Naruto RPG Playtest Credits and Thanks
Naruto RPG Playtest Credits and Thanks
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
1
TABLE OF CONTENTS Back-Up Plans, Back-up ................................................. 43
Botany.................................................................................. 43
Drinker ................................................................................ 43
Credits ................................................................................ 1 Habitual Researcher ......................................................... 43
Horror Films ...................................................................... 43
Table of Contents............................................................... 2
Hyper Critical Eye ............................................................. 43
Genjutsu Specialist ................................................................... 5
Illicit Literature ................................................................. 43
Character Inspirations........................................................5
Kleptomaniac ..................................................................... 43
Creating a genjutsu specialist ...........................................5
Martial student .................................................................. 43
Class Features ...................................................................... 6
Ninja Info Card Addict ..................................................... 43
Jutsu Casting ........................................................................ 6
Overprepared ..................................................................... 43
Chakra Disruption .............................................................. 6
Practiced Combatant ........................................................ 43
Actualization ........................................................................ 6
Pre-Planned route ............................................................ 43
Genjutsu Pledge .................................................................. 6
Reviewing Tactics ............................................................. 44
Malleable Mirages .............................................................. 6
Smoker ................................................................................ 44
Genjutsu Inception ..............................................................7
Intelligence Operative ........................................................... 45
Ability Score Improvement/Feat ......................................7
Character Inspirations ..................................................... 45
Real World Conversion .......................................................7
Creating an Intelligence Operative ............................... 45
Keen Awareness ...................................................................7
Class Features .................................................................... 46
The Turn ................................................................................7
Jutsu Casting ...................................................................... 46
Master of Illusion ................................................................7
Strategic Timing ............................................................... 46
The Prestige ..........................................................................7
Exploit Weakness .............................................................. 46
Genjutsu Pledges .......................................................................8
Master Planner .................................................................. 47
Beguiler ................................................................................. 8
Mastery................................................................................ 47
Corrupt Thoughts ............................................................... 9
Master Strategist............................................................... 47
Illusionist ............................................................................ 10
Ability Score Improvement/Feat ................................... 47
Layered Reality ................................................................... 11
Tactical Scheme................................................................. 47
Misty Distortionist ............................................................ 12
Helpful Operative .............................................................. 47
Time Slipper ........................................................................ 13
Sabaki .................................................................................. 47
Siren ...................................................................................... 14
Declaration of War ............................................................ 48
Genjutsu Inception.................................................................. 15
Tsume .................................................................................. 48
Elemental Manifestation ................................................. 15
Checkmate .......................................................................... 48
Hallucinatory Instrument................................................ 15
Master Strategies .................................................................... 49
Illusionary Weapon ........................................................... 15
Azure Analyst ..................................................................... 49
Phantasmal Force .............................................................. 15
Calculated Strategist ........................................................ 50
Reality Marble .................................................................... 15
Grave Controller ................................................................. 51
Temporal Stopwatch ......................................................... 15
Interrogationist ................................................................. 53
Malleable Mirages ................................................................... 16
Mastermind Strategist ..................................................... 54
Hunter-Nin .............................................................................. 22
Precognitive ....................................................................... 56
Character Inspirations..................................................... 22
Sensory ................................................................................ 57
Creating A Hunter-Nin .................................................... 22
Shadowhand ....................................................................... 59
Class Features .................................................................... 23
Tactical Strategist ............................................................. 61
Jutsu Casting ...................................................................... 23
Operative Traps ................................................................. 62
Swift Response .................................................................. 23
Plans..................................................................................... 63
Lethal Precision ................................................................ 23
Medical-Nin............................................................................. 65
Lethal Attack ...................................................................... 23
Character Inspirations ..................................................... 65
Cunning Action.................................................................. 23
Creating A Medical-Nin................................................... 65
Hunters Patterns............................................................... 23
Class Features ....................................................................66
Primary Target .................................................................. 23
Jutsu Casting ......................................................................66
Hunter Creed ...................................................................... 23
Medical Ninjutsu ...............................................................66
Hunters Exploits ............................................................... 24
Rejuvenating Rest .............................................................66
Ability Score Improvement/Feat ................................... 24
Channeled Healing ...........................................................66
Uncanny Dodge ................................................................. 24
Tenets of Medicine ...........................................................66
Expertise ............................................................................. 24
Chakra Scalpel ...................................................................66
Hunted Target ................................................................... 24
Medical Doctrine ............................................................... 67
Defensive Tactics .............................................................. 24
Ability Score Improvement/Feat ................................... 67
Elusive ................................................................................. 24
Preserve/Take Life ............................................................ 67
Assassinate ......................................................................... 24
Advanced Medical Research ........................................... 67
Hunters Creeds........................................................................ 25
Gifted Healer ...................................................................... 67
Blade Warden ..................................................................... 25
Supreme Healer ................................................................. 67
Necrotic Hand .................................................................... 26
Tenets of Medicine ................................................................. 68
Grave stalker ...................................................................... 28
Adept Medic ........................................................................ 68
Arsenalist ............................................................................ 30
Black Medicine...................................................................69
Undertaker ......................................................................... 32
Combat Medic .................................................................... 70
Vice Agent ........................................................................... 34
Natural Medicine................................................................ 71
Void Walker ........................................................................ 36
Shaman................................................................................ 72
Wolves Legacy ................................................................... 38
Transmuter ........................................................................ 73
Hunters Exploits ..................................................................... 40
Ninjutsu Specialist ................................................................. 74
Hunters Patterns .................................................................... 43
Character Inspirations ..................................................... 74
2
Creating A Ninjutsu Specialist ....................................... 74 Chakra Enhanced Strikes ............................................... 114
Class Features .................................................................... 75 Unbreakable will .............................................................. 114
Jutsu Casting ...................................................................... 75 Flow of Battle .................................................................... 114
Chakra Recovery ............................................................... 75 Master of Persistence ...................................................... 114
Refined Ninjutsu ............................................................... 75 Perfect Body ...................................................................... 114
Ninjutsu Tradition ............................................................ 75 Perfect Mind ...................................................................... 114
Efficient Molding .............................................................. 75 Taijutsu Style .......................................................................... 115
Ability Score Improvement/Feat ................................... 75 Disturbance ....................................................................... 115
