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Tony Jutsu

The document outlines various D-Rank Ninjutsu techniques, detailing their classifications, casting times, ranges, durations, components, costs, and effects. Techniques include Chakra Bolt, Chakra Shield, Chakra Leaping, and others, each with unique abilities and potential enhancements at higher ranks. The document serves as a guide for using these jutsu in gameplay, providing mechanics for damage, protection, and sensory abilities.

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0% found this document useful (0 votes)
3 views4 pages

Tony Jutsu

The document outlines various D-Rank Ninjutsu techniques, detailing their classifications, casting times, ranges, durations, components, costs, and effects. Techniques include Chakra Bolt, Chakra Shield, Chakra Leaping, and others, each with unique abilities and potential enhancements at higher ranks. The document serves as a guide for using these jutsu in gameplay, providing mechanics for damage, protection, and sensory abilities.

Uploaded by

foggygeneral
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CHAKRA BOLT if another creature, construct or structure intercepts the

Classification: Ninjutsu attacks damage.


Rank: D-Rank While a creature, construct or structure is marked
Casting Time: 1 Action with this jutsu and is within 1 mile of you, you become
Range: 60 Feet aware of the existence of this seal, but not its immediate
Duration: Instant location. You gain a +4 bonus to all checks made to find
Components: HS, CM
or track the marked creature.
Cost: 4 Chakra
Additionally, if you can teleport you can choose to
Keywords: Ninjutsu, Clash
teleport to a marked creature, construct or structure so
Description: You manifest a 4-inch sphere of pure
long as they are within 1 mile of you. Once you teleport in
chakra at a creature you can see within range. Make a
this way, the mark vanishes, ending this jutsu.
Ranged Ninjutsu Attack. On a hit, the target takes 3d6
At Higher Ranks: For each rank you cast this jutsu
damage. If you have a nature release, this jutsu gains a
above D-Rank, increase the cost of this jutsu by 3. At C-
single nature release keyword that you can cast and it’s
Rank This jutsu’s Duration becomes 1 Hour. 8 Hours at B-
damage type becomes the corresponding nature releases
Rank, 24 Hours at A-Rank, Permanent at S-Rank.
damage type (Water = Cold). If you do not have a nature
release this jutsu instead deals Force Damage. CHAKRA SHIELD
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: D-Rank
the damage by 1d6. Additionally, you gain one of the Casting Time: 1 Reaction, which you take when you take
following benefits based on the Damage type of this damage.
jutsu. Range: Self
Duration: Instant
• Earth: The target must make a Strength Saving Throw
Components: HS, CM
being Bruised on a failed Save. Cost: 5 Chakra
• Wind: The target must make a Strength Saving Throw
Keywords: Ninjutsu, Clash
being pushed back 15 feet and being knocked Prone on Description: You manifest a swirling barrier of chakra
a failed save. around you protecting you from the triggering attack.
• Fire: Each creature within a 5-foot radius sphere of You gain 12 Temporary Hit Points. If you have a nature
the target creature must make a Dexterity Saving release, this jutsu gains a single nature release keyword
Throw, being Burned on a failed save. that you can cast, and additional effects base on the
• Cold: Each creature within a 5-foot radius sphere of Nature release. Your shield gains one of the following
the target creature must make a Constitution Saving benefits based on the chosen nature release. If you do
Throw, being Chilled on a failed save. not have a nature release this shield instead has 16
• Lightning: The target must make a Constitution Temporary Hit Points.
Saving Throw, being Shocked until the end of their
• Earth: This jutsu gains the Construct keyword. Your
next turn.
• Force: Changed damage die to d8. The target must shield has resistance to Cold Damage, vulnerability to
make a Dexterity Saving Throw being Dazed. Lightning Damage and once cast leaves behind an
Quake Shard in a 5ft cube within 5ft of you.
CHAKRA LEAPING • Wind: Your shield has resistance to Lightning
Classification: Ninjutsu Damage, vulnerability to Fire Damage and once cast all
Rank: D-Rank creatures of your choice within 5 feet of you gains 1
Casting Time: 1 Bonus Action rank of bleed.
Range: Self • Fire: Your shield has resistance to Wind Damage,
Duration: Instant Vulnerability to Cold Damage and all creatures within
Components: HS, M 10 feet of you takes Fire Damage equal to your
Cost: 3 Chakra Ninjutsu Ability Modifier.
Keywords: Ninjutsu • Water: Your shield has resistance to Fire Damage,
Description: You focus chakra into your legs, increasing your vulnerability to Earth Damage and if this jutsu is cast
jumping Strength astronomically. Until the end of this turn, near a sufficient source of water, reduce the cost of
Double your jumping height. this jutsu by -2.
At Higher Ranks: For each rank you cast this jutsu • Lightning: Your shield has resistance to Earth
above D-Rank, increase the cost of this jutsu by 3. If this Damage, vulnerability to Wind Damage and you gain a
jutsu is cast at B-Rank, the duration of this jutsu +2 to Dexterity Saving Throws until the beginning of
becomes 1 minute. If this jutsu is cast at S-Rank, the your next turn.
duration becomes 1 hour.
At Higher Ranks: For each rank you cast this jutsu
CHAKRA MARK above D-Rank, increase the cost of this jutsu by 3 and
Classification: Ninjutsu the Temporary Hit Points you gain by +6.
Rank: D-Rank
Casting Time: Special
Range: Touch
Duration: 10 Minute
Components: CS
Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu, Sensory
Description: You create a chakra seal and attempt to place
it on a creature, structure or construct you are able to
touch. When you score a hit with a melee attack or a ranged
attack, you are able to mark a creature. This does not work

