by 1d6. 54 EARTH RELEASE:

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:

〇 DARK ROCK 〇 EARTH CLONE


Classification: Earth Release Rank: C-Rank Cost: 7 Chakra Classification: Earth Release Rank: C-Rank Cost: Special (8 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM, CS Range: Self Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Fuinjutsu Duration: Concentration, up to 10 minutes Keywords: Earth Release, Ninjutsu, Clone, Fuinjutsu
You slam your palms into the ground as the immediate area becomes blackened. A single Quake Shard is A modified version of the Shadow Clone Technique that allows the user to create a solid construct from soil,
erected from the ground at a point of your choice within range. The structure is black and cold to the touch and rock and sand in their own image. The clone weights 6 times as much as the user and cannot swim (or drown).
emanates a light obstructing aura. The Structure absorbs all light within 15 feet of it creating a blackened field You can summon a single Earth Clone. The Earth Clone must be standing on the same surface as you to
that cannot be seen through to the other side. Creatures within that radius are immediately blinded and cannot complete a task set by you. The Earth Clone counts as an Quake Shard. The Earth clone has 20 hit points and
see while within the radius and cannot be seen by creatures outside the radius either. A creature who touches Immunity to Genjutsu based effects, Psychic & Poison damage, Resistance to Bludgeoning, Earth & Cold
the structure can see through the blackened field as if it wasn’t there at all and loses the blinded condition so Damage and Vulnerability to Lightning damage. Your clone has a single replica of any melee weapons you have
long as they remain within contact with the structure. The structure has an AC and hit point value equal to your on you at the time of creation that is also made from the same materials that constitute it’s made from. When
Ninjutsu save DC. If the structure is destroyed the jutsu immediately ends. 55 EARTH RELEASE: the clone makes an attack using this weapon or an unarmed strike it deals 1d8 earth damage. It can make up to
2 attacks using its action. The Earth Clone cannot cast jutsu, but you can cast a ninjutsu, that you know with the
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and Earth Release keyword through your earth clone as if the clone is casting it itself. Creatures who have chakra
the damage reduction by 1d6. sight can immediately tell the clone is made of earth and can distinguish the clone from the original.

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:

〇 GEO PROGENITURE 〇 GEO ROCKBLADE


Classification: Earth Release Rank: C-Rank Cost: 8 Chakra Classification: Earth Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM, CS Range: Touch Components: HS, CM
Duration: Special (8 Chakra) Keywords: Ninjutsu, Earth Release, Fuinjutsu Duration: 1 minute Keywords: Ninjutsu, Earth Release
You weave hand seals as you can manifest multiple shards of shimmering earth, made of Earth Release You manifest a Geo weapon made from pure Earth Release chakra of your design and make by picking up a
Chakra. These shards can be any shape you chose and can shimmer in any color you like. You can create up single stone. This stone reshapes and reforms until it takes the shape of the weapon you chose. You gain
to 3 shards using this jutsu with each one created costing 8 chakra. You then select a number of space you can proficiency in the Stone Weapon made and the Stone weapon gains all that weapons properties. If you create a
see equal to the number of shards you create within range and throw one shimmering shard to each space. As weapon without the Two-Handed Property, the weapon deals 2d6 + your Ninjutsu Ability Modifier earth damage.
a bonus action on your turn, you may trigger all the shards created by this jutsu, causing it to erupt into a If you create a weapon with the Two-Handed property, the weapon deals 2d8 + your Ninjutsu Ability Modifier
blooming flowerhead made of earth. All creatures within 15 feet of a shard must make a Dexterity saving throw earth damage. If another creature takes this weapon and attempts to use it, it loses one damage die. You can
taking 4d8 Earth damage and being Dazed on a failed save or half as much on and no additional effects on a dismiss this weapon as a bonus action or reaction. EARTH RELEASE:
successful save. If a creature is within range or more than 1 shard, increase the damage dealt by 2d8 for each
shard they are near beyond the first. A creature who is within the range or more than one shard takes a -1
penalty to their saving throw for each additional shard they are within the range of beyond the first shard. A
creature who is within the range of more than one shard makes only one saving throw, not three. A creature that
fails this save by 5 or more instead becomes stunned for a number of turns equal to the number of shards they
are within the range of. A creature who fails this save by 10 or more and are within the range of three shards
becomes petrified for 3 of their turns. 56 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:

〇 MUD WOLF 〇 RENDING DRILL FANG


Classification: Earth Release Rank: C-Rank Cost: 8 Chakra Classification: Earth Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM, CS Range: 5 Feet Components: HS, CM, M
Duration: Concentration, up to 1 minute. Keywords: Earth Release, Ninjutsu, Fuinjutsu, Construct Duration: Instant Keywords: Earth Release, Ninjutsu, Clash
You focus on conjuring a beast made of pure earth release chakra. By fusing your earth release chakra with the You cover your forearm with a spinning drill made of stone. Make a melee ninjutsu attack against a creature you
surrounding dirt, earth and other earthen like minerals, you are able to conjure two mud wolves. Mud wolves are can see in range dealing 5d6 Earth Damage and inflicting 2 rank of bruised. If this jutsu scores a critical hit, the
Quake Shards. The Wolves have the following stats and act as a bonus action on your turn and use your earth drill splinters and explodes, tripling the damage dice, instead of doubling them.
Ninjutsu attack bonus or Ninjutsu Save DC when an effect calls for it. When you command them, all wolves
currently active acts at the same time, and attempt to perform the same actions against either the same AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
creature or different creatures determined by you. the damage by 1d6. EARTH RELEASE:

〇 ROCK TANK 〇 SAND ARMOR


Classification: Earth Release Rank: C-Rank Cost: 8 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: Self Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu, Clash Duration: Instant Keywords: Earth Release, Ninjutsu
The user covers itself with earth, soil or sand and molds it into a rolling sphere that is then launched at a target An extremely protective and dense layer of sand surrounds you and takes on the same texture and color of your
in range, crushing them beneath its new weight. Make a melee ninjutsu attack against a creature you can see clothes, skin and item blending in with your clothing perfectly. For the duration of this jutsu you gain 20
within range propelling yourself towards the target creature and ending your movement occupying the targets Temporary hit Points. While you have these temporary hit points you gain resistance to Bludgeoning, Piercing,
space, if possible, dealing 4d8 Earth damage. The target also makes a Strength saving throw being knocked and Slashing, Cold and Earth damage as the sand protects you. Lightning damage bypass the Temporary hit
prone and bruised. points granted by this jutsu.

AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the Temporary Hit points by 15. EARTH RELEASE:

〇 SAND COFFIN BINDING 〇 SANDSTORM


Classification: Earth Release Rank: C-Rank Cost: 9 Chakra Classification: Earth Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 15 feet Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: concentration, up to 1 minute Keywords: Earth Release, Ninjutsu Duration: Concentration, up to 1 minute. Keywords: Earth Release, Ninjutsu
You call forth a collection of sand, dust and pebbles to surround and capture a creature you can see within You conjure a powerful localized spiraling vortex of earth, dust and sand around Quake Shards. This localized
range in order to crush it. The target creature must make a Dexterity saving throw. On a failure, target creature storm is 10 feet wide and 15 feet tall. You can select one Quake Shard you can see in range. Creatures who
is stunned and held 5 feet off the ground by this jutsu. They are surrounded by a mass of sand, dust and begin their turn within the storms area, excluding the construct, must make a Strength saving throw taking 4d6
pebbles. Damage done to them from sources other than this jutsu are reduced by half. As an action, on a earth damage and being knocked prone on a failed save. A creature in the radius of 2 or more storms is only
following turn after capturing a creature in this jutsu, the user may compress a captured creature crushing them affected by one at a time.
dealing 5d12 earth damage. At the end of a captured creatures turns they makes a Strength saving throw check
vs your save dc to escape regardless of being stunned. 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 or the number of constructs you can target to conjure the storm around. 58 EARTH
RELEASE:

〇 TECTONIC WAVE 〇 TERRASHIELD


Classification: Earth Release Rank: C-Rank Cost: 9 Chakra Classification: Earth Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you or another creature you can see in range would take damage.
Range: Self (25-foot cone) Components: HS, CM Range: 60 feet Components: HS, CM
Duration: 1 Round Keywords: Ninjutsu, Earth Release Duration: 1 Round Keywords: Earth Release, Ninjutsu, Construct
You clap your hands with the force of colliding tectonic plates as your release a surge of Earth Release chakra You slam your open palm onto the ground creating a 10-foot tall, 5 foot wide and 1-foot-thick stone wall directly
into the air itself creating a cluster of floating crystalline earth satellites that then explode. At random. All in front of the creature you are protecting granting them total cover. This wall acts as an Quake Shard occupying
creatures within range must make a Strength saving throw. On a failed save a creature roll 1d4+2 Recording the a space of your choice within 5 feet of the target, appearing right before an attack or jutsu would hit or harm
result. They take the result times your ninjutsu ability modifier in earth damage and are bruised. On a successful them. It has 5d6+5 Hit points, 4 DR vs all sources of damage excluding Lightning, resistance to bludgeoning,
save, they take half damage. piercing, slashing and cold damage and vulnerability to lightning damage. If the damage the wall receives would
exceed its hit points, when you initially conjure, the original target take any remaining damage as normal and
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the wall is destroyed. The wall acts as a structure otherwise. It does not dissolve or vanish instead remaining
the number of creatures you can target by +1. until destroyed.

AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the hit points of 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:

〇 EARTH PRISON DOME 〇 EARTH-STYLE WALL


Classification: Earth Release Rank: B-Rank Cost: 14 Chakra Classification: Earth Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Action Cast Time: 1 Action or 1 Reaction, which you take when you or another creature you can see in range would take damage.
Range: 20 Feet (10 Foot radius sphere) Components: HS, CM, CS Range: 30 feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Earth Release, Fuinjutsu, Construct Duration: Instant Keywords: Earth Release, Ninjutsu, Construct
You create a dome of earth around a target or targets in a 10-foot sphere in front of you. Creatures in the You convert chakra into earth and spit it from your mouth, or use earth that’s already present to quickly generate
targeted radius can make a Dexterity save. On a success, they can move half of their movement. On a failure, a large wall. The wall is 5 Feet Thick, 30 Feet Long and 25 Feet High and if the wall is generated within a
they do not get a chance to move. Creatures captured inside the dome begin to have their chakra drained at the creature's space, the creature is pushed to either side of the wall (Your choice). The wall can have any designs
beginning of each of their turns. Each creature reduces their current chakra by 2d10+ Your Ninjutsu ability or shape you decide. The Walls AC is equal to your Ninjutsu Save DC, has 10d6+10 Hit Points, and 6 DR vs all
modifier at the beginning of each of its turns. Half of the result is then transferred to the caster of this jutsu. The sources of Damage, excluding lightning. This wall is vulnerable to Lightning Damage, resistant to bludgeoning,
dome of earth has an AC equal to the users Ninjutsu Save DC and has 40 Hit Points and counts as an Quake piercing, slashing and cold damage and counts as an Quake Shard.
Shard. The dome regains 2d8 Hit points at the start of each of your turns so long as it has more than 0 hit
points. The Dome is Vulnerable to lightning Damage and resistant to cold damage. If the dome takes lightning AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
damage, it does not regenerate hit points at the start of your next turn. the walls hit points by 1d6+1. 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:

〇 LAZULI TUSK 〇 MAUSOLEUM DUMPLING


Classification: Earth Release Rank: B-Rank Cost: 14 Chakra Classification: Earth Release Rank: B-Rank Cost: 11 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 80 feet Components: HS, CM Range: 60 Feet (20-Foot Cube) Components: HS, CM, M
Duration: Instant Keywords: Ninjutsu, Earth Release, Fuinjutsu Duration: Instant Keywords: Earth Release, Ninjutsu
You generate an Quake Shard in the form of some tusked or horned creature of your description and Using Chakra to enhance your physical Strength and to lighten the earth around you, you are able to lift a
manipulate it to ram into a target creature of your choice within range. Make a Melee Ninjutsu Attack against a massive volume of earth, large enough to cast a great shadow over multiple adversaries. You throw the Large
target creature within range, as the Quake Shard attempts to ram the target. On a hit, you deal 3d10 Piercing chunk of stone at a space you can see within 60 Feet. The chunk of stone then regains its weight falling at
damage and 3d10 Earth Damage. Once this jutsu ends, the Quake Shard stands in place occupying a 5-foot greater velocity and creating a greater impact. Creatures in the 20-foot cube that the stone chunk falls in must
cube. The construct weighs 500 pounds, and can be used as partial cover. It counts as an Quake Shard of your make a Strength saving throw, taking 8d6 earth damage and gaining 2 ranks of bruised on a failure, and half as
creation while remaining as a part of the environment until destroyed or otherwise moved. much on a success.

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:

〇 UNPHASED ROCK 〇 ADDED/REDUCED WEIGHT


Classification: Earth Release Rank: B-Rank Cost: 14 Chakra Classification: Earth Release Rank: A-Rank Cost: 19 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM, CS Range: 5 Feet Components: HS, CM
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Duration: 1 Minute Keywords: Ninjutsu, Earth Release, Fuinjutsu Duration: Concentration, Up 1 minute. Keywords: Earth Release, Ninjutsu
You mark a single stone you are holding with chakra as you bind a piece of yourself to it for the duration. Select You use your chakra to temporarily manipulate the weight of something you touch. Objects and structures, you
two Skill proficiencies or 1 Save Proficiency. This stone becomes imbued with that knowledge and experience, touch increase in weight drastically, increasing 10 times in total weight. Objects and structures you touch that
as you temporarily lose that proficiency for the duration or until you end this jutsu as a bonus action. A creature occupy a space no larger than a 60-foot cube, cannot handle the strain of their own weight and begin to shatter
who is holding this stone with one hand gains these proficiencies for the duration. While holding this stone you and break shattering into super heavy rubble. If used on an unwilling creature, make a Melee Ninjutsu attack on
cannot make handseals or use Chakra seals with the same hand holding the stone. 62 A-RANK: EARTH a creature. On a hit target creatures’ weight is doubled, gaining +15 bulk, and has their speed reduced to 0 feet.
RELEASE: As an action on each of an affected creatures turn, they can make a Strength saving throw to end this Jutsu’s
effect on them. If used on a willing creature, you reduce their weight to 0 as they gain a 60-foot flying speed. If
flying in this way, you do not need to spend chakra to maintain concentration on this jutsu. EARTH RELEASE:

〇 CALCITE: TENACITY 〇 CRYSTAL ARCANUM


Classification: Earth Release Rank: A-Rank Cost: 20 Chakra Classification: Earth Release Rank: A-Rank Cost: 20 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: 30 feet Components: HS, CM, CS
Duration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Medical Duration: Instant Keywords: Ninjutsu, Earth Release, Fuinjutsu
You create a surge of Earth Release Chakra and use it to amplify a willing creature you can reach within range. You create a field of potent Earth Release Chakra that permeates through you and a number of Quake Shards
Once successfully cast, you do not need to see where the target is and must remain within 120 feet of them. of your choice within range 30 feet of you. Select creatures of your choice within 30 feet of yourself or an Quake
The target creature gains 4 DR and advantage on Strength & Constitution saving throws. If the target creature Shard affected by this jutsu, gain a layer of earth release chakra that solidifies into the shape of armor of your
falls under a condition inflicted by a jutsu cast by a creature other than you, you may spend your reaction to description. Select creatures gains Temporary Hit Points equal to three times your Ninjutsu Save DC. The
immediately end the condition. Additionally, if the target creature falls to 0 hit points, you can as a reaction temporary hit points you grant them has Immunity to Cold Damage, resistance to Bludgeoning, Piercing,
choose to instead heal them by an amount equal to 7d8 + 20 Hit points, when you do this jutsu immediately Slashing and Vulnerability to Lightning damage. EARTH RELEASE:
ends. EARTH RELEASE:

〇 GRAVITY BREAK 〇 IRONSTONE HARDENING


Classification: Earth Release Rank: A-Rank Cost: 20 Chakra Classification: Earth Release Rank: A-Rank Cost: 15 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 100 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Earth Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Earth Release, Ninjutsu
You focus a large amount of chakra into a 50 wide and 100-foot-high cylinder centered on a point within range. You encase your body in stone armor as hard as iron. You cannot lose concentration on this jutsu as a result of
All creatures and objects that aren’t somehow anchored to the ground in the area begin to fall upward and reach damage. Additionally, reduce all incoming damage done to you, excluding Lightning, by 10.
the top of the area when you cast this ninjutsu. A creature can make a Strength saving throw to grab onto a
fixed object it can reach or anchor themselves to the ground using a weapon to stab into the ground or wedge AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3.
themselves into place, thus avoiding the fall. If a creature prevents themselves from falling by using a weapon Increase the amount of damage you reduce by 5. 63 EARTH RELEASE:
they must make Strength saving throws at the beginning of each of their turns, falling on a failure. If a solid
object (Such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would
during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it
remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall
back down. 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.

〇 JADE FOREST 〇 STARFALL WAKE


Classification: Earth Release Rank: A-Rank Cost: Special (110 Chakra) Classification: Earth Release Rank: A-Rank Cost: 18 Chakra
Cast Time: 1 Action Cast Time: 1 Full Turn Action
Range: Self (120-foot sphere) Components: HS, CM, CS Range: 300 Feet Components: HS, CM, CS
Duration: Instant Keywords: Ninjutsu, Earth Release, Fuinjutsu, CombinationDuration: Concentration, Up to 1 minute Keywords: Ninjutsu, Earth Release, Fuinjutsu
You create a gargantuan sized sealing circle of made of earth release chakra that ingrains itself into the earth You manifest a series of shimmering shards of earth 300 feet in the air that floats above you for the duration. As
itself in a massive cube originating from you. Stalagmites made of stone, jade and lapis erupts from the ground an Action, Bonus Action, or Reaction you can call down these shard to bombard a space you can see within
forcing all creatures of your choice within range to make a Strength, Dexterity and Constitution saving throw. On range. A creatures within 10 feet of the selected space must make a Dexterity saving throw taking 9d8 Earth
a failed Strength Saving throw creatures are unable to avoid being thrown around and keeping their footing in damage on a failed save or half as much on a successful one. A creature who would make a second saving
this newly forming environment gaining 5 ranks of the bruised condition and being knocked prone. On a failed throws in the same turn as the result of this jutsu instead would take 9d6 Earth damage on a failed save or half
Dexterity save, creatures are unable to avoid being stabbed, crushed, or struck with newly erupted stone, jade as much on a successful one. A creature who would make a third saving throws in the same turn as the result of
and lapis taking 7d10 piercing and 7d10 earth damage on a failed save or half as much on a successful save. A this jutsu instead would take 9d4 Earth damage on a failed save or half as much on a successful one. EARTH
creature who fails this save by 10 or more takes maximum damage. On a failed Constitution saving throw, some RELEASE:
of your Earth Release chakra infiltrates a creature’s body inflicting the Poisoned Condition for the next minute.
After casting, this area becomes difficult terrain and counts as a single Quake Shard. A creature cannot see
further than 10 feet in front of them. This forest of Stone Jade and Lapis remains until destroyed or 1 year has
passed. Combination: If this jutsu is cast as a Combination jutsu with 2 or more casters you reduce the cost of
this jutsu by 2 for each Caster. Any creature who assists in casting this jutsu as a combination modifies its
effects based on the highest Charisma Modifier within the group of casters. (+0-2: No Change, +3-4:
Disadvantage on Strength Saving throws, +4: Disadvantage on Strength & Constitution Saving throws, +5:
Disadvantage on All Saving throws). EARTH RELEASE:

〇 STONE DRAGON 〇 STONE FOREST


Classification: Earth Release Rank: A-Rank Cost: 20 Chakra Classification: Earth Release Rank: A-Rank Cost: 19 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: Self (30 Foot Cube) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Earth Release, Ninjutsu, Construct Duration: Instant Keywords: Earth Release, Ninjutsu
You conjure a giant Stone construct made of earth, dust, soil, and sand forming a Large Dragon that you can You focus a large amount of chakra into the palms of your hands and place them on the ground. You create a
command as a bonus action. It acts at the end of your turn and uses your Ninjutsu attack bonus and Save DC field of spiked earth in a 30-foot cube originating from you. Creatures of your choice caught in range must make
when an effect calls for it. a Dexterity saving throw, taking 10d8 Earth Damage on a failed save, and half on a successful one. The area
that was affected by the jutsu is now plagued by massive Stone spikes that reach as high as 10 feet and criss
cross into a forest of spikes making it difficult terrain to traverse. Creatures inside the affected area roll at
disadvantage when making Wisdom checks to perceive something. The affected area counts as a Single Quake
Shard.

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 METEOR FALL 〇 MOON FALL


Classification: Earth Release Rank: S-Rank Cost: 30 Chakra Classification: Earth Release Rank: S-Rank Cost: Special
Cast Time: 1 Action Cast Time: 1 Full Turn Action
Range: 1 Mile Components: HS, CM Range: 1 Mile Components: HS, CM
Duration: Instant Keywords: Earth Release, Ninjutsu, Fuinjutsu, Kinjutsu Duration: Special Keywords: Ninjutsu, Earth Release, Kinjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Upon completion you select 4 different points you can see within range. Each creature in a 30- foot radius Upon Competition of your Jutsu's handsigns you manifest a single super huge Quake Shard 1 mile in the air.
sphere centered on the point you select must make a Dexterity Saving Throw against your Ninjutsu Save DC. Spend chakra in multiples of 35 up to twice. For every 35 chakra spent this way, the Gargantuan Moon like
Massive Chunks of stone earth and mud comes raining upon the selected areas. A creature takes 10d10 structure you manifest grows in size and affects a larger area when dropped. You cannot reduce the cost of this
Bludgeoning & 10d10 Earth Damage and is Dazed and knocked Prone on a failed save, or half as much jutsu by any means. 35 Chakra: The Moon like structure falls on a point you can see within range crushing a
damage on a successful one. A creature can only be affected by one meteor per casting. EARTH RELEASE: space equal to a 30- foot sphere. Each creature who are within the 30-foot sphere and has a way to escape the
radius be it by their base movement speed or a jutsu they could cast as a bonus action, makes a Dexterity
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and saving throw. On a successful save, they are able to use their movement or a jutsu which could allow them to
the damage by 1d12. escape the sphere. On a failed save they take 22d12 earth damage. All creatures who are within 30 feet of the
sphere, including creatures who succeeded the previous saving throw must make a Strength saving throw as
the shockwave from such a massive impact deals significant damage to the area. A creature takes 12d6
Bludgeoning & 12d6 Earth Damage on a failed save or half as much damage on a successful one. 70 Chakra:
The Moon like structure falls on a point you can see within range crushing a space equal to a 60- foot sphere.
Each creature who are within the 60-foot sphere and has a way to escape the radius be it by their base
movement speed or a jutsu they could cast as a bonus action, makes a Dexterity saving throw. On a successful
save, they are able to use their movement or a jutsu which could allow them to escape the sphere. On a failed
save they take 30d12 earth damage. All creatures who are within 50 feet of the sphere, including creatures who
succeeded the previous saving throw must make a Strength saving throw as the shockwave from such a
massive impact deals significant damage to the area. A creature takes 15d6 Bludgeoning & 15d6 Earth Damage
on a failed save or half as much damage on a successful one. 65 EARTH RELEASE: PARTIAL ASSIMILATION

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:

〇 AIR CURRENT DANCE 〇 BLURRING WIND


Classification: Wind Release Rank: D-Rank Cost: 3 Chakra Classification: Wind Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Reaction, which you take when you would take damage
Range: Self (10 Foot radius Sphere) Components: HS, CM Range: Self Components: HS, CM
Duration: 1 Minute Keywords: Wind Release, Ninjutsu Duration: 1 Round Keywords: Wind Release, Ninjutsu
You whip air currents around your hands and generate a dust cloud cloaking yourself and anyone in the radius Your body becomes blurred, shifting and wavering to all who can see you. When cast, the triggering attack rolls
of this jutsu in a thick cloud of dust and debris. All creatures are treated as if they have total cover while inside an additional d20, taking the lower result. For the duration, until the beginning of your next turn, hostile creatures
the cloud, from creatures outside the cloud and vice versa. This total cover does not prevent attacks or jutsu have disadvantage on attacks against you. An attacker is immune to this effect if it doesn't rely on sight, as with
from entering or exiting the cloud. Creatures other than you have disadvantage on perception checks to see blindsight, or can see through illusions, as with truesight. 67 WIND RELEASE:
through the cloud if they have special vision like Chakra Sight. Also, creatures other than you, vision, is treated
as if they are in dim light while inside the cloud. WIND RELEASE:

〇 BUFFETING AIRWAVES 〇 COLLECTIVE GALE


Classification: Wind Release Rank: D-Rank Cost: 4 Chakra Classification: Wind Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: 15 feet Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: 1 Minutes Keywords: Wind Release, Ninjutsu, Medical
You create currents of extremely strong and compressed beams of air strong enough to Crack stone and divert You collect wind release chakra and infuse it into your Medical Release technique. One willing creature within
waterfalls. Make a ranged ninjutsu attack. On a hit, target creature takes 4d4 Wind Damage and must make a range breathes in this Medically infused wind. For the duration a creature who has breathed this wind does not
Strength save. On a failed save they are pushed back 20 feet, knocked prone, gaining 1 rank of bleeding, and need to breathe, Ignores the effects of 2 rank of Exhaustion and when they would regain hit points as the result
causing Swirl. of a Ninjutsu with the Medical Keyword, they regain an additional 1d4 Hit points.

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.

〇 COUNTER BREEZE 〇 DUST WIND


Classification: Wind Release Rank: D-Rank Cost: 5 Chakra Classification: Wind Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Reaction, which you take when you would take damage from a Ninjutsu or Taijutsu Cast Time: 1 Action
Range: Self Components: HS, CM, M Range: Self (15-foot Cone) Components: HS, CM
Duration: 1 Round Keywords: Wind Release, Ninjutsu, Construct, Clash Duration: Instant Keywords: Wind Release, Ninjutsu
You create a condensed bubble of super dense air around you in an attempt to deflect incoming attacks. Roll You generate a strong wind from your lungs with a single breath. When you exhale you kick up a cloud of dust,
3d8. The result of the roll is the amount of damage your air Bubble can prevent before it bursts. This lasts until dirt, and other loose debris in the target radius. Creatures who are in the affected range must make a Wisdom
the beginning of your next turn. Lightning Damage deals half as much damage to your air bubble and Fire Saving throw. On a failed save, affected creatures cause Swirl and are considered blind until the end of their
Damage deals twice as much. next turn on a failed save. On a successful save no further effects are applied.

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:

〇 FEATHER FALL 〇 GALE PALM


Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Classification: Wind Release Rank: D-Rank Cost: 4 Chakra Classification: Wind Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Reaction, which you take when you begin falling Cast Time: 1 Action
Range: Self Components: HS, CM Range: 5 feet Components: HS, CM, M
Duration: 1 Minute Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu, Clash
You create a single high-pressure stream of air from either your hands or feet slowing your descent while falling You clasp your hands together coating your open palms in a powerful gale. You make a Melee ninjutsu attack
by 60 feet per round until the jutsu ends. If you land before the ninjutsu ends, you take no falling damage and on a target creature or object. On a hit creature take 3d6 Wind Damage and make a Strength saving throw to
land on your feet and the jutsu ends. resist being knocked back 20 feet and causing Swirl. On a successful Strength save they suffer no additional
effects.
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 +1 [Unarmed 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 68 WIND RELEASE:

〇 GRYPHONS WING BEAT 〇 LIONS GROWL


Classification: Wind Release Rank: D-Rank Cost: 4 Chakra Classification: Wind Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (20-foot radius) Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Concentration, Up to 1 Minute Keywords: Wind Release, Ninjutsu
You create two wings made of wind release chakra that beats with enough force to feel like a tornado is passing You weave Wind Release Chakra together, creating a thin veil of chakra in the shape of a Lion around you. This
through. All creatures within range must make a Strength saving throw to resist being bruised, knocked prone chakra then collapses on you granting you benefits as listed below; • Increase your Movement Speed by 15
and causing Swirl. A creature who is bruised finds it difficult to maintain concentrating on multiple jutsu. If a feet. • You gain a +2 bonus to Ninjutsu Attack Rolls. • Ninjutsu, you cast with the Wind Release Keyword that
creature is concentrating on more than 1 jutsu, they must lose concentration on all but 1 jutsu. has a range of at least 5 feet, increases their range by 10 feet. WIND RELEASE:

〇 PALM VORTEX 〇 PASSING TYPHOON


Classification: Wind Release Rank: D-Rank Cost: 5 Chakra Classification: Wind Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (10 Foot cone) Components: HS, CM Range: Self (15-foot radius sphere) Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Concentration, up to 1 Minute Keywords: Wind Release, Ninjutsu
You create a localized vortex of cutting wind. All creatures within range must make a Dexterity saving throw to You create a powerful current of strong winds in a 15-foot radius sphere, centering on you. This field of wind
avoid being horrendously slashed. On a failed save creatures take 3d6 wind damage and being pulled 5 feet also follows you. For the duration, while within its area, it deafens other creatures, extinguishes unprotected
closer to you or half as much on a successful save and no additional affects. If a creature is currently affected flames, becomes difficult terrain to creatures other than you and disperses vapors, gases and fogs that can be
by any elemental condition, you trigger the residual elemental energies, igniting them again. A creature under dispersed by strong winds. Additionally, ranged attacks have disadvantage if they pass into or out of the area of
the effects of an elemental condition makes their saving throw at Disadvantage. On a failed save such a this jutsu. WIND RELEASE:
creature instead takes 3d8 + Your Ninjutsu Ability Modifier damage, of their select conditions type.

〇 PEACOCK WHIRLWIND 〇 RAGING GALE


Classification: Wind Release Rank: D-Rank Cost: 4 Chakra Classification: Wind Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30-feet Components: HS, CM Range: 60 feet (15-foot radius) Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
You generate a strong wind from swiping one of your limbs. A gust of wind is generated in a 30-foot long 5-feet You manifest a powerful torrent of wind, strong enough to lift and throw most creatures. Select a space you can
wide in a straight line originating from you. Creatures in the line must make a Strength saving throw, taking 2d6 see within range. A spiraling torrent of wind erupts upwards. All creatures within 15 feet of the chosen space,
wind damage, is knocked prone, gains 1 rank of bleeding and causing Swirl on a failed save, and only half must make a Strength saving throw. On a failed save they are thrown 30 feet upwards being dazed, taking
damage and no further effects on a successful save. falling damage, falling prone and causing Swirl.

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:

〇 RAGING VORTEX 〇 SECOND WIND


Classification: Wind Release Rank: D-Rank Cost: 5 Chakra Classification: Wind Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: Touch Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
You encircle a willing creature with potent Wind Release Chakra. For the duration, you magnify the targets You breathe in deeply filling your lungs and blood with chakra filtered oxygen accelerating its blood flow and
physical capabilities. The target creature adds 1d4 to all Strength and Dexterity skill checks and saving throws. slightly rejuvenating you. You recover 2d6+ Your Ninjutsu ability modifier hit points.
Their movement speed is increased by 15 feet and melee attacks they make that deal damage deals an
additional 1d6 Wind Damage. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
roll an additional 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 damage by 1d4. If this jutsu is cast at B-Rank or higher, increase the damage dealt by your [Unarmed
Damage]

〇 SLICING AIRWAVES 〇 SPLITTING GALE


Classification: Wind Release Rank: D-Rank Cost: 4 Chakra Classification: Wind Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM, M Range: 90 feet Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu, Clash Duration: Concentration, Up to 1 minute Keywords: Wind Release, Ninjutsu
You create a powerful current of extremely strong and thin currents of wind. You swipe your hand towards your You create a field of oppressive and potent wind that slashes and buffets any instance of Hand Signs (HS).
target. Make a Ranged Ninjutsu attack, creatures take 3d8 wind damage and gain 1 rank of bleeding on a hit. Select a space you can see within range, all creatures within 20 feet of the chosen space who would cast a
jutsu with Hand Sign (HS) component immediately takes 2d6 Wind Damage and must make a Constitution
Saving throw gaining the bleeding condition on a failed save. As a bonus action on your turn, you may move the
field up to 30 feet in any direction to a space you can see within range.

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:

〇 SUPPORTING GALE 〇 VACUUM BOMB


Classification: Wind Release Rank: D-Rank Cost: 5 Chakra Classification: Wind Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Reaction to making a Strength, Dexterity, or Constitution saving throw Cast Time: Special
Range: Self Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
You throw your hands forward creating a compressed blast of air assisting you in a variety of physical tasks; You create a single point of high-density air pressure using your Wind Release Chakra before expanding it and
from escaping, fending off an attack, or dispersing a hazardous gas. As a reaction, when you are forced to creating a series of reactions. All creatures currently affected by an elemental condition who would have a jutsu
make a Strength, Dexterity, or Constitution saving throw against a Ninjutsu or Taijutsu, you instead use your cast on them that triggers the swirl effect, potentially passes all such conditions around to other creatures near
Ninjutsu ability modifier in place of your Strength, Dexterity or Constitution for the triggering roll. them in an expanded space with more volatility. When a creature would have the Swirl effect trigger on them,
you can cast this jutsu as a part of the same action. All creatures within 20 feet of the triggering creature who
failed their save gains two ranks of all elemental conditions the triggering creature had.

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:

〇 VACUUM RAIN 〇 VIOLENT WHIRLWIND


Classification: Wind Release Rank: D-Rank Cost: Special (28 Chakra) Classification: Wind Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 feet (20-foot cylinder) Components: HS, CM Range: Self (30-Foot Cone) Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Wind Release, Ninjutsu, Combination Duration: Instant Keywords: Wind Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You create a powerful updraft that sucks the oxygen and air upwards robbing creatures of the ability to breathe You exhale a powerful stream of wind from your mouth. Creatures caught in the target area must make a
within range. All casters of this jutsu create a 60-foot tall, 20-foot-wide cylinder that removes all air from inside of Strength Saving throw. Creatures take 2d6 Wind Damage, are pushed back 30 Feet, are knocked prone and
it replacing it with furiously rotating blade of Wind Release Chakra, centered on a point of your choice within cause Swirl on a failed save or half as much and no additional effects on a successful save. Also, vapors, gases
range. All creatures within the cylinder must make a Dexterity and Constitution saving throw. On a failed and fogs that can be dispersed by strong winds are dispersed immediately.
Dexterity save they are slashed with wind chakra repeatedly taking 2d6 Slashing Damage and 2d6 Wind
Damage or half as much on a successful save. A creature makes this saving throw the beginning of each turn AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3.
they begin within this cylinder. On a failed Constitution Saving throw they are robbed of their air in their lungs as Increase the range of this jutsu by 10ft. WIND RELEASE:
they begin suffocating. A Suffocating creature can only survive a number of rounds equal to their Constitution
modifier before passing out falling unconscious from the lack of air. A creature makes this saving throw at the
beginning of each turn they begin within cylinder. An unconscious creature can regain consciousness when
another creature spends an action waking them. Creatures inside the cylinder cannot gain the benefits of an
increase to movement speed and are treated as if they are in difficult terrain. Combination: If this jutsu is cast as
a Combination jutsu with 2 or more casters increase the damage by 2d6 for each damage type. Any creature
who assists in casting this jutsu as a combination jutsu increases this Jutsu's area of effect size based on the
highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: Increase the Height by +10 feet
and radius to 30 feet, +3: Increase the Height by +20 feet and radius to 40 feet, +4: Increase the Height by +30
feet and radius to 50 feet, +5: Increase the Height by +40 feet and radius to 60 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

〇 ZEPHYR STRIKE 〇 1,000 BLADES OF THE WIND


Classification: Wind Release Rank: D-Rank Cost: 4 Chakra Classification: Wind Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: Self Components: CM Range: 20 Foot Cone Components: HS, CM
Duration: 1 minute Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu, Clash
You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Your movement You create a spiraling sphere of wind chakra with a collection of cutting blades within it. Creatures in range must
speed increases by 10 feet until the end of the turn you cast this jutsu. Also, once before the jutsu ends, you can make a Strength Saving throw being pulled towards you and taking 4d6 Wind Damage and gaining 2 ranks of
give yourself advantage on one attack roll on your turn. On a hit, the attack deals an extra 2d8 wind damage bleeding. Or half as much on a successful save and no ranks of bleeding. Creatures who fail their saving throw,
and immediately ends this jutsu. 71 C-RANK: WIND RELEASE: are pulled towards you, ending their movement within 5 feet of you, and causing Swirl. They are then caught in
a violent explosion of the cutting wind, being knocked back 20 feet and taking an additional 2d6 Wind Damage.

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

〇 BURSTING COMPRESSED AIR 〇 GALE FISTS


Classification: Wind Release Rank: C-Rank Cost: 9 Chakra Classification: Wind Release Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 30-feet Components: HS, CM Range: Self Components: HS, CM, M
Duration: Concentration, up to 1 minute Keywords: Wind Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Wind Release, Ninjutsu, Clash
You conjure a spiraling vortex of wind chakra around a target creatures weapon. The target creature makes a You coat your hands and feet in a layer of highly compressed but highly reactive wind release chakra. For the
Dexterity saving throw to avoid the collapse of the wind. duration of this jutsu, you may use your Ninjutsu ability Modifier in place of Strength for unarmed attack rolls.
On a failed save they take 3d6 slashing damage as they are sliced for holding the weapon, and cause Swirl. If Your unarmed damage is treated as Wind for the duration of this jutsu and deals damage equal to 1d10 +
they continue to hold their weapon, they must make another save at the beginning of their next turn. On a Ninjutsu Ability Modifier.
successful save they take half damage. These additional saving throws do not cause Swirl.
After 3 failed saves the weapon they are holding can’t take any more damage and shatters sending weapon AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. If this
shrapnel haphazardly flying. Other Creatures within 10 feet of the exploding weapon taking 3d6 slashing jutsu is cast at A-Rank, increase the damage by 1d10. WIND RELEASE:
damage.

〇 GREAT BREAKTHROUGH 〇 LIONS ROAR


Classification: Wind Release Rank: C-Rank Cost: 9 Chakra Classification: Wind Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (60 Foot Line) Components: HS, CM Range: Self (15-foot radius sphere) Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu, Clash Duration: Concentration, Up to 1 Minute Keywords: Wind Release, Ninjutsu
You create a swirling vortex of air in front of you. You compress the air until the pressure explodes forward like a You weave Wind Release Chakra together, creating a potent veil of chakra in the shape of a Lion around you
cannon in a straight line. Creatures in a 5- foot wide, 60-foot-long line must make a Strength saving throw. and allied creatures. This chakra then collapses on all creatures of your choice within range granting the
Creatures take 4d10 Wind damage, are thrown backwards 30 feet away, gain the dazed and prone conditions, benefits as listed below, for the duration; • Bonus +20 Movement speed. • Ninjutsu, they cast with the Wind
and cause Swirl on a failed save. On a success they take half damage and no further effects. Release Keyword that has a range of at least 5 feet, increases their range by 10 feet, and deals an additional
1d8 Wind Damage, once per turn. • Taijutsu, they cast that has a range of touch, or 5 feet, increases their range
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and by 10 feet, and deals an additional 1d8 Wind Damage, once per turn. 72 WIND RELEASE:
the number of attacks this applies to by +1.

〇 PRESSURE SHOCKWAVE 〇 RAKSHASA BARRIER


Classification: Wind Release Rank: C-Rank Cost: 8 Chakra Classification: Wind Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Reaction, which you take when an allied casts a jutsu Cast Time: 1 Reaction, which you take when you would take Earth, Fire, Cold, or Lightning Damage
Range: 60 feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: 1 Round Keywords: Wind Release, Ninjutsu, Clash, Construct
When you see another allied creature cast another jutsu, you create a tornado like mass that is compressed You raise your hand and generate an intensely dense torrent of wind that circles around you, creating a bubble
until it has a high density before being released as a shockwave, intended to boost their jutsu’s effects. If the of wind that envelops your entire body. The bubble of wind that envelops you has a number of hit points equal to
triggering jutsu does not have a nature release keyword, the allied creature makes their attack roll at advantage your Proficiency bonus times your Ninjutsu ability Modifier. This bubble has Resistance to Wind and Lightning
or one hostile creature of your choice within range makes their saving throw at disadvantage. If the triggering Damage and vulnerability to Fire Damage. If this jutsu would trigger an additional effect as listed below, as a
jutsu has a nature release keyword, then all hostile creatures in a 60-foot cone, originating from you, must make result of a different damage type, creatures in the effects range must make a Dexterity saving throw to avoid its
a Strength saving throw or be pulled 15 feet towards your allied creature, take 5d6 wind damage, and causing effects. • If the bubble would take fire damage, all creatures within 15 feet of you must make a saving throw
Swirl on a failed save, or half as much and no further effect on a success. Additionally, it amplifies the triggering becoming burned on a failed save as the fire spreads around you from your rotating bubble of wind. • If the
jutsu based on its nature release; • Earth Release: On a failed save target cannot take reactions. • Wind bubble would take Lightning damage, all creatures within 15 feet of you must make a saving throw becoming
Release: On a failed save target gains 2 ranks of bleeding. • Fire Release: On a failed save the triggering jutsu shocked on a failed save, as lightning jumps from you to other creatures around you. • If the bubble would take
increases its damage die by 1 step. • Water Release: On a failed save the target gains 1 rank of chilled. • Cold damage, all creatures within 15 feet of you must make a saving throw becoming chilled on a failed save,
Lightning Release: On a failed save the target gains 1 rank of shocked. as the cold is spread to all creatures around you. • If the bubble would take Earth damage, all creatures within
15 feet of you must make a saving throw, gaining the bleeding condition on a failed save, as they are pelted with
shrapnel of earth.

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:

〇 RECOVERING BREEZE 〇 ROTATING FEROCIOUS WIND


Classification: Wind Release Rank: C-Rank Cost: 8 Chakra Classification: Wind Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you cast another Ninjutsu with the Wind Release keyword
Range: Self (30-foot-cone) Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu, Medical Duration: Instant Keywords: Wind Release, Ninjutsu
You create a field of medical chakra infused wind release chakra that pulses outward from you. All creatures of You reinforce your Ninjutsu with additional buffeting gales of wind. Ninjutsu you cast with the Wind Release
your choice within Range, excluding yourself, regains 5d6 hit points and removes the weakened & bruised keyword prior to casting this gains a +2 bonus to its initial Saving throw DC.
conditions.

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.

