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TABLE OF CONTENTS Yoton ..........................................................................................33 Blood of the Earth ............................................................. 33 Yoton Clan Jutsu.......................................................................33 D-Rank ................................................................................ 33 C-Rank ................................................................................ 34 B-Rank ................................................................................ 35 A-Rank ................................................................................ 35 Additional Core Clan Feats ...................................................... 1 Expanded Clan Feats ................................................................ 4
Table of Contents............................................................... 1 Credits ................................................................................ 1 Bakuton........................................................................................ 2 An Explosive Personality ...................................................2 Bakuton Clan Jutsu .................................................................... 2 D-Rank ...................................................................................2 C-Rank ................................................................................... 3 B-Rank ................................................................................... 3 A-Rank .................................................................................. 4 Futton ........................................................................................... 5 A Corrosive Breath ...............................................................5 Futton Clan Jutsu ....................................................................... 5 D-Rank ...................................................................................5 C-Rank .................................................................................. 6 B-Rank ...................................................................................7 A-Rank ...................................................................................7 Hozuki ..........................................................................................8 Demons Second coming .................................................... 8 Hozuki Clan Jutsu ......................................................................8 D-Rank .................................................................................. 8 C-Rank .................................................................................. 9 B-Rank ................................................................................. 10 A-Rank ................................................................................. 10 Jiton ............................................................................................. 11 A Magnetic personality..................................................... 11 Jiton Clan Jutsu ......................................................................... 11 D-Rank ................................................................................. 11 C-Rank ................................................................................. 12 B-Rank ................................................................................. 13 A-Rank ................................................................................. 14 Namikaze................................................................................... 15 Faster than the eye can see .............................................. 15 Namikaze Clan Jutsu ............................................................... 16 D-Rank .................................................................................16 C-Rank ................................................................................. 17 B-Rank ................................................................................. 18 A-Rank ................................................................................. 18 Ranton........................................................................................ 19 Laser Focused ..................................................................... 19 Ranton Clan Jutsu .................................................................... 19 D-Rank ................................................................................. 19 C-Rank ................................................................................ 20 B-Rank ................................................................................. 21 A-Rank ................................................................................. 21 Senju .......................................................................................... 22 The Leaf’s Patriarchs ....................................................... 22 Senju Clan Jutsu ...................................................................... 22 D-Rank ................................................................................ 22 C-Rank ................................................................................ 24 B-Rank ................................................................................ 24 A-Rank ................................................................................ 25 Shakuton .................................................................................. 26 Too Hot to Touch .............................................................. 26 Shakuton Clan Jutsu............................................................... 26 D-Rank ................................................................................ 26 C-Rank ................................................................................ 27 B-Rank ................................................................................ 28 A-Rank ................................................................................ 28 Shikigami ................................................................................. 29 A Work of Art ..................................................................... 29 Shikigami Clan Jutsu ............................................................. 30 D-Rank ................................................................................ 30 C-Rank ................................................................................ 30 B-Rank ................................................................................. 31 A-Rank ................................................................................ 32
CREDITS Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media, Shonen Jump and all affiliated partners Art: Masashi Kishimoto, Naruto Cover Illustrator: Masashi Kishimoto, Naruto Interior Illustrators: Masashi Kishimoto, Naruto Designer: Kingsare4ever (Tommie) Editor: Kingsare4ever (Tommie) Template: Simple Microsoft Word Template by Laura Hirsbrunner
1
BAKUTON
BAKUTON CLAN JUTSU
“We are in way over our heads!” Senko says. “Don’t you dare give up on me!” her red haired Uzumaki friend responds. They find themselves in a rather dangerous situation. The building is collapsing in around them, their enemies have escaped, and they have a downed ally, while they are also all wounded. “You have to use it Senko!” the Uzumaki screams. “What!? No! I haven’t mastered it yet, what if the blow back~” she begins, but is caught off guard by her friend’s tearful pleas. “Fine! Stand back. I’m about to blow us out of here. Stand back!!!” —Tye Tiken At Worlds End, Ch. 3 excerpt.
D-RANK EXPLOSION RELEASE: PUNCH!
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 5 feet Duration: Instant Components: CM, M Cost: 4 Chakra Keywords: Hijutsu, Taijutsu, Lightning Release, Earth Release Description: You channel explosive chakra into one of your fists, before swinging out in a furious haymaker. Make a taijutsu attack against a creature or object within range. On a hit, additional 4d4 Force Damage in addition to your unarmed attack damage, and must make a Strength Save, being sent flying backwards 10 feet on a failed save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and damage by 2d4.
AN EXPLOSIVE PERSONALITY The Bakuton Clan is a clan without a clear family name, but one with a fearsome history and purpose. Members of this clan can be found in villages, across the country, and are used to great effect in different military institutions. The Bakuton Family line is one of power, and absolute authority. These shinobi are known to control a battlefield through force alone, and very few can say they would stand a chance against one in a headto-head match.
EXPLOSION RELEASE: BREAK
BAKUTON TRAITS
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 30 feet Duration: Instant Components: HS, CM Cost: 3 Chakra Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Release Description: You create a precise, targeted explosion, inflicting 10 force damage to an unattended object that you can see within range. Even if the object remains intact, it flings small shards of shrapnel at creatures within 5 feet of it. Each creature must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and damage to objects by 10 and the damage to creatures by 2d6.
Ability Score Increase: +2 Con, +1 Int Speed: Your base walking speed is 30 feet. Skill Proficiencies: Chakra Control, and your choice between Ninjutsu or Taijutsu. Explosion Release Affinity: You begin with either Earth or Lightning Release Affinity. (Pick one)
BAKUTON FEATURES
Explosive Techniques: The Bakuton 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). They do not need both Nature Release’s to use their Clan jutsu. Cataclysmic: Beginning at 1st level, Hijutsu you cast deals double damage to structures and constructs. At 11th level, 4 times normal damage, and at 18th, 6 times normal damage. Concussive Blasts: Beginning at 3rd level, your high ordinance blasts leave your enemies reeling. You gain a number of shrapnel Dice, which are D6’s equal to your constitution modifier. When you would roll damage for a Bakuton Clan jutsu. You can increase that damage by spending a die from the pool. Roll the spent die, adding the result to the damage dealt as force damage. Beginning at 11th level, your number of Shrapnel die increases to twice your constitution Modifier. At 18 th level, whenever you roll maximum damage on a shrapnel die, you can roll that die again, adding the new roll to the previous roll as additional force damage. If you would roll the maximum amount again, you can repeat this process until you don’t roll the maximum. Explosion Release: The Bakuton clan has a unique talent for manifesting Explosion Release due to their close affinity to both Earth and Lightning Release. Beginning at 7th level you gain the second Nature release you didn’t select from Explosion Release Affinity clan trait. Also, at 7th level, when casting a jutsu with either Earth or Lightning Release keywords, you can double the size of the area of effect, if it has one, and you can change the damage type if any to force. At 15th level when you deal force damage, increase the damage by your Constitution Modifier.
EXPLOSION RELEASE: SOOT PILE
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self Duration: 1 Minute Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Release Description: You emit a large explosion of toxic ash and soot from your palms, creating a lingering 10-foot radius cloud, centered on you, that settles after one minute. Creatures within the cloud when the jutsu is cast, that enters the clouds radius for the first time, or is within the cloud at the beginning of their turns, must make a constitution saving throw, becoming envenomed for 1 minute. Each time a creature would fail the saving throw, they would gain an additional rank of envenomed.
2
C-RANK
whenever you use one of these movements, all creatures within 5 feet of you must make a dexterity saving throw, taking 2d4 force damage on a failed save. You must end each movement on a solid object or ground that can hold you. If you do not, you fall and your movement ends. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the number of movements by 1.
EXPLOSION RELEASE: PRIME
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Bonus Action Range: Touch Duration: 8 Hours Components: HS, CM Cost: 8 Chakra Keywords: Hijutsu, Taijutsu, Lightning Release, Earth Release Description: You seal explosive chakra into a nonchakra enhanced medium or smaller object that you touch, priming it to be detonated on your command. Anytime during the duration of this jutsu, you can use an action on your turn to detonate any number of objects affected by this jutsu, if you have line of sight each of them. Upon detonation, each creature within 15 feet of it must make a Dexterity saving throw, or take 3d8 Force damage. A creature in the area of more than one fiery burst is affected only once. Objects within the radius of the blast take damage as well. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and damage by 2d8.
B-RANK EXPLOSION RELEASE: LANDMINE FIST
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 5 Feet Duration: Instant Components: CM, M Cost: 12 Chakra Keywords: Hijutsu, Taijutsu, Lightning Release, Earth Release Description: As an enhanced version of the Explosive Punch technique, you must have Explosion Release: Punch! Learned. You gather a frightening amount of chakra into your fist, before slamming it into an opponent. On a hit, you deal your unarmed damage + 7d6 Force damage. Each creature in a 10-foot cone behind the initial target must succeed a Dexterity saving throw, taking half of the original damage on a failed save, or none on a success. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and damage by 2d6.
EXPLOSION RELEASE: REPELLING BLAST
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Reaction which you take when hit by a ranged weapon or taijutsu attack. Range: 30 feet Duration: Instant Components: CM, M Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Release Description: You hold up an opened palm, and launch forth an explosion, precise enough to send projectiles flying back at their senders. Reduce the damage of the attack by 3d6 + your Ninjutsu Modifier. If this reduces the damage to 0, the attacking creature becomes the target of the attack, using your damage reduction result as damage. This jutsu can transfer the attack's effects regardless of the attack's range. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and damage reduction by 1d6.
EXPLOSION RELEASE: FLIGHT OF THE TSURUBEBI
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self Duration: Concentration, up to 10 minutes Components: HS, CM, M Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Release Description: You build up chakra in your palms, and the soles of your feet, and release it in bursts to fly short distances. For the duration you gain 3 special movements that you may take instead of your movement action on each of your turns. Each movement allows you to move up to half of your speed by flying. This movement does not provoke attacks of opportunity, and
3
A-RANK
EXPLOSION RELEASE: ABSOLUTE DEATH BOMBING
EXPLOSION RELEASE: TOWER OF THE SUN
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 200 feet Duration: Concentration, up to 10 minutes Components: HS, CM, M Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Release Description: You create a small, volatile ball of chakra, hurling it into the air, where it flies towards a space you can see within range towards the ground and explodes in a 40-foot radius. All creatures in the area must make a constitution saving throw, taking 6d8 force damage, or half as much on a successful save. Creatures who fail the save by 5 or more take an additional 3d8 damage and gain the deafened and weakened condition for 10 minutes. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and damage by 2d8.
Classification: Hijutsu Rank: A-Rank Casting Time: Full Turn Action Range: Self Duration: Instant Components: CM Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Release Description: You release the chakra limiters in your body, and create a monstrous, tower shaped explosion using your body as its catalyst. You die, and leave behind no corpse. All creatures within 300 feet of you must make a Constitution save, or take 50d4 + 30 Force damage, or half as much on a success. Unattended objects and structures within range of this jutsu are instantly destroyed. At Higher Ranks: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and damage by 15d4 +10.
4
FUTTON
Boiling Chakra: Beginning at 3rd level, you have learned how to boil your chakra in one of three distinct ways. Select one of the following Styles you wish to follow. You cannot switch this at later levels.
“And you think we are just gonna hand over the client?” Diane asks her assailants who are surrounding her traveling party. “You seem to think you have the leeway to respond to my demands with a question huh little girl?” The Blackhaired Bandit says with a condescending scowl. “That’s Genin, to you, whoever you are. But I think you better move, before I get mad, your people end up burned, and boiled” She responds with an aggravated look in her eye. The bandits attacks her for her statements. She inhales and exhales a gas of boiling hot steam, that creates a stream of screams from her would be assailants that slowly, but surely, goes silent. —Lyo Hataka At Worlds End, Ch. 2 excerpt.
• Boiling Body: Your boiling chakra increases your
physical attributes. As a Bonus action, by spending 5 chakra, you can touch a willing creature (Including yourself) increasing their Strength or Dexterity score by 2, until the end of their next turn. You can spend chakra to increase a creature’s ability score in this way no more than twice as a part of the same bonus action, spending 5 chakra per increase. A creature who’s Strength or Dexterity has been increased by this feature adds the selected ability score to their Futton Clans Taijutsu Damage rolls. A creature, other than you, affected by this feature cannot have their chakra boiled again until they complete a long rest. You can only use this feature on yourself once per short rest. This increases to twice per short rest at 7th level, three times at 11th level, four times at 15th level, and five times at 18th level. • Boiling Mind: Your boiling chakra increases the potency of your Futton Clan Acid based Jutsu. As a Bonus action, by spending 5 chakra, you can amplify the next Futton Clan Ninjutsu you cast. The next Futton Clan Ninjutsu you cast deals additional Acid damage equal to your Intelligence Modifier. A creature who takes Acid Damage from a Futton Clan Ninjutsu you cast while using this feature becomes corroded until the end of their next turn. You can use this feature once per short rest. This increases to twice per short rest at 7th level, three times at 11th level, four times at 15th level, and five times at 18th level. • Boiling Determination: Your boiling chakra increases your potential output for Jutsu you cast. As a Bonus action, by spending 5 Chakra, you can upcast a Futton Clan Jutsu ignoring upcasting limitations. You can upcast up to twice using this feature, spending 5 chakra per upcast. If you would upcast beyond S-Rank, the jutsu’s rank remains S-Rank, but you follow the normal upcasting rules. You can use this feature once per short rest. This increases to twice per short rest at 7th level, three times at 11th level, four times at 15th level, and five times at 18th level.
A CORROSIVE BREATH The Futton Clan is a clan without a clear family name, but one with a deadly history and purpose. Members of this clan can be found in villages across the country, and are used to great effect in different military institutions. The Futton Family line is one that has a clear influence in Kirigakure (The Land of Water), even having one of its descendants as the Mizukage at one point in time. This clan uses its acidic Jutsu to melt the competition.
FUTTON TRAITS
Ability Score Increase: +2 Int or Str, +1 Con Speed: Your base walking speed is 30 feet. Skill Proficiencies: Taijutsu, and your choice between Ninjutsu or Athletics. Boil Release Affinity: You begin with either Water or Fire Release Affinity. (Pick one)
FUTTON FEATURES
Corrosive Techniques: The Futton 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). They do not need both Nature Release’s to use their Clan jutsu. Boil Release: The Futton clan has a unique talent for manifesting Boil Release due to their close affinity to both Fire and Water Release. Beginning at 7th level you gain the second Nature release you didn’t select from Boil Release Affinity clan trait. Also, at 7th level, when casting a jutsu with either Fire or Water Release keywords, you deal triple damage to creatures with temporary Hit points, and you can change the damage type if any to Acid. At 15th level when you deal Acid damage, increase the damage by your Intelligence Modifier. Corrosive Aura: Beginning at 3rd level, your highly corrosive chakra has the ability to melt through almost anything. When you would deal Acid damage to a creature who has a bonus to their AC as a result of a Jutsu or feature that costs chakra, you deal additional damage equal to twice your proficiency bonus. At 11th level, this aura extends to all Boil Release Jutsu you would cast. Futton Clan Hijutsu you cast that deals Acid Damage ignores Resistance. This increases to Immunity beginning at 18th level.
FUTTON CLAN JUTSU D-RANK BOIL RELEASE: SKILLED MIST
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self (20-foot Cone) Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release Description: You expel a powerful cloud of mist from your mouth that begins to melt anything it touches. Creatures, objects and structures in range, must succeed a Dexterity saving throw, taking 3d6 Acid Damage on a failed save, and gaining the Corroded Condition (End of the Clan Section). on a failed save, or half as much on a successful one. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and damage by 2d6.