7
CHAKRA SKIN HOLLOW STARS
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 120 feet
Duration: Until Short Rest Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu, Fuinjutsu
Description: You coat yourself in a Protective aura of Description: You force your palms together before
chakra, protecting you from damage. When you cast this pointing them towards the sky, shooting our four bursts
jutsu, you lose the benefits of any Armor you are wearing, of chakra that take the shape of small stars before falling
utilizing this Jutsu’s AC calculation for its duration. to the ground in four different spaces of your choice
Your AC becomes 13 + your Intelligence Modifier + Half within range, dealing damage to objects, creatures and
of your proficiency Bonus. This jutsu ends if you dismiss it structures occupying the space.
as a Bonus action. Objects, creatures and structures in the selected
At Higher Ranks: For each rank you cast this jutsu spaces each take 1d4+1 damage. A creature, object or
above D-Rank, increase the cost of this jutsu by 3. If this structure in the area of more than one star, takes the
jutsu is cast at C-Rank or higher, you gain Temporary damage of each of these stars. If you have a nature
Hit Points equal to your Ninjutsu Ability Modifier. As a release, this jutsu gains a single nature release keyword
Bonus action on your turn, you can replenish these that you can cast and it’s damage type becomes the
Temporary Hit Points for 5 Chakra. If this jutsu is cast at corresponding nature releases damage type (Water =
B-Rank or higher, increase the AC this Jutsu grants by Cold). If you do not have a nature release this jutsu
+1. If this jutsu is cast at A-Rank or higher, the instead deals Force Damage. A creature can only ever be
Temporary Hit Points gained, is instead equal to half of affected by the following effects twice per casting.
the casters Ninjutsu Ability Score. If this jutsu is cast at • Earth: You create a 15-foot cube of difficult terrain,
S-Rank or higher, increase the AC this Jutsu grants by
centering on each space selected. This space remains
+2, instead of +1.
difficult terrain until cleared.

DARKVISION
• Wind: Each creature within 5 feet of the selected space
makes a Strength Saving Throw. On a failed save they
Classification: Ninjutsu
are thrown back 5 feet from the target space and
Rank: D-Rank
Casting Time: 1 Action falling Prone.
Range: Touch • Fire: Each creature within 5 feet of the selected space
Duration: 10 Minutes makes a Dexterity Saving Throw. On a failed save they
Components: HS, CM takes damage equal to the damage dealt to the target
Cost: 5 Chakra space.
Keywords: Ninjutsu, Sensory • Cold: Each creature within a 10-foot radius sphere of
Description: You touch a willing creature to grant it the the target space must make a Constitution Saving
ability to see in the dark. For the duration, that creature Throw, being Chilled on a failed save.
has Darkvision out to a range of 60 feet. • Lightning: If two or more selected spaces are within 15
At Higher Ranks: For each rank you cast this jutsu above feet of each other, lightning arcs between them in a
D-Rank, increase the cost of this jutsu by 3 and the number straight line so long as there are no obstructions.
of creatures you can affect with this jutsu by +1. Creatures in the Arcs path must make a Constitution
Saving Throw, being Shocked on a failed save
ENHANCED REACTIONS • Force: Damage die increases to a d8. Also, creatures
Classification: Ninjutsu occupying select spaces are Bruised.
Rank: D-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Self above D-Rank, increase the cost of this jutsu by 3 and
Duration: 8 Hours the number of stars made by +1.
Components: HS
Cost: 3 Chakra
Keywords: Ninjutsu, Sensory
Description: You store chakra in pockets behind your eyes
and joints in preparation to move with a burst of speed at
any moment. The first time you would roll initiative for the
duration, you may add 1d4+1 to your roll. This jutsu then
ends.

