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New Clans 2023

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0% found this document useful (0 votes)
103 views

New Clans 2023

Uploaded by

Nero
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/ 68

CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,


Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto
Designer: Blasteroid, Kingsare4ever
Editor: Blasteroid, Kingsare4ever
Naruto 5e Creator: Kingsare4ever (Tommie)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner

ON THE COVER

This is how you can give more information about your pretty
cover art and interior art, a la Wizards hardcovers. In this case,
the lovely typewriter photo was taken by (Unknown Artist).
To replace the picture inside the above frame (while keeping
the frame), click on the picture, then select the Picture Format
tab. Click Change Picture, and you can select a new picture to
put in its place.

1
CHINOIKE CLAN Ketsuryūgan: The fabled Ketsuryūgan of the Chinoike
clan, this haunting Dojutsu is able to manipulate the
"You're going to tell me everything you know or else!" The
blood of the enemies of the Chinoike clan to destroy
Mist captain yells at a wounded farmer, pointing a sword at
them upon the inside. This eye is also
his neck. The farmer appears to be in a trace from shock.
the catalyst for incredible
Beneath their feet lie the bodies of 5 warriors who tried
genjutsu that rivals the
fighting off the mist shinobi but to no avail. The farmer gives
Sharingan in power.
no answer. "Ugh! This guy is useless! Tonima, use your
Beginning at 3rd level, you
genjutsu to figure out where those Anbu went!" "On it boss!"
can as a bonus action spend
Tonima moves towards the old man and weaves the signs to
5 chakra to activate this
enter his mind. Near instantaneously, Tomina is surrounded
mythical Dojutsu for 10
by a pool of red water and is greeted by a pair of ominous
minutes. While this eye is
black and red eyes in the sky. He ends his jutsu and recoils in
active, you have resistance
horror, dazed and in a pool of sweat. Before the captain and
to necrotic damage and
the other squad can ask what is wrong, a voice can be heard
advantage against the bleeding
in the distance. "You mist shinobi really are all brawn no
condition. Additionally,
brain." A man walks from behind the trees and faces
whenever you deal cold damage, you
towards the Mist. As the Mist began exclaiming as the
can change the damage type to necrotic.
mysterious figure, the man calmly responds. "The residents
Starting at 7th level, your eye improves the circulation
of this village died a long time ago." The eyes of the man
of blood. You become immune to the bleeding condition,
turn black with an ominous red as the corpses and the
and creatures that you apply the bleeding condition to
wounded villager begin rapidly producing a black, cancerous
increase the damage die of the bleeding condition by 1
growth from their bodies. In a flash, the bodies erupt,
step, up to the maximum of a d12.
turning the Mist to ash."
Starting at 15th level, when a creature takes damage
-Kikushi Uchiha
from the bleeding condition that was inflicted by you,
The Long Road, Ch. 30 excerpt.
they take an additional amount of flat damage equal to
the ranks of bleeding they possess.
BLOOD ARCHITECTS For the duration of your Ketsuryūgan, you can take the
following actions in combat on your turn. You can use
The Chinoike is a clan that was active in the land of
these clan features a number of times equal to your
lightning then exiled to the valley of hell in the land of
proficiency bonus per long rest.
hot water which then led to peace for generations until a
civil war broke out and many of the Chinoike clan died. • Action: You can supercharge the circulation of blood
In the present day, only a few Chinoike remain, scattered within yourself and allied creatures within a 15-foot
throughout the world. radius of you until the end of your next turn. All
affected creatures gain a bonus to attack, and damage
CHINOIKE TRAITS rolls equal to 1/3rd your proficiency bonus. They also
Ability Score Increase: +2 Wis or Int, +1 Dex increase their movement speed by half. Starting at 7th
Speed: You base walking speed is 30 feet. level, affected creatures increase their critical threat
Skill Proficiencies: Illusions, pick one Chakra Control range by +1 for all attacks and gain an additional
or Ninshou reaction, which can only be used to make one unarmed
Passive Affinity: You begin with the Water release or weapon attack, or take an attack of opportunity.
affinity. • Bonus Action: When you cast a jutsu with the Water
Release keyword, you can use the prowess of the
CHINOIKE FEATURES Ketsuryūgan to mold the excess chakra of the jutsu to
Chinoike Techniques: The Chinoike have access to a improve your defense and drain the life force of
separate list of Jutsu unique to their Clan. You can add enemies. You gain temporary hit points equal to your
these jutsu to your jutsu list instead of selecting jutsu jutsu's Save DC for the next minute, and if your jutsu
from the normal jutsu list. deals damage, its damage becomes necrotic and you
Sanguine Prowess: Beginning at 1st level, you begin to recover Xd4 hit points, where X is equal to the number
understand how to manipulate iron present in liquids of damage die used in the jutsu. (Ex. Dealing 6d10
and develop an affinity towards techniques with blood. damage recovers 6d4 hit points). If the creature is
When you would cast a jutsu with the Water Release resistant to your damage, halve the amount gained.
keyword, as part of the same action, you can cut yourself • Reaction: You improve the flow of blood within the
and release a small amount of blood, losing 1d4 hit brain to enhance you or an allies mental acuity to
points. In exchange, the jutsu cast gains the benefit of defend against attacks of the mind. When you or an
being near a sufficient source of water, if applicable. If allied creature within 30 feet would fail an Intelligence,
not applicable, reduce the cost of the jutsu by -2 (Min. 1). Wisdom, or Charisma saving throw, you can grant the
Starting at 3rd level, your control over blood in creature a bonus to their failed saving throw equal to
conjunction with water release chakra improves, your Intelligence or Wisdom modifier. Beginning at 7th
becoming far more complex and intricate. When a jutsu level, the affected creature gains advantage on rolls to
would benefit from this feature, you can grant the jutsu, resist Mental and Sensory conditions, and resistance to
once per casting, an additional die of damage, healing, psychic damage, until the end of their next turn.
or a +1 to Save DC. At 11th level, you can pick a 2nd Starting at 18th level, when you would fail a saving
benefit, or one benefit twice. throw against a genjutsu, you can choose to
automatically succeed, suffering no damage or effects.

2
Blood Pact: Starting at 7th level, by leaving traces of • When either you or your Patron would receive healing
your blood within your allies, you can form a bond with from a medical jutsu, the creature in question can use
one another, your blood acting like an aegis. their reaction to split the healing between one another,
During a long rest, you and one willing creature can as long as you both are within 90 feet of each other.
spend 1 hit die each to transfuse each other blood into • Your Patron adds half your Intelligence or Wisdom
yourselves. The allied creature becomes known as your modifier, rounded up, to any death saving throws. If
Patron. While bonded to a creature this way, you both your Patron would automatically fail a death saving
gain the following benefits until both of you complete a throw, they instead roll another saving throw, rather
full rest; At 15th level, you can have a 2nd Patron. than immediately fail.
• Lastly, if a creature would attempt to read the mind or
• You know if you and your Patron are within 1 mile of
each other. You also know if they are dead or out of force one your Patron to give information or act against
chakra. their will, the triggering creature(s) must make a
• You and your Patron are aware of any negative Charisma saving throw against your Ninjutsu or
conditions affecting each other, provided you are both Genjutsu Save DC. On a failed save, the creature sees the
within 1 mile. eyes of your Ketsuryūgan appear and they immediately
take Xd10 psychic damage, where X equals your
proficiency bonus. The jutsu or ability which triggered
this feature, immediately fails. Affected creatures who
are unprepared for this effect, are surprised. Once this
ability activates, your Blood Pact with this Patriot ends.

3
CHINOIKE CLAN JUTSU BLOOD DAGGERS
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action
BLOODLETTING WEAPONRY Range: Self
Classification: Hijutsu Duration: 10 Minutes
Rank: D-Rank Components: HS, CM
Casting Time: 1 Bonus Action Cost: 5 Chakra
Range: Self Keywords: Hijutsu, Water Release, Ninjutsu
Duration: Concentration, up to 1 minute Description: You manipulate the water and iron in the
Components: HS, CM atmosphere to make two iron-rich aqua daggers that
Cost: 5 Chakra swirl around you in the air. As a bonus action, you can
Keyword: Hijutsu, Water Release, Ninjutsu send out one dagger at a creature within 60 feet. Make a
Description: You bite your thumb and swathe your arm ranged ninjutsu attack, dealing 3d6 + your Ninjutsu
to the side, forming a melee weapon in your hand using ability modifier in piercing damage on hit. Once all
the blood of your thumb and the water molecules in the daggers have been thrown, this jutsu ends.
air. If your Ketsuryūgan is active while this jutsu is active,
Select one melee weapon of your choice. You create increase the damage die of each dagger by 1 step.
this weapon as a +1 weapon. This weapon loses the heavy At Higher Ranks: For each rank you cast this jutsu
property if it possessed it and gains the Finesse property above D-Rank, increase the cost of this jutsu by 3, and
if it does not possess it. You are always proficient with the number of daggers created by +1.
weapons you create with this jutsu and can use Wisdom
for weapon attack and damage rolls. The weapon's ENHANCED CIRCULATION
damage can be either cold or necrotic (you choose upon Classification: Hijutsu
casting). Once per turn, when you attack with this Rank: D-Rank
weapon, you can make an additional weapon attack. Casting Time: 1 Reaction, which you take when you are
If your Ketsuryūgan is active while this jutsu is active, targeted or take damage from an attack or would make a
once per turn, when you land a hit with this weapon, the Constitution saving throw.
affected creature must succeed a Constitution saving Range: Self
throw or gain 1 rank of bleeding, or Lacerated if they are Duration: 1 Round
currently Lacerated. Components: CM
At Higher Ranks: For each rank you cast this jutsu Cost: 5 Chakra
above D-Rank, increase the cost of this jutsu by 3. If cast Keywords: Hijutsu, Water Release, Ninjutsu
to B-Rank, this jutsu no longer requires concentration, Description: You quickly improve the blood flow to your
and the weapon becomes a +2 weapon. If cast to S-Rank, heart, briefly granting you heightened reaction speed
the weapon becomes a +3 weapon and gains an and survivability. Until the start of your next turn,
additional weapon property of your choice. increase your AC by +4, including against the triggering
attack, and you have advantage on Constitution saving
throws.

4
GENJUTSU: ICHOROUS ILLUSIONS! the rank of the Genjutsu that can be cast by 1
Classification: Hijutsu (D>C>B>A>S).C-Rank
Rank: D-Rank
Casting Time: 1 Action C-RANK
Range: 60 feet
Duration: Concentration, up to 1 minute GENJUTSU: BLOOD LAKE!
Components: HS,CM Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keyword: Hijutsu, Genjutsu, Visual, Unaware Casting Time: 1 Action
Description: As part of the requirements for casting this Range: 30 feet
jutsu, you must have the Ketsuryūgan clan feature active. Duration: Instant
You make eye contact with a creature and place them Components: HS, CM
under a unique genjutsu which hijacks the blood flow to Cost: 9 Chakra
their brain. The creature must make a Wisdom saving Keywords: Hijutsu, Water Release, Genjutsu, Tactile
throw. Affected creatures can repeat their saving throw Description: A genjutsu that causes the target to
at the end o f each of their turns, and once per turn when experience a drowning sensation, exhausting
they would take damage. A creature resistant or immune themselves as if their body truly underwent physical
to fear has advantage on this saving throw. trauma. Select one target within range. This creature
must succeed a Wisdom saving throw.
Critical Success: This jutsu ends and the target becomes
If this jutsu is used while your Ketsuryūgan is active,
immune to this jutsu for 1d4+1 rounds.
all creatures within 5 feet of the target, of your choice,
Success: The creature experiences a mild tension
must also make this saving throw.
headache, but is able to resist this jutsu's effects,
ending this jutsu. Critical Success: The creature is able to resist this jutsu
Failure: The target begins to hallucinate, distorting the effects, and cannot be affected by this jutsu for 1
appearance of creatures around them, making them minute.
unable to distinguish friend from foe. When the target Success: The creature is able to resist this jutsu's effects.
would go to target one of your allies, it must succeed a Failure: The creature loses sight of their surroundings,
perception check vs your Genjutsu Save DC. On a and sees a small fissure open underneath their feet,
failure, the creature believes your ally to be one of revealing a red ocean. The creature falls into water and
their allies, and attacks a creature that is hostile to you feels as though it has been trapped for several days,
within range instead. If there is no such creature constantly trying to escape and not drown. The
within range, their attack or jutsu fails. The creature is creature gains 2 ranks of Exhaustion for 1d4 rounds.
also unable to utilize or benefit from abilities that Critical Failure: Same effects as a failure, but the target
would allow them to omit creatures from being takes 4d8 psychic damage, and the Exhaustion lasts
affected by an attack or jutsu for the duration. for 1d4+2 rounds. They also gain 3 ranks of
Critical Failure: Same effects as a failure, however, the Exhaustion.
creature is now swarmed with panic. A creature under
At Higher Ranks: For each rank you cast this jutsu
this jutsu's effects can only move, take the attack
above C-Rank, increase the cost of this jutsu by 3, the
action, or cast a jutsu of C-Rank or lower on their turn.
range by 15 feet, and the duration of the Exhaustion
GENJUTSU: KETSURYŪGAN! condition by 1 round.

RED DEATH
Classification: Hijutsu
Rank: D-Rank
Classification: Hijutsu
Casting Time: 1 Action
Rank: C-Rank
Range: 60 feet
Casting Time: 1 Action
Duration: Instant
Range: 120 feet
Components: CM
Duration: Instant
Cost: 5 Chakra
Components: HS, W (Shuriken, Kunai, or Blood Dagger)
Keywords: Hijutsu, Genjutsu, Visual, Tactile
Cost: 9 Chakra
Description: As part of the requirements for casting this
Keywords: Hijutsu, Water Release, Ninjutsu, Bukijutsu
jutsu, you must have the Ketsuryūgan clan feature active.
Description: You infuse a weapon or dagger from the
You look into the eyes of a creature and utilize your
Blood Daggers hijutsu and enhanced it with vile blood, so
Ketsuryūgan to make your genjutsu more effective.
potent that it appears almost black. Once this jutsu is
As part of casting this jutsu, you can cast any D-Rank
cast, until the end of your next turn, the next weapon
Genjutsu that you know that has a casting time of 1
attack or Ninjutsu attack made with your weapon
action or bonus action, does not have the range of self,
(whichever it uses), deals an additional 3d10 cold
and does not have the NT or M components, at no
damage. The creature must also make a Constitution
additional chakra cost. The range of the genjutsu cast
saving throw, gaining 1 rank of bleeding, or Lacerated if
becomes the range of this jutsu and can only affect the
they are currently lacerated on a failed save. Once you
target you are making eye contact with. This jutsu can be
land this attack, this jutsu ends.
used without breaking stealth.
If this jutsu is used while your Ketsuryugan is active,
Your Genjutsu gains a +1 to attack, damage die, and
this jutsu's damage also deals damage to the creature's
initial Save DC. If the Genjutsu allows the creature to
chakra points, and on a failed save the creature becomes
repeat their saving throw to end the jutsu's effect, they
unable to recover hit or chakra points until the end of
do so at disadvantage.
your next turn.
At Higher Ranks: For each rank 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
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 2d10.

5
SANGUINE SPHERE On a hit, you make a creature feel invincible, distracting
Classification: Hijutsu them from the fact that their body has been
Rank: C-Rank compromised.
Casting Time: 1 Action Each time the creature takes damage while this jutsu
Range: 60 feet is active, if they possess damage reduction, their damage
Duration: Instant reduction value is treated as half, otherwise, they take an
Components: HS, CM extra 1d6 + your Genjutsu ability modifier in necrotic
Cost: 7 Chakra damage, which cannot be reduced. A creature cannot
Keywords: Hijutsu, Water Release, Ninjutsu be under this jutsu's effects multiple times.
Description: You form a large 10-foot sphere of water in This jutsu's effects can trigger a number of times
front of you and spit fresh blood into a sphere, turning it equal to your proficiency bonus, after which this jutsu
completely red. You then move the sphere to a point ends.
within range and cause it to explode into shards of water.
Each creature of your choice within 20 feet of the
sphere when it explodes must make a Dexterity saving A-RANK
throw. On a failed save, creatures take 6d6 cold damage
and gain 2 ranks of bleeding, or half the ranks of BLOOD DRAGON ASCENSION
bleeding as ranks of Lacerated if they are currently Classification: Hijutsu
Lacerated. If an affected creature already has ranks Rank: A-Rank
of bleeding or is Lacerated, on a failed save, you can Casting Time: 1 Action
alternatively choose to give them the Weakened Range: Self
condition for the duration of their bleeding and/or Duration: Concentration, up to 1 minute
lacerated condition. Components: CM, CS
At Higher Ranks: For each rank you cast this jutsu Cost: 20 Chakra (Special)
above C-Rank, increase the cost of this jutsu by 3, the Keywords: Hijutsu, Water Release, Ninjutsu, Fuinjutsu
damage by 1d6, and the ranks of bleeding by +1. Description: As a part of the requirements of this jutsu,
you must have the Ketsuryūgan active and be near a
B-RANK sufficient source of water. You slash both of your wrists
and allow the blood to pour into the water below. The
BLOOD CLOT SPIKES wounds on your arms heal and the water bubbles and
Classification: Hijutsu boils, until it erupts into a dragon.
Rank: B-Rank You command the Dragon, and it only listens to you
Casting Time: 1 Action (no action needed). The cost of this jutsu cannot be
Range: 60 feet reduced in any way. It is proficient in all saving throws,
Duration: Concentration, up to 1 minute using your Ninjutsu or Genjutsu ability modifier as its
Components: HS, CM proficiency bonus and uses your ninjutsu or genjutsu
Cost: 12 Chakra attack bonus or save DC for effects that require it. (You
Keywords: Hijutsu, Water Release, Ninjutsu must decide whether the Blood Dragon uses your
Description: As part of the requirements for this jutsu, Ninjutsu or Genjutsu scores on casting. This cannot be
the creature must have at least one rank of Bleeding. You changed later, and it must use the same score for both its
manipulate the blood of a creature to make spikes of proficiency bonus, and attack and save dc).
their own blood, attacking themself. The creature must You may as a bonus action or reaction cause the
make a Strength saving throw, becoming restrained, Dragon to use its Detonation ability.
falling prone, and unable to make hand signs for the The Blood Dragon rolls initiative as it has its own
duration. Creatures can repeat their saving throw at the turns, using your Ninjutsu or Genjutsu Ability Modifier
end of each of their turns, ending this jutsu on a success. as its Initiative, and uses the following Statistics;
If your Ketsuryūgan is active when you cast this jutsu, the The Blood Dragon uses your Ninjutsu attack bonus for
creature makes their initial saving throw at its attack rolls.
disadvantage, and if the creature remains under this
jutsu's effects for an entire minute, they fall
unconscious due to their inhibited blood flow.
Genjutsu: Numbness!

GENJUTSU: NUMBNESS!
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
Components: HS, CM
Cost: 13 Chakra
Keywords: Hijutsu, Genjutsu, Unaware
Description: As part of the requirements
for casting this jutsu, you must have the
Ketsuryūgan clan feature active. Make a
ranged genjutsu attack against one creature
in range.

6
Gargantuan Construct, Unaligned
Multiattack: The Blood Dragon can attack 2 times with its Bite or Hydra
Armor Class 15 + Your Ninjutsu or Genjutsu Ability Modifier
Bullet.
Hit Points 170 (16d10+75)
Speed 50 ft. Bite: Melee Weapon Attack: reach 10 ft., one creature. Hit: 3d10 + 6 Cold
or Necrotic damage (pick one).
STR DEX CON INT WIS CHA
Hydra Bullet: Ranged Weapon Attack: Range (60/120), one creature.
23 (+6) 12 (+1) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
Hit: 4d6+6 Cold or Necrotic damage (pick one).
Damage Vulnerabilities Earth Viscious Vortex: The heads of the dragon converge and form into a
Damage Resistances Bludgeoning, Piercing, Slashing gargantuan torrent of water, ripping everything it touches to shreds.
Damage Immunities Necrotic, Poison, Psychic The dragon travels to a space within its movement speed, taking a
Condition Immunities Bleeding, Bruised, All Mental and Sensory, Paralyzed, specific path that you designate. Each creature within this path must
Petrified, Poisoned
succeed a Dexterity saving throw, taking 10d4 cold or necrotic damage
Senses Blindsight 60 ft., Passive Perception 10
(pick one) and having their movement speed reduced by half until the
end of their next turn on a failure, or half as much damage and no
Elemental Weapons. The Dragons attacks are chakra enhanced.
further effects on a success.
Immutable Form. The Blood Dragon is immune to any Jutsu or
Blood Ocean: (Recharge 9-10): The Blood Dragon casts Genjutsu:
effect that would alter its form.
Blood Lake at A-Rank as if you had cast it twice, at two different
Ineffable Makeup. The Blood Dragon cannot be dispelled by any locations, using your Ninjutsu Save DC.
jutsu of A-Rank or Lower.
Liquidus Body. Creatures are able to pass through your body at
your summoner's discretion. If a creature ends their turn in your
space, they are immediately ejected out of you in a space that can
hold them.

7
FŪSHIN CLAN Alternatively, you may also choose to remove the Swirl
mechanic if the jutsu possesses it. If you do, reduce the
The man walked down the long winding road. The howling
cost of the jutsu by -1 instead.
wind buffeting against him, each step seeming harder than
Beginning at 18th level, all Fushin Hijutsu may gain the
the last. He finally manages to get to some cover a cave, and
benefits of this feature at no additional cost, and
sighs in relief. He notices his clothes were shredded by the
increase the radius of Swirl by 5 feet.
wind, and small cuts had begun to form over his body. The
Typhoon Release: The Fūshin clan has a unique talent
whole time he had been on this island there was a constant
for manifesting Typhoon Release, a powerful variant of
wind, and he had not been informed of this prior to starting
Wind Release that tears through most defensives.
his mission. No natural wind he could think of was this wide
Beginning at 7th level, when casting a Ninjutsu with
spread, this long-lasting, and this powerful. "This must be a
Wind Release Keyword, you can change the damage type
jutsu," he thought to himself. Through the entrance of the
to wind, and you increase your jutsu's damage die by 1
cave, he saw a figure emerge. A kunoichi with a Land of
step. (d4>d6>d8>d10>d12>2d6)
Water headband and an air of confidence about her. He sees
Beginning at 15th level, once per turn, when you would
that her clothes are pristine, and immediately understands
deal wind damage, you inflict 2 ranks of bleed.
that she was the one who cast this jutsu. His screams were
Forceful Gale: Also, at 7th level, your wind moves at
deafened by the roaring, insistent wind.
such speeds that it tears through most defenses. Your
- Himitsu Yuki
wind damage ignores resistance and disperses vapors,
The Longswordbearer, Ch. 13 excerpt.
gases, and fogs that can be dispersed by strong winds. At

ONE WIND THE WIND


11th level, your wind's speed is unmatched, letting you
treat immunity as resistance. At 15th level, you ignore
The Fūshin Clan is a clan native to the Land of Water immunity to wind damage.
who are few in number, but make up for some of the
most powerful wind users in the shinobi world.
Seemingly blessed by the wind itself, this clan can
devastate the battlefield with their techniques, that seem
to tower over others, who are unfortunate enough to face
them in battle.

FŪSHIN TRAITS
Ability Score Increase: +2 Int, +1 Dex
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninshou, Chakra Control
Passive Affinity: You have the Wind Release Affinity.
Wind Literacy: Your Ninjutsu ability score is counted as
being +2 higher, for the purpose of qualifying for jutsu of
B-Rank or Higher with the Wind Release Keyword.

FŪSHIN FEATURES
Typhoon Techniques: The Fūshin have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s).
Wind Release Simplicity: Starting at 1st level, when
creating or learning Ninjutsu with the Wind Release
Affinity reduce the time it takes to complete the task by
half. This does not stack with other similar effects.
Go With The Flow: Beginning at 1st level, when you
cast a Ninjutsu with the Wind Release keyword, you
ignore half cover. Also at 1 st level, you reduce falling
damage by half as the wind naturally protects you.
Starting at 11th level, you also ignore ¾'s cover.
Also at 11th level, you can spend your reaction to take
no damage from fall as you are cradled in a collection of
wind.
Raging Tempest: Beginning at 3rd level, your wind has
started to wander, almost gaining a mind of its own.
When you would cast a Ninjutsu with the Wind Release
Keyword, that has an area of effect, you may increase the
area by 5 feet in every direction. Starting at 18 th level,
this increases by an additional 10 feet and you may also
double the range of the jutsu.
Swirling Cyclone [New]: Beginning at 3rd level, your
ability to control the currents and direction of wind is
enhanced tremendously due to your Typhoon Release.
When you cast a Ninjutsu with the Wind Release keyword
that does not utilize the Swirl mechanic, you may spend 3
chakra to give it this mechanic, once per casting.

8
FŪSHIN CLAN JUTSU increase the number of targets this jutsu can affect by +1
and the damage by 1d8.

D-RANK TYPHOON RELEASE: TEMPEST STEP


Classification: Hijutsu
TYPHOON RELEASE: JETTISON Rank: D-Rank
Classification: Hijutsu Casting Time: 1 Bonus Action
Rank: D-Rank Range: Self
Casting Time: 1 Reaction, which you take when you are Duration: Instant
targeted by an attack Components: CM, M
Range: Self (10-foot radius sphere) Cost: 5 Chakra
Duration: 1 Round Keyword: Hijutsu, Ninjutsu, Wind Release
Components: CM Description: You coalesce a powerful gust of wind at
Cost: 5 Chakra your feet, allowing for a burst of quick movement.
Keyword: Hijutsu, Ninjutsu, Wind Release, Clash Choose an unoccupied space within 30 feet in any
Description: You release an explosion of wind protecting direction, including up. Each creature you pass within 5
you with a burst of air. Until the start of your next turn, feet of during this movement must make a Dexterity
you have a +4 Bonus to AC including to the triggering saving throw, being knocked prone on a failed save. This
attack. Creatures who are within 10ft. of you when you movement does not provoke an attack of opportunity.
cast this jutsu must succeed a Strength saving throw, At Higher Ranks: For each rank you cast this jutsu
taking 2d6 wind damage and push to the edge of this above D-Rank, increase the cost of this jutsu by 3 and
jutsu’s radius into a space that can hold them on a failed increase the distance you move by 10 feet.
save.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
C-RANK
increase the radius by 5 feet.
TYPHOON RELEASE: VACUUM COLLAPSE
TYPHOON RELEASE: SOARING WIND VEIL
Classification: Hijutsu
Rank: C-Rank
Classification: Hijutsu
Casting Time: 1 Action
Rank: D-Rank
Range: Touch
Casting Time: 1 Action
Duration: Instant
Range: Self (15-foot Cylinder)
Components: HS, CM
Duration: Concentration, up to 1 Minute
Cost: 8 Chakra
Components: HS, CM
Keyword: Hijutsu, Ninjutsu, Wind Release
Cost: 5 Chakra
Description: You coat your hand in wind chakra before
Keyword: Hijutsu, Ninjutsu, Wind Release
releasing it as a disrupting pulse. Make a melee ninjutsu
Description: You create a vortex of ferocious wind 15-
attack, dealing 4d10 wind damage against the target
foot-radius, 60-foot-high cylinder centering on you.
creature on a hit the target. On a hit, the target must also
When a creature other than you enters the jutsu's area
succeed a Constitution saving throw, becoming
for the first time on a turn or starts its turn there, they
weakened until the end of their next turn on a failed save
are pushed back by the pressure and must make a
as the air is forced out of their lungs.
Strength saving throw taking 3d6 wind damage on a
At Higher Ranks: For each rank you cast this jutsu
failed save or half as much on a successful one. Creatures
above C-Rank, increase the cost of this jutsu by 3 and the
inside the radius of this jutsu are heavily obscured from
ranks of weakened gained by +1.
creatures who aren't and vice versa.
At Higher Ranks: For each rank you cast this jutsu
TYPHOON RELEASE: VICIOUS VORTEX
above D-Rank, increase the cost of this jutsu by 3 and Classification: Hijutsu
increase the damage by 1d6 and radius by 5 feet. When Rank: C-Rank
you cast this jutsu at B-Rank or Higher, you can see Casting Time: 1 Action
through this obstruction. Range: Self (15-foot radius sphere)

TYPHOON RELEASE: STORM GEYSER


Duration: Instant
Components: HS, CM
Classification: Hijutsu
Cost: 8 Chakra
Rank: D-Rank
Keyword: Hijutsu, Ninjutsu, Wind Release
Casting Time: 1 Action
Description: You unleash a rotating force of wind that
Range: 60 Feet
drags everything to its center. Each creature in a 15-foot
Duration: Instant
radius sphere centered on you, other than you, must
Components: HS, CM
make a Strength saving throw. On a failed save, creatures
Cost: 5 Chakra
and objects take 5d6 wind damage and are pulled to the
Keyword: Hijutsu, Ninjutsu, Wind Release
center being knocked prone or half as much damage and
Description: You conjure a blast of wind that launches
no additional effects on a successful save. This jutsu
upwards from under a creature that you can see within
deals double damage to structures and objects.
range. The target must succeed a Dexterity saving throw
At Higher Ranks: For each rank you cast this jutsu
taking 2d8 wind damage and being knocked up 30ft.,
above C-Rank, increase the cost of this jutsu by 3 and
falling prone on a failed save and half as much on a
increase the damage by 1d6 and radius by 5 feet.
successful save and no further effects.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and

9
TYPHOON RELEASE: WIND SERPENT’S MAW Creatures inside the radius of this jutsu are heavily
Classification: Hijutsu obscured from creatures who aren't and vice versa. You
Rank: C-Rank always know the location of creatures inside the radius
Casting Time: 1 Action of this jutsu, ignoring any visual penalties. All creatures
Range: Self (45-foot Cone) other than you in the area are treated as if they are in
Duration: Instant difficult terrain, even for flying creatures. If a creature
Components: HS, CM knocked back by this jutsu collides with a solid object,
Cost: 8 Chakra their movement is stopped, taking double the damage
Keyword: Hijutsu, Ninjutsu, Wind Release, Clash they would have taken as if they had fallen an equal
Description: You create a maw of wind that roars distance.
pushing back all in its path. Creatures in range must At Higher Ranks: For each rank you cast this jutsu
succeed a Strength saving throw being knocked back above B-Rank, increase the cost of this jutsu by 3 and
30ft. and taking 4d8 wind damage and suffering 1 rank of increase the knock back by 10 feet.
bleed on a failed save. On a successful save, creatures
take half as much damage and no additional effects. If a A-RANK
creature knocked back by this jutsu collides with a solid
object, their movement is stopped, taking the damage TYPHOON RELEASE: SEVERE WIND
they would have taken as if they had fallen an equal DESTRUCTION
distance. Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: A-Rank
above C-Rank, increase the cost of this jutsu by 3 and Casting Time: 1 Full Turn Action
increase the damage by 1d8 and knock back by 5 feet. Range: Self (45-foot Cylinder)
Duration: Concentration, up to 1 Minute
B-RANK Components: HS, CM
Cost: 20 Chakra
TYPHOON RELEASE: WHIRLWIND BOMB Keyword: Hijutsu, Ninjutsu, Wind Release
Classification: Hijutsu Description: You create a spiraling pillar of wind
Rank: B-Rank centered on yourself that towers over even the tallest of
Casting Time: 1 Action creatures. This tornado has a 45-foot-radius and is 150-
Range: 90 Feet foot-high. This cylinder becomes difficult terrain for
Duration: Instant each creature other than you for the duration, even for
Components: HS, CM flying creatures. Unattended objects in this cylinder that
Cost: 12 Chakra are large or smaller are pulled upwards and spins around
Keyword: Hijutsu, Ninjutsu, Wind Release the center at 150 mph.
Description: You condense a rampaging ball of wind A creature that starts its turn in the cylinder must
before throwing it, causing it to explode. Make a ranged succeed on a Strength saving throw or be pulled upwards
ninjutsu attack against the target. On a hit, the target towards the center and be restrained while in motion. All
takes 7d8 wind damage. Hit or miss, the target and each objects and creatures inside the cylinder take 5d12 wind
creature within 15 feet of it must succeed on a damage at the start of each of your turns.
Constitution saving throw or take 4d4 wind damage and Creatures can make a Strength saving throw at the
becoming dazed until the end of their next turn. start of each of their turns as to not be restrained for this
At Higher Ranks: For each rank you cast this jutsu turn. If a creature or object other than you is in this
above B-Rank, increase the cost of this jutsu by 3 and jutsu's radius for 3 consecutive turns they are flung out,
damage by 1d8 and 1d4 respectively. after rising to the height of this cylinder taking falling
damage and being knocked prone.
TYPHOON RELEASE: HIGH WIND At Higher Ranks: For each rank you cast this jutsu
DESTRUCTION above A-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu increase the damage by 2d12.
Rank: B-Rank
Casting Time: 1 Action
Range: Self (90-foot radius)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 14 Chakra
Keyword: Hijutsu, Ninjutsu, Wind Release, Sensory
Description: You create a powerful swirling area of wind
that prevents creatures from acting against your will.
You can choose a number of creatures equal to your
Ninjutsu ability modifier to be unaffected by the adverse
effects of this jutsu as the wind flows around them.
When a creature other than you creature enters the
jutsu's area for the first time on a turn or starts its turn
there, they are pushed back by the wind and must make a
Strength saving throw being knocked back 45ft. on a
failed save or half as much on a successful one. Flying
creatures are knocked back twice the distance.