〇 SICKLE WEASEL 〇 TEARING GALE PALM


Classification: Wind Release Rank: C-Rank Cost: 8 Chakra Classification: Wind Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Reaction to taking damage from a melee attack or from a creature within range. Cast Time: 1 Action
Range: Self (20-foot radius sphere) Components: HS, CM Range: 30 Feet Components: HS, CM, M
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu, Clash
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
When you take damage you are able to collapse the circling wind around you and the triggering creature You create a large claw of your design made of semi-solid compressed wind chakra. You can attack with it
causing the wind to collide with the hostile creature creating an extremely sharp blade of wind. All creatures targeting a single creature up to 30 feet away. Make a Ranged Ninjutsu Attack. Target Creature takes 4d6 Wind
within 20 feet of you makes a Strength saving throw taking 5d8 Wind damage, gain 1 rank of bleed and cause damage and gains 2 ranks of bleeding on a hit.
Swirl on a failed save or half as much on a success.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. WIND RELEASE:

〇 VACUUM BARRIER 〇 VACUUM FIELD


Classification: Wind Release Rank: C-Rank Cost: 9 Chakra Classification: Wind Release Rank: C-Rank Cost: Special (50 Chakra)
Cast Time: 1 Reaction, which you take when you see a creature within range take damage Cast Time: 1 Action.
Range: 60 feet. Components: HS, CM Range: Self (30-foot Radius Sphere) Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu, Clash Duration: Concentration, Up to 1 minute. Keywords: Wind Release, Ninjutsu, Fuinjutsu,
You create a swirling vortex of air in front of a creature you can see within range right before take damage. The You manifest a Seal of wind Release Chakra that glows in the air. The seal then triggers completely removing
compressed air compresses then explodes pushing attacks and other forces back, protecting the creature. all evidence of Oxygen and atmosphere from a 30-foot radius sphere centering on you. You and all other
Reduce the damage the target creature takes by 2d8+4. This Damage Reduction is doubled if the damage is casters are immune to this jutsu’s effects. All creatures who begin their turns in this jutsu’s range must make a
Lightning Damage and halved if the damage is Fire Damage. Constitution Saving throw or begin immediately suffocating as they are robbed of their air in their lungs. A
Suffocating creature can only survive a number of rounds equal to their Constitution modifier before passing out
falling unconscious from the lack of air. An unconscious creature in this jutsu’s radius automatically takes 5d10
Necrotic Damage. A creature who’s hit points are reduced to 0 as a result of this jutsu lungs, heart and other
internal organs explode while inside the body. Being unable to be revived without these organs being restored
as well. An unconscious creature can regain consciousness when another creature spends an action waking
them. Fire & Lightning cannot exist within this Vacuum Field and if fire or lightning, a jutsu with a Fire or
Lightning Release Keyword that deals fire or lightning damage would attempt to enter this fields radius or affect
a creature within this fields Radius it is immediately snuffed out and negated. Combination: If this jutsu is cast as
a Combination jutsu with 2 or more casters increase the damage by 2d10. Any creature who assists in casting
this jutsu as a combination jutsu increases this Jutsu's area of effect size based on the highest Charisma
Modifier within the group of casters. (+0-1: No Change, +2: Increase the radius by +10 feet, +3: Increase the
radius by +15 feet, +4: Increase the radius by +20 feet, +5: Increase the radius by +30 feet). 74 WIND
RELEASE:

〇 VACUUM SHIELD 〇 WALL OF WIND


Classification: Wind Release Rank: C-Rank Cost: 9 Chakra Classification: Wind Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Reaction which you take when you or another creature within range would take damage Cast Time: 1 Action
Range: Self (10-foot radius sphere) Components: HS, CM Range: 120 feet Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu, Clash Duration: Concentration, 1 minute Keywords: Wind Release, Ninjutsu
You create a swirling vortex of air in front of you. You compress the air until the pressure implodes on itself A wall of strong wind rises from the ground at a point you choose within range. You make the wall up to 50 feet
creating a shockwave blocking attacks and reducing the lethality of attacks in your immediate area. All allied long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
creatures in this jutsu’s radius gain 20 Temporary Hit points from the oscillating flow of wind until the end of the continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within
current turn. its area must make a Strength saving throw. A creature takes 4d8 Slashing damage on a failed save, or half as
much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or
smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall
fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected
upward and automatically miss. Large objects such as boulders and similar objects and attacks can penetrate it.
Creatures in gaseous form can't pass through it. Fire ignites the Wall of wind leaving it as a massive wall of fire.
If this happens the caster of Wall of wind loses all control of it and counts as the jutsu ending. WIND RELEASE:

〇 WHIRLWIND MOVEMENT 〇 WHIRLWIND SPEAR


Classification: Wind Release Rank: C-Rank Cost: 6Chakra Classification: Wind Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM, M Range: Self (120-foot line) Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu, Clash
You generate a massive amount of wind Chakra around your feet to make an incredible act of speed. You You mold a projection made of wind release chakra that floats next to you. This projection can take the shape of
teleport to one space within 60 feet. WIND RELEASE: any spear or piercing like object such as an arrow, lance, sword or anything you prefer. You then launch this
projection in a straight line, piercing through all creatures in a 5-foot wide, 120-foot lone line originating from
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost of this jutsu by 3. If this you. All creatures in range must make a Dexterity Saving throw taking 5d6 wind Damage and causing Swirl on a
jutsu is cast at S-Rank, increase the number of attacks you make by +1. failed Save or half as much on a successful one. The first creature your projection would pass through that has
the burned, chilled, corroded, shocked or envenomed condition has that condition exacerbated. That creature
takes 2d10 fire damage if they are burned, cold damage if they are chilled, acid damage if they are corroded,
lightning damage if they are shocked or poison damage if they are envenomed. On a successful save no
additional damage is done.

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.

〇 WIND RIDER 〇 10,000 SLICING BLADES


Classification: Wind Release Rank: C-Rank Cost: 9 Chakra Classification: Wind Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Self (30-Foot radius Sphere) Components: HS, CM
Duration: 1 Minute Keywords: Wind Release, Ninjutsu Duration: Concentration, up to 1 Minute Keywords: Wind Release, Ninjutsu
You touch a willing creature you can see within range coating them in Wind Release Chakra. For the duration, You create a dome of spinning wind, centering on you. The wind spins, whips and blows at 120 mph generating
the target creature gains a 30ft flying speed, but at the end of their turn they must be within 5 feet of the ground. an innumerable number of blades made of wind chakra. These blades fly freely throughout your dome. Anything
The creature cannot suffer falling damage as they are always carried by the wind to a safe landing. Additionally, not weighted down is picked up and thrown around the dome and sliced to pieces. Creatures, excluding you, in
the creature is always floating at least 5 feet off the ground for the duration. this dome of wind when it is cast, who first enters or begins their turns within the dome, must make a Strength
saving throw taking 5d10 Wind damage and are thrown 20ft in a random direction, fall prone, and cause Swirl
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and on a failed save or half as much on a successful one. The area within the dome is counted as difficult terrain
the damage by +1d4. even for flying creatures.

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

〇 DIVINE MOUNTAIN WIND 〇 GALE BLADE


Classification: Wind Release Rank: B-Rank Cost: 13 Chakra Classification: Wind Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: 90 Feet Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
You create a vortex where you can control the Strength for the wind. Make a ranged ninjutsu attack targeting a You create a super thin blade of cutting wind that slices through everything in a continuous line. Select a space
creature you can see within range. On a hit target creature takes 8d6 wind damage and gains 2 ranks of bleed, you can see within range. Then select a second space you can see within 60 feet of the originally selected
as the wind slices into them with enough force to upheave the ground upon impact. If there are any sources of space. Draw a straight line in between both spaces. All creatures who the line passes through or by within 5 feet
fire in the line of fire between you and your target this jutsu ignites into a stream of fire. Increase the damage by must make a Dexterity saving throw, taking 6d8 wind damage, gaining 3 ranks of bleeding and causing Swirl on
5d4 fire damage. a failed save or half as much and no additional effects on a successful one.

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:

〇 GREAT SICKLE WEASEL 〇 GRYPHONS TALONS


Classification: Wind Release Rank: B-Rank Cost: 14 Chakra Classification: Wind Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (45-foot cone) Components: HS, CM Range: Self Components: HS, CM, CS
Duration: 1 Action Keywords: Wind Release, Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash
A blast of slicing wind erupts from your hands. Each creature in range, originating from you, makes a Strength You place a sealing talisman on your hands as you focus your Wind Release chakra onto them activating them.
saving throw. On a failed save, a creature takes 7d6 wind damage and are thrown back 25 feet, fall prone, gains Chakra forms into the shape of 2 Claws, Talons, or weapons of your description on either hand. For the duration
1 rank of lacerated, cause Swirl and cannot take reactions until the end of their next turn as they are unable to you do not spend chakra to maintain concentration on this jutsu. For the duration you can as an action make up
avoid being caught in the shockwave of slicing and concussive wind. This jutsu also deals twice as much to two Melee Ninjutsu Attacks with these wind claws you created. Your Melee Ninjutsu attacks made with these
damage to objects and structure. wind claws have a range of 10 feet, and deal 3d8 + Your ninjutsu ability modifier wind damage on a successful
hit. 77 WIND RELEASE:

〇 GUST SURGE 〇 MULTILAYERED GALE


Classification: Wind Release Rank: B-Rank Cost: 14 Chakra Classification: Wind Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Reaction, which you take when a creature within 45 feet of you make an Attack, Casts a Jutsu or moves
Casttowards
Time: you. 1 Action
Range: Self (45- foot radius sphere) Components: HS, CM, CS Range: Self Components: HS, CM, M
Duration: Instant Keywords: Wind Release, Ninjutsu, Clash Duration: Concentration, up to 1 minute. Keywords: Wind Release, Ninjutsu, Construct
You punch the ground creating a single point of intense air pressure that explodes outwards blowing away all You wave your hands back and forth creating layers of wind that stack on top of one another creating a barrier
creatures and potentially all attacks. All creatures within range of your choice must make a Strength saving of wind. Your Wall of wind is extremely dense not allowing most things to pass through it. When you create your
throw. On a failed save they are thrown back to the edge of this jutsu’s radius into a space that can hold them. barrier of wind it has 30 Hit points. It occupies your space with you and protects you in all direction, ranged
Creatures who fail their Strength saving throw gains 3 ranks of bruised on a failed save. If this jutsu is used in attacks targeting you are made at disadvantage. At the start of each of your turns you can enhance this barrier
reaction to a Ninjutsu or Taijutsu being cast, the shockwave of air pressure reduces the damage the jutsu would regenerating 3d6 of the barriers hit points. This Barrier has a vulnerability to Fire damage, and Resistance to
deal by 5d6 + 15. If the jutsu used does not deal damage the triggering creature must make a Constitution Lightning damage.
ability check vs your Ninjutsu save DC. On a success their jutsu is cast as normal. On a failure, their jutsu is
also blown away as this jutsu negates it. If this jutsu is used to trigger a clash with a Jutsu with the Fire Release AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
Keyword, you make your clash check at advantage as you are pushing all the wind away from you. If you the initial hit points of the barrier by 10. WIND RELEASE:
succeed your clash check against a jutsu with the fire release keyword, they take an additional 4d8 wind
Damage and must make a Constitution saving throw being burned on a failed save. WIND RELEASE:

〇 THUMB OF DESTRUCTION 〇 VACUUM BLADE


Classification: Wind Release Rank: B-Rank Cost: Special (77 Chakra) Classification: Wind Release Rank: B-Rank Cost: 12 Chakra
Cast Time: Full Turn Action Cast Time: 1 Bonus Action
Range: 120 Feet Components: HS, CM, CS Range: Touch Components: HS, CM, W (Any)
Duration: Instant Keywords: Wind Release, Ninjutsu, Combination, Duration: Concentration, up to 1 minute. Keywords: Wind Release, Ninjutsu
You generate a super massive tornado that touches down on a space you can see within range. This Tornado is You exhale wind release chakra onto a weapon to increase its sharpness, range and lethality. This can even be
120 feet tall and 30 feet wide. You can command it to touch down on top of a creature or space you can see used on your unarmed strikes creating lethal blades of wind extending from those strikes. You cannot lose
within range. If you have it touch down on top of a creature, make a Ranged Ninjutsu attack, dealing 10d8 wind concentration of this jutsu as a result of damage. Enhanced weapon or unarmed strike’s deals an additional 3d6
damage on a hit. All creatures, objects and structures, excluding casters of this jutsu, within 60 feet of the wind damage twice per turn, its range is also increased by 10 feet. Ranged weapons also damage all adjacent
tornado must make a Strength saving throw being sucked into the eye of this storm. On a failed save they are spaces around its target on a successful hit. Additionally, you can use your Ninjutsu ability modifier in place of
thrown to the top of this tornado for but a moment before the tornado compresses and fires all creatures within Strength or Dexterity when calculating to hit or damage with attacks enhanced by this jutsu.
the eye of its storm directly into the ground at sound breaking speeds. Combination: If this jutsu is cast as a
Combination jutsu with 2 or more casters increase the targeted damage by 2d8 for each additional caster. Any AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3. If cast
creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's area of effect size and at S-Rank, increase the damage of this jutsu by +1d6. 78 WIND RELEASE:
damage based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: Increase
the height of the tornado by 60 feet, +3: Increase the height of the tornado by 80 feet, +4: Increase the height of
the tornado by 100 feet, +5: Increase the height of the tornado by 120 feet). WIND RELEASE:
〇 VACUUM GREAT SPHERE 〇 WIND CUTTER
Classification: Wind Release Rank: B-Rank Cost: 13 Chakra Classification: Wind Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 Feet (15-foot radius Sphere) Components: HS, CM Range: 120 Feet Components: HS, CM
Duration: Concentration, 1 minute Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
You generate 3 large Spheres of wind chakra. Choose 3 spaces in range. You send the large wind spheres to You create one Super sharp blade of wind and launch it at a target creature in range. Make a ranged ninjutsu
these areas and they expand outwards with the point you’ve chosen at the center, 30 feet in diameter. attack. On a hit the target creature takes 5d10 Wind damage and gains 1 rank of lacerated.
Creatures caught in these spheres or who enter them, movement speed is reduced to 0 and they cannot
breathe while inside the sphere as the pressure prevents them from inhaling successfully. Creatures caught in 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 any sphere can make a Strength saving throw or continue to have their movement speed reduced increase the damage by 1d10 WIND RELEASE:
to 0. On a successful save, they regain half of their movement speed. A creature who begins or ends its turn
within the radius of a sphere must make a Constitution saving throw. On a failure, they begin to suffocate,
gaining 2 rank of exhaustion. On a success, they recover 2 rank of exhaustion caused by this jutsu, if any. Upon
escaping or ending this jutsu’s effect on them, they recover from all ranks of exhaustion this jutsu imposed on
them.

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:

〇 WYVERNS SURGE 〇 CAST NET


Classification: Wind Release Rank: B-Rank Cost: 14 Chakra Classification: Wind Release Rank: A-Rank Cost: 19 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM, CS Range: Self (60-Foot Cone) Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Wind Release, Ninjutsu, Fuinjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You place a sealing tag on your body in any place you desire, as you place a massive reserve of Wind Release A wave of slicing wind erupts from you as you swing your hand. Each creature in a 60-foot cone must make a
Chakra into the tag itself, activating it and magnifying your physical potential. You do not need to spend chakra Strength saving throw. A creature takes 7d8 wind damage and are thrown back 60 feet, fall prone, gain 1 rank
to maintain concentration on this jutsu. For the duration, once per turn, when you would deal damage with a of lacerated and causing Swirl on a failed save. Creatures take half as much damage and no further effects on a
jutsu against a creature with a jutsu with a nature release keyword, they must make a Strength saving throw. On successful save. 79 WIND RELEASE:
a failed save the following occurs; • Earth Release: Affected creature gains 1 rank of the bruised condition. •
Wind Release: The jutsu deals an additional 3d8 wind damage and inflicts 2 ranks of bleed. • Fire Release:
Affected creatures gains 1 rank of the Burned Condition. • Water Release: Affected creatures gains 1 rank of the
Chilled Condition. • Lightning Release: Affected creatures gains 1 rank Shocked Condition for the next minute.
A-RANK: WIND RELEASE:

〇 DEFIANCE STORM 〇 DRILLING WIND BULLET


Classification: Wind Release Rank: A-Rank Cost: 20 Chakra Classification: Wind Release Rank: A-Rank Cost: 19 Chakra
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: 90 Feet (30-foot-Radius Sphere) Components: HS, CM, CS Range: 120 feet Components: HS, CM
Duration: 1 minute Keywords: Wind Release, Ninjutsu, Fuinjutsu Duration: Instant Keywords: Wind Release, Ninjutsu, Clash
You throw a Chakra seal onto the ground before you release the chakra sealed within in creating an aura of You inhale a single breath and exhale creating a spinning drill made of slicing wind that tears through everything
reinforcing Wind release chakra. Select up to 4 creatures to gain the benefits of this jutsu while inside this in its path. Make a Ranged Ninjutsu attack targeting 1 creature dealing 7d10 wind damage, inflicting 3 ranks of
Jutsu's radius. For the duration select creatures within this jutsu’s radius makes Strength, Dexterity and Wisdom lacerated and pushing the target back 25 feet on a hit.
skill checks and Saving throws at advantage, Ninjutsu they cast of B-Rank or lower has their cost reduced by -2
(Min 1.), Taijutsu & Bukijutsu they cast deal additional wind damage equal to your Ninjutsu Ability modifier. The AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
Chakra Seal used to cast this jutsu can be targeted for attacks, although it is protected by a bubble of Wind increase the damage by 1d10. WIND RELEASE:
Release Chakra. It has an AC equal to your Ninjutsu Save DC, and Hit Points equal to twice your Ninjutsu Save
DC. It has Immunity to Lightning Damage and Vulnerability to Fire Damage. Once Destroyed, this jutsu
immediately ends. WIND RELEASE:

〇 EYE OF THE STORM 〇 LIONS FANG BLADE


Classification: Wind Release Rank: A-Rank Cost: 20 Chakra Classification: Wind Release Rank: A-Rank Cost: 19 Chakra
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: Self (60-foot-Radius Sphere) Components: HS, CM, CS Range: 120 feet Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
You Create a powerful twisting cyclone of wind that seals yourself and all creatures in this jutsu’s Radius off You mold wind Release Chakra to create a beast made purely of Wind Release Chakra, that has a design and
from other creatures and effects from outside this jutsu’s radius. Creatures outside this jutsu’s radius cannot see look of your description that counts as large. Upon its creation, you command it to attack a number of creatures
into the opaque wall of twisting wind, dust, dirt and chakra. A creature with Chakra sight when looking at the wall up to your Ninjutsu Ability Modifier once each. Make a Melee Ninjutsu attack for each creature it attacks within
only sees a wall of chakra and cannot make out anything passed it. If a creature attempts to pass through the range as it leaps and assaults each creature. On a hit, you deal 2d8 Wind Damage. A creature that takes
wall, they must make a Strength saving throw. On a successful save they pass through the wall. On a failed damage from the Beast must make a Constitution saving throw being torn apart from the thousands of blades
save they take 8d8 wind damage and are thrown back 30 feet. Attacks and Jutsu cannot penetrate this jutsu’s made of Wind Release chakra that makes up your Beast. On a failed save they gain 2 ranks of Lacerated and
walls. While inside this jutsu’s radius, creatures cannot generate electricity preventing them from casting Jutsu cause Swirl.
with only the Lightning Release Keyword. If the wall is struck with a Jutsu with the Water Release Keyword, the
walls becomes wreathed in Water Release Chakra. If this jutsu’s walls become wreathed in Water Release AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, the
chakra, creatures within this jutsu’s radius cannot generate fire, preventing them from casting jutsu with only the damage by 1d8 and Lacerated ranks by 3. 80 WIND RELEASE:
Fire Release Keyword. If the wall is struck with a Jutsu with the Fire Release Keyword, the walls becomes
wreathed in Fire Release Chakra. If this jutsu’s walls become wreathed in Fire Release chakra, creatures within
this jutsu’s radius cannot generate strong wind, preventing them from casting jutsu with only the Wind Release
Keyword. 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 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

〇 SPLITTING BREEZE 〇 VACUUM SERIAL WAVES


Classification: Wind Release Rank: A-Rank Cost: Special Classification: Wind Release Rank: A-Rank Cost: 16 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 5 Feet Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu, Clash, Kinjutsu Duration: Instant Keywords: Wind Release, Ninjutsu, Clash
You mold wind Release Chakra to create a blade of wind release chakra that is so compressed it fits into the You take a deep breath and exhale several super intense blades of wind at different angles but at multiple
palm of your hand. The amount of power this jutsu exhibits is entirely dependent on the amount of chakra you targets. Make a ranged Ninjutsu Attack against up to 3 targets dealing 8d6 Wind Damage and inflicting 1 rank of
commit to it. Spend chakra up to the listed amounts. For every chakra cost milestone hit you deal the listed lacerated on a hit.
effect. A creature reduced to 0 as a result of this jutsu is bisected at any angle the caster decides. The saving
throw this jutsu refers to below is a Constitution save. 20 Chakra: You make a single melee Ninjutsu attack. On AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
a successful hit, you dealing 20d4 Wind Damage. A creature must also make a saving throw gaining 2 ranks of increase the ranks of laceration by +1. WIND RELEASE:
laceration and causing Swirl on a failed save. 30 Chakra: You make a single melee Ninjutsu attack. On a
successful hit, you dealing 30d4 Wind Damage. A creature must also make saving throw, gaining 4 ranks of
laceration and causing Swirl on a failed save. 40 Chakra: You make a single melee Ninjutsu attack. On a
successful hit, you dealing 40d4 Wind Damage. A creature must also make a saving throw, gaining 6 ranks of
laceration and causing Swirl on a failed save. WIND RELEASE:

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.

〇 BACKLASH WAVE 〇 FANNED WIND


Classification: Wind Release Rank: S-Rank Cost: 28 Chakra Classification: Wind Release Rank: S-Rank Cost: 30 Chakra
Cast Time: 1 Reaction, which you take when you see a Ninjutsu being cast. Cast Time: 1 Action
Range: 90 Feet Components: HS, CM Range: 100 Foot Cone Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu Duration: Instant Keywords: Wind Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You see an attack as it comes towards you and you create an impenetrable forcefield of wind that’s designed to A torrent of concussive wind erupts from your hands that explodes forward devastating everything in a 100-foot
throw everything back. Make a Ranged Ninjutsu Attack vs the triggering creatures ninjutsu save DC. If your cone in front of you. This jutsu blows everything not tied down away and even upheaves trees and smaller
result is higher, the opponent suffers the damage and effects of their own jutsu. On a failure, the jutsu is structures and buildings. Creatures in its path must make a Strength saving throw being thrown back 120 feet
diverted and immediately ends. WIND RELEASE: on a failed save. If the creature hits a structure their movement ends and they take triple the falling damage as if
they fell the same distance they traveled. 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 initial die used to determine the number of target creatures by 1 step (D4>D6>D8>D10>D12). If this jutsu is
cast at C-Rank or higher, increase the damage by 1d8. If this jutsu is cast at B-Rank or higher, increase your
[weapons damage die] by 1. If this jutsu is cast at A- Rank or higher, increase the damage by 1d8. If this jutsu is
cast at S-Rank, increase your [weapons damage die] by 1. 263
〇 HURRICANE OF DISASTER 〇 SPIRALING TEMPEST
Classification: Wind Release Rank: S-Rank Cost: Special (138 Chakra) Classification: Wind Release Rank: S-Rank Cost: 20 Chakra
Cast Time: Full Turn Action Cast Time: 1 Bonus Action
Range: Self (120-foot radius) Components: HS, CM, CS Range: Self (45-foot radius) Components: HS, CM
Duration: Instant Keywords: Wind Release, Ninjutsu, Combination, Duration: Concentration, up to 1 Minute Keywords: Wind Release, Ninjutsu
You generate a Category 6 Hurricane that touches down with the sole intent of bringing nothing but ruin in its You release a surge of Wind Release Chakra that protects and enhances all of your allies for the duration. All
wake. This Hurricane extends 250 feet into the air and has a 120-foot radius. This hurricane affects all creatures creatures of your choice within range gain the following; • If a creature starts their turns in this jutsu’s radius,
except its casters within its radius. At the end of each of your turns, it moves 90 feet in a random direction (Roll they gain a Bonus +30 Movement speed until the end of their next turns. • They gain a +3 bonus to Ninjutsu and
1d8. 1: North, 2: North East, 3: East, 4: South East, 5: South, 6: South West, 7: West, 8: North West.). Taijutsu Attack Rolls. • They gain a number of Temporary Hit points equal to your Ninjutsu Save DC at the
Creatures within this jutsu’s area of effect must make a Strength saving throw being ripped from their current beginning of each of their turns. • Taijutsu they cast that has a range of touch, or 5 feet, increases their range by
position and thrown 250 feet into the air taking 12d8 wind Damage and being restrained by the wind on a failed 15 feet, and deals an additional 3d8 Wind Damage. • Affected Creatures cannot be Dazed or Weakened. •
save. A creature thrown into the air may repeat their Strength Saving throw to escape this wind at the end of Affected creatures gain Resistance to Lightning Damage. WIND RELEASE:
each of their turns, taking 12d8 wind damage on a failed save and escaping, falling to the ground on a
successful save. All structures and constructs in this jutsu’s path automatically fail their saves and are destroyed
as they are pulled into the hurricane’s rotation. This Hurricane lasts for 1 Minute as once cast it cannot be
stopped or dispelled by its casters willingly. Combination: If this jutsu is cast as a Combination jutsu with 2 or
more casters increase the damage by 4d8. Any creature who assists in casting this jutsu as a combination jutsu
increases this Jutsu's area of effect size and damage based on the highest Charisma Modifier within the group
of casters. (+0-1: No Change, +2: Increase the radius of the hurricane by 30 feet, +3: Increase the radius of the
hurricane by 60 feet, +4: Increase the radius of the hurricane by 90 feet, +5: Increase the radius of the hurricane
by 120 feet). 82 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 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.

〇 BLAZING HANDS 〇 BLUE FIRE


Classification: Fire Release Rank: D-Rank Cost: 5 Chakra Classification: Fire Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 action Cast Time: 1 Reaction, which you take when you see a creature take damage in range
Range: self (20-foot cone) Components: HS, CM Range: 30 feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: 1 Round Keywords: Fire Release, Ninjutsu, Clash
You hold your hands out and fire a sheet of flame from your hands. Each creature in a 15-foot cone must make You manifest a sapphire-colored flame around a willing creature you can see within range protecting them. You
a Dexterity saving throw. A creature takes 5d4+5 fire damage on a failed save, or half as much damage on a can see a gout of blue hot flame erupts around them creating a barrier of heat. Until the beginning of the
successful one. This fire ignites any flammable objects in the area that aren’t being worn or carried. creatures next turn, ranged attacks deal reduced damage equal to 2d4+2. Melee attacks deal reduced damage
equal to 2d4+2 and deals 3d6+3 in fire damage to the attacking creature once per turn. If the attacking creature
AT HIGHER RANKS: For every rank you cast this jutsu above D-Rank, increase the cost by 3 and the number would deal Cold Damage, this jutsu is immediately extinguished, ending it before any damage reduction or
of attacks by 1. damage could be dealt.

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:

〇 CRIMSON SPIDER 〇 DEMONS LANTERN


Classification: Fire Release Rank: D-Rank Cost: 5 Chakra Classification: Fire Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: Self (5-Feet radius) Components: HS, CM
Duration: Concentration, Up to 1 minute. Keywords: Fire Release, Ninjutsu, Construct Duration: Concentration, up to 1 minute. Keywords: Fire Release, Ninjutsu
You spew out fire on a point within range. The fire then collects into a medium sized Crimson Spider. This You conjure multiple flames of chakra to surround you. These flames transform into faces of demons of your
Crimson Spider can be commanded as a bonus action on your turn. FIRE RELEASE: description. You shed bright light for 20 feet and dim light for another 10 feet. As a reaction, when a creature
moves within 5 feet of you, you can force the target to make a Dexterity saving throw as these Demon lanterns
AT HIGHER RANKS: For every rank you cast this jutsu above D-Rank, increase the cost by 3 and the damage attempt to strike the target. On a failed save, the target is set on fire and gains the Burned Condition. FIRE
by 1d4. RELEASE:

〇 ERUPTING FLAME 〇 FIREBALL


Classification: Fire Release Rank: D-Rank Cost: 3 Chakra Classification: Fire Release Rank: D-Rank Cost: 5 Chakra
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: 60 Feet (15 Foot radius Sphere) Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu, Clash
You Focus chakra into the target area and create a hot spot directly under a target creature you can see in You breathe a stream of fire onto the target area which then expands into a ball of fire burning all in its range.
range. The target must make a Dexterity saving throw or take 3d8+3 Fire Damage. The target gains no benefits Target creatures in range makes a Dexterity saving throw, taking 4d6+4 Fire Damage on a failed save or half as
from cover against this jutsu. A creature who fails their saving throw by 5 or more gains 2 ranks of the burned much on a success save. Flammable objects caught in the radius ignites if it isn’t being held or carried.
condition.
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 FLAME BOLT 〇 FLAME COAT


Classification: Fire Release Rank: D-Rank Cost: 4 Chakra Classification: Fire Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus action
Range: 60 Feet Components: HS, CM Range: Touch Components: HS, CM, W(Any)
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Concentration, up to 10 minutes Keywords: Fire Release, Ninjutsu
You breathe a bolt of flame at a creature or object within range. Make a ranged ninjutsu attack against the You engulf a weapon in fire chakra, coating it in a flame that enhances the lethality of the weapon. If you let go
target. On a hit, the target takes fire damage equal to 3d10+3. A flammable object hit by this jutsu ignites if it isn’ of the weapon or it is taken from you, the fire disperses. You cannot lose concentration of this jutsu as a result
t being worn or carried. of damage. While you maintain concentration on this jutsu, you can engulf another weapon you are holding as a
bonus action. A weapon enflamed by you, deals an additional 1d8+1 fire damage twice per turn. The fire sheds
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and bright light in a 20- foot radius and dim light for an additional 10 feet.
roll your [weapons damage die] two more times. 271
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank or higher, increase the damage to 2d8+2. If this jutsu is cast at S-Rank, increase the
damage to 3d8+3. FIRE RELEASE:

〇 FLAME STRIKE 〇 FLAME WHIP


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: 60 feet Components: HS, CM Range: self (20-feet) Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu
A vertical column of flame erupts upwards from the ground towards the sky in a location you specify. Each You conjure a flaming whip to strike at a creature you can see up to 20-feet away from you. Make a melee
creature in a 10-foot radius, 20-foot-high cylinder centered on a point within range must make a Dexterity saving ninjutsu attack, dealing 2d10+2 fire damage. The target must make a Dexterity saving throw, being pulled 10
throw taking 3d6+3 fire damage and gaining 1 rank of the burned condition on a failed save, or half as much feet towards you. If a creature who failed the saving throw ends their movement within 5 feet of you, they fall
damage on a successful one. prone and gain the burned condition.

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:

〇 FOX FIRE 〇 GREEN FIRE


Classification: Fire Release Rank: D-Rank Cost: 3 chakra Classification: Fire Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action.
Range: Self Components: HS, CM Range: 90 feet Components: HS, CM
Duration: Concentration, up to 1 hour Keywords: Fire Release, Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Fire Release, Ninjutsu
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you or your You manifest an emerald-colored flame and mark a creature you can see within range with it. For the duration,
equipment. The flame sheds bright light in a 20-foot radius and dim light for an additional 10 feet. The jutsu ends when the target would make a Saving throw against a jutsu with the fire Release Keyword, they roll and
if you dismiss it. You can also attack with the flame. As an Action you can make a Ranged Ninjutsu attack on a additional 1d4. Reducing their saving throw by the result. If the marked creature would take fire damage from an
creature you can see within 30 feet of you. On a hit, the target begins to glow with a soft, warm, and glowing attack that you make, you deal an additional 1d6+1 fire damage.
radiance. While glowing in this way, this jutsu’s duration becomes Concentration, until the end of your next turn,
and creatures have advantage on melee attacks targeting the creature. 86 FIRE 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 marked creatures by +1. 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 B-Rank, increase the damage die by 2 steps. If this jutsu is cast at S-Rank, increase the damage
die by 3 steps.
〇 HELLFIRE REJECTION 〇 PASSIONATE FLAMES
Classification: Fire Release Rank: D-Rank Cost: 4 Chakra Classification: Fire Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Reaction, which you take when you would take damage Cast Time: 1 Action.
Range: 15 Feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu, Medical
When you are hit by a creature that you can see, you release a brilliant burst of fire chakra in a 15 Foot sphere You manifest a fuchsia-colored flame and place it on a wounded creature you can see within range. Target
around you. Creatures of your choice caught in the radius must make a Dexterity saving throw, taking 3d8+3 fire creature rolls 2 Hit Die, spending one. When they do, they recover the result + Your Ninjutsu ability modifier.
damage on a failed save, or half as much on a successful one. After casting the target creature gains resistance to Fire Damage until the end of your next turn.

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:

〇 PHOENIX FIRE 〇 REKINDLED FLAMES


Classification: Fire Release Rank: D-Rank Cost: 3 Chakra Classification: Fire Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action.
Range: 60 Feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu, Medical
You spit forth 3 motes of fire at a creature within range. Make 3 ranged ninjutsu attacks against a target you can You manifest a golden-colored flame and place it on a dying creature you can see within range. Target creature
see within range. On a hit, the target takes 1d6+1 Fire damage. If you score at least two hits with this jutsu on is immediately stabilized and rolls 3 Hit Die, spending two. If the target has less than 3 Hit die, they roll what
the same target, they must make a Constitution saving throw gaining 1 rank of the burned condition. they have left spending all of it. If the creature has no hit die, they are not able to be stabilized. They recover the
result of the rolled Hit die + Your Ninjutsu ability modifier. After casting the target creature gains resistance to
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this Fire Damage until the end of your next turn.
jutsu is cast at B-Rank, you instead make the attack normally. If it is cast at S-Rank you make it advantage.
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 Hit die rolled by 1. FIRE RELEASE:

〇 SANGUINE SPEAR 〇 SCORCHING RAY


Classification: Fire Release Rank: D-Rank Cost: 4 Chakra Classification: Fire Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: 5 Feet Components: HS, CM Range: 30 feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu
You manifest a sanguine-colored flame and mold it into a melee weapon of your description that you then use to You create 8 rays of fire and hurl them at targets within range. You can hurl up to 2 at a single target, otherwise
strike a target within range. Make one melee ninjutsu attacks, dealing 3d6+3 fire damage on a hit. A target you can target up to 8 targets. Make a ranged ninjutsu attack for each ray. On a hit the target takes 2d4+2 fire
currently burned or chilled suffer exasperated effected. Burned: A burned creature gain an additional rank of the damage. If a creature is hit by both attacks it must make a Constitution Saving Throw, gaining the Burned
burned condition. Chilled: A chilled creature loses the chilled condition suffering from a sudden shift in condition on a failed save.
temperatures suffering all ranks of their chilled conditions damage. Their Chilled Condition immediately ends.
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 you create two additional rays. FIRE RELEASE:
jutsu is cast at B-Rank or higher increase the critical threat range by +1. If this jutsu is cast at S-Rank, increase
the critical threat range by +1.

〇 SPARK FR 〇 TEMPERED METALS


Classification: Fire Release Rank: D-Rank Cost: 3 Chakra Classification: Fire Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 5 Feet Components: HS, CM Range: Touch Components: HS, CM
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: 1 Minute Keywords: Fire Release, Ninjutsu
You manifest a highly flammable ember of fire release chakra. You can throw this ember onto any unworn or You superheat a single weapon or stack of weapons or ammunition. For the next minute these weapons glow
held highly flammable material or substance causing it to immediately go up in flames. The fires created by this red hot and to all creatures but you are scalding hot to the touch. Weapons affected by this jutsu gains a +1
jutsu grow in size as normal fire would and are not controlled by you. These flames are so hot they evaporate all bonus to attack and damage rolls and their damage die is increased by one step for the duration.
water from sources that are not created by a Jutsu with the Water Release keyword of at least D-Rank or (D4>D6>D8>D10>D12) At the conclusion of this jutsu, the weapon becomes brittle, unusable and breaks.
Higher. These flames extinguish themselves after 10 minutes.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When
this jutsu is cast at B-Rank, the bonus becomes +2 and the damage die is increased by an additional step.
When this jutsu is cast at S-Rank, the bonus becomes +3 and the damage die is increased by an additional
step. FIRE RELEASE:

〇 WHITE FIRE 〇 WILDFIRE


Classification: Fire Release Rank: D-Rank Cost: 5 Chakra Classification: Fire Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM, CS Range: 45 Feet Components: HS, CM
Duration: Concentration, Up to 1 Minute Keywords: Fire Release, Ninjutsu, Fuinjutsu Duration: Instant Keywords: Fire Release, Ninjutsu, Clash
You manifest a pale white-colored flame and mold it to coat your hands. For the duration, you do not need to You manifest a multicolored flame and fire a stream of it towards a creature you can see within range. Target
spend chakra to maintain concentration on this jutsu. For the duration, Jutsu you cast with the fire release creature must make a Dexterity saving throw. On a failed save they gain 1 rank of the burned condition, and
keyword always forces affected creatures to make a Constitution saving throw. On a failed save they gain the take 2d12+2 Fire Damage. On a successful save they take half damage and no further effects. If the target
burned condition. On a successful save no further effects or conditions are imposed as a result of this jutsu. already had the burned condition, on a failed save, they instead immediately take damage from the burned
Creatures who gain the burned condition as a result of this jutsu, instead must beat a DC 20 Dexterity (Survival) condition they have and take 3d12+3 fire damage with no further effects. On a successful save they take half
Check to end the condition. FIRE RELEASE: damage and no further effects. C-RANK: 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:

〇 BURNING GAZE 〇 DANCE OF FIRE


Classification: Fire Release Rank: C-Rank Cost: 8 Chakra Classification: Fire Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you or a creature you can see in range, either takes damage or would make a Dexterity Sav
Range: 60 Feet Components: HS, CM Range: Self (10-foot Radius Sphere) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Fire Release, Ninjutsu Duration: 1 Round Keywords: Fire Release, Ninjutsu, Clash, Construct
You direct your gaze at an object or creature within range. Your eyes begin to glow a violent bright red and the You manifest a super dense barrier of flame around yourself and all creatures within range. This barrier of flame
target erupts into flames for the duration. An object begins to burn as flames engulf it. A creature must make a has 12 hit points, An AC equal to your Ninjutsu Save DC and counts as a Flaming Structure. Creatures outside
Dexterity saving throw gaining the burned condition for the duration. While you are concentrating on this jutsu, of the radius of this barrier cannot see pass through it. Creatures who target this barrier of flame with a melee
creatures currently suffering from the burned condition that you can see, cannot extinguish the fires that are attack from either side or hit you an attack while outside of it and within 15 feet of it, take 12 Fire Damage. This
burning them. barrier cannot move and intercepts all attacks and Jutsu, taking damage if any would attempt to pass through
the walls exterior. This wall is resistant to Wind and Fire Damage and vulnerability to Cold damage. Jutsu with
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the Wind Release Keyword cannot initiate a clash with it by any means.
Damage by 1d8.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
its hit points and damage by 8. FIRE RELEASE:
〇 DRAGON FLAME BOMBS 〇 EMBER
Classification: Fire Release Rank: C-Rank Cost: 9 Chakra Classification: Fire Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: Self (120-Foot line) Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu, Clash Duration: Instant Keywords: Fire Release, Ninjutsu
You knead chakra in your stomach and superheat it until you exhale it from your gut at terrifying speeds, leading You manifest motes of fire in the palms of each of your hands. Make two Ranged Ninjutsu attacks. These
to you being unable to truly control its path. You fire a Stream of superheated fire in a 5-foot wide, 120- foot-long attacks can target one creature or two. If targeting multiple creatures make a single Ranged Ninjutsu attack
line directly in front of you. Creatures in its path must make a Dexterity saving throw, taking 6d8+6 Fire damage against each. On a successful hit you deal 3d4+3 fire Damage. If a creature affected by the Burned condition is
on a failed save or half as much on a success. Objects within 5 feet of the stream of fire ignite if they are not hit by both attacks, they immediately suffer the damage of their condition.
being worn or held. The stream leaves behind a line of fire from you to the end of the 120-foot path. The fire
remains for 1 minute or until extinguished.