8
SEALING ART: REVERBERATE At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the number of targets this jutsu affects by +1.
Casting Time: 1 Action
Range: Touch SUBSTITUTION TECHNIQUE
Duration: Concentration, up to 1 minute Classification: Ninjutsu
Components: HS, CM, CS, W (Any) Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Reaction, which you take when you
Keywords: Ninjutsu, Fuinjutsu would take damage.
Description: You infuse chakra into a chakra seal as you Range: Self
mark a weapon you touch with a seal of veneration. Duration: Instant
For the duration, this weapon’s Weapon Damage Dice Components: HS, M
is increased by +1, twice per turn. If the weapon already Cost: 5 Chakra
rolls more than one die when it deals damage, you Keywords: Ninjutsu
instead increase the Weapon Damage Dice by one step. Description: You quickly replace yourself with an object,
(d4>d6>d8>d10>d12) allowing you a swifter escape with smaller margins for
If this weapon scores a critical hit the seal shatters and error. When you would take damage, you may increase
you reroll any 1’s taking the second result. This jutsu your AC by +3 until the beginning of your next turn. If
then immediately ends. this bonus would cause the triggering attack to miss, you
may move up to half of your movement away. If you
SENSING TECHNIQUE activate this jutsu as a result of making a Saving Throw,
Classification: Ninjutsu you must still make the Saving Throw even if your
Rank: D-Rank movement would move you to the outside of its range.
Casting Time: Special
Range: Self SUMMONING TECHNIQUE
Duration: 10 Minutes Classification: Ninjutsu
Components: HS Rank: D-Rank
Cost: 5 Chakra Casting Time: Full Turn Action
Keywords: Ninjutsu, Sensory Range: 10 Feet
Description: You are able to knead chakra in such a way Duration: Instant
that you can begin to sense other creatures chakra Components: HS, CS, CM
signatures clearly when you try. You can only cast this Cost: Special (See Summoning Section for Jutsu
jutsu on your turn, and casting it does not cost action breakdown)
economy. When this jutsu is cast, for the duration, you Keywords: Ninjutsu, Fuinjutsu
gain access to a unique special action called Sense Description: You must have formed a Blood Contract
Chakra. This special action can be gained and used in with a Sage Tribe, such as one found in the Summoning
addition to other special actions you gain and use. This Jutsu section found at the end of the Ninjutsu chapter in
special action counts as a Skill-Action and both a order to successfully cast this jutsu. If a creature refuses
Constitution and Wisdom based skill. or cannot be summoned, You spend chakra according to
Sense Chakra. As a Bonus action, you can make a the rank this jutsu was cast.
Perception Check using either Constitution or Wisdom vs It appears where the user designates and can act as a
the Passive Chakra control (Chakra control bonus + 10) Bonus Action on the user's turn, on the user's initiative
of all creatures within 30 feet of you. On a success, you order. You can communicate with the creature and it will
gain the benefit of the Chakra Sensing special sense listen to you and only you in combat. You can direct it to
against them for the duration until they either have 0 perform the following actions: Attack (Unarmed, Weapon,
chakra or they make and succeed their Suppress Chakra or Jutsu), Dodge, and Help. The creature can perform an
skill action. Action and Move. The summoned creature must remain
At Higher Ranks: For each rank you cast this jutsu above within 120 feet of the summoner. All sage creatures can
D-Rank, increase the cost of this jutsu by 3 and the range speak common.
of the Sense Chakra skill action by 30ft. At Higher Ranks: For each rank you
cast this jutsu above D-Rank,
SHADOW SNAKE BITE you summon a
Classification: Ninjutsu corresponding creature
Rank: D-Rank equal in level and rank
Casting Time: 1 Action to the Rank used upon
Range: 15 Feet activation.
Duration: Instant
Components: HS, CS
Cost: 4 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You summon a snake formed from chakra
that originates from a location of your body, that reaches
out and attacks the target creature in range. Make a
Ninjutsu attack. Target creature takes 2d8 Poison
Damage and must make a Strength Saving Throw on a
Hit. On a failed Strength Saving Throw, the target
creature is Restrained by the snake. As an action on a
Restrained creatures turn, they can attempt another
Strength Saving Throw to end this condition on
themselves.