10
GENWA CLAN 8 + a rank of your choosing. On a success, you create a
keycard that lasts for 1 day, able to open doors in
"Remind me why I'm bringing you along again?" An Iburi
facilities equal to or lower than the rank you choose, a
Shinobi states to his partner as they approach a large steel
number of times equal to half your proficiency bonus,
door barricaded with advanced technology. "Sir! Because my
rounded up, before dispersing. This can even open doors
skills can get us into the enemy fortress! Sir!" The nervous
that are not technological. (E-Rank: 2, D-Rank: 5, C-Rank:
partner stands upright, sending a small wave of sweat at the
9, B-Rank: 13, A-Rank: 17, S-Rank: 21)
Iburi. "Right... Well listen let's hurry on up before we get
Stable Frequency: Starting at 1st level, you learn how
caught-" In an instant, a chain of smoke explosions appears
to use electricity to increase the range and depth
from far behind the pair, as a myriad of Sand Shinobi
perception of Sensory jutsu. Select a number of jutsu you
emerge. "Ah great. Hidden Sand." The Iburi laces a chained
have known with the Sensory keyword equal to your
hand scythe with his smoke kekkei genkai. "Listen man,
proficiency bonus. These jutsu gain the Lightning
hurry up and get us in. Wind natures are kind of a problem
Release keyword.
for me." The Hidden Sand quickly marches towards the two
When you cast a Genwa Hijutsu or jutsu with the
in a loud charge, before a sudden blue flash blinds all, and
Sensory and Lightning Release keywords, that requires
the Hidden Sand lie incapacitated in a sea of spectral blue
concentration, you can double the jutsu's cost to change
swords. The Iburi turns towards his partner, gobsmacked.
the duration to 1 minute, without concentration, though
"W-Well...You said that these guys would be trouble for
you can end the jutsu early as a bonus action. You can
you." The Iburi pauses then grins. "Hey kid what's your
only benefit from this feature once at a given time.
name?" "Sir! Yugene Genwa! Sir!" The Iburi pats Yugene on
Data Channels: Starting at 3rd level, you have learned
the shoulder. "Yugene. I think we're gonna be great
to tap into the frequencies of various Shinobi networks
together."
across the 5 great nations, gathering new covert
- Delsan Iburi
information which you are able to use to improve your
The Long Road, Ch. 30 excerpt.
own abilities; like free lessons. You gain 2 Data

DIMENSION WALKERS
Channels as shown on the Data Channel table. You gain
an additional Data Channel at 11th, 15th, and 18th levels.
The Genwa Clan is a custom homebrew clan created by You can switch any number of Data Channels when you
Blasteroid. Formally hailing from the Hidden Rain, gain a level.
members of this clan commonly share an affinity with Data Release: The Genwa have a unique talent for
Lightning, and occasionally, they can manifest manifesting Data Release, due to their close affinity to
something greater. A powerful nature release Lightning release. Starting at 7th level, when you cast a
transformation known as Data Release, which possesses jutsu with the Lightning release keyword, you can
a unique affinity for technology. The Genwa formally change the damage type to force and increase the
worked with the Akatsuki to gather information during damage dealt by 1 step or Save DC by +1, once per casting.
the rule of Hanzo of the Salamander. However, after his Starting at 11th level, when you affect a creature with a
defeat and the rise of Pain, the Genwa were forced into Genwa Hijutsu, you can perform a Data Leak on the
hiding, eventually splitting from the Rain and scattering creature. When you do, you data mine 2 of the following
themselves among other lands. pieces of information, the data being displayed above
their head as floating text that only you can see. You can
GENWA TRAITS perform a Data Leak twice per long rest. At 18th level,
Ability Score Increase: +2 Int, +1 Dex this feature resets on a short rest.
Speed: Your base walking speed is 30 feet.
• Two of the creature's attack bonuses.
Skill Proficiencies: Ninshou, Sleight of Hand
• Two of the creature's saving
Extra Language: Machine-Speak. You can understand
throw bonuses.
and communicate with machines.
• Two of the creature's Save DCs.
Passive Affinity: You have the Lightning Release
• The amount of hit and chakra
Affinity.
points the creature has lost.
GENWA FEATURES • Number of Tenacity Die/

Genwa Clan Jutsu: The Genwa Clan has access to a Legendary Resistances.
• All General, Role,
separate list of jutsu unique to their clan. You can add
these jutsu to your jutsu list instead of selecting jutsu or Clan Traits
from the normal jutsu list(s). (Pick one)
1s and 0s: Starting at 1st level, you are a natural wiz
when it comes to machines. You gain proficiency in the
Hacker and Security kits. You also always count as
possessing a Radio Link, and your signal cannot be
interfered with or traced using ninja tools.
Starting at 3rd level, you ignore penalties and have
advantage on checks made with the Hacker and Security
kits. When you would need one of these kits but do not
have one or have any remaining charges, you can spend
5 chakra to temporarily create the kit for 1 minute and
can spend 2 chakra to create/replenish any charges.
Starting at 7th level, you can read the data stored
within Recording Scrolls, Data Scrolls, and Data Server
Scrolls just by touching them. Additionally, you can
spend 1 chakra die to attempt to create a keycard out of
pure data release. Make a Ninshou check vs. a DC equal to

11
D ATA C HANNELS GENWA CLAN JUTSU
Channel Prerequisite Effect
Hidden You overhear conversations of Hidden Cloud
D-RANK
DATA RELEASE: BLADE CRASH
Cloud Shinobi and the tactic of chakra resonance
utilized to make them harder to attack. You
Classification: Hijutsu
have advantage on saving throws against
Rank: D-Rank
jutsu with the Lightning Release keyword. Up
Casting Time: 1 Action
to twice per turn, when you cast a jutsu with
Range: 30 feet
the Lightning release keyword, your AC
Duration: Special
increases by +1 until the start of your next
Components: HS, CM
turn.
Cost: 5 Chakra
Hidden 11th level You overhear conversations of Hidden Leaf Keyword: Hijutsu, Ninjutsu, Lightning Release
Leaf Shinobi and their ability to utilize fire release Description: You manifest Data Release within your
chakra to guarantee success in battle. When hands as you mold it into a more stable shape, creating a
you would cast a Genwa Hijutsu that deals digital sword that you throw at an enemy in order to pin
damage, you deal an additional amount of them.
flat damage equal to half the amount of Make a ranged ninjutsu attack against a creature
damage die used. within range, dealing 2d8 force damage and imposing a
Hidden You overhear conversations of Hidden Mist grappling contest against the creature on a hit. For this
Mist Shinobi and their ability to use the existing contest, you may use your Ninshou skill. If you succeed
environment to efficiently cast jutsu. Reduce this check, the creature is pinned to the ground by the
the cost of Genwa Hijutsu by -1. While near a sword for 1 minute, restrained. A creature restrained this
sufficient source of electricity, reduce the cost
way can use its action on subsequent turns to remake the
of jutsu with the Lightning Release keyword
check, ending this condition on a success.
by -1 and you do not need to spend chakra to
maintain concentration of Lightning Release At Higher Ranks: For each rank you cast this jutsu
jutsu. above D-Rank, increase the cost of this jutsu by 3, and
the damage by 2d8.
Hidden 7th level You overhear conversations of Hidden Rain

DATA RELEASE: FIREWALL


Rain Shinobi discussing a different method of
breathing that improves the flow of one's
Classification: Hijutsu
chakra network. You ignore the HS
Rank: D-Rank
component of Genwa Hijutsu. While
Casting Time: 1 Reaction, which you take when you
concentrating or benefitting from a Lightning
would take damage
Release jutsu, you gain resistance to chakra
Range: Self
damage.
Duration: 1 Round
Hidden 7th level You overhear conversations of Hidden Sand Components: HS, CM
Sand Shinobi and their ability to mold chakra to Cost: 5 Chakra
shield their bodies. Once per turn, when you Keywords: Hijutsu, Ninjutsu, Lightning Release
cast a jutsu with the Lightning Release Description: As a reaction when you would take damage,
keyword, you gain a number of temporary hit you can quickly manifest a barrier of data release to
points equal to your Ninjutsu ability modifier protect you.
and double the amount if it was a Genwa Reduce the initial instance of damage you would
Hijutsu. This feature cannot stack with itself receive by 3d8. After this occurs, your barrier splits from
but can stack with temporary hit points yourself, transforming into a shield of your design. This
granted by Lightning Release jutsu. shield floats around you, and while you have a shield, the
Hidden You overhear conversations of Hidden Sound next time you take damage, you can block with a shield,
Sound Shinobi and their strategies for stealth. You reducing the damage taken by 4d4. After you block with
gain proficiency in Stealth and Illusions and a shield, it is destroyed. This jutsu ends early if all
can use Intelligence for these skills. While shields you possess are destroyed. For each shield you
benefitting from a Genwa Clan hijutsu, you possess, you gain a +1 bonus to AC.
gain a +3 bonus to checks made with these At Higher Ranks: For each rank you cast this jutsu
skills. above D-Rank, increase the cost of this jutsu by 3, and
Hidden You overhear conversations of Hidden Star the damage reduced by 1d8. If cast to B-Rank, increase
Stars Shinobi and maneuvers used to read the the number of shields created by +1, and the damage
chakra signatures of others. You have reduction for each shield to d6s. If cast to S-Rank,
advantage on saving throws against the increase the number of shields created by +1, and the
Blinded condition from sources of light, or damage reduction for each shield to d8s.
that would imitate light. When looking at a
creature within 120 feet, you automatically
learn of its chakra natures.
Hidden You overhear conversations of Hidden Stone
Stone Shinobi and the techniques used to fortify
creations of chakra. When you create a
construct using a jutsu with the Lightning
Release keyword, it gains additional hit
points equal to half your Ninjutsu Save DC.

12
DATA RELEASE: SURGE C-RANK
Classification: Hijutsu
Rank: D-Rank DATA RELEASE: COMPILE
Casting Time: 1 Bonus Action Classification: Hijutsu
Range: Self Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: Touch
Cost: 4 Chakra Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Ninjutsu, Lightning Release Components: CM
Description: You weave signs to manifest your Data Cost: 9 Chakra
Release chakra behind you, forming into holographic Keywords: Hijutsu, Ninjutsu, Lightning Release
wings of a color of your choice. Until the end of the next Description: You generate a stream of Data release
turn, you gain flying speed equal to your movement which flows down your arms which converges into either
speed and ignore difficult terrain. Additionally, when a large broadsword of opake blue chakra, or two large
you first cast this jutsu, your movement speed is doubled claws of translucent red chakra. You cannot lose
until the start of your next turn. concentration of this jutsu as the result of taking
At Higher Ranks: For each rank you cast this jutsu damage or failing a concentration check. On your turn,
above D-Rank, increase the cost of this jutsu by 3. you can spend 3 chakra to switch your weapon to the
If cast to C-Rank or higher, you can choose to other weapon this jutsu provides.
concentrate on this jutsu, giving it a casting time of
• Data Sword: This sword deals 2d6 force damage and
Concentration, up to 1 minute.
possesses the Deadly, Finesse, Light, and Versatile
If cast to B-Rank or higher, you can concentrate on
(d10) properties. This sword uses Intelligence for
this jutsu for 10 minutes, and your movement speed is
attack and damage rolls, as well as your Taijutsu
instead tripled until the start of your next turn.
ability modifier for Bukijutsu of an equal rank to this
If cast to A-Rank or higher, this jutsu no longer
jutsu. This sword can cast any Bukijutsu that does not
requires you to concentrate on it to benefit from it for 10
require a ranged weapon, and that deals Slashing
minutes.
damage.
If cast to S-Rank or higher, your movement speed is
• Data Claws: These claws deal 3d4 force damage and
doubled for the duration of this jutsu, and your
possess the Critical, Finesses, Light, and Unarmed
movement speed is initially quadrupled until the start of
properties, and can use Intelligence for attack and
your next turn.
damage rolls, as well as your Taijutsu ability modifier
DATA RELEASE: TORRENT for Taijutsu of an equal rank to this jutsu.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above C-Rank, increase the cost of this jutsu by 3, and
Casting Time: 1 Action gain a +1 to unarmed and weapon attack and damage
Range: 30 feet rolls with your Data Sword/Data Claws.
Duration: Instant
Components: CM DATA RELEASE: VPN
Cost: 5 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Lightning Release Rank: C-Rank
Description: You outstretch your hand and launch a Casting Time: 1 Bonus Action, or Reaction
series of prismatic particles and glitches that cause your Range: Touch
arm to appear pixelated and emit 10 feet of bright light Duration: Special
of any color. Components: HS, CM
Make two ranged ninjutsu attacks against a creature Cost: 8 Chakra
within 30 feet as you launch blasts of data at them, Keywords: Hijutsu, Ninjutsu, Lightning Release, Sensory
dealing 2d8 force damage and imposing a Strength Description: You quickly cover a willing creature within
saving throw on each hit. On a failed save, the creature is reach in a reservoir of Data Release chakra, generating
knocked back 10 feet and falls prone. an obscuring aura to immerse the creature. For the
A creature knocked prone and/or duration, the creature does not produce sound and is
knocked out of this jutsu's range, Invisible, until they make an attack, deal damage, or
as a result of this jutsu, does not receive damage.
result in consecutive attack rolls At the end of each of your turns (or every 10 minutes,
made with this jutsu to be made at if not in combat), you must spend 4 chakra, plus +1
disadvantage due to the chakra for each instance of this jutsu you have active at a
creature being prone, or prevent time. Creatures under this jutsu's effects can mentally
the creature from targeted due to communicate with each other across any distance.
limited range. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank above C-Rank, increase the cost of this jutsu by 3, the
you cast this jutsu above D-Rank, range you can affect creatures from by 10 feet, and the
increase the cost of this jutsu by 3, number of creatures you can affect during this jutsu's
and the number of attacks made by initial casting by +1.
+1.

13
DATA RELEASE: ZIP BLADE
Classification: Hijutsu Large Celestial/Demonic Construct, unaligned
Rank: C-Rank
Casting Time: 1 Action Armor Class 17 + your Ninjutsu Ability Modifier
Range: 90 feet Hit Points 90 (10d+45)
Duration: Instant Speed 40 ft flying (Can hover)
Components: HS, CM
Cost: 9 Chakra STR DEX CON INT WIS CHA
Keyword: Hijutsu, Ninjutsu, Lightning Release 16 (+3) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
Description: You mark a target within range and
generate 3 holographic blades which fly at them like a Damage Immunities Acid, Necrotic, Poison, Lightning
zipline. Make a ranged ninjutsu attack. On a hit, the Damage Resistances Bludgeoning, Piercing, Slashing from non-chakra
target takes 4d10 force damage and is Shocked until the enhanced weapons
end of your next turn. This attack roll ignores bonuses to Condition Immunities All Mental and Sensory, Exhaustion, Petrified,
AC from a jutsu, trait, or feature (excluding changes to Poisoned
AC calculation). This jutsu deals double damage to Senses Darkvision 60ft., passive Perception 10
structures, constructs, and objects.
If you exceed the target's AC by 5 or more, the swords Embedded Programming. Data Angels/Demons can only be commanded by
collide in a small explosion on the target. Each creature their summoner. They are proficient with all saving throws, using their
within 5 feet of the target, other than the target, of your summoner's Ninjutsu ability modifier as their proficiency bonus. They also use
choice, must succeed a Dexterity saving throw or take their summoner's Ninjutsu attack bonus and Save DC. The summoner can
half the damage dealt. command any number of Angels/Demons to move on their turn (no action
At Higher Ranks: For each rank you cast this jutsu required) and can command one as a bonus action to take its action. At S-
above C-Rank, increase the cost of this jutsu by 3, and Rank, the summoner can command one Angel/Demon to take its action on
the damage by 1d10. their turn (no action required), once per round.

B-RANK Engineered Ability. Depending on your summoner’s selection of a Data Angel


or Data Demon, you gain the following;

DATA RELEASE: ANTIVIRUS


Angel: You are classified as a Celestial, and gain a Broadsword melee
weapon that deals 2d6+3 force damage on hit. You emit an invigorating
Classification: Hijutsu
healing aura. Allies (excluding other Angels) within 20 feet of you gain a +1 to
Rank: B-Rank
saving throws and recover 5 hit points at the start of each of their turns. (This
Casting Time: 1 Action
can stack up to twice, with multiple Angels.)
Range: 15 feet
Demon: You are classified as a Demon and gain a Claws melee weapon that
Duration: Concentration, up to 1 Minute
deal 3d4+3 force damage on hit. You have a wrathful presence. For every
Components: HS, CM, CS
Demon within 30 feet of you, your attacks gain a +1 to attack rolls and Save
Cost: Special (12 Chakra)
DC. Allies within 15 feet of you ignore 3 DR when dealing damage to a hostile
Keyword: Hijutsu, Ninjutsu, Fuinjutsu, Lightning
creature (This can stack up to twice, with multiple Demons)
Release
Description: You release a pulse of Data Release from Holographic Weapons. The attacks from Data Angels/Demons are chakra
yourself which can causes an angel or demonic construct enhanced.
to materialize and fight alongside you. When you cast Immutable Form. Data Angels/Demons are immune to any Jutsu or effect that
this jutsu, choose between a Data Angel or Data Demon. would alter their form.
Your choice affects the appearance and abilities of your
construct. Angels appear as winged centurion knights,
meant to aid the weak. Demons appear as monsters, Multiattack. You can make two attacks with your Broadsword or Claws
meant to punish the wicked. respectively.
At Higher Ranks: For each rank you cast this jutsu
Dive Bomb. You fly high into the air and soar down with incredible speed,
above B-Rank, increase the cost of this jutsu by 4, and
sending down a blast of blue (angel) or red (demon) chakra at a space within
the number of constructs created by +1. You can choose
60 feet. All creatures within 15 feet of this space of your choice must succeed a
whether these additional constructs are Angels or
Dexterity saving throw, taking 4d6 + half your Summoner's level in force
Demons.
damage on a failed save, or half on a success.
(Angel) Blue Laser. You launch a beam of blue chakra in a 60-foot long, 5-foot
wide line. Each creature within range of your choice must succeed a Wisdom
saving throw, taking 5d8 force damage and becoming Blinded until the start
of their next turn, or half damage and no effects on a success.
(Demon) Red Missiles. You spin in mid-air and form 3 spheres of red chakra.
Make 3 ranged ninjutsu attacks. On a hit, the creature takes 1d12+3 force
damage, ignoring DR, and must succeed a Constitution saving throw,
becoming Weakened until the end of their next turn on a failed save.

14
DATA RELEASE: DATA VISUALIZATION A-RANK
Classification: Hijutsu
Rank: B-Rank DATA RELEASE: DDOS ATTACK
Casting Time: 1 Full Turn Action Classification: Hijutsu
Range: Touch Rank: A-Rank
Duration: Special Casting Time: 1 Action
Components: HS, CM Range: 90-foot Cube
Cost: 10 Chakra Duration: Instant
Keyword: Hijutsu, Ninjutsu, Sensory, Lightning Release Components: HS, CM
Description: You touch a willing or incapacitated Cost: 22 Chakra
creature and begin combing through their memories Keyword: Hijutsu, Ninjutsu, Lightning Release
searching for a specific event. The creature does not Description: The ultimate jutsu of the Genwa Clan, the
need to remember said event at the present moment to absolute culmination of all Data Release techniques. You
use this jutsu, they simply need to have seen or heard it. stick your hands out in front of you, forming two large
Make a Ninshou or Sleight of Hand check with your discs of data release, one blue, one red. The sky darkens,
choice of Dexterity or Intelligence vs. a DC equal to how causing your discs to become the brightest source of
far back the memory was recorded. (Within the past day: light. You then crash your hands together, shattering the
12, Within the past week: 16, Within the past month: 20, discs and releasing particles in a 90-foot cube in front of
Within the past six months: 24, Within the past year: 28, you. From these particles, Data Angels and Data
Within the past five years: 32, six or more years: 36+) Demons form, soaring past all creatures, slashing,
On a success, you locate the memory and retract your clawing, and blasting at them.
hand from the creature, holding a sphere of Data Release Each creature must succeed a Dexterity saving throw,
containing a copy of the memory. The length of the taking 7d8 Force damage, becoming Weakened, and
memory starts at 10 minutes, though you can, as many falling prone on failed save, or half damage and no
times as you'd like, increase the cost of this jutsu by 1 to further effects on a success.
add one more minute. You can then choose to broadcast The angels and demons then rise into the air and dive
the memory in a small cloud of lightning across a 15- down with incredible force, resulting in a massive
foot space that you could reach, or place it into a explosion. Creatures must succeed a Strength saving
monitor. throw, at disadvantage if they failed their Dexterity
Alternatively, you can crush the orb, releasing the saving throw, or take 7d8 Force damage and become
memory into the minds of all willing creatures within 15 Dazed and Shocked, or take half damage and no further
feet. Each creature is immersed completely in the effects on a success.
memory, standing the same place it was recorded,
perfectly recreated, and able to explore/move in their
own way as if they were time travelers.
When viewing a memory, you can freely pause,
rewind, or fast forward through the memory, and can
move up to 60 feet in the memory's space, potentially
revealing new information.

Once you succeed this check and end this jutsu, you
cannot use this jutsu on the creature again for 1 day, and
cannot cast this jutsu again for the next 8 hours as the
technique is taxing on your chakra network.

15
HARUNO CLAN Powerful Medicine: Beginning at 3rd level, you have
learned to put your full force into your medical jutsu. You
I looked forward seeing the group of 30 men in front of me
may use Strength instead of Intelligence for the Attack
and steeled my nerves. Shouting out to the group " What's
and Damage rolls and Save DC calculation of Medical
wrong, you afraid of a little kid”
Jutsu without a Nature Release and can add your
That got their attention. All at once they rushed in trying
Unarmed Damage to damage rolls.
to swarm me. Before I even got a chance to react a few even
Combat Medicine: Beginning at 3rd level, you have
managed to get a good hit on me.
drilled in the fundamentals of both medical and taijutsu.
I reacted in swiftly. In one single fluid motion I threw my
As a bonus action you may cast a Taijutsu Medical jutsu
fist into the ground creating a massive shockwave knocking
with the casting time of 1 action, you may do this once
all my attackers backward and begun to heal my wounds. By
per long rest. At 11th level, you gain an additional use of
the time the attack begun again I was as good as ever. I may
this feature per long rest, and you regain one of this
not be able to win this fight, but I will buy Hans and Chiyo
feature when you take a short rest.
all the time they need.
Empowered Healing: Beginning at 7th level, you have
—Cypress Haruno
mastered medical jutsu to a higher level than others
The World at War, Ch. 30 excerpt
outside of your clan. When you cast a jutsu of D-Rank or

BUILT FOR COMBAT higher that restores hit points to a creature other than
you, you may choose yourself or the target of your jutsu.
The Haruno Clan believes in perfecting one’s physical They regain hit points equal to 4 + the Jutsu’s Rank. (D-
body, while also studying how to heal their and other’s Rank=1, C-Rank=2, B-Rank=3, A-Rank=4, S-Rank=5).
wounds. The Haruno are known for their monstrous Hardened Body, Hardened Mind: Beginning at 15th
strength and blending medical jutsu into their combat level, you have trained your body and mind to resist the
style. will of others. When you are forced to make a Dexterity
or Constitution saving throw you can instead make a
HARUNO TRAITS Strength saving throw, alternatively when you are forced
Ability Score Increase: +2 Str, +1 Wis or Int to make an Intelligence or Charisma Saving Throw you
Speed: Your base walking speed is 30 feet can instead make a Wisdom saving throw. You may use
Skill Proficiency: Marital Arts, Medicine this feature twice before needing a long rest to regain all
Medical Proficiency: You can add jutsu with the medical expended uses. On a short rest, you regain one use.
keyword to your jutsu list. Combat Regeneration: Finally at 18th level, you have
Medical Literacy: All of your ability scores are counted as mastered both Taijutsu and Medical Jutsu and have
being +2 higher, for the purpose of casting Higher learned to use them in tandem. When you cast a Taijutsu,
Ranked jutsu with the Medical Keyword through any you may immediately cast a Medical Jutsu that restores
Ability score Restrictions (SHB, pg.190). hit points on yourself as part of the same action.
Additionally, medical jutsu you cast increase the size of
HARUNO FEATURES their healing die by 1 step.
Medical Simplicity: When creating or learning jutsu
with the Medical Keyword reduce the time it takes to
complete the task by half. This does not stack with other
similar effects.
Cha!: Beginning at 1st level, the Haruno are
known for their brute strength and combative
ability. Your unarmed damage becomes
1d6 if it isn't already higher. You deal
double damage to structures and area
of effect jutsu you cast that use your
unarmed damage increase their
range by 15 ft. This bonus increases
to 20 ft. at 7th level, and 30 ft.
at 11th level.

16
HOSHI CLAN At 7th level, you begin harnessing the malleable
nature of Star Chakra. When you cast a jutsu, except
The leaf ninja stops in his tracks as a masked figure blocks
Hoshi hijutsu, using Star Chakra, reduce the cost of that
the path forward. The leaf ninja foulishly pauses, mistaking
jutsu by -1 for every 1 Star Chakra used in its casting. You
the potential of their opponent. The figure then shifts their
cannot reduce a jutsu's cost by more than your
fingers to form a strange hand sign as waves of potent
Constitution modifier this way.
energy saturate the air and a brightly colored wreath of
Also at 7th level, once per turn, when you cast a Hoshi
chakra manifests behind them. As if looking at the distant
Hijutsu using only its Star Chakra cost, it deals an
sun, the chakra donned by this mysterious ninja sends flares
additional die of force damage. At 15th level, it deals +2
of light the leaf ninja must squint through. "...Incredible
extra dice.
chakra...!?" the leaf ninja tensely describes after staggering
Celestial Body: The land of bears breed mighty
back. This chakra aura reaches its crest as it takes shape,
shinobi, and due to this vitality you're able to integrate
similar to a pinkish-purple manifestation of a large tail of
Star Chakra throughout your entire chakra network.
feathers. The tension is cut by another approaching who
Starting at 3rd level, you have resistance to Chakra
urges, "Wait! Stand down! This one -- Naruto -- he's on
Damage. Effects that would reduce your chakra are
our side".
halved, and if an effect would allow a creature to absorb
— Makuzoyashi Haruno, chakra as a result of damaging or reducing your own,
The Miracle Bindings, Ch. 2, excerpt. that creature instead takes force damage equal to the
amount it would have gained.