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

〇 EVERFLAME SEEDS 〇 EXPLOSIVE CLONE


Classification: Fire Release Rank: C-Rank Cost: 9 Chakra Classification: Fire Release Rank: C-Rank Cost: Special (9 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu, Medical Duration: Concentration, up to 1 minute Keywords: Fire Release, Ninjutsu, Clone, Fuinjutsu
You manifest a 2 gems of Fire Release Chakra infused with Medical Release Chakra that feel hot to the touch. You conjure a clone comprised of fire release chakra, made to look exactly like you called an Explosive Clone.
You spend 2 of your Chakra Die, rolling and recording the result. A creature can use its bonus action to eat one This clone cannot take the attack action or cast jutsu. When this clone takes damage or you dismiss it as a
gem. Eating a gem forces a creature to roll 2 Hit die, spending them both. The creature regains Hit points equal reaction, it explodes violently. All creatures within 15 feet of the clone when it explodes must make a Dexterity
to the result of their Hit Die + The casters Chakra die roll. A creature can gain the benefits of this jutsu twice per saving throw, taking 7d6+7 fire damage, gaining 1 rank of the burned condition and being thrown back 10 feet.
long rest. If a creature attempts to gain the benefits of this jutsu more than twice per long rest, each time after On a successful save the they only take half damage.
the second, they take an amount of fire damage equal to the result of the casters Chakra Die roll + Constitution
Score. This damage cannot be resisted or reduced by any means. FIRE RELEASE: 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 C-Rank increase the cost of this jutsu by 3 and
the number of creatures you can target with this jutsu by +1.
〇 FIRE DRAGON BULLET 〇 FLAME ARMOR
Classification: Fire Release Rank: C-Rank Cost: 7 Chakra Classification: Fire Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu, Clash Duration: 1 Hour Keywords: Fire Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You spit forth 5 globes of fire at a creature within range. Make a ranged ninjutsu attack against the target. On a You create a layer of superheated chakra over your skin. Seemingly setting yourself on fire in any pattern you
hit, the target takes 10d4+10 Fire damage and gains the burned condition. decide. You gain 20 Temporary Hit Points. For the duration, while you have Temporary Hit Points, you gain
resistance to wind and fire damage and immunity to the Burned and Chilled conditions, and melee attacks that
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3 and strike you also deal 15 Fire damage to the attacker.
the damage dealt by 1d8.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
increase the Temporary Hit Points gained and damage dealt by 5. FIRE RELEASE:

〇 FLAMING SEALS 〇 FLAMING TRAP


Classification: Fire Release Rank: C-Rank Cost: 9 Chakra Classification: Fire Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 10 Minutes
Range: Touch Components: HS, CM, CS Range: Touch Components: HS, CM, CS
Duration: 1 Minute. Keywords: Fire Release, Ninjutsu, Fuinjutsu Duration: Until Dispelled or triggered Keywords: Fire Release, Ninjutsu, Fuinjutsu
This jutsu places a flaming seal on a willing creature you touch and creates a chakra connection between you When you cast this jutsu, you inscribe a chakra seal that harms other creatures, either upon a surface (Such as
and the target until the jutsu ends. If this jutsu is cast again while a previous instance of it is active, the previous a table, or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure
casting and its effects automatically end. When the target is within 90 feet of you, it gains a +1 bonus to all chest) to conceal the chakra seal. If you choose a surface, the glyph can cover an area of the surface no larger
saving throws, resistance to fire damage and you always know what conditions are affecting the creature (if than 10-feet in diameter. If you choose an object, that object must remain in place, if the object is moved more
any). than 10-feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The
chakra seal is nearly invisible and requires a successful Intelligence (Investigation or Ninjutsu) check against
your spell save DC to be found. You decide what triggers the chakra seal when you cast the jutsu. For seals
inscribed on a surface, the most typical triggers include touching or standing on the seal, removing another
object covering the seal, approaching within a certain distance of the seal, or manipulating the object on which
the seal is inscribed. For chakra seals inscribed within an object, the most common triggers include opening that
object, approaching within a certain distance of the object, or seeing or reading the seal. Once a chakra seal is
triggered, it explodes in a 15- foot radius sphere, destroying the surface it is inscribed on, Creatures in radius
must make a Dexterity saving throw taking 14d6+14 fire damage on a failed save, or half as much on a
successful one. Afterwards the jutsu ends. FIRE RELEASE:

〇 GREAT FIREBALL 〇 GREENFLAME EMBER


Classification: Fire Release Rank: C-Rank Cost: 8 Chakra Classification: Fire Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 90 Feet (20-foot radius Sphere) Components: HS, CM Range: 90 feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu, Clash Duration: Concentration, Up to 1 minute Keywords: Fire Release, Ninjutsu
You breathe a stream of fire onto the target area which then expands into a massive ball of fire, incinerating You manifest an emerald-colored flame that glows with a bright hue and attempt to mark a creature you can see
everything in its range. The target(s) must make a Dexterity saving throw or take 6d6+6 Fire Damage and 1 withing range with it. A Creature you can see within range must make a Dexterity saving throw. On a failed save
ranks of the burned condition or half as much on a failed save. Flammable objects caught in the radius ignites if being marked by this flame. For the duration, when you or an allied creature makes an attack against the
it isn’t being worn or carried. marked creature, roll an additional 1d4 adding the result to your attack & damage rolls.

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:

〇 HEATED BODY 〇 HEATED SIGHT


Classification: Fire Release Rank: C-Rank Cost: 6 Chakra Classification: Fire Release Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: Self Components: HS, CM Range: Self Components: HS, CM
Duration: 1 hour Keywords: Fire Release, Ninjutsu Duration: 10 minutes Keywords: Fire Release, Ninjutsu, Sensory
You breathe a single deep breath, using your Fire Release chakra to increase the temperature of your body as You enhance your vision to be able to see heat itself like a snake with infrared. Creatures and objects who
you begin to radiate heat. For the duration you gain immunity to cold environmental conditions, and creatures produce any level of heat are outlined in varying colors of your own description with brighter meaning they are
who are within 10 feet of you gain advantage on Wisdom (Survival) checks in cold environmental conditions. Ice warmer and dimmer meaning they are cooler in heat. Creatures whom are perceived in this way cannot gain the
and rain begin to evaporate as it come in contact with you creating heated steam. FIRE RELEASE: benefit of cover or be hidden from you. This allows you to perceive creatures hidden by steam, smoke, gas or
even in non-chakra-based darkness. 91 FIRE RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. At A-
rank increase the ranks of pierce by +2 and +1 (8 and 4 respectively). At S-rank, increase the ranks of pierce by
+4 and +2 (10 and 5 respectively). 290

〇 HEAVENLY PRISON 〇 SANGUINE BLADE


Classification: Fire Release Rank: C-Rank Cost: 8 Chakra Classification: Fire Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 5 feet Components: HS, CM, CS Range: 60 Feet Components: HS, CM
Duration: Concentration, up to 10 minutes Keywords: Fire Release, Ninjutsu, Fuinjutsu Duration: Concentration, Up to 1 minute Keywords: Fire Release, Ninjutsu
You take a chakra seal and imprint your chakra onto it making a melee Ninjutsu Attack against a creature; On a You manifest a sanguine-colored flame and mold it into a large melee weapon of your description that floats
hit the target creature is branded with a Fire Release chakra seal. While branded with this seal, creatures have near you upon its creation. When you cast this jutsu, you can make a melee ninjutsu attack against a creature
extreme difficulty molding chakra. If a creature attempts to cast a jutsu that requires Chakra Molding (CM), they within 10 feet of the weapon. On a hit, the target takes fire damage equal to 3d6 + 3. As a bonus action, you can
must make a Constitution saving throw taking 5d8+5 Fire damage on a failure, and half as much on a success. command the weapons to move up to 30 feet and repeat the attack against a creature within 10 feet of it. A
On a failure, the brand burns them, restricting chakra flow as they lose the ability to mold chakra until the target currently burned or chilled suffer exasperated effected. Burned: A burned creature gain an additional rank
beginning of their next turn. Creatures can make a Ninshou skill Check as an action vs your Ninjutsu save DC to of the burned condition. Chilled: A chilled creature loses the chilled condition suffering from a sudden shift in
break the seal ending this jutsu. FIRE RELEASE: temperatures taking 2d6 Necrotic Damage as a result. This immediately ends the Chilled condition on the
creature.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the
damage by 1d8 and the number of feet thrown in the air by 10. 291 AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the weapon gains a bonus +1 to attack and Damage rolls. FIRE RELEASE:

〇 SEARING RUSH 〇 WHITE FIRE EMBER


Classification: Fire Release Rank: C-Rank Cost: Special (50 Chakra) Classification: Fire Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Full Turn Action
Range: Self (120 Foot Line) Components: HS, CM Range: Self Components: HS, CM, CS
Duration: Instant Keywords: Fire Release, Ninjutsu, Combination Duration: 1 Minute Keywords: Fire Release, Ninjutsu, Fuinjutsu
You weave handsigns as you and any other casters conjure superhot globes of flame. These globes are so hot You manifest a pale white-colored flame and use it to enhance your Fire Release Jutsu for the duration. For the
that they begin to boil the water out of the air itself. These globes combine to form a single super compressed duration, Jutsu you cast with the fire release keyword rerolls all Attack rolls of 1~5, taking the second result.
globe of flame that explodes with such force as it fires a powerful beam of Flame that burns the air as it passes. Also, Jutsu you cast with the fire Release keyword rerolls all Damage rolls of 1 or 2, taking the second result.
All creatures in a 15-foot wide 120 feet long line originating from you must make a Dexterity saving throw. On a You choose when to apply this effect to a jutsu you cast. You may use this effect to enhance jutsu with the fire
failed save creature take 11d8+11 Fire Damage and gaining 3 ranks of burned or half as much damage and no release keyword a number of times equal to your proficiency bonus before this jutsu immediately ends. 92 B-
additional conditions on a successful save. Creatures who’s Hit points are reduced to 0 as a result of this jutsu RANK: FIRE RELEASE:
become ash. Combination: If this jutsu is cast as a Combination jutsu with 2 or more casters increase the
targeted damage by 2d8. Any creature who assists in casting this jutsu as a combination jutsu increases this
Jutsu's area of effect size and damage 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). 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.

〇 EVERFLAME FRUIT 〇 FIRE WALL


Classification: Fire Release Rank: B-Rank Cost: 14 Chakra Classification: Fire Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: Touch Components: HS, CM Range: 120 Feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu, Medical Duration: Concentration, up to 1 minute. Keywords: Fire Release, Ninjutsu, Clash
You manifest a 1 apple sized gem or shard of Fire Release Chakra infused with Medical Release Chakra that You create a standing wall of fire, 1 foot thick, up to 60 Feet long, and 20 feet tall. When the wall appears, each
feels scalding to touch. You spend all of your Chakra Die, rolling and recording the result. A creature can use its creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d10+5 fire
bonus action to eat the gem. Eating a gem forces a creature to roll all of its Hit die, spending them all. A damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast
creature can also spend an action feeding this to a dead or dying creature who’s been dead for no longer than 1 this jutsu, deals 5d10+5 fire damage to each creature that ends its turn within 10 feet of that side or inside the
minute. The creature regains Hit points equal to the result of their Hit Die + The casters Chakra die roll. A wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.
creature can gain the benefits of this jutsu once per long rest. If a creature attempts to gain the benefits of this The other side of the wall deals no damage. FIRE RELEASE:
jutsu more than once per long rest, each time after the second, they take an amount of fire damage equal to
three times the casters Ninjutsu Save DC + Twice their Constitution score. This damage cannot be resisted or
reduced by any means. 93 FIRE RELEASE:

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 HEATED SUN 〇 HEAVENLY FLAME


Classification: Fire Release Rank: B-Rank Cost: 14 Chakra Classification: Fire Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 Feet Components: HS, CM Range: 5 feet Components: HS, CM, M
Duration: Concentration, up to 1 minute Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu
You create a globe of white-hot fire in a space you select within range, that you can see. Creatures who begin You compress all of your Fire Release chakra onto the surface of your skin and release it when you hit a
their turns within 20 feet of the Globe must make a Constitution saving throw, gaining the burned condition on a creature with an unarmed attack creating a targeted explosion of white-hot flame. As a part of the action to cast
failed save. Flammable objects within 20 feet of it ignite, and metal begins to become too hot to touch causing this ninjutsu, make a melee ninjutsu attack, against one creature within range, otherwise the jutsu fails. On a hit,
those wearing or holding metal within range to take 9d4+9 Fire damage at the beginning of each turn they are in the target suffers your unarmed attacks effects as normal and take 6d12+6 fire damage as the fire erupts on
contact with it. As an action, you may move this globe 30 feet in any direction from its current placement. If this contact. The target creature must make a Constitution saving throw, gaining two ranks of the burned condition
globe would enter a space another creature occupies, that creature must make the above saving throw. On a and falling prone on a failed save.
failed save, the creature gains 3 Ranks of the burned condition.
AT HIGHER RANKS: For each rank you cast this jutsu above B-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 S-Rank, increase the number of attacks it makes by +1. FIRE RELEASE:
Damage by 2d4. 298
〇 INVESTITURE OF FLAME 〇 PYRONADO
Classification: Fire Release Rank: B-Rank Cost: 14 Chakra Classification: Fire Release Rank: B-Rank Cost: 12 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 Feet Components: HS, CM Range: 5-foot Radius Components: HS, CM, CS, W (any melee)
Duration: Concentration, up to 10 minutes. Keywords: Fire Release, Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Fire Release, Ninjutsu, Fuinjutsu
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for You bathe your weapon in Fire Release Chakra and throw it, spinning the weapon like boomerang. The
the Jutsu’s duration. The flames don’t harm you or any allied creature. Until the jutsu ends, you gain the Weapon spins around you striking all creatures who come within 5 feet of you for the first time or begin their
following benefits: • You are immune to fire & wind damage. • Resistant to Bludgeoning, piercing and slashing turns there. The first time each turn a Creature enters its range must make a Dexterity saving throw. On a failed
damage. • Vulnerable to Cold damage. • Speed is increased by 15 feet. • Any hostile creature that moves within save they take damage equal to your weapons damage + 6d6+6 and the burned condition or half as much and
10 feet of you on any turn, begins it turn or ends its turn there, takes 2d10 fire damage. • You can use your no additional effects on a successful save.
bonus action to create a line of fire, 15 feet long and 5 feet wide extending from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 4d12+4 fire damage and gains AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
the burned condition on a failed save, or half as much damage on a successful one. 95 FIRE RELEASE: the radius of this jutsu by 5 feet. 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 DELAYED FIRE MISSILE 〇 FIRE DEVASTATION


Classification: Fire Release Rank: A-Rank Cost: 19 Chakra Classification: Fire Release Rank: A-Rank Cost: 19 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 feet Components: HS, CM Range: Self (120 Foot Cone) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Fire Release, Ninjutsu Duration: Instant Keywords: Fire Release, Ninjutsu
A beam of yellow light flashes from your hands, then condenses to linger in your hand as a glowing bead for the You breathe a stream of fire onto the target area which then expands into a massive ball of fire, incinerating
duration. When this jutsu ends, either because your concentration is broken or because you decide to end it, the everything in its radius. You fire a 120- cone-of super-heated flame. You can choose when the cone stops
bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20- before reaching its maximum distance. All creatures in the steam flames must make a Dexterity saving throw,
foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage taking 14d6+14 Fire Damage and gaining the 2 ranks of the burned condition on a failed save or half damage
equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The jutsu on a successful one. Flammable objects and creatures caught in the radius are turned to ash if reduced to 0 Hit
base damage is 12d8+12. If at the end of your turn, the bead has not yet detonated, the damage increases by points. The affected area remains on fire at the conclusion of the jutsu.
6d8+6. As an action, you can make a Ranged Ninjutsu attack throwing the bead at a creature or object causing
it to detonate on a hit. On a miss the target creature gets advantage on its saving throw. 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:

〇 FIRE STORM 〇 GREAT FIRE ABSORPTION


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: 120 Feet Components: HS, CM Range: 120 Feet Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu Duration: 1 Round Keywords: Fire Release, Ninjutsu
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the You create a vacuum of chakra, absorbing lingering fire from the surrounding area collecting it towards yourself
storm consists of up to ten, 10-foot cubes, which you can arrange as you wish. Each cube must have at least converting it into chakra and using this new chakra to heal wounds. Lingering fire or objects on fire are all
one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It extinguished and it is absorbed into you. You heal 10 Hit points for every source of fire occupying a 5- foot cube
takes 20d4+20 fire damage on a failed save or half as much on a successful one. The fire damages objects in that is absorbed this way. Fire cannot be generated or maintained in the radius of this jutsu until the beginning
the area and ignites flammable objects that aren’t being worn or carried. A creature in the area of more than one of your next turn. 97 FIRE RELEASE:
fiery storm is affected a maximum of once. FIRE RELEASE:

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:

〇 RELENTLESS BLAZE 〇 SUNBURST


Classification: Fire Release Rank: A-Rank Cost: Special (110 Chakra) Classification: Fire Release Rank: A-Rank Cost: 19 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: 150 Feet Components: HS, CM
Duration: 1 Minute Keywords: Fire Release, Ninjutsu, Medical, Duration: Instant Keywords: Fire Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You and all other casters, if any, touch a creature who has been dead no longer than 10 minutes, infusing its Brilliant sunlight flashes in a 60-foot radius centered on spot you can see within range. Each creature in that
body with Fire Release chakra, giving it a temporary spark of life fueled by you. The creature awakes with full light must make a Constitution saving throw, taking 12d6+12 fire damage and is blinded for 1 minute on a failed
Hit points and Chakra points. All jutsu they cast lose any other Nature Release Keywords and Gain the Fire save. On a successful save, it takes half as much damage and isn’t blinded by this jutsu.
Release Keyword in its place. All Class, or Clan features that would require a Nature Release Keyword of any
type works with Jutsu with the Fire Release Keyword. All damage they deal is counted as Fire Damage and AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
ignores Resistance, and treats Immunity as Resistance instead. At the end of the 1-minute duration or if the increase the damage by 1d6+1. 98 S-RANK: FIRE RELEASE:
creatures hit points is reduced to 0, they turn to ash as that spark of life goes out being unable to be revived by
any means. Combination: If this jutsu is cast as a Combination jutsu with 2 or more casters increase the
duration by 1 minute. Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's
duration based on the highest Charisma Modifier within the group of casters. (+0-2: No Change, +3-4: Increase
the duration of this jutsu to 1 hour, +5: Increase the duration of this jutsu to permanent.) 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.

〇 HEAT SNAP 〇 INCINERATING DRAGON FIRE


Classification: Fire Release Rank: S-Rank Cost: 35 Chakra Classification: Fire Release Rank: S-Rank Cost: 30 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: 150 Foot Cone Components: HS, CM
Duration: Instant Keywords: Fire Release, Ninjutsu, Kinjutsu Duration: Instant Keywords: Fire Release, Ninjutsu
You snap your fingers igniting the air surrounding a creature, instantly incinerating them. If the creature you You inhale engorging your chest, exhaling a white-hot flame, turning most everything in your path to ash. You
chose to target with this jutsu has 100 hit points or fewer, it dies, burning to dust. Otherwise, they must make a exhale a white-hot blaze of flame in a 150- foot cone in front of you. Creatures in this cone must make a
Dexterity saving throw, taking 30d4 + 30 fire damage, or half as much on a successful one. FIRE RELEASE: Dexterity saving throw, taking 25d6+25 Fire damage on a failed save and half as much on a successful one.
FIRE RELEASE:

〇 INFERNO RAIN 〇 PHOENIX BLESSING


Classification: Fire Release Rank: S-Rank Cost: 30 Chakra Classification: Fire Release Rank: S-Rank Cost: Special
Cast Time: 1 Action Cast Time: 1 Action
Range: 1 Mile Components: HS, CM Range: Touch Components: HS, CM, CS
Duration: Instant Keywords: Fire Release, Ninjutsu, Fuinjutsu, Kinjutsu Duration: Permanent Keywords: Fire Release, Ninjutsu, Fuinjutsu, Medical,
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a You touch a willing creature, passing on your flame. A creature you touch regains a number of hit and chakra
20-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere points equal to your maximum hit and chakra points respectively. They gain a number of Temporary hit points
spreads around corners. A creature takes 22d8+22 fire damage on a failed save, or half as much damage on a equal to their Maximum Hit points and a number of Temporary Chakra points equal to their Maximum Chakra
successful one. A creature can only be affected by one fiery explosion per casting. FIRE RELEASE: points. You end all conditions on the target and they feel immediately revitalized, gaining Advantage on all
ability checks, skill checks, saving throws, and attack rolls for the next minute. After this minute duration, your
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and Maximum Hit & Chakra points become 0, and cannot be increased by any means. 99 WATER RELEASE Water
the damage by 1d8 Release jutsu are most easily performed using existing water sources, such as lakes or rivers. Users can also
create water within their bodies with chakra, which they expel from their mouths, though this is generally
regarded as a testament of skill. Water Release is typically used offensively, doing battering damage because of
the sheer volume of water or slicing damage because of the water's high pressure. Water Release can be used
to trap targets, such as imprisoning them with dense water or ensnaring them with sticky water. Water is a
common option, with users surrounding themselves with water to be protected from harm. Alternatively, users
can hide themselves from opponents with thick mist to obscure vision or water droplets to render the user
invisible. Water Release is naturally strong against Fire Release and weak against Earth Release. Prerequisite:
You must have the Water Release Affinity to learn jutsu with the Water Release Keyword. D-RANK: WATER
RELEASE:

〇 DOLPHIN BREAK 〇 ENCOURAGING DROPLETS: THIRST


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: 15 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu Duration: Instant Keywords: Water Release, Ninjutsu, Medical
You manipulate your water release chakra to generate an aquatic beast of your choice that appears to ram into You solidify your Water Release Chakra into pure water that floats above your hand. When cast, a willing
a creature you can see within range. Make a melee ninjutsu attack. On a success you deal 3d6 cold damage creature within range can as a part of casting this jutsu drink the water. The target gains temporary hit points
and forcing the target creature to make a Constitution saving throw. On a failed save they gain 1 rank of Chilled. equal to your Ninjutsu save DC and is healed of one of the following conditions from an effect of equal rank or
If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or increase the range to 45 lower; Bleeding, Burned, Chilled, Dazed or Poisoned. Creatures who gain Temporary hit points from this jutsu
feet. gain a special action called Encouraged Momentum which goes away at the end of their next turn. Encouraged
Momentum. On your turn, you can use this special action to take the following actions; Dash, Hide, Disengage,
AT HIGHER RANKS: For each rank you cast this jutsu above B rank, increase the cost by 3. If this jutsu is cast or Dodge.
at A-rank, the time you may gain the additional benefits of the day extends to 4:00 pm. If this jutsu is cast at S
rank, you may draw on the last sources of daylight of the setting sun. The time you may gain the additional AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If
benefits of the day extends to 6:00 pm, and this jutsu deals an additional 2d8 damage. cast at B-Rank, increase the number of conditions healed to 2. If cast at S-Rank, increase the number of
conditions healed to 3. 100 WATER RELEASE:

〇 HEALING WATERS 〇 HIDDEN MIST


Classification: Water Release Rank: D-Rank Cost: 5 Chakra Classification: Water Release Rank: D-Rank Cost: 5 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: Water Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Water Release, Ninjutsu
You collect a mass of water and impart chakra into it and begin to heal a willing creature you can touch with it. You conjure a cloud of water particles condensing into a large cloud of mist. Creatures inside this cloud of mist
This dissolves the water from being used in the healed creatures healing process. Roll 2d8, healing the target cannot see more than 5 feet away from them, gaining disadvantage on Wisdom (Perception) checks to see and
creature by the total. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you Attacks made while inside the cloud of mist that rely on sight. Creatures outside the mist also have
can choose to instead remove one of the following conditions in addition to restoring hit points; Bleeding, disadvantage when attacking other creatures who are inside the mist. Also, when this jutsu is cast, select one
burned, poisoned or shocked conditions. creature, whom you can see. That creature becomes mist marked. For the duration of this jutsu, a creature mist
marked is always perceived by you while they are in the hidden mist, cannot benefit from being hidden while
inside the hidden mist and you do not gain disadvantage on attack rolls against them. If used near a sufficient
source of water, reduce the chakra cost of this jutsu by 2 or you can choose to instead select an additional
creature to be mist marked. WATER RELEASE:

〇 MANTIS WINGS 〇 PIRANHA SWARM


Classification: Water Release Rank: D-Rank Cost: 4 Chakra Classification: Water Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 60 Feet Components: HS, CM, CS
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Duration: Instant Keywords: Water Release, Ninjutsu Duration: Concentration, up to 1 minute. Keywords: Water Release, Ninjutsu, Fuinjutsu
You manifest wings of water that flutter at your command. Until the end of your turn, you gain a 30-foot fly You manifest a medium sized bubble of water that you then summon a swarm of piranhas within. When you
speed. At the end of this jutsu’s duration if you have not landed, your wings slow down bringing you gently down cast this jutsu, you can make a melee ninjutsu attack against a creature within 5 feet of the swarm. On a hit, the
onto whatever surface may be directly below you. target takes 2d4 Cold damage + 2d4 Piercing damage. As a bonus action on subsequent turns, you can
command the swarm to move up to 30 feet and repeat the attack against a creature within 5 feet of it. If you cast
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank increase the cost of this jutsu by 3 and this jutsu while submerged underwater, the piranha’s can instead be commanded to move up to 60 feet instead
the damage by 1d10. 315 of 30. A creature who takes damage from this jutsu must make a Constitution Saving Throw. On a failed save,
they gain 1 rank of Chilled. A creature who fails by 5 or more also gains 1 rank of Bleeding. If used near a
sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to increase the amount of
piranhas, increasing their damage by +1d4 of each type.

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:

〇 SENSING WATER SPHERE 〇 SHARKS MAW


Classification: Water Release Rank: D-Rank Cost: 4 Chakra Classification: Water Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Minute Cast Time: 1 Action
Range: 5 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, up to 1 Day Keywords: Water Release, Ninjutsu, Sensory Duration: Concentration, up to 1 Minute Keywords: Water Release, Ninjutsu
You collect a mass of water into a sphere from the surrounding area 5 feet in diameter. For the duration of this You manifest a construct of water release chakra around your hands to take the shape of a sharks that clamp
jutsu you can see movement and activity in a 250-foot radius centering on the sphere. This requires the creature down and bite into targets for the duration. You cannot lose concentration on this jutsu as a result of damage.
who is moving, to disrupt some source of water (Puddles, bodies of water or rain). This movement or activity For the duration, as an action, you can make a melee ninjutsu attack. On a hit, you deal 3d8 cold damage and
creates bubbles inside the sphere relative to the direction of the movement compared to the location of the forcing the target to make a Strength Saving Throw, being Grappled by the shark’s head on a failed save. A
sphere. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to creature Grappled by you this way takes 1d8 Cold damage at the start of each of their turns as the sharks bite
double the sensory range of this jutsu, allowing you to see movement and activity in a 500-foot radius centered deeper into them. If you cast this jutsu while submerged underwater, the sharks grant you a swim speed of 60
on the sphere. 101 WATER RELEASE: feet and attacks made with this jutsu are at advantage. If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2 or for the duration, if your melee Ninjutsu attack result is 10 higher than the targets
AC, its treated as a critical hit, and creates a shockwave of water chakra that deals 2d6 cold damage to all
creatures of your choice within 10 feet of you.

AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the 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

〇 WATER PALM BLADE 〇 WATER PILLAR THRUST


Classification: Water Release Rank: D-Rank Cost: 4 Chakra Classification: Water Release 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: Water Release, Ninjutsu Duration: Instant Keywords: Water Release, Ninjutsu
You generate two blades of chakra enhanced water over your hands that you launch in an arc. Make a ranged You create a surge of water that erupts upwards from under a creature that you can see within range. This jutsu
Ninjutsu Attack dealing 4d8 Cold damage on a hit. A creature affected by this jutsu becomes sheathed in ignores cover. The target must make a Dexterity saving throw taking 3d10 Cold damage and being chilled on a
vibrating water until the start of your next turn. If the target moves or is moved at least 5 feet before the start of failed save and half as much on a successful save and no further effects. If used near a sufficient source of
your next turn, it explodes, dealing 1d6 cold damage to the affected creature and all creatures of your choice water, reduce the chakra cost of this jutsu by 2 or you can choose to affect all creatures within 5 feet of the
within 5 feet of the original target. If used near a sufficient source of water, reduce the chakra cost of this jutsu target creature as well. A creature can only be affected by this jutsu once per casting.
by 2 or increase the damage of the attack by 1 die.
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 A-Rank, increase the cost of this jutsu by 3 and increase the number of targets this jutsu can affect by +1 and the damage by 1d10. WATER RELEASE:
the damage by 2d8. WATER

〇 WATER PURIFICATION/PUTRIFICATION 〇 WATER SEALING TRAP: SUBMERGE


Classification: Water Release Rank: D-Rank Cost: 3 Chakra Classification: Water Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: 120 Feet Components: HS, CM, CS
Duration: Instant Keywords: Water Release, Ninjutsu Duration: 10 Minutes Keywords: Water Release, Ninjutsu, Fuinjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You manipulate and mold chakra to reverberate through a source of fluid, be it mud, poisoned waters, or As a part of casting this jutsu, the target of this jutsu must be submerged fully in any type of Liquid. You weave a
anything in between. Fluid up to 10 gallons that has your chakra moving through it becomes purified and turns chakra seal made of water release chakra that you then place on the surface of a liquid. A creature currently
into pure drinking water, free of all impurities or it becomes putrid, undrinkable and poisonous to drink (Your submerged within this liquid becomes bound by the waters itself. Target creature must make a Strength saving
choice). If a fluid is manmade or special in any way, make a Ninshou Skill Check against the DM’s set difficulty throw. On a failed save, they become Restrained and unable to weave handseals for the duration. The target
to see if you can purify/Putrefy it or not. 103 WATER RELEASE: WATER SEALING TRAP: cannot drown while restrained by this jutsu. A Creature Restrained by this jutsu, remakes their saving throws at
the end of each of their turns. On a success ending this jutsu immediately. WATER RELEASE:

〇 WATER SHIELD 〇 WATER SHURIKEN


Classification: Water Release Rank: D-Rank Cost: 4 Chakra Classification: Water Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Reaction, which you take when you would take damage or make a saving throw. Cast Time: 1 Action
Range: Self Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: 1 Round Keywords: Water Release, Ninjutsu, Clash Duration: Instant Keywords: Water Release, Ninjutsu
You create a floating wall of spiraling water, capable of pushing back creatures and blocking attacks. Increase You generate multiple shuriken made of water. Make a Ranged Ninjutsu attack against a creature you can see
your AC by +2 until the beginning of your next turn and reduce the next instance of damage you take by 4. If this within range, dealing 4d4 cold damage. If you score a critical hit with this jutsu the damage die of this jutsu
jutsu would reduce Fire damage from another jutsu, you can initiate a Clash, and add 1d4 to your clash check. If becomes a d8 as they shift into monster water shuriken. If used near a sufficient source of water, reduce the
you have a sufficient water source nearby, reduce the chakra cost of this jutsu by 2 or the first clash check you chakra cost of this jutsu by 2 or you can choose to instead make an additional attack targeting another creature
make with this jutsu, is made at advantage. within range.

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:

〇 WATER WHIP 〇 WHALES TORRENT


Classification: Water Release Rank: D-Rank Cost: 4 Chakra Classification: Water Release Rank: D-Rank Cost: Special (28 Chakra)
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you or a creature within range would take damage, or make a Saving throw of any type.
Range: 30 Feet Components: HS, CM Range: 15-foot radius Components: HS, CM, CS
Duration: Instant Keywords: Water Release, Ninjutsu Duration: 1 Minute Keywords: Water Release, Ninjutsu, Fuinjutsu,
You create a long whip of water by molding your chakra through it. Make a melee ninjutsu attack against a You and any other caster weave together a highly intricate mix of Water Release Chakra until you conjure a
target in range, dealing 2d6 cold damage and pull the creature 10 feet Closer and forcing the target to make a massive Barrier of Water that protects all creatures within this jutsu’s Radius. This Barrier has a number of hit
Constitution saving throw gaining 1 rank of chilled on a failed save. If used near a sufficient source of water, points equal to 24d6. Resistance to Fire Damage, Vulnerability to Earth Damage. This Barrier intercepts all
reduce the chakra cost of this jutsu by 2 or on a failed save, the target gains a rank of bruised. attacks and Jutsu that would cross its space for the duration or until it reaches 0 Hit points. Creatures cannot
enter, exit or Cross through this barrier willingly. This Barrier lasts for the duration and cannot be ended early
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank increase the cost of this jutsu by 3 and willingly by its casters. Creatures cannot see into the barrier but creatures can see outside of the barrier.
the number of attacks by +1. Combination: If this jutsu is cast as a Combination jutsu with 2 or more casters increase its hit points by 2d6.
Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's defensive potency
based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2-3: Increase the hit
die to a d8, +4-5: Increase the hit die to a d10.) WATER RELEASE:

〇 WHISPER 〇 WILD BUBBLE WAVE


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: 90 feet Components: HS, CM, CS Range: 15 Foot Cone Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Water Release, Ninjutsu, Fuinjutsu Duration: Instant Keywords: Water Release, Ninjutsu
You send bubbles made from Water Release chakra to fill the inner ear of your allies for the duration. Select up You create a viscous mass of bubbles and spray it out in a cone 15 feet in front of you creating a slippery
to 3 willing creatures within range to gain the benefits of this jutsu. For the duration, affected creatures who ground. Each Creature standing in the area of the jutsu, must make a Dexterity saving throw, falling prone on a
would make a Wisdom (Perception) Check adds your Ninjutsu Ability Modifier to their Check. Sound based failed save. A Creature that enters or ends its turn on a space in the target area must also make the saving
environmental effects that force a saving throw of any type are made with advantage. Additionally, the first throw or fall prone. This mass of bubbles remains for 1 minute, or until washed away.
Saving throw made against a Genjutsu with the Auditory Keyword add your Ninjutsu Ability Modifier to their
saving throw. This jutsu immediately ends after this saving throw. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the size of the cone by 10 feet. WATER RELEASE:
AT HIGHER RANKS: For every rank you cast this jutsu above A-Rank, increase the cost by 3 and the damage
by 2d10.

〇 WILD WATER WAVE 〇 CLEANSING DROP


Classification: Water Release Rank: D-Rank Cost: 4 Chakra Classification: Water Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 30 Feet Components: HS, CM Range: 45 feet Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu, Clash Duration: Instant Keywords: Water Release, Ninjutsu, Medical
You generate a strong current of water and expel it like a jet. Make a ranged ninjutsu attack. On a hit target You manipulate your water release chakra and infuse it with Medical Release Chakra. When you do you create
creature takes 2d8 cold damage and is pushed back 10 feet If used near a sufficient source of water, reduce the a single drop of water made from this jutsu, and send it to a single willing creature you can see within range
chakra cost of this jutsu by 2 or force the target to make a Constitution saving throw gaining a rank of chilled on allowing them to drink it. A creature who drinks this drop of water who are under any of the following effects
a failed save from a Jutsu or environmental hazard of Equal Rank or lower, has two of them completely removed at your
discretion; Poisoned, Burned, Shocked, Chilled, Dazed.

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:

〇 CRUSHING DROPLETS: SPILL 〇 DROWNING BUBBLE


Classification: Water Release Rank: C-Rank Cost: 8 Chakra Classification: Water Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 45 Feet Components: HS, CM
Duration: Concentration, Up to 1 Minute Keywords: Water Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Water Release, Ninjutsu, Kinjutsu
You manipulate your water release chakra hardening it until the waters density becomes too much for most to You conjure a bubble filled with water and send it towards a creature’s head to enclose it within the bubble
handle. For the duration, when you would cast a Jutsu with the Water Release Keyword, the Strength of the removing their ability to breathe unless they can breathe within water. Make a ranged Ninjutsu attack against a
jutsu is modified based on your needs at the moment. Select one of the following effects when you cast the creature within range. On a hit the creature begins to suffocate. While suffocating this way, its speed is halved
jutsu. • Cold Damage you deal with Jutsu with the Water Release Keyword is increased by an amount equal to and at the start of each of its turns it experiences oxygen deprivation taking 3d8 necrotic damage that ignores
your Proficiency Bonus. This bonus damage can happen up to twice per turn. • Attacks made with Jutsu with the Damage Reduction and Resistance. At end of an affected creatures turn, they make Constitution saving throw.
Water Release Keyword are made with a bonus to hit equal to 1d4. • Creatures who would make a saving throw On a success, this jutsu ends. WATER RELEASE:
against a Jutsu you cast with the Water Release Keyword rolls an additional 1d4 reducing their saving throws by
the result.

〇 FOUR SHARK RAIN 〇 FOUL LEGACY


Classification: Water Release Rank: C-Rank Cost: 8 Chakra Classification: Water Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 60 feet Components: HS, CM Range: Self (10-foot radius) Components: HS, CM, W (Any)
Duration: Concentration, Up to 1 Minute Keywords: Water Release, Ninjutsu, Construct Duration: Concentration, up to 1 minute Keywords: Water Release, Ninjutsu
You manipulate your water release chakra shaping it until you completely form 2 construct Sharks made of your You manifest water chakra that bubbles up before you unleash it like a bursting bubble, as a pulse of sapphire
Chakra alone. These Water Sharks Swim in midair around you waiting for your command to attack using the blue chakra enhances the weapons of your allies. You cannot lose concentration of this jutsu as a result of
following stat block. You can command them as a Bonus Action on your turn. A creature can only be attacked damage. For the duration, one weapon you and each allied creature affected by this jutsu is wielding is
by 2 sharks per turn. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you enhanced by your sapphire water chakra. Enhanced weapons deal an additional 2d4 Cold damage twice per
can choose to increase the sharks hit points by an amount equal to your character level. turn and each time a wielder deals damage to a hostile creature, they regain hit points equal to the bonus cold
damage this jutsu deals. If you or affected allied creatures let go of their weapon or it is taken from its original
AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and wielder, the sapphire chakra disperses.
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. If this
jutsu is cast at A-Rank or higher, increase the damage to 4d4. WATER RELEASE: HEAVENLY MIRROR OF
〇 HIDING IN MIST 〇 MEDICAL JELLYFISH
Classification: Water Release Rank: C-Rank Cost: 6 Chakra Classification: Water Release Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Range: Self Components: HS, CM Range: Touch Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Water Release, Ninjutsu Duration: 1 Minute Keywords: Water Release, Ninjutsu, Medical
You begin to turn your body into a collection of water vapor similar in consistency to mist along with everything You Conjure water into the shape of a jellyfish and attach it to a creature you touch. For the duration, the
your wearing and carrying for the duration. This jutsu ends if you drop to 0 hit points or chakra. You cannot lose jellyfish will continuously inject chakra into whomever it is attached to body to heal them when they take
concentration of this jutsu as a result of failing a concentration check, or being incapacitated. While in this form, damage. At the beginning of their turn, they recover 4 hit points. This jellyfish has the Same AC as its host, but
your only movement method is a flying speed of 20 feet. You can enter and occupy the space of another only 1 hit point. The jellyfish can be targeted by an attack. Alternatively, If the host would make a saving throw to
creature. You have resistance to all damage, excluding Earth damage, and you have advantage on Strength, resist a Ninjutsu, Taijutsu or Bukijutsu effect that would damage it, the jellyfish also takes damage equal to the
Dexterity, and Constitution Saving Throws. You can pass through small holes, narrow openings, and even mere result if its host fails the save. If the Jellyfishes Host would fall to 0 hit points, the jelly fish shrivels up and the
cracks, though it treats liquids as though they were solid surfaces. You can’t fall and remain hovering in the air, jutsu ends.
even when stunned or otherwise Incapacitated. When rolling stealth to be seen as a common cloud of gas, mist
or fog, you may roll at advantage. While in this form of mist, You can’t talk or manipulate objects, and any AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. You cannot attack or cast increase the healing by +1. 107 WATER RELEASE:
jutsu while in this form. WATER RELEASE:

〇 SCORPION 〇 RAGING TIDE


Classification: Water Release Rank: C-Rank Cost: 8 Chakra Classification: Water Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 15 Feet Components: HS, CM Range: Self (60-foot line) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Water Release, Ninjutsu Duration: Instant Keywords: Water Release, Ninjutsu, Clash
You mold poisonous chakra into the shape of a scorpion stinger dripping with poison, and fully under your You manipulate Surrounding Water as you pull water from the air, surrounding plants and even create water
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 using your Water Release Chakra. This collects into a large wave that appears in front of you before it is
you can make two melee ninjutsu attacks, dealing 4d8 + your ninjutsu ability modifier poison damage on a hit. propelled forward in a highly concussive way. All creatures in a 5-foot wide, 60-foot-long line originating from
Once per turn, a creature who takes damage from this jutsu must make a Constitution saving throw, gaining 2 you must make a Strength saving throw. On a failed save a creature takes Cold Damage equal to 3d8, gain the
ranks of envenomed on a failed save. A creature you target, who has 5 ranks of envenomed has vulnerability to chilled condition, be pushed in a straight line following the path of your jutsu, by 30 feet and fall prone. On a
poison damage from this jutsu’s attacks for the duration. MEDICAL RELEASE: WILT Classification: Ninjutsu successful save they take half damage and no additional conditions. If used near a sufficient source of water,
Rank: A-Rank Casting Time: 1 Action Range: Self (45-Foot cube) Duration: Concentration, up to 1 minute reduce the chakra cost of this jutsu by 2 or you can change the shape of this jutsu to a 30-foot cone.
Components: HS, CM, CS Cost: 20 Chakra Keywords: Ninjutsu, Medical, Fuinjutsu Description: You infuse
necrotic chakra into a surge of medical chakra, designed to suck the life from a target creature. You draw the life AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
force of all creatures of your choice within range, that you can see. Each creature in the area must make a the damage by 1d8. WATER RELEASE:
Constitution Saving throw. Construct and undead aren’t affected. Plants, Celestials, and Demons make this
saving throw at disadvantage. A creature takes 10d8 Necrotic Damage and are marked with the seal of
extraction for the next minute, or half as much damage and no additional effects on a successful save. A
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
damage each time they would take damage from any source for the duration. A creature marked with the seal of
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. REVERSE SEAL SUMMONING Classification: Ninjutsu Rank: A-Rank Casting Time: 1 Action
Range: Self Duration: Instant Components: HS, CM, CS Cost: 20 Chakra Keywords: Ninjutsu, Fuinjutsu
Description: You mark up to 6 willing Creatures with a chakra seal, marking them with your personal seal
formation. With this seal, you can, as a bonus action, teleport creatures marked with your seal, to you, from up
to 1 mile away. You may also Inversely teleport to them, as a bonus action, from up to 300 Feet away,
occupying a space within 5 feet of them that can hold you. Creatures marked can resist being summoned
causing this jutsu to fail, if they resist you do not spend chakra.