Jutsu Breaker ..................................................................... 75 Ironclad .............................................................................. 116
Ninjutsu Master ................................................................ 75 Nin-Tai ............................................................................... 117
Ninjutsu Focus ........................................................................ 76 Righteous Fury ................................................................. 119
Blaze Walker ...................................................................... 76 Ruin .................................................................................... 120
Hijutsu Elitist ..................................................................... 77 Stancer ................................................................................ 121
Lightning Breaker............................................................. 78 Talent & Focus ................................................................. 122
Sanguine Master ............................................................... 79 Passionate Flame .............................................................123
Scribe Master ..................................................................... 80 Martial Techniques......................................................... 125
Stone Crusher .................................................................... 82 Weapon Specialist ................................................................ 126
Storm Terror ...................................................................... 83 Character Inspirations ................................................... 126
Summoner .......................................................................... 84 Creating A Weapon Specialist ...................................... 126
The Professor ..................................................................... 85 Class Features .................................................................. 127
Trace Talent ....................................................................... 86 Jutsu Casting .................................................................... 127
Tsunami .............................................................................. 87 Weapon Focus .................................................................. 127
Efficient Molding .............................................................. 88 Weapon Flurry ................................................................. 128
Scout-Nin ................................................................................. 89 Weapon Stance ................................................................ 128
Character Inspirations..................................................... 89 Weapon Form ................................................................... 128
Creating A Scout-Nin ....................................................... 89 Ability Score Improvement/Feat ................................. 128
Class Features .................................................................... 90 Extra Attack ...................................................................... 128
Jutsu Casting ...................................................................... 90 Battle Readiness .............................................................. 128
Fighting Stance ................................................................. 90 Critical Focus ................................................................... 128
Shinobi Adept .................................................................... 90 Arsenal of War ................................................................. 128
Scouting Technique........................................................... 91 Superior Attack ................................................................ 128
Ability Score Improvement/Feat .................................... 91 Superior Weapon Flurry ................................................ 129
Extra Attack......................................................................... 91 Weapon Forms .......................................................................130
Jack of all, Master of None ............................................... 91 Battle Dancer Form......................................................... 130
Signature Jutsu ................................................................... 91 Gungnir Piercer Form ..................................................... 131
Signature Technique ........................................................ 92 Obsidian Hammer Form .................................................132
Scouting Technique ............................................................... 93 Phantom Blade Form ...................................................... 133
Arbiter Scout ...................................................................... 93 Primal Weapon Form ..................................................... 134
Arbiter Maneuvers ............................................................ 94 Ranger Form .................................................................... 136
Assault Scout...................................................................... 95 Samurai Form ...................................................................137
Assault Maneuvers ........................................................... 96 Slayer Form ...................................................................... 138
Cloning Scout ..................................................................... 97 Puppet Master ....................................................................... 140
Cloning Maneuvers .......................................................... 98 Character Inspirations ................................................... 140
Barrier Scout ...................................................................... 99 Creating a Puppet Master .............................................. 140
Barrier Maneuvers .......................................................... 100 Class Features ................................................................... 141
Elemental Scout ............................................................... 101 Jutsu Casting ..................................................................... 141
Elemental Maneuvers .................................................... 102 Chakra Threads ................................................................ 141
Pathfinder Scout ..............................................................103 Puppet Tool ....................................................................... 141
Pathfinder Maneuvers ................................................... 104 Tactics of the Craft.......................................................... 142
Phantom Scout ................................................................ 105 Puppet Technique ........................................................... 142
Phantom Maneuvers ...................................................... 106 Puppet Upgrades ............................................................. 142
Tactical Scout .................................................................. 107 Chakra Enhanced Retrofit ............................................. 142
Tactical Maneuvers ........................................................ 108 Ability Score Improvement/Feat ................................. 142
Trickster Scout ................................................................ 109 Extra Attack ...................................................................... 142
Trickster Maneuvers ........................................................ 111 Generalized Skill ............................................................. 142
Taijutsu Specialist ................................................................. 112 Tool Expertise .................................................................. 142
Character Inspirations.................................................... 112 Always Prepared .............................................................. 142
Creating A Taijutsu Specialist ....................................... 112 Puppet Master Tactics ................................................... 143
Class Features ................................................................... 113 Puppet Techniques ............................................................... 144
Jutsu Casting ..................................................................... 113 Black Technique ~ Puppeteer ....................................... 144
Martial Defense ................................................................ 113 Black Iron Upgrades ....................................................... 146
Unarmed Technique ........................................................ 113 Blue Technique ~ Warmaster ....................................... 149
Martial Technique ........................................................... 113 Puppet Weapon Types.................................................... 150
Martial Adept .................................................................... 113 Upgrades of War ............................................................... 151
Enhanced Movement ...................................................... 114 Green Technique ~ Marionettist ................................. 154
Taijutsu Style .................................................................... 114 Magus Upgrades .............................................................. 156
Ability Score Improvement/Feat .................................. 114 Purple Technique ~ Juggernaut ................................... 160
Extra Attack....................................................................... 114 Armorer’s Upgrades ....................................................... 162
Evasion ............................................................................... 114 Red Technique ~ Performer ......................................... 167
3
Upgrades of the Theatre ................................................ 170 Elemental Innovationist ............................................... 241
White Technique ~ Weaver ............................................ 173 [Link] ..................................................................................242
Interwoven Upgrades..................................................... 174 W.o.W (Weapons of Wonder) ...................................... 244
Puppet Master Upgrades...................................................... 179 Scientific Ninja Tools ........................................................... 250
Cooking-Nin ........................................................................... 185
Class Feats ..................................................................... 254
Character Inspirations................................................... 185
Archetype Class Feats .......................................................... 254
Creating a Cooking-Nin ................................................ 185 Genjutsu Specialist ......................................................... 254
Class Features .................................................................. 186 Hunter-Nin ...................................................................... 254
Jutsu casting .................................................................... 186 Intelligence Operative .................................................... 255
Cooking Tool Infusion ................................................... 186 Medical-Nin ..................................................................... 255
Shinobi Snacks ................................................................ 186
Ninjutsu Specialist ..........................................................256
Cooking Style ....................................................................187
Scout-Nin ......................................................................... 257
Food for the Soul ..............................................................187
Taijutsu Specialist........................................................... 257
Tool Expertise...................................................................187
Weapon Specialist ........................................................... 258
Ability Score Improvement/Feat ..................................187
Witch Archetype .............................................................. 258
Wandering Aroma........................................................... 188
Knights Archetype [New] .............................................. 261
Of Food And War ............ Error! Bookmark not defined.