STAR TRAINING
At 15th level, Star Chakra has overcharged your
natural resilience, granting you advantage on
One calm night in the Land of Bears two hundred years Constitution saving throws against jutsu and
ago, a sudden light glimmered in the dark sky before conditions.
striking down into the wilderness. Soon after Kujaku Mode: Also at 3rd level, as a bonus action you
discovering the meteorite, the first Hoshikage founded can activate this unique chakra mode twice per long rest.
Hoshigakure, the Village Hidden Among Stars, where he Your body becomes wreathed by a manifestation of
cultivated a secret technique to harness the powerful translucent chakra shaped similar to a peacock's tail
meteoric chakra which radiates from the fallen star. feathers, which unfurl on either side of you. Kujaku
Soon this technique was taught to the village's ninja to Mode lasts for 1 min or until you dismiss it (no action).
strengthen Hoshigakure's position in the shinobi world. You can activate this mode an additional time per long
rest at 11th and 18th levels. For the duration this mode
HOSHI TRAITS is active you gain the following benefits:
Ability Score Increase: +2 Con, +1 Int • You gain temp hit points equal to your Star Chakra
Speed: Your base walking speed is 30 feet
total.
Skill Proficiency: Chakra Control, Ninshou • Chakra Control checks you make add a 1d4 bonus. At
Hoshi Clan Jutsu: You learn 1 additional D-Rank Hoshi
11th level, this becomes 1d6, and then 1d8 at 18th level.
Clan Hijutsu. This does not count against your jutsu • When making a Strength check you can spend 2 Star
known.
Chakra to make a Chakra Control check instead.

HOSHI FEATURES
• Hoshi Hijutsu you cast ignore Hand Sign components
and gain a +1 bonus to its attack roll(s) OR Save DC
Hoshi Techniques: The Hoshi Clan has access to a
(your choice) if it was cast using its Star Chakra cost.
separate list of Jutsu unique to their Clan. You can add
• Increase your AC by +1. When you take damage, as a
these Jutsu to your jutsu list instead of selecting jutsu
reaction you can spend 1 chakra die and reduce the
from the Normal jutsu list(s).
damage taken by an amount equal to the die result +
Meteoric Casting: Starting at 1st level, you may use
your Level. At 18th level, this adds
Constitution instead of Intelligence for the Attack and
your Constitution modifier.
Damage rolls as well as Save DC of Hoshi Hijutsu.
Star Chakra: Also at 1st level, you've begun the process
of absorbing meteoric chakra into your own chakra
network. This process grants you access to a unique
source of chakra, called Star Chakra, which can be used in
place of regular chakra to fuel jutsu or features.
You have a maximum pool of Star Chakra
equal to your constitution modifier (min
1) + your level. You regain a number of
Star Chakra equal to your Con mod
after a short rest, and all Star
Chakra after a long or full rest.
Star Chakra cannot be absorbed,
damaged, or reduced by hostile
effects. Jutsu cast using Star Chakra
cannot be dispelled by a rank equal to or
less than the jutsu cast, and if it has the
Clash keyword it gains a bonus to its clash
check equal to your Constitution modifier.

17
HOSHI CLAN JUTSU As part of the action to cast this jutsu, you may
command the beast to move up to 30 feet and attack a

D-RANK
single target within 5 feet of it. On subsequent turns you
can command the beast to move and take the attack
action as a bonus action. Otherwise the construct
COMET BEAM defends itself.
Classification: Hijutsu
Synchronize: Two Kujaku Beasts within 5 feet of each
Rank: D-Rank
other can morph together to become stronger. As an action,
Casting Time: 1 Action
you can spend half the cost of this jutsu to fuse the Beasts
Range: 90 feet
together, combining their current hit points and increasing
Duration: Instant
its size category by 1, and its damage dice by 1.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 5 Chakra or 2 Star Chakra
above D-Rank, increase the cost of this jutsu by 3 (or 1
Keywords: Hijutsu, Ninjutsu, Clash
star chakra), also increase the construct's hit points by
Description: You launch a condensed beam of solid star
2d6 (or +8) and it deals an extra 1d6 damage. When you
chakra at a target in range. Make a ranged ninjutsu
cast this jutsu at B-Rank or above, you create one
attack dealing 3d10 Force damage. A creature hit by this
additional construct.
jutsu must also make a Strength save or be pushed 10
feet back. KUJAKU ART: FEATHER SLICE
At Higher Ranks: For each rank you cast this jutsu Classification: Hijutsu
above D-Rank, increase the cost of this jutsu by 3 (or 1 Rank: D-Rank
star chakra), also increase the damage dealt by 1d10, and Casting Time: 1 Action
pushes a target back 10 additional feet. When you cast Range: 20 feet
this jutsu at B-Rank or above, this jutsu's damage Duration: Instant
cannot be reduced. Components: HS, CM
Cost: 5 Chakra or 2 Star Chakra
STAR ROPE Keywords: Hijutsu, Ninjutsu
Classification: Hijutsu
Description: As a prerequisite to this jutsu you must
Rank: D-Rank
have the Kujaku Mode active. The feathers of your Kujaku
Casting Time: 1 Action
Mode shape into blade-like density. Make a melee
Range: 60 feet
ninjutsu attack against a target in range, dealing 3d8
Duration: Instant
Force damage and if the target is a creature it must make
Components: HS, CM
a Constitution saving throw or gain one rank of Bleeding.
Cost: 4 Chakra or 2 Star Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Hijutsu, Ninjutsu
above D-rank, increase the cost of the jutsu by 3 (or 1
Description: You condense a beam of Star Chakra into a
star chakra), and it deals an extra 2d8 damage. When you
fine, tangible rope. Make a melee Ninjutsu attack roll
cast this jutsu at B-Rank or above, you inflict one more
with reach against a target in range, dealing 2d6
rank of Bleeding.
slashing damage. On a hit, you may choose to also
grapple the target, which lasts for 1 minute or until you
dismiss it (no action), or it breaks free with a successful
Athletics or Acrobatics check contested against your Medium Construct
Ninjutsu save DC as an action.
When you hit a target with this jutsu, and it's no more Armor Class 10 + your Ninjutsu ability modifier
than one size categories larger, you can also pull that Hit Points 21 (3d6+9)
creature up to 20 feet toward you. Speed 30ft., climb 30ft.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 (or 1 STR DEX CON INT WIS CHA
star chakra), and the damage by 2d6. If cast to B-Rank or 16 (+3) 15 (+2) 17 (+3) 1 (-5) 10 (+0) 10 (+0)
higher, the target becomes restrained in addition to
being grappled. Condition Immunities All Mental, Bleeding, Exhaustion, Poisoned
Damage Immunities Chakra, Poison, Psychic
KUJAKU BEAST Damage Resistances Force, Bludgeoning, Piercing, Slashing
Classification: Hijutsu Saving Throws Str +6, Con +6
Rank: D-Rank Senses Darkvision 60ft., passive Perception 10
Casting Time: 1 Action
Range: 30 Feet Immutable Form. The Kujaku Beast is immune to any Jutsu or effect that
Duration: Concentration, up to 1 Minute would change its form.
Components: HS, CM Cosmic Weapons. The Kujaku Beast’s attacks ignore resistance.
Cost: Special (6 Chakra or 3 Star Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You cannot lose concentration on this jutsu
Bite. Melee Weapon Attack: Summoner’s Ninjutsu attack bonus to hit,
as a result of taking damage. You summon a medium-
reach 5 ft., one target. Hit: 2d6 + Summoner’s Ninjutsu modifier in force
sized bestial construct composed of pure star chakra in
damage.
an unoccupied space within range. You may dismiss the
construct at any time which ends the jutsu.

18
C-RANK NOVACHARGE
Classification: Hijutsu
KUJAKU ART: HYPNOTIC DANCE Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Bonus Action
Rank: C-Rank Range: Self
Casting Time: 1 Action Duration: Instant
Range: Self (30-foot radius) Components: CM
Duration: Instant Cost: 5 Star Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu
Cost: 8 Chakra or 4 Star Chakra Description: You overclock the power of a jutsu in the
Keywords: Hijutsu, Genjutsu, Visual midst of its casting with a surge of Star Chakra. Until the
Description: As a prerequisite to this jutsu you must have start of your next turn, the next ninjutsu you cast using
the Kujaku Mode active. You sway your chakra feathers an action that deals damage adds an extra 3d8 Force
back and forth in a hypnotic display as you expose damage. If this extra damage effects a creature, that
targets to flashes of star chakra. Choose a number of target must also succeed a Constitution saving throw,
targets up to half your proficiency bonus in range. gaining 2 ranks of Weakened until the end of its next
Creatures you choose that can see you must make a turn, and knocked back 15 feet.
Wisdom saving throw. Targets that fail against this At Higher Ranks: For each rank you cast this jutsu
jutsu can repeat the save at the end of each of its turns, above C-Rank, increase the cost of this jutsu by 2 star
ending the effects on itself on a success. chakra, it deals an additional 1d8 damage and the
knockback increases by 5 feet.
Critical Success: This jutsu ends on the affected
creature, removing all ranks of Charm granted by this
jutsu and is immune to the effects of this jutsu for 1
B-RANK
KUJAKU ART: COSMIC PRESSURE
hour.
Success: Affected target does not gain a rank of
Classification: Hijutsu
Charmed.
Rank: B-Rank
Failure: Affected target gains one rank of Charmed
Casting Time: 1 Action
against the caster for the next minute. While charmed
Range: Self (20-foot radius)
this way, it is also considered Dazzled.
Duration: Concentration, up to 1 Minute
Critical Failure: Affected creatures gain two ranks of
Components: CM
Charmed against the caster for the next minute. While
Cost: 13 Chakra or 6 Star Chakra
charmed this way, it is also considered Dazzled.
Keywords: Hijutsu, Ninjutsu
KUJAKU ART: PEACOCK WINGS Description: As a prerequisite to this jutsu you must have
the Kujaku Mode active. The feathers of your Kujaku
Classification: Hijutsu
Mode bolden as your mere presence is fueled by cosmic
Rank: C-Rank
Casting Time: 1 Action energy. An aura of distorting starlight surrounds you,
Range: Self and with this cosmic presence you exude a calming or
Duration: Concentration, up to 10 Minutes frightening pressure.
Until the jutsu ends, any creature that targets you with
Components: HS, CM
an a⁠ttack or hostile jutsu must first make a Wisdom
Cost: 8 Chakra or 4 Star Chakra
Keywords: Hijutsu, Ninjutsu saving throw. On a failed save, the creature must choose
Description: As a prerequisite to this jutsu you must a new target or lose the a⁠ttack or jutsu. A creature that
have the Kujaku Mode active. The feathers of fails a save this way also gains one rank of
your Kujaku Mode shift into two pairs of Charmed or Fear (pick one) which last for the
duration.
wings that grant you a flying speed of
Once a creature succeeds this
60 feet, and can hover. When you
cast this jutsu, you may choose to Wisdom saving throw, it becomes
force all creatures within a 15- immune to this effect until you
foot radius of you to make a cast this jutsu again.
Dexterity saving throw or be Also for the duration, a heavy
aura of Star Chakra surrounds
knocked prone by the beat of
your wings. you in a 20-foot radius.
Additionally, you can use Creatures that enter this
an action to make a ranged radius for the first
ninjutsu attack against a time or start their turn in it
must make a Strength saving
target within 60 feet that you
throw, gaining 1 rank of
can see, as you launch chakra
feathers from your wings. Slowed on a failed save. A
These chakra feathers deal 3d8 target that fails this save is
force damage. A creature hit by also unable to mold chakra
this attack reduces its speed by 10 while it remains in the aura. If a
creature fails this save by 5 or more, they
until the end of its next turn.
At Higher Ranks: For each rank you are restrained until the start of its next turn.
cast this jutsu above C-Rank, increase At Higher Ranks: For each rank you cast
the cost of this jutsu by 3 (or 1 star this jutsu above B-Rank, increase the cost of
chakra), and increase the damage by this jutsu by 3 (or 1 star chakra), increase the
aura's radius by 5 feet.
2d8.

19
KUJAKU DRAGON
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 Minute
Components: HS, CM
Cost: Special (14 Chakra or 7 Star Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You cannot lose concentration on this jutsu
as a result of taking damage. You form a massive swell of
star chakra that shapes itself into a dragon-like creature
composed of pure star chakra in an unoccupied space
within range. This dragon is a huge-sized construct. You
may dismiss the construct at any time which ends the
jutsu.
As part of the action casting this jutsu, you may
command the dragon to move up to 60 feet and make up
to two attacks at targets within 15 feet of it. On
subsequent turns you can command the dragon to move
and take the attack action as a bonus action. Otherwise
the construct defends itself.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 (or 1
star chakra), increase the construct's hit points by 2d8
(or +10) and it deals an extra 1d8 damage with its
attacks.

A-RANK
Huge Construct

Armor Class 15 + your Ninjutsu or Genjutsu Ability Modifier


KUJAKU ART: COSMIC FLARE Hit Points 93 (9d8+60)
Classification: Hijutsu Speed 40ft, 40ft (climb/flying), can hover
Rank: A-Rank
Casting Time: 1 Action STR DEX CON INT WIS CHA
Range: Self (20-foot radius) 20 (+5) 17 (+3) 24 (+7) 1 (-5) 10 (+0) 10 (+0)
Duration: Concentration, up to 1 Minute
Components: CM
Condition Immunities All Mental, Bleeding, Exhaustion, Poisoned
Cost: 13 Chakra or 6 Star Chakra
Damage Immunities Chakra, Poison, Psychic
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Damage Resistances Force, Bludgeoning, Piercing, Slashing
Description: As a prerequisite to this jutsu you must have
Saving Throws Str +10, Dex +7, Con +11
the Kujaku Mode active. With your tail feathers pointed
Senses Darkvision 60ft., passive Perception 10
skyward, you gather a mass amount of star chakra above
you. This star chakra radiates in a 120-foot sphere which
Chakra Predation. Once per turn when the Kujaku Dragon damages a
ignores any form of cover and bypasses jutsu or chakra
creature with its Bite, that target loses chakra points equal to half the
protection. For the duration, ranged attacks against you
damage dealt, and the Dragon’s hit points replenish by the same amount
have disadvantage. You may exclude a number of
creatures up to your proficiency bonus from the effects Cosmic Weapons. The Kujaku Dragon’s attacks ignore resistance.
of this jutsu, all others that begin their turn in this Immutable Form. The Kujaku Dragon is immune to any Jutsu or effect
sphere or enter it for the first time gain 1 rank of Slowed that would change its form.
and must make two Constitution saving throws: Star Chakra Furnace. You can spent any amount of your own Star Chakra
1st Save: On a failure, the creature is blinded for 1 to increase the damage of Kujaku Dragon’s Breath attack by 1d8 Force
minute or until it's obscured from view of the sphere's damage per 2 Star Chakra spent.
center.
2nd Save: On a failure, the creature gains two ranks of
Weakened and 1 rank of Exhaustion. If this save is failed
Multiattack. The construct makes either two attacks with its Bite or
by 5 or more they are also stunned for 1 minute. A
uses its Star Breath.
stunned creature can repeat its save at the end of each of
its turns to end the stunned condition on itself with a Bite. Melee weapon attack: Summoner’s ninjutsu attack to hit, reach
success. 15ft., one target. Hit: 4d8 + Summoner’s ninjutsu modifier force in
On consecutive turns, as an action you may launch a damage.
concentrated blast of raw Star Chakra in a 120-foot cone Star Breath. The Kujaku Dragon spews fiery chakra in a 90-foot line
originating from 10 feet above you. You can fuel that is 5 feet wide. Each creature in that line must make a Dexterity
additional Star Chakra into this attack to deal extra saving throw (Summoners Ninjutsu DC), taking 8d8 Force damage on a
damage. All creatures in the cone must make a Dexterity failed save, or half as much damage on a success. A creature that fails
saving throw or take 10d10 + Xd10 (X = every 1 additional this save by 5 or more gains 1 rank of Weakened for the next minute as
Star Chakra spent) Force damage, or half as much on a meteoric radiation bleeds through its skin. Effected creatures repeat
successful save. Once this attack has been made, the this save at the end of their turns to end the condition.
jutsu ends.

20
CELESTIAL APPARITION
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Reaction, which you take when you
reach 0 hit points or would die
Range: Self
Duration: 10 Minutes
Components: HS, CM
Cost: Special
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: When you would die, or otherwise be
reduced to 0 hit points, you can cast this jutsu to restore
yourself to a ghostly form as your essence is manifested
into pure star chakra. You gain an extra reaction that can
only be used to cast this jutsu. This reaction cannot be
negated by conditions or effects. Once cast, your body
dies but you become a shimmering spirit comprised of
Star Chakra gaining the following;
• Equipment you carry is duplicated in your ghostly
form, but when an item is no longer being worn or
held by you it vanishes.
• Your unarmed and weapon damage becomes force.
• You have resistance to all damage besides necrotic,
psychic, and chakra damage. This resistance cannot be
overcome by any means.
• You cannot regain or spend chakra points after this
jutsu is cast. Instead, casting only your remaining Star
Chakra for all features and jutsu. You regain a number
an amount of Star Chakra equal to your level. If this
amount exceeds your maximum then you gain the
• You cannot be revived or restored of Hit Points, even
remainder in temporary hit points.
after the effects of this jutsu end.
• Your hit points remain at 0 and cannot exceed this
• You can immediately take an extra turn, entering
amount, but you gain a number of temporary hit
yourself into initiative order at that moment.
points equal to all current chakra you had before
• This ghostly form lasts for 10 minutes or
casting this jutsu. If you had 0 chakra, then you can
until you reach 0 temporary hit points and
spend a number of Star Chakra to gain temporary hit
Star Chakra.
points (5 temp HP for every 1 Star Chakra). If these
temporary hit points would reach 0, damage dealt to
you reduces your Star Chakra total instead.

21
IBURI CLAN Will-O-Wisps: Starting at 3rd level, your clan's kekkei
genkai grants you unparalleled control over the smoke
"Damn. It's blazing in here. Fui! Turn on the vents!" After a
created by fire. When you target a creature with a jutsu
long days work, Kuro rocked back in his chair, shutting his
eyes. He and the other shinobi in his battalion were laying with the Fire Release keyword that requires an attack
low and catching some rest after completing their mission roll, you can spread the smoke and cinders produced by
"I'm on it, I'm on it." As the cool air began to rush in, Kuro the fire to creatures within 5 feet of the original target,
began to slowly doze off. That is, until the air begin to excluding you and the target. Each creature that would
gradually become warmer and warmer. "Hey what the be affected must make a Dexterity saving throw, taking
hell?!" The sounds of clashing kunai and punches being half the damage dealt to the original target on a failed
thrown could be heard echoing through the room, save, or none on a success.
accompanied by pained groans and profanities. Kuro opened The range of this effect increases to 10 feet at 11th
his eyes to see two of his men fighting each other, one
level. You can use this feature a number of times equal to
pressing a kunai at the other's chest, seemingly against his
half your proficiency bonus, rounded up, per long rest.
will. "Fui! Don't!-" As the shinobi fell to the ground, Fui
stood in confusion, but just as quickly as he began to At 15th level, this becomes your full proficiency bonus.
question what just happened, smoke emanates from his Aberration of Smoke: Starting at 7th level, you begin
mouth, eyes, and nose, taking the form of an unknown to weave the remnants of smoke from Fire jutsu you cast
Shinobi from the Land of Fire. The shinobi wraps his legs into yourself, allowing you to quickly maneuver around
around Fui, taking him down in one fell swoop. As Kuro the battlefield like a gust of ash. As a bonus action, you
begins to slowly reach for his blade, a gust of smoke blows it can briefly morph your body into smoke and move to a
out of his reach, and in a burst of wind, the Shinobi appears location within 10 feet, without provoking an attack of
and presses a kunai to his throat. The Shinobi reaches for a opportunity. You can also use this feature after casting a
radio link on his jacket. "Jōki, I'm in."
jutsu with the Fire Release keyword by spending 3
chakra. You can use this ability no more than once per
- Jōki Hatake
The Long Road, Ch. 42 excerpt. round.
The range you can move with this feature increases to
BORN OF ASH 15ft at 11th level and at 18th level, when you use this
feature, your AC increases by +1 until the start of your
The Iburi Clan is a seclusive clan scattered all throughout next turn.
the Land of Fire. Members of this clan possess a
Smoke Release: The Iburi clan has a unique talent of
powerful kekkei genkai that allows them to transform
manifesting Smoke Release, an augmentative release
themselves into smoke. In the past, this versatile ability
proved to be a curse rather than a blessing, as it could that improves the area of effect of fire, and its
not be controlled, causing some of the Iburi to be destructive capabilities. Starting at 7th level, when you
dispersed and killed in the winds. This burden, however, cast a jutsu with the Fire Release Keyword, you can
was resolved by one of the Leaf's legendary Sannin, change the damage type to fire, and give affected
granting the later generations mastery over their power. creatures a -2 penalty to one saving throw against the
jutsu or your Will-O-Wisps feature.
IBURI TRAITS Beginning at 15th level, twice per rest, when you deal
Ability Score Increase: +2 Int, +1 Con Fire damage, you automatically blind all affected
Speed: Your base walking speed is 30 feet. creatures until the end of
Skill Proficiencies: Chakra Control, Survival each of their turns.
Passive Affinity: You begin with the Fire release affinity.
Fire Literacy: Your Ninjutsu ability score is counted as
being +2 higher, for the purpose of casting jutsu of B-
Rank or higher with the Fire Release Keyword through
any ability score restrictions (SHB, pg.104).

IBURI FEATURES
Iburi Techniques: The Iburi Have access to a separate
list of Jutsu unique to their Clan. You can add these Jutsu
to your jutsu list instead of selecting jutsu from the
Normal jutsu list.
Fire Release Simplicity: When creating or learning
Ninjutsu with the Fire Release affinity, reduce the time it
takes to complete the task by half. This does not stack
with other similar effects.
Ashen Resilience: Starting at 1st level, your clan's
unique kekkei genkai grants you the ability to control the
smoke within and nearby your body. Whenever you take
knockback, the distance is always halved. You also add a
+1d4 bonus to saving throws against Genjutsu with the
Inhale keyword, as your smoke body naturally filters out
toxins.
Starting at 3rd level, your body becomes more tolerant
to flame. Whenever you take fire damage, you reduce the
damage taken by -3. At 7th level, your resilience to fire
improves. You gain resistance to fire damage.
Starting at 11th level, you gain immunity to the Burned
condition and you can attempt to end the Burned
condition on an allied creature within 15 feet of you as a
bonus action. When you attempt the Survival skill check
to end the Burned condition, you make your check at
advantage.

22
IBURI CLAN JUTSU INCINERATING BURST
Classification: Hijutsu

D-RANK
Rank: D-Rank
Casting Time: 1 Action
Range: Touch
CHIMNEY DANCE Duration: Instant
Classification: Hijutsu Components: CM, M
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Bonus Action Keywords: Hijutsu, Ninjutsu, Taijutsu, Fire Release
Range: Self Description: Your body briefly erupts into smoke which
Duration: 1 Minute bursts into fire. You shed 20-feet of bright light and 10
Components: CM, M feet of dim light thereafter. You morph your body into
Cost: 4 Chakra smoke, moving to a space within 5 feet of the target as
Keywords: Hijutsu, Ninjutsu, Fire Release you simultaneously go for a flaming uppercut. Make a
Description: Your feet begin to release small cinders melee ninjutsu or taijutsu attack. On a hit, you deal 1d8+1
which convert the air surrounding them into smoke Fire damage and the creature becomes Burned until the
which you use to propel your movement. For the end of their next turn.
duration, your movement speed increases by 10 feet and If you hit your first attack, you can make a 2nd attack
you gain an additional reaction per round. This reaction against the creature or another creature within range, as
can only be used to take attacks of opportunity. you morph into smoke again, comboing into a spin kick
Creatures provoke attacks of opportunity if they move in from above or a lateral kick. On a hit, you deal 1d8+1 Fire
or out of 10 feet of you. If you hit with an attack of damage and the creature must make a Strength saving
opportunity, you deal an additional 1d8+1 of Fire throw against your Ninjutsu or Taijutsu Save DC,
damage. whichever is higher. On a failed save, if you choose to
If you are currently receiving the benefits of the Smoke perform a spin kick from above, they are knocked prone.
Form jutsu, you make attacks of opportunity at If you choose to make a lateral kick, they are knocked
advantage, and the bonus damage increases to a d10. back 15 feet.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. If cast above C-Rank, increase the damage by 1d8+1. If cast to
to B-Rank or higher, increase the damage by 1d8+1 and B-Rank, you can perform this jutsu as a reaction, when
you can use your movement speed to fly and can hover. If you would take an attack of opportunity, as if you cast
cast to S-Rank, increase the damage by 1d8+1 and you this jutsu at C-Rank.
gain an extra reaction which you can only use to take an
attack of opportunity. SULFUR BOMB
Classification: Hijutsu
FUME SUBSTITUTION Rank: D-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: D-Rank Range: 60 feet (15-foot sphere)
Casting Time: 1 Reaction, which you take when you are Duration: Instant
targeted by an attack or would take damage from an Components: HS, CM
attack that targets you. Cost: 5 Chakra
Range: Self Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
Duration: 1 Round Description: You generate a large quantity of smoke in
Components: CM your hand and throw it at space within 60 feet,
Cost: 5 Chakra generating a 15-foot sphere of smoke. Each creature
Keywords: Hijutsu, Ninjutsu, Fire Release within the sphere must make a Dexterity saving throw,
Description: You quickly morph your body into smoke to taking 3d6+3 Fire damage and falling prone on a failed
avoid being struck by an enemy's assault. Increase your save, or half as much damage and no further effects.
AC by +5 for the triggering attack, and for every other The smoke created by this jutsu persists for 1 minute,
attack you are targeted with, you reduce the attack roll causing creatures within to become heavily obscured for
by a 1d4 potentially causing the attack to miss you. For as long as they still within, though you can see through
each attack that misses you as a result of this jutsu you the smoke just fine. Creatures that end their turns within
may move to a space within 10 feet of you as a gust of this smoke cloud, take 1d10+1 necrotic damage which
smoke. This does not provoke attacks of opportunity. cannot be reduced by any means. If the creature remains
If you are currently receiving the benefits of in the smoke cloud for the entire minute, they fall
the Smoke Form hijutsu, you can instead Unconscious, unable to breathe.
move up to 15 feet when an attack misses At Higher Ranks: For each rank you cast this jutsu
you as a result of this jutsu, and above D-Rank, increase the cost of this jutsu by 3 and
reduce consecutive attack rolls by the damage by 2d6. If upcast to B-Rank or higher, you
1d6+1. can disperse the leftover smoke as a free action on your
turn, otherwise, the smoke now lasts 10 minutes.

23
C-RANK SMOKE DRAGON
Classification: Hijutsu
CINDER FIELD Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: Self (90-foot line)
Casting Time: 1 Action Duration: Instant
Range: Self (15-foot radius) Components: HS, CM
Duration: Concentration, up to 1 Minute Cost: 9 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
Cost: 9 Chakra Description: You emit a large amount of fumes and
Keywords: Hijutsu, Ninjutsu, Fire Release gasses from your body and produce a large dragon
Description: You breathe out an enormous quantity of construct in front of you. You send this dragon out in a
smoke from your mouth creating a field of heavy gas all 90-foot long, 5-foot wide line. All creatures within
around you. You do not need to spend chakra to range of your choice must make a Constitution saving
concentrate on this jutsu. throw, taking 4d8+4 Fire damage and becoming dazed
For the duration, a 15-foot radius of smoke surrounds until the end of their next turn on a failed save. You can
you, lightly obscuring you from creatures who cannot control how long this line becomes.
see through chakra enhanced smoke. Creatures, other If you are currently receiving the benefits of the Smoke
than you, that enter or start their turn within the field of Form hijutsu, you can morph your whole body into
smoke take 5 Fire damage, plus an additonal 5 Fire smoke and travel with the dragon without expending
damage for every 5 feet they willingly move within this your movement speed. Upon ending your movement,
radius, as the air they breath burns their lungs. This creatures within 10 feet of you provoke attack of
damage cannot be reduced by any means. Creatures who opportunity attacks.
possess a breathing apparatus do not take damage from At Higher Ranks: For each rank you cast this jutsu
walking in this jutsu's area of effect. above C-Rank, increase the cost by 3, the damage by
Additionally, when you deal fire damage to creatures 2d8+2. If upcast to A-Rank, increase the width of the line
within this radius, you deal an additional die of fire by 5 feet.

B-RANK
damage, once per turn, and ignore resistance to fire
damage.
This jutsu ends early if you move more than 90 feet
from your original location. BURNING SWEEP
Classification: Hijutsu
SMOKE AEGIS Rank: B-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: Self (25-long, 65-foot wide, 30-foot high cube)
Casting Time: 1 Reaction, when another creature you Duration: Instant
could reach with your movement speed would be hit with Components: HS, CM
an attack or fail a Strength, Dexterity, or Constitution Cost: 14 Chakra
saving throw. Keywords: Hijutsu, Ninjutsu, Fire Release
Range: Movement Speed Description: You aggressively slash the air in front of
Duration: Instant you, creating two large pillars far in front of you that
Components: CM, M generate a large gust of wind and ash. You then use
Cost: 8 Chakra smoke to levitate into the air, creating two more pillars
Keywords: Hijutsu, Ninjutsu, Taijutsu, Fire Release, in front of you at your sides, creating a 25-foot long, 65-
Clash foot wide, 30-foot high cube.
Description: You see an ally within range begin to Creatures caught in the awesome forces of smoke and
succumb to peril and quickly move to protect them. wind within this jutsu's range must make a Dexterity
Select a creature you could reach with your full saving throw, as the pillars return to your arms and you
movement. expel the energy towards them all. Creatures that cannot
You morph your body into smoke and manifest in the be moved make this saving throw at advantage.
space your ally was in, your smoke form producing gusts Creatures who fail their saving throw against this jutsu
that push them 5 feet behind you. If this jutsu was done take 9d6+9 Fire damage and gain 1 rank of Burned.
in response to an attack roll, the attack automatically Creatures who fail their saving throw by 5 or more have
hits you and you raise both arms up and form a smoke the wind knocked out of them, reducing their movement
barrier with 5d6 temporary hit points. If this jutsu was speed to 0 until the end of their next turn.
used in response to a failed save, the creature you If you are currently receiving the benefits of the Smoke
protected no longer suffers the effects of a failed save, Form hijutsu, creatures of Medium size or smaller make
and you roll the saving throw in their place at this jutsu's saving throw at disadvantage, and the
disadvantage, with a +2 bonus to the saving throw result. damage increases by 1 step.
If you reduce the attacks damage to 0, or succeed the At Higher Ranks: For each rank you cast this jutsu
saving throw, you immediately counter with a melee above B-Rank, increase the cost of this jutsu by 3, and
Ninjutsu attack, dealing your unarmed damage in fire the damage by 1 step (1d6<1d8<1d10<1d12).
damage and knocking the creature back 15 feet on hit.
If you are currently receiving the benefits of the Smoke
Form hijutsu, you can move to a creature within double
your movement speed, your barrier gains 5d8+your
Ninjutsu ability modifier in temporary hit points if it is
an attack, or gain a +3 bonus to the saving throw.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
temporary hit points gained by 1 die, or the save bonus
by +1 (Pick one).