5
BOIL RELEASE: ERUPTING PROPULSION
BOIL RELEASE: WATER EVAPORATION / FIRE EXTINGUISH
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 5 Feet Duration: Instant Components: CM, M Cost: 5 Chakra Keywords: Hijutsu, Taijutsu, Fire Release, Water Release, Clash Description: You expel a powerful jet stream of mist from your body that jets you forward allowing you to strike a creature with accelerated force. As a part of the activation of this jutsu, you may select a space, you can see within your remaining movement, that is adjacent to a hostile creature, and immediately move to that point. This movement does not provoke attacks of opportunity. Make a taijutsu attack against a creature within range, dealing your unarmed damage + 2d8 on a hit. On a hit target creature makes a Constitution saving throw, being knocked back 15 feet on a failed save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and damage by 2d8.
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Reaction, which you would take when a creature would cast a Ninjutsu with the Fire or Water Release Keywords Range: 60 Feet Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release Description: You see a creature conjuring fire or water, and using it for either an attack or defense and you wish to nullify whatever advantages they would gain. You may as a reaction immediately evaporate the water used by boiling it to steal, or over saturate the Fire they make with a higher concentration of water. Jutsu a creature casts with the Water or Fire Release Keywords you would attempt to counter. Make a contested Ability check using your Constitution (Chakra Control) vs your opponent’s Constitution (Chakra Control). On a success, the targets jutsu is nullified, and their chakra is still spent.
BOIL RELEASE: ERUPTING PHYSIQUE
C-RANK
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: 5 Feet Duration: 1 Minute Components: CM, M Cost: 5 Chakra Keywords: Hijutsu, Taijutsu, Fire Release, Water Release Description: You compress a swirling mix of Fire and Water Release chakra into your muscles as you cause them to boil over. For the duration, Futton Clan Taijutsu you cast deals an additional 2d8 Acid Damage once per casting. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and damage by 2d8.
BOIL RELEASE: UNRIVALLED STRENGTH
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self Duration: 1 minute Components: HS, CM, M Cost: 9 Chakra Keywords: Hijutsu, Taijutsu, Fire Release, Water Release Description: You compress your boiling chakra into your body rapidly amplifying your physical strength to a great degree. For the duration, Increase your Strength Score by an amount equal to your Intelligence Modifier. Your unarmed damage die becomes a 2d8 and you can make an unarmed attack as a bonus action. Also, for the duration, if you use a Futton Clan jutsu with the Taijutsu keyword, you reduce the chakra cost of those jutsu by 2.
BOIL RELEASE: STEAM BULLET
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 60 Feet Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release, Clash Description: You expel a powerful Bullet of Acid from your body. Make a ranged ninjutsu attack against a creature within range, dealing 3d8 Acid Damage on a hit. Target creature must succeed a Constitution saving throw being Weakened for the next minute on a failed save for the next minute as his body is overheated. A weakened creature makes a Constitution saving throw at the beginning of their turn to end this effect. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and damage by 2d8.
BOIL RELEASE: STEAM ARMOR
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Reaction, which you take when you would take damage. Range: Self Duration: Instant Components: HS, CM Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release Description: You release powerful jets of steam from every pore of your body, creating a powerful barrier of steam between you and the triggering attack. Roll 2d10 + Your Ninjutsu Ability Modifier, reducing damage by the result. If damage would be reduced to 0, and the triggering creature it within 20 feet of you, the triggering creature takes 5d8 Acid damage. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, The damage reduction by 1d10, and damage done by 1d8.
6
A-RANK
BOIL RELEASE: CORROSIVE VIPER FANG
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Bonus Action. Range: Self Duration: Instant Components: HS, CM Cost: 8 Chakra Keywords: Hijutsu, Taijutsu, Fire Release, Water Release Description: You coil corrosive Boil Release chakra around your arm as it forms a snake make of steam. Make a melee Taijutsu Attack dealing 4d8 Acid Damage. If the target creature is affected by the Corroded condition, Increase the Damage of this jutsu by 2d8 and the next time they would make a saving throw against a Futton clan Jutsu, they reduce the result of their saving throw by -2 until the end of their next turn. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and damage by 2d8.
BOIL RELEASE: ACIDIC EXPLOSION
Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: Self (45-foot cube) Duration: Instant Components: HS, CM Cost: 18 Chakra Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release Description: You release a massive flux of acidic steam for your body, enough to fill a 45-foot cube. All Creatures, objects, and structures in the radius must succeed a Dexterity saving throw taking 8d10 Acid Damage and becoming Corroded on a failed save. On a successful save they take half damage. At Higher Ranks: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and damage by 2d10.
B-RANK
CORRODED (NEW CONDITION)
A corroded creature has been coated in an extremely acidic substance that sticks to the creature. They are still conscious but the acid is slowly seeping deeper and deeper so long as it remains on the person. If left untreated, they could die. Corrosion prevents resting. A creature can make a Saving throw to end the condition as noted below, or submerge themselves fully into any body of water.
BOIL RELEASE: ACIDIC DRAGONS BREATH
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self (30-Foot line) Duration: Instant Components: HS, CM Cost: 13 Chakra Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release, Clash Description: You fire a beam of acid in a straight line spreading a massive wave of corroding acid. Creatures in a 30-foot long, 5-feet wide line in front of you must succeed a Dexterity saving throw, taking 8d8 Acid damage, and being Corroded on a failed save, or half as much on a successful one. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and damage by 2d8.
• A corroded creature gains a -1 to all Ability Checks and
attack rolls. • A Corroded creatures takes 1d4 Acid damage at the
beginning of each of their turns. • The Corroded condition can grow in lethality, if the
creature affected by the corroded condition is affected by the corroded condition again, they gain another rank (Corroded 2), increases the penalty to all Ability Checks and attack rolls by -1, and Acid damage by 1d4. • A creature can end the corroded condition by using their action making a DC 15 Dexterity or Constitution saving throw.
BOIL RELEASE: SCORPIONS STINGER
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 5 Feet Duration: Instant Components: HS, CM Cost: 14 Chakra Keywords: Hijutsu, Taijutsu, Fire Release, Water Release, Clash Description: You coat your body in a highly compressed cloak of steam, that you then shape into a stinger the same shape as a Scorpions stinger. Make a Melee Taijutsu or Ninjutsu (Your choice) attack. On a hit, you deal your unarmed damage + 5d12 Damage. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and damage by 2d12.
7
HOZUKI
The Rogue from the badlands, sits waiting patiently, hunting his prey. He takes a jug of water from his pouch and begins to drink from is carefully, not wasting a single drop. After finishing, he reaches behind himself and grabs a large Odachi with one hand, as his arm expands showing a massive increase in strength. He leaps from his hiding place bring the blade down on his mark. —Hato Hyoshi At Worlds End, Ch. 17 excerpt.
DEMONS SECOND COMING The Hozuki Clan is a relatively small clan that hails from the Land of Water. While the clan itself is small, it has had prominent members, whom have attained the rank of 7 Swordsmen and garnered a notoriety of being excellent swordsman and even better assassins. The Hozuki clan has a unique trait, allowing them to turn their body into a liquid form passively. Though due to this extreme affinity with the Water Release affinity, they have lost the ability to access the Lightning Release Affinity, in its entirety.
HOZUKI CLAN JUTSU
HOZUKI TRAITS
D-RANK
Ability Score Increase: +2 Str, +1 Int Speed: Your base walking speed is 30 feet. Skill Proficiencies: Taijutsu, Chakra Control. Water Release Affinity: You begin with the Water Release affinity (You can learn Ninjutsu with the water release Keyword.) Lightning Release Inability: You cannot use or Learn Ninjutsu with the Lightning Release Keyword
GREAT WATER ARM
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: 5 feet Duration: 1 Round Components: CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: you quickly enlarge your main arm by moving the water in your body. For the duration, when you attack a creature with the attack action, within range with a melee weapon, you deal 3d6 additional damage. If you are currently using the Hydrofication Jutsu, the dice size increases to a d8. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and damage by 1 damage die. (d6 base, d8 with Hydrofication)
HOZUKI FEATURES
Hozuki Techniques: The Hozuki 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). Amphibious: You can breathe air and water. Water Dependency: The Hozuki has a dependency on water, they must consume at least a gallon of water or immerse themselves in water for one hour (short rest) each day. If the Hozuki fails to do this they suffer 1 level of exhaustion at the end of that day. The Hozuki, can recover from this exhaustion by drinking a gallon of water or immersing yourself in water for at least 1 hour (short rest). Made of Water: Starting at 1st level, your body counts as a sufficient source of water for reducing the cost of Water release Jutsu. At 7th level, additionally reduce the cost of Ninjutsu with the water release keyword by 2 (Min 1.) Water Reservoirs: Beginning at 3rd level, you store extra water in your body, giving you an amount of uses equal to your proficiency bonus per long rest. You can use these reservoirs to empower a ninjutsu with the Water Release Keyword, either increases its damage by 1 damage die. Or increasing its save DC by 1. At 11 th level, you instead increase the damage by 2 damage die or save DC by 2, and at 18th level, 3 damage die, or Save DC by 3. Reflective Surface: Beginning at 15th level, whenever you cast a Ninjutsu with the Water Release Keyword, gain an amount of Temporary Hit points equal to half of the chakra used for the jutsu. You can use this feature, a number of times equal to your Intelligence Modifier per long rest.
WATER BODY
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Reaction, which you take when you are targeted or would take damage from an attack that targets you. Range: Self Duration: Instant Components: Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: You are able to quickly turn yourself into water, allowing you to dodge more attacks. When targeted for an attack, you may increase your AC by +5 until the start of your next turn. Additionally, you gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn as well. If you are currently using Hydrofication jutsu, you are instead immune to bludgeoning, piercing and slashing damage.
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C-RANK
WATER M USCLES
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self Duration: Concentration, up to 1 minute. Components: CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: You empower your muscles by controlling the water inside your body. This jutsu does not cost chakra to maintain concentration. As an action, you increase your strength score by +4 for the duration. If you are currently using Hydrofication Jutsu, your Constitution score also increases by 4. You do not gain additional Chakra from increasing your Constitution as you normally would from using this jutsu. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the strength score increase by an additional 2.
HOZUKI BLADE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Bonus Action Range: Self Duration: Concentration, up to 1 minute. Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: You weave together streams of water to create a sword of solidified water in your hand. This magic sword lasts until the jutsu ends. It counts as a simple melee weapon with which you are proficient. It deals 3d8 + your Strength or Dexterity modifier in Cold damage on a hit and has the Versatile (3d10), Deadly, and Finesse properties. In addition, when you use the sword to attack a target that is at least halfway submerged in water, you make the attack roll with advantage. If you are currently using the Hydrofication Jutsu, the dice size increases a level (d8 -> d10 -> d12). If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the jutsu persists, you can use a bonus action to cause the sword to reappear in your hand.
WATER ESCAPE
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: Self Duration: 1 Round Components: CM Cost: 3 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: You turn yourself into water to escape your restraints. As a bonus action, you can roll an Intelligence (Ninjutsu) Check vs the DC of the Jutsu or creature that gave you the restrained or grappled condition. If you are currently using the Hydrofication jutsu. You gain advantage on this check.
WATER BLOB
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 5 feet Duration: Concentration, up to 1 minute. Components: CM Cost: 6 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: A target creature you can see within range must succeed on a Dexterity saving throw or they are
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now grappled and begin to suffocate if they cannot breathe in water. While suffocating this way, it can survive for a number of rounds equal to its Constitution modifier (Min 1). At the start of its first turn after these rounds, it drops to 0 hit points and is dying and the jutsu ends. During this time the creature cannot speak. As an action on each of the creatures turns, they can make a Strength saving throw to escape the bubble, ending this jutsu. If you are currently using the Hydrofication Jutsu, the saving throw to escape is made with disadvantage.
your strength and Constitution scores increase by +4, while using this jutsu. You do not gain additional Chakra from increasing your Constitution as you normally would from using this jutsu
WATER BALLOON
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 60 Feet (15-foot Cube) Duration: Concentration, up to 1 minute. Components: HS, CM Cost: 10 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: You create a puddle of water mixed with oil, producing bubbles that float around you. These bubbles are then launched at a 15-foot cube of area within range with enough speed to cause concussive damage. Creatures within the chosen area must roll a Dexterity saving throw to attempt to dodge the attack. On a failed save creatures take 5d10 bludgeoning damage or half as much on a successful save. If you are currently using the Hydrofication Jutsu, the dice size increases to a d12. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and damage by 2d10.
WATER GUN
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 60 feet Duration: Instant Components: HS, CM Cost: 6 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: You form a bullet on the edge of your finger and shoot it at a target within range. Roll a Ninjutsu attack and if it hits, you deal 6d6 cold damage. If you are currently using Hydrofication jutsu, the dice size increases to a d8. 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 one additional dice.
A-RANK DEMON WAVE
Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: Self Duration: Concentration, up to 1 minute. Components: HS, CM Cost: 16 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: As a requirement to activate this jutsu, you must have Hydrofication currently active. You end your concentration on that jutsu and this one takes its place. You retain all effects of Hydrofication, including extra effects given to other jutsu and add this jutsu's effects to them. Additionally, you can only cast jutsu with the Water Release keyword while this jutsu is active, however the cost for these jutsu is decreased by 2. (Min 1.) You create and merge with a larger body of water, increasing your size to Huge, increasing your Strength and Constitution scores by +4 and you gain immunity to Bludgeoning, Piercing, Slashing, and Fire damage. Additionally, as a reaction you can take the hit for an ally within 15 feet of your huge water body. You do not gain additional Chakra from increasing your Constitution as you normally would from using this jutsu.
WATER GUN: DOUBLE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self (15-foot cone) Duration: Instant Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: You form bullets on the edge of each of your fingers and fire them off with enough spread to imitate a shotgun. Creatures in a 15-foot cone in front of you must succeed a Dexterity saving throw, taking 4d8 cold damage on a failed save, or half as much on a successful one. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the damage by 2d8.
B-RANK HYDROFICATION
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self Duration: Concentration, up to 1 minute. Components: HS, CM Cost: 12 Chakra Keywords: Hijutsu, Ninjutsu, Water Release Description: You turn yourself into a mixture of water and oil, liquifying entirely turning into a sentient pool of fluid that you can control. For the duration of this jutsu, you can transform any part of your body into this liquid mixture, allowing you to fit through any crack large enough for water to fit through. You gain resistance to bludgeoning, piercing, slashing and fire damage. You gain vulnerability to Lightning Damage. Additionally,
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JITON
target’s AC against the triggering attack. If the attack still hits, the target gains resistance to the triggering attacks damage. At 15 th level, when you use this reaction, you can instead roll 2d8 and add it to the targets AC. Regardless of the number of creatures you mark, you can only use any combination of this features effects a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Swirling Currents: By 11th level, your magnetic field constantly slows metal objects thrown or fired at you. You have resistance to non-chakra enhanced bludgeoning, piercing, or slashing damage from ranged weapon attacks. You can change which damage type you have resistance to when you finish a short rest. At 18th level, your natural magnetic field is extremely strong. You have resistance to all bludgeoning, piercing, and slashing damage from ranged weapon attacks.
The Genin from the sand stands with his arms crossed, watching, unimpressed with the showing of his rival during the chunin exams. “I thought you showed more promise than this Judo” The Sand Genin states. His rival on one knee, stands up dusting himself off before weaving handsigns and conjuring a massive amount of Chakra creating a dense ball of wind. “Yeah, I thought I did too. Let’s not disappoint these people. They came to see a show Gura, Let’s give them one.” Judo responds as he creates a powerful blast of Air, that Gura, the Sand Genin smirks and responds with a drilling construct of Dust and Sand. —Himari Hyūga At Worlds End, Ch. 1 excerpt.
A MAGNETIC PERSONALITY The Jiton Clan is a clan that hails proudly from the Land of Wind. Every Kazekage has held this Nature Release and it have brough about an era of prosperity and peace within the Land of Wind. Using Jiton, or Magnet release, a user is usually seen as an extremely oppressive opponent able to fight without lifting a finger a lot of time due to this clan using their Jutsu almost entirely through Chakra control with only a few of their techniques requiring the chakra focusing of handsigns to enable.