Cooking Nin ...................................................................... 263
Iron Stomach .................. Error! Bookmark not defined. Science-Nin ..................................................................... 264
Peerless Taste ................. Error! Bookmark not defined. Caster Class Feats ................................................................. 265
War and Food ................................................................... 188 Genjutsu Specialist .........................................................265
Iron Stomach ................................................................... 188 Ninjutsu Specialist ..........................................................265
Peerless Taste .................................................................. 188
Intelligence Operative ....................................................265
Cooking Focus ....................................................................... 189
Medical-Nin .....................................................................265
Battle Cook ....................................................................... 189
Martial Class Feats ...............................................................266
Entremetier Chef ............................................................. 191
Hunter-Nin ..................................................................... 266
Patissier Chef ................................................................... 192
Scout-Nin ........................................................................ 266
Herbalist ........................................................................... 194
Taijutsu Specialist.......................................................... 266
Fry Cooks .......................................................................... 196
Weapon Specialist .......................................................... 266
Gastrochemist ................................................................. 198 Cooking Nin ......................................................................267
Show Cook ........................................................................ 200 Puppet Master ..................................................................267
Sour Taste ......................................................................... 201 Science-Nin ..................................................................... 268
Heat Master ...................................................................... 203
Science-Nin ........................................................................... 205 Legacy Content .............................................................. 269
Character Inspirations................................................... 205 Passionate Youth [Legacy Content] ........................... 269
Creating a Science-Nin.................................................. 205
Class Features ..................................................................206
Jutsu Casting ....................................................................206
Shinobi of Science ...........................................................206
Chakra Cell Enhancement.............................................206
Chakra Containment Device .........................................206
Scientific Ninja Tools .....................................................206
Scientific Inquiry ............................................................206
Ability Score Improvement/Feat .................................206
Extra Attack......................................................................206
The Right Tool .................................................................206
Yhprum’s Law ................................................................. 207
Calculated Response ...................................................... 207
Infused Genius................................................................. 207
Mixed Studies .................................................................. 207
Scientific Inquiry .................................................................. 208
S.N.B Specialist ................................................................ 208
S.N.B Upgrades ................................................................ 210
Shinobi-Ware ................................................................... 213
Shinobi-Ware Upgrades ................................................ 214
Spyware .............................................................................. 217
Spyware Programs.......................................................... 218
Technobi ........................................................................... 220
Technobi Mechanizations .............................................221
Ninjaneer .......................................................................... 223
Arsenal Modifications.................................................... 224
Mad Scientist ................................................................... 226
Inversion Serums ............................................................ 227
Grenadier .......................................................................... 229
Explosive Modifications ................................................ 230
Mech Crafter .................................................................... 233
Titan................................................................................... 234
Titan Upgrades ................................................................ 235
Storm Rider ...................................................................... 237
Air Treck Enhancements ............................................... 238
4
GENJUTSU SPECIALIST CREATING A GENJUTSU SPECIALIST
A stalwart Yamanaka stands facing an enemy who is When creating a Genjutsu Specialist think about the
seemingly swinging at air, and screaming about their lack of characters ideals, and how they approach situations. Do
oxygen as they begin to seemingly suffocate. The Yamanaka they ever put themselves into direct conflict? Do they
makes a single hand seal which causes the person to stop as always trick enemies and lead them into false senses of
they realize they were never drowning to begin with. security or are your illusions a last resort? Do you use
your Genjutsu to end fights peacefully or do you use
An Uchiha valiantly fights well against the odds, holding off
them to break the minds of your foes?
4 different opponents is a daunting task in itself. They all
realize his moment of hesitation as they all leap to attack What set you down this path? Did you always have a
him at once, striking him with such force that blood oozes very vivid imagination and Genjutsu was a perfect
from his head. They all chant in glee, as the Uchiha’s body medium for you to express that? Do you use Genjutsu so
slowly wavers and turns into one of them. The group then that others can forcefully understand how you feel or
realizes that they were actually attacking their ally and the how others feel?
person who they thought was their ally was just an illusion
all along. QUICK BUILD
You can make a Genjutsu Specialist
These shinobi, different as they might be, are connected by
quickly by following these
one common factor, they control their enemies' perceptions
and the way they think of and see the world. This power is suggestions. First, put your
the power of Genjutsu. The ability to dominate one's highest ability score in
realities. No matter how small, the slightest change can alter Wisdom or Charisma (your
the entire flow of battle. choice), followed by
Dexterity or Constitution.
CHARACTER INSPIRATIONS Second, choose the
Yamanaka, Uchiha or
When designing this class, it was built with the intent to
Non-Clan, Clans. Third
allow the player to use their chosen Genjutsu to the best
Focus on Genjutsu
of their abilities and excel with that as your only tool and
Techniques exclusively.
weapon. This class was designed following the concepts
that were shown by characters such as: Itachi Uchiha,
Sasuke Uchiha (Shippuden), Orochimaru, Kurenai Yuhi,
Tayuya (Sound 5), and Jiraiya.
5
CLASS FEATURES CHAKRA DISRUPTION
As a Genjutsu Specialist, you gain the following class Starting at 1st Level, you have learned to restrain some
features. of your enemies’ chakra when they are affected by your
Genjutsu. Once per rest, when a creature is affected by a
HIT POINTS Genjutsu that you cast, you can disrupt their chakra until
Hit Dice: 1d6 per Genjutsu Specialist level the end of their next turn. When you do, the next Jutsu
Hit Points at 1st Level and beyond: 6 + your constitution they cast has its cost increased by an amount equal to the
modifier original cost of the Genjutsu used. If you would attempt
to use this feature an additional time after your limit,
CHAKRA POINTS you must spend 1 Chakra Die, for each usage.
Beginning at 5th level, you can choose to instead
Chakra Dice: 1d12 per Genjutsu Specialist level
completely disable a creature’s ability to mold chakra. If
Chakra Points at 1st Level: 12 + your constitution
the target creature would fail their saving throw, they
modifier
lose the ability to mold Chakra until the end of their next
Chakra Points at Higher Levels: 1d12 (or 7) + your
turn.