24
SMOKE FORM ORBITAL DROP
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Movement Speed (120-Foot sphere)
Duration: Concentration, up to 1 minute Duration: Instant
Components: HS, CM Components: CM, M
Cost: 14 Chakra Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release Keywords: Ninjutsu, Hijutsu, Fire Release
Description: You turn yourself and your clothes into Description: As part of the requirements for casting this
smoke for the duration of this jutsu. You still appear jutsu, you must be benefitting from the Smoke Form
mostly the same, however, smoke continues to perspire hijutsu. You move up to your movement speed at a space
off your body and fall to the ground beneath you, like a within range and send yourself high into the air with a
reservoir. When you move, your body quickly shifts into burst of smoke. Your body splits into 3 pillars of smoke
smoke. that rise tangent to each other 200 feet into the air. As
For the duration of this jutsu, you do not provoke the smoke pillars rise, they are set on fire from the
attacks of opportunity when you move, and are able to friction in the air. These pillars merge and reform into
pass through small gaps and cracks, large enough for air your body, and you begin hurling back down to earth like
to get through. You are also immune to fall damage. a missle.
Your weapon attacks deal an additional die of fire As you hit the ground, you create a massive explosion,
damage, once per turn, and you gain immunity to fire annihilating creatures within a 120-foot sphere. Each
damage, whilst also gaining vulnerability to Wind creature within range must make a Dexterity saving
damage. throw, taking 10d10+10 Fire damage, gaining 3 ranks of
Your AC increases by +1, and the Iburi Clan hijutsu you Burned, and becoming blinded until the end of their next
cast other than this one have their cost reduced by 2 turn on a failed save. On a successful save, creatures take
(Min. 1). half damage and gain only 1 rank of Burned. If a creature
possesses any ranks of Burned prior to being affected by
A-RANK this jutsu, this jutsu ignores any resistances and
immunities to Fire damage the creature may have.
BODY OXIDATION TECHNIQUE The area this jutsu effects permanently becomes
difficult terrain, and as this jutsu concludes, your Smoke
Classification: Hijutsu
Form jutsu automatically ends.
Rank: A-Rank
Casting Time: 1 Full Turn Action
Range: 30 feet
Duration: Concentration, up to 1 Minute
Components: HS, CM
Cost: Special (18 Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Fire Release
Description: As part of the requirements for casting this
jutsu, you must be benefitting from the Smoke
Form hijutsu. The signature jutsu of the Iburi clan, where
the user enters the body of a creature and takes control
of their actions. You cannot lose concentration on this
jutsu as a result of taking damage.
Select a creature within range. This creature must
make a Charisma saving throw. On a failed save, you
entire their body, rendering them incapacitated and
unable to move. While in a creature's body, you feel all
sensations their body feels and cannot take actions or
reactions, or concentrate on other jutsu. Additionally,
whenever the creature takes damage from an exterior
source, you take half the damage they took as Necrotic
damage.
At the start of each of the creature's turns, they repeat
the Charisma saving throw, expelling you from their
body on a success, or remaining incapacitated and
unable to move on failure. At the start of each of your
own turns, you can impose a Constitution or Intelligence
saving throw on the creature. After imposing either
saving throw, your turn ends.

• Constitution Save: On a failed Constitution saving


throw, the creature takes 5d12 necrotic damage which
bypasses resistance, immunity, and temporary hit
points. The creature also gains 3 stacks of internal
bleeding.
• Intelligence Save: On a failed Intelligence saving
throw, you command the creature to move and take 1
Action that they can take, other than a class or
adversary feature.

When this jutsu ends, you reappear in a space within 5


feet of the creature you were possessing, and
automatically end your Smoke Form jutsu.

25
KASHU CLAN • A creature with 3 ranks or more of Disorientation has
disadvantage on all saving throws and attack rolls that
"What the hell do you think you're looking at?! Unless you
rely on Dexterity.
want your eye ball plucked out and your eye sockets filled
• A creature with 5 ranks of Disorientation falls prone
with roaches and sown shut, I'd suggest looking elsewhere!"
and cannot stand up.
Those were the vulgar remarks shouted at me by a child no
• A creature immune to the Weakened condition is also
older than 11 years. Her mother didn't even bat an eye. There
immune to this condition.
is something deeply wrong with the members of this clan.
• A creature that is affected by 1 or more ranks of
- Saikusu Uchiha
Disorientation can attempt to remove them. As an
At Worlds End, Ch. 19 exceprt.
action on an affected creatures turn, they can make a

IF MUSIC BE THE SONG OF DEATH DC 15 Wisdom saving throw to remove all ranks of
Disorientation on themselves.
The Kashu Clan are a clan of foul mouthed, aggressive,
At 15th level, the DC to remove Disorientation increases
masters of genjutsu. The clan has contracts with
to 20. Additionally, twice per long rest, when a creature
unknown evils from different realms to preform
fails a saving throw against a Genjutsu you cast, you can
malicious jutsu and summoning horrid creatures. Not
give them 1 rank of Disorientation.
much is known about the clan other than their clear
Cunning Genjutsu: Beginning at 3rd level you master
affiliation with the land of sound and their superior
the technical applications of Kashu Hijutsu. You may use
auditory genjutsu.
Intelligence in place of Wisdom for the Attack and
KASHU TRAITS Damage rolls and Save DC of Kashu Hijutsu you cast.
Ability Score Increase: +2 Int, +1 Wis Precise Performance: Starting at 7th level, the bonus to
damage rolls from your Auditory Ninja Tool now also
Speed: Your base walking speed is 30 feet.
applies to your Genjutsu attack bonus when attacking
Skill Proficiencies: Illusions, Survival
with Genjutsu with the Auditory keyword.
Kashu Hijutsu: You know 1 additional Kashu Clan D-
Rank Hijutsu, this does not count against your jutsu Also at 7th level, when you would cast a Genjutsu that
known. does not have the Auditory keyword, you can spend
Auditory Literacy: All ability scores are counted as being increments of 3 chakra to remove one sensory keyword
from the genjutsu, excluding the tactile keyword. If you
+2 higher, for the purpose of casting Higher Ranked
remove all other sensory keywords this way, the jutsu
Genjutsu with the Auditory Keyword through any Ability
gains the Auditory keyword.
Score Restrictions.
Reckless Genjutsu: Kashu Clan members are able to
KASHU FEATURES furiously cast genjutsu at the cost of effectiveness with
Kashu Sound Techniques: The Kashu Clan has access the intent to butcher their enemies. Beginning at 11 th
to a separate list of Jutsu unique to their Clan. You can level, as long as you are equipped with your Auditory
add these Jutsu to your jutsu list instead of selecting Ninja Tool, when you would cast a genjutsu with the
jutsu from the Normal jutsu list(s). auditory keyword that does damage and requires a
Auditory Weaponry: Beginning at 1 st level, when you saving throw you can reduce your Save DC by 1, up to
would benefit from a short or long rest, you can craft a 3 times and increase the amount of damage die the
single auditory ninja tool that will serve as a component genjutsu has by the same amount.
for your Kashu Clan Hijutsu. This Auditory Ninja Tool is a Potent Genjutsu: Beginning at 18th
simple melee weapon with the Light and Finesse level, as long as you are equipped
properties and deals 1d4 Bludgeoning damage. This tool with your Auditory Ninja Tool,
can be of any description the user wants, but it must be a when you would inflict damage
device that can produce sound. While wielding this tool with a genjutsu with the
you gain a +1 to damage rolls with Genjutsu with the Auditory keyword you
Auditory keyword, this increases to +2 at 7th level, and +3 can instead as a bonus
at 15th level. action, deal maximum
Starting at 3rd level, when you cast a Genjutsu with damage. This can
the Auditory keyword, you can add your Auditory Ninja be done twice per
Tool as a component. When you do, you can increase the long rest.
damage dealt by 1 die, or decrease the cost of the jutsu by
half the result of 1d4 (rounded up).
Starting at 11th level, when you would cast a Genjutsu
with your Auditory Ninja Tool as a component, your
Genjutsu is able to ignore immunity that a creature
would have as a result of being deafened.
Disorienting Chords: Beginning at 1st level, you gain
access to a new Sensory condition known as
Disorientation, A creature suffering from disorientation
finds difficulty balancing themself and performing feats
of agility. They also feel a deep illness akin to motion
sickness.
A creature with any ranks of Disorientation suffers the
following effects; A creature can have up to 5 ranks of
Disorientation.
• For each rank of Disorientation a creature has, they
suffer a -1 penalty to checks, saving throws, and
attack rolls that rely on Dexterity.

26
KASHU CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and

D-RANK
the damage die by 1 step (d4>d6>d8>d10>d12). If cast to
B-Rank or higher, the duration of this jutsu becomes 10
minutes.
VULGAR MOCKERY
Classification: Hijutsu DEMONIC INSTRUMENT: SONIC RUPTURE
Rank: D-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: D-Rank
Range: 60 feet Casting Time: 1 Bonus Action
Duration: Instant Range: 60 feet
Components: CM Duration: Instant
Cost: 5 Chakra Components: CM, W (Auditory Ninja Tool)
Keyword: Hijutsu, Genjutsu, Auditory Cost: 5 Chakra
Description: This is a unique variant of "Vicious Keyword: Hijutsu, Genjutsu, Auditory, Tactile
Mockery". You unleash an aggressive assault of profane Description: This is a unique variant of "Vicious
insults towards a creature in range, if the target can hear Mockery". You unleash an aggressive assault of profane
you (Though it need not understand you), it must make a insults towards a creature in range, if the target can hear
Wisdom saving throw. you (Though it need not understand you), it must make a
Success: The target takes no damage and suffers no Wisdom saving throw.
additional effects. Critical Success: The target takes no damage and loses
Failure: The target takes 4d6 psychic damage and has all ranks of Disorientation.
disadvantage on the first attack it makes until the end Success: The target takes no damage and suffers no
of its next turn. additional effects.
Critical Failure: Same effects as a failure, but the target Failure: The target takes Xd6 psychic damage on a
suffers disadvantage on all attacks it makes until the failure, where X = 1 + the ranks of Disorientation the
end of its next turn. target has.
Critical Failure: The target the target takes Xd6 psychic
DEMONIC INSTRUMENT: AMPED SHOT damage on a failure, where X =2 + twice the ranks of
Classification: Hijutsu
Disorientation the target has.
Rank: D-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 30 feet above D-Rank, increase the cost of this jutsu by 3, and
Duration: Instant increase the damage of this jutsu by 1 step
Components: CM, W (Auditory Ninja Tool) (d4>d6>d8>d10>d12). If this jutsu is cast at S-Rank the
Cost: 5 Chakra target also gains the Deafened condition until they
Keyword: Hijutsu, Genjutsu, Auditory, Tactile remove all ranks of Disorientation.
Description: You focus your chakra into your Auditory
Ninja Tool to unleash a powerful sound wave at an C-RANK
enemy. Make a ranged Genjutsu attack. On hit the target
takes 3d8 psychic damage and must succeed a Wisdom DEMONIC INSTRUMENT: HYPNOTIC MUSIC
saving throw or gain 1 rank of Disorientation. Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: C-Rank
above D-Rank, increase the cost of this jutsu by 3. If cast Casting Time: 1 Action
to C-Rank or higher, increase the damage die of this Range: 120 feet (20-foot radius)
jutsu by 1 step, to a maximum of a d12. If cast to B-Rank Duration: Concentration, up to 1 Minute
or higher, increase the number of attacks made by +1. If Components: CM, W (Auditory Ninja Tool)
cast to A-Rank or higher, increase the damage die of this Cost: 9 Chakra
jutsu by 1 step, to a maximum of a d12. If cast to S-Rank, Keyword: Hijutsu, Genjutsu, Auditory, Unaware
increase the number of attacks made by +1. Description: This is a unique variant of “Hypnotic
Patterns”. You play an enchanting song that captivates
DEMONIC INSTRUMENT: PSYCHIC those in a 20-foot radius sphere originating on a point in
ENHANCEMENT range, and causes them to dance like no one is watching.
Classification: Hijutsu Each creature in the area who hears this song must make
Rank: D-Rank a Wisdom saving throw.
Casting Time: 1 Action While charmed by this jutsu, the creature cannot hear
Range: Self anything else besides the music being made by the
Duration: Concentration, up to 1 Minute genjutsu.
Components: CM, W (Auditory Ninja Tool)
Success: The target takes no damage and suffers no
Cost: 5 Chakra
additional effects. This jutsu immediately ends.
Keyword: Hijutsu, Genjutsu, Tactile
Failure: The creature is Charmed, Incapacitated, Blinded
Description: You enhance the power of your Auditory
and its speed is reduced to 0. This jutsu ends if an
Ninja Tool by focusing your chakra through it, it
affected creature takes damage.
resonates with a deadly tune. Attacks with your Auditory
Critical Failure: The creature is charmed, incapacitated,
Ninja Tool use your Genjutsu ability modifier for attack
blinded and its speed is reduced to 0. If a creature
rolls. Creatures hit by your Auditory Ninja Tool take 3d4
takes damage while under the effects of this jutsu they
+ your Genjutsu ability modifier psychic damage and
remake the saving throw.
must make an Intelligence saving throw gaining 1 rank
of Disorientation on a failed save.

27
FORCEFUL INTERROGATION B-RANK
Classification: Hijutsu
Rank: C-Rank DEMONIC INSTRUMENT: TRIO REQUIEM
Casting Time: 1 Action Classification: Hijutsu
Range: 60 feet Rank: B-Rank
Duration: Concentration, up to 10 Minutes Casting Time: 1 Full Turn Action
Components: HS, CM Range: 10 Feet
Cost: 7 Chakra Duration: 10 Minute
Keyword: Hijutsu, Genjutsu, Auditory, Tactile, Unaware Components: HS, CM, CS, W (Auditory Ninja Tool)
Description: You reach into the mind of your target, Cost: Special (15 Chakra)
latching onto the most delicate parts of their brain Keyword: Hijutsu, Ninjutsu, Fuinjutsu
speaking an incomprehensible language, compelling Description: You summon 1 of 3 legendary Doki to your
them to spill their cuts. aid. Doki can be controlled on your turn using your
Select a creature in range, the target must make a bonus action while equipped with your Auditory Ninja
Charisma saving throw, on a failed save, whenever they Tool.
are asked a question, they must answer completely and As a Bonus action on your turn, you can dismiss all
truthfully, otherwise they take 7d4 psychic damage and summoned Doki. If a Doki is reduced to 0 Hit Points it
gain 1 rank of disorientation. unsummons, and you cannot summon the same Doki
A creature under the effects of this Genjutsu remakes until you complete a full rest. Additionally, you can not
their saving throw each time they respond to a question. summon the same Doki more than once per long rest
If the creature answers truthfully, they make the save at and you cannot have more than one of the same Doki
advantage. If they lie or refuse to answer, they instead summoned at a time.
make the save at disadvantage. While your Doki is within 5 feet of an ally, and that ally
At Higher Ranks: For each rank you cast this jutsu is targeted by an attack, you can use your reaction to
above C-Rank, increase the cost of this jutsu by 3 and the command the Doki to interpose the attack, becoming its
damage by 2d4. new target.
Some Doki abilities may require a saving throw, in
DEMONIC INSTRUMENT: PSYCHIC which case the DC is equal to your Ninjutsu or Genjutsu
INTERRUPTION Save DC.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank above B-Rank, increase the cost of this jutsu by 5 and the
Casting Time: 1 Reaction, which you take when a number of Doki summoned by 1. You cannot summon
creature within range would cast a jutsu with the HS more than 1 of the same Doki this way
component.
Range: 60 feet DEMONIC INSTRUMENT: AMPED WAVE
Duration: Instant Classification: Hijutsu
Components: CM, W (Auditory Ninja Tool) Rank: B-Rank
Cost: 8 Chakra Casting Time: 1 Action
Keyword: Hijutsu, Genjutsu, Auditory Range: Self
Description: When you see a creature attempt to weave Duration: Concentration, up to 1 Minute
hand seals for their jutsu, you release a sound wave in Components: CM, W (Auditory Ninja Tool)
response attempting to disturb them. Target creature Cost: 11 Chakra
must make a Wisdom saving throw, losing the ability to Keyword: Hijutsu, Genjutsu, Auditory, Tactile
weave hand seals until the start of their next turn and Description: You flow chakra through your Auditory
gaining 1 rank of Disorientation on a failed save. Ninja Tool, enhancing its sounds with terrifying
melodies. Genjutsu you cast with the Auditory Keyword
reduce their Critical Fail range by 2. This does not stack
with other effects that would reduce your Critical Fail
range.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
Critical Failure range by 1.

28
Large Humanoid, Proficiency = your Ninjutsu or Genjutsu Ability Mod
Jump Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Armor Class 16 + your Ninjutsu or Genjutsu Ability Modifier
Hit: 1d8+5 Bludgeoning damage. A creature hit must make a Strength
Hit Points 110
saving throw, being knocked prone on a failed save.
Speed 50 ft.
Skewering Headbutt (Recharge 5-6). Melee Weapon Attack: +12 to
STR DEX CON INT WIS CHA hit, reach 30 ft., one target. Hit: 2d6+5 Piercing damage. A creature hit
16 (+3) 20 (+5) 18 (+4) 6 (-2) 10 (+0) 4 (-3) must make a Constitution saving throw, gaining 1 rank of bleed on a
failed save.
Condition Immunities All Mental, Exhaustion Revolt of the Demon World (Recharge 7-8). Ranged Genjutsu
Saving Throws Dex +12, Con +11 Attack: +Your Genjutsu attack bonus to hit, reach 30 ft., one target.
Skills Athletics +10, Acrobatics +12, Perception +7 Hit: 6d8 Psychic damage, and half as much chakra damage. A
Senses Blindsight 30 ft., passive Perception 17 creature with 0 chakra points takes double psychic damage.

Demonic Immunity. Doki are immune to negative effects and damage


inflicted by jutsu cast with the Auditory Ninja Tool.

Large Humanoid, Proficiency = your Ninjutsu or Genjutsu Ability Mod


Multiattack. Doki (Claw) can make 3 attacks with its claws.
Armor Class 18 + your Ninjutsu or Genjutsu Ability Modifier
Hit Points 100 Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
Speed 40 ft. 1d6+5 Slashing damage. This attack scores a critical hit on a roll of 19-
20
STR DEX CON INT WIS CHA Tiger Grapple (Recharge 5-6). Choose one creature
20 (+5) 18 (+4) 16 (+3) 6 (-2) 10 (+0) 4 (-3) within 5 feet and make a contested grapple check. On a
success the target creature is grappled and unable to
Condition Immunities All Mental, Exhaustion weave hand signs.
Saving Throws Str +12, Dex +11 Revolt of the Demon World (Recharge 7-8). Ranged
Skills Athletics +12, Acrobatics +11, Perception +7 Genjutsu Attack: +Your Genjutsu attack bonus to hit,
Senses Blindsight 30 ft., passive Perception 17 reach 30 ft., one target. Hit: 6d8 Psychic damage, and
half as much chakra damage. A creature with 0
Demonic Immunity. Doki are immune to negative effects and damage chakra points takes double psychic damage.
inflicted by jutsu cast with the Auditory Ninja Tool.

Large Humanoid, Proficiency = your Ninjutsu or Genjutsu Ability Mod


Multiattack. Doki (Club) can make 2 attacks with its club.
Armor Class 20 + your Ninjutsu or Genjutsu Ability Modifier
Hit Points 120 Club. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Speed 30 ft. 1d12+4 Bludgeoning damage.
Club Slam (Recharge 5-6). The Doki slams its club into the ground at
STR DEX CON INT WIS CHA full strength. All creatures within 20 feet must make a Dexterity
18 (+4) 16 (+3) 20 (+5) 6 (-2) 10 (+0) 4 (-3) saving throw, taking 5d6 Bludgeoning damage and falling
prone on a failed save, or half as much damage and no
Condition Immunities All Mental, Exhaustion additional effects on a success.
Saving Throws Str +11, Con +12 Revolt of the Demon World (Recharge 7-8). Ranged
Skills Athletics +11, Acrobatics +10, Perception +7 Genjutsu Attack: +Your Genjutsu attack bonus to hit, reach
Senses Blindsight 30 ft., passive Perception 17 30 ft., one target. Hit: 6d8 Psychic damage, and half as
much chakra damage. A creature with 0 chakra
Demonic Immunity. Doki are immune to negative effects and damage points takes double psychic damage.
inflicted by jutsu cast with the Auditory Ninja Tool.

29
A-RANK
DEMONIC INSTRUMENT: CHAINS OF
PHANTASIA
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (60-foot radius sphere)
Duration: Instant
Components: CM, W (Auditory Ninja Tool)
Cost: 25 Chakra
Keyword: Hijutsu, Genjutsu, Auditory, Visual, Tactile
Description: You play a demonic sound, creating a dark
hellscape where only pain and suffering exist for all
those under the effects of this genjutsu. All creatures
within range must make a Wisdom save.
Critical Success: The target suffers no effects and is
immune to this genjutsu for the next 24 hours.
Success: The target takes no damage and suffers no
additional effects.
Failure: The target takes 10d8 Psychic damage, and is
restrained as threads wrap around them.
Critical Failure: The target takes 10d8 Psychic damage,
and is restrained and cannot take actions as threads
wrap around them.

Creatures under the effects of this genjutsu are Blind and


Deaf to all other creatures outside the caster. At the end
of a creatures turn they may remake the save to end the
effects of this genjutsu on themselves otherwise taking
an additional 10d8 damage. If a creature under the
effects of this genjutsu takes any damage besides
psychic damage, they immediately remake the save at
advantage. If a creature has 0 chakra, this jutsu instead
deals 20d8 psychic damage.

30
KETON CLAN Energy Overflow: Starting at 3rd level, your chakra
begins to radiate energy akin to the power of a
"The torch just died. We're 10 miles underground and our
supernova. Each time you would take damage that is not
torch just died" Just before I could begin to truly let the panic
self-inflicted or cast a jutsu with the Fire or Lightning
take over our prisoner touched the wall of the cave and
Release keywords, you can gain an Energy Die at the start
suddenly it was so bright I was blinded." I knew there was a
of your next turn, which are d6s. Your Energy Die
reason to keep you around" said Shion "But you know you
becomes d8s at 11th level and d10s at 18th level. You can
could have done that before torches aren't cheap you know"
hold a maximum amount of Energy Die equal to half your
Taking his hand off the cave's wall the prisoner replied
proficiency bonus, rounded up.
"Neither is chakra" and began to walk thru the now very lit
Whenever you cast a jutsu with the Fire or Lightning
up cave.
Release keywords, you can spend any number of Energy
—Humorus Kaguya
Die, adding it to the damage roll. When you use Energy
The World at War, Ch. 17 excerpt
Die this way, your jutsu creates bright light for a number

LET THERE BE LIGHT


of feet equal to the distance your jutsu traveled, until the
end of the turn. The light can be colored however you
The Keton are a custom Homebrew clan created by like.
Artemys and Mr. Hey. Members of the Keton clan have Plasma Release: The Keton clan has a unique talent for
the unique Plasma Release. A powerful combination of manifesting Plasma Release due to their close affinity to
Fire and Lightning that grants both devastating power Fire Release and Lightning Release. Starting at 7th level,
and bright shows of power, but also the ability to create you gain the second nature release you didn’t choose
light. from the Plasma Release Affinity clan trait.
Also at 7th level, when casting a jutsu with the Fire or
KETON TRAITS Lightning Release keywords, you can change the damage
Ability Score Increase: +2 Con, +1 Cha type to fire damage. When casting a Keton Clan Hijutsu,
Speed: Your base walking speed is 30 feet. you can reduce the cost of the jutsu by 2 (Min. 1).
Skill Proficiencies: Performance, Chakra Control Superheated Chakra: You have become adept at
Plasma Release Affinity: You begin with either Fire or molding the particles in the air into plasma with every
Lightning Release Affinity. (Pick One) strike, turning light into your ultimate weapon. Starting
at 11th level, all attacks you make that deal fire damage
KETON FEATURES have their critical threat range increased by +1.
Plasma Techniques: The Keton Clan has access to a Also at 11th level, all Keton Clan Hijutsu you cast ignore
separate list of Jutsu unique to their Clan. You can add resistance to Fire damage and treat immunity as
these Jutsu to your jutsu list instead of selecting jutsu resistance.
from the Normal jutsu list(s). They do not need both Starting at 15th level, when you
Nature Release to use their Clan jutsu. would use your Energy Overflow
Enlightening Grasp: Beginning at 1st level, you gain feature on a Keton Hijutsu, you
the ability to use your clan's kekkei genkai to produce ignore both resistance and
light in any object you touch. As an action, you can place immunity to fire damage.
your palm on an object no larger than10 feet in any
dimension. For the next 10minutes, the object sheds
bright light in a20-foot radius and dim light for an
additional 20 feet. The light can be colored as you like. If
the object is completely covered in something opaque,
the light is blocked.
You can spend 5 chakra to increase the duration of this
feature on an object effected from 10 minutes to1 hour.
You can dismiss the light from as many objects you have
affected with this feature as an action. If you target an
object being held or worn by a hostile creature, the
creature must succeed a Dexterity saving throw vs. your
Ninjutsu Save DC to avoid this feature.
You can use this feature a number of times equal to
your proficiency bonus per short rest. Alternatively, you
can spend 5 chakra (no action required) to gain an
additional number of uses equal to half your proficiency
bonus.
Stargazer: Due to the nature of your clan's light
producing kekkei genkai, members of your clan have an
incredible tolerance to bright light. Starting at 1st level,
you have advantage on saving throws to avoid gaining
the blinded or dazzled conditions.
At 11th level, you have advantage on saving throws to
avoid effects that would alter your visual perception.
At 18th level, you become immune to the Blinded and
Dazzled conditions.

31
KETON CLAN JUTSU them to the damage dealt and producing 10 feet of
bright light per die spent in the affected creature's space.

D-RANK
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 by 1d8. If this
PLASMA RELEASE: NEON MARKER jutsu is cast at S-Rank, increase the damage die by 1d8.
Classification: Hijutsu
Rank: D-Rank PLASMA RELEASE: NEON FLASH
Casting Time: 1 Action Classification: Hijutsu
Range: Touch Rank: D-Rank
Duration: Instant Casting Time: 1 Reaction, which you take when you are
Components: HS, CM targeted by an attack
Cost: 5 Chakra Range: Self (10-foot radius)
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning Duration: Instant
Release Components: HS, CM
Description: You cover your hand with neon lightning up Cost: 5 Chakra
the area around you, before quickly striking a creature Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
within range. Make a Melee Ninjutsu Attack against a Release
creature within range. On a hit, the target takes 3d6+3 Description: When you would be targeted by an attack or
lightning damage and the target creature sheds bright jutsu you unleash a wave of bright light to disorient your
light in a 20-foot radius and dim light for an additional opponent.
20 feet for 1d4 rounds. The light can be colored as you All creatures within 10 feet of you must make a
like. Dexterity saving throw. On a failed save, creatures take
At Higher Ranks: For each rank you cast this jutsu 2d8+2 fire damage and are Blinded until the start of your
above D-Rank, increase the cost of this jutsu by 3, the next turn. On a successful saving throw, creatures take
damage by 2d6+2 and die which determines the number half damage and suffer no further effects. Against all
of rounds the target is lit increases by 1 step. (1d4>1d6> non-blinded creatures, you treat your AC as +3 higher
1d8>1d10>1d12) until the start of your next turn.