JITON CLAN JUTSU D-RANK MAGNET RELEASE: DUST IMMOBILIZATION
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Touch Duration: 1 Hour Components: HS, CM, CS Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Wind Release. Description: You touch an object that weighs no more than 10 pounds, and use dust of your description (Gold, Iron, Sand, Salt, Gravel) to create a chakra seal to affix it in place. You and the creatures you designate when you cast this jutsu, can move the object normally. If the object is fixed in the air, it can hold up to 4000 pounds in weight. More weight causes the object to fall, otherwise, a creature can use an action to make a Strength (Athletics) check against your Ninjutsu save DC. On a success the creature can move the object up to 10 feet. If the object is more 20 feet or more from its original position, the seal breaks, ending this jutsu. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When you cast this jutsu at C-Rank, the DC to move the object increases by 5, it can carry up to 8000 pounds of weight, and the duration is increases to 24 hours. If you cast this jutsu at A-Rank or Higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the duration becomes permanent until dispelled.
JITON TRAITS
Ability Score Increase: +2 Int, +1 Con Speed: Your base walking speed is 30 feet. Skill Proficiencies: Ninjutsu, Survival. Magnet Release Affinity: You begin with either Earth or Wind Release Affinity. (Pick one)
JITON FEATURES
Magnet Techniques: The Jiton 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). They do not need both Nature Release’s to use their Clan jutsu. Magnet Release: The Jiton clan has a unique talent for manifesting Magnet Release due to their close affinity to both Earth and Wind Release. Beginning at 7th level you gain the second Nature release you didn’t select from Magnet Release Affinity clan trait. Also, at 7th level, when casting a jutsu with either Earth or Wind Release keywords, you can change the damage type to earth and increase the damage die by 1 step, up to a maximum of D12. (D4>D6>D8>D10>D12). At 15th level when you deal Earth damage, increase the damage by your Constitution Modifier. Magnetic Mark: Using their abilities often, Jiton clan members develop a natural magnetic field that they can use offensively or defensively. Beginning at 3rd level, when you would affect another creature with any of your Jiton clan Hijutsu, you mark that creature until the end of your next turn. While the marked creature is within 30 feet of you, if another creature (including you) misses it with an attack made with a metal weapon, or the target succeeds a saving throw against any Jiton clan Hijutsu, you can spend 5 chakra to use your reaction to allow the creature to reroll the attack roll, or force the target to reroll their saving throw. They must take the second roll. You must use this feature before you know the outcome of the attack roll or saving throw. At 7th level, if a marked creature hits you or a creature you can see within 5 feet of you with an attack, you can roll 1d8 as a reaction, adding the number rolled to the
MAGNET RELEASE: DUST COAT
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self Duration: 8 Hours Components: CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Description: You draw dust particles around yourself of your description (Gold, Iron, Sand, Salt, Gravel) to create a virtually invisible armor to protect yourself from
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attacks. For the Duration, your AC is calculated as 13 + your Intelligence Modifier + Half of your Proficiency Bonus. Additionally, you gain a number of Temporary hit points equal to half of your Ninjutsu Save DC. This jutsu ends early if you don armor of any type, or end it as a bonus action. If you have no Temporary hit points while you have this jutsu active, you can as a bonus action pay the cost of this jutsu again to gain a number of temporary hit points equal to half of your Ninjutsu save DC. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When you cast this jutsu at C-Rank, Your AC begins its calculation with 14. When you cast this jutsu at A-Rank, Your AC begins its calculation with 15.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and increase the size of the cube by 10 feet.
C-RANK MAGNET RELEASE: DUST WINGS
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self Duration: Concentration, up to 1 minute Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Description: You form a mass of dust particle of your description (Gold, Iron, Sand, Salt, Gravel) on your back, forming massive wings of your design and description. While this jutsu is action, you gain a flying speed of 30 feet, and can hover. Additionally, you can use an action to do one of the following; Dust Feathers: You form dust particles from your wings of the same material into darts. Make a ranged ninjutsu attack against a target within 60 feet of you, that you can see. If the creature is marked with your Magnetic Mark feature, you can target them as if you can see them, even if you are blinded or in darkness and even ignoring full cover. On a hit, the target takes 2d8 piercing damage and 2d8 earth damage. Dust Spear: You form your wings into a giant spear of dust. Make a ranged ninjutsu attack against a target within 30 feet of you that you can see. If the creature is marked with your Magnetic Mark feature, you can target them as if you can see them, even if you are blinded or in darkness and even ignoring full cover. On a hit, the target takes 4d8 piercing damage and 4d8 earth damage. Additionally, each creature within 10 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is pushed back 10 feet. On a success, a creature takes half as much damage and is not pushed back. Using Dust Spear, uses all of the dust in your wings, ending this jutsu immediately after resolving its effects. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. When you use Dust Feathers, make an additional attack with it for every rank you casted this jutsu above C-Rank. When you use Dust Spear, increase the Piercing earth and bludgeoning damage by 1d10 each.
MAGNET RELEASE: DUST PARTICLE DRIZZLE
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self (30-foot Cone) Duration: Instant Components: CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Description: You form a mass of dust particles in front of you of your own description (Gold, Iron, Sand, Salt, Gravel), firing a wave of tiny bullets at everything in your path. Each creature within a 30-foot cone, must succeed a Dexterity saving throw, taking 2d4 Piercing damage and 2d4 Earth damage on a failed save, or half as much on a successful one. On a failed save, a creature must also succeed a Constitution saving throw or become poisoned for 1 minute. Objects and constructs that fail this saving throw, become weakened instead of poisoned. A poisoned or weakened creature can repeat this saving throw at the end of each of its turns, ending the effect on a succeed. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, Increase both damage types by 2d4 and increase the size of the cone by 10 feet. When you cast this jutsu at BRank, creatures that fail their constitution saving throw become weakened as well as poisoned. And objects and constructs that fail become slowed as well as weakened.
MAGNET RELEASE: M AGNETIC POLARIZATION
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 60 feet Duration: Concentration, up to 1 minute Components: CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Description: You focus your magnetic chakra on a point within range. Your chakra then expands to fill a 20-foot cube from that point, magnetizing any objects and creatures within that area when you cast this jutsu. Each target must succeed on a constitution saving throw or become magnetized for the duration. Unattended objects automatically fail this saving throw. While Magnetized any attack rolls against the target has advantage if the attacker uses weapons made of metals and the affect targets have their speed, if any, reduced by 15 feet.
MAGNET RELEASE: MAGNET WAVE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self (15 feet) Duration: Concentration, up to 1 minute Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Description: You form a mass of dust particle of your description (Gold, Iron, Sand, Salt, Gravel) and release it from your current position. All creatures within 15 feet of you of your choice must succeed a Constitution saving throw, taking 4d10 earth damage on a failed save, or half as much on a successful one. A creature that fails this saving throw becomes magnetized for the next minute. While a creature is
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magnetized in this way, you can use your bonus action and choose a point, object or other creature within 60 feet of the magnetized creature that you can see. When you do, you forcefully attempt to pull a magnetized creature in a straight line towards the target, ending in an unoccupied space as close to the target as possible (even if that space is in the air). You can choose any number of magnetized creatures to pull towards that same point, object or other creature. A magnetized creature can use its action to repeat their saving throw to end the magnetized condition on themselves on a successful save. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and increase the damage by 2d10 and the range by 5 feet.
MAGNET RELEASE: SEALING DUST SPHERE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 90 feet Duration: Concentration, up to 1 minute Components: HS, CM, CS Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Wind Release. Description: Using your magnetic chakra and a special seal, you create a sphere of dust particles of your description (Gold, Iron, Sand, Salt, Gravel) with a 10foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the jutsu’s duration. Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulphed by the dust particles. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the size of the gold sphere increases. At B-Rank, the sphere has a 15-foot radius, and can restrain a maximum of five Medium or smaller creatures, one Large creature, or one Huge creature. At A-Rank, the sphere has a 20-foot radius, and can restrain a maximum of six Medium or smaller creatures, two Large creatures, one Huge creature, or one Gargantuan creature. At S-Rank, the sphere has a 30foot radius, and can restrain a maximum of eight Medium or smaller creatures, three Large creatures, two Huge creatures, or one Gargantuan creature
B-RANK MAGNET RELEASE: MAGNETIC DUST FIST
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 120 feet Duration: Concentration, up to 1 minute Components: HS, CM Cost: 13 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Description: You create a Large hand of dust particles of your description (Gold, Iron, Sand, Salt, Gravel) in an unoccupied space you can see within range. The hand lasts for the jutsu's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the jutsu ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast this jutsu, and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
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Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee ninjutsu attack for the hand using your game statistics. On a hit the target takes 4d8 earth damage. Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to 5 times your ninjutsu ability modifier. The hand moves with the target to remain within 5 feet of it. Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your ninjutsu ability modifier. Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and the damage from the clenched fist option by 2d8, and the grasping hand by 2d6.
Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your ninjutsu save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
A-RANK MAGNET RELEASE: DUST PARTICLE WORLD
Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: 150 feet Duration: Concentration, up to 1 minute Components: HS, CM Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Description: You create a two masses of dust particles of your description (Gold, Iron, Sand, Salt, Gravel) of opposing magnetic fields, and then merge them together, repelling the particles across a 40-foot radius sphere centered on a point you choose within range. The particles then come together, forming massive arrays of spikes that branch off irregularly, making the spikes nearly impossible to evade, and the area very difficult to see through. For the duration, the jutsu's area is difficult terrain. Creatures attempting to see through the area have disadvantage. Any creature that enters the jutsu's area for the first time on a turn or starts its turn there must make a Dexterity saving throw. The creature takes 4d10 piercing damage and 4d10 earth damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw must also succeed on a Constitution saving throw or be poisoned for the jutsu's duration. If a creature fails this Constitution saving throw while poisoned in this way, the creature becomes paralyzed instead. If a creature fails this Constitution saving throw while paralyzed in this way, the creature instead becomes unconscious. A creature rendered unconscious from this jutsu no longer takes damage from it. A creature that is poisoned, paralyzed, or unconscious from this jutsu can make a Constitution saving throw at the end of each of its turns. On a success, an unconscious creature becomes paralyzed instead, a paralyzed creature becomes poisoned instead, and a poisoned creature ends the effect.
MAGNET RELEASE: IMPERIAL DUST FUNERAL
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 300 feet Duration: Concentration, up to 5 rounds Components: HS, CM Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Description: Using your magnetism, you summon a wall of dust particles of your description (Gold, Iron, Sand, Salt, Gravel) into existence at a point you choose within range. You can make the wall up to 250 feet long. 250 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a strength saving throw. On a failed save, a creature takes 5d8 earth damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 4d8 earth damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the jutsu on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the jutsu ends. A creature caught in the wall can attempt to move within it, but every foot moved costs 3 feet of movement.
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NAMIKAZE
Beginning at 11th level you can use the following additional Supernatural Speed Features by spending Speed Die.
A hot headed, blond shinobi stands at the beginning of the starting line. Other shinobi approach the starting line nervous that the blond shinobi is here at all. A start sound erupts as the adjacent shinobi all begin to race each other. The blond dashes forward with relative ease as he accelerates faster and faster. They cross the finish line. As everyone sits around tired and exhausted. He says “Good effort guys. Too bad I won twice already.” One of the other shinobi question what he means. To which he explains, the moment the race started he blinked passed the finish line, and caught back up with the other racers so they didn’t give up and so he could see who would come in second place, unfortunately he also came in second place. —Shurira Nata At Worlds End, Ch. 1 excerpt.
• Swift Focus: While you are gaining the benefits of a
Hijutsu with Swift release in its name, that requires concentration, by spending 1 Speed die, you may reduce the chakra cost to maintain the jutsu by the result of your roll. • Like the Wind: When you would deal wind Damage to a creature as a result of casting a Namikaze Hijutsu, you may spend a speed die, increasing the damage dealt by the result, and as a part of the same action used to cast the jutsu, you teleport behind the target increasing your AC by half of the result until the end of the target creatures turn. • Flash of Defense: When you would take damage from a creature as a result of an attack that targeted you, or saving throw you were forced to make, you may spend a Speed die, reducing the damage dealt by the result.
FASTER THAN THE EYE CAN SEE The Namikaze Clan is a clan that doesn’t know its origins, but it’s assumed they hail from the land of fire. Their most prominent member became its 4th Hokage. The Namikaze Clan doesn’t have a powerful family name, nor does it share a family compound or hold any high-ranking title. It is embodied by its ideal of speed and potential. The Namikaze clan has produced some of the fasted shinobi in the leaf, and the continuation of this tradition will move further into future.
Swift Release: The Namikaze clan has a unique talent for manifesting Swift Release due to their close affinity to both Wind and Lightning Release. Beginning at 7th level you gain the second Nature release you didn’t select from Swift Release Affinity clan trait. When casting a jutsu with either Lightning or Wind Release keywords, you can change the damage type to wind. Also, at 7th level, when casting a Namikaze Clan jutsu you can reduce the cost of the jutsu by 1 (Min 1), This reduction becomes 2, at 15th level. Beginning at 15th level, once per turn, when you would deal wind damage, you add your Dexterity modifier to the damage roll. Evasive Nature: Namikaze clan members speed and agility allows them to better protect themselves from harm. Starting at 1st level, while you are wearing No Armor, your AC equals 10 + Half your Proficiency (Rounded Down) + Twice your Dexterity Modifier. While you are benefiting from a Namikaze Clan Jutsu, creatures have disadvantage on opportunity attacks against you. Beginning at 15th level, when you would be forced to make a Dexterity saving throw to take half damage, you can choose to succeed instead, taking no damage or any adverse effects. You can only use this effect of Evasive Nature twice before a Long rest.
NAMIKAZE TRAITS
Ability Score Increase: +2 Dex, +1 Int Speed: Your base walking speed is 35 feet. Skill Proficiencies: Acrobatics, Chakra Control. Swift Release Affinity: You begin with either Wind or Lightning Release Affinity. (Pick one)
NAMIKAZE FEATURES
Swift Techniques: The Namikaze 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). They do not need both Nature Release’s to use their Clan jutsu. Supernatural Speed: The Namikaze are known for their incredible reflexes and agility. Starting at 3rd level, your speed increases by 5 feet. You gain an additional 5 feet speed increases at 11th and 18th levels. Additionally, due to you to your natural gift for speed, you develop a natural talent for extremely expeditious movement. Represented by Speed die, which are D8’s. You have a number of Speed die equal to your proficiency bonus. You can spend up to three of your Speed die on the following effects per turn. You regain your speed die on a long rest. • Speed Amplification: As a bonus action, you can spend
a number of speed die, gaining movement speed equal to 5 x the result of the roll until the beginning of your next turn. • Quickened Assault: When you take the attack action to make a weapon attack, you may spend any number of speed die. You make one additional weapon attack for each speed dice spent. You deal damage with these weapon attack equal 1d8. • Blink of an Eye: When you would move, you instead choose a location you can see within your movement speed range. Spend one Speed Die, you teleport to the desired location. If you were to make a melee weapon attack against a creature within 5 feet of you, you roll 1d8, adding the result to your attack roll.
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NAMIKAZE CLAN JUTSU
shifting positions at hyper speed so it’s impossible to track which image is real. You can use your bonus action to dismiss the clones. Each time a creature targets you with an attack during the jutsu's duration, roll a d20 to determine whether the attack instead targets on of your clones. If you have three clones, you must roll a 6 or higher to change the attack's target to a clone. With two clones, you must roll an 8 or higher. With one clone, you must roll an 11 or higher. If the creature that targets you has true sight or tremor sense, you make this roll with disadvantage. A clone's AC equals 10 + your Dexterity modifier + half your proficiency bonus. If an attack hits a clone, the clone is destroyed. A clone can only be destroyed only by an attack that hits it. It ignores all other damage and effects. The jutsu ends when all three clones are destroyed.
D-RANK SWIFT RELEASE : EXPEDIENCE
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: Self Duration: Concentration, Up to 1 minute. Components: HS, M Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: You focus your chakra, granting yourself immense speed. You do not spend chakra to maintain this jutsu. When you cast this jutsu, and then as a bonus action on each of your turns, until the jutsu ends, you can take the dash action.