Constitution Modifier per Genjutsu Specialist level
You gain an additional use of either of this feature's
after 1st.
effects at 7th and 14th levels.
PROFICIENCIES
ACTUALIZATION
Armor: Light armor
Weapons: Simple Weapons Also, at 1st level, Genjutsu you cast may use Charisma
Ninja Tools: Disguise Kit, Poison Kit instead of Wisdom for Attack and Damage rolls, as well as
Saving Throws: Constitution, Wisdom, Charisma Save DC calculation. Additionally, your talent and skill in the
Skills: Illusions, Choose three from Chakra Control, art of Genjutsu has granted you the ability to tap into a deep
Deception, History, Insight, Intimidation, reserve of creativity called Actualization Die, represented as a
Investigation, Perception, Persuasion, Stealth D4. You have a number of Actualization Die equal to your
Proficiency Bonus. You recover spent die on a short or long
EQUIPMENT rest.
You start with the following equipment, in addition to When you cast a Genjutsu that would affect hostile
the equipment granted by your background. If you select creature(s), you may spend your Actualization die to do the
a ranged weapon you also gain 1 Stack of ammunition: following;
6
GENJUTSU INCEPTION ACTUALIZED POWER
When you could cast a Genjutsu targeting a single
Starting at 3rd level, you have learned to create a conceptual
creature that would inflict a condition of any type, and
basis for how to manipulate the perception of reality for
the target creature has resistance or immunity to the
anyone who stands in your way. You follow one of these
condition, you may spend 1 Actualization die to ignore
concepts detailed, at the end of the class.
that resistance or immunity for that jutsu’s casting.
ACTUALIZED ALTERATION to end the effects of a Genjutsu you have cast on them,
you can use this feature to instead force them to remain
When you would cast a Genjutsu that requires a saving
under the effects of the Genjutsu, regardless of the result
throw, you may spend 1 Actualization dice. When you do,
of their saving throw.
you may change the required saving throw to either
Starting at 15th level you may use this ability once per
Intelligence, Wisdom or Charisma. You can use this
Short Rest.
Conversion twice per long rest.
ACTUALIZED PERCEPTION
When a creature that would fail a saving throw, but not THE PRESTIGE
critically fail, as a result of a genjutsu you cast, you may Starting at 20th level, you have achieved the pinnacle of
spend up to 2 Actualization Die. When you do, roll the die illusionary skill and potential. Once per rest, when you cast
reducing their save by half the result (Min 1.), potentially a genjutsu on a creature that would force them to make a
causing them to critically fail. saving throw of any type, they automatically critically fail
the save.
ACTUALIZED PERFECTION
As a Bonus Action, you can spend 1 Actualization Die when
you cast a Genjutsu of C-Rank or lower. If the Genjutsu
requires you to roll dice to deal damage, heal, increase or
reduce damage (Such as with DR) or provide temporary hit
points. You add the actualization die to the roll,
interpreting the results as normal.
7
GENJUTSU PLEDGES TWISTED CASTING
Beginning at 10th Level, select two Genjutsu that you
Starting at 2nd level, the Genjutsu Specialist makes a
know. You may, as a Bonus Action when using the
pledge towards the illusions & Genjutsu they intend to
selected Genjutsu make the Genjutsu appear to originate
craft. The pledge that you choose grants you features at 2 nd,
from the location of another creature you can see within
6th, 10th , 14th and 18th levels.
the Genjutsu's range. You can change the selected
BEYOND SIGHT
Starting at 6th level, your visual genjutsu is more potent
than most, even penetrating through some defenses
against it. When you cast a genjutsu with the Visual
keyword, you can ignore any effect or ability that would
allow a creature to automatically succeed against the
genjutsu, like true sight or tremor sense.
You can use this feature twice per rest. Alternatively, if
you would use this feature an additional time beyond
your use limit, you can spend 1 Actualization Die, using
this feature as normal.
8
CORRUPT THOUGHTS CORRUPT INFLUENCE
Starting at 18th level you have learned to utilize your
The Genjutsu Specialist who chooses to become a master of
Genjutsu to break your foes mind and shatter their
Corrupt Thoughts, becomes a user capable of downing
psyche. Once per casting, when a creature would fail a
powerful enemies without even moving, breaking their
saving throw against a Genjutsu you cast that deals
enemies before they even realize what's going on.
damage, you can choose to spend 1 Actualization Die.
Selecting this pledge grants you a Unique Genjutsu,
When you do, the affected cannot gain the benefit of
Vicious Mockery.
critically succeeding the save, and suffers a -1 penalty on
VICIOUS MOCKERY their saving throw against Genjutsu you cast targeting
them for the next minute. This penalty can stack up to 5
When you choose this path at 2nd Level, you learn to bend
times.
your words and make them affect the minds of your
adversaries. Select one creature you can see and as an
Action, unleash a string of words laced with subtle
genjutsu warping the mind of a creature. If the target can
hear you (Though it need not understand you), it must
succeed on Wisdom saving throw. On a failed save, they
take 2d4 psychic damage and gain a 1d4 penalty to their
next attack roll it makes before the end of its next turn.
At Higher Levels: This Ability increases in its potency as
you gain levels in this class. Beginning at 7th level, this
ability increases its damage by 2d4 and the penalty to 1d4
(4d4/2d4). This increases again by 2d4 damage and 1d4
penalty at 13th (6d4/3d4) and 16th (8d4/4d4) levels.
NIGHTMARE INCARNATES
Starting at 6th Level, twice per rest, you can cast a
Genjutsu of C-Rank or lower that deals damage with the
Casting time of 1 action, as a Bonus Action. You gain an
additional use of this feature at 10th and 13th levels.
Additionally, beginning at 13th level you can cast a B-rank
or lower genjutsu using this feature.
PSYCHE BREAKER
Starting at 10th level, select two Genjutsu that you know
that deal damage. As a Bonus Action to casting the chosen
Genjutsu, affected creatures suffer a lingering mental
fragmentation resulting in a -1 penalty to their AC, for 1
minute. This penalty can stack up to 3 times on affected
creatures. This penalty can be removed with any Jutsu that
would remove mental conditions being cast at C-Rank or
higher.
CORRUPT PSYCHE
Beginning at 10th Level, when you would cast a Genjutsu
that deals damage to no more than one hostile creature per
casting, you can spend 2 Actualization Die. When you do,
hostile creatures of your choice within 10 feet of the
original creature must make an Intelligence Saving Throw
vs your Genjutsu Save DC. On a failure, they take the
damage of the Genjutsu as if they were the original targets.