PLASMA RELEASE: PLASMA BEAM C-RANK


Classification: Hijutsu
Rank: D-Rank
PLASMA RELEASE: SPARKLER CHAIN
EXPLOSION
Casting Time: 1 Action
Range: 60 Feet
Classification: Hijutsu
Duration: Instant
Rank: C-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: 60 Feet
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Duration: Instant
Release
Components: HS, CM
Description: You create and shoot out a Plasma beam
Cost: 8 Chakra
from your fingertip, piercing and cauterizing whatever it
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
goes through. Make a Ranged Ninjutsu attack roll
Release
against a creature in range, dealing 2d8+2 fire damage
Description: You summon two orbs of plasma and throw
on a hit.
them at different places producing a series of bright
At Higher Ranks: For each rank you cast this jutsu
explosions. Each creature in a 10-foot-radius sphere
above D-Rank, increase the cost of this jutsu by 3, the
centered on each point you choose must make a
damage by 1d8+2 and you can make one additional
Dexterity saving throw. A creature takes 3d6+3 fire
attack against another creature within range.
damage on a failed save, or half as much damage on a
PLASMA RELEASE: PLASMA SWALLOW successful one. A creature in the area of more than one
Classification: Hijutsu explosion is affected a maximum of twice.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Bonus Action above C-Rank, increase the cost of this jutsu by 3, the
Range: Touch damage by 1d6+1, and the amount of explosions by +2.
Duration: 1 Minute
Components: HS, CM, W(Any)
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Release
Description: A chakra flow technique where the user
flows plasma through their weapon. You send
continuous arcs of plasma through your blade.
For the duration of this jutsu, your weapon deals an
additional 1d8 fire or lightning damage on a hit. While
this jutsu is active, you ignore the HS component for
your Keton Hijutsu and are a source of bright light in a
30-foot radius. When you land a hit with your weapon,
you can spend up to your remaining Energy Die, adding

32
PLASMA RELEASE: NOVA speed away from you. Doing this causes this jutsu to end
Classification: Hijutsu and the light source to dissipate.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above B-Rank, increase the cost by 3. If this jutsu is cast
Range: 90 feet (30-foot Sphere) to A-Rank or higher, using the special reaction granted
Duration: Instant by this jutsu no longer automatically ends it the first
Components: HS, CM time you use this reaction per casting. If this jutsu is cast
Cost: 8 Chakra to S-Rank, your movement speed is instead tripled.
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Release PLASMA RELEASE: CHAOS RISING
Description: You create an orb of Plasma chakra in your Classification: Hijutsu
hands before throwing it at a point centered in range. Rank: B-Rank
This orb then erupts into an explosion of plasma. All Casting Time: 1 Action
creatures within 30 feet of the target location must make Range: Touch
a Dexterity Saving Throw, taking 4d10+4 lighting Duration: Instant
damage and gaining 1 rank of shocked or burned Components: HS, CM
(caster's choice) on a failed save, or half damage and no Cost: 14 chakra
effects on a success. Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Following the explosion, the center of the explosion is Release
a source of bright light in a 30-foot radius and dim light Description: (This jutsu cannot score a critical hit.)
for an additional 30 feet for 1 minute. The light can be You send plasma chakra into your limbs and prepare an
colored as you like. assault on a target. Make 3 melee ninjutsu attacks on a
At Higher Ranks: For each rank you cast this jutsu target creature, dealing 3d8+3 fire damage and knocking
above C-Rank, increase the cost of this jutsu by 3 and the them 10 feet into the air on each hit (You rise with the
damage by 2d10. If this jutsu is cast at A rank or higher, creature). If you hit with 2 or more attacks, the creature
creatures who fail the saving throw are affected by both becomes Shocked until the end of their next turn. If you
conditions. hit with all 3 attacks, the creature becomes burned for
the same duration.
PLASMA RELEASE: PROJECTED CHAOTIC At Higher Ranks: For each rank you cast this jutsu
EXPLOSION above B-Rank, increase the cost of this jutsu by 3. If cast
Classification: Hijutsu to S-Rank, increase the damage by 1d8+1.
Rank: C-Rank
Casting Time: 1 Action A-RANK
Range: Self (45-foot cone)
Duration: Instant PLASMA RELEASE: CHAOS DESTRUCTION
Components: HS, CM WAVE
Cost: 9 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning Rank: A-Rank
Release Casting Time: 1 Action
Description: You create an orb of plasma and project its Range: Self (120-foot line)
energy forwards causing a series of colorful explosions. Duration: Instant
Each creature in a 45-foot cone must make a Dexterity Components: HS, CM
saving throw. A creature takes 5d10+5 fire damage on a Cost: 20 Chakra
failed save, or half as much damage on a successful one. Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Following the explosion, the entire area of the jutsu Release
shines a dim light for 20 feet for 1 minute. The light can Description: You cusp both hands, charging an orb of
be colored as you like. growing plasma before finally releasing it in a 120-
At Higher Ranks: For each rank you cast this jutsu footlong, 10-foot-wide line of destruction. All creatures
above C-Rank, increase the cost of this jutsu by 3 and the within range must make a Dexterity saving throw,
damage by 1d10+1, and the range by 5ft. taking 10d10+10 lightning Damage on a failed save or
half on a success. A creature with the burned condition
B-RANK makes this saving throw at disadvantage.
Creatures who fail their Dexterity saving throw must
PLASMA RELEASE: NEON STEP make a Constitution saving throw at disadvantage,
Classification: Hijutsu becoming burned, and becoming stunned the end of
Rank: B-Rank their next turn on a failed save.
Casting Time: 1 Bonus Action At Higher Ranks: For each rank you cast this jutsu
Range: Self above A-Rank, increase the cost of this jutsu by 3, and
Duration: Concentration, up to 1 minute increase the damage by 2d10+2.
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Release
Description: You transform your entire body into Neon.
Your movement speed is doubled, ranged attacks have
disadvantage to hit you, and you may use your reaction
to teleport to a source of bright light if that source of
light is within a range equal or less than your movement

33
KONJIKI CLAN Steel Release: Beginning at 7th level, You have gained
"I blinked once, then twice before realizing that I was still
the ability to enhance normal Earth Release Jutsu by
alive to blink and not buried miles below the surface. That’s
adding piles of steel into the earth. When you cast a jutsu
when I heard it; Izumi was taking in short heavy breaths
with the Earth Release keyword, once per casting, you
that sounded almost like she was wheezing. She had
can choose to increase the damage die of the jutsu by 1
summoned an unbelievable amount of steel to stop the
step (D4<D6<D8 <D10<D12<D2d6) or gain a +1 to attack
cavern from collapsing and saved us all. I started to let out
rolls. Additionally, when casting Konjiki Hijutsu, reduce
my gratitude when she collapsed onto the ground. Sensei
the cost of the jutsu by -1.
walked up to her and lifted her onto his back saying that he
Lastly, when you cast a jutsu with the Earth Release
was proud to have such a strong student"
keyword, you can spend an additional amount of chakra
-Kamira Kaguya
equal to the rank of the jutsu cast. When you do, increase
The Long Road, Ch. 24 excerpt
the AC of the construct by +1 and the construct is no

TEMPERED WILL
longer vulnerable to Lightning damage if was vulnerable.
(D-Rank/C-Rank 3; B-Rank/A-Rank 5; S-Rank 7)
The Konjiki is a clan from the village hidden in stones, a Reinforced and Pressurized: Beginning at level 11th
small village in the country between the lands of wind level, you can enhance constructs made from your
and earth, this clan is known for both their mercenary chakra, when you cast a jutsu with the earth release
works in those great nations and their special affinity to keyword that creates a construct or gives Temporal Hit
the materialization of Yin and Earth chakra known as Points, the construct or the target creature gains an
“Steel Release”. additional amount of Temp Hit Points or Hit Points
equal to your Character Level.
KONJIKI TRAITS Starting at 18th level you instead add twice your
Ability Score Increase: +2 Int, +1 Str or Con character level.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Crafting, Ninshou
Steel Release: You begin with the Earth Release Affinity.
Earth Literacy: Your Ninjutsu ability score is counted as
being +2 higher, for the purpose of casting jutsu of B-
Rank or higher with the Earth Release Keyword through
any ability score restrictions (SHB, pg.104).

KONJIKI FEATURES
Metal Techniques: The Konjiki Clan has access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s).
Earth Release Simplicity: When creating or learning
Ninjutsu with the Earth Release affinity reduce the time it
takes to complete the task by half. This does not stack
with other similar effects.
Weapon Formation: Beginning at 1st Level, as a bonus
action you can mold your chakra into steel to create a
steel weapon. You can create any weapon that you have
seen before and that is made from a metal. All weapons
you create with this feature have the Returning, Thrown,
and Finesse properties and can only be used by you.
You're considered proficient in any weapon created with
this feature.
Starting at 3rd Level you can now form your steel to be
softer to the point where you can form weapons like
whips that are not commonly made out of steel.
At 7th level, all weapons created with this feature
gain an additional +1 bonus to attack and
damage rolls.
Blood of the Earth: Beginning at 3rd level,
when you are wearing Light or Medium Armor
you can use Intelligence in place of Dexterity for
your Armor Class and you ignore difficult terrain while
you are on land, always being able to sense the best
possible path to take to navigate out of a less than
optimal situation.
At 15th level, while you are on land you gain a
tremor sense of 60 feet.

34
D-RANK Additionally, if a creature is under the effects of Steel
Release: Steel Restraints they automatically fail the Str
STEEL RELEASE: IMPERVIOUS ARMOR saving throw.
Classification: Hijutsu At Higher Ranks: For each rank for each rank you cast
Rank: D-Rank this jutsu above D-Rank, increase the cost of this jutsu
Casting Time: 1 Reaction, which you take when you are by 3 and the number of creatures you can target by 1.
targeted for an attack, would take damage, or make a
Strength or Constitution saving throw. STEEL RELEASE: STEEL RESTRAINTS
Range: Self Classification: Hijutsu
Duration: 1 Round Rank: D-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 5 Chakra Range: 60 feet
Keywords: Hijutsu, Ninjutsu, Earth Release Duration: 1 Minute
Description: You quickly turn your skin into a steel-like Components: HS, CM
material before being hit. Until the start of your next Cost: 5 Chakra
turn, you reduce any damage received by your proficency Keywords: Hijutsu, Ninjutsu, Earth Release
bonus + your ninjutsu modifier. Lightning damage is Description: You shoot out multiple shackles made of
unaffected by this damage reduction. You also gain metal at a target creature within range, make a ranged
temporary hit points equal to 2d8 + your ninjutsu ability ninjutsu attack dealing 2d8 earth damage and forcing
modifier, and advantage on strength and constitution the target creature to make a Strength saving throw or
saving throws. gaining the restrained condition. A creature can attempt
At Higher Ranks: For each rank for each rank you cast to remake the Strength Saving throw at the end of each
this jutsu above D-Rank, increase the cost of this jutsu of their turns to end being restrained.
by 3 and the temporary hitpoints gained by 2d8. Additionally, if a creature is under the effects of Steel
Release: Steel Telekinesis they make the Strength saving
STEEL RELEASE: STEEL PROJECTILE throw at Disadvantage.
Classification: Hijutsu At Higher Ranks: For each rank for each rank you cast
Rank: D-Rank this jutsu above D-Rank, increase the cost of this jutsu
Casting Time: 1 Action by 3 and the number of creatures you can target by 1.
Range: 60 feet
Duration: Instant C-RANK
Components: HS, CM
Cost: 5 Chakra STEEL RELEASE: STEEL SHIELD TECHNIQUE
Keywords: Hijutsu, Ninjutsu, Earth Release Classification: Hijutsu
Description: You create an object made of steel and Rank: C-Rank
launch it at high speed towards a target within range, Casting Time: 1 Reaction, which you take when you or an
make a ranged ninjutsu attack, dealing 3d8 earth ally are targeted by an attack or would take damage.
damage on hit and reducing the result of their next Range: 10 feet
saving throw by 1d4. Duration: 1 Round
At Higher Ranks: For each rank for each rank you cast Components: HS, CM
this jutsu above D-Rank, increase the cost of this jutsu Cost: 8 Chakra
by 3 and the number of attacks by 1. A creature is only Keywords: Hijutsu, Ninjutsu, Earth Release
affected by the saving throw reduction once per turn. Description: You summon a wall of steel to intercept an
attack targeting you or an ally within range. The Steel
STEEL RELEASE: STEEL TELEKINESIS wall is 10-foot tall, 15 foot wide, and 1 foot thick.
Classification: Hijutsu This wall acts as a Steel construct occupying a space of
Rank: D-Rank your choice within 10 feet of you, appearing right before
Casting Time: 1 Action an attack or jutsu would harm you. This has 8d6 Hit
Range: 30 feet points, Resistance to all damage types except lightning
Duration: Concentration, up to 1 Minute damage.
Components: HS, CM If the damage the wall receives would exceed its hit
Cost: 5 Chakra points, when you initially conjure it. The original target
Keywords: Hijutsu, Ninjutsu, Earth Release takes any remaining damage as normal and the wall is
Description: You are able to command Steel from long destroyed. The wall acts as a structure otherwise. It does
ranges. You can lift objects made of or connected to steel not dissolve or vanish instead remaining until destroyed.
of Medium size or lower. You can even use this to lift and At Higher Ranks: For each rank you cast this jutsu
move creatures wearing armor. You select 1 target above C-Rank, increase the cost of this jutsu by 3, the hit
creature within range wearing armor made of metal, points of the wall by 2d6, and increase the Wide of the
forcing them to make a Strength Saving throw. Wall by 5ft.
On a Failed Save they are restrained and moved up to
30 feet in any direction of your choice. On future turns if
they are still restrained you can use your bonus action to
move them up to 30 ft in any direction of your choice. A
creature can attempt to remake the Strength Saving
throw at the end of each of their turns to end being
restrained.

35
STEEL RELEASE: STEEL SPEAR weapon attacks. When the temporary Hit Points
Classification: Hijutsu provided by this jutsu reach 0 the jutsu ends.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above C-Rank, increase the cost of this jutsu by 3 and the
Range: 60 feet Temporary Hit Point Dice by 2d10.
Duration: Instant
Components: HS, CM STEEL RELEASE: BINDING METAL CHAINS
Cost: 8 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Earth Release Rank: B-Rank
Description: You conjure a massive spear made of steel Casting Time: 1 Action
before sending it flying towards a target creature within Range: Self (20-Foot Radius)
range, make a ranged ninjutsu attack, dealing 6d8 earth Duration: Concentration, up to 1 Minute
damage on a hit. Components: HS, CM
If you score a natural 20, with this jutsu, the steel Cost: 14 Chakra
spear splinters and explodes, tripling the damage dice, Keywords: Hijutsu, Ninjutsu, Earth Release
instead of doubling them. Description: You focus your chakra deep underground
At Higher Ranks: For each rank you cast this jutsu creating a huge amount of steel before dozens of steel
above C-Rank, increase the cost of this jutsu by 3 and the chains launch outside of the surface attempting to
damage by 2d8. If this jutsu is casted at least at A-Rank restrain those you command them to. Each creature
the steel spear splinters and explodes on an 19-20. within range that you select must make a Dexterity
saving throw.
STEEL RELEASE: THRUSTING STEEL On a failed save the target takes 4d8 earth damage and
EMERGENCE is restrained by your chains. For the remainder of the
Classification: Hijutsu Jutsu if a creature enters the range of your chains or
Rank: C-Rank starts there turn in the range of the chains while not
Casting Time: 1 Action already being restrained by the chains you may choose
Range: 60 feet (15-Foot Cube) for them to make a Dexterity saving throw or become
Duration: Instant restrained and take 4d6 damage.
Components: HS, CM A creature can attempt to stop being restrained by the
Cost: 9 Chakra chains by making a Strength Saving throw at the end of
Keywords: Hijutsu, Ninjutsu, Earth Release each of their turns to end being restrained. The area
Description: Choose a point you can see on the ground taken up by the chains is counted as difficult terrain.
within range. A series of Steel pikes rocket upwards from At Higher Ranks: For each rank you cast this jutsu
the ground in a 15-foot cube. Each creature in that area above B-Rank, increase the cost of this jutsu by 3, and
must make a Dexterity saving throw. A creature takes the radius by 10 feet and the damage by 2d8 and 2d6
3d10 earth damage on a failed save, or half as much respectively.
damage on a successful one. If a creature fails this save
by 5 or more they gain 2 ranks of bleeding. A-RANK
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the STEEL RELEASE: METAL PRISON
damage by 2d10. Classification: Hijutsu
Rank: A-Rank
B-RANK Casting Time: 1 Action
Range: 30 Feet
STEEL RELEASE: STEEL SUIT Duration: Permanent
Classification: Hijutsu Components: HS, CM
Rank: B-Rank Cost: 20 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu, Earth Release
Range: Self Description: You constrict and bind a creature
Duration: Concentration, up to 1 Minute with metal, choose one creature in range, they
Components: HS, CM must make a Strength saving throw, being
Cost: 13 Chakra Restrained by the metal prison and
Keywords: Hijutsu, Ninjutsu, Earth unable to cast jutsu with the HS
Release component on a failed Save.
Description: You wrap a thin sheet of The metal prison has an AC
metal around your body to greatly equal to your Ninjutsu Save DC
increase your defensive capabilities. and 200 Hit Points. The metal
You cannot lose concentration on this prison is resistant to all damage
jutsu as a result of damage. For the excluding lightning damage. A
Duration of this Jutsu you gain 12d10 creature can attempt to
Temp hit points. These Temporary Hit remake the Strength Saving
points reduce any damage taken by -5 throw at the end of each of
excluding lightning damage. their turns to end being
Additionally, while you have restrained.
temporary Hit Points granted by this Each time a creature fails
jutsu you are counted as an Earthen the strength saving throw the DC
Construct and deal 1d10 additional increases by 2 to a max of +10.
damage on all unarmed and melee

36
SHÍ HÓU CLAN
"At long last!" the humble monk traveling west on his
Monkeys Paw: At 1st level you find yourself more
journey to collect the divine sutras sang out. Following
dexterous and able bodied as you tap into your inner
behind, a slightly annoyed, but still playful Shinobi Son Wu.
primate. A number of times equal to your proficiency
"Hey old man, how much further do we have to go?" Cried
bonus per long rest, when you would roll a Strength or
out the Ninja. "Not too much further! Only another 1000
Dexterity skill check, you may add a 1d4 to the roll. This
miles!" Wu angrily followed, but loyal to the mission.
bonus increases to a 1d6 at the 7th level and a 1d8 at the
Unbeknownst to him, the mission papers the monk holds are
11th level.
forged. The monk had gotten away with this dozens of times
Inner Chi: The Shi Hou clan has always been gifted
before, but this time, Son was the victim of this tall tail. With
with miraculous chakra control as a result of their Sage
Sons other teammates , they faced eighty-one trials during
ancestry. Beginning at 3rd level, you gain 10 Inner
their quest. For his service and strength, Son Wu was
Chi. You gain 1 additional Inner Chi at each level. Inner
awarded a single apple as laid out in the rewards portion of
Chi can be used in place of chakra for the casting of
the forged mission documents...”
Taijutsu. When you would cast a Taijutsu with at least an
- Tales of the Gallant, Chapter 2
amount of Inner chi equal to its rank, (D=1, C=2, B=3,

TAOIST SPIRIT
A=4, S=5) that jutsu gains either 1 additional damage die
(once per casting), or gains +1 to hit.
The Shí Hóu Clan is a custom homebrew clan created by While concentrating on jutsu that you cast with Inner
StruggledKiller. The Shi Hou are a peaceful clan hailing Chi, pay concentration cost as if you had cast it with
from a small village in the Land of Earth. From birth, normal chakra. When you would gain the benefit of a
members of this clan are exceptionally strong, short rest, you regain Inner Chi equal to half your
manifesting immense chakra unlike any other clan and maximum. All Inner Chi replenishes on a full rest.
an unusual Kekkei Genkai, a monkey-like tail. The Shi While concentrating on jutsu that you cast with Inner
Hou tend to keep to themselves, however, time and time Chi, pay concentration cost as if you had cast it with
again during Great Shinobi wars they lend their strength. normal chakra.
They believe themselves descendants of the first Human 72 Earthly Transformations: As a member of the Shi
Sage, who trained under the Primate Tribe. Hou clan you can tap into your ancestral powers and
utilize an unique adaptation of the transformation
SHÍ HÓU TRAITS technique to empower your taijutsu. Beginning at the 3rd
Ability Score Increase: +2 Con, +1 Str or Dex level you gain 3 of the following Simple Transformations.
Speed: Your base walking speed is 35 feet Transformations that require a saving throw, use your
Skill Proficiencies: Chakra control, Pick one between: Taijutsu Save DC. To activate this feature you must
Ninshou, Martial Arts. spend 1 additional Inner Chi as a part of casting a
Weapon Proficiencies: Quarterstaff Taijutsu. You can only use a Simple Transformation on a
Taijutsu once per casting.
SHÍ HÓU FEATURES • Bear Form: When you would cast a Taijutsu that
Shí Hóu Agility: You gain a climbing speed equal to makes a single attack, on a hit the creature must
your walking speed. succeed a Strength saving throw or fall prone, and
Tail: From birth you have a monkey-like tail of any reduce their movement speed to 0 until the start of
color you wish. At 1st level, your tail is strong enough to their next turn.
hold small objects such as lanterns or Kunai, keeping • Bull Form: When you cast a Taijutsu that requires at
your hands free. You may use a bonus action to make a least one melee attack, creature(s) hit by this jutsu
ranged weapon attack with a weapon with the thrown succeed a Strength save or be knocked 30 feet into the
and light property. air.
Beginning at the • Hawk Form: When you cast a Taijutsu
11th level you can on your turn, until the end of the current turn,
make 2 attacks. you cannot have your speed reduced by any means
(Including from Conditions).
• Owl Form: When you would cast a Taijutsu with a
duration of 1 minute or longer, for the duration of the
Taijutsu, you may use your Taijutsu ability modifier
for Perception, Insight, and Investigation checks (this
enables you to use Monkey’s Paw with these checks).
You also gain darkvision equal to your normal sight
range and can take the Search Action as a bonus
action for the duration.
• Snake Form: When you would cast a Taijutsu that
makes a single attack, the damage type becomes
piercing and on hit the target must succeed a
Constitution save or become envenomed for 1 minute.

37
Beginning at the 7th level you gain access to 2 of the
following Advanced Transformations. These
transformations require 2 additional Inner Chi to be
spent as part of casting a Taijutsu. You can only use a
Advanced Transformation on a Taijutsu once per casting.
• Mink Form: When you would cast a Taijutsu with
more than one attack roll, each successful hit
increases your damage rolls with the jutsu by +1., up to
a maximum of your proficiency bonus.
• Tiger Form: When you cast a Taijutsu that makes two
or less attacks, increase the critical threat range by +2.
• Turtle Form: When you would cast a Taijutsu that
covers an area of effect or requires no more than two
attack rolls, gain temporary hit points equal to half the
damage dealt until the start of your next turn. Taijutsu
affected by this form cannot score a critical hit.
• Wolf Form: When you would cast a jutsu with more
than one attack roll, the damage type becomes
slashing and upon the conclusion of the jutsu, the
target must make a Constitution saving throw with a
penalty equal to the number of attacks they were hit by
using your jutsu. On a failed saving throw, the creature
gains ranks of bleeding equal to this penalty.
Beginning at the 15th Level you may choose one of the
following legendary transformations for your 72 Earthly
Transformations. These transformations are considered
Mythic Transformations require 4 additional Inner Chi to
be spent as part of a jutsu's casting to use. You can only
use a Mythic Transformation on a Taijutsu once per
casting.
• Dragon Form: When you would cast a damage dealing
Taijutsu, increase the damage of the Taijutsu by twice
number of damage dice the jutsu has and change the
damage type to fire damage once per casting.
• Pegasus Form: When you would cast a taijutsu, if it
does damage, change the damage type to wind. You also
gain a flight speed equal to your movement speed until
the end of the current turn.
• Phoenix Form: When you would cast a Taijutsu as a
reaction, regain hit points equal to your Taijutsu Save
DC.
Immortal Techniques: Beginning at the 18th level you
can spend 3 Inner Chi to re-roll a death save up to twice
per turn. If you succeed 3 death saves or roll a natural 20
on a death save you regain hit points equal to twice your
Taijutsu save DC.

38
SYNTHETIC HUMAN CLAN Corrupted Chakra Mode: Beginning at 3rd level, you
gain the ability to access your clan’s most powerful
No one knew where they came from in the beginning. One
ability Corrupted Chakra Mode. Corrupted Chakra Mode
day we were losing the war against the Ōtsutsuki and the
pulls in a small amount of nature energy, gives your hair
next day thousands of Orochimaru's "sons" were on the
a fiery appearance, causes a horn to grow out of your
battlefield fighting for the survival of the human race. After
forehead, and causes your veins to budge and turn black.
the war Orochimaru was declared the savior of humanity.
You may enter this form as an Action, twice per long
With everyone seemingly forgetting his past and the fact
rest, for up to 1 minute. At 11th level you may now
that he now commands the strongest fighting force the
transform as a bonus action. You can transform an
world has ever seen.
additional time per long rest at 18th levels. For its
—Hickery Uchiha
duration you gain the following benefits;
A history of the 5th Shinobi World War, Ch. 8 excerpt
• You gain tremorsense up to 30 feet and while a

DESIGNED EXISTENCE creature is within your tremorsense range you cannot


be surprised by them.
A clan that has just recently come into existence when • As a part of entering your Corrupted Chakra Mode, you
Orochimaru one of the legendary Sannin wished for gain temporary chakra points equal to your character
children. Members of this clan have an innate linkage to level. Beginning at 7th level, when you would use
snakes and have a special resistance to poison, due to these temporary chakra points to cast a Synthetic
Orochimaru's various experiments. Human Hijutsu its upcasted to the next level at no
additional cost. If the jutsu cannot be upcasted, it
SYNTHETIC HUMAN TRAITS gains an additional damage die.
Ability Score Increase: +2 Int, +1 Cha • As a part of entering your Corrupted Chakra Mode, you
Speed: Your base walking speed is 30 feet. gain temporary Hit points equal to twice your
Skill Proficiencies: Perception, Survival. character level. Beginning at 7th level, when you have
Extra Language: Snake-Speak, you can understand and these temporary hit points you are resistant to
speak to snakes. bludgeoning, piercing, and slashing damage.
Weapon Proficiencies: You are proficient with Katanas • The damage die for slashing and piercing weapons, is
and Broadswords increased by 1 step and are counted as being chakra
Snake Techniques: You know one additional Synthetic enhanced.
clan D-Rank Jutsu • Your speed increases by 10 feet and you gain a
climbing speed equal to your movement speed. These
SYNTHETIC FEATURES bonuses increase to 20 feet at 11th level and 30 feet at
Synthetic Techniques: Beginning at 1st level the 15th level.
Synthetic Human have access to a separate list of Justu. • At 7th level, you no longer have a penalty to Taijutsu
You can add these Jutsu to your jutsu list alongside other attacks when using Soft Physique Modification.
Jutsu taken from the standard Ninjutsu, Taijutsu & • At 15th level when you would deal poison damage you
Ninjutsu lists. deal additional poison damage equal to your
Soft Physique Modification: Beginning at 1st level, proficiency bonus, up to two times per casting or
your body allows you to move in unnatural ways. By action.
dislocating your body's joints and then using chakra to • At 18th level you are
manipulate them, you are capable to extend and flex in a immune to the
supernatural way. You can extend your arms 15 feet away slowed and
whenever you want. While in combat, you may activate weakened
this feature as a free action. While gaining the benefit of conditions.
this feature, your unarmed attack range is 15 feet and
you have advantage on grapple checks. You may use
Acrobatics instead of Athletics for those grapple checks.
While gaining the range benefit, you suffer a -3 penalty
to Taijutsu attacks. The range of this feature increases by
5 feet at 7th, 11th, and 15th levels.
Immune System: Beginning at 7th level you have a
high resistance to poison and sickness. You are Resistant
to Poison damage. Additionally, you roll at advantage to
resist the effects of viruses and diseases on your body. At
11th level your immune system is far greater than the
others around you. Reduce all poison damage by your
Constitution modifier (this reduction happens after you
apply resistance). Additionally, you become immune to
any virus or disease that you have overcome on the past,
and you can provide antibodies to others via a blood
transfusion. For each blood transfusion you create you
must spend 1 hit die. When a creature uses a blood
transfusion, they gain advantage to all saving throws to
resist the effects of viruses and diseases for 1 hour.
At 18th level you gain immunity to poison damage and
effects caused by Poison Damage.

39
SYNTHETIC HUMAN JUTSU HIDDEN SHADOW SNAKE BURIAL
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

HIDDEN SHADOW SNAKE HANDS


Range: 30 feet
Duration: Instant
Classification: Hijutsu
Components: CM, M
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Bonus Action
Keywords: Hijutsu, Ninjutsu
Range: Self
Description: The user burrows their arms underground
Duration: 1 minute
and extends their limbs to grab an opponent by their
Components: CM
ankles, dragging them into the ground, and burying
Cost: 5 Chakra
them with only their head being exposed. The target
Keywords: Hijutsu, Ninjutsu
must succeed a Dexterity Saving Throw, being restrained
Description: For the duration your unarmed attack range
and unable to make HS on a failure. If the target is
is the same has the same range as your Soft Physique
unaware of your presence, they make their save at
Modification Feature and you gain the benefits and
disadvantage. Creatures who are restrained by this jutsu
penalties of that feature. Your unarmed damage deals
can make a Strength Saving Throw as an action on their
1d6 + Your Ninjutsu Modifier Piercing damage.
turn to end the effect of this jutsu. This jutsu ignores
At Higher Ranks: For each rank you cast this jutsu
cover.
above D-Rank, increase the cost of this jutsu by 3.
When you upcast this jutsu at C-Rank, once you
grapple a creature, you can, as an action or bonus action,
SNAKE CLONE TECHNIQUE
Classification: Hijutsu
command your snakes to bite or constrict the creature.
Rank: D-Rank
• Bite: The target takes 2d8 Poison Damage and have to Casting Time: 1 Reaction, which you take when you take
succeed a constitution Saving throw, gaining one rank damage.
of Envenomed on a failure. Range: Self
• Constrict: The target takes 2d8 bludgeoning Damage Duration: 1 round
and have to succeed a Strange Saving throw, begin Components: CM
restrained on a failure. Cost: 5 Chakra
If cast at B-Rank, the unarmed die becomes a d8 and Keywords: Hijutsu, Ninjutsu
the Bite and Constrict damage is increased by 1d8. If cast Description: In response to being harmed, the user’s
at S-Rank, the unarmed die becomes a d10 and the Bite body disintegrates into dozens of small snakes and
and Constrict damage is increased by 2d8. reform in the same spot moments later. Until the start of

BINDING GLARE SNAKE SPELL


your next turn, you have a +4 Bonus to AC, including
against the triggering attack. If a melee attack were to
Classification: Hijutsu
miss you thanks to this AC increase the creature who
Rank: D-Rank
missed must succeed a Constitution saving throw or else
Casting Time: 1 Action
gain the poisoned condition until the start of their
Range: 5 feet
next turn.
Duration: Concentration, up to 1 minute.
At Higher Ranks: For each rank
Components: HS, CM
you cast this jutsu above D-Rank,
Cost: 5 Chakra
increase the cost of this jutsu by 3,
Keywords: Hijutsu, Ninjutsu
the range by 5 feet and any damage
Description: The user summons up
by 1d8.
to two snakes which crawl out from
one's sleeves. Up to two creatures of
your choice within the range of your
unarmed attack must succeed a Dexterity
saving throw, gaining the restrained condition
until this jutsu ends and taking 2d8 bludgeoning
damage on a failure. A restrained creature can
attempt to end being restrained by
succeeding a Strength saving throw on
their turns.
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.
If cast at B-Rank, increase
the amount of creatures to
3 and the radius by 5 feet.
If cast at S-Rank,
increase the amount of
creatures to 4 and the
radius by 5 feet.