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

〇 ROAR OF ATLANTIS 〇 WALL OF WATER


Classification: Water Release Rank: C-Rank Cost: 8 Chakra Classification: Water Release Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action, 1 Reaction, which you take when you or an allied creature in range takes damage.
Range: Touch Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Water Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Water Release, Ninjutsu, Construct
You manipulate the Water Release Chakra with a creature you touch within range. If used on yourself, you do You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to
not need to spend chakra to maintain concentration on this jutsu. For the duration, when the creature cast a 30 feet long, 10 feet high, and 5 feet thick in any shape you want so long as each piece of wall is connected to
Jutsu with the Water Release keyword that deals damage or inflicts a condition of any type, the affected another piece. The wall deforms and becomes a mass of water when the jutsu ends, filling each space it
creature becomes Wet. A wet creature remains wet for this jutsu’s duration, unless otherwise stated. A wet occupied with a Source of water that can be used for Water Release Ninjutsu, of C-Rank or lower, once each.
creature who takes damage from the following damage types triggers the following effects. Fire Damage: Once The wall’s space is difficult terrain if creatures attempt to pass through it. The water wall has an AC equal to
per turn, they take additional fire damage equal to 2dX, where X is the triggering jutsu’s damage die. The steam your Ninjutsu save DC and a number of Hit points equal to 6d4 + Your Ninjutsu Save DC, with resistance to Fire
remains until the end of the target creatures next turn. The area the steam occupies is heavily obscured. The damage. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to
target creature is no longer wet. Lightning Damage: Once per turn, the creature has the water react to the instead make creatures take 2d8 Cold damage the first time they move through the wall on their turn. 108
lightning as the lightnings conductivity is multiplied and all adjacent creatures become targets for this super WATER RELEASE:
conduction. They take additional Lightning Damage equal to 2dX, where X is the triggering jutsu’s damage die.
All creatures who are adjacent to the wet creature makes a Dexterity saving throw taking half of the lightning
damage dealt on a failed save or none on a successful save. Wind Damage: Once per turn, the creature has the
wet condition spread around affecting creatures near them as the water is picked up and thrown around. They
take additional cold damage equal to 2dX, where X is the triggering jutsu’s damage die. All creatures who are
within 10 feet of the wet creature becomes wet as well. WATER RELEASE:

〇 WATER ABSORPTION 〇 WATER BREATHING


Classification: Water Release Rank: C-Rank Cost: 7 Chakra Classification: Water Release Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: Touch Components: HS, CM, CS Range: Self Components: HS, CM
Duration: Concentration, Up to 1 Minute Keywords: Water Release, Ninjutsu, Fuinjutsu Duration: 1 hour Keywords: Water Release, Ninjutsu
You place a sealing tag on one willing creature you can see within range. When you cast this jutsu, all Water You filter Water as it enters your lungs, being able to breathe as if you were a fish. You can breathe in water as
sources the target is in contact with or adjacent to, is absorbed into them and is used to artificially enhance the if you were breathing air. WATER RELEASE:
targets physical ability. If the target is next to a water source comparable to a lake, sea, or ocean this jutsu does
not consume all of the water, but up to 1000 gallons. For the duration, the creatures Strength Score becomes 20
if it not already. If their Strength score is already 20, it instead becomes 22. Their jump distance is doubled.
They gain resistance to Bludgeoning damage and the first time each turn, that they would deal unarmed or
weapon damage they deal additional damage equal to 2d10. When this jutsu ends, the creature becomes
weakened and slowed until the end of their next turn as their body recovers from the over saturation of water in
their system. WATER RELEASE:

〇 WATER BULLET 〇 WATER CLONE


Classification: Water Release Rank: C-Rank Cost: 7 Chakra Classification: Water Release Rank: C-Rank Cost: Special (8 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu, Clash Duration: Concentration, up to 10 minutes Keywords: Water Release, Ninjutsu, Clone, Fuinjutsu
You knead chakra in your stomach and expel it in a large quantity of water towards a target creature. Make a You conjure a clone made of water similar to the Shadow clone technique but with far less power, known as a
ranged ninjutsu attack, dealing 4d6 cold damage that penetrates a creatures DR (damage reduction) ignoring it. Water Clone. Water Clone’s weigh half as much as the caster. You can create up to two Water Clones when
If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or the number of creatures you casting this jutsu, each costing 8 chakra to conjure. Water Clones can cast ninjutsu with the Water Release
can target by +1. keyword that you know of D-Rank, following normal Clone keyword restrictions. Additionally, if a damaging jutsu
the Water Clone cast would use a damage die larger than a d4, the damage die the clone uses becomes a d6
instead. Water Clones, can move across water without chakra but cannot move vertically along non-water-
based surfaces. If a Water Clone uses a weapon or unarmed attack, regardless of the weapon the clone uses, it
deals 1d8 cold damage. If a Water Clone casts a jutsu that requires more than 1 attack roll upon casting, it only
makes one attack. If multiple water clones attack the same creature, you do not make multiple attack rolls. You
instead choose a lead clone and it gains a +1d6 bonus to its damage roll(s), for each additional clone that is
aiding it.

AT HIGHER RANKS: For each rank you cast this jutsu above 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.

〇 WATER PERMEATION 〇 WATER PRISON


Classification: Water Release Rank: C-Rank Cost: 6 Chakra Classification: Water Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action. Cast Time: 1 Action
Range: Touch Components: HS, CM, CS Range: Touch Components: HS, CM
Duration: 1 Minute Keywords: Water Release, Ninjutsu, Fuinjutsu Duration: Concentration, up to 1 Hour. Keywords: Water Release, Ninjutsu,
You place a sealing tag on one willing creature you can see within range. For the next minute they lose physical You create a dense spiraling bubble of water around a creature, capturing them inside and restraining
form as they and all equipment held become a pool of water. As a pool of water, their speed becomes 60 feet, movement and preventing them from performing Jutsu. Target creature makes a Dexterity saving throw, being
and gain a swim speed of 120 feet. They can squeeze through cracks or disconnected surfaces that are at least restrained and captured on a failed save. The user must maintain contact with the sphere holding the captive
1 millimeter wide. The affected creature cannot make attacks, use handsigns, or mold chakra. The affected inside. Losing contact causes the jutsu to end immediately. The sphere has an AC equal to your Ninjutsu save
creature cannot see, but they gain 60 feet of tremor sense. Additionally, the affected creature becomes immune DC, 10 hit points, and creatures captured inside the Sphere cannot make Hand Seals or make attacks and find
to Cold, Bludgeoning, piercing and Slashing Damage. Resistant to Fire Damage, and Vulnerable to lightning it difficult to breathe. The sphere intercepts all damage meant for the target, has vulnerability to earth damage,
Damage. WATER RELEASE: and once it reaches 0 hit points, this jutsu immediately ends. At the end of each of their turns they make a
Strength saving throw. On a success they force their way out with brute force. The bubble containing a creature
can be moved as an Action on behalf of the caster, as they drag it with them as part of their movement. If used
near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to make a
captured creatures Saving throws to escape this jutsu at disadvantage. WATER RELEASE:

〇 WATER TRUMPET 〇 ARMOR OF POSEIDON


Classification: Water Release Rank: C-Rank Cost: 9 Chakra Classification: Water Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: 30 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu, Clash Duration: Concentration, up to 10 Minutes Keywords: Water Release, Ninjutsu
You cup your hands and create a highly pressurized stream of water, capable of piercing through steel and the You manipulate your water release chakra and coat your body in it creating a tangible armor of Water Release.
ground itself. Make a Ranged Ninjutsu Attack, dealing 4d10 cold damage. If used near a sufficient source of If you are fully submerged in water, this jutsu cannot end as a result of failing a Concentration Check, and you
water, reduce the chakra cost of this jutsu by 2 or you can choose to instead deal twice as much damage to reduce the concentration cost by -1. If used near a sufficient source of water, reduce the chakra cost of this
constructs and structures. jutsu by 2 or you can choose to give yourself advantage on Chakra control checks to maintain concentration of
this jutsu. For this jutsu’s Duration, you gain the following benefits while completely submerged in water; • You
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. If this gain a 120 feet Swim Speed. • You can breathe underwater as if breathing air. • You gain 60 feet of tremor
jutsu is cast at A-Rank, increase the rank of jutsu Insect clones can cast to C-Rank. sense. • Once per turn, Jutsu you cast with the Water Release Keyword deals additional damage equal to 1
damage die. If the target is currently Chilled the jutsu instead deals additional damage equal to 2 damage die. •
Attacks made underwater do not need to be rolled at disadvantage. • Attacks you make while underwater retain
their full range. • In place of a weapon attack made with the attack action, you can make a Melee or Ranged
Ninjutsu attack equal to the number of attacks you would make with the attack. If melee, your attack deals 3d8 +
Ninjutsu ability modifier cold damage. If ranged, your attack deals 2d8 + Ninjutsu ability modifier cold damage
has a range of 60/120. 110 WATER RELEASE:

〇 BLOODY MIST ABSORPTION 〇 DEEP


Classification: Water Release Rank: B-Rank Cost: 14 Chakra Classification: Water Release Rank: B-Rank Cost: Special (77 Chakra)
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (45-Foot cube) Components: HS, CM Range: Self (30-foot radius sphere) Components: HS, CM
Duration: Concentration, up to 1 Minute Keywords: Water Release, Ninjutsu Duration: Concentration, up to 1 Minute Keywords: Water Release, Ninjutsu, Combination,
An advanced variation of the Hidden Mist Technique. This variation requires the user to draw blood from You and other casters manipulate Surrounding Water as you artificially manipulated the depth of water
themselves cutting their palm, reducing their current Hit points by 5. You release a crimson red mist that fills a surrounding yourselves. Each Caster of this jutsu manifests a 30-foot radius sphere of water within which they
45-foot-cube originating from you. All creatures inside this mist are heavily obscured and cannot clearly see gain a 60-foot swim speed and the ability to breathe within each sphere of water created during this jutsu’s
anything more than 5 feet away from them. You know the location of all creatures inside this red mist and all casting. Each caster can then select up to 2 creatures other than themselves who will be unable to Drown while
creatures except for you suffer the following effects. • Creatures who start their turns inside the red mist, who within this jutsu’s radius and gains a swim speed equal to their walking speed while inside any sphere of water
have less than their max hit points lose 4 + Half of any bleed damage they take, in chakra. • Creatures cannot created during this jutsu’s casting. Additionally, the selected creatures do not need to make a Saving throw as a
regain Hit points or remove stacks of bleeding while inside the red mist. WATER RELEASE: result of this jutsu. Each creature selected by a caster who casts a Jutsu of any type while within a sphere of
water created during this jutsu’s casting now deals cold damage instead of their jutsu’s listed damage type.
Creatures who are within this jutsu’s radius when casted must make a Dexterity and Constitution saving throw.
On a failed Dexterity saving throw they are pulled 30 towards the center of the sphere of water. On a successful
save they are instead floating within the sphere of water in their current position. On a failed saving throw the
creature was unable to hold its breath and begins drowning. A drowning creature can survive for a number of
rounds equal to their Constitution Modifier (Min 1) before falling unconscious as a result of drowning. If an
unconscious creature remains drowning, at the beginning of the unconscious creatures turn, they take necrotic
damage equal to their level. On a successful save they are able to hold their breath for a number of rounds
equal to their Constitution Modifier (Min 1.). At the beginning of a creatures turn who has exceeded the number
of rounds they can hold their breath; they begin drowning as if they failed their saving throw. An unconscious
creature who is no longer drowning can be awoken by another creature as a bonus action. Combination: If this
jutsu is cast as a Combination jutsu with 2 or more casters reduce the cost by -2. Any creature who assists in
casting this jutsu as a combination jutsu increases this Jutsu's radius based on the highest Charisma Modifier
within the group of casters. (+0-1: No Change, +2-3: Increase the radius to 90-foot radius sphere(s), +4-5:
Increase the radius to 120-foot radius sphere(s)). WATER RELEASE: EXPLOSIVE COLLIDING

〇 EXPLOSIVE COLLIDING SHOCKWAVE 〇 HEAVENLY MIRROR OF HOPE


Classification: Water Release Rank: B-Rank Cost: 14 Chakra Classification: Water Release Rank: B-Rank Cost: Special
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you are targeted by a Jutsu, or would make a saving throw as a result of a jutsu who’s range
Range: Self (60 Foot radius Sphere) Components: HS, CM Range: Special Components: HS, CM
Duration: 1 Minute Keywords: Water Release, Ninjutsu Duration: Instant Keywords: Water Release, Ninjutsu
When you see another allied creature cast another jutsu, you create a tornado like mass that is compressed You manifest a ring of water that creates a reflective film similar to that of a mirror. When you are targeted with a
until it has a high density before being released as a shockwave, intended to boost their jutsu’s effects. If the jutsu, you quickly raise this mirror showing your targets reflection. First, you make a Ninjutsu ability Check. The
triggering jutsu does not have a nature release keyword, the allied creature makes their attack roll at advantage DC equals 13 + the Jutsu’s Rank. (C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) On a success, you then spend
or one hostile creature of your choice within range makes their saving throw at disadvantage. If the triggering a number of chakra casting this jutsu equal to your targets cost of casting a jutsu + the Jutsu’s Rank (D-Rank:
jutsu has a nature release keyword, then all hostile creatures in a 60-foot cone, originating from you, must make +2, C-Rank: +5, B- Rank: +8, A-Rank: +11, S-Rank: +14.) and your mirror reflects the jutsu cast at you back
a Strength saving throw or be pulled 15 feet towards your allied creature, take 5d6 wind damage, and causing onto them. Any attack rolls, they make now count as targeting themselves, and on a hit, they take their own
Swirl on a failed save, or half as much and no further effect on a success. Additionally, it amplifies the triggering damage. Saving throws, you would have to make; they instead make as if they were the target suffering their
jutsu based on its nature release; • Earth Release: On a failed save target cannot take reactions. • Wind jutsu’s effects as normal. On a failure, your mirror shatters, ending this jutsu. 111 WATER RELEASE:
Release: On a failed save target gains 2 ranks of bleeding. • Fire Release: On a failed save the triggering jutsu
increases its damage die by 1 step. • Water Release: On a failed save the target gains 1 rank of chilled. •
Lightning Release: On a failed save the target gains 1 rank of shocked.

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
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
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:

〇 SHARK BOMB 〇 TSUNAMI BOW


Classification: Water Release Rank: B-Rank Cost: 12 Chakra Classification: Water Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Bonus action Cast Time: 1 action
Range: 120 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Water Release, Ninjutsu, Construct Duration: Concentration, Up to 10 minutes. Keywords: Water Release, Ninjutsu
This jutsu cannot be used without a source of water nearby deep enough to fit a medium sized creature. As a You create a modified bow of solidified water that fires water from the same source. This projection can be used
bonus action on your turn, you create a Shark construct made of solidified water. The Shark has an AC equal to as an action to make 2 ranged ninjutsu attacks against a creature up to 120 feet away, that you can see. On a
your Ninjutsu Save DC and has 30 (10d6) Hit Points and has a swim speed of 40. You control this Shark and hit, you deal 3d12 cold damage. A target hit by this attack must make a Constitution saving throw being chilled
can direct it do any of the following actions: Attack: As an Action or bonus action on your turn, the shark until the end of their next turn on a failed save. If used near a sufficient source of water, reduce the chakra cost
attempts to bite into a creature currently submerged, standing near, or standing on top of the body of water it of this jutsu by 2 or you can choose to reduce an affected creatures speed by 15 feet, until the end of their next
currently inhabits. Make a Melee Ninjutsu Attack, on a Hit, the target creature takes 8d8 Cold damage. On a turn. If you drop this projected weapon it dissipates at the end of the turn. Thereafter, while the jutsu persists,
successful hit, the target creature must make a Strength saving throw 112 being grappled by the shark on a you can use a bonus action to cause it to reappear in your hand.
failed save. The shark can only grapple one creature at a time. Impede: As a reaction action on your turn, the
shark can attempt to impose disadvantage on a target creature by swiftly attacking and getting in the way of AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3. If you
their next attack. Explode: As an action on your turn, the shark can explode creating a powerful shockwave of cast this Jutsu at S-Rank, increase the damage of this jutsu by 1d12. WATER RELEASE:
water in a 15-foot cube. Creatures in range must make a Dexterity saving throw, taking 6d10 cold damage on a
failed save or half as much on a successful one.

AT HIGHER RANKS: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

〇 WATER FANG 〇 WATER NEEDLES OF DEATH


Classification: Water Release Rank: B-Rank Cost: 11 Chakra Classification: Water Release Rank: B-Rank Cost: 13 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, taking damage from a melee attack or from a creature within 5 feet of you.
Range: 30 Feet Components: HS, CM Range: Touch. Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu Duration: Instant Keywords: Water Release, Ninjutsu
You create two spiraling drills of water around a target creature you can see within range. Target creature must When a creature makes a Melee attack against you, you stomp the ground collecting a mass of water droplets
make a Dexterity saving throw, taking 8d6 Cold damage, being knocked prone and dazed, on a failed save, or from the ground and air, sharpening them into needles. The triggering creature must make a Dexterity saving
half as much damage and no further effects on a success. If used near a sufficient source of water, reduce the throw, taking 8d10 Cold damage and reducing their movement speed by 15 on a failed save and taking half as
chakra cost of this jutsu by 2 or you can choose to target an additional creature. much damage on a successful one. If used near a sufficient source of water, reduce the chakra cost of this jutsu
by 2 or you can instead make all hostile creatures of your choice, within 15 feet of you when you cast this jutsu,
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 4 and make the saving throw as if they are also targets, taking damage on a failed save or half as much on a success.
the rank of the Genjutsu that can be cast by 1
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.

〇 ACID PERMEATION 〇 FALLING RAIN NEEDLES


Classification: Water Release Rank: A-Rank Cost: 20 Chakra Classification: Water Release Rank: A-Rank Cost: 19 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (15-foot-Radius) Components: HS, CM Range: 120 feet (90-foot cube) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Water Release, Ninjutsu Duration: Concentration, up to 1 minute Keywords: Water Release, Ninjutsu
You collect water from the air, plants, and all sources that contain it as they form bubbles surrounding you in a You collect all water within 120 feet of you as it collects into the air creating storm clouds that can fill a 90-foot
15-foot radius with you in the center. This radius moved with you. When you cast this jutsu, you designate any cube, at a point you can see within 120 feet of you. This jutsu fails, if you can’t see a point in the air where the
number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud.). When you cast
when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity the ninjutsu, choose a point you can see within range, a hail of sharpened water droplets, rain over an area,
saving throw as the bubbles explodes like mines spreading freezing acid over the creature. On a failed save, the pulverizing everything within 5 feet of the select area. Each creature within 5 feet of that point must make a
creature takes 8d8 Cold damage and gain 2 ranks of Corroded. Dexterity saving throw. A creature takes 10d6 cold damage on a failed save or half as much on a successful
one. On each of your turns until the jutsu ends, you can use your bonus action to call down rain needles in this
way again, targeting the same or a different point. If you are outdoors in stormy conditions when you cast this
ninjutsu, the jutsu gives you control over the existing storm instead of creating a new one. Under such
conditions the jutsu’s damage increases by 1d6 and the cost to maintain this jutsu is reduced 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 1d6 for each damage type. WATER RELEASE:

〇 GREAT HYDRA FANG 〇 GREAT SHARK BULLET


Classification: Water Release Rank: A-Rank Cost: 18 Chakra Classification: Water Release Rank: A-Rank Cost: 20 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 feet Components: HS, CM Range: 120 feet Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Water Release, Ninjutsu, Clash Duration: Instant Keywords: Water Release, Ninjutsu, Clash
You manipulate your water release chakra molding it until you manifest 9 massive serpent like heads of your You manipulate your water release chakra molding it until you manifest a single gargantuan shark that you then
description composed of Water. As an Action, or bonus action you may command a single hydra head to attack launch at a creature within range, leaving a trail of devastation in its path. The shark is propelled in a straight
a creature you can see within range. This attack can turn corners and ignores all but total cover. Make a ranged line towards a single target creature. Make a Ranged Ninjutsu Attack. On a success they take cold damage
Ninjutsu Attack on a hit you deal 8d8 cold damage. On a hit or miss the head is spent reducing the number of equal to 10d8, and gain 2 ranks of Chilled. All creatures the shark would pass through while traveling to the
heads you have by 1. As a reaction, you can command a single hydra head to protect you from an incoming target creature would suffer some effect as well. All creatures except the target creature in a 15- foot wide, up to
attack, granting you 5d8 temporary hit points against the triggering attack. When you do you reduce the number 120-foot line makes a Dexterity saving throw. The line ends early if the space the original target creature was
of heads you have by 1. Also, as a reaction, you can command 3 hydra heads to encircle you to completely occupying is less than 120 feet away from when the jutsu was cast. On a failed save they take 6d8 cold damage
protect you from a jutsu or effect that would force you to make a Strength, Dexterity or Constitution saving and 1 rank of chilled. Or half as much on a successful save and no additional effects.
throw. When you do, you instead gain Immunity to the triggering jutsu or effect until the end of the current turn.
When you use this effect, you reduce the number of heads you have by 3. 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 2d8. 114 WATER RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
critical threat range by 1.

〇 RAIN TIGER AT WILL 〇 TRIDENT


Classification: Water Release Rank: A-Rank Cost: 20 Chakra Classification: Water Release Rank: A-Rank Cost: 20 Chakra
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Cast Time: 1 Hour Cast Time: 1 Bonus Action
Range: 10 Miles Components: HS, CM Range: Self Components: HS, CM
Duration: 24 Hours Keywords: Water Release, Ninjutsu, Sensory Duration: Concentration, Up to 1 Minute Keywords: Water Release, Ninjutsu, Clash
You create rain clouds centered on a point of your choice that you can see 100 feet in the air that spreads You manifest water release chakra in the shape of a trident, lance, spear or any polearm of your description.
outwards covering a radius up to 10 miles in size. The clouds begin to pour down a heavy rain constantly. Each This projection begins to vibrate and churn the water it is comprised of turning it until it acts like a Chainsaw
rain drop is connected to the caster’s senses informing them of any and all creatures, movements, activities and when it strikes a target creature. You do not spend Chakra while maintaining concentration on this jutsu and
actions that the raindrops come into contact with. This rain is almost entirely seen as natural otherwise. A cannot lose concentration on it as a result of damage. As an action, for the duration, you make two melee
creature with chakra sight can see the chakra in each water drop. While the caster will be aware of events and ninjutsu attacks with this projection. Attacks with this projection have a range of 10 feet, has a +1 bonus to its
actions within the rain, this does not inform them of the exact location within the radius of this jutsu’s effect critical threat range and deals 10d6 cold damage on a hit. Creatures who take cold damage as a result of this
range. WATER RELEASE: jutsu that has 3 or more ranks of chilled has the chilling waters bite into them, granting them an equal number of
ranks of Weakened. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and make attacks targeting creatures with 3 or more ranks of chilled with advantage.
increase the damage by 1d6 and radius by 5 feet. When you cast this jutsu at B-Rank or Higher, you can see
through this obstruction. 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 1d6. WATER RELEASE:
〇 WATER DRAGON 〇 WATER FORMATION: WALL
Classification: Water Release Rank: A-Rank Cost: 20 Chakra Classification: Water Release Rank: A-Rank Cost: 18 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you or an allied creature within range takes damage.
Range: 60 Feet Components: HS, CM Range: 30 feet (5-Foot radius Sphere) Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu, Clash Duration: Instant Keywords: Water Release, Ninjutsu, Clash, Construct
You expel a massive quantity of water or pull from a nearby source, conjuring a large Dragon of your description You weave together a mixture of summoning seals and summon forth a wall of angry, irrational and non-
from water. The Dragon attempts to ram its target. Make a Ranged ninjutsu attack, on a hit target creature 14d6 compromising bees. The wall is 5 feet thick, 15 feet high and up to 30 feet long. The wall must be continuous
cold damage. The target creature must make a Constitution saving throw, being stunned and knocked prone on and at least 5 feet thick along its entire length. You select where the wall of bees appear and the entire length
a failed save until the end of the targets next turn. If used near a sufficient source of water, reduce the chakra must be within your line of sight and within this jutsu’s range from you. A creature that starts within the bee’s
cost of this jutsu by 2 or you can choose to increase the damage die to a d8. wall or that gets within 5 feet of the wall of bees agitates the insects and are swarmed by them and must make a
Constitution saving throw against their assault. On a failed save they take 5d6 poison damage and are
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and incapacitated until the end of the current turn. On a successful save they take half damage and suffer no
damage by 1d8 and 1d4 respectively. additional effects. NEEDLE JIZO Classification: Ninjutsu Rank: C-Rank Casting Time: 1 Reaction, which you
take when you would take damage. Range: Self Duration: Concentration, up to 1 minute. Components: HS, CM
Cost: 9 Chakra Keywords: Ninjutsu Description: You activate the roots of your hair causing your hair to grow at
a heightened rate, while you control it to wrap around your body and harden with spiked, needle like hair
protruding from it., For the duration, your movement speed is reduced to 0, each time a creature makes a melee
attack against you while within 10 feet of you, they take 3d6 piercing damage, this includes the triggering attack.

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.

〇 WATER SEVERING WAVE 〇 DROWN


Classification: Water Release Rank: A-Rank Cost: 19 Chakra Classification: Water Release Rank: S-Rank Cost: 30 Chakra
Cast Time: 1 Action Cast Time: 1 Full Turn Action
Range: 60ft cone Components: HS, CM Range: 120 feet Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu Duration: Concentration, Up to 1 minute Keywords: Water Release, Ninjutsu, Kinjutsu
You cup your hands against your mouth releasing a torrent of highly pressurized water and using your chakra You manipulate your water release chakra
like a nozzle. You sweep your head from side to side targeting a cone area up to 60 feet in distance. Creatures molding it until you reach a level of control so much so
caught in the radius of this jutsu must make a Dexterity saving throw, taking 8d10 cold damage on a failed save. that you are able to forcibly turn air into water and vice
If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can force affected versa as it is inhaled by other creatures.
creatures to make a Constitution saving throw, gaining 2 ranks of chilled on a failed save. Select up to 7 creatures you can see within range. Each
creature makes a Constitution saving throw. On a Failed
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and save for the duration if they can breathe air, they instead
damage by 2d8. If this jutsu it cast at B-Rank increase the number of creatures you can target by +1. can only breathe water. If they can breathe water, they
can instead only breathe air.
A creature who is currently in an environment in
which they cannot breathe normally, they begin to
Drown.
While drowning this way, it can survive for a number
of rounds equal to its Constitution modifier (minimum
of 1 round). At the start of its first turn after these
rounds, it drops to 0 hit points and is dying. A creature
who begins their turn dying after falling to 0 hit points
as a result of this jutsu, they die. While drowning they
cannot speak.

〇 GIANT VORTEX TSUNAMI 〇 GIANT WATER PRISON DANCE


Classification: Water Release Rank: S-Rank Cost: 25 Chakra Classification: Water Release Rank: S-Rank Cost: 30 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (120-Foot-Cone) Components: HS, CM Range: 60 Foot radius Sphere Components: HS, CM
Duration: Instant Keywords: Water Release, Ninjutsu Duration: Concentration, up to 10 minutes Keywords: Water Release, Ninjutsu
You Collect water from up to 100 feet away from all sources of moisture even down to other creatures' sweat. You knead enough water in your stomach
You collect it into a massive 20 Feet tall 15 Feet wide vortex. You fire this highly destructive cyclone of water and release enough to fill a small ocean. You then control
collecting, upheaving, and blowing everything in its path away in a 120-foot-cone. Creatures caught in the range the water creating a massive ball of Water centered
of the jutsu, must make a Strength saving throw to resist being picked up by the cyclone, taking 15d10 cold around you that extends up to a 60 radius. All Creatures
damage, gaining 3 ranks of Concussed, and 3 ranks of chilled, being dragged by the vortex to the end of its in the radius are picked up by the wave of water and
path, landing prone and being Stunned until the end of their next turn on a failed saving throw, or half as much pulled into the water sphere. All Creatures inside the
damage on a success. WATER RELEASE: GIANT WATER PRISON Water Sphere must make a Strength saving throw, being
captured inside the sphere and unable to escape, on a
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and failed save. When captured this way, the captured
damage by 1d12. creature is considered to be underwater while inside the
Water prison. When the User of this Jutsu moves, the
water sphere moves with him. Creatures who succeed
their Strength save, can escape the Water prison if they
can make it to the edge of the water sphere.

〇 GRUDGE RAIN 〇 WATER HEAVENS CONVERGENCE


Classification: Water Release Rank: S-Rank Cost: 30 Chakra Classification: Water Release Rank: S-Rank Cost: 22 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (250 Foot Radius) Components: HS, CM Range: 60 Foot radius Sphere Components: HS, CM
Duration: Concentration, up to 1 hour Keywords: Water Release, Ninjutsu Duration: Concentration, up to 10 minutes Keywords: Water Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You create rain clouds centered on a point of your choice that you can see 100 feet in the air that spreads You begin to feel the presence of all free- flowing water particles within 120 feet of you. For the duration you can
outwards covering a radius up to 10 miles in size. The clouds begin to pour down a heavy rain. For the duration, control all water as if it was an extension of your body. All Ninjutsu that has the Water Release keyword of A-
up to 5 creatures of your choice are not affected by this jutsu. All other creatures within the radius double all Rank or lower, has their cost reduced by half. You gain additional actions you can use on your turn: Water Drill.
chakra costs. WATER RELEASE: As an action on your turn, you can make a ranged ninjutsu attack against a creature you can see within range
dealing 10d12 cold damage as water surround and collapses over them. Water Armor. As a reaction to being hit
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and with an attack you coat your body in a thick layer of solidified water to lessen the impact. You gain 30 temporary
gain a +1 to unarmed/weapon attack and damage rolls with your Data Sword/Data Claws. hit points until the beginning of your next turn. Watery Chains. As an action on your turn, you can have the
surrounding water form chains as they attempt to capture a creature within range. The target must make a
Strength saving throw being restrained and incapacitated on a failed save. On their turns they can make a
Strength saving throw to end this effect on them. 116 Huge Construct, unaligned Armor Class 17 + Your
Ninjutsu Ability Modifier Hit Points 170 (11d12 + 99) Speed 60 ft. STR DEX CON INT WIS CHA 23 (+6) 16 (+3)
28 (+9) 1 (-5) 10 (+0) 1 (-5) Damage Immunities Acid, Poison, Psychic, Bludgeoning, Piercing and Slashing
damage. Damage Resistance Fire Damage Vulnerability Earth Condition Immunities Charmed, Chilled,
Exhaustion, frightened, stunned, poisoned. Senses Darkvision 60 ft., passive Perception 10 Immutable Form.
The Supreme Water Lion is immune to any Jutsu or effect that would alter its form. Elemental Weapons. The
Lions attacks are chakra enhanced. One with Water. When the lion is in contact with a body of water large
enough for it to submerge itself, it gains a 250-foot swim speed, and Truesight 90 feet against other submerged
creatures. Multiattack. The Supreme Water Lion can attack 3 times. Twice with its claws and once with its bite.
Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 6d6 + 6 Cold damage. A creature hit by this attack
must make a Strength Saving throw vs your Ninjutsu Save DC. On a failed save they are grappled. Until this
grapple ends, the target is restrained and the Lion cannot bite another target. Claw. Melee Weapon Attack:
reach 10 ft., one creature. Hit: 3d8 + 6 Cold damage. A creature hit by this attack must make a Constitution
saving throw vs your Ninjutsu Save DC. On a failed save they gain 1 rank of Chilled. Swallow. The Water Lion
makes one bite attack against a Large or Smaller creature it is grappling. If the Attack hits, the target is
swallowed, and the grapple ends. The swallowed target is restrained but is fully visible in the belly of the Water
Lion, although it cannot be the target of any jutsu. While inside the Lion it must be able to breathe underwater or
it begins to drown. A drowning creature can survive for a number of rounds equal to their Constitution Modifier
(Min 1) before falling unconscious as a result of drowning. If an unconscious creature remains drowning, at the
beginning of the unconscious creatures turn, they take Cold damage equal to 6d6 + 9. An unconscious creature
who is no longer drowning can be awoken by another creature as a bonus action Hydro Discharge (Recharge 5-
6): The Lion exhales Pure Water Release chakra in a 60- foot cone. Each creature, except its summoner in that
cone must make a Dexterity saving throw vs your Ninjutsu save DC, taking 10d10 Cold damage and 2 ranks of
Chilled on a failed save, or half as much damage on a successful one. WATER RELEASE: SUPREME WATER

〇 SUPREME WATER LION 〇 BANQUET OF LIGHTNING


Classification: Water Release Rank: S-Rank Cost: 25 Chakra Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: 120 feet Components: HS, CM, CS Range: 60 Feet Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Water Release, Ninjutsu, Fuinjutsu, Duration: Instant Keywords: Lightning Release, Ninjutsu
You conjure a Huge construct made of Water & Chakra forming a Huge beast of your description that uses your You Place your palm on the ground and conduct a jolt of lightning that runs through it towards a target creature
Ninjutsu attack bonus and Save DC for effects that require it. It rolls initiative as it has its own turns, using your in range. This jutsu ignores cover and can go around corners. Target creature must make a Constitution save,
Ninjutsu Ability Modifier + Proficiency as its Initiative. taking 3d6 Lightning Damage and gaining 1 rank of shocked on a failed save and only half damage on a
You can as a bonus action on your turn, so long as you are in physical contact with this construct merge into its successful one. Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your
head. While you are merged in this way you have total Cover against attacks and other effects outside of the Bonus Action or Reaction to overcharge its effects. When you do, a creature who fails their saving throw is also
Lion. slowed for the same duration that they are shocked.

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.

〇 CHARGED IMPULSE 〇 CIRCUIT BREAKER


Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM Range: 90 feet Components: HS, CM
Duration: Up to 8 Hours Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
You touch a willing creature. For the duration, the target can add 1d8 to the first initiative roll it makes for the You conjure your lightning release chakra to generate a jolt of electricity in an attempt to shock a creature within
duration. For the next minute after rolling initiative the target can, as a bonus action on each of its turns take the range. Make a Ranged Ninjutsu Attack, on a hit, you deal 1d6 Lightning Damage. If the target creature is
dash action, this jutsu then ends. LIGHTNING RELEASE: currently concentration on a Jutsu they make their check at disadvantage. If the target has a jutsu active that
doesn’t require concentration and they are not currently concentration on a jutsu, they lose the benefits of that
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank increase the cost of the jutsu by 3 and jutsu until the end of their next turn. Overcharge. When you cast this jutsu with its listed casting time, you can
increase the damage die by 1 step (d6>d8>d10>d12). If you cast this jutsu at A-Rank or higher you instead gain choose to spend your Bonus Action or Reaction to overcharge its effects. When you do, increase the damage
temporary hit points equal to the full damage dealt. dealt by 2 steps and add your Ninjutsu ability modifier.

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).

〇 ENHANCED ABILITY 〇 GUIDING BOLT


Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Touch Components: HS, CM, M Range: 90 Feet Components: HS, CM
Duration: 1 Minute Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu, Clash
You touch a willing creature and bestow upon it a vast increase in one of its physical abilities. Choose one of the A flash of lightning erupts from your hands towards a creature of your choice within range. Make a ranged
following effects; the target gains the effect until the jutsu ends. You can only have this jutsu active on one ninjutsu attack against the target. On a hit the target takes 3d8 lightning damage, and the next attack roll made
creature at a time. Agility. The target has advantage on Dexterity Saving Throws. It also doesn’t take damage against the target before the end of your next turn has advantage, thanks to the streak of electricity guiding the
from falling 20 feet or less if it’s not incapacitated. Endurance. The target has advantage on Constitution saving next attack to the target. Overcharge. When you cast this jutsu with its listed casting time, you can choose to
throws. It also gains 10 Temporary Hit points, which are lost when the jutsu ends. Strength. The target has spend your Bonus Action or Reaction to overcharge its effects. When you do this jutsu instead becomes a 60
advantage on Strength Saving Throws. It also increases damage done with attack rolls using its Strength by +2 foot long, 5-foot-wide line. All creatures in range must make a Dexterity saving throw, taking 3d8 lighting
Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your Bonus Action or damage on a failed save or half as much on a success. Regardless of a pass or fail, the next attack roll made
Reaction to overcharge its effects. When you do, the following effects are enhanced in the following ways; against affected creatures before the end of your next turn has advantage.
Agility. The target can dash as a bonus action for the duration. Endurance. The target gains an additional 15
temporary hit points. Strength. The target gains immunity to the Weakened condition for the next minute. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d8. LIGHTNING RELEASE:

〇 HEAVEN STEP 〇 LIGHTNING BALL


Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 90 feet Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You conjure your lightning release chakra to generate a mote of electricity. Select a space that another creature You generate multiple small floating globes of lightning chakra. You fire them all off as once rapidly at a singular
is not occupying that you can see within range where you throw your mote. This space can be in the air but target. Make a Ranged Ninjutsu attack. If the target creature is wielding a metallic weapon, you make this attack
cannot be thrown through walls or water instead stopping at the first semi-solid surface it encounters. You can at Advantage. On a hit, the target creature takes 6d4 Lightning Damage and forces the creature to make a
choose to target a creature with this mote instead of an empty space. Make a range ninjutsu attack. On a Constitution saving throw. On a failed save it gains 1 rank of shocked. Overcharge. When you cast this jutsu
success you deal 1d8 lightning damage and the target must make a Constitution saving throw gaining 1 rank of with its listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge its effects.
shocked on a failed save. The mote then occupies the closest open space as the target creature. As a reaction, When you do you create a second set of lightning globes, and you must select a second creature to target with
you can trigger the mote to detonate. All creatures within 5 feet of the mote must make a Dexterity saving throw. this jutsu.
On a failed save they take 2d6 Lightning damage and gain 1 rank of shocked. If a creature who makes this save
is already shocked, they make their saving throw with a -2 penalty. When you do this jutsu immediately ends. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the number of attacks you can make by +1. LIGHTNING RELEASE:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 (or 1
star chakra), also increase the construct's hit points by 2d6 (or +8) and it deals an extra 1d6 damage. When you
cast this jutsu at B-Rank or above, you create one additional construct.

〇 LIGHTNING BUCKLER 〇 LIGHTNING KNUCKLE


Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra Classification: Lightning Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: Self Components: HS, CM, CS Range: 5 feet Components: HS, CM, M
Duration: Concentration, Up to 1 minute Keywords: Lightning Release, Ninjutsu, Fuinjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu, Taijutsu
You conjure your lightning release chakra and mold it around a chakra seal until you form a shield made of You cover your Fist in surging electricity using it to strike forward with an electrically charged punch. Make a
Lightning. For the duration this jutsu cannot be ended as a result of a failed concentration check. The lightning melee ninjutsu (or Taijutsu) attack against a creature within range. On a hit, you deal your [Unarmed Damage] +
shields you manifest sits on your arm and has a design of your description. For the duration, when you would 2d6 lightning damage and the target must make a Constitution saving throw, gaining 1 rank of shocked on a
take damage from a melee attack you may as a Reaction attempt to deflect the attack. When you do reduce the failed save. Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your
damage taken by 2d6 + your Ninjutsu ability Modifier. If the damage is reduced to 0, the triggering creature Bonus Action or Reaction to overcharge its effects. When you do this jutsu gains a +1 bonus to critical threat
gains 1 rank of Shocked. If Wind damage would be the triggering damage type you instead roll 2d4 + Your range.
ninjutsu ability modifier. For each rank of Shocked a creature has, increase the damage reduction of this jutsu
by +1 die. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
increase the number of attacks you can make by +1. You can only target a creature up to twice with attacks
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 (or 1 made as a result of this jutsu. LIGHTNING RELEASE:
star chakra), the construct's hit points by 2d8 (or +10) and it deals an extra 1d8 damage with its attacks.

〇 LIGHTNING REFLEX 〇 LIGHTNING REPEL


Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra Classification: Lightning Release Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Reaction which you take when you are forced to make a Dexterity saving throw. Cast Time: 1 Reaction to being targeted by an attack or jutsu
Range: Self Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
Your body becomes charged with lightning release chakra enhancing your reflexes to great heights. When you You create a magnetic force field around yourself misdirecting attacks away from you. Attacks have
make a Dexterity saving throw you may roll at Advantage. LIGHTNING RELEASE: disadvantage when targeting you until the start of your next turn. 120 LIGHTNING RELEASE:

〇 LIGHTNING SPEED 〇 MARK OF JOLTS


Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Bonus Action
Range: Self Components: HS, CM Range: Self Components: HS, CM, CS
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Concentration, Up to 1 minute. Keywords: Lightning Release, Ninjutsu, Fuinjutsu
You coat your body in a film of lightning as you teleport up to your movement speed to an unoccupied space You conjure your lightning release chakra and mold it around a chakra seal until you form a Kanji of your own
that you can see, appearing as a jolt of lightning when you end your movement. LIGHTNING RELEASE: description and with its own meaning. This Kanji Floats in a space within 5 feet of you and can be moved up to
20 feet in any direction of your choice as a bonus action. Choose one of the following effects; Jolts: All creatures
AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and except you, within a 10-foot radius sphere centered on your Kanji takes lightning damage equal to 1d6 + Your
damage by 2d10. Ninjutsu ability Modifier at the end of each of your turns. Shocks: All creatures except you, within a 10-foot
radius sphere centered on your Kanji that takes lightning damage must make a Constitution saving throw gains
1 rank of Shocked on a failed save. Once this effect has triggered and inflicted the shocked condition 3 times
this jutsu immediately ends.

AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6 or the number of triggers by +1. LIGHTNING RELEASE:

〇 PANTHER CLAW 〇 RETRIBUTION


Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you take damage
Range: 10 feet Components: HS, CM Range: Self (15-foot Radius Sphere) Components: HS, CM
Duration: Instant. Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
You conjure your lightning release chakra and mold it around your arms until you conjure a projection of your You conjure your lightning release chakra and mold it to form a defensive instrument of your choice; This can be
description. Make a Melee Ninjutsu attack. On a hit you deal 2d10 Lightning Damage. If the target has at least 1 a great sword, shield, wall, or a version of yourself made of lightning. This jutsu cannot be triggered by Psychic
rank of shocked your damage die becomes d12. If the target has at least 2 ranks of shocked you also increase or Chakra damage. When you would take damage, you gain Temporary Hit Points equal to half of your Ninjutsu
your critical range to 19~20. If the target has at least 3 ranks of shocked you also add your Ninjutsu Ability Save DC (rounded down). While you have Temporary hit points gained by this jutsu, you have resistance to
Modifier to the damage you deal. If the target has at least 5 ranks of shocked, you make an additional melee Earth Damage and Vulnerability to Wind Damage. Each time you take damage until the end of the current turn
ninjutsu attack. Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your you build up lightning release chakra. You must keep track of all damage taken until the end of the current turn.
Bonus Action or Reaction to overcharge its effects. When you do, you may add your Ninjutsu ability modifier to If your hit points are reduced to 0 while this jutsu is active, it immediately ends. At the end of the current turn,
the damage dealt. you discharge all of the built-up Lightning Release chakra. All creatures within a 15- foot radius sphere must
make a Dexterity saving throw, taking lightning damage equal to the damage you’ve taken + 3d6 on a failed
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and save or half as much on a successful save. If a creature is shocked, they make their saving throw at
damage by 2d4 and the range by +10 feet. If this jutsu is cast at B-Rank or higher, you force the target creature disadvantage.
to make a Constitution Saving Throw, becoming unable to Mold Chakra until the beginning of their next turn.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6. LIGHTNING RELEASE:
〇 SHATTERING BOLT 〇 SHOCK WHIP
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: 60 feet Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
A beam of crackling blue lightning lashes out towards a creature within range, forming a sustained arc of You create a whip of lightning, and lash it at a target creature in range. The target must make a Strength saving
lightning between you and the target. Make a ranged ninjutsu attack against that creature. On a hit, the target throw, taking 2d10 Lightning damage and being pulled or pushed 10 feet on a failed save, or half damage on a
takes 2d12 Lightning damage and gains 1 rank of shocked. Once each of your turns for the duration, you can successful save. Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend
use your action to deal 2d12 lightning damage & inflict 1 rank of shocked automatically. The jutsu ends if you your Bonus Action or Reaction to overcharge its effects. When you do a creature who fails their saving throw
use your action to do anything else. The jutsu also ends if the target leaves this jutsu’s range or if it has total gains 1 rank of shocked.
cover from you. When this jutsu ends, the original target loses all ranks of shocked it gained from this jutsu.
Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your Bonus Action or AT HIGHER RANKS: For each rank you cast this jutsu above D- Rank, increase the cost of this jutsu by 3 and
Reaction to overcharge its effects. When you do the first target gains 2 ranks of shocked on the first hit made increase the damage by 1d10 and the range by 5ft. LIGHTNING RELEASE:
with this jutsu.