On a success, they suffer no further effects.
VINDICTIVE THOUGHTS
Starting at 14th Level, when a creature you can see
within 30 feet of you makes an attack roll against you. As
a Reaction you can create a Genjutsu aura to cause
intense pain to the activating creature. The attacker
must make a Charisma save vs your Genjutsu Save DC.
On a Failed Save, the attacker's attack is stopped and
they also take Xd8 Psychic damage, where X equal your
Proficiency Bonus. On a successful save you cannot use
this feature on the attacker again until you finish a long
rest.
9
ILLUSIONIST INSTINCTIVE GENJUTSU
Starting at 14th Level, when a creature you can see within
The Genjutsu Specialist who chooses to become an
30 feet of you makes an attack roll against you. As a
Illusionist, becomes a force able to bend reality and others
Reaction you can create a Genjutsu aura to divert the attack
perception of it to their whims.
to another creature within the attacks range. The attacker
SHAPING YOUR WORLD must make a Wisdom save against your Genjutsu Save DC.
On a Failed Save, the attacker must target a creature of
When you choose this path at 2nd Level, you gain the E-
your choice within range. On a successful save you cannot
Rank Genjutsu, Minor Illusion. If you already know this
use this feature on the attacker again until you finish a
genjutsu, you learn a different E-Rank genjutsu of your
long rest.
choice. The genjutsu you learn this way does not count
against your number of jutsu known. When you would cast
Minor Illusion, you can create both sound and an image
ILLUSIONARY INFLUENCE
Starting at 18th level you have learned to utilize your
with a single casting of the jutsu. Additionally, Minor
Genjutsu to control their perception of reality and
Illusion costs no chakra to cast.
invalidate their ability to differentiate real from fake.
Genjutsu you cast that do not deal damage has its DC
Once per casting, when a creature would fail a saving
increased by +1. This bonus increases to +2 at 10 th and +3 at
throw against a Genjutsu you cast that inflicts a Mental
19th levels.
Condition, you can choose to spend up to 5 Actualization
ILLUSIONARY ADEPT Die. When you do, increase the number of ranks of the
select Mental Condition that the jutsu inflicts by an
Also, at 2nd Level you gain the ability to passively detect
amount equal to the number of Actualization Die spent.
genjutsu affecting other creatures. Your passive Genjutsu
detection is equal to 10 + your illusions skill. If you
encounter a creature who’s under the effects of a Genjutsu
who’s DC is less than your Passive Genjutsu detection, then
you become aware of it and the rank of the Genjutsu in
question.
When you have noticed a genjutsu with your passive
genjutsu detection, the next time you would make a saving
throw to resist the effect of that Genjutsu, you make the
save at advantage. Once you have used this feature, you do
not gain this features bonuses to your saving throws effect
against the same Genjutsu until you complete a long rest.
ILLUSIONARY FURY
Starting at 6th Level, when you cast a Genjutsu that has a
duration of 1 minute or longer that inflicts a Mental
Condition you can spend an actualization die to change the
keywords of that genjutsu (If the genjutsu has Auditory,
Inhale, Tactile or visual, you can switch one of them with any
of the other listed keywords).
Additionally, while using this feature, when you cast a
Genjutsu you can double its duration or double the ranks of
the Mental Condition inflicted. Once you use Illusionary
Fury in this way you cannot do so again until you finish a
long rest.
ILLUSIONARY RAGE
Starting at 10th Level, select one Genjutsu that you know
that imposes a Mental Condition. You may, as a Bonus
Action to using the selected Genjutsu, inflict 1 rank of the
condition to all hostile creatures within 5 feet of the
original target.
Once you use this feature twice, you cannot do so again
until you complete a long rest.
CORRUPT PSYCHE
Beginning at 10th level, when you would cast a Genjutsu
that inflicts a Mental Condition or imposes a penalty to a
creatures saving throws, skill checks, attack rolls or
saving throws, you can spend 2 Actualization Die. When
you do, Select one of the following Mental Conditions:
Berserk, Concussed, Confused or Slowed. The chosen
mental condition is inflicted on one affected creature
for 1 minute.
10
LAYERED REALITY BROKEN REALITY
Beginning at 10th Level, when a hostile creature would fail
Genjutsu Specialist who pledge themselves to the art of
the saving throw of a Genjutsu that would inflict a penalty
Layered Reality, weave many Genjutsu and place them
to their skill checks, attack rolls, or saving throws, you can
upon a single person, as that person’s reality is what you
spend 2 Actualization Die. When you do, the penalty
make of it. When they think they have escaped the
inflicted is increased by 1 Actualization Die for the duration
illusion, that in of itself, was just another illusion.
(if any).
FALSE SECURITY
Action until the beginning of its next turn.
If the Action you reacted to was either an Elite Action
Also, at 2nd level, when a creature escapes a Genjutsu
or Legendary Action and the creature failed this features
you had cast upon them, they are lulled into a false sense
saving throw, they only lose the Elite or Legendary
of safety.
Action attempted.
Once per turn, when a creature would succeed on a
saving throw against a Genjutsu that you cast, until the
beginning of your next turn, other Genjutsu effects the
select creature is currently under cannot be ended by
them, as a result of a successful saving throw.
SPLIT FOCUS
Beginning, at 6th level, you have learned to better
maintain and split your attention between your jutsu.
When you cast a Genjutsu that you must maintain
concentration on, you may choose to not have it count
against your Concentration limit. You can only have one
jutsu under this effect at a time. You may do this twice
per short rest.
Additionally, you may reduce the concentration cost to
maintain a Genjutsu by 1. (Min 1.). This increases to -2 at
10th and -3 at 19th levels.
CONCEALED UNEASE
Beginning, at 10th level, you have become
the ruler of any Genjutsu you cast, and
escape has become a fleeting dream. A
creature cannot have advantage on any
saving throw or skill check made
against a Genjutsu you cast.
Additionally, when you cast a
genjutsu that requires
concentration, while the target is
already under the effects of another
Genjutsu you previously cast, you
may as a Bonus Action, cause the
target of the Genjutsu to take psychic damage equal
to your Genjutsu Ability modifier at the start of
each of both your and its turns.