40
C-RANK saving throw, gaining two ranks of the burned
condition on a failed save.
SLITHERING SNAKE MODE • Water: Target creature takes 2d10 cold and 2d10
Classification: Hijutsu bludgeoning damage and is forced to make a Strength
Rank: C-Rank saving throw. On a failed save, the target creature is
Casting Time: 1 Bonus Action knocked back by 15 feet and becomes prone.
Range: Self • Lightning: Target creature takes 2d8 force and 2d8
Duration: Concentration, up to 1 minute lightning damage, and must make a Constitution
Components: CM saving throw, being Shocked for 1d4 rounds on a
Cost: 9 Chakra failed saved.
Keywords: Hijutsu, Ninjutsu
Description: The user turns the lower half of their body B-RANK
into a snake's tail, which greatly increases their speed
and agility. You do not spend chakra to maintain FORMATION OF TEN THOUSAND SNAKES
concentration of this jutsu. Classification: Hijutsu
For the duration, your movement speed is doubled, Rank: B-Rank
and you gain advantage on Dexterity Saving Throws and Casting Time: 1 Action
ignore difficult terrain. Additionally, you have advantage Range: 60-Foot cone
on grapple checks against you. Duration: Instant
Components: CM, HS
STRIKING SHADOW SNAKE ASSAULT Cost: 14 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu
Rank: C-Rank Description: You release a countless number of snakes
Casting Time: 1 Action from your mouth or cloth that moves violently towards
Range: Self (30-foot Cube) everyone in front of you. Creatures in a 60-foot cone
Duration: Instant originating from you must succeed a Constitution saving
Components: HS, CM throw at disadvantage, taking 3d10 piercing and 3d10
Cost: 9 Chakra poison damage and gaining two ranks of envenomed on
Keywords: Hijutsu, Ninjutsu a failed save. On a successful save they take half damage
Description: The user buries his hands and summons a and suffer no additional effects.
large amount of snakes that emerge from underground. At Higher Ranks: For each rank you cast this jutsu
Creatures in this radius must succeed a Dexterity saving above B-Rank, increase the cost of this jutsu by 3 and
throw, taking 2d8 piercing and 2d8 poison damage and increase the damage by 1d10.
must make a Constitution saving throw, gaining one
rank of Envenomed on a Failure. On a successful GATHERING OF THE SNAKES
dexterity save the creature only takes half damage. This Classification: Hijutsu
jutsu ignores total cover. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Reaction, which you take when you
above C-Rank, increase the cost of this jutsu by 3 and would take lethal damage of any type or when you would
increase each damage type by 1d8 piercing. be bisected, beheaded, or would lose any limb.
Range: Self
NATURE RELEASE: NATURE SNAKE Duration: Instant
Classification: Hijutsu Components: CM, HS
Rank: C-Rank Cost: 14 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu
Range: 30ft Description: Snakes emerge from where the user was
Duration: Instant damaged, and pull the body back together, undoing the
Components: HS, CM damage sustained. After using this jutsu, you cannot use
Cost: 9 Chakra it again for 1d4 weeks.
Keywords: Hijutsu, Ninjutsu
Description: The user creates a snake construct of A-RANK
chakra, sending it towards an enemy. Make a ranged
ninjutsu attack, on a hit, the target takes 4d6 force TWIN SNAKES MUTUAL DEATH TECHNIQUE
damage and must make a constitution or be knocked Classification: Hijutsu
back 30 ft. Alternatively if you have an elemental Rank: A-Rank
keyword, you may instead pick one of the following Casting Time: 1 Full Turn Action
effects based on the Nature Release selected. Range: Touch
• Earth: Target Creature takes 2d10 bludgeoning Duration: Instant
damage and 2d8 earth Damage and must also make a Components: CM, HS
Constitution saving throw gaining the Weakened Cost: 20 Chakra
condition until the end of their next turn on a failed Keywords: Hijutsu, Ninjutsu, Kinjutsu
save. Description: In order to cast this jutsu, you must unite at
• Wind: The jutsu gains a Range of 60 Feet and deals least one hand with the target creature that must be
3d6 slashing and 3d6 wind damage. under the restrained or grappled condition. The user
• Fire: Target creature takes 2d8 force and 2d8 fire grabs one of their intended victim's hands and forces it
damage, and all creatures in a 25-foot cone behind to assist in performing the necessary hand seals. Once
the target creature must also make a Constitution this is done, the user and the victim both die
instantaneously.

41
VESPER CLAN Overpowering Might. Starting at 11th level, twice per
Short Rest, you may cause a creature to have
“Those of the Vesper Clan trace their unique Kekkai Genkai
disadvantage on their saving throw against a Genjutsu or
to a Mist Shinobi named Inamo Vesper. It is said that he
Taijutsu you cast.
once made a perilous journey into the heart of a mountain,
Immortal: At 15th level, you become truly immortal,
finding the great and wise Sage Bat. Convincing the Sage to
unable to age any further, unless you willingly allow
train him, he spent years in those caverns, only ever seeing
yourself to. This new outlook on life has significantly
daylight as a distant flicker from cracks in the ceiling. At the
altered your ability to feel fear.
end of his training, he had become a unique Sage, known to
Additionally, you are immune to the Charmed
some as a Vampyr. Leaving the cave, he found sunlight…a
condition, and can gain no more than 2 ranks of the
little irritating.”
Frightened condition.
“As his story came to a close and he had children of his
Supreme Being: At 18th level, you gain additional
own, his unique DNA began to spread throughout, until
features to your Superior Being feature;
centuries later the Vesper Clan was formed. Solitary, rarely
organised and to themselves, the clan are silent stalkers of • Your speed increases by a further 10ft.
the night, often taking up mercenary jobs.” • You gain a +1d10 bonus on initiative rolls. If you would
roll below 13 on your Initiative, your Initiative is
-Otsohi Suzumaru
instead 13.
Shinobi Historia, Ch. 12 excerpt
• Select one C-Rank or lower Concentration Jutsu. You

NOCTURNAL HUNTERS are constantly benefiting from this jutsu at its lowest
rank. This jutsu must have the Taijutsu or Genjutsu
The Vesper are a custom homebrew clan created by Keyword.
Schmeelo. Tracing their origins back to a family that
accepted a blood pact with a Sage Bat, those of the
Vesper Clan find themselves gifted with features akin to
a bat, but also enhanced strength and speed. Preferring
the night to day, they prowl the streets of villages to find
their targets.

VESPER TRAITS
Ability Score Increase: +2 Cha, +1 Str or Dex
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Acrobatics, Stealth
Visual Literacy: All ability scores are counted as being +2
higher, for the purpose of casting Higher Ranked
Genjutsu with the Visual Keyword through any Ability
Score Restrictions.

VESPER FEATURES
Vesper Clan Techniques: Vesper clan members have
access to their own list of secret jutsu that only those
with their kekkei genkai may use.
Charming Persona: Beginning at 1 st level, Vesper clan
members may use Charisma instead of Wisdom as the
casting modifier for Genjutsu with the Hijutsu
keyword.
Supreme Nightvision: At 1st level, Vesper Clan
members gain 120ft of Darkvision and you can see
through light obscurement with no difficulty. At 7th level,
Vesper Clan members perceive color through their
Darkvision and you can see through heavy obscurement.
Superior Being. Blessed with the genetics of the
ancient Sage Bat, your physiology is inherently molded
for greatness. At 3rd level, you gain the following traits:
• Your Speed increases by 5ft, and gain a wall walking
speed equal to your movement speed.
• You have advantage on Strength Checks to Push, Pull
and Drag objects.
• When you would be forced to make a Strength or
Dexterity Saving Throw, you may spend 3 Chakra and
your reaction to gain advantage against it. At 11th level,
you may spend 10 chakra to use this ability without
consuming your reaction.
Genjutsu Resilience: Starting at 7th level, your
unique insight into Genjutsu also makes you
extremely resilient to it. You have advantage on
saving throws against Genjutsu with the Auditory
or Visual keywords.

42
VESPER CLAN JUTSU Make 2 melee Taijutsu Attacks, each dealing your
unarmed strike damage + 1d6 Necrotic Damage, but do

D-RANK
not add your ability modifier to the damage dealt. For
every two attacks you hit with this jutsu, the target gains
1 rank of Lacerated.
BLOOD DRAIN At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu
above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank
make an additional attack. If cast to B-Rank or higher,
Casting Time: 1 Action
add half your ability modifier to your unarmed damage.
Range: Movement Speed
Duration: Instant
Components: CM, M
C-RANK
Cost: 5 Chakra
Keyword: Hijutsu, Taijutsu, Medical
MISTY LEAP
Classification: Hijutsu
Description: You lunge at a creature with your sharp
Rank: C-Rank
fangs, aiming to drink deep. Make a melee Taijutsu
Casting Time: 1 Bonus Action
Attack. On a hit, deal 2d4 Piercing damage, and they then
Range: Self
take 2d6 Necrotic Damage. You heal for the necrotic
Duration: Instant
damage dealt.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 7 Chakra
above D-Rank, increase the cost of this jutsu by 3 and
Keyword: Hijutsu, Ninjutsu
the necrotic damage by 3d6.
Description: Your form turns into that of a fine mist. You

CHARMING GAZE may move up to 40ft in any direction, including up. You
are able to fit through small gaps with ease. At the end of
Classification: Hijutsu
this movement, you return to your normal state. If you
Rank: D-Rank
cast this jutsu whilst moving against heavy wind, you
Casting Time: 1 Bonus Action
only move up to half the maximum distance.
Range: 30 feet
At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
above D-Rank, increase the cost of this jutsu by 3 and
Components: CM
increase the distance you move by 20 feet.
Cost: 5 Chakra
Keyword: Hijutsu, Genjutsu, Visual
Description: You gaze at a creature for but a moment,
MISTED AVOIDANCE
Classification: Hijutsu
causing them to become mildly infatuated with you.
Rank: C-Rank
They must succeed on a Charisma Saving Throw or gain 1
Casting Time: 1 Reaction, when you take damage
rank of the Charmed against you until the end of their
Range: Self
next turn. The target is not aware that they are Charmed.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above D-Rank, increase the cost of this jutsu by 3 and
Cost: 7 Chakra
the ranks of Charmed gained by +1.
Keyword: Hijutsu, Ninjutsu

CLAWS OF NIGHT Description: Your body turns into a puff of smoke as you
dash away to avoid harm. Make a melee Taijutsu attack,
Classification: Hijutsu
using your choice of Dexterity or Charisma as your
Rank: D-Rank
Taijutsu ability modifier, contested by the attack roll or
Casting Time: 1 Bonus Action
DC of the ability used. If you roll higher, you take no
Range: Self
damage and move anywhere within 30ft. If you fail,
Duration: 1 Minute
reduce the damage by twice your proficiency bonus.
Components: CM
Cost: 5 Chakra
Keyword: Hijutsu, Taijutsu
MORTAL FEAR
Classification: Hijutsu
Description: Turning your nails into sharp claws, your
Rank: C-Rank
attacks with your bare hands become vicious enough to
Casting Time: 1 Action
slice through walls. Your unarmed strikes deal 2d6
Range: 90 feet
Slashing Damage. If you would cast a Taijutsu with these
Duration: Concentration, up to 1 Minute
claws, you can change to Slashing. If you do, the Taijutsu
Components: CM
deals an extra die of damage, once per casting.
Cost: 9 Chakra

REND Keyword: Hijutsu, Genjutsu, Visual


Description: You stare into the soul of a creature, forcing
Classification: Hijutsu
them confront their mortal nature. They must succeed a
Rank: D-Rank
Charisma Saving Throw or gain 2 ranks of Fear against
Casting Time: 1 Action
you and take 1d6 Psychic damage, ignoring DR (damage
Range: Touch
reduction) and temporary hit points. If you maintain this
Duration: Instant
jutsu, they must make the same saving throw at the start
Components: M
of each turn. If they have 5 ranks of Fear or more, they
Cost: 4 Chakra
take double the amount of Psychic damage.
Keyword: Hijutsu, Taijutsu, Medical
At Higher Ranks: For each rank you cast this jutsu
Description: To cast this jutsu, you must be benefitting
above C-Rank, increase the cost of this jutsu by 3, and
from the Claws of Night jutsu. You lash out at a creature
the Psychic damage by 1d6.
with your claws, attempting to unleash the blood within.

43
B-RANK A-RANK
THRALL THROATSLICER
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 10 feet Range: Touch
Duration: 1 Minute Duration: Instant
Components: CM Components: M
Cost: 13 Chakra Cost: 20 Chakra
Keyword: Hijutsu, Genjutsu, Visual, Auditory Keyword: Hijutsu, Taijutsu, Finisher
Description: Whispering words of command or affection Description: To cast this jutsu, you must be benefitting
to a creature close to you, you force them into servitude. from the Claws of Night jutsu. You make a single quick cut
They must succeed a Charisma Saving Throw or gain 5 to a creature’s throat with your claws. Make a Taijutsu
Ranks of Charmed. On a failure, they will act as your Attack. On a hit, you deal 12d8 Slashing Damage, and the
loyal servant and perform actions they normally may creature must succeed on a Constitution Saving Throw
not, such as even harming an ally. At the end of each of or be Stunned until the end of their turn, grasping at
their turns, they may attempt the saving throw again. their throat.
If this jutsu is used as a Finisher, the damage is instead
VAMPYR 14d10, and if the creature fails its saving throw and is
Classification: Hijutsu below 25% of its maximum Hit Points, it instantly dies.
Rank: B-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3 and
Range: Self the damage by 2d8 or 2d10 respectively.
Duration: Concentration, up to 1 Minute
Components: HS, CM
Cost: 14 Chakra
Keyword: Hijutsu, Taijutsu
Description: You tap deep into your bloodline,
unleashing a similar power to what the great Bat Sage
once had, becoming a true creature of darkness. For the
duration, gain the following features;
• When under direct sunlight or looking at something
within sunlight, you have disadvantage on attack rolls
and perception checks.
• You gain a +1d4 bonus on all Strength, Dexterity and
Charisma d20 rolls.
• You benefit from the Claws of Night jutsu at no
additional cost and the damage of the claws increases
to 2d8.
• Your Speed increases by 30ft, and you do not provoke
attacks of opportunity.
• Once per turn, you may deal an additional 2d4
Necrotic Damage when dealing damage of any kind.
• Each time a creature would gain any ranks of Charmed
or Fear from you, increase the total by 1.

44
YAMADA CLAN • Balanced Insight: When you force a creature to
make a saving throw with a bukijutsu using a
“When the blade finds the seam between extended muscle,
Katana or Odachi, you can spend 2 Balance die,
sinew, and bone...any body — no matter how sturdy — can
rolling 1 and adding half the result to your Save DC.
be cleaved. No matter how unconventional the opponent
may be the principles behind decapacitation still hold. When you reach 15th level, you may use 2 of these
Know the body's framework, and weave into the openings. effects per turn.
Such is the way of Yamada Asaemon…” Single-Swing Style I: At 7th level, if you have a feature
—Yamada Asaemon Sagiri, Jigokuraku that allows you to make multiple attacks you can choose
to instead make a single attack, dealing the damage from

SINGLE-SWING STYLE
all attacks. Any bonuses to critical hit damage are only
added once.
The Yamada are a custom homebrew clan created by Sharpened Edge: Beginning at 11th level, you increase
KadenUchiha. The Yamada are sword testers and the damage dice of Katana and Odachi are increased.
executioners, who spend their lives honing their ability Katanas now deal 2d8, and Odachi deal 2d12. Jutsu and
to kill an opponent with a single swing. They often work effects that would multiply your weapons damage die by
as executioners as their ability to easily decapitate any amount, excluding critical hits, instead increases
someone makes the prisoners suffer as little as possible. your damage die by an amount equal to the following;
As part of their training, they spend a great deal of time (Double: +1, Triple: +2, Quadruple: +3, Quintuple: +4,
deepening their understanding of the human body, it is Sextuple: +5.)
not uncommon to find a Yamada working in the morgue Single-Swing Style II: Beginning at 15th level, when
dissecting corpses to better understand the ways to slice you cast a Bukijutsu that uses a Katana or Odachi that
a human. When performing executions, the Yamada has multiple attacks, you may choose to instead make
clan's doctrine is that the condemned should not feel one attack and deal the damage from all attacks. If you
any pain or emotions coming from their swords and that were to score a Critical Hit while using this feature, you
they must try to hone their skills to perform an ideal cut do not double all damage dice, only the damage dice of
that falls within that category. what would have been the first attack.
Empty Blade: Finally at 18th level, you have perfected
YAMADA TRAITS your ability to cut off all emotion from your blade, acting
Ability Score Increase: +2 Dex, +1 Str or Wis solely on instinct. You can enter the Empty Blade form
Speed: Your base walking speed is 30 feet as a bonus action on your turn by spending 5 Balance
Skill Proficiency: Martial Arts, Medicine Die, while in this form you gain the following benefits:
Tool Proficiency: Medicine Kit • Your Katana and Odachi deal an additional die of
Weapon Proficiency: Katana, Odachi damage.

YAMADA FEATURES
• If you start your turn with no Balance Die, you gain a
number equal to half your Wisdom Modifier (min 1).
Single-Swing Practitioner: The Yamada Clan has
• You can declare all of your actions for the turn, and
access to a separate list of Jutsu unique to their Clan. You
then condense all attacks from them into one single
can add these Jutsu to your jutsu list instead of selecting
decisive swing dealing all damage and effects. This
jutsu from the Normal jutsu list(s).
feature works across actions and jutsu.
Talented Blade: Beginning at 1st level, when you deal
damage with a Katana or Odachi using Strength or You can maintain this stance for 1
Dexterity you add half (rounded down) of the other minute, after which you are
ability modifier to the damage. This increases to the full emotionally drained and can no
modifier at 15th level. longer use your Balance of
Additionally, you may use Dexterity when calculating Emotion clan feature until you
the Attack, Damage, and Save DC of your Yamada Clan complete a full rest.
Hijutsu.
Balance of Emotion: At 3rd level, as a Yamada you
have learned to find the balance in between emotions,
you gain a new resource called Balance die, which are
d6’s. You have a number of Balance die equal to half your
level (rounded up). You can spend Balance die on the
following effects once per turn and regain any spent
Balance die on a Long Rest.
• Balanced Edge: When you deal damage with a weapon
or taijutsu attack using a Katana or Odachi, you can
spend any number of Balance die you have remaining,
adding them to the damage roll.
Balanced Focus [New!]: When you make a weapon or
taijutsu attack using a Katana or Odachi and would roll
a natural 1 on the d20, you may spend 2 Balance Die,
rerolling the d20 and taking the higher result for the
attack. If you score a hit this way, add one of the
Balance die rolled to the damage dealt.
• Balanced Precision: When you make a weapon
or taijutsu attack using a Katana or Odachi.
You may spend 1 Balance die, adding it to the
attack roll.

45
YAMADA CLAN JUTSU SINGLE-SWING STYLE: KISHO GUARD
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Reaction, which you take when you

MULTI-SWING STYLE: FIRST CUT


would take damage.
Range: Self
Classification: Hijutsu
Duration: 1 round
Rank: D-Rank
Components: W (Katana or Odachi), M
Casting Time: 1 Action
Cost: 5 Chakra
Range: Weapon Range
Keywords: Bukijutsu, Hijutsu
Duration: Instant
Description: You assume a stance meant for your blade
Components: W (Katana or Odachi), M
to block and your body to swiftly avoid incoming blows,
Cost: 5 Chakra
until the start of your next turn you gain a +4 to your AC
Keywords: Bukijutsu, Hijutsu
and when you are hit by an attack, reduce the incoming
Description: You assume a readied stance before
damage by your Strength modifier (maximum 5).
swinging for a creature’s midsection. Make a melee
At Higher Ranks: For each rank you cast this jutsu
taijutsu attack on a creature within range. On a hit you
above D-Rank increase the cost of this jutsu by 3. If you
deal your weapons damage + 3d6 and the target gains 1
cast this jutsu at B-Rank you instead reduce damage by
rank of bleed.
twice your Strength modifier (max 10). If this jutsu is
At Higher Ranks: For each rank you cast this jutsu
cast at S-Rank, you instead reduce incoming damage by
above D-Rank, increase the cost by 3 and the damage by
your weapon’s damage.
2d6.

SINGLE-SWING STYLE: ENTRY CUT C-RANK


Classification: Hijutsu
Rank: D-Rank MULTI-SWING STYLE: SECOND CUT
Casting Time: 1 Reaction, which you take when initiative Classification: Hijutsu
is rolled. Rank: C-Rank
Range: Movement Speed Casting Time: 1 Bonus Action
Duration: Instant Range: Weapon Range
Components: W (Katana or Odachi), M Duration: Instant
Cost: 4 Chakra Components: W (Katana or Odachi), M
Keywords: Bukijutsu, Hijutsu Cost: 8 Chakra
Description: You quickly dash forward as you draw your Keywords: Bukijutsu, Hijutsu
sword with the intent to finish the battle before it begins. Description: This jutsu can only be cast directly after you
Make a melee taijutsu attack on a creature within range. hit with Multi-Swing Style: First Cut and must target
On a hit you deal your weapons damage + 2d6. If this the same creature. After slashing the creature’s
attack scores a critical hit the creature is counted as stomach, you bring the blade up and attempt to strike
surprised for the first round of combat. diagonally across their chest. Make a melee taijutsu
At Higher Ranks: For each rank you cast this jutsu attack on a creature within range. On a hit you deal your
above D-Rank, increase the cost of this jutsu by 3 the weapons damage + 4d8 and the target must make a
damage by 1d6, and the critical threat range by +1. Constitution saving throw gaining 2 ranks of bleed on a
failure. If they roll a 1 or 2 on the saving throw, they
SINGLE-SWING STYLE: QUICK CUT instead gain 4 ranks of bleed.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above C-Rank, increase the cost of this jutsu by 3 and the
Casting Time: 1 Action damage by 2d8.
Range: Weapon Range
Duration: Instantaneous SINGLE-SWING STYLE: DISARMING CUT
Components: W (Katana or Odachi), M Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Bukijutsu, Hijutsu Casting Time: 1 Action
Description: You strike so fast your enemy doesn’t have Range: Weapon Range
time to react. Make a melee taijutsu attack on a creature Duration: Instant
within range. On a hit you deal your weapons damage + Components: W (Katana or Odachi), M
3d6. If the target would cast a Jutsu as a Reaction to the Cost: 8 Chakra
damage you deal, the cost of their jutsu is increased by Keywords: Bukijutsu, Hijutsu
+6 due to the strain required to keep up with your strike. Description: You attempt to disarm an opponent. Make a
If their jutsu or choice of reaction, does not cost chakra, melee taijutsu attack on a creature within range. On a hit
they must spend 12 chakra to take their reaction. you deal your weapons damage + 6d6 , and the target
At Higher Ranks: For each rank you cast this jutsu must make a Strength saving throw dropping their
above D-Rank, increase the cost of this jutsu by 3 and weapon on a failure. If you roll 4 or more 6’s on a d6,
the damage by 2d6 and the extra cost to take a reaction with this jutsu’s damage die, you cut off the creature’s
by +4. arm at the elbow.
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.

46
SINGLE-SWING STYLE: DISABLING CUT SINGLE-SWING STYLE: MULTI-CUT
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Self (30-foot Line)
Duration: Instant Duration: Instant
Components: W (Katana or Odachi), M Components: W (Katana or Odachi), M
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Bukijutsu, Hijutsu Keywords: Bukijutsu, Hijutsu
Description: You try to sever the tendons on a creature’s Description: You quickly dash forward in a straight line
leg preventing them from fleeing. Make a melee taijutsu attempting to cleave multiple people in two. Make a
attack on a creature within range. On a hit you deal your melee taijutsu attack, comparing the result against each
weapons damage + 7d4 and the target must make a creature within a 5-foot wide, 30-foot long line. On a hit
Dexterity saving throw halving their movement speed on you deal your weapons damage + 6d10 and creatures
a failure until the end of their next turn. If you roll 5 or must make a Constitution saving throw, gaining 2 ranks
more 4’s on a d4, with this jutsu’s damage die, you cut of bleeding on a failed save. If you roll 4 or more 10’s on
off the creature’s leg. Their movement speed is reduced this jutsu’s damage die, the first creature hit by this
by 10 feet, and they are considered prone until their leg is attack is instantly cleaved in half, instantly killing them,
healed or they gain a replacement. for each additional 10 you roll afterwards, the next
At Higher Ranks: For each rank you cast this jutsu creature in the line is also cut in half.
above C-Rank, increase the cost of this jutsu by 3 and the At Higher Ranks: For each rank you cast this jutsu
damage by 1d4. above B-Rank, increase the cost of this jutsu by 3, the
damage by 1d10, and the length of the line by 15 feet.
B-RANK
A-RANK
MULTI-SWING STYLE: THIRD CUT
Classification: Hijutsu MULTI-SWING STYLE: FINAL CUT
Rank: B-Rank Classification: Hijutsu
Casting Time: 1 Reaction, which you take after you score Rank: A-Rank
a hit with Multi-Swing Style: Second Cut. Casting Time: Special
Range: Weapon Range Range: Weapon Range
Duration: Instant Duration: Instant
Components: W (Katana or Odachi), M Components: W (Katana or Odachi), M
Cost: 14 Chakra Cost: 20 Chakra
Keywords: Bukijutsu, Hijutsu Keywords: Bukijutsu, Hijutsu
Description: This jutsu can only be cast directly after you Description: This jutsu can only be cast immediately
hit with Multi-Swing Style: Second Cut and must target after Multi-Swing Style: Third Cut, and must target the
the same creature. After performing the diagonal slash, same creature. You step back slightly and perform one
you bring your sword upward in the opposite direction final cut attempting to behead the creature. Make a
creating an “X” slash across their chest. Make a melee melee taijutsu attack. On a hit you deal your weapons
taijutsu attack on a creature within range. On a hit you damage + 12d12, rerolling 1’s and 2’s taking the second
deal your weapons damage + 6d10 and the target must result and the creature gains 5 ranks of lacerated. If you
succeed a Constitution saving throw or become stunned roll 4 or more 12’s on a d12, with this jutsu’s damage die,
until the end of their next turn. the creature is immediately beheaded. If the target
At Higher Ranks: For each rank you cast this jutsu creature is stunned when you cast this jutsu, and you
above B-Rank, increase the cost of this jutsu by 3 and the beat their AC by 5 or more, this attack automatically
damage by 1d10. scores a critical hit. After casting this jutsu you gained
the Dazed condition until the end of your next turn.

47
CLAN FEATS is not the same as Hijutsu which require you to have
your Ketsuryūgan active in order to cast the jutsu.

CHINOIKE CLAN FEATS TETHERED PLASMA


Category: Clan
BLOOD MEDICINE Prerequisite: Chinoike Clan, Level 12+
Category: Clan The bond that you form with creatures under the effects
Prerequisite: Chinoike Clan of your Blood Pact feature grows stronger. You gain the
To improve your manipulation of blood, you decide to following benefits;
take some time to study in the medical industry. You
• Increase your Intelligence or Wisdom score by +1, to a
gain the following benefits;
maximum of 20.
• You gain the ability to learn jutsu with the Medical • Features from your Blood Pact that have a set range,
keyword. have that range doubled.
• All Chinoike Clan Hijutsu you know gain the Medical • Patrons gain resistance to Necrotic damage and
keyword. advantage against the bleeding condition for the
• Medical jutsu you cast can benefit from your Sanguine
duration of your Blood Pact. If your Ketsuryugan is
Prowess feature and Ketsuryūgan bonus action ability. active, they are instead immune to the bleeding
• Twice per long rest, when you heal a creature with a
condition.
jutsu with the medical keyword, you can automatically • When you and your Patron would share hit points
remove all ranks of bleeding from them. gained from a medical jutsu, the creature being healed
can spend 5 chakra instead of their reaction to do so.
SANGUINE ADEPT • Patrons can benefit from your Sanguine
Category: Clan
Prowess feature as if you used it at 3rd level. The
Prerequisite: Chinoike Clan, Level 8+
amount of times this can be performed is equal to your
You become more efficient with your blood techniques,
Constitution modifier, and uses of this feature are
whilst simultaneously learning new ways to mold blood;
shared between all Patrons.
You gain the following benefits;
• Increase your Intelligence or Wisdom score by +1, to a FŪSHIN CLAN
maximum of 20.
• When you damage yourself for your Sanguine RAMPAGING WIND
Prowess feature, you lose 2 hit points, instead of 1d4. Category: Clan
• You can now use corpses as a sufficient source of Prerequisite: Fūshin Clan, Level 8+
water. When you do, you also simultaneously gain the Your wind has grown even more ferocious. You gain the
benefits of your Sanguine Prowess feature, without following benefits;
needing to use your own blood. The amount of times • Increase your Intelligence or Dexterity score by 1, to a
this can be done with a corpse depends on its
maximum of 20.
size. (Tiny-0 uses, Small-1, Medium-3, Large-6, Huge-
• Fūshin clan Ninjutsu have their area of effect
10, Gargantuan-20)
increased by 5 feet in every direction.
• You gain new options for your Sanguine Prowess
• Fūshin clan Ninjutsu have their knock back increased
feature;
by 10 feet.
o Impose a -1d4 penalty against creatures who
• You have advantage on concentration checks when
would attempt to counter, dispel, negate, or
you are only concentrating on Jutsu with the Wind
clash your jutsu
Release keyword.
o Deal an additonal amount of chakra damage to
one affected creature equal to the amount of
SLIPSTREAM
damage die used by the jutsu (ex. Dealing 6d10
Category: Clan
cold damage also deals 6 chakra damage).
Prerequisite: Fūshin Clan, Level 4+
o Reduce the movment speed of all affected
You have learned to flow like the wind when you move.
creaures by -10 feet, to a minimum of 5 feet,
You gain the following benefits;
until the end of your next turn.
• Increase your Intelligence or Dexterity score by 1, to a

KETSURYŪGAN MASTER maximum of 20.