16
ENCODE THOUGHTS FLASH
Classification: Genjutsu Classification: Genjutsu
Rank: E-Rank Rank: E-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 30 Feet
Duration: 8 Hours Duration: Instant
Components: HS, CM Components: HS, NT (Firecrackers)
Cost: 2 Chakra Cost: 2 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual
Description: You draw out a memory, an idea, or a Description: A mix of firecrackers and Chakra to make
message from your mind, and seal it into a tangible the flash they produce 10 times more intense. Select a
string of glowing seals called a thought strand, which Space up to 30 feet away. Creatures within 5 feet of the
persists for the duration or until you cast the jutsu again. space you select must make a Wisdom Saving Throw. On
The thought strand appears in an unoccupied space on a a failed save, the next attack targeting them has
surface of your choice, such as a wall, blank scroll, book, advantage.
or skin in the form of text or images of your memories
design. MESSAGE
If you cast this Genjutsu while concentrating on a Classification: Genjutsu
Genjutsu or ability that allows you to manipulate the Rank: E-Rank
thoughts of others (such as Memory Domination), you Casting Time: 1 Action
can transform the thought or memories you read, rather Range: 120 Feet
than your own into a thought strand. Duration: 1 round
Components: HS
ENHANCED THOUGHTS Cost: 2 Chakra
Classification: Genjutsu Keywords: Genjutsu, Auditory
Rank: E-Rank Description: You point your finger towards a creature
Casting Time: 1 Reaction, which you take when you fail a within range that you can see and whisper a message. The
Skill Check. target (and only the target) hears the message and can reply
Range: Self
in a whisper that only you can hear.
Duration: 1 Round.
You can cast this genjutsu through solid objects if you are
Components: HS
familiar with the target and know it is beyond the barrier.
Cost: 2 Chakra
This jutsu doesn’t have to follow a straight line and can
Keywords: Genjutsu
travel freely around corners or through openings.
Description: You focus chakra toward different parts of
your mind to enhance your ability to process information.
When you fail a Skill Check using a mental ability score
MIND SLIVER
Classification: Genjutsu
(Intelligence or Wisdom), you can add+2 to that failed
Rank: E-Rank
check, potentially turning a failure, into a success. Once
Casting Time: 1 Action
you cast this jutsu, you cannot do so again for 10 minutes.
Range: 60 Feet
At Higher Levels: This Jutsu's skill reinforcement
Duration: 1 Round.
increases as you increase in level. This bonus increases by
Components: HS, CM
+2 at 5th Level (+4), 11th level (+6), 17th level (+8)
Cost: 1 Chakra

FEATHER BURST Keywords: Genjutsu, Visual, Tactile


Description: You inject a disorienting spike of chakra into
Classification: Genjutsu
the mind of one creature you can see within range. Make a
Rank: E-Rank
Ranged Genjutsu Attack, dealing 1d6 psychic damage. The
Casting Time: 1 Reaction, which you take when you
target must also succeed an Intelligence Saving Throw. On a
would take damage.
failed save, until the end of its next turn, it must roll a d4
Range: Self
and subtract the number from the first Saving Throw they
Duration: Instant
make for the duration.
Components: HS, CM
At Higher Levels: This Jutsu’s proficiency increases as you
Cost: 2 Chakra
increase in level rolling an additional 1d6 when you reach
Keywords: Genjutsu, Visual, Auditory
5th level (2d6), 11th level (3d6), 17th level (4d6)
Description: A simple illusion of sight. When hit by an
attack, the opponent sees you burst into black raven
feathers reforming at your current location. When hit by
a melee attack, roll 1d8 reducing damage taken by the
result and move 10 feet away. This movement does not
provoke attacks of opportunity.
At Higher Levels: This Jutsu’s proficiency increases as
you increase in level rolling 1d8 when you reach 5th level
(2d8), 11th level (3d8), 17th level (4d8)

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