11
MISTY DISTORTIONIST VENOMOUS ILLUSIONS
Starting at 10th level, when you would cast a Genjutsu
Genjutsu Specialist who choose to become Misty
with the Inhaled keyword that has a casting time longer
Distortionists specialize in inhaled toxins, confusing the
than 1 Action, you can spend 3 Actualization Die. When
mind and weakening the body through the use of
you do you can cast the chosen jutsu as a Full-Turn-
poisonous inhalants. Their potent poisons even
Action.
penetrate barriers and can force even the strongest of
minds waver.
BLINDED BY VIOLENCE
ENHANCED INHALANT
Starting, at 14th level, you can use your poisons more
reactively, protecting yourself by creating a violent
When you choose this path at 2nd level, you gain the E-
monster on the battlefield. When you are targeted by an
Rank Genjutsu Release, if you already know this
attack you can see, you can expend a use of your Misty Kit
Genjutsu, you gain another E-Rank Genjutsu you qualify
to force the triggering creature to make a Constitution or
for. The Genjutsu you learn this way does not count
Wisdom Saving throw (Your Choice) vs your Genjutsu
against your Jutsu known.
save DC. On a failed save, the creature is blinded until the
When you would cast Release, it gains the NT
start of their next turn. At the start of their next turn,
(Alchemist or Poison Kit) Component, the Inhaled
they gain the berserk condition. This condition lasts for 1
Keyword, and its range becomes Self (5-foot radius).
minute. On a successful save you cannot use this feature
This radius increases in size as your levels in this class
on the same creature until you finish a long rest.
grows., becoming a 10-foot radius at 5th level, 15-foot
radius at 11th level, and 20-foot radius at 17th level.
DISTORTED INFLUENCE
Also, Genjutsu you cast that have the Inhaled Keyword Beginning at 18th level, when a creature currently
increase their Genjutsu Save DC by +1. This increases to
envenomed by you or under the effects of a Genjutsu you
+2 at 10th, and +3 at 19th.
cast with the Inhaled keyword would attempt to cast a
PHYSICAL IMITATIONS
jutsu with the Hand Sign (HS) or Mobility (M) keywords,
you can cause them to experience a massive distorted
Also, at 2nd Level, you gain proficiency with the
perception of reality.
Alchemist Kit. If you already have this proficiency,
By spending 2 Actualization Die, the target creature is
instead gain proficiency in another Kit of your choice.
forced to make a Constitution or Wisdom saving throw
Once per turn, you can give the next Genjutsu you cast
vs your Genjutsu save DC. On a failed save they see all of
the Inhaled Keyword by spending a number of charges
their allies as potential targets and they see your allies as
equal to the rank of the Genjutsu. (D/C-Rank: 1; B/A-
if they were their own allies for this jutsu’s casting.
Rank: 2; S-Rank: 3)
Also, you learn to infuse alchemist and poison kits
with your chakra, spending at least 1 hour pouring your
chakra into one, which can be done during a Short or
Long Rest creating a Misty Kit. A Misty Kit retains the
effects of its original kit, but also interacts with other
features within this class. After completing this process,
your Misty Kit charge limit is represented with a d8.
Each time you would use the Misty Kit, you instead roll
this die. On a result of a 1 or 2, the die size is reduced by 1
step. (D8>D6>D4> 1 > 0)
You can only have one Misty Kit at a time. If you infuse
another Alchemist or Poison Kit with this feature, the
previous Misty Kit’s contents loses its potency,
becoming completely unusable by any means.
PERMEATING INTOXICANT
Beginning, at 6th level, your inhalants can affects even
affect those who believe themselves to be immune,
soaking through the skin and permeating through their
defenses. Once per casting, when you cast a genjutsu
with the Inhaled keyword, creature(s) with resistance to
Poison damage or the Poisoned condition, you can
ignore that resistance.
POISONED MISTS
Beginning, at 10th level, your genjutsu initiated from
substances are even more dangerous than before. When
you cast a Genjutsu with the Inhaled Keyword, you can
reduce the die size of your Misty Kit by 1 step to force any
affected creature to make a Constitution saving throw vs
your Genjutsu save DC. On a failed save, a creature is
envenomed for the duration of the Jutsu cast (Pick one).
A creature envenomed this way also gains the weakened
Condition.
12
TIME SLIPPER TEMPORAL DISASSOCIATION
Starting at 10th level, when you would cast a Genjutsu,
Genjutsu Specialist who choose to become a Time
that would grant you a bonus to your attack rolls, skill
Slipper, dedicate themselves to manipulating other
checks or saving throws that require concentration, you
creatures perception of time and space. Manipulating
can spend 1 Actualization Die. When you do you cannot
how they perceive a multitude of events and in which
lose concentration on the genjutsu cast and it does not
order their mind processes them.
count against your concentration limit. You can only
TEMPORAL TECHNIQUE
on a hostile creatures saving throws, skill checks or
attack rolls you can distort their perception of time.
Also, at 2nd level, you learn how to further manipulate
By spending 1 Actualization Die, the target creature
other creatures perception of momentum and velocity
currently under the effects of the aforementioned
without even weaving handseals. You gain an additional
Genjutsu they must make an Intelligence saving throw
Malleable Mirage with the Temporal Stopwatch
vs your Genjutsu save DC. On a failed save, their next
Prerequisite, even if you do not have that Genjutsu
turn, they decide on their series of actions, but don’t
Inception. You must still follow level-based restrictions
perform them until their following turn, targeting even
(if any).
creatures they may be unable to that they previously
MISREAD CLOCKS
Beginning at 10th level, your understanding of how the
mind perceives time, has grown to extreme levels. When
you cast a Genjutsu that requires a Saving throw against
a single creature, you may, as a Bonus Action cause the
affected creature(s) to be unable to take a Reaction, in
response to the Genjutsu’s castings or effects. You can
gain this benefit twice per long rest.
Additionally, while they are under the effects of a
genjutsu cast with this feature, if they would attempt to
make a Reaction in response to an effect from a creature
allied to you, they must first roll a 1d10. If they roll a 6 or
higher, they are unable to take their Reaction as they
miss the timing needed.