Category: Clan • Your speed increases by 10 feet. You increase your
Prerequisite: Chinoike Clan, Level 8+ movement speed by an additional 5 feet for each jutsu
Your Ketsuryūgan improves in efficiency and speed due with the Wind Release keyword you are concentrating
to your dedication to your clan's bloodwork. You gain the on.
following benefits; • While you are concentrating on a jutsu with the Wind
Release Keyword you don’t provoke opportunity
• Increase your Intelligence or Wisdom score by +1, to a
attacks.
maximum of 20.
• While your Ketsuryūgan is active, you cannot be
Dazzled or Concussed.
WINDBORNE
Category: Clan
• You now regain half your expended uses of your
Prerequisite: Fūshin Clan
Ketsuryūgan features on a short rest.
The wind itself has adopted you as one of its own. You
• Chinoike Hijutsu you cast that would receive
gain the following benefits;
additional benefits from your Ketsuryūgan being active
• Increase your Intelligence or Dexterity score by 1, to a
at casting, no longer require you to have your
Ketsuryūgan active prior to receive the benefits. This maximum of 20.

48
• You can use Dexterity instead of Intelligence as your Recording scroll is doubled. You can share the
casting modifier for Fūshin Clan Hijutsu. contents you have stored by broadcasting it to a device
• You ignore difficult terrain and visual obstructions you can see, or creating a small cloud of Data Release
created by wind or jutsu with the Wind Release that shows onlookers what you have stored.
Keyword. • Twice per short rest, when you would cast a Genwa
• You gain a +1d8 bonus to clash checks when clashing Hijutsu, you can cast another Genwa Hijutsu at half
with a jutsu with the Wind Release keyword. cost, as part of the same action. The 2nd jutsu cast
cannot deal damage or affect a hostile creature.
GENWA CLAN FEATS
HEAVEN'S HELLFIRE
UPLINK Category: Clan
Category: Clan Prerequisite: Genwa Clan, Level 12+
Prerequisite: Genwa Clan The power and influence of technology continue to grow
Your mind is constantly flooded with new information as the world continues to evolve. You are a part of this
from your surrounding environment, due to the over trend, exceeding all those around you who have
fluxing nature of Data Release. You dedicate time to become dated. You gain the following benefits;
meditate and focus your kekkei genkai's energy to utilize • You gain access to another Data Channel.
its potential. You gain the following benefits; • You can perform a Data Leak a number of times equal
• Increase your Intelligence or Dexterity score by 1, up to your Intelligence modifier, instead of only twice.
to a maximum of 20. • When you would use Stable Frequency to change the
• All of your ability scores are counted as being +2 duration of a jutsu to 1 minute, you no longer have to
higher, for the purpose of casting higher ranked double the jutsu's cost to do so. If you still do, the
Sensory jutsu through any ability score restrictions. duration becomes 3 minutes.
• You can learn and create jutsu with • You cannot lose concentration of Genwa Hijutsu as the

the Sensory keyword in half the time. result of taking damage or failing a concentration
check.
LIVELEAK
Category: Clan HARUNO CLAN FEATS
Prerequisite: Genwa Clan, Level 4+
The Genwa are best known for their ability to uncover IMPROVED COMBAT MEDICINE
the truth and expose it to the masses. While you do not Category: Clan
have many elders to teach you their ways, you learn of Prerequisite: Haruno Clan
the infamous nature of the Genwa, and figure out how to You have mastered weaving your medical jutsu into your
do it all yourself. You gain the following benefits; combat style, you gain the following benefits:
• Increase your Intelligence score by 1, up to a • Increase your Strength or Wisdom score by 1, to a
maximum of 20. maximum of 20.
• Reduce the cost of all Genwa Hijutsu by -1. • Choose one jutsu you know with the Medical keyword
• When you cast a jutsu with the Lightning Release that deals damage, this jutsu gains the combo
keyword with a duration greater than instant, that keyword. You can switch the chosen jutsu out on a
does not require concentration, its duration is long rest.
automatically doubled. • When you cast a Taijutsu with the Combo keyword, you
• You can always connect to the Ninja-Net, no matter can cast a Medical jutsu that deals damage as if it were
the distance or interference, as long as you are on the a Finisher, increase the damage die size of the jutsu by
same plane of existence as the servers used to run it. 1 step when cast this way.
• Once per short rest, you can choose to begin streaming
your vision to a device you are holding or that can be MASS RELEASE
accessed through the Ninja-Net (Ex. a computer Category: Clan
screen in the Hokage's office while you are in the Prerequisite: Haruno Clan
Hidden Rain.) This counts as concentration, and you Your extreme control over your chakra allows you to
must spend 3 chakra at the start of each of your turns resist and aid others at resisting genjutsu. You gain the
to maintain this. following benefits:
• Increase your Constitution or Wisdom score by 1, to a
ZERO TO HERO maximum of 20.
Category: Clan • You learn the Release genjutsu. When you cast this
Prerequisite: Genwa Clan, Level 4+ jutsu the range is increased to 60 feet, and you can
You discover a method of using Data Release to store raw target any number of creatures in range. For each
information within yourself, as if you had a second creature after the first you target increase the cost of
mind, enabling you to subconsciously mold lightning the jutsu by 3.
more effectively. You gain the following benefits; • When you cast a jutsu with the Medical keyword on a
• Increase your Intelligence score by 1, up to a creature you may also cast the Release genjutsu as a
maximum of 20. part of the same action.
• When you cast a jutsu with the Lightning Release
keyword that can be Overcharged, you can choose to REFINED CHAKRA NETWORK
spend 4 chakra as opposed to a bonus action to Category: Clan
overcharge it. Prerequisite: Haruno Clan, Level 16+
• You always count as possessing a Recording Scroll, and Some Haruno Clan members have an innate talent for
the amount of words and audio you can record in a optimizing how they use their chakra; you are one such
member. you gain the following benefits:

49
Constitution instead of its casting ability for its attack
• Increase your Constitution or Wisdom score by 1, to a and damage rolls as well as Save DC.
• When you spend the full chakra cost of a jutsu using
maximum of 20.
• When you make a Chakra Control check you may use Star Chakra, its damage type becomes Force. If the
jutsu doesn't deal damage, you instead gain Xd6
your Wisdom in place of your Constitution.
• Reduce the cost to maintain Concentration on jutsu by
temporary hit points, where X equals the jutsu's rank
(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank:
1, to a minimum of 1.
• If you were to fail a Chakra Control check to maintain
5), which last until the end of your next turn.
concentration, you can choose to spend 1 Chakra Die to
instead automatically succeed.
COSMIC KUJAKU
Category: Clan
• Reduce the cost of Ninjutsu with the Medical
Prerequisite: Hoshi Clan, Level 16+
keyword by an amount equal to its rank (D-Rank = 1,
You have mastered weaving your medical jutsu into your
C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5)
combat style, you gain the following benefits:

HOSHI CLAN FEATS • Increase your Constitution or Intelligence score by 1,


to a max of 20.
STAR CHAKRA RESILIENCE • You can activate your Kujaku Mode as part of initiative.

Category: Clan • When you activate Kujaku Mode, you may remove a

Prerequisite: Hoshi Clan number of ranks of a condition affecting you equal to


Your Star Chakra has grown exceptionally strong and your Constitution modifier (except Star Fatigue).
resilient. You gain the following benefits; • While Kujaku Mode is active, the increase to AC
becomes +2, and you add half your Constitution
• Increase your Constitution or Intelligence score by 1,
modifier (rounded down) to saving throws made
to a max of 20.
against hostile Ninjutsu.
• When you spend at least 2 Star Chakra when casting a
jutsu that creates a construct, the construct created
gains a number of temporary hit points equal to 3
IBURI CLAN FEATS
WEAPONIZED FUMES
times the rank of the jutsu cast (D-Rank: 1, C-Rank: 2,
B-Rank: 3, A-Rank: 4, S-Rank: 5). While a construct has
Category: Clan
these hit points, it is resistant to Bludgeoning,
Prerequisite: Iburi Clan
Piercing, and Slashing damage.
You have become so adept at manipulating smoke that
• When you use Star Chakra to fuel a class feature, 1 Star
you are able to formulate the particles necessary in the
Chakra Counts as 2 regular chakra.
air to create a weapon without spending much, if any,

KUJAKU FLOURISH chakra. You gain the following benefits;


Category: Clan • Increase your Intelligence score by +1, up to the
Prerequisite: Hoshi Clan, Level 4+ maximum of 20.
You have mastered weaving your medical jutsu into your • You gain a special natural weapon known as Smoke
combat style, you gain the following benefits: Shot. This weapon counts a ranged weapon and cannot
• Increase your Constitution or Intelligence score by 1,
have seals. This weapon uses your Ninjutsu attack
bonus and has a range of (30/60). On a hit, you deal
to a max of 20.
• While you have temporary hit points as a result of
1dX fire damage, where X is equal to double your
Intelligence modifier (Min. 1d4 / Max. 1d12).
activating Kujaku Mode, you also have resistance to
• Select a damage type between Bludgeoning, Slashing,
bludgeoning, piercing, and slashing damage.
• Your Kujaku Mode's colors may alter depending on
and Piercing. Your Smoke Shot weapon's damage now
counts as the damage type you chose for the purpose
your nature release. If you have a nature release, you
of casting Bukijutsu that require a ranged weapon of a
gain resistance to that nature for the duration of your
specific damage type.
Kujaku Mode. When you spend the Star Chakra cost to
cast a Hoshi Hijutsu, you can change its damage type
to match that nature. If you have more than one
ASH AND DUST
Category: Clan
nature release when you activate Kujaku Mode, you
Prerequisite: Iburi Clan, Level 8+
choose one nature release at a time to benefit from
The flames you generate leave behind a myriad of ash
this feat. If you don't have a nature release, you
and dust within their wake. You gain the following
instead gain resistance to Force.
benefits;

METEORIC CASTER • Increase your Intelligence score by +1, up to the


Category: Clan maximum of 20.
Prerequisite: Hoshi Clan, Level 12+ • When you succeed in a clash with an Iburi Clan jutsu,
Your masterful control in Hoshi techniques has made the losing creature becomes blinded until the end of
your ninjutsu casting both seamless and instinctual. You their next turn.
gain the following benefits; • When you are within 15 feet of a source of fire, as an

• Increase your Constitution or Intelligence score by 1, action you can siphon the smoke from the flames to
refuel your energy, like adding kindling to a fire. You
to a max of 20.
• When you would cast a jutsu without the Hijutsu
expend and roll a number of Chakra Die equal to half
your proficiency bonus, gaining back chakra equal to
keyword, you may spend a number of Star Chakra
the result. If the fire you use this ability on does not
equal to its rank (D-Rank: 2, C-Rank: 4, B-Rank: 6, A-
come from a jutsu based source, you add your
Rank: 8, S-Rank: 10). When you do so you may use
Intelligence and Constitution modifier to the result.

50
The fire is immediately extinguished. You cannot use has the ability to creep into the very soul of any living
this ability if the fire exists on a hostile creature, and being. You gain the following benefits:
can absorb smoke this way once per long rest. • All Kashu Clan Hijutsu that impose a rank of
• If you have the Smoke Shot natural weapon, it gains an
Disorientation now impose an additional rank.
additional die of damage, and its range becomes • A creature with 0 chakra points gains disadvantage on
(60/120).
saving throws from jutsu with the auditory keyword

REBELLIOUS CINDERS
and cannot gain advantage by any means.
• Kashu Clan Hijutsu, that don't already reduce chakra,
Category: Clan
reduce an opponent’s chakra by half the amount of
Prerequisite: Iburi Clan, Level 12+
damage dealt.
The destructive nature of your Will-O-Wisp improves,
allowing you to broaden the type of jutsu that can benefit
from this ability. You gain the following benefits;
KETON CLAN
• You can now use your Will-O-Wisp feature on Fire
BLINDING LIGHT
Release jutsu that require a saving throw. If the jutsu Category: Clan
targets creatures, you may target an additional Prerequisite: Keton Clan, Level 4+
creature. If the jutsu affects creatures within a certain The light you create shines brighter now holding the
radius, you may increase the radius of creature's ability to blind your foes. You gain the following
affected by 5 feet. benefits;
• When you would use your Will-O-Wisp feature on a
• Increase your Constitution score by 1, to a maximum
Fire Release jutsu that requires an attack roll, the
of 20.
radius of creatures affected increases by 5 feet and you
• Creatures that start their turn or enter a space within
can now choose which creatures are affected.
multiple sources of bright light you have created must
• Creatures that fail the saving throw against your Will-
make a Constitution Saving throw against you
O-Wisp feature now take the full damage that the
Ninjutsu DC or gain the Dazzled condition until the
original target would've taken.
beginning of their next turn.
• If you have the Smoke Shot natural weapon, the
• While standing in a source of bright light of your own
weapon becomes able to trigger your Will-O-Wisp clan
creation, attacks made against you suffer a -1 penalty
feature.
and you gain a +1 bonus to Dexterity saving throws.

KASHU CLAN BOUNTIFUL LIGHT [NEW!]


Category: Clan
MAXIMUM VOLUME Prerequisite: Keton Clan, Level 4+
Category: Clan
You have discover how into imbue light into your jutsu.
Prerequisite: Kashu Clan, Level 8+
You gain the following benefits;
Your Auditory Ninja Tool can now be used to further
• Increase your Constitution or Intelligence score by 1,
amplify you genjutsu. You gain the following benefits;
to a maximum of 20.
• Increase your Intelligence or Wisdom score by +1, to a
• When you cast a jutsu with the Fire or Lightning
maximum of 20.
Release keyword that creates an area of effect such as
• When you would cast a jutsu that uses your Auditory
a line or cone, you may use one usage of your
Ninja Tool and requires an attack roll, you may spend 5
Enlightening Grasp feature. If you do so than your jutsu
chakra as part of the same action to double the range.
gains the following effect;
• When you would cast a jutsu that uses your Auditory
o “The center of your Jutsu becomes a source of
Ninja Tool that has an area of effect, you may spend 10
bright light in a 20-foot radius and dim light for
chakra as part of the same action to double the size of an additional 20 feet for 1 minute. The light can
the area. be colored as you like.”

DEMONIC WAVELENGTH
• Light created by your Enlightening Grasp feature now
lasts up to 1 hour. If you spend 5 chakra the duration is
Category: Clan
increased to 12 hours.
Prerequisite: Kashu Clan, Level 8+
• You can now dismiss any source of light created by you
You harness your dark chakra to enhance the power of
as a free action. When you dismiss a source of light you
your clan's Hijutsu. You gain the following benefits;
gain an Energy Die.
• Increase your Intelligence or Wisdom score by +1, to a
maximum of 20. BLISTERING HEAT
• When a jutsu you cast would benefit from your Category: Clan
Reckless Genjutsu clan feature and requires an attack Prerequisite: Keton Clan, Level 8+
roll, you also increase the critical threat range by the The light you create shines brighter now holding the
same amount. ability to blind your foes. You gain the following
• If a jutsu you cast would benefit from your Reckless benefits;
Genjutsu clan feature and doesn't require an attack • Increase your Intelligence score by 1, to a maximum of
roll, you may instead increase the bonus up to a 20.
maximum of 5 instead of 3. • You can now hold an amount of Energy Die equal to

CURSE OF THE DEMON WORLD


your proficiency bonus.
• You gain 2 Energy Die at the end of any rest.
Category: Clan
Prerequisite: Kashu Clan, Level 8+
Your genjutsu's sound is completely overwhelming and

51
KONJIKI CLAN • When clashing with a jutsu with the Earth Release
Keyword you can never roll at disadvantage.
CORRODED STEEL Additionally, if you would roll at advantage you
Category: Clan instead roll 3d20 taking the highest result.
Prerequisite: Konjiki Clan • Konjiki Clan Jutsu you cast, that does not have

You have learned how to add medical chakra to your resistance to Lightning Damage, gain resistance to
steel. You gain the following benefits; lightning damage.

• Increase your Intelligence or Wisdom score by 1, to a


maximum of 20.
SHÍ HÓU CLAN
LEGACY OF HEROES
• You gain the ability to learn Jutsu with the Medical
keyword that deal Acid damage or inflict the Corroded
Category: Clan
condition.
Prerequisite: Shi Hou Clan
• All Konjiki clan Hijutsu gain the Medical Keyword.
Researching into your Clan’s heroic legacy, you learn
• When you deal damage with a Konjiki Hijutsu, you
that many members opted to include weapons into their
may convert half the jutsu’s damage to Acid damage.
fighting style, so you decide to do the same. You gain the

IMPROVED STEEL WEAPONS following benefits;

Category: Clan • Increase your Strength, Dexterity or Constitution


Prerequisite: Konjiki Clan, Level 4+ score by +1, up to the maximum of 20.
You have trained to improve the strength of your Yin • Shi Hou Clan features now work when casting
chakra to make your Steel Weapons stronger and more Bukijutsu using a bludgeoning weapon.
durable. You gain the following benefits; • You may substitute your unarmed attacks and
unarmed damage (including with Taijutsu) with the
• Increase your Constitution or Intelligence score by 1,
weapon attack bonus and weapon’s damage of a
to a maximum of 20.
Quarterstaff.
• All of your weapons you would create using your
Weapon Formation feature are counted as +2 for
determining if they would be destroyed or harmed by a
CHI EXPERT
Category: Clan
jutsu or enemy feature.
Prerequisite: Shi Hou Clan, Level 4+
• You can use Intelligence in place of your Strength
You have become more accustomed to the techniques
modifier for weapon attacks using your Steel weapons.
of Inner Chi, causing your body and will to adapt.
• When you cast a Bukijutsu with a weapon created with
your Weapon Formation feature, you may spend an • Increase your Strength, Dexterity or Constitution

additional amount of chakra equal to the Bukijutsu’s score by +1, up to the maximum of 20.
rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S- • You gain additional Inner Chi equal to your half

Rank: 5). If you do, you may cast the Bukijutsu using character level, rounded up. You gain an additional +1
Intelligence as your Taijutsu ability modifier instead Inner Chi every 2 levels after you gain this feat.
of Strength. • Once per long rest as full turn action you may convert
chakra in your body into Inner Chi. You may spend any
STEEL SMITH amount of chakra and gain Inner Chi equal to half the
Category: Clan amount of chakra spent, this cannot surpass
Prerequisite: Konjiki Clan, Level 8+ your Inner Chi maximum.
After countless weapons being forged in rapid battles,
you’ve managed to make them even faster than before, MASTER OF TRANSFORMATIONS
even carving intricate seals into the metal. You gain the Category: Clan
following benefits; Prerequisite: Shi Hou Clan, Level 4+
You have become fluent in your ability to pull from the
• Increase your Intelligence score by 1, to a maximum of
power of Sage Beasts and can utilize more of them at
20.
once. You gain the following benefits;
• You gain proficiency in Crafting. If you already had
proficiency in Crafting you instead gain expertise. • Increase your Strength, Dexterity or Constitution score
• If you would cast a jutsu with the weapon component by +1, up to the maximum of 20.
and you are not currently holding a weapon you may • You gain 1 additional 72 Transformation that you

make a steel weapon as part of the Jutsu’s casting. qualify for at each tier (Simple, Advanced, Mythic).
• When you select this feat, select two D-Rank or one C- • You can take this feat more than once, up to two times

Rank seals. All steel weapons you create are counted as total.
having those seals. This cannot be changed later.
CHI MASTER
SUPERIOR STEEL Category: Clan
Category: Clan Prerequisite: Shi Hou Clan, Level 8+, Chi Expert Feat
Prerequisite: Konjiki Clan, Level 12+ You have completely mastered your Chi, becoming a true
Your Yin Release has reached a level where all your earth successor to the legacy of the first Sage of the Monkey
release jutsu have overcome the historic weaknesses of Domain. You gain the following benefits;
the element.. You gain the following benefits; • Increase your Strength, Dexterity or Constitution score
• Increase your Constitution or Intelligence score by 1, by +1, up to the maximum of 20.
to a maximum of 20. • When jutsu you cast gains the benefits from your Inner
• Hostile Creatures cannot ignore any difficult terrain Chi clan feature it instead gains an additional 2 damage
created by jutsu with the Earth Release Keyword. die (This can only occur once per casting) or a +2 to
attack rolls until the end of this turn.

52
• Once per short rest, when you would deal damage with change the saving throw into a Charisma Saving
a jutsu that was casted only using Inner Chi, you can Throw.
instead deal maximum damage. Afterwards, make a con
save DC=15+ the rank of the jutsu cast(D=2, C=4, B=6, POISON ADEPT
A=8, S=10), on fail, gain the stunned condition until the Category: Clan
start of your next turn as you have overexerted your Prerequisite: Synthetic Human Clan
muscles. You have used your immune system to improve the
effectiveness of your poisons, making them even harder
SEITEN TAISEI to overcome. You gain the following benefits;
Category: Clan • Increase your Intelligence or Wisdom score by 1, to a
Prerequisite: Shi Hou Clan, Level 12+ maximum of 20.
You can temporarily enter a perfect mindset, and truly • Whenever you force a creature to make a Constitution
reach the level of the great Heavenly Sage. You gain the
Saving Throw to gain the envenomed or poisoned
following benefits;
condition, the DC is increased by 1.
• Once per long rest, as an action, you can spend 5 Inner • You can create Poison in half the time and half the Ryo
Chi and enter this heavenly state. While transformed cost.
you cannot cast nor concentrate on ninjutsu or
genjutsu, and at the start of each of your turns you SYNTHETIC SAGE [NEW!]
must spend 1 Inner Chi to maintain the Category: Clan
transformation. You gain the following benefits; Prerequisite: Synthetic Human Clan, Level 8+
o All Taijutsu you cast gain the benefit from both You have attained greater control over your Corrupted
effects of your Inner Chi feature. If the jutsu Sage Chakra. You gain the following benefits;
possess multiple attack rolls, each attack • Increase your Dexterity or Intelligence score by 1, to a
benefits from the additional damage dice. maximum of 20.
o You add 1d10 to all strength and dexterity skill • While grappling a creature using your Soft Physique
checks you make. Modification feature, your movement speed is no
o You can use 72 Earthly Transformations as part of longer reduced.
taking the attack action. • While in your Corrupted Sage Mode, you gain the
o Reduce the cost of all 72 Earthly following benefits;
Transformations by half. Simple o The range of your Soft Physique Modification
Transformations cost 0 Inner Chi to activate. feature is increased by +10ft.
Upon entering your Corrupted Chakra Mode, you
TEN THOUSAND HAIRS
o
gain additional number of temporary hit points
Category: Clan
and temporary chakra points equal to your
Prerequisite: Shi Hou Clan, Level 16+
proficiency bonus.
After studying more about your ancestral heritage, you
o Poison damage you deal is increased by 1 step,
are one of the few members of your clan to unlock this
and ignores resistance to Poison damage (and
special technique; creating afterimages from strands of
treats immunity to Poison damage as
hair.
resistance).
When you would target a creature with a Taijutsu, you
can spend additional Inner Chi equal to that jutsu's rank,
(D=2, C=4, B=6, A=8, S=10) and a hair will fly from your
VESPER CLAN
body, briefly creating a clone to perform the jutsu again.
When the jutsu is cast this way, all damage done is
BLADE OF DARKNESS
Category: Clan
halved, the jutsu doesn't benefit from any additional
Prerequisite: Vesper Clan
jutsu used to increase this jutsu's damage or chance to
You learn how to use weaponry alongside your Vesper
hit and cannot inflict any conditions. Clones also cannot
Clan Techniques. You gain the following benefits;
cast Taijutsu that would cause it to die or to gain a
negative condition on itself (such as Exhaustion). • Using your dark powers with weaponry, you learn a
A jutsu can benefit from this feature up to once per new Vesper Hijutsu, Tool of Night.
casting. • When you score a Critical Hit against a creature with a
weapon attack or Taijutsu attack, it gains 1 rank of Fear
SYNTHETIC HUMAN CLAN against you, once per turn, per creature.
• When you cast a Bukijutsu while benefitting from the

CHARISMATIC DESIGN Claws of Night jutsu, you may pay half the cost of the
Category: Clan Bukijutsu again to deal an additional 1d8 Necrotic
Prerequisite: Synthetic Human Clan, Level 4+ Damage. Increase this damage by 1 dice for each rank it
You have discovered that your will is only yours, and is cast at beyond D-Rank.
only you can decide your fate. You gain the following • When you would benefit from Claws of Night to due
benefits; Vampyr, you may choose to instead benefit from Tool of
Night, with the Necrotic damage being increased to 1d8.
• Increase your Charisma score by 1, to a maximum of
20.
• Twice per short rest, you can add your Charisma
modifier to any saving throw that you are forced to
take. You gain an additional use of this ability at 8 th
and 16th levels.
• Whenever someone or something tries to force you in
order to make you act against your will, you can

53
YAMADA CLAN
TOOL OF NIGHT
Classification: Hijutsu ASAYAMA PILLS
Category: Clan
Rank: D-Rank
Prerequisite: Yamada Clan, Level 4+
Casting Time: 1 Bonus Action
You’re as comfortable rooting around the insides of a
Range: Self
corpse as you are creating them, you gain the following
Duration: 1 Minute.
benefits:
Components: CM, W(Any Melee)
Cost: 5 Chakra • You gain expertise in the Medicine skill.
Keywords: Hijutsu, Bukijutsu • By spending 10 minutes, you can expend one use of a
Description: Imbuing your blade with dark and necrotic Medicine Kit in order to create Asayama Pills out of the
energies, you greatly enhance its abilities to slice away corpse of a creature, these pills work as either Blood
at foes. For the duration of this jutsu, the weapon deals Pills (3d8+8) or Chakra Pills (3d8+8), You may also
an additional d6 of Necrotic Damage and qualifies as harvest Military Ration Pills (4d10+10) but you gain 1
the Claws of Night jutsu for all features or jutsu that less pill. You can gain a number of pills from a corpse
would reference or require it. You may treat Vesper depending on its size (Small = 1, Medium =2, Large =
Taijutsu as if they were Bukijutsu. 3, Huge = 4, Gargantuan = 5). These pills last for 48
hours before their effects become half as potent (half
the result when using these pills). After a week, these
pills completely decay, having no effect when
ECHO-LOCATION consumed.
Category: Clan
Prerequisite: Vesper Clan EMOTIONAL NIRVANA
Attuning yourself more into your Sage Bat ancestry, you Category: Clan
develop a knack for perceiving the world using Prerequisite: Yamada Clan, Level 8+
soundwaves alone. You gain the following benefits; You have refined your control over your emotions. You
gain the following benefits:
• Increase your Wisdom or Charisma by +1, to a
maximum of 20. • Increase your Wisdom score by +1, to a maximum of
• You have gained the ability to create a high frequency 20.
noise that bounces around the area and gives you • You gain an additional number of Balance Die equal to
pinpoint knowledge of the environment. At the start of your Wisdom modifier.
your turn, you may activate this ability. Until the end • Your balance die become d8’s.
of your turn, you gain Blindsight with a range of 100ft. • When you roll a 1 or 2 on a Balance Die you may reroll
If you use this ability within a cavern or other confined it taking the second result. You can use this feature
area where noise can easily travel, the range is instead twice per short rest.
160ft. You may use this ability a number of times equal
to your Proficiency bonus, and regain all uses on a YAMADA ASAEMON
Short Rest. Category: Clan
• You gain proficiency in Perception, or expertise if you Prerequisite: Yamada Clan, Level 12+
are already proficient. Your swordsman skills have reached their absolute peak,
• Your Passive Perception when using sound is you have been granted the name Asaemon. You gain the
increased by +5. following benefits:
• Increase your Strength or Dexterity score by +1, to a
ACCELERATED HEALING maximum of 20.
Category: Clan • Once per turn, when dealing damage with a Katana or
Prerequisite: Vesper Clan, Level 8+ Odachi, you may roll the damage twice and take
Your body becomes able to mend wounds, seemingly on whichever result.
its own. You gain the following benefits; • When you use Single-Swing Style I or Single-Swing
• Increase your Constitution by +1, to a maximum of 20. Style II to make one attack instead of multiple, you
• Your bodies natural ability to heal over time has may spend 5 chakra or 1 Balance die to treat it as if you
become greatly accelerated. As a bonus action, you made one additional attack with the feature or jutsu.
may spend up to 3 hit die. Roll each hit die spent, and
gain the result as hit points.
• When you take a Short Rest, you regain 3 Hit Die.
• When you take a Long Rest, you regain all your Hit Die.