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
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
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.

〇 THOR’S MARK 〇 THUNDER TEMPEST


Classification: Lightning Release Rank: D-Rank Cost: 4 Chakra Classification: Lightning Release Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 90 Feet Components: HS, CM Range: 25 Foot Cone Components: HS, CM
Duration: Concentration, up to 1 hour Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
You send a negatively charged spark of Lightning release chakra to attach itself to a target creature you can see A wave of electrical force sweeps out from you. Each creature in a 25-foot cone originating from you must make
within range marking it. You do not need to spend chakra to maintain concentration on this jutsu. Until the jutsu a Strength saving throw. On a Failed save a creature takes 4d4 Lightning Damage are pushed back 10 feet and
ends you deal an extra damage die to the target whenever you hit it with Ninjutsu with the Lightning Release shocked. On a successful save, the creature takes half as much damage and isn't pushed. Overcharge. When
Keyword. You also have advantage on Wisdom (Perception) or (Survival) checks you make to track or find the you cast this jutsu with its listed casting time, you can choose to spend your Bonus Action or Reaction to
target. If a creature marked with this jutsu reaches 0 hit points you may move the mark to another creature as a overcharge its effects. When you do a creature who fails their saving throw has their initiative score reduced by
bonus action. LIGHTNING RELEASE: 1d4, falling in the initiative order accordingly as a result. A creature can only have their initiative changed twice
as a result of this effect.

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:

〇 LIGHTNING FANG 〇 LIGHTNING FLASH


Classification: Lightning Release Rank: C-Rank Cost: 9 Chakra Classification: Lightning Release Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: Special
Range: 100 Feet Components: HS, CM Range: Self Components: HS, CM, W (Thrown)
Duration: Concentration, Up to 1 minute Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu, Bukijutsu
You extend both of your hands into the air, releasing a mass of Lightning chakra into the sky creating thunder You coat a weapon with the thrown quality in lightning release chakra, increasing the lethality and piercing
clouds. As an action on your turn, you can select a space within range that you can see, Lightning Strikes the power of the weapon and throwing them in rapid succession. When you would make a ranged weapon attack
area. All creatures within 5 feet of the target space must make a Dexterity Saving throw taking 3d10 Lightning with a thrown weapon you can enhance them with lightning release increasing their damage by 1d8 lightning
Damage on a failed save, or half as much on a successful one. A creature can only be affected by one lightning Damage. Overcharge. When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects.
strike at a time. Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your When you do the lightning damage you deal ignores Damage Reduction and Temporary Hit Points as your
Bonus Action or Reaction to overcharge its effects. When you do a creature who fails their saving throw has attacks penetrate even the strongest defense.
their legs begins to seize up on them, reducing their walking speed to 5 feet, bringing it to a crawl, until the end
of their 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 damage by 1d8. LIGHTNING RELEASE: LIGHTNING KING’S
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
damage by 1 damage die.

〇 MANTLE 〇 LIGHTNING LIGER


Classification: Lightning Release Rank: C-Rank Cost: 8 Chakra Classification: Lightning Release Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (20-foot radius sphere) Components: HS, CM Range: 90 Feet Components: HS, CM, CS
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu, Fuinjutsu
You radiate a powerful aura of lightning energy in an aura with a 20-foot radius centered on you, enhancing the You conjure your lightning release chakra to summon a Beast formed of Lightning, that fit your description.
combat potential in friendly creatures. The aura moves with you. While in the aura, all creatures of your choice, Make a Ranged Ninjutsu attack against a creature within range. On a success they take lightning damage equal
deal an additional 1d6 lightning damage with weapon attacks. to 4d8+ your Ninjutsu Ability Modifier. Additionally, the target must make a Constitution saving throw. On a failed
save they gain 1 rank of shocked. If a target is already shocked, you make your attack roll at advantage and
ignore cover as the lightning beast zig zags across the field to get the best vantage to attack. 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, select a second creature to target with this jutsu.

AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 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.

〇 LIGHTNING STEP 〇 LIGHTNING UPPERCUT


Classification: Lightning Release Rank: C-Rank Cost: 8 Chakra Classification: Lightning Release Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 Feet Components: HS, CM Range: 120 feet. Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a You conjure your lightning release chakra coating it around your hands or legs and using it as a guiding force
thunderous boom sounds, and each creature within 10 feet of the space you left and the space you appeared when striking. Make a ranged ninjutsu attack. On a hit lighting explodes upwards from under the target dealing
must make a Constitution saving throw, taking 3d10 Lightning damage on a failed save, or half as much lightning damage equal to 4d8, and knocking them 20 feet into the air. They do not take falling damage unless
damage on a successful one. Thunder can be heard up to 300 feet away. You can bring along object as long as they fall more than 20 feet in this circumstance. Overcharge. When you cast this jutsu with its listed casting
their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or time, you can choose to spend your Bonus Action or Reaction to overcharge its effects. When you do, the next
smaller who is carrying gear up to it carrying capacity. The creature must be within 5 feet of you when you cast Ninjutsu you cast with the lightning release keyword before the end of your next turn, increases its damage dice
this jutsu, and there must be an unoccupied space within 5-feet of your destination space for the creature to by +2.
appear in; otherwise, the creature is left behind. 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 AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the
who fail their saving throw have their speed reduced by the amount of damage they took, rounded down to the damage by 1d8. LIGHTNING RELEASE:
nearest 5-foot increment until the end of their next turn.

AT HIGHER RANKS: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
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
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
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.

〇 SURGE 〇 THUNDER BOMB


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: Self Components: HS, CM Range: Self (30-foot radius Sphere) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
You punch the ground creating a single point of intense air pressure that explodes outwards blowing away all You collect a surge of Lightning Release Chakra into your fingertips as you pinpoint all creatures within your
creatures and potentially all attacks. All creatures within range of your choice must make a Strength saving Jutsu’s radius that are shocked. All Shocked creatures within range can feel the Lightning chakra on them begin
throw. On a failed save they are thrown back to the edge of this jutsu’s radius into a space that can hold them. to react before it violently explodes creating audible sounds over 1000 feet away. Creatures with more than one
Creatures who fail their Strength saving throw gains 3 ranks of bruised on a failed save. If this jutsu is used in rank of the Shocked Condition suffer greater impacts. Shocked creatures within range must make a Constitution
reaction to a Ninjutsu or Taijutsu being cast, the shockwave of air pressure reduces the damage the jutsu would saving throw taking lightning damage equal to the following based on the ranks of shocked they have or half as
deal by 5d6 + 15. If the jutsu used does not deal damage the triggering creature must make a Constitution much on a successful save. (1 Stack: 3d8, 2 Stacks: 4d8, 3 Stacks: 5d8, 4 Stacks: 6d8, 5 Stacks: 7d8)
ability check vs your Ninjutsu save DC. On a success their jutsu is cast as normal. On a failure, their jutsu is Creatures within 10 feet of a shocked creature when this explosion happens makes a Dexterity saving throw
also blown away as this jutsu negates it. If this jutsu is used to trigger a clash with a Jutsu with the Fire Release taking half the damage on a failed save or no damage on a successful save. If a creature is shocked and within
Keyword, you make your clash check at advantage as you are pushing all the wind away from you. If you 10 feet of another shocked creature when this explosion occurs, they make their save at Disadvantage. A
succeed your clash check against a jutsu with the fire release keyword, they take an additional 4d8 wind creature can be affected by no more than 2 explosions. The shocked condition ends on all creatures within
Damage and must make a Constitution saving throw being burned on a failed save. WIND RELEASE: range regardless of passing or failing. B-RANK: LIGHTNING RELEASE:
MULTILAYERED GALE Classification: Ninjutsu Rank: B-Rank Casting Time: 1 Action Range: Self Duration:
Concentration, up to 1 minute. Components: HS, CM, M Cost: 12 Chakra Keywords: Wind Release, Ninjutsu,
Construct Description: You wave your hands back and forth creating layers of wind that stack on top of one
another creating a barrier of wind. Your Wall of wind is extremely dense not allowing most things to pass
through it. When you create your barrier of wind it has 30 Hit points. It occupies your space with you and
protects you in all direction, ranged attacks targeting you are made at disadvantage. At the start of each of your
turns you can enhance this barrier regenerating 3d6 of the barriers hit points. This Barrier has a vulnerability to
Fire damage, and Resistance to Lightning damage.

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:

〇 CHAINED LIGHTNING 〇 FALSE DARKNESS


Classification: Lightning Release Rank: B-Rank Cost: 13 Chakra Classification: Lightning Release Rank: B-Rank Cost: 14 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 150 Feet Components: HS, CM Range: 30-foot cone Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu
You create a bolt of lightning that arcs towards a target of your choice that you can see within range. Three bolts You release a massive wave of lightning capable of disintegrating stone and creatures alike. Creatures in a 30-
then leap from the first target to as many as three other targets, each of which must be within 30 feet of the first foot cone originating from you must make a Constitution saving throw taking 10d4 lightning damage, are blinded
target. A target can be a creature or an object that be targeted by only one of the bolts. A target must make a for 1 minute, on a failed save or half as much on a success. Creatures blinded by this jutsu remake their saves
Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much on a successful one. at the beginning of each of their turns. Overcharge. When you cast this jutsu with its listed casting time, you can
Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your Bonus Action or choose to spend your Bonus Action or Reaction to overcharge its effects. When you do, on a failed save,
Reaction to overcharge its effects. When you do a creature gains one rank of the shocked condition for each affected creatures are also deafened and gain 2 ranks of concussed for the same duration they are blinded.
creature who previously failed their saving throws.
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 D-Rank, increase the cost of this jutsu by 3 and the damage by 1d4 and the size of the cone by 5 feet. LIGHTNING RELEASE:
DR by +4.
〇 LIGHTNING BIND 〇 LIGHTNING LILY
Classification: Lightning Release Rank: B-Rank Cost: 14 Chakra Classification: Lightning Release Rank: B-Rank Cost: 11 Chakra
Cast Time: 1 Minute Cast Time: 1 Action
Range: 1 Mile Components: HS, CM, CS Range: 90 feet Components: HS, CM
Duration: Concentration, up to 1 Hour Keywords: Lightning Release, Ninjutsu, Fuinjutsu, Duration: Instant Keywords: Lightning Release, Ninjutsu
You set up 3 Chakra seals within 15 feet of one another in a triangle formation and fill them with Lightning You manifest your Lightning release until you create a floating flower made of Lightning. This flower sparkles
Release chakra. You decide on a triggering action such as a creature entering the triangle, saying a specific and sparks harmlessly for but a moment before it detonates. Select a space you can within range for the flower
word, or even making a certain hand Seal and the 3 tags will create a 3-point barrier made of Lightning Release to manifest. All creatures within 30 feet of the flower must make a Dexterity and Wisdom Saving throw. On a
Chakra. Trapping whomever is in the barrier inside. The Barrier has 60 (10d12) Hit Points and a 13 AC. failed Dexterity saving throw they take 5d8 Lightning damage and gain 2 ranks of the shocked condition. On a
Creatures inside the Barrier cannot mold chakra and if a creature attempts to exit the interior of the barrier by successful Dexterity save they gain 1 rank of the shocked condition until the beginning of their next turn. On a
force, they must make a DC 16 Constitution save, taking 5d8 Lightning Damage on a failed save or half as failed Wisdom Saving throw they are blinded by the flash of white light until the end of their next turn. On a
much on a successful one. Creatures interacting with the Outside of the barrier do not suffer adverse effects successful Wisdom save no further effects. Overcharge. When you cast this jutsu with its listed casting time,
although they cannot pass through the barrier without attempting to break it. LIGHTNING RELEASE: you can choose to spend your Bonus Action or Reaction to overcharge its effects. When you do, the affected
creatures only make either a Dexterity or Wisdom save to determine this jutsu’s effects, not both. Pick one when
you overcharge 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 damage by 1d8. LIGHTNING RELEASE:

〇 LIGHTNING SPEAR 〇 TRANSMISSION


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 Bonus Action
Range: 60 Feet Components: HS, CM Range: 120 feet Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu, Clash Duration: Instant Keywords: Lightning Release, Ninjutsu
You create a concentrated globe of lightning around your hand, and point it in a direction of your choice. A beam You manifest your Lightning release until its covering your body. Select one currently shocked creature within
of lightning shoots at blinding speeds in a straight-line piercing through everything in its path. Creatures up to 60 120 feet. You immediately teleport to them. Until the end of this turn, you have advantage on the first Melee
feet away, in a straight line from you must make a Dexterity saving throw, taking 10d6 Lightning Damage on a Attack made targeting the creature you teleport to. If the target creature dies before the end of your turn after
failed save and half as much on a successful save. Overcharge. When you cast this jutsu with its listed casting teleporting to them you may teleport to another creature within 60 feet who also has the shocked condition. If
time, you can choose to spend your Bonus Action or Reaction to overcharge its effects. When you do a creature you do, you gain advantage on the next melee attack made targeting this creature before the end of your next
that fails their saving throw becomes incapacitated until the end of their next turn. turn. You can only teleport using this jutsu up to twice per turn. 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
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
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 STRIKE ARMOR 〇 TENACIOUS JOLTS


Classification: Lightning Release Rank: B-Rank Cost: 13 Chakra Classification: Lightning Release Rank: B-Rank Cost: 11 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 90 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 surround yourself, in dense lightning chakra in the form of armor. This armor enhances your speed, and You conjure your lightning release chakra forming a jolt of lightning that you use to strike a creature within
protects you from damage, while also enhancing your melee strikes. You cannot lose concentration on this jutsu range. Make a ranged ninjutsu attack. On a hit you deal 5d10 Lightning damage. The target must make a
as a result of damage. Increase your movement speed by +20 Feet, AC by +2, and a +2 bonus to the first melee Constitution saving throw. On a failed save the affected creature becomes shocked and dazed. Overcharge.
attack you make on each of your turns. LIGHTNING RELEASE: 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, then all creatures within 10 feet of the target of your choice must make the
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and same saving throw, taking 5d8 lighting damage on a failed save or half as much on a success.
the number of tendrils by 1.
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. 130 LIGHTNING RELEASE:

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

〇 LIGHTNING DRAGON 〇 LIGHTNING RAT


Classification: Lightning Release Rank: A-Rank Cost: 20 Chakra Classification: Lightning Release Rank: A-Rank Cost: 18 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 Feet Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu, Clash Duration: Instant Keywords: Lightning Release, Ninjutsu, Clash
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Your chakra twists and forms into a long dragon made of pure lightning, This dragon flies in a straight line of Your chakra twists and forms into countless globes of lightning that hover just in front of you before you send
your choice. This creature occupies a space 10 feet wide and extends up to 90 feet. Creatures in the path of this them flying at a creature you can see in range and harm the surrounding creatures around that creature. Make a
dragon must make a Dexterity saving throw, taking 8d10 lightning Damage or half as much on a failed save. A ranged ninjutsu attack dealing 10d8 lightning damage. All creatures in a 60-foot, 15 feet wide line between you
creature who fails their Dexterity Saving Throw against this jutsu must also make a Constitution Saving throw, and the target creature must make a Dexterity saving throw taking 10d4 lightning damage on a failed save and
becoming Blind and Deaf on a failed save until the end of their next turn. Overcharge. When you cast this jutsu half as much on a success. Overcharge. When you cast this jutsu with its listed casting time, you can choose to
with its listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge its effects. spend your Bonus Action or Reaction to overcharge its effects. When you do, all creatures who fail their saving
When you do, this jutsu gains the Construct keyword, and the dragon remains on the field as a huge construct throw gain 2 ranks of the shocked condition. LIGHTNING RELEASE:
made of lightning, with an AC equal to your ninjutsu save DC and hit points equal to 5 x your ninjutsu ability
score. It has vulnerability to wind damage, Immunity to Earth Damage, and if it would take Lightning Damage, it
instead restores its hit points by the amount of damage it would take. As an action on each of your turns, you
can command it to perform the effect of this jutsu again in any line extending from its current space. Otherwise,
it does nothing. You must concentrate on this jutsu to maintain this construct's form.
〇 LIGHTNING SHIELD 〇 POWERFUL BULLET BREATH
Classification: Lightning Release Rank: A-Rank Cost: 19 Chakra Classification: Lightning Release Rank: A-Rank Cost: 20 Chakra
Cast Time: 1 Reaction, to being damaged. Cast Time: 1 Action
Range: Self Components: HS, CM Range: Self (30-foot cone) Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu, Clash Duration: Instant Keywords: Lightning Release, Ninjutsu, Clash
A powerful barrier of Lightning forms and protects you. Until the start of your next turn, you have a +5 AC, You exhale a storm of lightning from your mouth as easily as breathing. This storm covers a massive range and
immunity to Lightning & Earth damage and once per turn, Creatures targeting you with an attack while within 30 touches everything in a 30-foot cone, starting from you. All creatures in range must make a Constitution saving
feet, must make a Constitution saving throw, gaining +2 ranks of shocked on a failed save or +1 rank on a throw taking 7d8 lightning damage, being incapacitated, blinded, and deafened until the end of their next turn
success. 132 LIGHTNING RELEASE: POWERFUL BULLET and only half as much damage and no conditions on a successful save.
Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your Bonus Action or
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and Reaction to overcharge its effects. When you do, creatures who fail their saving throws gain two ranks of the
the damage by 2d6. If this jutsu is cast at B-Rank, increase the ranks of Sealed inflicted to 2. If this jutsu is cast shocked condition.
at S-Rank, increase the ranks of Sealed inflicted to 3.

〇 STORM BREAKER 〇 GREAT SNAKE LIGHTNING


Classification: Lightning Release Rank: A-Rank Cost: Special (20 Chakra) Classification: Lightning Release Rank: S-Rank Cost: 23 Chakra
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: Special 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
As a part of the requirements to cast this jutsu, you must be able to see storm clouds in the sky above you. You You collect lightning into two massive
use Lightning Release chakra to manipulate the clouds causing them to fall to ground level. All creatures in a spheres covering each hand before compressing them
120-foot radius, centering on a creature you can see is plummeted into darkness as the thick storm clouds into globes the size of golf balls. You then perform a
obstructs everyone’s vision with thick opaque fog and gas. The storm clouds cannot be seen through from the chakra molding shape using the balls of lightning,
outside. Creatures with Chakra sight, within the storm clouds radius, is blinded by the massive volumes of turning them into two snakes of your description that
chakra. Removing/Ending chakra sight, ends this blindness. For the duration, each time a creature takes coil around one another as they fly towards a target of
lightning damage, lightning from the storm clouds is attracted to the damaged creature as a follow up lightning your choice that you can see within range. Make a ranged
bolt is generated, forcing them to make a Dexterity saving throw. On a failed save, they take 6d6 lightning ninjutsu attack, dealing 10d12 lightning damage. On a
damage or half as much on a successful save. A creature can only be affected by this jutsu’s lightning bolt once hit, the Lightning then explodes outwards in a 30-foot
per turn. S-RANK: radius sphere centering on the target creature. All other
creatures within 30 feet of the target must make a
Constitution saving throw, being stunned until the end
of your next turn.
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, you
may select a second target for this jutsu.

〇 KIRIN 〇 LIGHTNING CHAKRA MODE


Classification: Lightning Release Rank: S-Rank Cost: 25 Chakra Classification: Lightning Release Rank: S-Rank Cost: 30 Chakra
Cast Time: 1 Full Turn Action Cast Time: 1 Action
Range: 300 Feet Components: HS, CM, Thunder Clouds Range: Self Components: HS, CM
Duration: Instant Keywords: Lightning Release, Ninjutsu, Kinjutsu Duration: Concentration, up to 1 Minute Keywords: Lightning Release, Ninjutsu
This jutsu requires an active thunderstorm to activate and for you and your target to be under the thunderstorm’ This Jutsu does not cost Chakra to concentrate on, and you cannot lose concentration on it as a result of
s clouds. You create an opposite magnetic pull from the thunder cloud calling upon all of the lightning that the damage. You coat your body in a perfectly balanced layer of lightning release chakra, enhancing your damage
cloud has built up onto a single space you can see within range. This attack affects an area in the shape of a resistance, your movement speed, and your overall striking power. Increase your AC by +3, reduce all damage
cylinder 20 Feet wide, and up to 300 feet in the sky. Creatures in the range of the lightning Bolt must make a you take except Wind by 8, increase your movement speed by 50 feet, and all melee attacks you make except
Dexterity saving throw, taking 14d12 Lightning Damage on a failed save and half as much on a successful one. Genjutsu Attacks deal an additional 3d10 Lightning Damage, twice per turn. LIGHTNING RELEASE:
Creatures who fail their Dexterity Save are immediately Stunned for 1 minute.

〇 RAILGUN 〇 STAR BREAKER


Classification: Lightning Release Rank: S-Rank Cost: 35 Chakra Classification: Lightning Release Rank: S-Rank Cost: Special (138 Chakra)
Cast Time: 1 Action Cast Time: 10 Minutes
Range: Self (500 Foot Line) Components: HS, CM, NT (A Small Metallic object such as a Range: 100 Miles Components: HS, CM, CS
Duration: Instant Keywords: Lightning Release, Ninjutsu Duration: Instant Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
You manifest your Lightning release chakra infusing it into the metallic object so much so that electricity radiates You manifest your Lightning release chakra infusing it into hundreds of chakra seals for the casting time. You
up to 60 feet off of it and glows white. Electronic tools and appliances begin to overload and short- circuit. You and all casters designate a single target you can see within range. Upon casting the jutsu you fire a massive
then create a circular barrel made of Lightning release chakra to stabilize the metallic object as you launch it beam of compressed Lighting Release chakra on the target. All casters make a ranged ninjutsu attack targeting
through the barrel causing unrivaled destruction to anything in its path. All Creatures, objects and structures in a the same target taking the highest result. On a hit, you deal 50d12 Lightning Damage. All Creatures, objects
15-foot wide, 500-foot line must make a Dexterity saving throw. A shocked creature makes their saving throw at and Structures within 1 mile must make a Dexterity Saving Throw at disadvantage, taking 50d8 lightning
disadvantage. On a failed a creature takes lightning damage equal to 12d10, is knocked prone and becomes damage on a failed save and half as much on a successful save. Structures and Objects take double damage.
dazed for the next minute. If a creature is shocked, they instead take 16d10 and become stunned for the next Combination: If this jutsu is cast as a Combination jutsu with 2 or more casters reduce the cost by -2. Any
minute. Objects and structures take the maximum possible damage. On a successful save, a creature takes half creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's offensive abilities based
of 12d10. If the creature is shocked, they instead take half of 16d10. Overcharge. When you cast this jutsu with on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: Increase damage by 5d12
its listed casting time, you can choose to spend your Bonus Action or Reaction to overcharge its effects. When and 5d8. +3: Increase damage by 10d12 and 10d8. +4: Increase damage by 15d12 and 15d8. +5: Increase
you do, this jutsu ignores cover and creatures cannot make their saving throws with advantage. LIGHTNING damage by 25d12 and 25d8). LIGHTNING RELEASE:
RELEASE:

AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost by 3, and create two
additional shuriken.

〇 THUNDERCLAP ARROW 〇 AFFECTION


Classification: Lightning Release Rank: S-Rank Cost: 27 Chakra Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 150 feet Components: HS, CM Range: Touch Components: CM
Duration: Instant Keywords: Lightning Release, Ninjutsu, Clash Duration: Concentration, up to 1 Minute Keywords: Genjutsu, Auditory, Unaware
Description
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You conjure a mass of lightning into the shape of an arrow, that you launch into the air before commanding it to For the duration, you have advantage on all Persuasion checks directed at one creature you touch that isn’t
crash into the ground. Choose a point within range for the arrow to land that creates a vertical explosion into the hostile towards you. When the jutsu ends the creature may realize that you used a jutsu to influence its mood if
shape of a cylinder 60 feet wide and 100 feet high. All creatures within range must make a Dexterity saving it doesn’t fit your previous relationship. A creature prone to violence might attack you if they realize this. Another
throw, taking 15d10 lightning damage on a failed save . Creatures must also succeed a Constitution Saving creature may seek retribution in other ways (At the DM’s discretion), depending on the nature of your
Throw being Stunned until the end of their next turn on a failed save. This jutsu ignores Resistance to Lightning interactions.
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, each creature in a 10ft wide line between you and
the target space must make a Dexterity save, taking 10d6 lightning damage on a failed save. All damage from
this jutsu ignores Resistance, Damage Reduction and Temporary Hit Points. 134 GENJUTSU ne of the main
jutsu categories which uses chakra. Unlike ninjutsu, the effects of Genjutsu are not real, being only sensory
illusions experienced by those who fall victim to it. Genjutsu falls under the broad category of Yin Release. A
Genjutsu is created when a ninja controls the chakra flow of a target's cerebral nervous system, thereby
affecting their five senses; this is frequently used to create false images and/or trick the body into believing it
has experienced physical pain. Special Effects: Genjutsu isn’t tangible and cannot be physically blocked.
Barriers, blanket Damage Reduction, Resistance and Immunity from Jutsu cannot block or reduce damage from
Genjutsu unless granted by a Genjutsu. Most Genjutsu that require a saving throw will have the effects of a
Critical Success, Success, Failure or Critical Failure listed A creature who Critically Fails, follows the effect of
only a Critical Failure, not a Failure as well, unless otherwise specified. The follo wing are the breakdowns for
how to calculate each. • Critical Success: Beat the Save DC by 5 or more • Failure: Fail to meet or beat the
Save DC. • Success: Beat the Save DC. • Critical Failure: Saving throw result is 5 or more, lower than the Save
DC. E-RANK:
〇 CLONE TECHNIQUE 〇 DISTANT ECHO
Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra Classification: Genjutsu Rank: E-Rank Cost: 1 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS Range: 60 Feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual Duration: Up to 1 minute Keywords: Genjutsu, Auditory, Unaware
The most basic clone technique that is taught in most academies across the ninja world. By using this You create a sound within range that lasts for the duration. The sound also ends if you dismiss it as an action or
technique, the user creates 2 duplicates of themselves. The clones stay near you and disappear when attacked. use this jutsu again. The sound you create can be any volume, ranging from a whisper to a scream. It can be
The clones appear by the user's side and cannot stray more than 5 feet away from the original. The duplicates your voice or another sound you have heard before such as another person's voice, a lion's roar or a shattering
look like the user and are perfect duplicates, but they cannot speak or perform any action that requires having a vase. The sound continues unabated throughout the duration or you can make discrete sounds at different
body, like lifting an object or attacking a creature. Once touched by another creature or object or violently times before the jutsu ends.
shaken, it disappears in a puff of smoke.
After Activation, as a reaction you make a creature attacking you roll an additional 1d6, subtracting the result AT HIGHER RANKS: This Jutsu’s proficiency increases as you increase in level. At 5th level select 1 additional
from their total attack roll. Doing this causes one of your clones to be struck regardless of the attack missing or location for the sound to originate. 11th level, 2 additional locations, 17th level, 3 additional locations.
hitting you. After the duration or both of your clones have been struck, this jutsu immediately ends. Any creature
using a Jutsu with the Sensory Keyword or that can see through Genjutsu are not affected by this jutsu

AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank increase the cost by 3 and the damage
by 5.

〇 DOUBT 〇 ENCODE THOUGHTS


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: Touch Components: CS Range: Self Components: HS, CM
Duration: 1 Minute Keywords: Genjutsu, Auditory, Unaware Duration: 8 Hours Keywords: Genjutsu, Visual
For the duration, you have advantage on all Intimidation checks directed at one creature you touch that you are You draw out a memory, an idea, or a message from your mind, and seal it into a tangible string of glowing
interacting with. When the jutsu ends the creature may realize that you used a jutsu to influence its mood if it seals called a thought strand, which persists for the duration or until you cast the jutsu again. The thought strand
doesn’t fit your previous relationship. A creature prone to violence might attack you if they realize this. Another appears in an unoccupied space on a surface of your choice, such as a wall, blank scroll, book, or skin in the
creature may seek retribution in other ways (At the DM’s discretion), depending on the nature of your form of text or images of your memories design. If you cast this Genjutsu while concentrating on a Genjutsu or
interactions. O 159 ability that allows you to manipulate the thoughts of others (such as Memory Domination), you can transform the
thought or memories you read, rather than your own into a thought strand.

〇 ENHANCED THOUGHTS 〇 FEATHER BURST


Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Reaction, which you take when you fail a skill check Cast Time: 1 Reaction, which you take when you would take damage
Range: Self Components: HS Range: Self Components: HS, CM
Duration: 1 Round. Keywords: Genjutsu Duration: Instant Keywords: Genjutsu, Visual, Auditory
You focus chakra toward different parts of your mind to enhance your ability to process information. When you A simple illusion of sight. When hit by an attack, the opponent sees you burst into black raven feathers
fail a skill check using a mental ability score (Intelligence or Wisdom), you can add+2 to that failed check, reforming at your current location. When hit by a melee attack, roll 1d8 reducing damage taken by the result and
potentially turning a failure, into a success. Once you cast this jutsu, you cannot do so again for 10 minutes. move 10 feet away. This movement does not provoke attacks of opportunity.

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 MIND SLIVER 〇 MINOR ILLUSION


Classification: Genjutsu Rank: E-Rank Cost: 1 Chakra Classification: Genjutsu Rank: E-Rank Cost: 2 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: 30 Feet Components: HS
Duration: 1 Round. Keywords: Genjutsu, Visual, Tactile Duration: 1 Minute Keywords: Genjutsu, Visual, Auditory, Unaware
You inject a disorienting spike of chakra into the mind of one creature you can see within range. Make a Ranged You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you
Genjutsu attack, dealing 1d6 psychic damage. The target must also succeed an Intelligence saving throw. On a dismiss it as an action or cast this genjutsu again. If you create a sound, its volume can range from a whisper to
failed save, until the end of its next turn, it must roll a d4 and subtract the number from the first saving throw a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you
they make for the duration. choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different
times before the spell ends. If you create an image of an object— such as a chair, muddy footprints, or a small
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
the number of creatures you can target by +1. effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a
creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation), or Wisdom (Illusion) check against your genjutsu save DC. If a creature
discerns the illusion for what it is, the illusion becomes faint to the creature.

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
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
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.

〇 VOICE CHANGE 〇 ANIMAL COMPANION


Classification: Genjutsu Rank: E-Rank Cost: 1 Chakra Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Bonus action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Auditory Duration: Concentration, up to 10 Minute Keywords: Genjutsu, Auditory
You coat your tongue in chakra, manipulating the vibrations it provides while speaking. You imitate the voice of You select an animal you can see within range and alter its disposition towards you. This animal will see you as
any creature you’ve heard before with amazing accuracy. Creatures would need to actively take the See a member of its pack, its child, its parent, or its Master (your choice). The animal will be able to understand your
through lies, skill action to tell your voice is fabricated. 161 D-RANK: commands and will act on them for the duration. The target creature must make a Charisma save, becoming
charmed by you for the duration. The animal can fight on your behalf, once the creature reaches half health this
jutsu ends. They may then stay and fight to survive or run based on the type of animal they are. (DM’s
description)

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.

〇 BANE 〇 CAUSE FEAR


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: Self (30-Feet) Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Concentration, up to 1 Minute Keywords: Genjutsu, Tactile Duration: Concentration, up to 1 minute Keywords: Genjutsu, Inhale
You release a pulse of chakra targeting all hostile creatures within 30 feet of you causing them feel deep You awaken a sense of mortality in one creature you can see within range after releasing some potent aromas
seeded regret or dread. All hostile creature of your choice within 30 feet of you must make a Charisma saving from incents you spread and use as the catalyst for your genjutsu. A construct or undead is immune to this
throw as their mind is wrought with negative thoughts. Success: No further effects. Failure: Affected creatures effect. The target must make a Wisdom saving throw at the beginning of each of its turns for the duration.
suffers a 1d4 penalty to all attack roll, saving throws and checks it makes for the duration. Critical Failure: Critical Success: This jutsu ends on the affected creatures, removing all ranks of fear granted by this jutsu.
Affected creatures suffers a 1d6 penalty to all attack roll, saving throw and skill checks it makes and it cannot Success: Affected creature does not gain a rank of fear. Failure: Affected creatures gains one rank of fear
gain the benefit of jutsu that provide bonuses to it of the same rank or lower for the duration. against the caster until this jutsu ends. Critical Failure: Affected creatures gains two ranks of fear against the
caster until this jutsu ends and falls prone from the shock.

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.

〇 COLOR SPRAY 〇 COMMAND


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: Self (15-foot cone) Components: HS, CM Range: 60 feet Components: CM
Duration: Instant Keywords: Genjutsu, Visual Duration: 1 Round. Keywords: Genjutsu, Auditory, Unaware
You manifest a dazzling array of flashing, colored lights, that spring forth from your hand. Creatures in a 15-foot You speak a one-word command to a creature you can see within range. The target must make a Wisdom
cone, originating from you must make an Intelligence saving throw. Critical Success: Affected creature is able to saving throw or follow the command on its next turn. The jutsu has no effect if the target is undead, if it doesn’t
completely resist this jutsu’s effect. Success: Affected creature gain 1 rank of Dazzled. Failure: Affected understand your language, or if your command is directly harmful to it. Some typical commands and their effects
creatures Blinded until the end of their next turn. Critical Failure: Affected creatures becomes blinded and must follow. You might issue a command other than one described here. If you do so, the GM determines how the
remake the intelligence saving throw at the end of each of its turns to realize it’s not actually blinded, ending this target behaves. If the target can’t follow your command, the jutsu ends. • Approach: The target moves towards
jutsu’s effects on them. you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. • Drop: The creature
drops whatever it is holding and then ends its turn. • Grovel: The target falls prone and then ends its turn. • Flee:
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost by 3 and the damage The target turns and spends its turn moving away from you by the fastest means available. • Halt: The target
by 2d6. doesn’t move or take actions. A flying creature stays aloft, provided that it is able to do so. If it must move to
stay aloft, it flies the minimum distance needed to remain in the air.

AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the number of creatures you target by +1.

〇 COMPELLED DUEL 〇 COMPREHEND LANGUAGES


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory, Visual Duration: 1 Hour Keywords: Genjutsu, Auditory, Unaware
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You attempt to compel a creature into a duel. They see you as the only worthy foe in the area and will do For the duration, you understand the literal meaning of any spoken language that you hear. You also
everything they can to fight you and only you, while becoming indifferent towards other combatants. One understand any written language that you see, but you must be touching a creature who can already understand
creature that you can see must make a wisdom saving throw. Success: Affected creature ignores this jutsu and the language.
suffers no effects. Failure: Affected creature becomes drawn to you suffering a -1d6 penalty to all attacks rolls
against creatures other than you for the duration. A compelled creature must remake their saving throw at the
end of each of its turns to end this effect on them. This jutsu ends if you attack any other creature or if a friendly
creature to you, would assist you in any way. Critical Failure: Affected creatures becomes drawn to you,
becoming unable to target any other creature other than you for the duration. This jutsu ends if you attack any
other creature or if a friendly creature to you would assist you.

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.

〇 CORRUPTION: DISDAIN 〇 CORRUPTION: ENMITY


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 3 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, Visual, Unaware.
You collect and build illusionary chakra, attempting to mentally corrupt the feeling of happiness and stability in You collect and build illusionary chakra, attempting to inject a sense of broken morale and distrust in your foes.
your foes. Select one creature you can see within range, forcing them to make a Charisma saving throw. Critical Select one creature you can see within range, forcing them to make a Charisma saving throw. Critical Success:
Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the
for the next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected
creatures who would attempt to cast a jutsu as a reaction, that would interrupt the casting of another jutsu, must creatures whose ally is casting a jutsu, must spend its reaction to cast a jutsu that would Interrupt the casting of
roll a d20. On a roll of 11 or higher, they lose their reaction, unable to interrupt their original target. Critical their allies. Once they attempt to interrupt the casting, this jutsu then ends. Critical Failure: Same as failure, but
Failure: Same as failure, but on a roll of 6 or higher they lose their reaction, unable to interrupt their original the affected creature must spend its reaction to attempt to interrupt all of its allies jutsu castings, if able, for the
target. 164 duration.

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.

〇 CORRUPTION: GALL 〇 CORRUPTION: INSOLENCE


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 impudence in your foes. Select one You collect and build illusionary chakra, attempting to inject a sense of harshness towards allies, in your foes.
creature you can see within range, forcing them to make a Charisma saving throw. Critical Success: Affected Select one creature you can see within range, forcing them to make a Charisma saving throw. Critical Success:
creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the next 10 Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the
minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected creatures next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Creatures
cannot upcast their jutsu for the duration. If they would attempt to do so, they still spend the chakra, but its under the effect of a Genjutsu, that grants a die-based bonus, have this bonus halved. Critical Failure:
effects remains its base rank. Critical Failure: Same as failure, but the affected creature must attempt to upcast Creatures under the effect of a Genjutsu, that grants a die-based bonus, cannot benefit from this bonus for the
their jutsu cast to the highest rank possible, spending the chakra as normal, but its effects remain as its base duration.
rank.
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 A-Rank, increase the cost of this jutsu by 3, the number of creatures you can target by +1.
〇 CORRUPTION: SPITE 〇 CORRUPTION: TEMERITY
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: Concentration, up to 1 minute Keywords: Genjutsu, Visual.
You collect and build illusionary chakra, attempting to mentally disable the physical Strengths of your foes. You collect and build illusionary chakra, attempting to suppress their boldness in combat. Select one creature
Select one creature you can see within range, forcing them to make a Charisma saving throw. Critical Success: you can see within range, forcing them to make a Charisma saving throw. Critical Success: Affected creature is
Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the able to resist this jutsu’s effect, becoming immune to further castings of this jutsu until the end of the casters
next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected next turn. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected creature loses
creatures suffer a -2 penalty to all Strength based attack and damage rolls. Critical Failure: Same as failure, but the benefit of jutsu based bonuses to speed, becoming unable to benefit from them for the duration. An affected
the penalty is reduced by an additional -2. creature remakes their saving throw at the end of each of their turns. Critical Failure: Same as failure, but this
also extends into class and class features as well.

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.

〇 DETECT ILLUSIONS 〇 DETECT INTENTION


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self (10-foot Radius) Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: 10 Minutes Keywords: Genjutsu, Visual Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual, Sensory
For the duration, you can sense the presence of Genjutsu of D-Rank or Lower within 10 feet of you. If you sense Select a creature you can see within range. If the target is not aware of your presence roll your Illusion Skill vs
Genjutsu in this way, you can use your action to see a faint aura around any visible creature or object in the their passive Deception. On a success you know what the creatures most immediate intention is. This does not
area that is affected by a Genjutsu. Additionally, if a Genjutsu affects an area, the affected area with glow with explain why they are trying to do whatever it is they are trying to do just what it is they want to do. If the target is
this aura instead of any individual creatures or objects. This jutsu cannot penetrate through barrier, walls or aware of your presence, they make a Wisdom saving throw. On a failure you gain the same information as you
surfaces and does not provide insight on the Rank or number of Genjutsu affecting a creature. would if they weren’t aware of your presence. On a success they can hide their intention instead hiding it behind
another set of intentions.

〇 DISTANT WORDS 〇 DISTORT VALUE


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Minute Cast Time: 1 Action
Range: 30 feet Components: HS, CM Range: Touch Components: HS, CM
Duration: Until Dispelled Keywords: Genjutsu, Auditory Duration: 10 Minutes Keywords: Genjutsu, Visual, Unaware
You implant a message within an object in range, a message that is uttered when a trigger condition is met. When you cast this Genjutsu target an object no more than 1 foot on a side, doubling the objects perceived
Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the value by adding an illusionary flourish or reducing its perceived value by half with the help of illusionary dents or
message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, scratches. Anyone examining the object must roll an investigation or Illusions check against your genjutsu save
determine the circumstance that will trigger the jutsu to deliver your message. When that circumstance occurs, a DC to see through this genjutsu.
disembodied voice can be heard originating from the object and recites the message in your voice and at the
same volume you spoke. When you cast this jutsu, you can have the jutsu end after it delivers its message, or it AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
can remain and repeats its message whenever the trigger occurs. 166 The triggering circumstance can be as the size of the object by 5.
general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30
feet of the object. For example, you could instruct the illusion to speak when any creature moves within 30 feet
of the object or when a silver bell rings within 30 feet of it.
〇 DOUBLED PAIN 〇 ENVIRONMENTAL AFFINITY
Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: 60 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Tactile Duration: Special Keywords: Genjutsu, Visual
You target a creature and amplify their nervous system, enhancing all instances of pain to a massive degree. The environment seems to shift and swirl around you. For this jutsu’s duration, creatures looking at you see the
Select a target creature you can see within range. For the duration, whenever you deal damage using a natural terrain moving at your beck and call giving them pause. If cast while you are not in combat, this jutsu
Genjutsu, you deal an additional 1d8 Psychic damage. lasts for 1 hour. For that duration, you make your next initiative roll at advantage. If cast while in combat, this
jutsu’s duration becomes Concentration, Up to 1 Minute, and creatures that target you with an attack or jutsu
treat you as if you are in half cover. If the terrain is not natural and instead industrial such as a concrete hallway,
steel floors, or anything similar, a creature makes a Wisdom (Illusions) check vs your Genjutsu Save DC at
advantage, gaining immunity to this jutsu for the duration.