13
SIREN WORDS OF RESONANCE
Starting at 10th level, when you would cast a Genjutsu
Genjutsu Specialist who choose to become a Siren
with the that would grant your allies a bonus to your
dedicate themselves to changing the hearts and minds of
attack rolls, skill checks or saving throws that require
their friends and adversaries alike. They specialize in
concentration, you can spend 1 Actualization Die. When
talking their way out of situations, even ones that have
you do you cannot lose concentration on the genjutsu
turned hostile with chakra infused words.
cast and it does not count against your concentration
ALLURING WORDS limit. You can only concentrate on one Genjutsu with
this benefit, in this way at a time.
When you choose this path at 2nd level, you gain the E-
Rank Genjutsu Affection, if you already know this
Genjutsu, you gain another E-Rank Genjutsu you qualify
WORDS OF REPENTANCE
Starting at 14th level, when a creature whom you can see,
for.
and whom can hear you makes an attack roll against you.
The Genjutsu you learn this way does not count
As a Reaction, you create an auditory Genjutsu causing
against your Jutsu known. When you would cast
the triggering creature to have thoughts of extreme self-
Affection, it loses the Hand Seal (HS) component
harm. The attacker must succeed a Wisdom saving throw
requirements. Also, the target creature does not notice
vs your Genjutsu Save DC. On a failed save, the attacker
you used a Jutsu to influence their mood.
attacks themselves as if they were the target of their own
Also, Genjutsu you cast that have the Auditory
attack, regardless of the attack used. On a successful save
Keyword increase their Genjutsu Save DC by +1. This
you cannot use this feature on the attacker again until
increases to +2 at 10th, and +3 at 19th.
you finish a short rest.
WORDS OF AFFIRMATION
Beginning at 6th level, you can spend 10 minutes
extending your chakra to all creatures within 10 feet of
you, who can hear you. Affected creatures gain
Temporary Hit Points equal to your level + your Genjutsu
ability Modifier, and gain advantage on the next Saving
throw made to resist a Genjutsu. Temporary hit points
granted by this feature can stack with temporary hit
points granted by the Visceral Language class feature.
Creatures cannot benefit from this feature more than
twice per short rest.
WORDS OF DETRIMENT
Beginning at 10th level, As a Bonus Action, when you
would cast a Genjutsu with any Sensory Keywords, it
loses all sensory keywords and gains the Auditory
Keyword in their place.
A Genjutsu casted this way creates a distortion in the
minds of its targets. Affected creatures must succeed a
Wisdom Saving throw vs your Genjutsu save DC being
Weakened and Slowed on a failed save for the next
Minute. A creature who failed this saving throw repeats
this Save throw at the beginning of each of their turns to
end this effect. Each time a creature fails this save after
the first, they suffer a -1 penalty to their next saving
throw, with this penalty stacking up to -5.
You can only use this feature twice per long rest.
14
GENJUTSU INCEPTION PHANTASMAL FORCE
You learn to solidify your illusions into gouts, beams,
ELEMENTAL MANIFESTATION daggers or any type of ranged attack you can envision of
You learn to intertwine the force of Nature Releases into your choice. As an Action, unleash a beam of shifting
your Genjutsu. Select a nature release from the following: Psionic of your design or description streaks towards a
creature within range. Make a ranged genjutsu attack
Earth, Wind, Fire, Water or Lightning. You can now add
against one target no more than 60 feet away. On a hit, the
Ninjutsu with the chosen nature release keyword to your
known list. When you do the chosen Ninjutsu loses their target takes 1d10 Psychic damage. This Genjutsu attack is
Ninjutsu keyword, and it is replaced with the Genjutsu, treated as if it is a Genjutsu with the Genjutsu and Tactile
Tactile, and Visual keywords. The damage you deal with this keywords for the purpose of interacting with features, feats
jutsu can be either its original damage type or psychic and Jutsu. If you are unable to mold chakra, you cannot use
damage. Beginning at 7th level you gain the Illusionary this feature.
Chronicle Malleable Mirage. Finally, starting at 11 th level At Higher Levels: This ability increases in its potency as
when a hostile creature would fail a Saving throw vs a you gain levels in this class. Beginning at 7th level, this
Genjutsu you cast with your chosen Nature Release by 5 or ability fires up to two beams. This increases again to three
more, you regain 1 Spent Actualization Die. You can only beams at 13th and four beams at 16th levels. You can direct a
beam at the same or different targets. Make a separate
regain 1 Actualization die in this way per turn.
attack roll for each beam. Additionally, beginning at 7th
HALLUCINATORY INSTRUMENT level, you gain the Agonizing Thoughts Malleable Mirage.
Finally, beginning at 11 th level when you make a ranged
Your Illusions are the result of an instrument you have Genjutsu attack against a hostile creature and roll 7 or
an affinity for. Select an Instrument you like of your higher than the targets AC, you regain 1 spent Actualization
description and design. You can, as a Bonus Action, when Die. You can only regain 1 Actualization die in this way per
casting a Genjutsu with the Auditory keyword, that deals turn.
damage or inflicts a penalty on a hostile creature, use
your instrument to change it range from whatever is REALITY MARBLE
listed, to Self (15- Foot Cone) or Self (10-Foot Radius
Sphere). All creatures, excluding you, in the radius, are The chakra cost of concentrating on genjutsu is reduced by
affected so long as they are not deafened. Starting at 7th an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank:
level, you gain the Song of the End Malleable Mirage. 3, A-Rank: 4, S-Rank: 5).
Finally, beginning at 11 th level when a hostile creature While you are concentrating on a genjutsu, as an action
critically fails a saving throw from a Genjutsu you cast you can select a new target for that genjutsu. New targets
with the Auditory Keyword, you regain 1 spent selected by this feature must make the original saving
Actualization Die. You can only regain 1 Actualization die throw as if they were the original target of the genjutsu
in this way per turn. when it was originally cast. This feature does not extend
the duration of the genjutsu you are concentrating on.