SWIFT RELEASE: PHASE
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Reaction, which you take when you are targeted by an attack, or would make a Dexterity saving throw. Range: Self Duration: 1 round. Components: HS, M Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: Just before being hit by an attack, you vibrate fast enough to make most attacks harmlessly pass through you. Until the start of your next turn, you gain a +5 bonus to AC against attacks and advantage on Dexterity saving throws.
SWIFT RELEASE : MIRROR IMAGE TECHNIQUE
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self Duration: 1 minute. Components: HS, CM, M Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: You mold your Wind and Lightning Release chakra into very convincing clones of yourself. Three clones of yourself appear in your space. Until the jutsu ends, the clones move with you and mimic your actions,
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SWIFT RELEASE : FRICTION SHATTER
SWIFT RELEASE: SHADOWLESS FLIGHT
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: CM, M Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: You mold and compress your chakra around yourself and instantly strike out with it faster than the eye can see. Make a Melee Ninjutsu attack roll against a target you can see within range. On a hit, the target takes 4d6 Wind Damage. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the damage by 2d6 and you can make one additional attack against another creature within range.
C-RANK
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Bonus Action Range: Self Duration: 1 round Components: HS, M Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: You imbue yourself with incredible speed, enhancing your physical form. Until the start of your next turn, once per turn, you can make an additional weapon or unarmed attack when you use your action to make at least one Taijutsu, weapon or unarmed attack. This additional attack ignores resistances, and if it is made against a target that used a Taijutsu or made a weapon attack as part of its last turn, you have advantage on the attack roll. Additionally, while this jutsu is active, you impose disadvantage on melee attacks against you.
SWIFT RELEASE : AURA OF QUICKNESS
SWIFT RELEASE: THUNDER FLASH
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self Duration: 1 round Components: HS, M Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: You focus chakra into your legs and rush forward with explosive power. As a part of casting this jutsu, you move to the last unoccupied space in a 60foot line from your starting position. This movement does not provoke opportunity attacks. Each creature you pass within 5 feet of during this movement must make a Dexterity saving throw, taking 5d6 wind damage on a failed save, and half as much on a successful one. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the damage by 1d6 the distance you move by 10 feet.
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self (30-foot Sphere) Duration: Concentration, Up to 1 minute. Components: HS, CM Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: You extend your chakra creating a 30-foot radius bubble of chakra, that occasionally crackles with a soft yellow lightning. For the duration of this jutsu, the aura moves with you, centered on you. Each creature of your choice, that begins its turn within your aura has its speed increased by 10 feet until the end of their turn. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and their movement speed by an additional 10 feet.
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B-RANK
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: You can briefly become faster than the eye can see. You move so fast that you seem to teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the jutsu ends you can use a bonus action to move in this way again.
SWIFT RELEASE : FLASH STEP
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self Duration: 1 minute. Components: HS, CM Cost: 12 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: You focus your chakra into your legs, granting you an immeasurable amount of speed, leaving the view of all until you’re prepared for your next move. Roll a d20 at the end of each of your turns for the duration of the jutsu. On a roll of 11 or higher, you vanish from your current location, moving at hyper speed. At the start of your next turn, and when the jutsu ends if you are still running, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space chosen at random. You can dismiss this jutsu as an Action. While moving at hyper speed, your chakra flow to your senses are slightly restricted. You can only see shades of gray, and you can’t see anything more than 60 feet away from the space you vanished. You can’t affect anything while in this state either.
A-RANK SWIFT RELEASE: SPEED SIPHON
Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: 60 feet Duration: Concentration, Up to 1 minute Components: HS, CM Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Release. Description: Your mastery of Swift Release allows you to remove speed from one creature within range. Select a creature you can see within range. If the target has less than 100 hit-points their speed is siphoned away, becoming slowed. While the target is slowed in this way, the target cannot gain speed by any means. The target also has disadvantage on all attack rolls, Ability checks and saving throws except Constitution Ability checks and Saving throws, as its speed, reaction time, and movement ability to being taken away. Finally, if a target tries to cast a jutsu, it must first succeed on a Constitution saving throw, or the target fails, and the chakra is wasted as if they cast the jutsu. A target suffering from this speed siphoning make a constitution saving throw at the end of each of its turns. On a successful save, the Slowed condition ends. The target gains an additional application of the slowed condition each time it fails its saving throw.
SWIFT RELEASE : QUICK STEP
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Bonus Action Range: Self Duration: Concentration, up to 1 minute. Components: HS, M Cost: 10 Chakra
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RANTON
RANTON FEATURES
Storm Techniques: The Ranton 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). They do not need both Nature Release’s to use their Clan jutsu. Storm Release: The Ranton clan has a unique talent for manifesting Storm Release due to their close affinity to both Water and Lightning Release. Beginning at 7th level you gain the second Nature release you didn’t select from Storm Release Affinity clan trait. Also, at 7th level, when casting a jutsu with either Water or Lightning Release keywords, you can change the damage type to lightning and add your Intelligence Modifier to your damage roll. At 15th level when you deal Lightning damage, add your Dexterity modifier to the damage roll. Gale Style: Beginning at 3rd Level, when you would cast a Jutsu with the Water Release Keyword, you may super charge it with lightning. As a bonus action, by spending 5 chakra, creatures affected by your jutsu, must succeed a Constitution saving throw vs your Ninjutsu save DC, to resist being Shocked on a failed save. Pervasive Lightning: Beginning at 3rd level, your Lightning damage, gains the pervasiveness of water. Your Lightning Damage ignores Resistance. At 7th level, this pervasiveness increases, letting you treat immunity as resistance (This does not stack with your previous ability of ignoring resistance). At 15th level, you can completely ignore immunity to Lightning. Overload: At 18th level, whenever you cast a Jutsu that gives the shocked condition, it instead gives the stunned condition until the end of the creatures next turn.
A Jonin wearing the Cloud Villages vest, being confronted by an adversarial village as he’s been caught alone without any allies to back him up. He tries to make a move to escape, but he s quickly stopped by more enemies around him. “You think it was smart to go out alone huh?” the enemy shinobi speaks rather directly and aggressively. The Jonin grits his teeth, before he quickly weaves handseals. The adversarial shinobi leaps back scattering in random directions saying “Can’t fire in unorthodox directions now can Y~”. They are quickly cut off by beams of bending lightning that tears through them all. —Ren Nara At Worlds End, Ch. 7 excerpt.
LASER FOCUSED The Ranton Clan is a clan that hails proudly from the Land of Lightning. Known to work closely with the Raikage, but not limited to that one country. Their bloodline has spread widely throughout the continent, they are for sure reliable allies, and even greater enemies. When given a task, they are usually focused to a fault, on accomplishing a goal.
RANTON TRAITS
Ability Score Increase: +2 Dex, +1 int Speed: Your base walking speed is 35 feet. Skill Proficiencies: Ninjutsu, Nature. Storm Release Affinity: You begin with either Water or Lightning Release Affinity. (Pick one)
RANTON CLAN JUTSU D-RANK STORM RELEASE: STORM WHIP
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: HS, CM Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: You form a current of water like lightning in your hand, swinging it at a creature within range. Make a melee ninjutsu attack, dealing 4d6 lightning damage on a ht. A creature who takes damage from this jutsu must succeed a constitution saving throw, gaining the Shocked condition on a failed save, until the end of your next turn. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d6.
STORM RELEASE: LASER BEAM
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self (60 Feet line) Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release.
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C-RANK
Description: You conjure a beam of lightning and water that bends around corners and piercing its targets with lethal efficiency. All creatures in a 60-foot line must succeed a Dexterity saving throw, taking 3d6 lightning damage. If a creature within range has the Shocked condition, this jutsu bends and shifts ignoring its normal Attack direction, and coiling and moving to target the shocked creature. This jutsu can target up to two shocked creatures this way. A shocked creature makes their Dexterity save at Disadvantage. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d6.
STORM RELEASE: LIGHTNING SPLASH
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 30 Feet (15-foot Cube) Duration: Instant Components: HS, CM Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: You throw a bubble of lightning at a point you can see within range. The bubble explodes filling a 15-foot cube. Creatures within range, must succeed a Dexterity saving throw, taking 4d8 Lightning damage and being shocked, on a failed save. Or half as much damage on a successful one and no additional effects. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and damage by 1d8.
STORM RELEASE: SECONDARY DISCHARGE
Classification: Hijutsu Rank: D-Rank Casting Time: Reaction, which you take when you hit another creature with a single-target jutsu, that deals lightning damage. Range: 120 Feet Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: You redirect part of the attack that just hit a target within range, forcing it to hit a second target within this jutsu’s range as well, for half the damage that was dealt on the original target. If the original jutsu used, uses an attack roll, you would use the same attack roll as before. If it requires a saving throw, they make the saving throw as normal. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and target one additional creature.
STORM RELEASE: SNAKE CHAINS
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 60 Feet Duration: Concentration, up to 1 minute Components: HS, CM Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: Select one target creature you can see within range as snakes made of Water & lightning shoots towards the target, attempting to restrain them. If they fail a Dexterity saving throw, they become restrained for the duration and they must make a Constitution saving throw, on a failure they are also shocked for the duration. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and you may choose one additional creature to target with this jutsu.
STORM RELEASE: STORMCLOUD
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Bonus Action. Range: 90 Feet Duration: Concentration, up to 1 minute Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: You conjure a small cloud over a target within range that follows them within range. For the duration, whenever you use a jutsu that targets the affected creature that deals lightning damage, the target must roll a Dexterity Saving throw, taking 2d4 additional lightning damage on a failed save as another bolt strikes them simultaneously. On a successful save no additional damage or effects take place. If the target creature moves more than 90 feet away from you, this jutsu immediately ends. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and target one additional creature.
STORM RELEASE: PUDDLE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 120 Feet Duration: Concentration, up to 1 minute Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: You make a puddle of lightning that starts at a point you can see within range and fills a 15-foot cube. At the beginning of each of your turns, the puddle expands by 10 feet on each side. Any creatures that start their turn, or move into the affected area for the first time on their turns, must make a Constitution saving throw, taking 5d6 Lightning Damage and are shocked on a failed save, or half as much on a successful one and no additional effects.
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B-RANK
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: You conjure and fire a 60-foot cone in front of you. All Creatures in the radius must succeed a Constitution saving throw, taking 6d8 lightning damage and being shocked for 1 minute on a failed save, or half as much damage on a successful save.
STORM RELEASE: LASER BLADE
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Bonus Action Range: Self Duration: Concentration, Up to 1 Minutes Components: HS, CM, W(any) Cost: 10 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: You take your weapon as you form water into the shape of a blade of your design and description. You then supercharge the water with vibrating lightning as you convert the colliding chakra natures into storm release affinity. For the duration, your weapon deals Lightning Damage, its damage die is replaced with 3d8+Ninjutsu Ability Modifier, and When you would make a Melee weapon attack while holding the affected weapon, you may instead use Intelligence instead of Strength or Dexterity for attack and damage rolls. If a Hostile creature is using a non-chakra enhanced weapon, and they use a Feature, Jutsu, or Ability that grants them a bonus to their AC, with the weapon as a core requirement or component, and you hit them with this enhanced weapon, their non-Chakra enhanced weapon is destroyed as you slice right through it.
A-RANK STORM RELEASE: LASER CIRCUS
Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: 120 Feet Duration: Instant Components: HS, CM Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release. Description: You fire an absurd amount of Lightning beams towards up to 10 targets of your choice. You make a single Ranged Ninjutsu attack per beam against your selected target(s) within range. You can direct these beams towards a single target or many, up to the number of beams you fire. On a hit, you deal 1d8+ Your Ninjutsu ability Modifier with each beam. These beams ignore half and three quarters cover but cannot critically hit.
STORM RELEASE: STORM WAVE Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self (60-foot Cone) Duration: Instant Components: HS, CM Cost: 13 Chakra
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SENJU
Mokuton’s Suppression: Beginning at 18th level, creatures restrained, grappled, slowed, or within an area of difficult terrain created by a Senju Hijutsu that you casted must make a Constitution (Chakra Control) Check vs your Ninjutsu Save DC. On a failure for the duration of their condition, they are unable to Mold Chakra.
The Genin stands on top of one of tallest tree’s just outside of the Leaf village. She claps her hands together focusing. The tree begins to shake, as it grows, slightly. She stops as she realized she was already higher than the canopy. She hears the voice of someone below her. “Hey! Tsunanami, you sure you’re not over doing it?” The Girl standing on the tree, falls to the ground, taking the snacks the other girl brought her. “No, I think I’m making progress. Just this morning, this tree was only to my ankle. Now Look at its Tallest tree in this part of the forest. Sooner or later. I’m gonna make this the tallest tree in the world!” —Yuki Hyūga At Worlds End, Ch. 13 excerpt.
THE LEAF’S PATRIARCHS The Senju Clan is a clan that hails proudly from the Land of Fire and is one of the founders of the Land of Fire. Even three of its Hokage has been Senju by birth and each one brough about a new era of prosperity for the leaf. Using Mokuton (or Wood release), a user is extremely versatile and able to control, restrict and even seal away an opponent’s chakra. The power of Wood Release, and by extension the Senju are widely known, so much so that they were heralded as the strongest clan during the Warring states era.
SENJU TRAITS
Ability Score Increase: +2 Con, +1 Str Speed: Your base walking speed is 30 feet. Skill Proficiencies: Chakra Control, Ninjutsu. Wood Release Affinity: You begin with either Earth or Water Release Affinity. (Pick one)
SENJU FEATURES
SENJU CLAN JUTSU
Wood Techniques: The Senju 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). They do not need both Nature Release’s to use their Clan jutsu. Built Different: Beginning at 1st level, the Senju are known for their downright gargantuan stamina. Increase your Hit Point total by 2. Every level thereafter each time you gain a level, increase your hit point total by 2. Sacred Body: Beginning at 3rd level, you learn to leverage your stamina to manage your Senju Hijutsu. You may use Constitution instead of Intelligence for the Attack and Damage rolls and Save DC’s of Senju Hijutsu that you cast. Wood Release: The Senju has a unique talent for Manifesting Wood Release, due to their close affinity to both Earth and Water Release. Beginning at 7th level, you gain the second Nature release you didn’t select from Wood Release Affinity. Also, at 7th level, when you would cast a jutsu with either Water or Earth Release keywords that would deal damage, you can change the damage type to Earth. Also, a creature restrained, grappled, slowed, or within an area of difficult terrain created by a Jutsu that you cast with the Earth or Water Release Keyword, cannot cast a Jutsu with a chakra cost lower than then the jutsu you cast currently imposing one of the triggering conditions. Beginning at 15th level, when you would deal damage using a Senju Hijutsu, the creatures maximum chakra is temporarily reduced by 15 for 10 minutes. If a creature’s maximum chakra point total is reduced below their current chakra total, their current chakra total is lowered to equal their current maximum chakra total for the duration of this effect.
D-RANK MITOTIC REGENERATION
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Day Range: Self Duration: Components: CM Cost: Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Water Release Description: You create a reservoir of chakra within your body, for your cells to feed off of when you need them. You store up to half of your maximum chakra inside a point on your forehead. It takes a full day of no strenuous chakra use to complete the process. Once completed, as a bonus action you may heal yourself by spending any number of stored Chakra you currently have. You heal 1 Hit Point for each Chakra point spent. You can spend 5 Chakra to end a condition currently affecting you. If you would fall to 0 hit points you instead fall to 1 as your body automatically reacts spending 10 Chakra to immediately stabilize you and keep you conscious. Chakra stored in the chakra reservoir cannot be replenished with rests of any type (Short, Long, or Full). Instead, you must cast the jutsu again in order to refill the chakra reservoir. If you have this jutsu active, you cannot also gain the benefits of the Chakra Reserves Uzumaki Clan Hijutsu.
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WOOD RELEASE: WORLD OF TREES
ground, sharpening themselves to produce wood like spears. On a hit, target creature takes 2d6 + Your Ninjutsu Ability Modifier Earth Damage. A Creature who takes 15 or more damage from this jutsu must make a Strength saving throw as the impaled roots take hold to the ground again, rooting them in place. On a failed saved the target creature is restrained for 1 minute. A Creature restrained by this jutsu makes a Strength (Athletics) or Dexterity (Acrobatics) check vs your Ninjutsu save DC to end this effect as an action on their turn, freeing themselves from the rooted wood. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the damage by 2d6.