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

〇 FRENZY: BLUE 〇 FRENZY: CYAN


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: 45 feet Components: HS, CM Range: 60 feet (20-foot cube) Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Auditory, Unaware Duration: 1 Round Keywords: Genjutsu, Auditory
You collect and build illusionary chakra, attempting to inflict a fit of depressing madness causing your eyes to You collect and build illusionary chakra, attempting to inflict a fit of unstable madness meant to break the minds
glow blue. Select one creature you are aware of, that can hear you within range, forcing them to make a of creatures in the affected areas, as their eyes flash a cyan color. Select one creature you are aware of, that
Wisdom saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune can hear you within range, forcing them to make a Wisdom saving throw. Critical Success: Affected creature is
to further castings of this jutsu for the next 10 minutes. Success: Affected creature is able to resist this jutsu’s able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the next 10 minutes.
effects. Failure: If the affected creature would make a saving throw for the duration, on a failed save, they after Success: Affected creature is able to resist this jutsu’s effects. Failure: If the affected creature attempts to take
suffering the triggering jutsu’s effects, they fall prone and have their movement speed reduced by half, until the an action or bonus action, it must make a Wisdom ability check vs a DC 13. On a failure, they stand still
end of their next turn. Creatures remake their saving throw against this jutsu, at the end of each of their turns. laughing manically, wasting the attempted action. On a success, they can take their actions as normal. This
Critical Failure: Same as failure, but their speed is instead reduced to 0. effect ends at the end of the affected creatures turn. Critical Failure: Same as failure, but the ability check DC is
increased to 16.

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

〇 FRENZY: ORANGE 〇 FRENZY: PURPLE


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: 30 feet Components: HS, CM Range: 45 feet Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Auditory Duration: Instant Keywords: Genjutsu, Visual, Unaware
You collect and build illusionary chakra, attempting to inflict a fit of calm insanity, causing their eyes to flicker You collect and build illusionary chakra, attempting to touch the madness building deep in the psyche of your
orange. Select one creature you are aware of, that can hear you within range, forcing them to make a Wisdom foes causing their eyes to glow purple. Select one creature you are aware of, that can hear you within range,
saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further forcing them to make a Wisdom saving throw. Critical Success: Affected creature is able to resist this jutsu’s
castings of this jutsu for the next 10 minutes. Success: Affected creature is able to resist this jutsu’s effects. effect, becoming immune to further castings of this jutsu for the next 10 minutes. Success: Affected creature is
Failure: The affected creature must spend its bonus action, on each of its turns calmly but in a harmful way able to resist this jutsu’s secondary effects. Failure: Affected creatures falls into a momentary madness. The
scratch at its arms, drawing wounds upon it, dealing 1d8+ the targets Strength modifier slashing damage. They next time they would cast a jutsu that deals damage, they must target a creature they consider an allied
then remake their saving throw vs this jutsu, ending it on a successful save. Critical Failure: Same as failure, but creature, before the end of their next turn. Critical Failure: Same as failure, but they also must cast a jutsu of at
they instead must spend their action, not their bonus action, and they deal 2d6 + the targets Strength modifier least C-Rank on their next turn if they have access to a jutsu of such rank. If they only have access to D-Rank
slashing damage. jutsu, they instead cast one of these.

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

〇 FRENZY: YELLOW 〇 GLAMOR TONGUE


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: Touch Components: HS, CM
Duration: Instant Keywords: Genjutsu, Auditory, Unaware Duration: Concentration, up to 10 Minutes Keywords: Genjutsu, Auditory
You collect and build illusionary chakra, attempting to bring about a fit of insanity as their eyes flash a golden A willing creature you touch is enhanced with a Genjutsu that makes the words they speak seem more
yellow. Select one creature you are aware of, that can hear you within range, forcing them to make a Wisdom interesting, attractive or compelling. For the duration an affected creature has advantage on all charisma-based
saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further checks using skills to talk with another creature. When a creature who finds them even slightly attractive hears
castings of this jutsu for the next 10 minutes. Success: Affected creature is able to resist this jutsu’s effects. them speak, that creature must make a Charisma Saving throw. On a failed save that creature gains 1 rank of
Failure: If the affected creature would make an attack on their next turn, they gain an additional action, which charmed against them for the duration.
they must use to make an additional attack, using the same ability, action or jutsu. If the jutsu would end after
making the original first attack, it instead does not until this additional attack is made. This additional attack must
be targeting one of its allies within the attacks, jutsu’s or abilities range. This effect immediately ends if they
never make an attack on the turn following this jutsu’s casting. Critical Failure: Same as failure, but they must
make both the original attack and the additional attack, targeting an allied creature.
〇 HEROISM 〇 HYPNOSIS
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: Touch 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, Unaware
A willing creature you touch is imbued with heroic bravery. Until the genjutsu ends, the creature is immune to You manifest a collection of sheep wool in the form of pollen as you attempt to lull a creature into a deep sleep.
the fear condition and gains temporary hit points equal to twice your Genjutsu ability modifier at the start of each Select a creature you can see within range. The target must make a Wisdom saving throw. A creature who is
of its turns. When the Genjutsu ends, the target loses any remaining temporary hit points. currently in combat is immune to this jutsu’s effects. Critical Success: Affected creature is able to resist this
jutsu’s effects. Success: Affected creature is slowed until the end of the next turn as they are only slightly
drowsy. Failure: Affected creature begins to daydream. They become blind and deafened to all events and
happenings that is further than 10 feet away from them. Anything that would affect them or the area within 10
feet of them would break them from this day dream. Critical Failure: Affected creature falls asleep, unconscious
for the next 10 minutes. A creature who is asleep in this way can be awoken by yells, screams or loud sounds or
by being physically shaken or taking damage of any type.

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.

〇 IMPERFECT SILENCE 〇 INEPTITUDE


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: 60 feet (15 Foot radius Sphere) 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, Tactile
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Select a space you can see in a 60-foot radius. All creatures in and attempting to enter a 30-foot sphere You bend the minds of a target creature making them less capable than they once were. Select one creature
centering on your selected space must make an Intelligence Saving throw. Success: Affected creature is able to that you can see within range. The target must make a Charisma saving throw. Success: Affected creature is
resist this Jutsu's effect being able to hear other creatures while within the spheres radius. Failure: Affected able to resist this Jutsu's effect. Failure: Affected creature suffers a 1d6 penalty to attack rolls. Critical Failure:
creatures becomes deafened and unable to hear other creatures who are also inside the spheres radius. If an Affected creatures suffers a 1d8 penalty to attack rolls.
affected creature leaves the radius this jutsu’s effect ends on them. Critical Failure: Affected creatures become
deafened for the duration. A deafened creature must remake their intelligence saving throw at the end of each AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If
of their turns to end this jutsu’s effect on themselves. cast at B- Rank, increase the penalty by 1 die. If cast at S-Rank, increase the penalty by 2 dice.

〇 INSINUATION 〇 LIGHT BLINDNESS


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: 60 feet Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Instant Keywords: Genjutsu, Auditory, Tactile Duration: Concentration, Up to 1 Minute Keywords: Genjutsu, Visual
You unleash a torrent of conflicting desires into the mind of one creature you can see within range, impairing its You target a creature you can see in range and attempt to switch its brains perception of light. The target
ability to make decisions. The target must make an Intelligence saving throw Success: Affected creature is able creature must make an Intelligence Save. If this jutsu is cast on a creature who is not benefiting from Bright
to resist this Jutsu's effect but still takes 1d12 Psychic damage. Failure: Affected creature takes 2d12 psychic Light prior to this jutsu’s casting, this jutsu gains the Unaware Keyword for the duration. Success: Affected
damage and makes their chakra control check to maintain concentration at disadvantage. Critical Failure: creature is able to resist this Jutsu's effect. Failure: Affected creature treats Bright light as Dim light, and Dim
Affected creatures takes 3d12 + Genjutsu Ability modifier psychic damage and loses concentration on a jutsu light as total darkness for the duration. Critical Failure: Affected creatures treat Bright Light as total darkness for
with the lowest cost they are currently concentrating on. the duration.

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.

〇 LOST LIES 〇 LOTUS: ANXIOUS PETALS


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: 15 Foot Cube Components: HS, CM, CS Range: 30 feet (10-foot cube) Components: HS, CM, NT (Poison Kit, 1 Charges)
Duration: 10 Minutes Keywords: Genjutsu, Fuinjutsu, Auditory, Unaware Duration: 1 Minute Keywords: Genjutsu, Inhale
You bind your chakra to a Chakra seal and mark an area. Your chakra radiates in a 15-foot cube centering on You grasp a hand full of poisonous Lotus petals, spreading them in a unique way. Select a space you can within
the chakra seal you placed. For the duration of this jutsu, creatures that start their turn, or enter the Chakra range as you fill a 10-foot cube with a petal dance of revulsion. A creature who’s failed this jutsu’s save once
seals area for the first time must make a Charisma saving throw. On a failed save, the creature cannot speak a before, cannot be affected again for 1 minute. As they flutter in front of you, all creatures within range must
deliberate lie while in the radius, instead being unable to speak at all when they attempt to do so. 171 make a Charisma saving throw to as the pollen begins to affect their emotional state. Critical Success: Affected
creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu until the end of the
casters next turn. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected
creatures enters a state of panic. For the duration, creatures must spend its action to take the Dash action. At
the end of an affected creatures turns, remake their saving throw, ending this effect on a success. If it cannot
move or has a movement speed of 0, this jutsu immediately ends. Critical Failure: Same as failure, but the
target must also spend its bonus action to make an Athletics check vs a DC 15, to gain an additional +10
movement speed.

〇 LOTUS: BITTER PETALS 〇 LOTUS: CALMING PETALS


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 (5-foot radius) Components: HS, CM, NT (Poison Kit, 1 Charges) Range: Self (20-foot Cube) Components: HS, CM, NT (Poison Kit, 1 Charges)
Duration: 1 Minute Keywords: Genjutsu, Inhale, Tactile, Unaware Duration: 1 Minute Keywords: Genjutsu, Inhale, Tactile
You grasp a hand full of poisonous Lotus petals, spreading them in a unique way. Select two points you can You grasp a hand full of poisonous Lotus petals, spreading them enough to fill a 20-foot cube originating from
within range as you fill two, 5-foot radius’s with a petal dance of bitterness. A creature who’s failed this jutsu’s yourself in a dance of serenity. A creature who’s failed this jutsu’s save once before, cannot be affected again
save once before, cannot be affected again for 1 minute. As they flutter, all creatures within range must make a for 1 minute. As they flutter in front of you, all creatures within range must make a Charisma saving throw to as
Charisma saving throw to as the pollen begins to affect their emotional state. Critical Success: Affected creature the pollen begins to affect their emotional state. Critical Success: Affected creature is able to resist this jutsu’s
is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu until the end of the casters effect, becoming immune to further castings of this jutsu until the end of the casters next turn. Success: Affected
next turn. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected creature creature is able to resist most of this jutsu’s effects. Failure: Affected creature enters a calm and less hostile
enters a bitter state of mind as for the duration, if a creature allied to themselves, within their movement speed state, lacking a drive for combat. For the duration, calmed creatures cannot take a hostile action towards
range would take damage from an attack, they must spend their reaction to interpose the attack, becoming the another creature. This jutsu immediately ends if another creature would attempt to take a hostile action towards
new target. At the end of an affected creatures turns, remake their saving throw, ending this effect on a success. another creature that this affected creature can see. This does not prevent them from acting in their self-interest,
Critical Failure: Same as failure, but they gain an additional reaction which can only be used to interpose attacks but instead only prevents them from directly engaging in hostile actions. Critical Failure: Same as failure, but
targeting their allies. this jutsu’s duration is increased to 10 minutes.

〇 LOTUS: DANCING PETALS 〇 LOTUS: FURIOUS PETALS


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: Self (10-foot radius) Components: HS, CM, NT (Poison Kit, 1 Charges) Range: Self (20-foot Cone) Components: HS, CM, NT (Poison Kit, 1 Charges)
Duration: 1 Minute Keywords: Genjutsu, Inhale, Tactile Duration: 1 Minute Keywords: Genjutsu, Inhale, Tactile
You grasp a hand full of poisonous Lotus petals, spreading them around yourself in a dance of despair. Once You grasp a hand full of poisonous Lotus petals, spreading them in a wide cone originating from yourself in a
this jutsu is cast, you cannot cast it again until the end of your next turn. As they flutter around you, all creatures dance of anger. Once this jutsu is cast, you cannot cast it again until the end of your next turn. A creature who’s
within range must make a Charisma saving throw to realize they should hold their breath before inhaling the failed this jutsu’s save once before, cannot be affected again for 1 minute. As they flutter in front of you, all
poisonous pollen. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to creatures within range must make a Charisma saving throw to as the pollen begins to affect their emotional
further castings of this jutsu until the end of the casters next turn. Success: Affected creature is able to resist state. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings
most of this jutsu’s effects, but still takes 2d6 poison damage. Failure: Affected creature inhales a mass of of this jutsu until the end of the casters next turn. Success: Affected creature is able to resist most of this jutsu’s
poisonous petal pollen taking 3d6 poison damage and are begin to cough and retch in an attempt to remove the effects. Failure: Affected creature enters an enraged state, full of anger and fury. For the duration, enraged
pollen from their breathing passages. Creatures who failed this save lose concentration of any Ninjutsu they are creatures must upcast all jutsu cast to its highest possible rank. If a jutsu cast does not have the ‘At Higher
concentrating on for the duration. As an action on an affected creatures turn, they can make a Constitution Ranks’ language, they instead increase the cost of the jutsu cast by +3. Affected creatures can spend an Action
check vs a DC 13. On a success, this jutsu’s effects end. Critical Failure: Same as failure, but if the target on their turn attempting to calm down, by making a DC 13 Charisma ability check. On a success, this jutsu
attempts the ability check to end its effects, all creatures who are currently unaffected by this jutsu, within 10 ends. Critical Failure: Same as failure, but the DC to end this effect is increased to 16.
feet of the retching target must also make the DC 11 Constitution ability check. On a failure, they suffer the
effects of this jutsu’s failure. On a success, they suffer no effects. 172

〇 LOTUS: GLOOM PETALS 〇 LOTUS: GUILTY PETALS


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus Action
Range: Self (30-foot line) Components: HS, CM, NT (Poison Kit, 1 Charges) Range: 30 Feet Components: HS, CM, NT (Poison Kit, 1 Charges)
Duration: 1 Minute Keywords: Genjutsu, Inhale, Tactile Duration: 1 Round Keywords: Genjutsu, Inhale, Tactile, Unaware
You grasp a hand full of poisonous Lotus petals, throwing them in a straight line in a dance of gloom. A creature You grasp a hand full of poisonous Lotus petals, spreading them in a unique way by throwing them against a
who’s failed this jutsu’s save once before, cannot be affected again for 1 minute. As they flutter in front of you, creature you can see within range. As they flutter, the target creature must make a Charisma saving throw to as
all creatures within range must make a Charisma saving throw to as the pollen begins to affect their emotional the pollen begins to affect their emotional state. Critical Success: Affected creature is able to resist this jutsu’s
state. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings effect, becoming immune to further castings of this jutsu until the end of the casters next turn. Success: Affected
of this jutsu until the end of the casters next turn. Success: Affected creature is able to resist most of this jutsu’s creature is able to resist most of this jutsu’s effects. Failure: Affected creature enters a guilty state of self-
effects. Failure: Affected creature enters a gloomy state of mind as for the duration, they cannot cast jutsu that loathing. For the duration, creatures cannot lie and must answer any questions as truthfully as possibly. If asked
would grant creatures other than itself a bonus to attack, damage, speed, skill or ability checks. If they are a question, it spends it Action answering the first question it is asked. Creatures can only ask questions on their
currently concentrating on such a jutsu, they lose concentration on it. Affected creatures can spend its Action to turn. This jutsu then ends. Critical Failure: Same as failure, but they also must spend their bonus action
make a DC 13 Wisdom ability check to end this jutsu’s effects on them. Critical Failure: Same as failure, but this answering the second question asked.
jutsu’s duration is increased to 10 minutes.
〇 LOTUS: PANICKED PETALS 〇 LOTUS: REVILED PETALS
Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Reaction, which you take when you see a hostile creature attempt to Interrupt an allied creatures. Cast Time: 1 Action
Range: 30 feet Components: HS, CM, NT (Poison Kit, 1 Charges) Range: 30 feet (10-foot Cube) Components: HS, CM, NT (Poison Kit, 1 Charges)
Duration: 1 Round Keywords: Genjutsu, Inhale, Tactile Duration: 1 Minute Keywords: Genjutsu, Inhale, Tactile
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You grasp a hand full of poisonous Lotus petals, spreading them in a unique way throwing them against a You grasp a hand full of poisonous Lotus petals, spreading them in a unique way. Select two points you can
creature you can see attempting to interrupt the casting of another creatures jutsu. This jutsu’s casting is treated within range as you fill both 10-foot cubes with a petal dance of revulsion. A creature who’s failed this jutsu’s
as an attempt to Interrupt a creatures jutsu. As they flutter, select creature in range must make a Charisma save once before, cannot be affected again for 1 minute. As they flutter in front of you, all creatures within range
saving throw to as the pollen begins to affect their emotional state. Critical Success: Affected creature is able to must make a Charisma saving throw to as the pollen begins to affect their emotional state. Critical Success:
resist this jutsu’s effect, becoming immune to further castings of this jutsu until the end of the casters next turn. Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu until the
Success: Affected creature is able to resist most of this jutsu’s effects, but still increases the cost of the jutsu end of the casters next turn. Success: Affected creature is able to resist most of this jutsu’s effects. Failure:
they cast by +3 Failure: Affected creature increases the cost of the jutsu they cast by +6. Critical Failure: Affected creature enters a state of repulsion. For the duration, affected creatures refuse effects that would grant
Affected creature increases the cost of the jutsu they cast by +9. them temporary hit points or healing. Affected creatures can spend its action to make a DC 13 Intelligence
check to ends its effects to see through their own thoughts. Critical Failure: Same as failure, but the ability check
DC to end this jutsu is increased to 16.

〇 LOTUS: SHAMEFUL PETALS 〇 HEALED THOUGHTS


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 (5-foot radius) Components: HS, CM, NT (Poison Kit, 1 Charges) Range: 60 feet Components: HS, CM
Duration: 1 Minute Keywords: Genjutsu, Inhale, Tactile, Unaware Duration: Instant Keywords: Genjutsu, Visual, Medical
You grasp a hand full of poisonous Lotus petals, spreading them in a unique way. Select two points you can You manifest a restorative illusion designed to help soothe the mental scars of battle. Select one Mental or
within range as you fill two, 5-foot radius’s with a petal dance of bitterness. A creature who’s failed this jutsu’s Sensory condition a creature is under the effects of and reduce it by 1 rank.
save once before, cannot be affected again for 1 minute. As they flutter, all creatures within range must make a
Charisma saving throw to as the pollen begins to affect their emotional state. Critical Success: Affected creature AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu until the end of the casters the number of conditions with different names this jutsu can select by +1.
next turn. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected creature
enters a shameful state of mind as for the duration, unable to gain the benefit of jutsu based Damage reduction.
An affected creature remakes this saving throw at the end of each of its turns, ending this jutsu’s effects on a
success. Critical Failure: Same as failure, but they also cannot gain the benefit of bonuses to AC as a result of
Jutsu. MEDICAL RELEASE:
〇 MIND MIST 〇 NIGHT: BITTER DARKNESS
Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when a hostile creature casts a jutsu that affects an area with any shape.
Range: 30 Feet Components: HS, CM, NT (Poison Kit) Range: 90 Feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Inhale, Tactile Duration: Instant Keywords: Genjutsu, Visual
You release a mist formed of illusory chakra as you suppress the targets mental combat potential. One creature You manifest a potent but powerful sense of loneliness and solitude in the form of illusionary chakra, and
of your choice within range must make a Wisdom saving throw. Success: Affected creature is able to resist this impose it on a hostile creature you can see in range who is casting a jutsu with range. The target creature must
jutsu’s effects. Failure: Affected creature becomes poisoned and reduces the damage they deal by 1d6 for the make an Intelligence saving throw. This counts as Interrupting this jutsu’s casting. Critical Success: Affected
duration. Critical Failure: Affected creature becomes poisoned and reduces the damage they deal by 1d8 for the creature is able to resist this jutsu’s effect, becoming immune to this jutsu’s secondary effects until the end of
duration. your next turn. Success: Affected creature is able to resist this jutsu’s negative effects. Failure: Affected
creatures jutsu they are casting has its shape size reduced by a set size. Sphere/Radius, Cube, Cone, Line: 10
feet, and Cylinder: 5 Feet width, 10 feet height, down to a minimum of 5 feet for any effect area. Critical Failure:
Same as failure, but the targets jutsu effect area size is reduce by an additional 10 feet. 174

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.

〇 NIGHT: BITTER FEELINGS 〇 NIGHT: BITTER LIGHT


Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Reaction, which you take when an hostile creature gains a rank of a Mental or Sensory Cast Time: 1 Reaction, which you take when a hostile creature casts a jutsu that affects a single target.
Range: 60 Feet Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: Instant Keywords: Genjutsu, Visual Duration: Instant Keywords: Genjutsu, Visual
You manifest a potent but powerful sense of spite or hatred in the form of illusionary chakra, and impose it on a You manifest a potent but powerful sense of friendliness or comradery in the form of illusionary chakra, and
hostile creature you can see in range who has just gained a rank of either a Mental or Sensory condition, that impose it on a hostile creature you can see in range who is casting a jutsu with range. The target creature must
can have more than 1 rank. The target creature must make an Intelligence saving throw. Critical Success: make an Intelligence saving throw. This counts as Interrupting this jutsu’s casting. Critical Success: Affected
Affected creature is able to resist this jutsu’s effect, becoming immune to this jutsu’s secondary effects until the creature is able to resist this jutsu’s effect, becoming immune to this jutsu’s secondary effects until the end of
end of your next turn. Success: Affected creature is able to resist this jutsu’s negative effects. Failure: Affected your next turn. Success: Affected creature is able to resist this jutsu’s negative effects. Failure: Affected
creatures gains 1 additional rank of the same condition. Critical Failure: Same as failure, but the target instead creatures must select a new target, even if this means they would have to select a creature allied to them. They
gains 2 additional ranks of the same condition. cannot select the same creature they previously did to trigger this jutsu’s reaction. Critical Failure: Same as
failure, the target must now select a creature allied to themselves, even if a creature hostile to it is also in range.

〇 NIGHT: BITTER REACTIONS 〇 NIGHT: BITTER VENGEANCE


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra
Cast Time: 1 Reaction, which you take when a hostile creature would take damage. Cast Time: 1 Reaction, which you take when an allied creature takes damage.
Range: 30 Feet Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: Instant Keywords: Genjutsu, Auditory Duration: Instant Keywords: Genjutsu, Auditory, Tactile
You manifest a potent but powerful sense of sluggishness in the form of illusionary chakra, and impose it on a You manifest a potent but powerful sense of hyper aggressiveness in the form of illusionary chakra, and impose
target creature you can see in range who has taken damage. This reactions effects takes place before the it on an allied creature you can see in range who has taken damage, excluding yourself. They gain a boost to
target creatures reaction-based effects, if any. The target creature must make an Intelligence saving throw. their aggressiveness, increasing their bonus to attack and damage rolls by 1d6 until the end of their next turn. At
Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to this jutsu’s effects the conclusion of their next turn though, they suffer a bit of psychosis, forcing them to make an Intelligence
until the end of your next turn. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to this
creatures thought speed is reduced. They become unable to take reactions until the end of the current turn. jutsu’s secondary effects until the end of your next turn. Success: Affected creature is able to resist this jutsu’s
Critical Failure: Same as failure, but they cannot take reactions until the beginning of their next turn. negative effects. Failure: Affected creature suffers a small but painful feedback, taking 2d6 psychic damage.
Critical Failure: Same as failure, but they also gain a 1d6 penalty to their attack and damage rolls until the end
of their next turn. 175

〇 NIGHT: FRIGID PAIN 〇 NIGHT: FRIGID SIGHT


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: 15 feet Components: HS, CM Range: Self (20-foot radius) Components: HS, CM
Duration: Instant Keywords: Genjutsu, Auditory, Tactile Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Visual
You manifest a blade of chilling illusionary chakra to strike through a targets senses, impeding them temporarily. You manifest an aura of chilling illusionary chakra centered on you affecting all creatures of your choice within
Make a melee Genjutsu attack again a creature you can see within range. On a hit, you deal 4d6 psychic range forcing them to make an Intelligence saving throw. If the target has Chakra sight, they do not gain
damage and force them to make an Intelligence saving throw. Critical Success: Affected creature is able to advantage on this saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming
resist this jutsu’s effect, becoming immune to this jutsu’s secondary effects until the end of your next turn. immune to this jutsu’s effects for the next 10 minutes. Success: Affected creature is able to resist this jutsu’s
Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creatures senses are damaged. effects. Failure: If the affected creature has Chakra sight or Darkvision, they gain 2 ranks of Dazzled while
They gain 1 rank of Concussed. Critical Failure: Same as failure, but they instead gain 2 ranks of Concussed. inside of the radius of this jutsu so long as they are gaining the benefits of said special senses, as the illusionary
chakra overwhelms their visual senses. Critical Failure: Same as failure, but affected creatures also lose Chakra
sight or Darkvision for the duration of this jutsu.

〇 NIGHT: FRIGID THOUGHTS 〇 NIGHT: FRIGID TOUCH


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: Self (25-foot cube) Components: HS, CM Range: Self (30-foot line) Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Auditory, Tactile Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Visual, Tactile
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You manifest a shockwave of chilling illusionary chakra from your voice, influencing the thoughts of creatures in You manifest a beam of chilling illusionary chakra from within yourself, affecting all creatures of your choice in a
range affecting all creatures of your choice in a 25-foot cube, originating from you within range forcing them to 5-foot wide, 30-foot line, originating from you within range forcing them to make an Intelligence saving throw.
make an Intelligence saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to this jutsu’s effects for
becoming immune to this jutsu’s effects for the next 10 minutes. Success: Affected creature is able to resist this the next 10 minutes. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creature is
jutsu’s effects. Failure: Affected creature is overwhelmed by the illusionary chakra, as they find it difficult to think overwhelmed by the illusionary chakra, as they find it difficult to feel and thus cannot distinguish pain from
and thus cannot think a full thought through without being assailed by slowed ideas. They gain 1 rank of Slowed healing. The next Genjutsu that would affect them for the duration, gains the Unaware keyword, this jutsu then
for the duration. Critical Failure: Same as failure, but they also gain 1 rank of Dazzled for the duration. ends. Critical Failure: Same as failure, but they also take 3d6 psychic damage at the beginning of each of their
turns for the duration. A creature who critically failed this jutsu’s saving throw remakes its save at the end of
each of its turns, ending this jutsu’s critical failure damage on a success. 176

〇 NIGHT: FRIGID WORDS 〇 NIP AT THE HEELS


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: Self (20-foot cone) Components: HS, CM Range: 90 Feet Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Auditory Duration: Concentration, Up to 1 Minute Keywords: Genjutsu, Visual, Unaware
You manifest a wave of chilling illusionary chakra from your words alone, affecting all creatures of your choice You slam your hands onto the ground creating an illusory puff of smoke as a pack of wild dogs that look
within range forcing them to make an Intelligence saving throw. Critical Success: Affected creature is able to aggressive rush in and nip at one creature you can see within range, which must make an Intelligence saving
resist this jutsu’s effect, becoming immune to this jutsu’s effects for the next 10 minutes. Success: Affected throw. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) or has any senses, features
creature is able to resist this jutsu’s effects. Failure: Affected creature is overwhelmed by the illusionary chakra, or active jutsu that would give it advantage to its Wisdom (Perception), has advantage on the saving throw.
as they find it difficult to hear and thus are distracted. They become Deafened to all sound not originating from Success: Affected creature is able to resist this Jutsu's effect. Failure: Affected creature has disadvantage on
you. Critical Failure: Same as failure, but affected creatures also gain a 1d4 penalty to all saving throws against Attack rolls and skill checks against one other creature of your choice as it becomes distracted by the attacking
Genjutsu with the Auditory keyword for the duration. dogs. At the end of each of its turns, the target remakes its saving throw, ending the effect on itself on a
successful save. Critical Failure: Same as Failure and the affected creature(s) who would cast a jutsu with the
Hand Sign (HS) or Mobility (M) components would take 2d8 psychic damage as the dogs bite into them.

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.

〇 PHANTOM LIGHT 〇 PSIONICS: ASSURANCE!


Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you see a hostile creature take damage
Range: Touch Components: HS, CM Range: 60ft Components: HS, CM
Duration: 1 Hour Keywords: Genjutsu, Visual Duration: Instant. Keywords: Genjutsu, Tactile
You touch a single object that measure less than 10 feet in every dimension. Until this Jutsu ends, you and up You see a creature take damage, and can see the impact it leaves. You take this opportunity to ensure that the
to 3 other creatures can see Bright light originating from that object in a 20-foot radius, and dim light for another damage dealt, sticks. The triggering creature must make an Intelligence saving throw. Success: Affected
20 feet. The light can be colored as you like. Only you and the selected creatures can gain benefit from this creature is able to resist most of this jutsu’s effects, taking 2d6 psychic damage. Failure: Affected creature takes
artificial light source. You can use your bonus action to dismiss this jutsu. an amount of psychic damage equal to Xd6, where X equals your Genjutsu ability modifier. Critical Failure:
Affected creature suffers the effects of a failure and becoming Slowed until the end of their next turn.

〇 PSIONICS: BRAIN LOCK 〇 PSIONICS: CONFUSION!


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: Touch Components: HS, CM Range: 60 feet Components: HS, CM
Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Visual, Tactile Duration: Instant Keywords: Genjutsu, Visual, Tactile
You attempt to lock a targets thoughts, into a never-ending cycle of circular thought, always ending on its You attempt to shatter the string of thought a creature has, instilling severe confusion while also causing them
previous answer. Select one hostile creature you can see and reach within range, forcing them to make an mental pain through inconsistency. Select one target within range. They must make a Wisdom saving throw.
Intelligence saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creature gains 1 rank of
immune to further castings of this jutsu for the next 10 minutes. Success: Affected creature is able to resist this Confusion. Critical Failure: Affected creature gains 1 rank of Confusion, and the first check made to end the
jutsu’s effects. Failure: Affected creature must spend its action, on each of its subsequent turns recasting the condition is increased by 2.
same jutsu (of your choice), it cast on its previous turn. If the target did not cast a jutsu on its last turn, this jutsu
immediately ends. This creature remakes its saving throw at the end of each of its turns, ending this jutsu on a AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
success. Critical Failure: Same as failure, but also the creature gains a 1d4 penalty to its first saving throw to the number of creatures you can target by +1. 178
end this jutsu’s effects on it.

〇 PSIONICS: CUT! 〇 PSIONICS: DELAY!


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: 60 feet Components: HS, CM
Duration: Instant Keywords: Genjutsu, Visual, Tactile Duration: Instant Keywords: Genjutsu, Auditory
You manifest blades formed of illusionary chakra, that rend through a creatures mental defenses. Make a You manifest a delayed sound that remains humming for a few moments before vanishing. You then select one
ranged Genjutsu attack dealing 4d8 psychic damage. If this jutsu is cast while within 10 feet of the target creature whom you can see within range. At the end of your next turn this jutsu takes effect. If the target
creature, increase the critical threat range of this attack by +1. creature has cast a jutsu of any type on their next turn, they take 3d12 psychic 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 1d12.

〇 PSIONICS: DRAIN! 〇 PSIONICS: EXPOSE WEAKNESS


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: Touch Components: HS, CM Range: 60 Feet Components: HS, CM
Duration: 1 Minute Keywords: Genjutsu, Auditory, Tactile, Unaware Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory, Tactile, Unaware
You attempt to drain the mental power of a hostile creature you can see, making it more difficult for them to You attempt to expose the weakness of your foes by making them unconsciously expose themselves. Select
think clearly in the moment. Select one hostile creature you can see within range, forcing them to make an one creature you can see within range, forcing them to make an Intelligence Saving throw. Success: Affected
Intelligence saving throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming creature is able to resist this jutsu’s effects. Failure: Affected creature immediately begins to move in unnatural
immune to further castings of this jutsu for the next 10 minutes. Success: Affected creature is able to resist this and clumsy ways. Attacks targeting the creature gains a 1d4 bonus to hit, once per turn, per creature. Critical
jutsu’s effects. Failure: The hostile creature takes 3d6 psychic damage, and suffers a 1d4 penalty on all Failure: Same as failure, but they also reduce their AC by 1, for the duration.
Intelligence based attack rolls and skill checks for the next minute. Critical Failure: Same as Failure, but damage
is increased to 5d8. 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 PSIONICS: FALSE FUTURE 〇 PSIONICS: FORTRESS


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Range: 60 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Genjutsu, Visual, Unaware Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual, Tactile
You attempt to force a vision of a false future onto a target, causing them to make a poorly informed decision. You conjure a suit of illusionary armor. This armor grants you a +1 bonus to your AC. If you would be the target
Select one hostile creature you can see within range, forcing them to make an Intelligence saving throw. Critical of a Genjutsu attack, you instead treat this bonus as a +2. If a creature manages to score a hit with a melee
Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu weapon or taijutsu attack against you, you force them to make an Intelligence saving throw as you send back a
for the next 10 minutes. Success: Affected creature is able to resist this jutsu’s effects. Failure: The hostile psychic feedback. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creature
creature must spend its reaction, to move no less than 30 feet, if it can, into a space it would move into if its turn immediately falls prone and drops their weapon, if any. This does not prevent damage. This Jutsu then ends.
were right now. Critical Failure: Same as failure, but its movement speed it reduced by half after its movement Critical Failure: Same as failure, but their movement speed is also reduced to 0, until the end of their next turn.
ends, until the end of its next turn.
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, you gain 5 Psychic Damage reduction for this jutsu’s duration. If this jutsu is cast at S-
Rank, you gain 10 Psychic Damage reduction for this jutsu’s duration.
〇 PSIONICS: HOSTILE TRANSFER 〇 PSIONICS: MEDITATE!
Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra Classification: Genjutsu Rank: D-Rank Cost: 3 Chakra
Cast Time: 1 Action Cast Time: 1 Bonus action
Range: 60 Feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Genjutsu, Auditory, Tactile Duration: Concentration, up to 1 minute Keywords: Genjutsu, Tactile
You attempt to transfer the negative mental conditions of an allies creature to a hostile one. Select one allied You steady your thoughts, finding balance and inner peace in the moment of battle. For the duration, you gain a
creature you can see within range who has ranks of a Mental condition. When you do, select one hostile 1d4 bonus to Genjutsu attacks and deal an additional 1d6 psychic damage with Genjutsu you cast.
creature you can see within range, forcing them to make an Intelligence saving throw. Success: Affected
creature is able to resist this jutsu’s effects. Failure: The Hostile creature gains one of the Mental conditions the AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this
allied creature has, (your choice) Critical Failure: The hostile creature gains all Mental conditions the allied jutsu is cast at B-Rank, increase the to hit and damage bonus by 1 die step (1d6, 1d8). If this jutsu is cast at S-
creature has, and the allied creature loses each mental condition the hostile creature gains. Rank, increase the to hit and damage bonus by 1 die step (1d8, 1d10).

〇 PSIONICS: MIGRAINE! 〇 PSIONICS: MIND BLANK!


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: Instant Keywords: Genjutsu, Visual, Tactile Duration: Instant Keywords: Genjutsu, Auditory, Tactile, Unaware
You outstretch your hand and select a target within range. The target creature must make an Intelligence saving You weave a guttural and visceral sound that echoes outward designed to create pockets of blank space in the
throw. If their Intelligence ability score is 12 or less, they make this save at disadvantage. Success: Affected minds of the listener. Select a creature whom can hear you within range. The target must make an Intelligence
creature is able to resist this jutsu’s effects. Failure: Affected creature sees their body swell and experience an saving throw. Critical Success: Affected creature is able to resist this Genjutsu’s effects. Success: Affected
extraordinary amount of pain as their head feels like it will explode. They take 4d4 psychic damage and until the creatures next jutsu cast increases its cost by +4 Failure: Affected creature becomes unable to cast a jutsu they
end of their next turn, they suffer a -10 penalty to their speed. Critical Failure: Affected creature sees their body cast on their previous turn. If they would attempt to cast such a jutsu, it fails. Critical Failure: Affected creature
swell and experience an extraordinary amount of pain as their head feels like it will explode. They take 6d4 becomes unable to cast a jutsu they cast on their previous turn. If they would attempt to cast such a jutsu, it
psychic damage and until the end of their next turn, they suffer a -20 penalty to their speed and the next jutsu fails, and they suffer a splitting migraine taking 5d6 psychic damage.
they cast and concentration cost they pay, cost is doubled, before the end of their next turn.
AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1 and the damage by 1d6.
〇 PSIONICS: PSYCHO WAVE! 〇 PSIONICS: PULSE
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: Self (15-foot cone) Components: HS, CM Range: Self (20 –feet) Components: HS, CM
Duration: Instant Keywords: Genjutsu, Visual Duration: Instant Keywords: Genjutsu, Auditory, Tactile
You manifest gauntlet of formed of illusionary pulses, that beat on the thought patterns of a creature, leaving it You manifest a pulse of thought, meant to inflict pain and disorient everyone near you. All creatures of your
mentally drained. All creatures within a 15-foot cone originating from you must make a Wisdom saving throw. choice, within range must make an Intelligence saving throw. Success: Affected creature is able to resist this
Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creature is Dazzled and jutsu’s effects. Failure: Affected creature takes 3d4 psychic damage and is forced to move back 10 feet away
Confused. Critical Failure: Affected creature is Dazzled, Confused and Concussed. from you. Critical Failure: Affected creature takes 5d4 psychic damage and is forced to move back 25 feet away
from you.

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 PSIONICS: RANGE CRIPPLING 〇 PSIONICS: SHARED THOUGHTS


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: Concentration, up to 1 minute. Keywords: Genjutsu, Visual Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory, Unaware
You attempt to reduce a creatures effective combat range by clouding their vision and imposing visual You attempt to see into and share the thoughts of a creature you can see, seeing what they are thinking or
limitations upon them Select one hostile creature you can see within range, forcing them to make an Intelligence planning. Select one creature you can see within range, forcing them to make an Intelligence saving throw.
saving throw. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creature gains 2 Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of
ranks of Dazzled for the duration. Ranks of Dazzled inflicted by this jutsu does not go away at the end of the this jutsu for the next 10 minutes. Additionally, they become aware someone tried to peer into their mind.
affected creatures turns, instead only going away when this jutsu ends Critical Failure: Same as failure, but also Success: Affected creature is able to resist this jutsu’s effects. Failure: The hostile creature begins to
if the creature would cast a jutsu or make an attack with a range, greater than 15 feet, reduce the range of the unknowingly share their thoughts with you. At the beginning of each of its turns, the DM informs you of the jutsu
jutsu or attack by 10 feet. they are casting, actions they are taking or the thoughts it has during its turn only. If the target would cast a jutsu
or make an attack, you gain the benefit of a successful Read the Enemy reaction. At the end of each of the
targets turns, it remakes it saving throw, while still unaware it is sharing thoughts with you. Critical Failure: Same
as Failure, but the target does not get to remake its saves until it becomes aware it is under the effects of this
Genjutsu.

〇 PSIONICS: SHOCK! 〇 PSIONICS: STRIKE!


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: Touch Components: HS, CM
Duration: Instant Keywords: Genjutsu, Visual, Tactile Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Visual, Tactile
You release a powerful jolt of psionic chakra meant to overwhelm the sensory receptors of a creature. One You coat the hands and feet of a creature you touch in psionic energy. Making each strike harm both the body
creature of your choice within range must make an Intelligence saving throw. Success: Affected creature is able and mind simultaneously. When they would deal damage with an unarmed attack, they deal an additional 1d10
to resist this jutsu’s effects. Failure: Affected creature takes 6d4 psychic damage. This damage ignores psychic damage, once per turn. If they would score a critical hit while gaining the benefits of this jutsu, you can
Resistance and treats Immunity as resistance. Critical Failure: Affected creature takes 6d6 psychic damage and choose to convert all damage dealt with the attack into psychic damage.
becomes Dazed. This damage ignores Damage Reduction and ignores Resistance and treats Immunity as
resistance. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d10.

〇 PSIONICS: SUPPRESS FOCUS 〇 PUPPETS OF DARKNESS


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: Concentration, up to 1 minute. Keywords: Genjutsu, Visual Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Visual, Tactile
You attempt to force a creature gaining the benefit of a buff of any type, to no longer benefit from that buff. You weave chakra creating animated illusions of a creatures shadow within range, causing it to attack. As a
Select one hostile creature you can see within range, forcing them to make an Intelligence saving throw. bonus action, when you cast this jutsu or as a bonus action on subsequent turns, while you maintain
Success: Affected creature is able to resist this jutsu’s effects. Failure: If the target is under the effects of Jutsu concentration, command the shadow to attack. Make a Melee Genjutsu attack against a target creature. On a
that grants it a bonus to attacks, damage, AC, skill checks or ability checks, select one of the aforementioned hit, you deal 2d10 psychic damage and they must make an Intelligence saving throw, being dazed until the start
statistics. It has the chosen benefits suppressed, becoming unable to gain that boost to the chosen statistic for of your next turn on a failed save.
the duration. Critical Failure: Same as failure, but instead of one statistic, they cannot gain a jutsu based bonus
to any of the listed statistics for the duration. 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 target with this jutsu by +1.

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

〇 SHADOW BITE 〇 SILENT IMAGE


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: Instant Keywords: Genjutsu, Visual, Tactile Duration: Concentration, up to 10 minutes Keywords: Genjutsu, Visual, Unaware
You create a single momentary needle of darkness that erupts upwards from a creatures shadow that you can You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-
see within range. Make a ranged Genjutsu attack. On a hit you deal psychic damage equal to 4d6 + Your foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t
Genjutsu ability modifier and reducing their speed by 10 until the start of your next turn. A creature who’s speed accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to
is reduced in this way cannot benefit from additional speed for the duration of their speed reduction. any spot within range. As the image changes location, you can alter its appearance so that its movements
appear natural for the image. For example, if you create an image of a creature and move it, you can alter the
image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because
things can pass through it, causing the Genjutsu to immediately end.