54
BLOODLINE CHARTS
L ATENT C HINOIKE
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent 1 Beginning at 1st level, when you cast a jutsu with the Water Release keyword, you can sacrifice 1d6 hit points as part
Sanguine of casting the jutsu to give the jutsu the benefits it would receive for being near a sufficient source of water. You can
Prowess I do this a number of times equal to your proficiency bonus per long rest.
Latent 2 (You must have Latent Sanguine Prowess II) Beginning at 1st level, when this feature is used if the jutsu cast does not
Sanguine gain any benefits for being near a sufficient source of water, reduce the cost of the jutsu by -1 (Min.1).
Prowess II
Latent 2 (You must have Latent Sanguine Prowess II) Beginning at 7th level, when you use this feature, your jutsu gains one of
Sanguine the following benefits: +1 to damage die. +1 to healing die. +1 to Save DC.
Prowess III
Latent 3 (You must have Latent Sanguine Prowess III) Beginning at 7th level, uses of this feature now reset on a short rest, and
Sanguine if you cast a jutsu that does gain any special benefits for being near a sufficient source of water, reduce the cost of the
Prowess IV jutsu by -2 (Min. 1), instead of -1.
Latent 3 (You must have Latent Sanguine Prowess IV) Beginning at 15th level, when you use this feature, you can select an
Sanguine additional benefit for your jutsu.
Prowess V
Latent 3 Beginning at 7th level, you have learned how to activate your Ketsuryūgan. As a bonus action, you can spend 10
Ketsuryūgan chakra to activate this latent Dojutsu for 1 minute. While active, you have advantage on rolls to resist the bleeding
condition and can change cold damage to deal to necrotic. You can also use any combination of the Ketsuryūgan's
action-based abilities twice per rest. (If you gain the Efficient Ketsuryūgan Clan Feat, you gain a number of uses of
these features equal to your Wisdom modifier)
Latent 3 (You must have Latent Ketsuryūgan I) Beginning at 11th level, for the duration of your Ketsuryūgan, you become
Ketsuryūgan immune to the bleeding condition, and gain resistance to necrotic damage.
II
Latent 5 (You must have Latent Ketsuryūgan II) Beginning at 18th level, when a creature takes damage from the bleeding
Ketsuryūgan condition that was inflicted by you while the Ketsuryūgan is active, they take additional damage equal to their total
III ranks of bleeding.
Latent Blood 3 (You must have Latent Ketsuryūgan I and Latent Sanguine Prowess I) Beginning at 11th level, you gain the Blood
Pact Pact feature of the Chinoike clan up to 7th level. This feature instead persists until either you and your Patron
complete a long rest.
D-Rank 2 You gain the ability to learn D-Rank Chinoike Hijutsu.
Hijutsu
C-Rank 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Chinoike Hijutsu.
Hijutsu
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Chinoike Hijutsu.
Hijutsu
A-Rank 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Chinoike Hijutsu.
Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Chinoike Clan as a prerequisite.

55
L ATENT F ŪSHIN
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Typhoon 2 Beginning at 3rd level, you reduce the downtime needed to learn and create jutsu with the Wind
Release I Release keyword by half your proficiency bonus, rounded up, to a minimum of 1 week of downtime.
This does not stack with similar effects that would reduce downtime.
Latent Typhoon 3 (You must have Latent Typhoon Release I) Beginning at 15th level, once per turn, when you would
Release II deal wind damage, you inflict 1 rank of bleed.
Latent Typhoon 5 (You must have Latent Typhoon Release II) Beginning at 7th level, you develop the variation of Wind
Release III Release known as Typhoon Release, granting your winds greater force to carry. When casting a
Ninjutsu with the Wind Release Keyword, you can change the damage type to wind, and you increase
your jutsu's damage die by 1 step. (d4>d6>d8>d10>d12)
Latent Go with the 2 Beginning at 1st level, when you cast a Ninjutsu with the Wind Release keyword, you ignore half
Flow I cover.
Latent Go with the 2 (You must have Latent Typhoon Go with the Flow I) Beginning at 1st level, you reduce falling
Flow II damage by half as the wind naturally protects you.
Latent Go with the 3 (You must have Latent Typhoon Go with the Flow II) Beginning at 11th level, you now ignore 3/4th's
Flow III cover when you cast a Ninjutsu with the Wind Release keyword.
Latent Raging 2 Beginning at 3rd level, when you would cast a Ninjutsu with the Wind Release Keyword, that has an
Tempest I area of effect, you may increase the area by 5 feet in every direction.
Latent Raging 3 (You must have Latent Raging Tempest I) Beginning at 18th level this increases by an additional 10
Tempest II feet and the range of the jutsu increases by 30 feet.
Latent Forceful 1 Beginning at 7th level, Ninjutsu you cast with the Wind Release Keyword disperses vapors, gases, and
Gale I fogs that can be dispersed by strong winds.
Latent Forceful 2 (You must have Latent Forceful Gale I) Beginning at 7th level, your wind damage ignores resistance.
Gale II
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Fūshin Clan Hijutsu.

C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Fūshin Clan Hijutsu.

B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Fūshin Clan Hijutsu.

A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Fūshin Clan Hijutsu.
Fūshin Clan Feats 5 You gain the ability to learn Clan Feats, with Fūshin Clan as a Prerequisite.

56
L ATENT G ENWA
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent 1s 2 Beginning at 1st level, you gain proficiency in either the Hackers or Security Kit (pick one). You also always count as
and 0s I possessing a Radio Link and can't have your signal interfered or traced with Ninja Tools.
Latent 1s 3 (You must have 1s and 0s Latent I) Beginning at 3rd level, you have advantage on checks made with the kit you
and 0s II selected with Latent 1s and 0s I and cannot make checks with this kit with any penalties. Additionally, you spend 5
chakra to grant yourself another use of this kit, even if you have run out of uses.
Latent 1s 3 (You must have Latent 1s and 0s II) Beginning at 11th level, you can attempt to make a keycard of a specific rank by
and 0s III rolling a Ninshou check vs. a DC equal to 8 + the rank selected (E-Rank: 4, D-Rank: 7, C-Rank: 11, B-Rank: 15, A-Rank:
19, S-Rank: 23). On a success, you spend 2 chakra die and create a keycard that can open a number of doors, equal to
or less than the rank of the keycard chosen, a number of times equal to half your proficiency bonus, before
dispersing. The doors need not be technology to be opened with the keycard. You can do this twice per long rest.
Latent 1 Beginning at 1st level, you gain the ability to communicate with machines.
Dimension
Walker
Latent Data 2 Beginning at 3rd level, you gain 1 Data Channel of your choice.
Channels I
Latent Data 3 (You must have Latent Data Channels I) Beginning at 11th level, you gain 1 Data Channel of your choice.
Channels II
Latent Data 4 (You must have Latent Data Channels II) Beginning at 18th level, you gain 2 Data Channels of your choice.
Channels III
Latent Data 3 Beginning at 7th level, when you cast a jutsu with the Lightning Release keyword, you can change the damage type to
Release I force, increase the damage dealt by 1 step.
Latent Data 4 (You must have Latent Data Release I) Beginning at 15th level, once per long rest, when you use your Data Release I
Release II feature, you can perform a Data Leak on one affected creature, learning two of the following pieces of information as
listed in the Genwa Data Release feature.
D-Rank 2 You gain the ability to learn D-Rank Genwa Hijutsu.
Hijutsu
C-Rank 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Genwa Hijutsu.
Hijutsu
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Genwa Hijutsu.
Hijutsu
A-Rank 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Genwa Hijutsu.
Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Genwa Clan as a prerequisite.

57
L ATENT H ARUNO
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent Cha! 2 Beginning at 1st level, you deal 1.5x damage to structures and area of effect jutsu that use your unarmed damage
increase by 15 feet.
Latent 2 At 3rd level, when you cast a Medical Ninjutsu that requires a melee attack roll you may add your Unarmed Damage
Powerful to the damage roll.
Medicine
Latent 3 Beginning at 3rd level, as a bonus action you may cast a Taijutsu or Medical jutsu with the casting time of 1 action,
Combat you may do this once per long rest.
Medicine
Latent 5 When you cast a jutsu of D-Rank or higher that restores hit points to a creature other than yourself, you may choose
Empowered either yourself or the target of your jutsu. They regain hit points equal to the Jutsu’s Rank (D-Rank = 1, C-Rank = 2,
Healing B-Rank = 3, A-Rank = 4, S-Rank = 5).
Latent 5 Beginning at 15th level, when you are forced to make a Dexterity or Constitution saving throw you can instead
Hardened make a Strength saving throw, alternatively when you are forced to make an Intelligence or Charisma Saving Throw
Body, you can instead make a Wisdom saving throw. Once you use this feature you cannot do so again until you complete
Hardened a long rest.
Mind
Latent 8 Finally at 18th level, when you cast a Taijutsu as an action, you may immediately cast a Medical Jutsu that restores
Combat hit points on yourself as a bonus action.
Regeneration
Clan Feats 7 You gain the ability to learn Clan Feats, with Haruno Clan as a Prerequisite.

58
L ATENT H OSHI
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Beginning at 1st level, you have a pool of Star Chakra equal to half your Con mod + half level to a max total of 5
which can be used in place of regular chakra to fuel jutsu or features Your Star Chakra pool replenishes after a long
Latent Star rest. Star Chakra cannot be absorbed, damaged, or reduced by hostile effects. Jutsu cast using any amount of Star
Chakra I 2 Chakra cannot be dispelled by a rank equal to or less than the jutsu cast.
Latent Star (You must have Latent Star Chakra I ) Your pool of Star Chakra is equal to your Con mod + your level. To a max total
Chakra II 2 of 10 Star Chakra.
(You must have Latent Star Chakra II ) Beginning at 7th level, when you cast a jutsu -- except Hoshi hijutsu -- using
Latent Star Star Chakra, reduce the cost of that jutsu by -1 for every 1 Star Chakra used in its casting. You cannot reduce a
Chakra III 3 jutsu's cost by more than your constitution modifier this way.
Latent Star
Chakra IV 3 (You must have Latent Star Chakra III ) Increase your Star Chakra maximum total by 10 to a new max of 20.
Latent Star (You must have Latent Star Chakra IV ) Beginning at 11th level, once per turn, when you cast a Hoshi Hijutsu using
Chakra V 5 only its Star Chakra cost, it deals an additional die of Force damage.
Latent Beginning at 3rd level, you gain access to the Kujaku Mode clan feature, but none of its higher level advancements;
Kujaku Mode also your Kujaku Mode gains the benefits of only two listed abilities, and you must choose which upon gaining this
I 3 latent (this cannot be changed later). You can activate this feature only once per long rest.
Latent
Kujaku Mode (You must have Latent Kujaku Mode I ) Beginning at 11th level, you gain any 11th level advancements you may have
II 3 for your chosen Kujaku Mode abilities. You gain one additional ability of your choice.
Latent (You must have Latent Kujaku Mode II ) Beginning at 15th level, you gain any 15th level advancements you may have
Kujaku Mode for your chosen Kujaku Mode benefits. You gain one additional ability of your choice. This feature can now be used
III 4 twice per long rest.
D-Rank
Hijutsu 2 You gain the ability to learn D-Rank Hoshi Clan Hijutsu.
C-Rank
Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hoshi Clan Hijutsu.
B-Rank
Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hoshi Clan Hijutsu.
A-Rank
Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hoshi Clan Hijutsu.
Clan Feats 5 You gain the ability to learn Clan Feats, with Hoshi Clan as a Prerequisite.

59
L ATENT I BURI
Bloodline Bloodline
Ability Point
Name Cost Ability Description
Latent 2 Beginning at 3rd level, you halve all knockback you receive and reduce all fire damage you receive by -3.
Ashen
Resilience I
Latent 4 (You must have Latent Ashen Resilience I) Beginning at 11th level, instead of reducing fire damage you receive by -3,
Ashen you gain resistance to fire damage. A number of times equal to your proficiency bonus per long rest, you can add a
Resilience II 1d6 to saving throws against Genjutsu with the Inhale keyword.
Latent Will- 2 Beginning at 3rd level, when you target a creature with a jutsu with the Fire Release keyword that requires an attack
O-Wisps I roll, you can cause the flames and smoke of your jutsu to spread towards all creatures within 5 feet of the original
creature, excluding you and the target. All creatures within range must succeed a Dexterity saving throw against
your jutsu's Save DC or take half damage. You can use this feature twice per long rest.
Latent Will- 4 (You must have Latent Will-O-Wisps I) Beginning at 15th level, the range of this feature increases to 10 feet, and you
O-Wisps II gain an additional two uses. Additionally, you regain your uses of this feature on a short rest, instead of a long rest.
Latent 2 Beginning at 7th level, as a bonus action after casting a jutsu with the Fire Release keyword, you can morph yourself
Smoke to smoke and move to a space within 10 feet without provoking an attack of opportunity. You can also spend 5
Aberration I chakra after casting a jutsu with the Fire Release keyword to use this feature without spending a bonus action. You
can benefit from this feature once per round.
Latent 4 (You must have Latent Smoke Aberration I) Beginning at 18th level, when you use this feature, your AC increases by
Smoke +1 until the start of your next turn.
Aberration II
Latent 3 Beginning at 7th level, when you cast a jutsu with the Fire Release keyword, you can change the damage type to fire,
Smoke and impose a -2 penalty on the first saving throw one affected creature makes against your jutsu or your Will-O-
Release I Wisps feature, if you have it.
Latent 4 (You must have Latent Smoke Release I) Beginning at 15th level, once per rest, when you cast a jutsu with the Fire
Smoke Release keyword, you can blind all affected creatures until the end of each of their turns.
Release II
D-Rank 2 You gain the ability to learn D-Rank Iburi Hijutsu.
Hijutsu
C-Rank 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Iburi Hijutsu.
Hijutsu
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Iburi Hijutsu.
Hijutsu
A-Rank 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Iburi Hijutsu.
Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Iburi Clan as a prerequisite.

60
L ATENT K ASHU
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Auditory 2 Beginning at 1st level, when you would benefit from a short or long rest, you can craft a single
Weaponry I auditory ninja tool that will serve as a component for your Kashu Clan Hijutsu. This Auditory Ninja
Tool is a simple melee weapon with the Light and Finesse properties and deals 1d4 Bludgeoning
damage. This tool can be of any description the user wants, but it must be a device that can produce
sound.
Latent Auditory 3 (You must have Latent Auditory Weaponry I) Starting at 3rd level, when you cast a Genjutsu with
Weaponry II the Auditory keyword, you can add your Auditory Ninja Tool as a component. When you do, you can
increase the damage dealt by 1 die, or decrease the cost of the jutsu by half the result of 1d4
(rounded up).
Latent Auditory 2 (You must have Latent Auditory Weaponry II) Starting at 11th level, when you would cast a
Weaponry III Genjutsu with your Auditory Ninja Tool as a component, your Genjutsu is able to ignore immunity
that a creature would have as a result of being deafened.
Latent 3 You gain the Disorientation Clan feature at 1st level.
Disorientation I
Latent 2 (You must have Latent Disorientation I) Beginning at 15th level, the save DC to remove ranks of
Disorientation II Disorientation increases to 20. Additionally, twice per long rest, when a creature fails a saving throw
against a Genjutsu you cast, you can give them 1 rank of Disorientation.
Latent Cunning 3 Beginning at 3rd level you master the technical applications of Kashu Hijutsu. You may use
Genjutsu Intelligence in place of Wisdom for the Attack and Damage rolls, and Save DC of Kashu Hijutsu you
cast.
Latent Precise 5 Starting at 7th level, when you would cast a Genjutsu that does not have the Auditory keyword, you
Performance can spend increments of 3 chakra to remove one sensory keyword from the genjutsu, excluding the
tactile keyword. If you remove all other sensory keywords this way, the jutsu gains the Auditory
keyword.
Latent Reckless 2 Beginning at 11th level, as long as you are equipped with your Auditory Ninja Tool, when you would
Genjutsu cast a genjutsu with the auditory keyword that does damage and requires a saving throw you can
reduce your Save DC by 1, up to 3 times and increase the amount of damage die the genjutsu has by
the same amount.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Kashu Clan Hijutsu.

C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kashu Clan Hijutsu.
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kashu Clan Hijutsu.

A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kashu Clan Hijutsu.
Kashu Clan Feats 5 You gain the ability to learn Clan Feats, with Kashu Clan as a Prerequisite.

61
L ATENT K ETON
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent Plasma 2 Beginning at 3rd level, when you cast a jutsu with the Fire or Lightning Release keyword, you can choose to emit
Release I 15 feet of bright light and 30 feet of dim light until the start of your next turn. This light dispels chakra enhanced
darkness. You can use this feature twice per rest.
Latent Plasma 4 (You must have Latent Plasma Release I) Beginning at 15th level, you can use this feature three times per rest.
Release II
Latent Plasma 3 (You must have Latent Plasma Release I) Beginning at 7th level, select one between Fire Release or Lightning
Release III Release. When casting a jutsu with the chosen nature release, reduce its cost by 1 (min. 1).
Latent Energy 2 Beginning at 3rd level, each time you would take damage that is not self-inflicted or cast a jutsu with the Fire or
Overflow I Lightning Release keywords, you gain an Energy Die at the start of your next turn, which are d4s. Whenever you
cast a jutsu with the Fire or Lightning Release keywords, you can spend any number of Energy Die, adding it to the
damage roll. When you use Energy Die this way, your jutsu creates dim light for a number of feet equal to the
distance your jutsu traveled, until the end of the turn. You can hold a maximum amount of Energy Die equal to half
your proficiency bonus, rounded down.
Latent Energy 2 (You must have Latent Energy Overflow I) Beginning at 11th level, your Energy Die becomes a d6 and the light you
Overflow II create from jutsu cast when spending an Energy Die becomes bright light instead of dim light.
Latent Energy 4 (You must have Latent Energy Overflow II) Beginning at 18th level, your Energy Die becomes a d8. When you
Overflow III would use an Energy Die on a Keton Hijutsu, you ignore resistance to fire damage and treats immunity as
resistance.
Latent 0 Beginning at 1st level, as an action, you can place your palm on an object, that's not being held or worn by a
Enlightening hostile creature, no larger than 10 feet in any dimension. For the next 10 minutes, the object sheds bright light in a
Grasp I 10-foot radius and dim light for an additional 10 feet. You can spend 5 chakra to increase the duration of this
feature on an object effected from 10 minutes to 1 hour. You can dismiss the light from as many objects you have
affected as an action. You can use this feature a number of times equal to half your proficiency bonus per long
rest.
Latent 1 (You must have Latent Enlightening Grasp I) You can now target objects being held or worn. If you target an
Enlightening object being held or worn by a hostile creature, the creature must succeed a Dexterity saving throw vs. your
Grasp II Ninjutsu Save DC to avoid this feature. This feature's uses per long rest are now equal to your proficiency bonus.
You can spend 5 chakra (no action required) to gain an additional number of uses equal to half your proficiency
bonus.
Latent 2 Beginning at 11th level, all attacks you make that deal fire damage have their critical threat range increased by +1.
Superheated
Chakra I
Latent 3 (You must have Latent Superheated Chakra I) Beginning at 11th level, all Keton Clan Hijutsu you cast ignore
Superheated resistance to Fire damage.
Chakra II
Latent 2 Beginning at 1st level, you have advantage on saving throws to avoid gaining the blinded condition.
Stargazer
D-Rank 2 You gain the ability to learn D-Rank Keton Clan Hijutsu.
Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Keton Clan Hijutsu.
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Keton Clan Hijutsu.
Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Keton Clan Hijutsu.
Clan Feats 5 You gain the ability to learn Clan Feats, with Keton Clan as a Prerequisite.

62
L ATENT K ONJIKI
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent Steel Beginning at 7th level, when you cast a jutsu with the Earth Release keyword, you can, once per casting, choose to
Release I 2 increase the damage die by 1 step, up to a d12, or gain a +1 bonus to attack rolls.
Latent Steel
Release II 3 (You must have Latent Steel Release I) Beginning at 7th level, reduce the cost of Konjiki hijutsu by -1.
(You must have Latent Steel Release II) Beginning at 11th level, when you cast a jutsu with the Earth Release keyword
that creates a construct, you can spend an additional amount of chakra equal to the rank of the jutsu cast (D/C-
Latent Steel Rank: 3, B/A-Rank: 5, S-Rank: 7). When you do, the construct gains a +1 bonus to AC and loses any vulnerability it
Release III 3 may have to lightning.
Beginning at 1st level, as an action you can mold your chakra into steel to create a Steel Weapon. You can create
any weapon that you have seen before and that is made from a metal source. All Steel Weapons have the Returning,
Latent Weapon Thrown, and Finesse properties to you and use the damage die of the weapon they resemble. You are proficient
Formation I 1 with all weapons you conjure with this latent.
Latent Weapon (You must have Latent Weapon Formation I) Beginning at 3rd level, you may summon a steel weapon as a bonus
Formation II 2 action. You can now form your steel to mimic non-metalic weapons such as whips.
Latent Weapon (You must have Latent Weapon Formation II) Beginning at 11th level, you gain a +1 to attack and damage rolls with
Formation III 3 steel weapons you make with this feature.
Latent Beginning at 11th level, when you cast a jutsu with the Earth Release keyword that creates a construct or gives
Reinforced and Temporary Hit Points, the construct or the target creature gains an additional amount of Temp Hit Points or Hit
Pressurized I 2 Points equal to your proficiency bonus.
Latent
Reinforced and
Pressurized II 3 (You must have Latent Reinforced and Pressurized I) Beginning at 18th level you instead add half your character level.
Latent
Reinforced and
Pressurized III 2 (You must have Latent Reinforced and Pressurized II) Beginning at 18th level you instead add your full character level.
Latent Blood of Beginning at 3rd level, when you are wearing Light or Medium Armor you can use Intellig ence in place of Dexterity
the Earth I 2 for your Armor Class and you ignore difficult terrain while you are on solid land.
Latent Blood of
the Earth II 2 (You must have Latent Blood of the Earth I) Beginning at 15th level, you gain 30 feet of tremor sense.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Konjiki Clan Hijutsu.
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Konjiki Clan Hijutsu.
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Konjiki Clan Hijutsu.
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Konjiki Clan Hijutsu.
Clan Feats 5 You gain the ability to learn Clan Feats, with Konjiki Clan as a Prerequisite.

63
L ATENT S YNTHETIC H UMAN
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent 0 Beginning at 1st level, you can understand and communicate in "Snake Speech" and gain proficiency in Perception
Designated and Survival.
Existence
Latent Soft 1 (You must have Latent Designated Existence) Beginning at 1st level, you can spend 2 chakra to dislocate your
Physique body's joints and extend them up to 15 feet away. You can do this at any point during combat (no action required).
Modification While benefitting from this feature, your unarmed attack range is 15 feet, and you have advantage on grappling
I checks (can use Acrobatics instead of Athletics for grappling). However, while benefitting from this feature, you
cannot use a weapon, Taijutsu attack rolls you make are at disadvantage, and you cannot benefit from any stances.
You can end this feature at any point on your turn.
Latent Soft 3 (You must have Latent Soft Physique Modification I) Beginning at 11th level, you increase the range provided by
Physique this feature to 20 feet.
Modification
II
Latent 2 (You must have Latent Designated Existence) Beginning at 7th level, you gain resistance to poison damage, and
Immune have advantage on saving throws to resist the effects of viruses and diseases on your body.
System I
Latent 2 (You must have Latent Immune System I) Beginning at 11th level, reduce all Poison damage you recieve by -3 (this
Immune applies after resistance). Additionally, you always roll at advantage to resist any poison or disease that you've
System II overcome in the past, regardless of the current circumstances.
Latent 4 (You must have Latent Immune System II) Beginning at 18th level, you can provide antibodies to others to via
Immune blood transfusion by spending 1 hit die per creature, granting the affected creature advantage on saving throws to
System III resist the effects of viruses and diseases for 1 hour. You also gain immunity to poison damage and effects caused by
poison damage.
Latent 2 (You must have Latent Designated Existence) Beginning at 7th level, you can enter your Corrupted Chakra Mode.
Corrupted Entering this form costs an action and you can enter this form once per long rest for 1 minute. While in this form,
Chakra Mode you gain all the abilities of the Corrupted Chakra Mode clan feature as if you were 3rd level.
I
Latent 3 (You must have Latent Corrupted Chakra Mode I) Beginning at 15th level, you gain the benefits of Corrupted
Corrupted Chakra Mode as if you were 7th level.
Chakra Mode
II
Latent 3 (You must have Latent Corrupted Chakra Mode II) Beginning at 15th level, you gain an additional use of your
Corrupted Corrupted Chakra Mode per long rest.
Chakra Mode
III
Latent 5 (You must have Latent Corrupted Chakra Mode III) Beginning at 18th level, you gain the benefits of Corrupted
Corrupted Chakra Mode as if you were 15th level.
Chakra Mode
IV
D-Rank 2 (You must have Latent Designated Existence) You gain the ability to learn D-Rank Synthetic Human Hijutsu.
Hijutsu
C-Rank 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Synthetic Human Hijutsu.
Hijutsu
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Synthetic Human Hijutsu.
Hijutsu
A-Rank 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Synthetic Human Hijutsu.
Hijutsu
Clan Feats 5 (You must have Latent Designated Existence) You gain the ability to learn Clan Feats, with Synthetic Human Clan as
a prerequisite.

64
L ATENT S HÍ H ÓU
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Inner Chi I 0 You gain a number of Inner Chi equal to your level with a maximum of 10. Inner Chi can be used as
chakra for the casting of Taijutsu. You regain spent Inner Chi on a long rest.
Latent Inner Chi II 5 (You must have Latent Inner Chi I) Starting at 3rd level, your new Inner Chi is 15. When you would
cast a Taijutsu spending a minimum amount of Inner Chi equal to the Taijutsu’s Rank (D-Rank: 1, C-
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5), the Taijutsu gains a +1 bonus to damage die (once per
casting).
Latent Monkeys 3 Starting at 1st level, a number of times equal to your Taijutsu ability modifier per long rest, you may
Paw I add a +1d4 bonus to any Strength or Dexterity skill check.
Latent Monkeys 3 (You must have Latent Monkeys Paw I) Starting at the 7th level the die for Latent Monkeys Paw
Paw II becomes a +1d6.
Latent Monkeys 5 (You must have Latent Monkeys Paw II) Beginning at 15th level, the die for Latent Monkey’s Paw
Paw III becomes a +1d8. You also recover half your expended uses of this feature on a short rest.
Latent 72 4 (You must have Latent Inner Chi I) Starting at 3rd level, you gain access to two of the Simple
Transformations I Transformations of the Shí Hóu Clan.
Latent 72 5 You must have Latent 72 Transformations I) Starting at 11th level, you gain access to one of the
Transformations II Advanced Transformations of the Shí Hóu Clan.
Shí Hóu Clan Feats 7 You gain the ability to learn Clan Feats, with Shí Hóu Clan as a Prerequisite.

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L ATENT V ESPER
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Charming 0 You may cast Vesper Clan Genjutsu using Charisma instead of Wisdom.
Persona
Latent Supreme 1 Beginning at 3rd level, you gain 45 feet of Darkvision.
Nightvision I
Latent Supreme 2 (You must have Latent Supreme Nightvision I) Starting at 7th level, you gain 90 feet of Darkvision,
Nightvision II and can perceive color through your darkvision.
Latent Superior 2 Beginning at 3rd level, your movement speed increases by 5 feet and your climbing speed is equal to
Being I your movement speed.
Latent Superior 3 (You must have Latent Superior Being I) Beginning at 7th level, you can spend 3 chakra to gain
Being II advantage on any Strength check to push, pull, or drag objects.
Latent Superior 4 (You must have Latent Superior Being II) Beginning at 11th level, as a reaction, you may spend 3
Being III chakra to gain advantage on a Strength or Dexterity saving throw.
Latent Genjutsu 3 (You must have Latent Superior Being I) Beginning at 7th level, you gain a +2 bonus to saving throws
Resilience against Genjutsu that would control you or alter your metal state.
Latent 4 (You must have Latent Superior Being I) Beginning at 11th level, once per rest you may impose
Overpowering disadvantage on a creature’s saving throw against a Genjutsu or Taijutsu you cast.
Might
Latent Supreme 3 (You must have Latent Superior Being II) Beginning at 15th level, your movement speed increases by
Being I 10 feet, and you gain a +1d6 bonus to initiative checks.
Latent Supreme 3 (You must have Latent Supreme Being I) Beginning at 18th level, select one jutsu that requires
Being II concentration of C-Rank or lower, with the Taijutsu or Genjutsu keyword. You constantly gain the
benefits of this jutsu as if it was cast at its base rank.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Vesper Clan Hijutsu.
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Vesper Clan Hijutsu.
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Vesper Clan Hijutsu.

A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Vesper Clan Hijutsu.

Vesper Clan Feats 5 You gain the ability to learn Clan Feats, with Vesper Clan as a Prerequisite.

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L ATENT Y AMADA
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Talented 2 Beginning at 1st level, when you deal damage with a Katana or Odachi using Strength or Dexterity,
Blade I you add half (rounded down) of the other modifier to the damage.
Latent Talented 3 (You must have Latent Talented Blade I) Starting at 15th level, you now add the full modifier
Blade II instead of half when you deal damage with a Katana or Odachi.
Latent Balance of 2 Starting at 3rd level, you gain the ability to use Balance Die, these die are d4’s and you have a
Emotion I number of them equal to half your level (rounded down).
Latent Balance of 3 (You must have Latent Balance of Emotions I) Your Balance Die become d6, and starting at 18th
Emotion II level, you may use 2 effects a turn.
Latent Single- 2 Starting at 7th level, if you have a feature that allows you to make multiple attacks you can choose to
Swing Style I instead make a single attack, dealing the damage from all attacks.
Latent Single- 3 (You must have Latent Single-Swing Style I) At 15th level, when you cast a Bukijutsu that uses a
Swing Style II Katana or Odachi that has multiple attacks, you may choose to instead make one attack and deal the
damage from all attacks. If you score a critical hit while using this feature, you only double the
damage dice from what would have been the first attack.
Latent Single- 5 (You must have Latent Single-Swing Style II) At 18th level, when you cast a Bukijutsu with the
Swing Style III finisher keyword, you may spend 10 additional chakra to treat the jutsu as a finisher, even if it was
not cast after a combo jutsu.
Latent Sharpened 2 Beginning at 11th level, when using a Katana or Odachi, you ignore 1/3 (rounded down) of any AC or
Edge I Damage Reduction bonuses from features or jutsu.
Latent Sharpened 3 (You must have Latent Sharpened Edge I) You can now ignore half of any bonus to AC or Damage
Edge II Reduction when using a Katana or Odachi.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yamada Clan Hijutsu.

C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yamada Clan Hijutsu.

B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yamada Clan Hijutsu.

A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yamada Clan Hijutsu.

Yamada Clan Feats 5 You gain the ability to learn Clan Feats, with Yamada Clan as a Prerequisite.

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