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self (30-foot Cube) Duration: 1 Minute Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground giving birth to a host of roots, and plants that surge upwards filling a 30-foot cube with bulging wood and roots, that do not move or follow you. All Creatures except you treat the area as difficult terrain and cannot take the dash or Dodge actions while inside the radius. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the size of the cube by 10 feet.
WOOD RELEASE: FOO DOG HEADS
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self (15-Foot Cube) Duration: Concentration, Up to 10 minute Components: HS, CM, CS Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Fuinjutsu Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground before conjuring 4 Wooden pillars, one at each corner of the cube. Each Pillar is a structure that’s 10 feet tall, 5 feet thick, made of wood, Has an AC equal to your Ninjutsu Save DC, and 20 hit points. You do not spend chakra to maintain this concentration jutsu. For the duration creatures inside the cube (Except you) has their chakra reduced by 2d6 when this jutsu activates and at the beginning of each of your turns.
WOOD RELEASE: PIERCING BARK
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: HS, CM Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground controlling a single root enhancing it until it listens to your mental command. Make a Ranged Ninjutsu attack, targeting a creature you can see within range as the root bursts forth from the
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If any of the wooden pillars are destroyed, this jutsu immediately ends. Creatures who have had their chakra reduced by this jutsu, must make a Constitution saving throw, being Weakened until the end of your next turn, on a failed save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the Radius of this jutsu by 10 feet.
The structure has an AC equal to your Ninjutsu save DC, 30 Temporary Hit points and Resistance to all Damage except Fire, Acid, and Psychic Damage. Any excess damage breaks through and affects the targeted creature as normal. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the Temporary Hit Points of the Structure by +10.
WOOD RELEASE: HOTEI TECHNIQUE
C-RANK
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 120 Feet Duration: Concentration, Up to 1 minute Components: HS, CM Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground. You conjure Multiple hands of Wood that jut from the ground and attempt to grapple a creature you can see within range. Target creature must succeed a Dexterity saving throw, being grappled. On a successful save, no further effects. A grappled creature must also make a Strength saving throw being pulled prone as the hands retract into the ground dragging the creature to the ground with it. On a successful save, they remain standing. A grappled or prone creature can make a Strength saving throw as an action on their turn to end the effect. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and select one additional creature for this jutsu to affect.
WOOD RELEASE: GREAT SPEAR TREE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 60 Feet (15-foot Cube) Duration: Instant Components: HS, CM Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground. You select a space you can see within range, where a large tree explodes from the ground without any leaves or foliage but instead sharpened wooden branches filling a 15-foot Cube. Creatures within range of the massive tree must succeed a Dexterity saving throw, taking 8d4 earth damage and being restrained by the massive tree. Creatures restrained by this jutsu can make a Strength (Athletics) or Dexterity (Acrobatics) check vs your ninjutsu save DC to end the restrained condition on themselves. The tree that appears, remans for 1 hour before it wilts and turns to dust, or is destroyed by other means. This tree has an AC equal to your Ninjutsu Save DC and 20 Hit points. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and summon a second Tree with the same radius. A creature can only be affected by one instance of this jutsu.
B-RANK WOOD RELEASE: WOOD CLONE
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: HS, CM Cost: 10 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground conjuring clones made of wood. This is an even more advanced Version of the ‘MultiShadow clone technique’. This bond is still one way and the clones cannot send orders, thoughts or images to the users until they die in which case all information the clone has is transferred to the user. The clones follow the user’s orders to the letter. The user of this jutsu can create up to 6 Clones at once Costing 10 Chakra per clone. Clones you summon cannot have their cost reduced below half (5) Clones act as part of your turn as a Bonus action to command. All of your clones perform up to 1 Action and 1 Move action. Clones do not have bonus actions instead using their Standard Action. Clones act at once and all attempt to perform the same command give. If commanded to perform the help action, they can only help the summoner. Clones do not have Reactions. Your clone has a replica of any weapons you have on you at the time of creation that is also made from chakra enhanced wood. When the clone makes an Attack using this weapon or an unarmed attack it deals 1d6+Ninjutsu Ability Modifier earth damage regardless
WOOD RELEASE: HŌBI TECHNIQUE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Reaction, which you take when you or a creature you can see within range are targeted for an attack, would take damage, or make a Strength, Constitution or Dexterity saving throw Range: Self (10-Foot Cube) Duration: 1 Round Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground. You conjure a massive wooden dome like structure of your design and description. All creatures of your choice are protected, while other creatures whom you did not select are pushed out from the protection of this structure to the edge, on a space that can hold them harmlessly. The structure intercepts all attacks except for Genjutsu. The structure does break line of sight as it grants affected creature’s total cover. The structure splinters and dissolves at the beginning of your next turn. A Creature can leave the protection of the structure, but cannot reenter it once they leave.
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of the attack used. It can make up to 2 attacks using its action and is summoned in any empty space that can hold it up to 30 feet away. They cannot use chakra Seals. Clones also cannot use clan or class Features. All Clones have 15 Hit Point and 10 Temporary Chakra. Clones have an AC equal to your Ninjutsu Save DC. Clones can use all Senjutsu Hijutsu that you have (except Jutsu with “Clone” or “Summoning” in its name & Jutsu with the Combination keyword) expending their own chakra. Damaging jutsu casted by a Clone deals half damage. Their Saving throws & skills that the user is proficient in, attack bonuses are all equal to the user’s Ninjutsu Attack Bonus
4d8 earth damage and their chakra is reduced by half of the damage dealt at the beginning of each of their turns. A restrained creature can use an action on its turn, to make a Strength (Athletics) or Dexterity (Acrobatics) check vs your Ninjutsu save DC, to end one of the three conditions this jutsu imposes on them. Once they pass this check twice, they fully escape this jutsu’s bindings. A creature who’s Hit points reach 0 while under the effects of this jutsu becomes a part of the tree. The Tree conjured by this jutsu remains and does not dissolve. The Tree Conjured by this jutsu has 100 Hit points and 21 AC.
WOOD RELEASE: WOOD DRAGON SUMMONING
Huge Construct, unaligned
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 30 Feet Duration: Concentration, Up to 1 minute Components: HS, CM, CS Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground conjuring a massive Wooden serpentine Dragon. You command the Dragon and it only listens to you (no action needed). The cost of this jutsu cannot be reduced in anyway. It is proficient in all saving throws, using your Ninjutsu ability modifier as its Proficiency bonus. You may as a Bonus action, or reaction cause the dragon to use its Detonation ability. It rolls initiative as it has its own turns, using your Ninjutsu Ability Modifier as its Initiative, and uses the following Statistics;
Armor Class 15+ Your Ninjutsu Ability Modifier Hit Points 125 (10d10 + 70) Speed 50 ft. STR 23 (+6)
DEX 10 (+0)
CON 25 (+7)
INT 1 (-5)
WIS 10 (+0)
CHA 1 (-5)
Damage Immunities Poison, Psychic, Bludgeoning, Slashing, Piercing and Slashing from non-Chakra enhanced weapons. Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petrified, poisoned. Senses Darkvision 60 ft., passive Perception 10 Immutable Form. The Wood Dragon is immune to any Jutsu or effect that would alter its form. Elemental Weapons. The Dragons attacks are chakra enhanced. Ineffable Makeup. The Wood Dragon cannot be dispelled by any jutsu of B-Rank or Lower.
A-RANK
Multiattack. The Wood Dragon can attack 2 times with its Bite.
WOOD RELEASE: TREE BIND FLOURISHING BURIAL
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 3d8 + 6 Earth damage. On a successful hit, the target must succeed a DC 18 Constitution saving throw, losing chakra equal to half of the damage dealt.
Classification: Hijutsu Rank: A-Rank Casting Time: Full Round Action Range: 90 Feet (30-foot cylinder) Duration: Until Dispelled or Destroyed Components: HS, CM, CS Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Water Release Description: You clap your hands together as you inject chakra into the ground. Bringing a large surge of vitality into the foliage deep in the ground. Select a space you can see within range. A Massive tree, 90-feet tall and 30-feet wide, made of roots, explodes upwards attempting to capture all creatures in its path. This jutsu’s cost cannot be reduced in anyway. All creatures in a 30-foot wide, 90-foot-high cylinder must succeed a Dexterity saving throw, being Restrained on a failed save, as the tree completely captures, overtakes, and binds them inside it. On a successful save, they escape the binding of the tree’s roots. Creatures who failed the saving throw have total cover from all creatures both inside and outside the tree and begin to feel immense pressure, as the tree begins to compress, crushing them and feeding off of their biological mass as nutrients. Restrained creatures take
Constrict. On a successful Bite attack, the wood dragon can forgo its second attack to instead constrict the target. If it does, the target must succeed a DC 18 Dexterity saving throw being grappled & restrained by the Dragon. At the end of the dragons and restrained creatures turn, the creature loses 5 chakra. A restrained creature makes a Strength (Athletics) or Dexterity (Acrobatics) check vs a DC 18 to end both conditions. Detonation: The dragon explodes in a massive incendiary explosion of Water and wood. All creatures within 15 feet of the Dragon when it explodes makes a Dexterity saving throw, taking 6d8 earth damage on a failed save, or half as much on a successful one. A creature restrained by this dragon, when this ability is used instead takes double damage.
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SHAKUTON
Scorching Aura: Beginning at 11th level, you have learned to leverage your Superheated chakra to benefit your allies as well. As a Reaction, when an allied creature within 30 feet of you would cast a jutsu, you may spend a scorch die, giving their jutsu the Fire Release keyword for this casting. A creatures who’s jutsu you have augmented in this way, gains the benefit of your Scorching heat clan feature as if they had it, spending your scorch die, when they would spend any. Beginning at 18th level, when you would use this feature on an allied creature, the next Ninjutsu they cast that would deal damage or force a creature to make a saving throw, also forces an affected creature to make a Constitution saving throw, being burned on a failed save. They also gain the benefits of your Scorch Release, 15th level feature for this jutsu’s casting.
A Genin dashes through a thick brush of trees trying to escape an ambush. She weaves handseals and fires forth a white-hot sphere of flame towards the brush in front of her, completely burning way the brush in front of him without even a hint of smoke or soot. As they move through the forest chasing her, they arrive to an opening in the forest. Seeing their target, they move in to attack, but she responds by conjuring a large, single sphere of Scorch flame and engulf all of her enemies, turning them into mummified carcasses. —Soren Uzumaki At Worlds End, Ch. 2 excerpt.
TOO HOT TO TOUCH
The Shakuton Clan is a clan that hails proudly from the Land of Wind. This clan has an extreme affinity for Fire & Wind release able to create flames as hot as a small sun that can burn away all moisture on impact. This clan has a famed history in the Land of Wind, but after one of its famed members were killed in an ambush, they scattered joining other villages to avoid the potential of a clan massacre.
SHAKUTON TRAITS
Ability Score Increase: +2 Int, +1 Wis Speed: Your base walking speed is 30 feet. Skill Proficiencies: Survival, Ninjutsu. Scorch Release Affinity: You begin with either Wind or Fire Release Affinity. (Pick one)
SHAKUTON CLAN JUTSU
SHAKUTON FEATURES
Scorch Techniques: The Shakuton 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). They do not need both Nature Release’s to use their Clan jutsu. Scorching Heat: Beginning at 3rd level, your superheated chakra has granted you the ability to super heat other jutsu with it. You gain a number of Scorch die, which are D4’s, equal to your proficiency bonus. When you would deal fire damage, you may spend a number of Scorch die, which when rolled is either; Added to the total fire damage dealt, ignoring resistances, or if a creature would make a saving throw of any type to resist an effect or condition imposed by a jutsu with the Fire or Wind Release Keyword, they reduce their saving throw by half of the result of your Scorch die. You regain spent scorch die when you would gain the benefits of a short or long rest. Scorch Release: The Shakuton has a unique talent for Manifesting Scorch Release, due to their close affinity to both Wind and Fire Release. Beginning at 7th level, you gain the second Nature release you didn’t select from Scorch Release Affinity. Also, at 7th level, when you would cast a jutsu with either Wind or Fire Release keywords that would deal damage, you can change the damage type to Fire. Also, a creature who gained the burned condition from a jutsu that you cast, must succeed a Constitution saving throw, being weakened for the duration of the burned condition. Beginning at 15th level, when a creature would take fire damage from Shakuton Hijutsu that you casted, the creatures maximum hit points is temporarily reduced by 15 for 10 minutes. This reduction can happen a number of times equal to your proficiency bonus. If a creature’s maximum hit point total is reduced below their current hit point total, their current hit point total is lowered to equal their current maximum hit point total for the duration of this effect.
D-RANK SCORCH RELEASE: SCORCHING MURDER
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: 30 Feet Duration: 1 minute Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Description: You create 3 Motes of superheated flame that circle around you like mini satellites. As an action on each of your turns, you can, spend a mote, allowing you to make a ranged Ninjutsu attack, throwing it at a creature you can see within range. On a hit target creature takes 2d10 Fire damage and must succeed a Constitution saving throw, being burned on a failed save. Once all 3 motes have been expended this jutsu immediately ends. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d10.
SCORCH RELEASE: MURDEROUS FLAME
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self (30-foot line) Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, Clash Description: As a part of the activation of this jutsu, you must currently have Scorching Murder, Blazing Murder, or Hellfire Murder Active.
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You spend 2 Motes of superheated flame combining them into a single mote then firing a beam of superheated flame in a straight line 5 feet wide, 30 feet long. All creatures in its path must succeed a Dexterity saving throw, taking 3d6 fire damage and being burned on a failed save. And only half as much on a successful save. Structures and constructs made of organic material (wood, grass, flesh etc.) make their saving throw at disadvantage and take triple damage. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d6.
Description: As a part of the activation of this jutsu, you must currently have Scorching Murder, Blazing Murder, or Hellfire Murder Active. You spend 2 Motes of superheated flame, compressing it into a small sphere and throwing it towards a space you can see within range. The sphere explodes when reaching its destination. All creatures (except you) in the radius must make a Dexterity saving throw, taking 2d8 fire damage and gaining the weakened condition on a failed save, or only half as much damage on a successful save. Structures and constructs made of organic material (wood, grass, flesh etc.) make their saving throw at disadvantage and take triple damage At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d8.
SCORCH RELEASE: M URDEROUS REVITALIZATION
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, Medical Description: As a part of the activation of this jutsu, you must currently have Scorching Murder, Blazing Murder, or Hellfire Murder Active. You spend 3 Motes of superheated flame, revitalizing a creature you touch. You reduce their Exhaustion rank by 1, and they regain 2d6 hit points. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and hit points regained by 1d6.
C-RANK SCORCH RELEASE: BLAZING MURDER
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Bonus Action Range: 30 Feet Duration: 1 minute Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Description: You create 6 Motes of superheated flame that circle around you like mini satellites. As an action on each of your turns, you can, spend a mote, allowing you to make a ranged Ninjutsu attack, throwing it at a creature you can see within range. On a hit target creature takes 5d8 Fire damage and must succeed a Constitution saving throw, being burned on a failed save. Once all 5 motes have been expended this jutsu immediately ends. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d8.
SCORCH RELEASE: SLAUGHTERING FLAME
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 40 feet (35-foot sphere) Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
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SCORCH RELEASE: VIOLENT SLAUGHTERING FLAME
Constitution saving throw, being burned on a failed save. Once all 9 motes have been expended this jutsu immediately ends. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and damage by 2d10
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self (45 feet cone) Duration: Instant Components: HS, CM Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Description: As a part of the activation of this jutsu, you must currently have Scorching Murder, Blazing Murder, or Hellfire Murder Active. You spend 3 Motes of superheated flame and create a stream of superheated flame burning everything in your path. You fire a 45-foot cone of flame destroying everything in your way. Creatures in the radius of your jutsu, must succeed a Dexterity saving throw, taking 4d8 fire damage and being burned on a failed save. Or half as much on a successful save. Structures and constructs made of organic material (wood, grass, flesh etc.) make their saving throw at disadvantage and take triple damage At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and Damage by 2d8.