〇 SILHOUETTE 〇 SOFT SPOKEN SONG


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: 100 feet Components: HS, CM Range: 30 feet Components: HS, CM
Duration: Concentration, up to 10 minutes Keywords: Genjutsu, Visual, Unaware Duration: Concentration, up to 10 minutes Keywords: Genjutsu, Auditory
You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet and does You begin to hum a tune or speak a phrase of your choice. When you do, all willing creatures within 30 feet of
not have a singular point of origin, instead making use of all the shadows that mundane objects and structures you begin to feel revitalized by your melody. For the duration, you do not spend chakra to maintain this jutsu,
give off. The number of creatures that can see the shadow play equals your Genjutsu ability modifier. The instead you must spend a bonus action on subsequent turns to maintain it. Creatures who begin their turns
shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures you within range, gain advantage on Saving throws to resist Genjutsu with the Auditory Keyword, regardless of any
can create are based on creatures you may have seen before. other keywords the Jutsu may have. Additionally, Genjutsu with the Auditory and Unaware Keywords, lose the
unaware keyword when affecting creatures benefiting from this jutsu.

〇 SONG OF THE ANCIENTS 〇 SOUNDLESS, BLINDING ECHO


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: self (20-foot radius) Components: HS, CM Range: self (30 Foot Cone) Components: HS, CM
Duration: Concentration, up to 10 minutes Keywords: Genjutsu, Auditory, Tactile Duration: Instant Keywords: Genjutsu, Auditory, Visual, Unaware
You begin to hum or sing an erratic tune in an unintelligible language designed to send those who hear it into a You scream in a silent misleading roar, you then cup your hands around your mouth while screaming. All
short bout of madness. When you do, all creatures within a 20-foot radius of you begin to experience bouts of creatures of your choice in a 30-foot cone in front of you, must make a Wisdom saving throw. Critical Success:
madness. For the duration, you do not spend chakra to maintain this jutsu, instead you must spend a bonus Affected creature is able to resist this Jutsu's effect. Success: Affected creature is able to resist most of this
action on subsequent turns to maintain it. Creatures who begin their turns within range must make an jutsu’s effects but becomes deafened until the end of their next turn. Failure: Affected creature takes 2d6
intelligence saving throw. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected psychic damage and becomes blinded. At the end of each of its turns the target can make another saving throw
creature gains the madness condition until the end of their next turn. Critical Failure: Affected creature gains the to end this effect. Critical Failure: Affected creature becomes blind on a failed save. At the end of each of its
madness condition for 1d4 of their turns. turns the target can make another saving throw to end this effect. The creature also takes 4d6 psychic damage
the turn they fail the save and 4d6 psychic damage at the beginning of the casters next turn.

〇 STARTLE 〇 THOUGHT FILM


Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, which you take when you take psychic damage.
Range: 90 feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Genjutsu, Visual Duration: Instant Keywords: Genjutsu, Tactile
You weave together an image designed to startle and scare a creature but for a moment. Select one creature You manifest a psychic barrier designed to protect your mind from the harm another creature would inflict on it.
you can see withing range, target must make a Charisma saving throw. A creature immune to being frightened When you would take psychic damage, you reduce the damage taken by 3d6. Additionally, you gain a 1d4
is immune to this jutsu’s effects. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected bonus to saving throws made to resist a Genjutsu’s effect, if any.
creature is spooked ending concentration on one jutsu it is concentrating on with the highest base cost. Critical
Failure: Affected creature is spooked ending concentration on all jutsu it is concentrating on. AT HIGHER RANKS: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
the damage reduction by 1d6.

〇 THOUGHT REJECTION 〇 UNBOUND LAUGHTER


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: D-Rank Cost: 4 Chakra
Cast Time: 1 Reaction, which you take when you would take damage. Cast Time: 1 Action
Range: 90 feet (10-foot radius) Components: HS, CM Range: 30 Feet Components: HS, CM, NT (Laughing Powder)
Duration: Instant Keywords: Genjutsu, Visual, Tactile Duration: Concentration, up to 1 minute. Keywords: Genjutsu, Auditory, Inhale
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
You take a snapshot of the pain you feel, and attempt to inject it into the mind of a creature within range. Select A creature of your choice that you can see within range, perceives everything as extremely funny and falls into a
a point you can see within range, where you send your psychic projection, which then explodes affecting all fit of laughter if this jutsu affects it. The target must make a Wisdom save. If the creature is damaged the jutsu
creatures within 10 feet of the chosen point. All affected creatures must make a Wisdom saving throw. Success: ends immediately. A creature with an intelligence score of 4 or less is unaffected. A creature with a wisdom
Affected creature is able to resist this jutsu’s effects. Failure: Affected creature takes 4d6 psychic damage. score of 15 or more makes its save with advantage. Critical Success: Affected creature is able to resist this
Critical Failure: Affected creature gains 1 rank of Dazzled and takes 4d6 psychic damage. Jutsu's effect. Success: Affected creature is able to resist most of this jutsu’s effects but becomes unable to take
reactions until the beginning of its next turn. Failure: Affected creature succumbs to a fit of laughter falling prone
and being unable to take reactions. A laughing creature remakes its saving throw at the end of each of its turns
to end this jutsu’s effects. Critical Failure: Affected creature falls into a fit of laughter falling prone and becoming
incapacitated. A laughing creature remakes its saving throw at the end of each of its turns to end this jutsu’s
effects. 185

〇 UNGLAMOROUS FACE 〇 VIPERS GRIP


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: Touch Components: HS, CM Range: Self (30-foot radius) Components: HS, CM, NT (Poison Kit)
Duration: 10 Minutes Keywords: Genjutsu, Visual Duration: 1 Minute Keywords: Genjutsu, Visual, Inhale, Unaware
A willing creature you touch, has its face twisted until it becomes as mundane as possible. So much so that they You release an odorless poison into the air spending 1 charge of your Poison Kit and affecting creatures within
become absolutely un-unique and incapable of standing out. For the duration, they become unrecognizable and 30 feet of you who inhale it. Creatures within range, must make a Wisdom saving throw. If an Envenomed
become unable to be pointed out in a crowd. A creature attempting to see through this illusion must make a creature is cured of the envenomed condition inflicted by this jutsu, this jutsu immediately ends. Critical
Wisdom (Insight) or Wisdom (Illusions) check vs your Genjutsu Save DC. On a success, they become immune Success: Affected creature is able to resist this Jutsu's effect becoming immune to it for the next 24 hours.
to this genjutsu’s effects for the next hour. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creature becomes envenomed
for the next minute and begin to see glimpses of snakes and other reptilian beasts converging on them. At the
beginning of an envenomed creatures turn they must make a Wisdom (Acrobatics) check vs your Genjutsu
Save DC. On a failed check they are restrained by the snaked until the beginning of their next turn. Critical
Failure: Affected creature becomes envenomed for the next minute and begin to see glimpses of snakes and
other reptilian beasts converging on them. At the beginning of an envenomed creatures turn they must make a
Wisdom (Acrobatics) check at disadvantage vs your Genjutsu Save DC. On a failed check they are restrained
by the snaked for the duration.

〇 WEAPONS OF DARKNESS 〇 ABHORRENT APPARITION


Classification: Genjutsu Rank: D-Rank Cost: 5 Chakra Classification: Genjutsu Rank: C-Rank Cost: 7 Chakra
Cast Time: 1 Bonus Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 90 feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual, Tactile Duration: Instant. Keywords: Genjutsu, Visual, Tactile, Unaware
You conjure daggers made of darkness and fear. When they strike a target creature it instills them with a terrible You weave a collection of handseals conjuring a large incomprehensible monstrosity known as Mh'ithrha that
sense of dread. The blade is similar in size and shape to a Kunai, and it lasts for the Duration. These daggers hovers above you. Select a number of creatures that you can see and that can see you within range, equal to
are simply illusions but feel extremely real if they strike a creature. You can throw them up to 60 feet before they your proficiency bonus. Each selected creature can see this monstrosity as its visage and design goes against
dissipate. You can spend your action to Make a melee or ranged Genjutsu attack against a target creature in all things rational and sane. The selected creature must make an Intelligence saving throw. Critical Success:
range. On a hit, the target creature takes 5d4 Psychic damage. If you throw the illusionary dagger, it dissolves Affected creature is able to resist this Jutsu's effects becoming immune to it for the next minute cast from the
and reforms in your hand after colliding with a creature or surface. same creature. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creature takes
4d6 psychic damage and gains 1 rank of Concussion. Critical Failure: Affected creature takes 4d6 + Genjutsu
ability modifier psychic damage and gains 2 ranks of Concussion. 186

〇 ALIENATION 〇 BATTLE SENSE


Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: Self (20 Foot-radius) Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual, Auditory Duration: 1 minute Keywords: Genjutsu, Visual, Auditory, Tactile, Sensory
You manifest a pulse of illusory chakra that overwhelms a creature in an attempt to make it difficult for them to You link the minds of all willing creatures within range. When you do, you manifest a type of heads-up display
communicate or be communicated with. Select one creature within range, who must make an Intelligence that appears in the mind of each creature. This display provides a litany of information on each other. Everyone
saving throw. Critical Success: Affected creature is able to resist this jutsu’s effects and becomes immune to affected by this jutsu shares the followings benefits; • Aware of any conditions affecting another creature while
this jutsu’s effects for 1d4 of its turns. Success: Affected creature is able to resist this jutsu’s effects. Failure: within 100 feet of one another. • Always aware of each other’s location from up to 1 mile away. • Can perform
Affected creature loses the ability to communicated with or understand others for the duration. Critical Failure: the help action as a Reaction, only with each other up to 30 feet away. If a creature affected by this jutsu
Affected creature suffers the failure effect and also cannot carry weapons, chakra seals, or ninja tools performs the help action in this way, the helped creature gains one of the following benefits until the end of the
effectively, becoming unable to use them for the duration. helped creatures next turn. (The person who performed the help action as a reaction, chooses the benefit) o
+1d4 bonus to their next attack roll. o +1d4 bonus to their next saving throw. o +1d6 bonus to their next skill
check. o +2d6 psychic damage bonus to their next damage roll.

〇 BLUR 〇 CAJOLERY OF GLAMOUR


Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM Range: 30 Feet Components: HS, CM
Duration: Concentration, up to 1 minutes Keywords: Genjutsu, Visual Duration: 1 Minute Keywords: Genjutsu, Auditory, Visual
Your body becomes blurred, shifting and wavering to all who can see you. When cast, the triggering attack rolls A powerful Genjutsu, that puts a creature under an illusion only using words and speech. While in the Genjutsu,
an additional d20, taking the lower result. For the duration, until the beginning of your next turn, hostile creatures the target can be easily swayed by their will and self-assurance. Select a target creature you can see within
have disadvantage on attacks against you. An attacker is immune to this effect if it doesn't rely on sight, as with range; the target must make a Charisma saving throw. Success: Affected creature is able to resist this jutsu’s
blindsight, or can see through illusions, as with truesight. 67 WIND RELEASE: BUFFETING AIRWAVES effects. Failure: They are also more inclined to believe the worst-case scenario and are more willing to go
Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Action Range: 60 Feet Duration: Instant Components: against their better judgement and their own goals. Critical Failure: Affected creature suffers the effects of a
HS, CM Cost: 4 Chakra Keywords: Wind Release, Ninjutsu Description: You create currents of extremely strong failure and becomes paranoid of all other creatures excluding the caster for the duration.
and compressed beams of air strong enough to Crack stone and divert waterfalls. Make a ranged ninjutsu
attack. On a hit, target creature takes 4d4 Wind Damage and must make a Strength save. On a failed save they
are pushed back 20 feet, knocked prone, gaining 1 rank of bleeding, and causing Swirl.

〇 CATNAP 〇 CHAKRA SHATTER


Classification: Genjutsu Rank: C-Rank Cost: 7 Chakra Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 action Cast Time: 1 Reaction, which you take when you see a creature casting a Ninjutsu or Genjutsu that requires HS.
Range: 30 Feet Components: HS, CM Range: 60 feet Components: HS, CM
Duration: 10 Minutes Keywords: Genjutsu, Auditory, Visual Duration: Instant Keywords: Genjutsu, Tactile
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall You attempt to break the concentration of a creature in the process of casting a Jutsu that requires handsigns
unconscious for the genjutsu’s duration. The genjutsu ends on a target early if it takes damage or someone by creating an illusion that throws off their focus, creating an imbalanced chakra flow within them. This jutsu
uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains counts as an Interrupt. You force the creature to deal with a powerful chakra disrupting illusion. If the jutsu cast
the benefit of a short rest, and it can’t be affected by this genjutsu again until it finishes a long rest. 187 is of a Rank equal to or lower than this jutsu when you cast it, you make a contested Illusions check vs the
targets Ninshou or Illusion check (If Ninjutsu, they make a Ninshou check. If Genjutsu, they make an Illusions
check). If the Jutsu is of a higher rank, they make their check at advantage. If you win the contested skill check,
their jutsu’s casting fails, has no effect and the jutsu that failed cannot be cast until the end of that creatures
following turn.

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

〇 CORRUPTION: HATRED 〇 CORRUPTION: HOSTILITY


Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 9 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: Concentration, up to 1 minute Keywords: Genjutsu, Auditory
You collect and build illusionary chakra, attempting to mentally impose a level of physical invalidation on your You collect and build illusionary chakra, attempting to mentally inject a sense of your hostility into your foes,
foes. Select one creature you can see within range, forcing them to make a Charisma saving throw. Critical causing them to focus on both you and everything else going on. Select one creature you can see within range,
Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu forcing them to make a Charisma saving throw. Critical Success: Affected creature is able to resist this jutsu’s
for the next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected effect, becoming immune to further castings of this jutsu for the next 10 minutes. Success: Affected creature is
creatures who would make a Constitution saving throw, must instead make a Constitution ability check, once able to resist most of this jutsu’s effects. Failure: Affected creatures who would make a Dexterity saving throw,
per round. A creature under this effect, remakes their saving throw at the end of each of their turns, to end this must instead make a Dexterity ability check, once per round. A creature under this effect, remakes their saving
jutsu’s effect on them. Critical Failure: Same as failure, but the target must now make that ability check up to throw at the end of each of their turns, to end this jutsu’s effect on them. Critical Failure: Same as failure, but the
twice per round if forced. target must now make that ability check up to twice per round if forced.

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.

〇 CORRUPTION: LOATHING 〇 CORRUPTION: MALFEASANCE


Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action. Cast Time: 1 Action.
Range: 60 feet Components: HS, CM Range: 90 feet Components: HS, CM
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory Duration: Concentration, up to 1 minute Keywords: Genjutsu, Auditory, Fuinjutsu, Tactile
You collect and build illusionary chakra, attempting to mentally inject a level of self-loathing on your foes. Select You collect and build illusionary chakra, corrupting the thoughts of your targets, forming a psychological tumor in
one creature you can see within range, forcing them to make a Charisma saving throw. Critical Success: the back of their mind. Select one creature you can see within range, forcing them to make a Charisma saving
Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu for the throw. Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further
next 10 minutes. Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected castings of this jutsu for the next minute. Success: Affected creature is able to resist most of this jutsu’s effects.
creatures who would make a Strength saving throw, must instead make a Strength ability check, once per Failure: Affected creatures, for the duration begins to experience a growing mass of mental energy. At the
round. A creature under this effect, remakes their saving throw at the end of each of their turns, to end this jutsu’ beginning of each of their turns, they gain 2 Psychic Malignance, up to a maximum of 20. When this jutsu ends
s effect on them. Critical Failure: Same as failure, but the target must now make that ability check up to twice as a result of a successful saving throw or the duration expiring, all Psychic Malignance a creature has
per round if forced. detonates, dealing 1d10 psychic damage for each Psychic Malignance a creature has when it detonates. A
creature can choose to remake their saving throw, once on each of its turns, ending this jutsu on a success.
Critical Failure: Same as failure, but creatures instead gain 3 Psychic Malignance.

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.

〇 DANCING BLADES 〇 DARK DEMENTING


Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: Self Components: HS, CM, W (Any) Range: 120 feet Components: HS, CM, NT (Poison Kit)
Duration: Concentration, Up to 1 minute. Keywords: Genjutsu, Visual, Tactile Duration: 1 minute. Keywords: Genjutsu, Visual, Inhale, Unaware
When you cast Dancing blades, you create four Illusionary copies of a weapon you are currently holding. This You cast a dark shadow over a target creatures thoughts by manipulating the particles of a special drug
illusionary weapon floats within 5 feet of you hovering spinning and circling around you, while mimicking your concoction. Select one creature you can see within range to send this odorless gaseous drug to affect. The
attacks. As an action, you may spend one of your illusionary weapons to slam into a creature within range. creature must make a Wisdom saving throw. Critical Success: Affected creature is able to resist this Jutsu's
Make a Ranged Genjutsu attack targeting a creature up to 60 feet away. On a hit you deal 2d10 + Your effects, gaining advantage against this jutsu’s effects if cast against them a second time within the next hour
Genjutsu ability modifier. When you are hit by a melee attack that exceeds your AC by 1-3, one of your illusory Success: Affected creature is able to resist most of this jutsu’s effects. Failure: Affected creature begin to see a
weapons parries the attack, preventing you from taking damage and destroying the illusory weapon. When you shadow out of the corner of their eyes for the duration, always there, always just out of sight gaining 1 rank of
are hit by a melee attack that exceeds your AC by 4-6, you take half damage from the triggering attack and one fear at the end of each turn it begins in a space that is not brightly lit. It will also avoid dim light and darkness,
illusory weapon is destroyed. If you make a genjutsu attack that scores a hit, while this jutsu is active, one of choosing to spend each action it has to find light or escape to light, rationalizing the fear as its own. An affected
your illusory weapons also strike the target dealing psychic damage equal to 1d10. An attacker must be able to creature remakes the saving throw at the end of each of its turns to end this effect. Critical Failure: Affected
see you, in order to see the illusory weapons to be affected by this jutsu. This jutsu has no effect if you are creature suffers the same effect as a failure but instead does not remake saving throws at the end of each of its
invisible, hidden, in total darkness or if the attacker is blinded. turns, and only when it would take damage. 190

〇 ENTHRALL 〇 FALSE PAIN


Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: 30 feet Components: HS, CM
Duration: 1 minute Keywords: Genjutsu, Auditory, Unaware Duration: Concentration, Up to 1 minute. Keywords: Genjutsu, Medical, Auditory, Tactile
You weave a distracting string of words, causing creatures of your choice that you can see within range and that You speak words of reinforcement. Select up to two willing creatures other than yourself that you can see within
can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving range. Each of the selected creatures pain receptors becomes dulled and numb, becoming unable to feel the
throw automatically, and if you or your companions are fighting the target creature, it has advantage on the pain or sickness they felt prior. For this jutsu’s duration, all damage they would take is delayed, until this jutsu
save. Success: Affected creature is able to resist this jutsu’s effects. Failure: Affected creature gains ends. They record all damage they would normally take over the course of the encounter as normal.
disadvantage on Wisdom (Perception) and Wisdom (Insight) checks made to perceive and interact with any Additionally, they ignore the effects of the Weakened, Dazed, Incapacitated, and poisoned conditions for this
other creature other than the caster of this genjutsu for the duration or until the target can no longer hear you. jutsu’s duration. If any of the aforementioned conditions duration would last beyond this jutsu’s duration, they
This genjutsu ends if you stop communicating with the creature for longer than 6 seconds. Critical Failure: begin suffering the effects of that condition as normal. At the end of this jutsu’s duration, affected creatures take
Affected creature suffers the effects of a failure but instead automatically fail all Wisdom (perception) and psychic damage equal to the total delayed damage they have recorded at once. This damage ignores
Wisdom (Insight) checks made to perceive and interact with other creatures, only seeing the caster and ignoring Resistance and Immunity.
all others.
〇 FALSE VISIONS 〇 FLOWER PETAL ESCAPE
Classification: Genjutsu Rank: C-Rank Cost: 7 Chakra Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Reaction, to being Damaged
Range: 90 feet Components: HS, CM Range: Self Components: HS, CM
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Duration: Concentration, Up to 1 minute. Keywords: Genjutsu, Visual, Unaware Duration: Instant Keywords: Genjutsu, Visual
You begin to create false visions that a creature will see regardless of what is really happening. Select one An advanced version of the “Feather Burst” Genjutsu. When you are hit your body breaks into a swarm of flower
creature that you can see within range. The target creature must make an Intelligence saving throw. Success: petals of your own description, while you regroup yourself from a stealthy position. When you are struck by an
Affected creature is able to resist this jutsu’s effects. Failure: Affected creature becomes blinded, but begins to attack you may roll 2d4, reducing the triggering creatures attack bonus by the result, potentially causing the
hallucinate seeing only what you declare they see. Describe what the affected creature will see other creatures attack to miss, making any damage you took prior never actually happen. As part of the activation of the jutsu,
do on their respective turns. This can be anywhere from attempting to cast a jutsu, attempt to attack them, go in regardless if you are hit or not; Make a Dexterity (Stealth) or Wisdom (Stealth) check vs the triggering creatures
another direction, attempt to hide or anything they would be able to see. When they take damage, the damage Passive perception. On a success, you immediately moving up to your movement speed away without triggering
is dealt as normal, and they remake the saving throw ending this jutsu on a success. Critical Failure: Affected an attack of opportunity and you become hidden from the triggering creature if you end your movement in a
creature suffers the effects of a failure but instead they make their saving throw to end this jutsu with a 1d4 space where you are at least partially covered.
penalty to the result.
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
reduce attack bonus further by 1d4. 191

〇 FOG OF WAR 〇 GENJUTSU BREAK


Classification: Genjutsu Rank: C-Rank Cost: 7 Chakra Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 90 feet (30-foot cube) Components: HS, CM Range: Touch Components: HS, CM, CS
Duration: Concentration, Up to 1 minute. Keywords: Genjutsu, Visual, Unaware Duration: Instant Keywords: Genjutsu, Fuinjutsu
You cloud the minds of your opponents, hindering their perception of the environment around them, veiling Choose one creature, object, or Genjutsu effect within range. Any Genjutsu of equal rank or lower is transferred
reality with twisted illusions. All creatures within a 30-foot cube, centered on a point you can see within range into the Chakra seal used in this jutsu’s casting, immediately ending its effect on the affected creature(s), or
must make a Wisdom saving throw. On a failed save they fall under this genjutsu’s influence for the duration. A object(s). For each Genjutsu of higher rank, affecting the target, make an ability check using your Genjutsu
creature who is under this genjutsu’s influence remains under its influence until the jutsu ends or they end this ability. The DC equals 12 + The Jutsu’s Rank. Rank (B-3, A-4, S-5). On a successful check, the Genjutsu is
jutsu’s effects on themselves. Creatures under this jutsu’s influence have disadvantage on Wisdom (Perception) transferred to the Chakra seal and can be stored for no more than 10 minutes. For the duration of this hour, you
checks made to locate enemies. Additionally, if an affected creature makes an attack against a creature that has can attempt to transfer this genjutsu to another creature within 5 feet of you by spending an action to make a
at least one other creature adjacent to it-friend or foe- the affected creature must roll a d20. On a roll of 11 or Melee Genjutsu attack against a creature within 5 feet of you. On a hit the Sealing tag is applied to the target,
higher, its attack is applied to the adjacent creature instead. (Randomly decide the new target if there are more and at the beginning of its next turn they must make a saving throw against the original save DC to resist its
than one adjacent creature) and deals damage as normal if it hits. At the beginning of an affected creatures effects as if the jutsu were originally cast on them.
turn, they make a wisdom saving throw. On a successful save, the creature is unhindered by this jutsu until the
beginning of their next turn. AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. The
removed jutsu has no effect if its rank is less than or equal to the rank of this jutsu when you cast it.
〇 HALLUCINATORY TERRAIN 〇 HAZE CLONE
Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra
Cast Time: 10 Minutes Cast Time: 1 Action
Range: 300 Feet Components: HS, CM, CS Range: Self (45-foot radius sphere) Components: HS, CM
Duration: 24 Hours Keywords: Genjutsu, Visual, Unaware Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural This technique creates a thin haze centered on the user that spans a 45-foot radius sphere, that once cast,
terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or does not move. Creatures inside the radius see duplicates formed from the haze. The duplicates do not move or
impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a make a sound, instead they burst into more haze when touched. While inside the haze the user gain the
rock-strewn gully like a wide and smooth road. Creatures within the area aren't changed in appearance. The benefits of partial cover, and can take the hide action without fully obscuring themselves due to the number of
tactile characteristics of the terrain are unchanged. Creatures entering the area are likely to see through the duplicates there are. Creatures outside the radius of this jutsu, do not see any haze or any duplicates. Creatures
Illusion. If the difference isn't obvious by touch, a creature examining the Illusion can attempt a Wisdom (Illusion) who enter the radius do begin to see the duplicates of the user. 192
check against your Genjutsu save DC to disbelieve it.

〇 HYPNOTIC PATTERNS 〇 ILLUSORY BAMBOOZLEMENT


Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 120 Feet (30-foot-cube) Components: HS, CM Range: Touch Components: HS, CM, CS
Duration: Concentration, up to 1 minute Keywords: Genjutsu, Visual, Unaware Duration: Permanent Keywords: Genjutsu, Fuinjutsu, Visual, Unaware
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The You create the illusion of a trap upon an object you touch, such as a door, a chest, or a 5-foot square area of
pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a floor. A creature specifically looking for traps that examines the object must make a Wisdom saving throw. On a
Wisdom saving throw. Critical Success: Affected creature is able to resist this Jutsu's effects, gaining advantage successful save the jutsu ends and the creature realizes the trap was not real. Success: Affected creature is
against this jutsu’s effects if cast against them a second time within the next hour. Success: Affected creature is able to see through this illusory trap, rendering it useless against them. Failure: Affected creature believes the
able to resist most of this jutsu’s effects. Failure: Affected creature becomes enamored by the colors, being object contains a trap. If the creature then tries to disarm or otherwise interact with the trap in order to set it off,
unable to leave the radius of the cube and having their movement speed reduced by half. Additionally, they it must make a Dexterity (Sleight of hand) check vs your Genjutsu save DC. On a successful check, it creates a
cannot maintain concentration on more than one jutsu while enamored in this way. They remake their saving feedback dealing 2d10 psychic damage, and they realize that the trap was only an illusion, immediately ending
throws at the end of each of their turns, ending this jutsu on themselves on a success. The Jutsu ends for an this jutsu. On a failed check, the creature takes 5d10 psychic damage and is stunned for 1 round, believing that
affected creature if it takes any damage. Critical Failure: Affected creature suffers the same effect as a failure it accidentally set off the trap and was injured by it. The illusion then resets as if the trap can trigger multiple
but also becomes incapacitated as their movement speed is reduced to 0 for the duration. The Jutsu also ends times Critical Failure: Affected creature suffers the same effect as a failure but the damage die becomes a d12.
for an affected creature if it is moved more than 10 feet against its will.

〇 ILLUSORY MISDIRECTION 〇 INNOCUOUS ASPECT


Classification: Genjutsu Rank: C-Rank Cost: 7 Chakra Classification: Genjutsu Rank: C-Rank Cost: 6 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 60 feet Components: HS, CM Range: Self (20-foot radius) Components: HS, CM
Duration: Concentration, Up to 1 minute Keywords: Genjutsu, Visual, Unaware Duration: Concentration, Up to 10 minute Keywords: Genjutsu, Visual
You conjure a beautiful illusory creature of your description. All creatures who aren’t blinded within 30 feet of the You create an area of false visions that encompasses all willing creature in a 20-foot radius centered on you, of
conjured illusion must make a Charisma saving throw. On a failed save they become charmed by the illusory your choice. You do not need to spend chakra to maintain concentration on this jutsu. You and each affected
creature for the duration. As a bonus action, on your turn, you can reveal that the creature you created, is creature takes on the appearance of a harmless creature or object of your choice. Each image is identical and
actually not what the charmed creatures believed it to be, while still having the same beautiful features as when only appearance is affected. Sound, movement or physical inspection can reveal that this is a genjutsu. A
you created them. Affected creatures must make a Charisma saving throw. On a failed save, they are in shock creature that uses its action to study the image visually can determine that it is an illusion with a successful
from the realization of the creature turning into something else entirely, as they become dazed. On a success Wisdom (Illusions) check vs your Genjutsu save DC. If a creature discerns the illusion for what it is, that
they steel themselves, ending the charmed condition. Regardless, when you reveal the illusory creatures true creature sees through the image. 193 MEDICAL RELEASE:
nature, regardless if affected creatures pass or fail, this jutsu immediately ends.

〇 SHARED PAIN 〇 MENTAL BARRIER


Classification: Genjutsu Rank: C-Rank Cost: 6 Chakra Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra
Cast Time: 1 Reaction, which you take when you would take damage Cast Time: 1 reaction, which you take when you are forced to make an Intelligence, Wisdom or Charisma saving throw
Range: 60 feet Components: HS, CM Range: Self Components: HS, CM
Duration: Instant Keywords: Genjutsu, Visual, Tactile, Medical Duration: 1 round Keywords: Genjutsu, Fuinjutsu
You manifest a self-sustaining illusion designed to help soothe the mental scars of battle. Select one willing You protect your mind with a wall of looping, repetitive thought. As a reaction, when you would make a saving
allied creature within range. You share your pain with them, reducing the damage you take by half, and inflicting throw against a Genjutsu without the Unaware keyword, you gain a 1d6 bonus in one of the following saving
psychic damage on the target ally equal to the damage you took. throws Intelligence, Wisdom, or Charisma, until the end of the current turn. You also gain resistance to Psychic
damage for the duration.

〇 MENTAL SHIELD 〇 MENTAL TAUNT


Classification: Genjutsu Rank: C-Rank Cost: 8 Chakra Classification: Genjutsu 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: 1 Minute Keywords: Genjutsu, Tactile Duration: Instant Keywords: Genjutsu, Auditory, Tactile
You manifest an armor of illusory chakra that shields and protects you from assaults of other psychic based You create a sound of attraction. Meant to force creatures to focus on you against their will. Select a creature
attacks or effects. You reduce all incoming Psychic Damage by 5, if you would reduce psychic damage to 0 within range and force them to make a Charisma saving throw. Success: Affected creature is able to resist this
while gaining the benefits of this jutsu, and the hostile jutsu or effect would also attempt to inflict an effect or jutsu’s effects. Failure: Affected creature must target you with any jutsu they cast until the end of their next turn.
condition, you ignore that effect or condition. Critical Failure: Same effect as failure, and they cannot cast jutsu or used features, effects or items that would
heal them.

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 SPIKE 〇 MIND THRUST


Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 7 Chakra
Description
Toggles: All [666] All [667] Components: [668] Keywords: [669] Search: [670]
Cast Time: 1 action Cast Time: 1 bonus action
Range: 60 Feet Components: HS, CM Range: 90 feet Components: HS, CM
Duration: 10 minutes Keywords: Genjutsu, Visual, Tactile Duration: 1 round Keywords: Genjutsu, Visual, Tactile
You reach into the mind of one creature you can see within range. Make a ranged Genjutsu Attack as you You thrust a blade formed through your genjutsu into the mind of one creature you can see within range. The
launch a psychic lance into the mind of the target. On a hit, the target takes 5d8 psychic damage and must target must make an Intelligence saving throw. Success: Affected creature is able to resist this Genjutsu’s
make a Wisdom saving throw. Success: Affected creature is able to resist this Genjutsu’s effects. Failure: effects. Failure: Affected creature’s takes 2d8 psychic damage, and it can’t take a reaction until the end of its
Affected creature’s location is always known by the caster. The affected creature cannot gain the benefit of next turn. Critical Failure: Affected creature takes 3d8+Genjutsu ability modifier psychic damage, it can’t take a
being hidden from the caster. If the affecter creature is invisible, it begins to glow a bright neon purple to you, reaction until the end of its next turn and At the beginning of the targets next turn, they must make an
allowing the caster to ignore any effect granting the creature invisibility Critical Failure: Affected creature suffers Intelligence saving throw. On a failed save, the target must choose to either move, take an action, or a bonus
the effect of failure, and their location is also always known by one other creature of the casters choice. action. It can only do one of the three.

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.

〇 POISON LOTUS FIELD 〇 POWER TRIP


Classification: Genjutsu Rank: C-Rank Cost: Special Classification: Genjutsu Rank: C-Rank Cost: Special
Cast Time: 10 Minutes Cast Time: 1 Bonus Action
Range: Special Components: HS, CM, NT (Poison Kit & Any Poisonous Range: Self Components: HS, CM
Duration: Special Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile, Duration: Instant Keywords: Genjutsu, Tactile
As a part of casting this jutsu, you must have fertile soil which can facilitate a flowers growth. You take your You mentally track all of the pain you’ve experienced this encounter. Record the difference between your
poisonous flower and infuse a dose of poisonous chemicals into the flower itself before you plant the flower into current hit points and your maximum hit points. On your next turn, if you would deal psychic damage to a
the soil and infuse your chakra into it giving it life and influencing the potency of the poison this jutsu produces. creature, you can spend a number of chakra up to the amount recorded. When you do, the target who took the
If this flower, before or after being planted is killed or destroyed, this jutsu immediately ends, requiring you to psychic damage takes additional damage equal to the amount of chakra spent. Once this jutsu is cast and you
recast it. The flowers look like a sacred lotus with purple petals. Creatures looking for this flower, if they are successfully deal bonus damage with its effects, you cannot cast it again until at least 10 minutes have passed.
proficient in Nature, Medicine, or Survival they may make any of the aforementioned skill checks vs your
Genjutsu Save DC being able to find it on a success. If the creature is not proficient, they instead make a
Wisdom (perception) check with a -5 penalty, to their check. If your flower is in a bed of other sacred lotuses,
regardless if they are proficient or not, they take a -5 Penalty to their check. The flower has 1 Hit point and an
AC of 5. At the conclusion of casting this jutsu you can infuse different volumes of chakra into the soil and roots
facilitating different effects. 8 Chakra: This flower grows, producing purple flower buds in the shape of a sacred
lotus flower. As an action, for the next minute, while you are within 90 feet of this flower, the flower blooms
releasing a potent poisonous, but odorless gas. All creatures within 60 feet of the flower of your choice must
make an Intelligence save saving throw at the beginning of each of their turns. On a failed save they become
poisoned. A creature poisoned as a result of this jutsu who would make a saving throw or skill check as the
result of, or against a Genjutsu you cast, must roll an additional 1d4, reducing their saving throw or check by the
result. Additionally, the poisoned creature treats all Genjutsu you cast as if it has the unaware keyword. After 1
minute or after the flower is destroyed, this jutsu ends. 16 Chakra: You gain all previous chakra costs effects. In
addition, you can activate this jutsu while you are within 120 feet of the flower and it affects all creatures within
90 feet of it. 24 Chakra: You gain all previous chakra costs effects. In addition, affected creatures instead rolls
2d4, reducing their saving throw or check by the result and any psychic damage they would take deals
additional psychic damage equal to twice your Genjutsu ability modifier if it doesn’t already add your Genjutsu
ability modifier to the damage rolls. 32 Chakra: You gain all previous chakra cost effects. In addition, genjutsu
you cast while within 250 feet of your flower, does not require you to spend chakra to maintain concentration for
up to 10 minute. Additionally, any genjutsu you cast with a duration of concentration, up to 1 minute, instead
becomes 10 minutes, while within 250 feet of your flower. After 10 minutes, or after the flower is destroyed, this
jutsu ends.

〇 POWERFUL CALM 〇 PSIONICS: BEAM!


Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra Classification: Genjutsu Rank: C-Rank Cost: 9 Chakra
Cast Time: 1 Action Cast Time: 1 Action
Range: 30 Foot radius Sphere Components: HS, CM Range: Self (60-foot line) Components: HS, CM
Duration: Instant Keywords: Genjutsu, Auditory, Unaware Duration: Instant Keywords: Genjutsu, Visual, Tactile
You release a Genjutsu aura originating from you completely suppressing creatures in a 60-foot sphere You manifest a wave of psionic chakra that disorients creatures that are touched by it. All creatures of your
centering on you, aggressive feelings for 4d8 Minutes. If the target is attacked, damaged or the end of the rolled choice in a 5-feet wide, 60-feet long line, originating from you must make an Intelligence saving throw. Success:
time passes, creatures return to being hostile to whomever they were hostile to before with compressed and Affected creature is able to resist this jutsu’s effects. Failure: Affected creature takes 2d10 psychic damage and
compounded rage. Creatures in the target area must make a Charisma saving throw, losing all will to fight for becomes confused. Critical Failure: Affected creature takes 3d10 psychic damage and gains 2 ranks of
the rolled duration on a failed save. On a success, creatures remain aggressive and cannot be affected by this confused.
Genjutsu again for 24 hours. 196
AT HIGHER RANKS: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and
the damage by 1d10.
Features/Changes that are currently on your sheet New features/updates since this sheet was made
Date Change Version Step Editor Date Change Version Step Editor
3/8/2024 Fixed Stat mods to nolonger be referencing unintended cells 5.0 .1 Nikko
3/8/2024 Cursed Seal Stats now apply to stats properly again. 5.0 .2 Schmeelo
3/8/2024 Added Action Display to the Combat Sheets 5.0 .2 Nikko
3/9/2024 Fixed Infocard Release Displace 5.0 .2 Nikko
3/9/2024 Slightly changed version tracker 5.0 .2 Nikko
3/9/2024 Added Jutsu selected Counter 5.0 .2 Nikko
3/10/2024 Base Speed calc is now automatic in respect to clan, Feats, and TaiSpec class 5.0 .3 Nikko
Updated ClassGen so that the correct version of Extra Attack populates on the
3/10/2024 sheet 5.0 .3 Nikko
3/10/2024 Fixed an issue where Virtue would not show up under E-Rank Ninjutsu. 5.0 .3 Nikko
3/13/2024 Added instructions sheet 5.0 .4 Kane
Made Edits to the Lists page so that the sheet has a more efficent time
3/15/2024 processing 5.0 .4 Nikko
3/16/2024 Restored Latent choices after accidental deletion 5.0 .4 Nikko
Implimented an "Out of Step" warning so that people arent as immediate
3/17/2024 alarmed by step changes 5.0 .5 Nikko
Implimented a Mastersheet selection tool into Lists, and have started updating
formula for it. (Warning; using unsupported MasterSheets may cause problems
3/17/2024 the dev team cannot fix --Nikko) 5.0 .5 Nikko
Changed ClassChartGen so that it can be controlled and thus fixed via the
3/17/2024 master sheet 5.0 .5 Nikko
3/17/2024 ZeroList implimented for future feature addition 5.0 .5 Nikko
3/17/2024 Armor Bulk added to Armor Chart 5.0 .5 Nikko
3/18/2024 Automated Finesse Dex-use in Lists 5.0 .5 Nikko
3/21/2024 fixed action-list boxes in the combat sheets 5.0 .5 Nikko
3/27/2024 Fixed Scout Nin's "Jack of All, Master of None" display 5.0 .5 Nikko
04/01/2024 Added Feat Dropdown for Extra Character Info tab feat selection 5.0 .6 Kane
04/02/2024 Deleted old unused tabs (Test PAge, Cantrips sheet, old versions of 1.5 tab) 5.0 .6 Kane
04/02/2024 Condensed Instructions into the main instructions page (down the bottom) 5.0 .6 Kane
Edited feats filter so it filters out clans feats that are not of your immediate clan
4/3/2024 + Latent 5.0 .6 Nikko
Added a Feature to the changelog that informs the end user of changes since
4/3/2024 their copy of the sheet was made. (Grey section to the Right) 5.0 .6 Nikko
04/09/2024 Fixed Level up exp calculation for 18th level (Thanks #Kuma1562 !) 5.0 .6 Kane
4/10/2024 addedt he words "In Character Info" to step 2 of the instructions for clarity 5.0 .6 Nikko
Kit weight now automatically added if kit boxes are ticked (Thanks Beef the
04/11/2024 Ox!!) 5.0 .6 Kane
04/15/2024 Added latent dropdowns in extra character info/lists of the new clans. 5.0 .6 Kane
4/18/2024 Change Subclass Feature population formula 5.0 .6 Nikko
5/1/2024 Jutsu slots of summons weren't updated 5.0 .6 Kane
The Homebrew Insert Sheet was updated so that it would properly insert
5/6/2024 homebrew subclass features. 5.0 .7 Nikko
5/17/2024 Fixed weapon lookups for the Combat Sheet 5.0 .7 Nikko
6/6/2024 Fixed Jutsu Cards so they now they show homebrew jutsu in the dropdown 5.0 .7 Nikko
Added a section in lists, next to the weapons, that lists all the properties in the
6/6/2024 book for quick reference 5.0 .7 Nikko
6/6/2024 Changed the formula for populating class features for cleanliness in display 5.0 .7 Nikko
Weapon profiencies now populate by class, Additional damage from the Heavy
6/6/2024 Property now auto-calculates 5.0 .7 Nikko
6/6/2024 Added alternet Mastersheet with the Bukijutsu Chain Mechanic playtest 5.0 .7 Nikko
Fixed weapon stat formulas so that thrown weapons now default the same way
6/22/2024 Finesse weapons do 5.0 .7 Nikko
Introduced 'Plug Sheet' for holding the modifiers from conditions and
6/22/2024 classmods 5.0 .7 Nikko
Introduced new Class Insert and Subclass Insert Sheets to streamline the
6/29/2024 process of doing both those tasks easier to the end user 5.0 .7 Nikko
Fix a major error that prevented level 10 subclass and clan abilities from
7/3/2024 appearing 5.0 .8 Nikko
7/5/2024 DIvine Hero Class Mod sheet was added 5.0 .8 Nikko
7/13/2024 Added a "Clan Insert Sheet" to streamline the process of adding a clan 5.0 .8 Nikko
7/16/2024 Added Brawny and Athlete to Bulk Limit calculation 5.0 .8 Nikko
7/20/2024 Removed the Old Puppet Master sheet, adding a newly designed version. 5.0 .8 Hunter
Changed clan formula slightly so clans that start with simular names wont
7/21/2024 bleed into eachother (ie, the Hoshigaki features displaying for the Hoshi clan) 5.0 .9 Nikko
Fixing up some Automation coding issues / Scraped Data for Team 7
8/1/2024 Homebrewery 5.0 .9 Kane
8/7/2024 Weapons + Armours made into mastersheet to be updateable 5.1 .0 Nikko & Kane
Removed a single comma from latent hanami "Hardened body, hardened
8/8/2024 mind" to fix costs 6.0 .0 Kane
Fixed a forgotten part of the formula that meant that Added homebrew from
8/8/2024 team 7 was not appearing in the clan section 6.0 .1 Nikko
08/10/2024 DT was pulling from wrong cell 6.0 .1 Kane
08/10/2024 Added a row in the weapons for custom unarmed strikes 6.0 .1 Nikko
8/11/2024 Latent Clan abilities now controlled via the Mastersheet 6.0 .1 Nikko
Did some bug fixes on the Class Insert Sheet (Should be better at handling
8/12/2024 multiple ranks of something now) 6.0 .1 Nikko
8/17/2024 Small Lookup Module's size is now fixed 6.0 .1 Nikko
Changed the way Toolkits look to match skills while maintaining functionality
8/20/2024 for bulk calculations (Thanks for the suggestion Sunny~) 6.0 .1 Nikko
Bloody spending 2 hours bloody adding in bloody new clan latent details
8/21/2024 bloody data entry 6.0 .1 Kane
8/21/2024 Got rid of dead columns from the Lists page to keep things cleaner 6.0 .1 Nikko
Fixed the display for Int-Op so the Auto Insert Notes dont screw up Master
8/22/2024 Planner 6.0 .1 Nikko
8/23/2024 Changed the Instructions Display to be more consistant with future updates 6.0 .1 Nikko
Fixed the Summons Sheet error for the Caster role, it is now targeting the
correct cell, also moved an essential data entry point from the CJ row up to
8/23/2024 baside the summon trait info in the FK row 6.0 .2 Hunter
9/2/2024 PVP Module Added to Modified Extra Modules for quick copy-paste use 6.0 .2 Nikko
Fixed Class Insert Sheet not feeding to the rest of the sheet the jutsu
9/2/2024 progression 6.0 .2 Nikko
Fixed an issue with the Class Insert Sheet where it would display "False" on
9/4/2024 the main page if you had level progression on your abilities. 6.0 .2 Nikko
Added New Latent AIN Script to the Extra Character Info page, added a new
modules area to the Character Info page, with a default module for handling
latent features and Archetype Feats. Changed Latent layout on ECI, changed
9/15/2024 some UI elements on Character Info. 6.0 .2 Toggy, Nikko
Lowered the ability to use MasterAdd sheets from 5 to 2. This change was
9/16/2024 done to improve stability 6.0 .3 Nikko
9/16/2024 Fixed an error where Latent Hijutsu options werent showing up 6.0 .3 Nikko
9/18/2024 Latent Code updated to target character info + Extra character info pages 6.0 .3 Toggy
Deleting extra character info 4 + 8 feat slots (depreciated), centering HP
9/18/2024 information on character info page, making max hp / cp buttons clear (Kane) 6.0 .3 Kane
Summon jutsu slots and various other things were not calculating properly,
9/18/2024 adjusted accordingly 6.0 .3 Hunter
9/18/2024 Invented Damage Reductions Plus Module (Added to Modified Extra Modules) 6.0 .3 Kane
Fixed up missed HP Calculation on character info page and extra character
9/19/2024 info pages 6.0 .3 Kane
Added American Measurement To and from conversions module (The rest of
9/19/2024 the world can finally understand what the heck you mean by feet and miles!!) 6.0 .3 Kane
9/20/2024 Added Skill actions into the notes of skills for ease of reference 6.0 .4 Hunter
Re-added autocalc for Weakening status to attacks (still have to manually
9/25/2024 remember it for Jutsu) 6.0 .4 Nikko
Changed the resources calculation so you can add or subtract to it + fixed up
09/27/2024 grey lines 6.0 .4 Kane
Fixed the resource calculation error leading to only 0's being displayed. In
09/28/2024 custom number format applied "/0;"/"#,"/0" to the /0 cells 6.0 .4 Kane
Updated the Class Insert Sheet with dummy data that doesnt conflict with
Lunar Slayer.
Also Updated the sheet so that it properly counts the amount of times a feature
9/29/2024 has been upgraded 6.0 .4 Nikko
10/2/2024 Fixed Latent Hijutsu is it now updates correctly 6.0 .4 Nikko
Fixed summon traits Defender and Controller giving too much AC and Jutsu
10/2/2024 slots respectively 6.0 .4 Toggy
Updated Subclass feature display formula to prevent simularly named
10/7/2024 subclasses from showing up with the other is selected. 6.0 .5 Nikko
10/9/2024 Corrected AC calculation for summons. Those poor inuzuka players til now... 6.0 .5 Toggy
Fixed an error where Hijutsu/Feat options werent showing up for some latents
10/10/24 Added Saving Throw Prof autofill for each base class 6.0 .5 Toggy
10/24/24 Fixed Armor Dex bonus errors, Fixed Weapon damage/property errors 6.0 .5 Toggy
Manually fixed jutsu text errors(Mostly reactions, "1 Reaction, when you
11/19/24 would...?") 6.0 .5 Toggy
11/22/24 Manually fixed jutsu description and upcasts for all Non-Elemental Ninjutsu 6.0 .5 Toggy
Shadowhand Module was reviewed and added to the sheet with very minor
12/17/2024 tweaks. Thank you Zorn for your contribution~ 6.0 .5 Nikko
Adjusted calculations for Elite Agility's additional speed to be inline with 3.02
12/19/2024 version 6.0 .5 Nikko
Added a Jutsu Lookup Filter Sheet for advanced users. Merry Chirstmas
12/25/2024 everyone~ 6.0 .5 Nikko
Fixed an issue in the ClassChartGen that caused some abilities to be marked
1/2/2025 as "FALSE" when a bracket is present 6.0 .6 Nikko
Fixed the Images used for jutsu delination after Imgur broke our original links.
1/14/2025 (You can copy-paste from this document into your own to fix this issue.) 6.0 .6 Nikko
Fixed an issue of selecting Clan Feats for latent sometimes not giving you the
2/15/2025 clan feats in the drop down. 6.0 .6 Nikko
3/5/2025 Fixed the Clan Insert Sheet so that Latent clan options now work properly 6.0 .7 Toggy+Nikko
Fixed the Puppet Master sheet so it would properly display Black Technique
3/12/2025 Upgrades 6.0 .7 Hunter
3/13/2025 Added Support for V3.10 and V3.10 Buki Playtest 6.0 .7 Toggy/Kane/Nikko
5/3/2025 Updated Summoning viewport on Character Info to properly show jutsu 6.0 .7 Nikko
5/9/2025 Updated Jutsu Lookup to now include description searching
Modifer Class Mod Plug 2 Plug 3 Update Toggle Class Mod Compendium Jutsu Lookup Instructions Instructions
Modifying Total Manual Entry Conditions https://docs.google.com/spreadsheets/d/1wxXTos7jLns4mHbotzbpa3AGxuBoMb48MMNJ7IGKCUA/edit?gid=1047660210#gid=1047660210 Character Info Character Info
Max HP 10 10 How to Insert ClassMods: Extra Character Info
Extra Character Info
Uncheck, and then Recheck the box to update the
(0. Go to "Auto-Insert Notes" and attempt to insert any kind of note. Once you allow
Max Chakra 10 10 classmod Dropdown menu Lists Puppet Master Sheet (2024)
access follow the rest of the procedure)
Hit Dice 0 1. Go to the class mod compendium and find the classmod sheet you want. Then right Summon Sheet Combat Unification
Chakra Dice 0 click on the tab, and "Copy To"->"Existing book"-> The name of your spreadsheet. Allies Status Sheet
Summon
(Optional)
Sheet
2. Rename the Class Mod Sheet to what you intend to keep it as.
AC 0 0 3. Uncheck, and recheck the "Update Toggle" box in I2. Jutsu Cards Jutsu Cards
Init 0 0 4. Use the dropdown menu in E2 and select your Classmod's sheet Puppet Master Sheet
Allies(2024)
Status Sheet (Optional)
Speed (flat) [671] 0 0 Modified Extra Modules
Lists
Prof 0 Clan Insert SheetClassChartgen
STR 0 Jutsu Lookup Puppet Master Sheet (v5.0.0) (Beta)
STR set 0 Class Insert SheetHow to add Homebrew stuff
DEX 0 Subclass Insert Sheet
Jutsu Sheet
DEX set 0 Homebrew Insert Jutsu
SheetList (Courtesy of Kane)
CON 0 Change Log Feature Lookup
CON set 0 Plug Sheet Modified Extra Modules
INT 0 0 Combat Unification
Jovian's Extra Modules
INT set 0 ClassChartgen Clan Insert Sheet
WIS 0 0 Jutsu List (Courtesy
Class
of Kane)
Insert Sheet
WIS set 0 Feature Lookup Subclass Insert Sheet
CHA 0 0 Homebrew Insert Sheet
CHA set 0 Plug Sheet
STR save 0 Change Log
DEX save 0 Basebook Jutsu + Info List
CON save 0
INT save 0
WIS save 0
CHA save 0
All Saves 0
Acrobatics 0 0
Animal Handling 0 0
Athletics 0 0
Chakra Control 0 0
Crafting 0 0
Deception 0 0
History 0 0
Illusions 0 0
Insight 0 0
Intimidation 0 0
Investigation 0 0
Martial Arts 0 0
Medicine 0 0
Nature 0 0
Ninshou 0 0
Perception 0 0
Performance 0 0
Persuasion 0 0
Sleight of Hand 0 0
Stealth 0 0
Survival 0 0
All Skills 0 0
Weapon Attack 0 0
Weapon DMG [672] 0 0
Unarmed Attack 0 0
Unarmed DMG f [673]
0 0
Ninjutsu Atk 0 0
Ninjutsu DC 0 0
Genjutsu Atk 0 0
Genjutsu DC 0 0
Taijutsu Atk 0 0
Taijutsu DC 0 0
Modifer Class Mod Plug 2 Plug 3 Update Toggle Class Mod Compendium Jutsu Lookup Instructions Instructions
Modifying Total Manual Entry Conditions https://docs.google.com/spreadsheets/d/1wxXTos7jLns4mHbotzbpa3AGxuBoMb48MMNJ7IGKCUA/edit?gid=1047660210#gid=1047660210 Character Info Character Info
Modifer Class Mod Plug 2 Plug 3 Update Toggle Class Mod Compendium Jutsu Lookup Instructions Instructions
Modifying Total Manual Entry Conditions https://docs.google.com/spreadsheets/d/1wxXTos7jLns4mHbotzbpa3AGxuBoMb48MMNJ7IGKCUA/edit?gid=1047660210#gid=1047660210 Character Info Character Info
Modifer Class Mod Plug 2 Plug 3 Update Toggle Class Mod Compendium Jutsu Lookup Instructions Instructions
Modifying Total Manual Entry Conditions https://docs.google.com/spreadsheets/d/1wxXTos7jLns4mHbotzbpa3AGxuBoMb48MMNJ7IGKCUA/edit?gid=1047660210#gid=1047660210 Character Info Character Info
Modifer Class Mod Plug 2 Plug 3 Update Toggle Class Mod Compendium Jutsu Lookup Instructions Instructions
Modifying Total Manual Entry Conditions https://docs.google.com/spreadsheets/d/1wxXTos7jLns4mHbotzbpa3AGxuBoMb48MMNJ7IGKCUA/edit?gid=1047660210#gid=1047660210 Character Info Character Info
Modifer Class Mod Plug 2 Plug 3 Update Toggle Class Mod Compendium Jutsu Lookup Instructions Instructions
Modifying Total Manual Entry Conditions https://docs.google.com/spreadsheets/d/1wxXTos7jLns4mHbotzbpa3AGxuBoMb48MMNJ7IGKCUA/edit?gid=1047660210#gid=1047660210 Character Info Character Info
[1] A copy being "Out of Step" means that minor changes were made to the current version of the sheet. Go
to the linked version to the right and read the change log to determine if you want to update or not

[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.

[3] You may expend a will to do the following:

• Advantage or +5 on an attack roll.


• Advantage or +5 on a saving throw.
• Advantage or +5 on an ability or skill check.
• To slightly alter the scene to your benefit.
• Gain an immediate Reaction, even with an ability or jutsu that is an action.
• Gain immediate insight or clue into the current situation or mystery.
• Automatically succeed a Death saving throw."

[4] If Full Proficiency for Initiative

[5] +5 from Alert

[6] If Intelligence for Initiative type +1.

If Wisdom for initiative type -1.

[7] Insert any bonuses to speed here

[8] Insert any other bonuses to Armor Class you may have here.

[9] Insert any other bonuses to initiative you may have here.

[10] Speed times 1.5

[11] Speed times 2

[12] Speed times 3

[13] Use this cell for any temporary stat increases.

[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

[16] Max HP (1 = yes, 0 = no)

[17] Extra HP Per level

[18] Max HP Increases


+10 from v3.10 default (autocalc included for default Mastersheets)

[19] Max CP (1 = yes, 0 = no)

[20] Extra CP Per level

[21] Max CP Increases


+10 from v3.10 default (autocalc included for default Mastersheets)

[22] Use this cell for any temporary stat increases.

[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!

[25] Insert your funniest quotes from games into here

[26] Use this as an extra little to-do-list

[27] Animal Handling


Non-Proficient Actions
• Calm Animal
• As a reaction, when encountering a hostile beast who
can both see and hear you, before any attacks have
been made or damage dealt, you can attempt to calm
them down. Make a Wisdom (Animal Handling) check
vs a (DC 8 + Targets Level). On a success, you are able
to calm them down into a non-hostile state causing
them to potentially leave you and your immediate
party alone. Any aggressive or hostile actions taken
invalidates this actions. Once a creature has initiated
combat, dealt damage or caused harm in any way to
the beasts this non-hostile disposition ends on the
creature.

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.

[29] PROFICIENT ACTION(S)


• Maintain Focus
• As an action, you can attempt to maintain focus on
any Jutsu you are currently concentrating on. When
you do, make a Constitution (Chakra Control) check
vs your Jutsu’s Save DC. On a success, you do not need
to make Chakra control checks to maintain
concentration until the beginning of your next turn.
• Suppress Chakra [Changed]
• By spending 1 minute of focus, you can suppress your
chakra signature. When you do, you make a
Constitution (Chakra Control) check. Recording the
result. Creatures who’s passive perception is lower
than your result, cannot see your Chakra with Chakra
Sight. Additionally, effects that would sense your
chakra signature (Sensing Technique, Kagura’s Mind
Eye etc.) do not automatically reveal or sense you
without the target beating your recorded result as a
result of their Search Skill-Action.
▪ This benefit lasts for 10 minutes or until you
spend chakra or a chakra like resource (White
chakra, Uzumaki Cells, Calories, Sage Chakra, etc.).

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.

[30] NON-PROFICIENT ACTION(S)


• Basic Repair
• While you have access to a Weaponsmith’s or Armor
smith’s kit, even while not proficient, you can spend
10 minutes repairing damaged equipment. When an
effect would permanently damage or impose a
penalty on a weapon, you can make an Intelligence
(Crafting) 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
remove the negative penalties.
• Basic Repair
• While you have access to a Weaponsmith’s or Armor
smith’s kit, even while not proficient, you can spend
10 minutes repairing damaged equipment. When an
effect would permanently damage or impose a
penalty on a weapon, you can make an Intelligence
(Crafting) 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
remove the negative penalties.

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.

[31] Use this cell for any temporary stat increases.

[32] NON-PROFICIENT ACTION(S)


• Create Diversion
• With a gesture, trick or combination of words, you
can create a diversion intended to draw creatures
attention elsewhere. As an Action, make a Charisma
(Deception) check vs the Passive Perceptions of all
creatures whom attention you are trying to divert. On
a success all other allied creatures gain a 1d6 bonus to
their stealth checks.
• Lie
• You try to fool someone with a false truth. As an
Action, make a Charisma (Deception) check vs the
Passive Insight of every creature you are trying to lie
to. On a success, the target(s) believes your lie. The
DM may choose to provide them circumstance
bonuses based on the nature of the lie you are trying
to tell. Elaborate or highly unbelievable lies are much
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
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.

[33] NON-PROFICIENT ACTION(S)


• Recall Knowledge
• You attempt to remember something regarding a
specific topic related to your current situation. As an
Action or Reaction, you make an Intelligence
(History) 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 remember specific details of a certain scenario or
event.

[34] NON-PROFICIENT ACTION(S)


• Cast Genjutsu Scroll(s)
• You can cast Genjutsu from Scrolls you find, purchase
or make of D-Rank or less.
• If you have Proficiency you can cast Genjutsu from
Scrolls you find, purchase or make of B-Rank or less.
• If you have Expertise, you can cast Genjutsu from
scrolls you find, purchase or make of S-Rank or less.

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.

[35] NON-PROFICIENT ACTION(S)


• See through lies
• As a Reaction to a creature telling you something, you
can attempt to make a Wisdom (Insight) check. The DM
should make a roll in secret even if the target is telling
the truth 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 target is potentially telling a lie, though you
may not be fully aware of the context of lie. If you have
undeniable proof you do not need to make this check
and choose to role play without the need for any checks.
You cannot make multiple Insight checks against the
same statement or situation on a failure.

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.

[36] NON-PROFICIENT ACTION(S)


• Coerce [Changed]
• Using threats either veiled or overt, you attempt to
bully a creature into doing what you want. You can
only perform this action while not in combat. You
must spend at least 1 minute of conversation with a
creature you can see. After 1 minute attempt a
contested Intimidation check vs the targets Wisdom
Saving throw. Your GM may provide you or the target
circumstance bonuses based on the situation or
environment. On a success the target will perform the
act you want them to perform but will most likely
retaliate against you in some way. If you beat the DC
by 10 or more, the target may decide against
retaliating against you in the short term.
creature you can see. After 1 minute attempt a
contested Intimidation check vs the targets Wisdom
Saving throw. Your GM may provide you or the target
circumstance bonuses based on the situation or
environment. On a success the target will perform the
act you want them to perform but will most likely
retaliate against you in some way. If you beat the DC
by 10 or more, the target may decide against
retaliating against you in the short term.

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.

[37] Use this cell for any temporary stat increases.

[38] NON-PROFICIENT ACTION(S)


• Study
• You begin to study your memories, an object,
creature, book, clue or another source of focus.
While looking over this target you attempt to gleam
import information from it such as what items its
holding, has harmed it, its clan, background,
affiliation, disposition towards you or others, race
(If non-Human), composition or any other piece of
information you could gather by studying
something. You spend 1 minute studying your target.
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 gather one specific piece
of information you may have been looking for or
something the DM is willing to provide.

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.

[40] 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 complex body movements (M) as part of
the components needed to cast a Taijutsu or
Bukijutsu. Make an Athletics or Intelligence
(Martial Arts) check vs the targets Taijutsu 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 Taijutsu/Bukijutsu
• You can attempt to identify a Taijutsu or Bukijutsu
currently affecting an object, area or creature.
Make an Strength or Intelligence (Martial Arts)
check vs the jutsu’s save DC +5. On a success you
become aware of the Ninjutsu and its effects. If the
Taijutsu or Bukijutsu 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.

[41] NON-PROFICIENT ACTION(S)


• Administer Aid
• You begin to perform the basics of first aid on
another creature that is bleeding, bruised or
concussed. As an Action, select which condition you
want to address and make a Wisdom (Medicine)
check vs a DC 15. On a success, and for every 5 over
the DC, you remove 1 Rank of either bleeding,
bruised or concussed. You cannot administer aid to
the same creature more than once per 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.

[42] NON-PROFICIENT ACTION(S)


• Cast Ninjutsu Scroll(s)
• You can cast Ninjutsu from Scrolls you find,
purchase or make of D-Rank or less.
• If you have Proficiency you can cast Ninjutsu from
Scrolls you find, purchase or make of B-Rank or
less.
• If you have Expertise, you can cast Ninjutsu from
scrolls you find, purchase or make of S-Rank or
less.

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.

[43] Use this cell for any temporary stat increases.

[44] NON-PROFICIENT ACTION(S)


• Search [Changed]
• As an action, you can make a Wisdom (Perception)
check vs the targets Stealth or Notice DC intended
to discern something that isn’t obvious. Such as
noticing something that is concealed.

[45] NON-PROFICIENT ACTION(S)


• Perform
• As an action, you begin a performance of some
sort, be it a song, dance, a few jokes, a speech or
even a pep talk. Making a performance rarely
directly impacts a situation on its own, instead it
influences DCs of subsequent Persuasion,
Intimidation or Insight checks against the
observers or even slightly adjust their attitudes, if
the DM sees fit.
• While normally you can perform with the hope to
• Perform
• As an action, you begin a performance of some
sort, be it a song, dance, a few jokes, a speech or
even a pep talk. Making a performance rarely
directly impacts a situation on its own, instead it
influences DCs of subsequent Persuasion,
Intimidation or Insight checks against the
observers or even slightly adjust their attitudes, if
the DM sees fit.
• While normally you can perform with the hope to
gain the attention of anyone, with a specific
proficiency with performance, you can gain the
attention of specific individuals.
▪ Untrained: Commoners, Artisans, Genin
▪ Trained: Merchants, Minor Nobles, Chunin
▪ Expertise: High Nobility, Royalty, Jonin

[46] Crit Range

[47] NON-PROFICIENT ACTION(S)


• Gather Information
• You canvass local communities, bars, markets and
gathering places in an attempt to learn about a
specific individual or topic. Make a Charisma
(Persuasion) 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 gather one specific piece of information you may
have been looking for or something the DM is
willing to provide. This process normally takes 2-3
hours.
• Make an Impression/Request
• With at least 1 minute of conversation, during which
you engage in charismatic flattery and other acts of
goodwill, you seek to make a good impression on
someone to make them agreeable enough to make a
formal request to them. Make a Charisma
(Persuasion) check vs the targets Wisdom Save
Bonus +10. On a success, the target agrees to your
request, but also requires something in return. If
you beat the DC by 10 or more, they do not request
anything in return. On a failure, the target refuses
but may offer an alternative that is more beneficial
to themselves.

[48] NON-PROFICIENT ACTION(S)


• Palm an Object
• You can palm/hide a small unattended object
without being noticed. Make a single Dexterity
(Sleight of Hand) check vs creatures who are not
directly looking at you Passive perception. A
creature whom is watching you make a contested
check using their Wisdom (Perception). If they beat
your Sleight of Hand, they are able to perceive your
attempting hiding of the object.
• Steal
• You can try and take a small object from another
creature without being noticed. Typically, you can
only steal an object that is small enough to fit in
one hand such as a coin purse, small object or
something similar and you automatically fail if the
creature who has the object is in combat or on
guard. Make a Dexterity (Sleight of Hand) vs the
targets Passive perception. If the object is inside of
the targets pockets or clothing in any way, you
• Steal
• You can try and take a small object from another
creature without being noticed. Typically, you can
only steal an object that is small enough to fit in
one hand such as a coin purse, small object or
something similar and you automatically fail if the
creature who has the object is in combat or on
guard. Make a Dexterity (Sleight of Hand) vs the
targets Passive perception. If the object is inside of
the targets pockets or clothing in any way, you
suffer a -5 penalty to the check. The DM may apply
additional penalties to the check if the nature of the
object makes it harder to steal, such as a small
item, in a larger bag or a single sheet of parchment
mixed in with other documents. On a success you
are able to grab the object and claim it in a single
hand. If there are other creatures within the same
room, if any of their passive perceptions would
beat your check, they notice your act.

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.

[49] NON-PROFICIENT ACTION(S)


• Hide
• You attempt to hide using cover, heavy
obscurement or darkness to become hidden. When
you would attempt to Hide, you make a Dexterity
(Stealth) check. This result is compared to the
Passive perception of all creatures that are unaware
of your presence. You do not need to remake this
Dexterity (Stealth) check so long as you do not
attempt to Sneak or move and remain perfectly still
on your turn. Creatures that are aware of your
presence but do not know of your location can
choose to take the Search action on their turn to
look for you. You can’t hide from a creature that
can see you, and if you make noise (such as
shouting a warning or knocking over a vase), you
give away your position. An invisible creature can’t
be seen, so it can always try to hide. Signs of its
passage might still be noticed, however, and it still
has to stay quiet. Once you are observed or seen by
a hostile creature, all creatures allied with that
creature becomes aware of your position as well.
STEALTH CHART
Stealth Status Effect/Definition
Observed/ Seen Creatures can see you. You are not Hidden or
Undetected and cannot gain the benefit of
either.
Hidden/ Unseen/
passage might still be noticed, however, and it still
has to stay quiet. Once you are observed or seen by
a hostile creature, all creatures allied with that
creature becomes aware of your position as well.
STEALTH CHART
Stealth Status Effect/Definition
Observed/ Seen Creatures can see you. You are not Hidden or
Undetected and cannot gain the benefit of
either.
Hidden/ Unseen/
Aware
Creatures are aware of your presence but they
cannot see you and do not know your location.
Creatures who are aware of your presence can
take the search action to attempt to find you.
Unaware/
Undetected
Creatures are unaware of your presence and
do not know of your location. While you are
undetected you can gain the benefit of
surprising a creature, triggering a surprise
round.
• Sneak
• You can only attempt to sneak while you are hidden
or undetected. When you attempt to move while
you are hidden it is also called sneaking. While
sneaking you can only move up to half of your
speed. You must also make a Dexterity (Stealth)
check which cannot be remade unless by another
effect dictating it (You can sneak while burrowing,
climbing, flying or swimming). The result of the
check is compared to all creatures within 30 feet of
you passive perception. On a failure they become
aware of your presence but you are not
immediately seen. They instead may begin to
actively look for you. If they do, you must make
another Dexterity (Stealth) check vs their Wisdom
(Perception) check. If you pass, you remain unseen.
On a failure they become aware of your location and
you become observed.

[50] Add any additional bonuses here

[51] Add any additional bonuses here

[52] Add any additional bonuses here

[53] Add any additional bonuses here

[54] Use this cell for any temporary stat increases.

[55] NON-PROFICIENT ACTION(S)


• Sense Direction
• Using the stars, position of the sun, geographical
traits like plants, moss and the direction of river
streams you can attempt to remain oriented while
in the wild. Once per day, or every 8 hours (DM’s
choice), you can attempt a Wisdom (Survival)
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. More unusual locations or those you
[55] NON-PROFICIENT ACTION(S)
• Sense Direction
• Using the stars, position of the sun, geographical
traits like plants, moss and the direction of river
streams you can attempt to remain oriented while
in the wild. Once per day, or every 8 hours (DM’s
choice), you can attempt a Wisdom (Survival)
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. More unusual locations or those you
are unfamiliar with might require you to instead
have proficiency in this skill to successfully
attempt this check. Otherwise, make this check at
disadvantage if in a totally foreign or alien
environment. On a success, you are able to gain an
excellent sense of where you are, the cardinal
directions in relation to your current position and
are aware where you are exactly on a local map.
▪ Untrained: General Cardinal Directions or a
naturally grown forest.
▪ Trained: A featureless desert, hedge maze, or
foreign countries environment.
▪ Expertise: Navigating an alien world, ever
changing dream realm, alternative reality or
different dimension.

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.

[56] Check this box if you have advantage

[57] Check this box if you have advantage

[58] Check this box if you have advantage

[59] Check this box if you have advantage

[60] Use colors to track where your skill proficiencies come from!

Recommended:
Red = Class Proficiency
Purple = Clan Proficiency
Yellow = Background Proficiency
Orange = Feat Proficiency

To set Expertise put an "e" in the profieincy dot.


To set Mastery, put "M" followed by the level of mastery. i.e.: "M1"

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

To set Expertise put an "e" in the profieincy dot.


To set Mastery, put "M" followed by the level of mastery. i.e.: "M1"

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

[61] Paid at start of turn

[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.

[68] Feat Description

[69] Background Feature Details

[70] Feat Description


[71] Feat Description

[72] Feat Description

[73] Feat Description

[74] Feat Source

[75] Storm Current

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.

[76] Feat Description

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[78] Feat Description

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[80] Feat Source

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[140] Feat Source

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[146] Feat Source

[147] Feat Description

[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.

[149] Insert days of Rations to the left


Cost per day's worth of Rations is to the right

[150] 1 Thermos has 1 day's worth of liquid in it.


How many is on your person goes to the left, cost to buy a new container is to the right

[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

[153] Jutsu Description

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[169] Rykon Testing Jutsu PewPew


Type: Non-Elemental Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 30 feet
Duration: 30 seconds
Components: Hands
Cost: 5 chakra
Keywords: Ninjutsu
Description: Its hawter than an Amaterasu!
At Higher Ranks: Double Amaterasu??

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[177] Use these colors to track where you got your jutsu from.

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[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.

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[239] Ultimate Rykon S-rank Fire Jutsu


Type: Fire Release
Rank: S-Rank
Casting Time: 1 Action
Range: Self (20-foot radius Sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Ninjutsu, Fire Release
Description: Instant Kill all enemies in range

[240] Jutsu Description

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[251] Place these emojis before the names of your jutsu to track what elemental releases those jutsu have

[252] type here

[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.

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[277] Use these colors to track where you got your jutsu from.

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[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.

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[351] Place these emojis before the names of your jutsu to track what elemental releases those jutsu have

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[376] Use these colors to track where you got your jutsu from.

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[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.

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[434] - Where did your character come from?


- What was their home life like?
- What did they enjoy as a child?
- Who were their friends?
- What drives them to be a Shinobi?
- How did they do in the academy?
- Who was their first sensei?
- What happened to that Sensei?
- What shaped them as a Ninja?

[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!

[436] Insert your funniest quotes from games into here

[437] Use this as an extra little to-do-list

[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!

[439] Insert your funniest quotes from games into here

[440] Use this as an extra little to-do-list

[441] Check this box if you have taken the Latent Bloodline Feat Once

[442] Check this box if you have taken it a a second time


[443] The amount of damage the attack deals.

[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.

[448] Miscellaneous bonuses to the Attack Roll

[449] Miscellaneous bonuses to the Damage Roll

[450] Weapon qualities go here!

[451] Any additional damage dice.

[452] Properties in pink auto-calc within the Weapons Table

[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

[454] Weapons with the Blocking Property allows you to fight


both defensively and offensively. While equipped,
increase your AC by +1. This bonus can only be applied
once. If this weapon property is applied to a weapon with
the Unarmed weapon property, you do not gain this
benefit if using another weapon

[455] Weapons with the Critical Property gain a +1 bonus to


Critical Threat range when making weapon attacks for
each Rank of Critical it has when you attack with it. (Max.
+3) This Bonus can only be applied once, even if dual
wielding and thus, does not stack

[456] Weapons with the Deadly Property adds +1 additional


damage die on a critical hit, with a weapon attack for
each Rank of Deadly it has when you attack with it, once
per turn. (Max. 3

[457] This property is exclusive to Combat Scrolls. When you


first gain a weapon with this property, select one
Ninjutsu, Genjutsu or Weapon you have access to that
deals damage. You seal an echo of that Jutsu or weapon
into this weapon as this [Weapons Damage] type becomes
the damage type of the Jutsu or Weapon echo you sealed,
but does not add your ability modifier to damage rolls and
you can make no more than 1 attack with this weapon
when you take the attack action.
If you sealed a Ninjutsu Echo, you make attacks using
your Ninjutsu attack bonus. If you sealed a Genjutsu
Echo, you make attacks using your Genjutsu Attack
bonus. If you sealed a Weapon, you make attacks using
your Taijutsu attack bonus.
At character levels 5, 11 and 17, increase the damage
the damage type of the Jutsu or Weapon echo you sealed,
but does not add your ability modifier to damage rolls and
you can make no more than 1 attack with this weapon
when you take the attack action.
If you sealed a Ninjutsu Echo, you make attacks using
your Ninjutsu attack bonus. If you sealed a Genjutsu
Echo, you make attacks using your Genjutsu Attack
bonus. If you sealed a Weapon, you make attacks using
your Taijutsu attack bonus.
At character levels 5, 11 and 17, increase the damage
this weapon uses by +1 damage die (2dX/3dX/4dX). While
wielding this weapon, it fulfils all Chakra Seal (CS) and
Scroll requirements (Both weapon scroll and Blank
Scrolls). This weapon cannot be used as part of the
casting of a Bukijutsu.

[458] Weapons with the Disarm property can, in place of one


weapon attack, allow its wielder to attempt to Disarm a
target creature. Make a Disarm attempt.

[459] When making a weapon attack with a finesse weapon, you


use your choice of your Strength or Dexterity modifier for the
attack and damage rolls. You must use the same modifier for
both rolls.

[460] Weapons with the Grapple property can, in place of one


weapon attack, allow its wielder to attempt to Grapple a
target creature. Make a Grapple attempt.

[461] A creature must have a Strength score of 16 or higher when


using this weapon. If not, they make attacks at Disadvantage
while wielding this weapon. Creatures add half of their
Strength modifier to this [Weapons Damage] rolls.

[462] You have advantage on Dexterity (Sleight of Hand) checks


made to conceal a hidden weapon

[463] Weapons with the Lethal property increases its damage


die by +1, against a surprised creature or a creature that
cannot see its attacker, for each rank of Lethal it has when
you attack with it, once per turn. (Ex. Lethal 2 adds +2
damage die)

[464] A light weapon is smaller and easy to handle, making it ideal


for use when fighting with two weapons. Once per turn, while
wielding two weapons with this property, when you make an
attack with a weapon in one hand as part of the Attack action,
you can make a second attack using the other weapon with
this property, as part of that same attack made.

[465] A limited number of shots can be made with a weapon that


has the Loading property. A character must then reload it
using its Use an Object. You must have one free hand to reload.

[466] A weapon with the Multiattack property can also be used to


attack as a bonus action. If an attack is made as a bonus
action using this property, you do not add your Ability
modifier to the damage.

[467] A weapon that can be used to make a ranged attack has a


range shown in parentheses after the ammunition or thrown
property. The range lists two numbers. The first is the
weapon’s normal range in feet, and the second indicates the
weapon’s maximum range. When attacking a target beyond
normal range, you have disadvantage on the attack roll. You
[467] A weapon that can be used to make a ranged attack has a
range shown in parentheses after the ammunition or thrown
property. The range lists two numbers. The first is the
weapon’s normal range in feet, and the second indicates the
weapon’s maximum range. When attacking a target beyond
normal range, you have disadvantage on the attack roll. You
can’t attack a target beyond the weapon’s long range.

[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)

[469] If a weapon has the Returning property, you can, after


throwing the weapon to make a ranged attack call it back to
you if it was thrown less than 30 feet from you. You must
have one hand free to catch it.

[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].

[473] This weapon requires two hands to use.

[474] This weapon is equipped to both hands & cannot be


disarmed from you, does not count as a wielded weapon
when qualifying for Taijutsu Stance’s, does not prevent you
from using Hand Seals (HS) or Chakra Seals (CS) while
wielding it, uses your [Unarmed Damage] die as its base
damage & if you do not roll dice when dealing [Unarmed
Damage], you instead use a d4 or the listed die as your
damage die.
When equipped with this weapon; Jutsu, features &
traits that would provide bonuses or penalties to Weapon
attacks also count for your Unarmed Attacks.
You can cast both Taijutsu and Bukijutsu while equipped
with this weapon. For Bukijutsu, your [Unarmed Damage] is
also treated as your Weapon damage. If you roll more than 1
[Unarmed Damage] die, you must roll only 1 when
calculating your weapon 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.

[476] Weapons with the Volatile property are dangerous and


unwieldy. You cannot add your ability modifier to damage
rolls using these weapons. Additionally, if your d20 result on
a weapon attack is equal to or less than the Volatile rank, the
weapon backfires dealing the [Weapons Damage] to you. If
the damage die of this weapon would be increased in count
or increase in size, the Volatile value increased by +4
[476] Weapons with the Volatile property are dangerous and
unwieldy. You cannot add your ability modifier to damage
rolls using these weapons. Additionally, if your d20 result on
a weapon attack is equal to or less than the Volatile rank, the
weapon backfires dealing the [Weapons Damage] to you. If
the damage die of this weapon would be increased in count
or increase in size, the Volatile value increased by +4

[477] Weapons with the Winding property can be wound up to


store energy before unleashing it in one blow. In place of a
weapon attack, you can choose to wind up your weapon. If
you do, the next weapon attack you make with this weapon
has advantage.

[478] Weapons with the Flexible property are capable of doing


more than others. A Weapon that is flexible will have a
damage type associated with it (Ex. Flexible (Bludgeoning)).
This means that this weapon can also deal that damage type
and qualify for abilities, Jutsu and features that rely on that
damage type, but its damage die is 1 step lower, down to a
minimum of a d4. You decide on the damage type when you
roll damage with this weapon.

[479] The Battle wire has a unique trait, allowing it to be used in


conjunction with Kunai & Shuriken. When you have both a
Kunai or Shuriken equipped alongside the Battle Wire, you
can spend your Action to perform one of the following
special actions; Traps set by these special actions can only
be seen with a successful Search action vs a DC 15.
Trip Trap. Discreetly set a trip wire trap by throwing your
Kunai/Shuriken with wire attached. Select a 10-foot space
within 30 feet of you. If a creature enters or moves through
this space, this trap is sprung, causing the target to fall
prone. Once the trap is set, you cannot move further than 30
feet away from this chosen space or the trap is disabled.
Explosive Wire Field. For this trap, use the mechanics of
the Trip Trap except, you spend 1 Explosive tool of your
choice and when a creature triggers this trap, the explosive
tool detonates forcing the creature to make their save at
disadvantage.

[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.

[485] Feat Description

[486] Feat Description

[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

[489] Feat Description

[490] Feat Description

[491] Feat Description

[492] Feat Description

[493] May need to lower font size to 7 for some descriptions

[494] Feat Description

[495] Feat Description

[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

[497] Feat Description

[498] Feat Description

[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.

[500] Feat Description

[501] Feat Description

[502] Feat Description


[502] Feat Description

[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

[504] Feat Description

[505] Feat Description

[506] Feat Description

[507] Feat Description

[508] Feat Description

[509] Feat Description

[510] Feat Description

[511] Feat Description

[512] Feat Description

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[517] Feat Description

[518] Feat Description

[519] Uses both Module Type 2 spaces at once

[520] Feat Description

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[522] Feat Description

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[526] Feat Description

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[539] Feat Description

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[541] Feat Description

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[559] Feat Description


[560] Feat Description

[561] Feat Description

[562] If this is in use, change 'Character Info'!X49 to 0

[563] Feat Description

[564] Feat Description

[565] Feat Description

[566] Feat Description

[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.

[568] Feat Description

[569] Paid at start of turn

[570] Feat Description

[571] Feat Description

[572] Feat Description

[573] Jutsu Name

[574] Jutsu Cost

[575] Feat Description

[576] Feat Description

[577] Feat Description

[578] Crit Range

[579] Feat Description

[580] Feat Description


[580] Feat Description

[581] Feat Description

[582] Feat Description

[583] Feat Description

[584] Feat Description

[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.

[586] Feat Description

[587] Feat Description

[588] Type 1 module

[589] Feat Description

[590] Feat Description

[591] Feat Description

[592] Feat Description

[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!

[594] Insert your funniest quotes from games into here

[595] Use this as an extra little to-do-list

[596] Feat Description

[597] Feat Description

[598] Feat Description


[599] Feat Description

[600] Type 3 module

[601] Feat Description

[602] Feat Description

[603] Feat Description

[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.

[605] Feat Description

[606] Feat Description

[607] Feat Description

[608] Feat Description

[609] Feat Description

[610] Feat Description

[611] Feat Description

[612] Feat Description

[613] Feat Description

[614] Feat Description

[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.

[616] Feat Description

[617] Feat Description


[618] Feat Description

[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.

[621] Feat Description

[622] Feat Description

[623] Feat Description

[624] Feat Description

[625] Feat Description

[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

[627] Feat Description

[628] Archetype Feat Description


(Manual Entry required)

[629] Feat Description

[630] Archetype Feat Description


(Manual Entry required)

[631] Feat Description

[632] Archetype Feat Description


(Manual Entry required)
[632] Archetype Feat Description
(Manual Entry required)

[633] Feat Description

[634] Archetype Feat Description


(Manual Entry required)

[635] Feat Description

[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

[637] Archetype Feat Description


(Manual Entry required)

[638] Feat Description

[639] Archetype Feat Description


(Manual Entry required)

[640] Feat Description

[641] Archetype Feat Description


(Manual Entry required)

[642] Feat Description

[643] Archetype Feat Description


(Manual Entry required)

[644] Archetype Feat Description


(Manual Entry required)

[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

[646] Made by VanGrim and Kane

24/06/25, 4:47PM

This is the sum total value of the non-enhanced item you would be able to craft.

Please note that:

- Modest lifestyle cost (50 Ryo per dt spent)

- You can craft multiple items at once under the Ryo amount

- Ryo worth half of the end market-value must also be spent.

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

- Ryo worth half of the end market-value must also be spent.

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.

[648] Proficiency is what is allowing you to craft 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.

5 DT x 450 Ryo + (200 Ryo x 2) = 2250+400 = 2650.

[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.

"Reduce the ryo cost to


craft the following Items during downtime by half. This
does not stack with other features that reduce downtime
cost to craft the following items.
• Breaching Tag
• Paper Bomb
• Explosive Tag Ball
• Flash Tag
• Poison Gas Tag"

As per page 11 of Chapter 13 of the Base N5e book, relating to the Crafters Feat:

"When you craft items using a kit you have proficiency


in, the item is worth double the market value."

[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 .

This is an intelligence or strength check against your kits DC level.

[660] The Swift Craft DC levels per kit level are:

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".

[665] Please note that:

- Modest lifestyle cost (50 Ryo per dt spent)

- You can craft multiple items at once under the Ryo amount

- Ryo worth half of the end market-value must also be spent.

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.

[666] Rank Selection

The "-Lw" options means "And lower"

[667] Action Types

[668] Up to 5 Components can be listed, seperated by ", "

Unrestrictive. It will return jutsu with *any* component you list here. If left blank, it will ignore this condition

[669] Up to 5 Keywords can be searched, sseperated by ", "

Restrictive. It will only return jutsu with *all* listed Keywords

[670] Up to 5 Keywords can be searched, sseperated by ", "

Restrictive. It will only return jutsu with *all* listed Keywords

[671] For Flat speed increases only

[672] For flat bonuses, not additional dice or overrides

[673] For flat bonuses, not additional dice or overrides

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