SCORCH RELEASE: VENGEFUL M IRAGE
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Touch Duration: Concentration, up to 1 minute Components: HS, CM Cost: 11 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Description: As a part of the activation of this jutsu, you must currently have Scorching Murder, Blazing Murder, or Hellfire Murder Active. You spend 4 Motes of superheated flame and enhance the body of a creature you touch, increasing its reactionary speed significantly. For the duration you do not need to spend chakra to maintain this jutsu. The affected creature’s unarmed attacks are now chakra enhanced and now deal fire damage instead of whatever it did previously. Creatures who would make a melee attack against the affected creature, must succeed a Wisdom saving throw as they see a mirage made from extreme heat. On a failed save they roll an additional 2d10 reducing their attack roll by the result.
SCORCH RELEASE: PAINFUL VIOLENCE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 5 Feet Duration: Instant Components: HS, CM Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, Clash Description: As a part of the activation of this jutsu, you must currently have Scorching Murder, Blazing Murder, or Hellfire Murder Active. You spend 2 Motes of superheated flame and coat your fist in it before ramming it into a target within range. Make a Melee Ninjutsu attack, dealing 7d6 Fire damage on a hit. Structures and constructs made of organic material (wood, grass, flesh etc.) make their saving throw at disadvantage and take triple damage At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and Damage by 2d6
A-RANK SCORCH RELEASE: MAJESTIC VIOLENT MURDERING HELLFIRE DESTROYER
Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: 120 feet Duration: Instant Components: HS, CM Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, Clash Description: As a part of the activation of this jutsu, you must currently have Scorching Murder, Blazing Murder, or Hellfire Murder Active. You spend 10 Motes of superheated flame and create a single massive sphere of super-heated Flame. Make a ranged ninjutsu attack against a target you can see within range, dealing 12d12 fire damage on a hit and imposing the burned, Weakened and 1 rank of exhaustion. All creatures except for the original target who is within 60 feet of the original target must succeed a Constitution saving throw taking 6d8 fire damage and being burned on a failed save. Structures and constructs made of organic material (wood, grass, flesh etc.) make their saving throw at disadvantage and take triple damage At Higher Ranks: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, and Damage by 2d8.
B-RANK SCORCH RELEASE: HELLFIRE MURDER
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Bonus Action Range: Self Duration: 1 minute Components: HS, CM Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Description: You create 9 Motes of superheated flame that circle around you like mini satellites. As an action on each of your turns, you can, spend a mote, allowing you to make a ranged Ninjutsu attack, throwing it at a creature you can see within range. On a hit target creature takes 6d10 Fire damage and must succeed a
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SHIKIGAMI
Divine Shikigami: Beginning at 11th level, you may expend paper-based ninja tools (Breaching Tag, Paper Bomb, Explosive Tag Ball, Flash Tag or Poison Gas Tag) to enhance the power of your Hijutsu. When you would cast a Shikigami Clan Hijutsu, you may spend one of the aforementioned ninja tools, incorporating them into your jutsu. Your Jutsu is enhanced using the following effects, based on the following Ninja tools used. Some Enhanced effects will require a saving throw of an affected creature, the Save DC is always your Ninjutsu save DC;
A Jonin woman is flying through the clouds with wings made of paper over her target fortress. She touches her neck and begins to speak through a radio device. “I spotted them. Do I begin the assault?” she speaks and awaits a response. “No, do not engage. If you engage you will be alone!” a voice echo’s through her receiver. “I only asked for formalities darling. You never really had a choice in the matter.” She responds coldly before she flies down and begins to weave handseals as shuriken and kunai made of paper begin to fire downwards exploding on impact with the building. —Zozo Yamanaka At Worlds End, Ch. 18 excerpt.
A WORK OF ART
The Shikigami Clan is not a clan bound by blood as much as it is a clan bound by ideology. This Shikigami clan has no surname, and do not share any connecting tissue outside of the passed down secrets of Papercraft. This family works more like a coven of members more so than a bloodline, with senior and elder members teaching their children and bringing in those from outside the clan into the fold.
• Breaching Tag: Your jutsu
explodes on contact, dealing focused, localized damage. Your Jutsu’s Damage type becomes Fire, deals an additional damage die of damage, and deals double damage to structures and constructs. • Paper Bomb or Explosive Tag Ball: Your jutsu ignites with reckless abandon creating an enhanced mobile bomb. As a Bonus Action or Reaction, you may trigger your jutsu to explode. All creatures, within 25 feet of the original target creature must succeed a Dexterity saving throw, taking 4d6 fire damage on a failed save or half as much on a successful one. If used in conjunction with a Jutsu that affects an area, this feature instead increases the radius of the jutsu by 10 feet and all creatures within the target area must succeed a Dexterity saving throw, taking 4d6 fire damage on a failed save or half as much on a successful one. • Flash Tag: Your jutsu erupts into a violent flash of blinding white light. As a bonus action or reaction, you may trigger your jutsu to explode into this blinding light. All creatures within 25 feet of the original target creature must succeed a Wisdom saving throw, being blinded for 1 minute on a failed save. If used in conjunction with a Jutsu that affects an area, this feature instead increases the radius of the jutsu by 10 feet and all creatures within the target area must succeed a Wisdom saving throw, being blinded on a failed save. A blinded creature makes Wisdom Saving throws at the end of their turn to end the blinded condition. • Poison Gas Tag: Your Jutsu exudes a noxious purple gas. As a bonus action or reaction, you may trigger your jutsu to expel this poisonous gas. All creatures within 25 feet of the original target creature must succeed a Constitution saving throw, being Poisoned for 1 minute on a failed save. If used in conjunction with a Jutsu that affects an area, this feature instead increases the radius of the jutsu by 10 feet and all creatures within the target area must succeed a Constitution saving throw, being Poisoned on a failed save.
SHIKIGAMI TRAITS
Ability Score Increase: +2 Int, +1 Dex Speed: Your base walking speed is 30 feet. Skill Proficiencies: Sleight of Hand, Performance Tool Proficiencies: Crafters Kit, Weapons Kit
SHIKIGAMI FEATURES
Shikigami Techniques: The Shikigami 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). Papercraft: The Shikigami Clan learns to craft with paper from a young age. Beginning at 1st level, when you would gain the benefits of a short or long rest, you can craft one of the following with no additional resources required; • Breaching Tag • Paper Bomb • Explosive Tag Ball • Flash Tag • Poison Gas Tag
Ninja tools crafted this way do not have any bulk, and last for 24 hours before becoming inert. Beginning at 11th level when you would use this feature to craft a ninja tool, you instead can craft two. Beginning at 18th level this increases to three. When you would use a crafters kit to craft the listed ninja tools during downtime, you can craft twice as much in half the time at half the cost. Paper Expert: You learn to draw out the power of paper-based ninja tools. Beginning at 3rd level, when you would use a Breaching Tag, Paper Bomb, Explosive Tag Ball, Flash Tag or Poison Gas Tag, the DC of these Tags are modified and are now equal to your Ninjutsu Save DC, if your Ninjutsu save DC would be higher than the listed Ninja tools Save DC. Paper Reservoir: At 7th level, you may reduce the chakra cost of Jutsu with the Chakra Seal Component (CS) by 1. This reduction increases to 2 at 11th level and 3 at 15th level.
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SHIKIGAMI CLAN JUTSU
reduce the triggering damage by your Ninjutsu Ability Modifier + your proficiency.
D-RANK
C-RANK
PAPER SHURIKEN
PAPER DRIZZLE
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: CS Cost: 3 Chakra Keywords: Hijutsu, Ninjutsu Description: You create 3 razor-sharp shuriken from paper, and guide them with your chakra. Make a ranged, ninjutsu attack for each shuriken you create. You can make the attack against one target or many. On a hit, you deal 1d6 slashing damage. If two or more shuriken hit the same target, they must make a constitution saving throw or gain the bleeding condition. The DC is increased by +1 for each shuriken that hits them past the second. While under the effects of Dance of Shikigami, you can choose to cast this jutsu as a bonus action. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost by 3, and crease one additional shuriken.
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 90 Feet (30-foot sphere) Duration: Instant Components: CS Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu Description: You briefly form a pair of papery wings, which rain Senbon, made of paper on an area of your choosing, that you can see within range. Each creatures in the target area, must succeed a Dexterity saving throw, taking 5d10 piercing damage on a failed save, or half as much on a successful on. While under the effects of Dance of Shikigami, you can choose to only affect hostile creatures within the area of effect, and increase the radius of the jutsu to a 60-foot sphere. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost by 3, and the damage by 1d10.
ORIGAMI SERVITOR
TRACKING TAG
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 500 Feet Duration: 1 Hour Components: CS Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu Description: You use origami to create a paper animal, such as a crane or butterfly, and send it out to gather information. The Origami you create, is a tiny object with a flying speed of 60 feet and a stealth bonus equal to your Ninjutsu Save DC. While this jutsu is active, you may spend an action to see and hear as if you were in the same location as your origami. While doing this your body is incapacitated and unaware of its surrounding. Any damage to your body returns your senses. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost by 3, the range your Origami can travel by 250 feet, and increase their Stealth Bonus by +1. If this jutsu is casted at B-Rank, increase the Duration to 8 hours and 24 hours at A-Rank.
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Touch Duration: 24 hours Components: CS Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu Description: You attach a paper tag with your chakra signature to a target, which changes color to blend in with their clones or skin. You may detect the general location of this tag from up to a mile away. When you are within 500 feet, you may detect its exact location.
PAPER SUBSTITUTION
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Reaction, which you take, when you would take damage, or would make a Strength, Dexterity, or Constitution saving throw. Range: Self Duration: 1 Round Components: HS, CS Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu Description: You turn your body into a mound of small, paper squares, that upon impact scatter, nullifying a significant amount of damage. You gain resistance to Bludgeoning, piercing and slashing damage. This resistance lasts until the beginning of your next turn and works against the triggering damage as well. Also, only against the triggering damage, you reduce the damage you would take further by an amount equal to your Ninjutsu Ability Modifier +Half your Proficiency bonus. While you are gaining the benefits of Dance of the Shikigami Hijutsu, you instead gain immunity to Bludgeoning, Piercing and Slashing Damage. And you
PAPER CLONE
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 60 Feet Duration: Concentration, up to 1 Hour Components: CS Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu Description: You conjure a clone made of paper, similar to the Shadow Clone Technique, but more durable to a space it can occupy within 10 feet of you. This clone is made of paper, and weighs 1/10th of the casters weight. You may create up to 2 clones, each costing 8 chakra. This jutsu’s cost cannot be reduced below half (4). You can command the clones as a bonus action. Each clone can only take a Standard action and a Move action. The
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B-RANK
clones have 5 hit points and no chakra, an AC equal to your Ninjutsu save DC, immunity to bludgeoning, piercing and slashing damage. Vulnerability to Fire damage and can cast up to 2 C-Rank and lower Shikigami Clan Hijutsu before this jutsu ends. Clone’s made using this jutsu cannot create a Clones of its own Each clone can only concentrate on a single jutsu, and only for a number of rounds equal to your Ninjutsu Modifier. These clones cannot use any class features or feats you have, but can use Shikigami Clan features. This clone can change its color to blend in with surfaces, allowing it to apply double your proficiency bonus to Stealth checks, and can move vertically across surfaces, but will fall apart if it enters a body of water. It does not benefit from any bonus to attacks or AC from other sources (such as jutsu that increase either of them). When this clone makes a ninjutsu or melee attack, the clone uses your ninjutsu attack bonus. If the clone forces a target to make a saving throw, the DC for these jutsu is equal to your ninjutsu save DC. If it uses a melee attack, regardless of the weapon the clone uses, it deals 1d8 slashing damage.
PAPER CHAKRAM
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 5 feet (120 feet) Duration: Concentration, up to 1 minute. Components: CS Cost: 12 Chakra Keywords: Hijutsu, Ninjutsu Description: You create an incredibly sharp chakram of paper, which you mentally command to attack opponents repeatedly for the duration or until you dismiss this jutsu. When you cast this jutsu, the chakram appears within 5 feet of you, and you can move the chakram up to 30 feet and make an attack against a target within 5 feet of the chakram. On a hit, the target takes slashing damage equal to 3d6 + your ninjutsu ability modifier. The chakram has a critical hit range of 19-20. On a critical hit, the target also gains the Bleeding condition. As a bonus action on each of your turns, you may move the chakram up to 30 feet and repeat the attack against a target within 5 feet. While under the effects of Dance of the Shikigami, when moving the chakram, you may have it make an attack against each creature it passes during its movement. A creature can only be targeted by the chakram once per turn. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost by 3, the damage by 1d6 and the critical hit range by 1.
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SOKUSHINBUTSU
Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 80 feet Duration: Concentration, up to 1 minute. Components: CS Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu Description: You cover a target in sheets of paper, with restrict their movements and plug their nose and mouth, suffocating them. You do not need to pay chakra, to maintain concentration on this jutsu. A target creature you can see within range must succeed on a Dexterity saving throw or be covered by countless sheets of paper. On a success, they avoid the paper, ending the jutsu. While trapped by the paper, they are restrained, and begin suffocating. It can survive for a number of rounds equal to its constitution modifier (minimum of 1 round). At the start of its first turn after these rounds, it takes 5d6+15 Necrotic Damage. During this time, the creature cannot speak, but you can allow it to do so, halting the suffocation by one round, but not allowing them to regain breath due to the paper pressing down on their chest. At the end of the creature's turn, it can make a Strength saving throw, breaking free of the paper on a successful save. A creature can attempt to destroy the paper Coffin you have created. Your Sokushinbutsu has an AC equal to your Ninjutsu save DC, 25 Hit points and Vulnerability to Fire damage. If your Sokushinbutsu’s hit points are reduced to 0, this jutsu ends.
A-RANK DANCE OF THE SHIKIGAMI
Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: Self Duration: Concentration, up to 10 minute. Components: CS Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu Description: Description: With your mastery of paper, you turn yourself into a paper angel, with a body untouchable by mundane weaponry and the ability to take to the skies. Until this jutsu ends, you gain the following benefits: • You gain Resistance to bludgeoning, piercing, and
slashing damage. • You gain a flying speed of 90 feet. • You reduce the cost of all Shikigami Clan Hijutsu by 3
chakra. (Min 1) You can use your bonus action to create a line of paper needles, 30 foot long and 15 feet wide in a direction you choose. Each create in the line must make a Dexterity saving throw. A creature takes 5d8 piercing damage and gains the Bleeding condition on a failed saving throw, or half as much damage and no condition on a successful saving throw. For the duration, you gain vulnerability to Fire Damage
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YOTON
save the target creature(s) become Restrained. They can make a Strength saving throw at the end of each of their turns to end the restrained condition. • Vulcanized Rubber: As an action you may conjure a structure large enough to fill a 10-foot cube of your design and description. This structure has an AC equal to your Ninjutsu Save DC, and Hit points equal to twice your Ninjutsu Attack Bonus. It provides full cover while on opposing sides.
A Chunin male is training in the desert tundra’s, of the land of Earth. The Jonin Exams are quickly approaching and he wants to be absolutely sure he is prepared. He has some of his allies stand ready to assist him in this endeavor. One of his allies draws their Tetsubo and begins to attack with reckless abandon. The Chunin quickly weaves handseals before conjuring a wall of earth blocking his Tetsubo assault. His second sparring partner responds by conjuring a jolt of lightning that the Chunin responds to in kind by conjuring a mote of magma and firing it to clash with the lightning. —Vale Uchiha At Worlds End, Ch. 21 excerpt.
Molten Core: Beginning at 11th level when you would deal fire damage using a Jutsu you cast, you ignore Resistance. Beginning at 18th level, you ignore Immunity.
BLOOD OF THE EARTH
YOTON CLAN JUTSU
The Yoton Clan is a clan that hails from the land of Earth. A Clan without a clear family name, but one which has produced many of prominent shinobi. This clan has an extreme affinity for earth and fire release, mixing them, and creating the ability to conjure and use Lava as both an offensive and Defensive force. Their power is well respected, with one of their members being chosen as a jinchūriki for the Four-Tails.
D-RANK LAVA RELEASE: LAVA STREAM
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self (20-foot cone) Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You combine Fire and Earth release chakra in your mouth before releasing a stream of lava in a cone in front of you. All creatures in the radius of this jutsu must make a Dexterity saving throw, taking 3d6 Fire damage and being burned on a failed save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d6 and in the radius of the jutsu by 10 feet.
YOTON TRAITS
Ability Score Increase: +2 Int, +1 Con Speed: Your base walking speed is 30 feet. Skill Proficiencies: Nature, Survival Lava Release Affinity: You begin with either Earth or Fire Release Affinity. (Pick one)
YOTON FEATURES
Lava Techniques: The Yoton 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). They do not need both Nature Release’s to use their Clan jutsu. Churning Magma: Beginning at 3rd level, your chakra has the same density and heat produced by lava itself granting you a slight resiliency to such attacks or damages. When you would take Poison or Fire Damage, you reduce the damage received by your half of your proficiency bonus. This becomes resistance to Poison or Fire damage at 11th level, and Immunity at 15th level. Lava Release: The Yoton has a unique talent for Manifesting Lava Release, due to their close affinity to both Earth and Fire Release. Beginning at 7th level, you gain the second Nature release you didn’t select from Lava Release Affinity. Also, at 7th level, when you would cast a jutsu with either Earth or Fire Release keywords that would deal damage, you can change the damage type to Fire. Also, when you cast a Yoton Hijutsu the form your Lava takes is one of the following types. Select one. When you would affect a creature with a Yoton Hijutsu, you may force a creature to resist the type of Lava release you select. You can use this ability a number of times equal to your Proficiency bonus per long rest;
LAVA RELEASE: LAVA ROCK
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 60 Feet Duration: Instant Components: HS, CM Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release, Clash Description: You combine Fire and Earth release chakra in your palm conjuring a mass of lave, that you launch at a target you can see within range. Make a Ranged Ninjutsu attack, on a hit you deal 3d8 Fire damage. Also, the target creature must succeed a Constitution saving throw being poisoned on a failed save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d8.
LAVA RELEASE: QUICKLIME HARDENING
• Molten Rock: As a Bonus action, you may increase the
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You gather Lava Release Chakra in your mouth, before spitting out a glob of quicklime at a target. Make a Ranged Ninjutsu Attack against a target you can
damage die size of your next jutsu by 1 step. (D4>D6>D8>D10>D12) • Acidic Mud: As a Bonus action, you may force a creature affected by a Yoton Hijutsu this round to make a Constitution saving throw being Corroded on a failed save. • Quicklime: As a Bonus action, you may force a creature affected by a Yoton Hijutsu this round to make a Strength Saving Throw, to resist being frozen in place by the hardening lava on them. On a Failed
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see within range. On a hit, you deal 3d6 fire damage and the target must make a Constitution saving throw, gaining the slowed condition on a failed save. If a creature slowed by this jutsu is affected by a Ninjutsu with the Water Release Keyword of D-Rank or higher, they must succeed a Strength saving throw, being petrified until the end of their next turn. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d6
Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You quickly spit out a blob of rubber designed to protect your target. The target creature gains 15 Temporary hit points. If they were targeted by a melee attack, the triggering creature makes a Strength (Athletics) check vs your Ninjutsu save DC, being pushed back 15 feet on a failed check. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost by 3, and the temporary Hit points by 5.
LAVA RELEASE: RUBBER DEFENSE
LAVA RELEASE: EXPANDING FLAME RINGS
Classification: Hijutsu Rank: D-Rank Casting Time: 1 Reaction, which you take when you would take damage. Range: Self Duration: Instant Components: HS, CM Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: The user quickly exudes a protective coating of rubber around them increasing their AC by +3 and gaining 15 Temporary Hit points until the beginning of your next turn. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the Temporary Hit points by 5.
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: HS, CM, W (Shuriken or Chakram) Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Bukijutsu Earth Release, Fire Release Description: You use Lava Release chakra augmenting a Shuriken or Chakram that you have turning it into a bright red glowing piece of metal that keeps the shape of the Ninja tool used. You then throw them with extreme force. Make a Ranged Ninjutsu Attack or a Ranged Taijutsu Attack (Whichever is higher, your choice). On a hit, your attack deals your weapons damage + 3d10 Fire damage. The Weapon then Explodes destroying it. All creatures within 10 feet of the original target (Except you) must succeed a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much on a successful one. If a Shuriken is used for this jutsu, you reduce your ammunition die by 1 step. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the damage by 1d10
C-RANK LAVA RELEASE: RUBBER BALL Classification: Hijutsu Rank: C-Rank Casting Time: 1 Reaction which you take when an ally or object is targeted by an enemy Range: 30 Feet Duration: 1 Round Components: HS, CM
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LAVA RELEASE: RUBBER WALL
burned and corroded condition. On a successful save, you instead deal half damage. All Structures that are destroyed by this jutsu melt becoming a molting pool of fluid that acts like Lava. Its space becomes difficult terrain. A creature that attempts to move through the affected space takes 2d12 fire damage and gains the burned and corroded conditions. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of the jutsu by 3, and damage by 2d8.
Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 15 Feet Duration: Instant Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You slam your hands onto the ground where rubber erupts from the ground directly in front of you. The wall is 15 feet tall, 15 feet wide, and 10 feet thick. The wall is a Structure, with an AC equal to your Ninjutsu save DC, Hit Points equal to 4d8+Your Ninjutsu Ability Modifier, and resistance to Piercing and slashing damage, with Immunity to Bludgeoning damage. If this wall is anchored to another structure, such as a wall or tree it gains additional Hit points equal to your Proficiency bonus. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the hit points by 1d8+1.
A-RANK LAVA RELEASE: PLANET-BRANDING BLAST Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: Self (60-Foot radius Sphere) Duration: Instant Components: HS, CM Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You Punch the ground and conjure an eruption of Lava and Magma enough to fill a 60-foot radius sphere with the super-heated substance. All creatures, except you, must succeed a Dexterity saving throw taking 11d8 fire damage on a failed save and half as much on a successful save. Additionally, all creatures must also make a Constitution saving throw, being burned and corroded on a failed save and no additional effects on a successful save. At Higher Ranks: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, Damage by 3d8, and the radius size by 20 feet.
B-RANK LAVA RELEASE: LAVA CHAKRA M ODE Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self Duration: Concentration, up to 1 minute Components: HS, CM Cost: 12 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You coat your body in Lava Release Chakra, gaining a multitude of benefits; • All creatures within 5 feet of your takes fire damage
• • • •
equal to your Constitution modifier (Min 1.) at the end of your turn. Your unarmed damage becomes 2d6 fire damage. You gain a +2 Bonus to AC. You gain Vulnerability to Cold Damage. A creature making a melee attack targeting you, taking fire damage equal to twice your Constitution Modifier (Min 1.)
At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, Your AC Bonus by +1, Your Unarmed damage by 1d6, and radius of creatures that take fire damage at the end of your turn by 5 feet.
LAVA RELEASE: SCORCHING STREAM ROCK Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self (60 Feet Line) Duration: Instant Components: HS, CM Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You coat your hand in Lava release chakra as you punch forward creating a super-heated shockwave with enough heat to melt rock. All Creatures and structures in a 60 feet long, 5 feet wide line directly in front of you must succeed a Dexterity saving throw taking 6d8 fire damage on a failed save and gaining the
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ADDITIONAL CORE CLAN FEATS
RANGED ARTILLERY
SYMBIOTIC INSECTS
Category: Clan Prerequisite: Fuma Clan, Level 4+ You have expanded your mastery of Throwing weapons to also include other forms of ranged combat. You gain the following Benefits;
Category: Clan Prerequisite: Aburame Clan, Level 8+ You provide more than just a home for your insects to thrive, and they provide more than just combat utility. You gain the following benefits;
• Increase your Dexterity score by 1, to a maximum of
• Increase your Intelligence or Charisma score by 1, to a
20.
maximum of 20. • When you would cast an Aburame Clan Jutsu you may instead spend Hit Points to pay the jutsu's chakra cost. • When you cast an Aburame Clan Jutsu and lose Hit Points in the same turn, Your Aburame Clan Jutsu is treated as if it was Upcasted, up to two twice your Maximum Rank Known. You can use this feature twice before a long rest.
• All Ranged Weapons gain the benefit of your
Immaculate accuracy Feature. • When you would roll a 1 or 2 on your Ammunition Die,
reroll it, taking the second result.
LIGHTNING ROD
Category: Clan Prerequisite: Hatake Clan You learn to retain some of the chakra spent, converting and molding it into white chakra. You gain the following benefits;
HIVE MINDED
Category: Clan Prerequisite: Aburame Clan Your Insects treat you and your body as a Hive, It's Queen, and its Army. You gain the following Benefits;
• Increase your Intelligence score by 1, to a maximum of
20. • When you would cast a Jutsu with the Lightning
• Increase your Intelligence score by 1, to a maximum of
Release Keyword with your normal chakra points, you may spend a bonus action to Regain White chakra equal to the half original chakra spent (Rounded down). You can use this feature twice per long rest. White Chakra Gained this way cannot surpass your Maximum white Chakra available. • When you would take lightning damage from a Jutsu with the Lightning Release Keyword, you can, as a reaction Forcefully convert half of the Jutsu's chakra cost into White Chakra. You can use this feature once per long rest.
20. • When you would make a check to maintain concentration on an Aburame Clan Jutsu, you may instead use Intelligence as your Ability Modifier for your Chakra Control check, instead of Constitution. • You can use your Bug Host feature a Number of times equal to your Proficiency Bonus per long rest. • When you would make an Intelligence or Wisdom saving throw to resist the effects of a Genjutsu, you may use your Bug Host feature for these saving throws.
LIGHTNING TAMER
IRON GUT
Category: Clan Prerequisite: Hatake Clan, Level 4+ Your ability to gauge the speed and trajectory of Lightning while also reacting to these movements is unmatched. You gain the following benefits;
Category: Clan Prerequisite: Akimichi Clan, Level 4+ You have undergone rigorous training to condition your body to absorb nutrition from anything. You gain the following benefits;
• Increase your Dexterity score by 1, to a maximum of
• When you would gain the benefits of a short rest, roll
20.
1d4 + Character Level. You regain a number of calories equal to the result. You can use this feature once per long rest. • You gain advantage on Constitution saving throws to resist environmental Hazards & Conditions.
• When you cast a Ninjutsu with the Lightning Release
Keyword, your movement is doubled until the end of your turn. • When you would make a Saving throw against a Jutsu with the Lightning Release Keyword, you may, as a reaction, roll at advantage. • When you would be targeted by a Jutsu with the Lightning Release keyword, you may, as a reaction, Increase your AC by Half your Proficiency Bonus until the beginning of your next turn.
IMPROVED FAT CONVERSION
Category: Clan Prerequisite: Akimichi Clan, Level 8+ You have learned to better convert your Calories to provide bigger benefits. You gain the following Benefits; • Increase your Constitution score by 1, to a maximum
of 20. • Whenever you would gain the benefits of your Fat
Conversion Feature, you instead can convert 1 Calorie into 4 Chakra.
1
SERPENTINE AFFINITY
EFFICIENT BYAKUGAN
Category: Clan Prerequisite: Hebi Clan, Level 4+ You have mastered the art of converting Ninjutsu of certain Nature Affinities into that of Poison. You gain the following benefits;
Category: Clan Prerequisite: Hyūga Clan, Level 4+ You have found a way to Reduce the strain the Byakugan has on you. You gain the following benefits; • Increase your Wisdom score by 1, to a maximum of 20.
• Increase your Constitution score by 1, to a maximum
• Reduce the cost of activating Byakugan and associated
of 20. • Ninjutsu you cast with any Nature Release Affinity now deals poison damage alongside its normal damage. Half of your damage Is always considered Poison. • Ninjutsu you cast that deals poison damage gains the benefit of your Potent Poison Clan Feature.
features of the Byakugan by half. • Your Byakugan can now tell when a creature is under
the effect of a Ninjutsu, Taijutsu, or Genjutsu or when they are Concentrating on a Jutsu or feature that costs chakra of any type.
PRECISE STRIKES
Category: Clan Prerequisite: Hyūga Clan, Level 8+ You have learned to use your Gentle fist in conjunction with your Byakugan far more accurately than others of similar level. You gain the following benefits;
SERPENTINE ALLY
Category: Clan Prerequisite: Hebi Clan, Level 4+ You have found an ally in a serpent gifted to you from your clan, or one that you've found on your adventures. You gain the following Benefits;
• Increase your Wisdom score by 1, to a maximum of 20. • You may use your Wisdom instead of Strength or
• You gain a Nin-Snake pet. This pet uses the statistics
Dexterity for Attack and Damage rolls of Your Gentle Fist Stance. • You may use your Wisdom instead of Strength or Dexterity for your Taijutsu Ability Modifier for calculating Your Taijutsu attack bonus or Save DC of Hyūga Clan Taijutsu. • When you would use a Hyūga Taijutsu that deals damage, or reduces a target creatures chakra, you now add your Wisdom to your damage rolls.
of a D-Rank Snake Summon. • This Nin-Snake pet is always counted as Half your Level for figuring hit Points & chakra points as well as hit & Chakra die. This Snake gains ASI's at the same time you do but is unable to gain a Feat, instead taking a Second +1 to any ability score. • This Nin-Snake pet only knows Hebi Clan Jutsu you know. It also can carry up to 5 Bulk worth of items or equipment. • If your pet Snake dies. You can perform a 1-week ritual to revive, replace, or find another one. This new Snake has the same statistics as the one that died.
WEAPONIZED NIN-DOG
Category: Clan Prerequisite: Inuzuka Clan Your nin-dog has passed specialized training that allows them to use conventional weaponry. They gain the following benefits.
APEX BERSERKER
Category: Clan Prerequisite: Hoshigaki Clan, Level 8+ You have learned to tap into this bestial ferociousness within you. You gain the following Benefits;
• Increase Their Strength or Dexterity score by 1, to a
maximum of 20. • Your nin-dog gain proficiency on simple and martial
• Increase your Strength score by 1, to a maximum of 20.
weapons, in addition, his mouth count as a hand for the purpose of holding weapons, A nin-dog can't use his bite attack while holding a weapon this way.
• When you gain the benefits of Shark Skinned
Predators new form, you can make your Bite attack as a Bonus action. • When you gain the benefits of Shark Skinned Predators new form, you can't be Frightened or Charmed. • When you gain the benefits of Shark Skinned Predators new form, you gain advantage to melee attacks against bleeding targets.
SPECIALIZED TRAINING
Category: Clan Prerequisite: Inuzuka Clan Your Nin-Dog has gone through intense training with the clan, returning to you to show you the results; • Increase Their Strength or Dexterity score by 1, to a
maximum of 20.
STEEL TEETH
• Your Nin-Dog gains a feat. This feat must be from the
Category: Clan Prerequisite: Hoshigaki Clan Your Body has begun to adapt to deep sea exploration and the hunt. Your teeth grow sharper and more serrated. You gain the following Benefits;
General, Chakra, Critical, or Taijutsu category.
CALCIFIED ARMORY
Category: Clan Prerequisite: Kaguya Clan You’ve perfected the art of creating bone weapons rapidly to overwhelm foes. You gain the following Benefits;
• Increase your Strength score by 1, to a maximum of 20. • When you make a Bite Attack against a creature within
range you may make a second bite attack as a part of the same action. You may do this once per round. • When you deal 15 or more damage with a single bite attack, the target gains the bleeding condition.
• Increase your Dexterity score by 1, to a maximum of
20. • You can now create bone weapons as part of a weapon
attack with them. • When you dual wield bone weapons, when you would
take the attack action, you can attack an additional time as apart of the same action.
2
ARMOR OF BONE
MONKEY’S GRIP
• Increase your Constitution score by 1, to a maximum
• Increase your Intelligence score by 1, to a maximum of
Category: Clan Prerequisite: Kaguya Clan You’ve learned to use your clan techniques not to just create extensions of your body but to fortify your body itself;
Category: Clan Prerequisite: Sarutobi Clan, Level 4+ Your make-do skills and superb chakra molding let you use everyday objects in unforeseen ways. You gain the following Benefits;
of 20. • As an action, you can line your skin with boney protrusions at will. While these protrusions are out your unarmored AC is 10+Half your Proficiency Bonus + Your Dexterity Modifier + Your Constitution Modifier. You cannot gain the benefit of this feature while wearing any armor.
20. • You are proficient with improvised weapons, and
attacks with them count as chakra enhanced for the purpose of overcoming resistances and immunities. • Once per turn, when you attack with an improvised weapon, you may add a bonus equal to your intelligence modifier to the damage roll. • You may replace a jutsu's material components with any item your DM considers a close enough replacement.
EFFICIENT KURUGAN
Category: Clan Prerequisite: Kuru Clan, Level 4+ You have begun to master your Kurugan through intense training. You gain the following benefits;
WEB-WALKING HUNTER
Category: Clan Prerequisite: Tsuchigumo Clan, Level 4+ You are a nimble combatant, skilled in the underhanded ways of your people. You gain the following benefits;
• Increase your Wisdom score by 1, to a maximum of 20. • Reduce the cost of your Kurugan by half. • You can use your Kurugan features a number of times
• Increase your Dexterity score by 1, to a maximum of
equal to twice your Wisdom Modifier.
20.
INTELLIGENT DESIGN
• You gain a climbing speed equal to your movement
• Increase your Intelligence score by 1, to a maximum of
speed. Additionally, you ignore difficult terrain created by spells you cast, and automatically succeed on their saving throws. • When using the Third Eye Clan feature, you gain 120 feet of Darkvision.
Category: Clan Prerequisite: Nara Clan, Level 4+ Your genius is so great, that it sometime scares you. You gain the following Benefits; 20.
UZUMAKI SEALING ADEPT
• You may select a Skill to gain proficiency in. • When you would use your Master Tactician feature,
Category: Clan Prerequisite: Uzumaki Clan, Level 4+ You have found some secrets regarding the Uzumaki Clan Sealing techniques that you thought impossible. You gain the following Benefits;
the creature who you give a tactical die, they instead add twice the result of their roll to the Ability or Attack roll.
DRAGON’S BLOOD
• Increase your Intelligence score by 1, to a maximum of
Category: Clan Prerequisite: Ryu Clan, Level 4+ You have learned to tap into the blood of the dragons that run through your veins. You gain the following Benefits;
20. • When you would cast a Jutsu with the Fuinjutsu
Keyword, your Jutsu cannot be Countered. • Ninjutsu with the Fuinjutsu you cast, that requires a
creature to make a saving throw of any type, you add 1d4 to their saving throw, reducing their saving throw by the result.
• Increase your Strength, Dexterity, or Constitution
score by 1, to a maximum of 20. • While you are gaining the benefits of your Dragons
RESILIENT ICE
Rage feature, you can use Dexterity or Strength for your Claw Attack. • Ryu Clan Hijutsu you cast, that initiate a clash, you automatically roll at Advantage.
Category: Clan Prerequisite: Yuki Clan, Level 8+ Your Ice becomes more fluid, making it able to attack targets more fluidly. You gain the following Benefits;
TRUE DRAGONS BLOOD
• Increase your Intelligence score by 1, to a maximum of
Category: Clan Prerequisite: Ryu Clan, Level 8+ The power of the Dragon’s rage within you has bubbled forth manifesting in ways other Ryu Clan members could only dream of. You gain the following Benefits;
20. • A number of times per long rest equal to your Ninjutsu
ability Modifier, when a creature passes a save against a Hijutsu you cast, you can make them reroll it. This feature can only affect a creature once per turn.
• Select a Second Dragon from the Blood of the Dragon
clan feature. Your attacks now deal half of your original dragon’s damage, and half of your new dragon’s damage. • All Ryu Clan jutsu deals an additional Damage die of damage, if they deal damage. • Ryu Clan Jutsu that require you maintain concentration cost is reduced by half. • You do not gain exhaustion upon ending Dragons rage.
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EXPANDED CLAN FEATS
• Your other Hijutsu gain the benefits of you
Hydrofication even when you are not concentrating on it.
AUGMENTED EXPLOSIVES
IRON POISONING
Category: Clan Prerequisite: Bakuton Clan, Level 4+ The destructive potential of your explosions have increased significantly. You gain the following Benefits;
Category: Clan Prerequisite: Jiton Clan, Level 8+ You have learned to imbue deadly poison within your jutsu. You gain the following Benefits
• Increase your Constitution score by 1, to a maximum
of 20.
• Increase your Constitution or Intelligence score by 1,
• When you would spend a Shrapnel Die, you can spend
to a maximum of 20.
two die instead, adding both die to the damage dealt. Both die are spent as normal. • You gain additional shrapnel die equal to 1/3 of your proficiency bonus rounded down.
• When you cast a jutsu with either the Earth or Wind
release keywords, you can change the damage type to poison, and increase the damage die by 1 step (to a maximum of d12). • When you deal poison damage, you can force the target to make a Constitution saving throw vs your Ninjutsu Save DC, becoming poisoned on a failed save. You can use this feature a number of times equal to your Ninjutsu ability modifier per long rest.
BOILING TEMPER
Category: Clan Prerequisite: Futton Clan, level 8+ Your chakra has a hard time not melting everything around you from how hot it can get. You gain the following Benefits;
MAGNETIC REACH
• Increase your Strength score by 1, to a maximum of 20. • When you would use your Boiling Chakra feature, you
Category: Clan Prerequisite: Jiton Clan You learn to use your Dust to fight with weapons as if you were the one wielding them. You gain the following Benefits;
instead increase the targets ability score by 3 instead of 2. • You can affect a creature three times as a part of the same action.
• Increase your Constitution or Intelligence score by 1,
GO WITH THE FLOW
to a maximum of 20. • You learn the Chakra hands E-Rank Ninjutsu. When
Category: Clan Prerequisite: Hozuki Clan You've adapted more to using water jutsu, making yourself better at manipulating your own water. You gain the following Benefits;
you cast it, it becomes invisible If you already know this jutsu, its range increase by 30 feet. This hand can as an action move and attack with a weapon you are proficient with so long as that weapon has the light weapon quality. • When you take the attack action, you can use the hands weapon as a part of the action making your attack as if you were in its space.
• Increase your Intelligence or Constitution score by 1,
to a maximum of 20. • You gain a swimming speed equal to your movement
speed.
SUPERIOR SPEED
• You can concentrate on a Third jutsu, but all jutsu you
are concentrating on must have the water release keyword.
Category: Clan Prerequisite: Namikaze Clan, Level 4+ You learn to use your innate speed and jutsu to better protect yourself. You gain the following Benefits;
CHARGED WATERS
Category: Clan Prerequisite: Hozuki Clan, Level 4+ You've increased your body’s ability to generate Lightning Release, making you a far more versatile Hozuki Clansmen. You gain the following Benefits;
• Increase your Dexterity score by 1, to a maximum of
20. • You gain additional Speed Die equal to your Dexterity
Modifier.
SWIFT SHIELD
• You are now able to add jutsu with the Lightning
Release Keyword to your jutsu list. • Select one Ninjutsu with the Lightning Release Keyword, adding it to your known Jutsu List.
Category: Clan Prerequisite: Namikaze Clan, Level 8+ You move so fast, that you become virtually immune to damage when you choose to be. You gain the following Benefits;
HYDROFICATION EXPERT
Category: Clan Prerequisite: Hozuki Clan, Level 12+ You adapted more to using water jutsu, making yourself better at manipulating your own water. You gain the following Benefits;
• Increase your Dexterity score by 1, to a maximum of
20. • As a reaction, you can spend 3 speed die, to cause an
attack to automatically miss.
• Increase your Strength or Constitution score by 1, to a
maximum of 20. • You learn Hydrofication and it doesn't count against
your jutsu known. Additionally, it no longer has a concentration cost per round.
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STORM CURRENT
KIRIGAMI
• Increase your Intelligence score by 1, to a maximum of
• Increase your Intelligence or Dexterity score by 1, to a
Category: Clan Prerequisite: Ranton Clan, Level 4+ You learn to more masterfully control Storm Release. You gain the following Benefits;
Category: Clan Prerequisite: Shikigami Clan You learn to rapidly craft with paper, even faster than your peers. You gain the following Benefits;
20. • A creature is shocked or stunned by a jutsu you cast they gain vulnerability to Lightning Damage until the end of their next turn.
maximum of 20. • When you would gain the benefits of a long rest, you
may create a number of paper-based items equal to your proficiency bonus. Due to them being hastily created, they become inert when you would take a short rest. • Paper based Ninja tools listed within your Papercraft Clan feature, has their save DC increase by 1, and deal an additional die of damage.
HASHIRAMA’S LEGACY
Category: Clan Prerequisite: Senju Clan, Level 8+ The blood of the First Hokage, runs through your veins, providing you unmatched vitality. You gain the following Benefits;
EARTH BLOOD
Category: Clan Prerequisite: Yoton Clan, Level 4+ Your Chakra become hotter and more powerful, as you learn to balance the Nature Release chakra within you. You gain the following Benefits;
• Increase your Constitution score by 1, to a maximum
of 20. • Whenever you would regain hit points, you instead
regain twice the amount of hit points. • Increase your Hit Point total by your level. Whenever
• Increase your Constitution score by 1, to a maximum
you would gain a level here after increase your hit point total by +1.
of 20. • Yoton Clan jutsu you cast, has their cost reduced by 2
TOBIRAMA’S LEGACY
(min 1.)
Category: Clan Prerequisite: Senju Clan, level 4+ The blood of the Second Hokage, runs through your veins, providing you unmatched Wisdom. You gain the following Benefits;
• Yoton Clan Jutsu you cast has their range increased by
15 feet and their radiuses increased by 10 feet. • You are immune to Environmental conditions and
hazardous traps related to Fire or Heat.
• Increase your Intelligence score by 1, to a maximum of
20. • When you would deal earth damage with your Wood
Release clan feature, you can choose to instead deal Cold Damage. • All of your Senju features that trigger when you would deal earth damage now trigger when you would deal Cold Damage. • Select one Ninjutsu with the Water release Keyword that you know, that doesn’t have the Hijutsu keyword. That Jutsu gains the Hijutsu keyword and counts as a Senju Hijutsu for the purpose of triggering Senju Clan Features.
SOLAR VORTEX
Category: Clan Prerequisite: Shakuton Clan, Level 8+ Your flames become more powerful, as you inject more Wind Release chakra into them. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of
20. • Select one Shakuton Clan Hijutsu that you know, you
may deal additional damage with that jutsu equal to your Intelligence Modifier Once per turn. • Your Scorch Die become D6’s.
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EXPANDED B LOODLINE , L ATENT C HART Latent Bloodline’s Latent Feature Latent Feature effect Bakuton
Latent Explosion Release
You have learned to create Explosions using your chakra alone. Choose to gain either Earth or Lightning Nature Release affinity. Beginning at 7 th level, when you would cast a Jutsu with the Nature release you previously chose, you double the size of its area of affect if it has one, and instead deal Force Damage. Beginning at 15 th level, when you would deal force damage, you increase the damage dealt by your Constitution modifier.
Futton
Latent Boil Release
You have learned to boil chakra using your latent abilities. Choose to gain either Fire or Water Nature Release affinity. Beginning at 7th level, when you would cast a Jutsu with the Nature release you previously chose, you instead deal acid damage and you deal double damage to creatures with temporary hit points. Beginning at 15th level, when you would deal force damage, you increase the damage dealt by your Intelligence modifier.
Hozuki
Latent Water Reserves
You have learned to Liquify your body at the cost of losing the potential of Lightning Release. You can no longer use jutsu with the Lightning Release Keyword. You gain Water Release Affinity. You gain the Water Dependency, Amphibious Clan feature. Finally, your body counts as a sufficient source of water for reducing the cost of Water release Jutsu.
Jiton
Latent Magnet Release
You have begun to tap into your latent Nature Release Affinities. Choose to gain either Earth or Wind Nature Release affinity. Beginning at 7th level, when casting a jutsu with either Earth or Wind Release keywords, you can change the damage type, if any, to earth, and increase the damage dice by 1 step. At 15th level, when you deal earth damage, you can add your Constitution modifier to the damage roll.
Namikaze
Latent Swift Release
You have learned to generate Swift Release. Choose to gain either Lightning or Wind Nature Release affinity. Increase your movement speed by 5 feet. This increase happens again at 7 th and 18th levels. When casting a Jutsu with your selected Nature release, Add Half of your proficiency bonus to the damage roll.
Ranton
Latent Storm Release
You have learned to create Beams of energy akin to lasers using your chakra alone. Choose to gain either Water or Lightning Nature Release affinity. Beginning at 7th level, when you would cast a Jutsu with the Nature release you previously chose, your jutsu ignores resistances. Beginning at 15 th level, when you would deal Lightning damage, you increase the damage dealt by your Intelligence modifier.
Senju
Latent Wood Release
You have the blood of legends flowing through you. Increase your Hit point total by an amount equal to your level. You gain +1 Hit point total when you gain a level. Choose to gain either Water or Earth Nature Release affinity
Shakuton
Latent Scorch Release
You have learned to create the hottest flame possible. You gain the Fire Release affinity. If you already have Fire Release, you instead gain Wind Release affinity. Beginning at 7 th level, when you would cast a jutsu with the nature release you received from this feature, you deal fire damage instead and ignore resistances. Beginning at 15 th level, when a creature would be burned from a jutsu you cast, they also gain the weakened condition.
Shikigami
Latent Paper Craft
You have learned to craft paper Ninja tools using the secrets of the Shikigami Clan. At 1st level, you can craft Breaching Tags, Paper Tags, Explosive Tag Balls, Flash Tags, Poison Gas Tags and other paper-based items in half the time and for half the cost. Beginning at 7th level, you gain the Paper Reservoir Clan Feature
Yonton
Latent Lava Release
You have learned to generate Lava Release. Choose to gain either Fire or Earth Nature Release affinity. Beginning at 7th level, choose one Lava Release Bonus option from the Yonton Clan Lava Release clan feature.
EXPANDED B LOODLINE , R EALIZED C HART Latent Bloodline’s Latent Feature
Latent Feature effect
Bakuton
Realized Explosion Release
You gain the second Nature release, you didn’t choose. You gain Shrapnel Dice, which are D4’s. equal to your Proficiency Bonus. When you would roll damage for a Bakuton Clan jutsu. You can increase that damage by spending a die from the pool. Roll the spent die, adding the result to the damage dealt as force damage.
Futton
Realized Boil Release
You gain the second Nature release, you didn’t choose. You gain the Boiling Chakra Clan Feature.
Hozuki
Realized Water Reserves
You gain the Water Reservoir Clan Feature. Also reduce the cost of Ninjutsu with the water release keyword by 2 (Min 1.)
Jiton
Realized Magnet Release
You gain the second Nature release, you didn’t choose. You gain the Magnetic Mark Clan Feature
Namikaze
Realized Swift Release
You gain the second Nature release, you didn’t choose. You gain the Supernatural Speed Clan Feature that grants you Speed Dice, which are D6’s. You have Access to the Speed Amplification, Quickened Assault, and Blink of an Eye Abilities, From the Namikaze Clan Feature List.
Ranton
Realized Storm Release
You gain the second Nature release, you didn’t choose. You gain the Gale Style, and Pervasive Lightning Clan Features
Senju
Realized Wood Release
You gain the second Nature release, you didn’t choose. You gain the Wood Release Clan Feature.
Shakuton
Realized Scorch Release
You gain the second Nature release, you didn’t choose. You gain the Scorching Heat Clan Feature
Shikigami
Realized Paper Craft
You gain the second Nature release, you didn’t choose. You gain the Divine Shikigami Clan Feature
Yonton
Realized Lava Release
You gain the second Nature release, you didn’t choose. You gain the Lava Release, and Churning Magma Clan Features
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