ILLUSIONARY WEAPON Starting at 7th level, you gain the Persistent Genjutsu
Malleable Mirage. Finally, beginning at 11 th level, when 2 or
You begin to shape your illusions into a weapon of pure more hostile creatures would fail a saving throw against a
psychosis. You can, as a Bonus Action create an Illusionary Genjutsu you cast or are concentrating on, you regain 1
Weapon in your empty hand. You can choose the form that Actualization Die. The hostile creatures do not need to fail
this weapon takes each time you create it. You are proficient their saving throws at the same time, only fail their saving
with it while you wield it and attacks made with the weapon throws against the same Genjutsu that you have cast and
use your Genjutsu attack bonus. If you create a ranged are concentrating on, such as when you use this Inception
weapon, the maximum range for your weapon is 30 feet and feature. You can only regain 1 spent Actualization die in this
you can ignore the Ammunition and Loading properties. This way per turn.
weapon deals Psychic damage and counts as a melee
Genjutsu attack for purpose of triggering other Malleable TEMPORAL STOPWATCH
Mirage effects. Your Illusionary weapon disappears if it is
more than 5 feet away from you for one minute or more. It Your Illusions are the result of a stopwatch you have made
also disappears if you use this feature again, if you dismiss a distinct bond with. This stopwatch is mundane and can be
the weapon (no action required), your chakra point reach 0, in any form you choose, be it a wrist watch, a circular
you fall unconscious, or if you die. At 7th level, you gain the pocket watch a necklace. As a Bonus Action, when you
Vicious Illusion Malleable Mirage. Finally beginning at 11 th would gain the benefit of a Genjutsu that would grant you a
level, when you would make a melee Genjutsu attack against bonus to your to hit, skill checks, saving throws or AC, you
can choose to activate your stop watch. When you do, at the
a hostile creature and roll 7 or higher than the targets AC, you
beginning of each turn, roll 1d12, reducing this die by 1 step
regain 1 spent Actualization Die. You can only regain 1
Actualization die in this way per turn. each time you would roll a 1, 2 or 3.
(D12>D10>D8>D6>D4>0). While you have this die you are
treated as displaced. Conditions that you would gain from
hostile effects while you are displaced do not affect you
until you are no longer displaced. Once you use this feature
you cannot gain its benefits for 1 hour. Beginning at 7th
level, you gain the Pause Malleable Mirage. Finally,
beginning at 11th level when a hostile creature would fail a
saving throw vs a Genjutsu you cast that would inflict a
Penalty to their attack rolls, skill checks, saving throws, or
their AC by 5 or more, you regain 1 Actualization die. You
can only regain 1 Actualization die in this way per turn.
15
MALLEABLE MIRAGES BEWITCHING WHISPERS
You can cast Charming Dissonance as an Action once per
ACCELERATE rest at no cost. If you have already reached this mirages
Prerequisite: Temporal Stopwatch use limit, you can choose to cast the jutsu this Mirage
As an action, you can choose up to 3 willing creatures provides by spending 1 Chakra die.
BLACK FANGS
within 15 feet. For the next minute, each of the select
creatures can use a Bonus Action to take the Dash Action.
You can cast Shadow Bite as an action at no cost as if you
Additionally, they gain advantage on the next Dexterity
know the jutsu, at the highest rank you can cast, twice per
saving throw they make, immediately ending this
rest. If you have already reached this mirages use limit, you
features effect. You can use this Malleable Mirage once
can choose to cast the jutsu this Mirage provides by
per short rest.
spending 1 Chakra die.
AGNOSTIC MIND BLADE SONG
You can understand and communicate in any language or
Prerequisite: 9th level
dialect, so long as the creature you are communicating
You can cast Dancing Blades as an action at no cost as if you
with speaks a language.
know the jutsu, once per rest. When you do, you gain an
AGONIZING THOUGHTS additional +2 illusionary copies of a weapon you are
When you cast a Genjutsu that requires an attack roll, add currently holding. If you have already reached this mirages
your Genjutsu ability modifier to the damage it deals on a use limit, you can choose to cast the jutsu this Mirage
provides by spending 1 Chakra die.
hit, if it doesn’t already.
BERSERK THOUGHTS if you know the jutsu, once per long rest. If you have
already reached this mirages use limit, you can choose to
Prerequisite: 9th level
cast the jutsu this Mirage provides by spending 2 Chakra
You can cast Shadow Monsters as an action at no as if you
die.
know the jutsu, once per rest. When you do a creature who
would make their saving throw as a result of injuring one
of their allies, suffers a 1d4 penalty to their check. If you
have already reached this mirages use limit, you can
choose to cast the jutsu this Mirage provides by spending 1
Chakra die.
16
CLASH OF WILLS DEVILISH VIGOR
Prerequisite: Illusionary Weapon You can, as an action grant yourself 1d4+Genjutsu Ability
Whenever you would deal damage to an enemy creature Modifier temporary hit points without expending any
with a genjutsu or weapon attack, you can use your Bonus chakra. Your vigor increases at higher levels. The amount
Action to disrupt their chakra. The target must make a of temporary hit points you gain increases by another d4 at
Wisdom saving throw against your genjutsu save DC. If 5th level (2d4), at 9th level (3d4), at 13th level (4d4), and at
they fail, their concentration saving throws are made at 17th level (5d4). This can only be done once every 10
disadvantage until the end of your next turn and if the minutes.
target is not maintaining concentration on a jutsu, it takes
1d4 psychic damage. DOUBLED WEAPON
Prerequisite: Illusionary Weapon
CLOAK OF CHAINS You can create a second illusionary weapon. Neither weapon
Prerequisite: Reality Marble Genjutsu pledge can have the two-handed property. You can create and
As a Bonus Action, by spending 5 chakra you surround summon both illusionary weapons to your hands at the
yourself with a Genjutsu aura that looks like a suit of same time.
chains. The aura extends 5 feet from you in every direction,
but not through cover. It lasts until you’re incapacitated, DREADFUL WORD
you dismiss it as a Bonus Action or your chakra points Prerequisite: 9th Level
reach 0. You can cast Effortless Paralysis as an Action at no cost as if
The aura grants you advantage on Charisma you know the jutsu, once per long rest. If you have already
(Intimidation) checks but disadvantage on all other reached this mirages use limit, you can choose to cast the
Charisma checks. Any other creature that starts its turn jutsu this Mirage provides by spending 2 Chakra die.
in the aura takes Psychic damage equal to your Genjutsu
ability modifier (Minimum of 0 damage). DREAMSCAPE
Once you use this, you can’t use it again until you Prerequisite: 9th Level
finish a short or long rest. This ability shapes a creature’s dreams, as an Action choose
a creature you have physically encountered as the target of
CRITICAL CONFUSION this Mirage as if casting a Genjutsu. The target must be on
Prerequisite: 13th level. the same plane of existence as you. When you cast
Once per Short Rest, when a creature would critically Dreamscape, you enter a trance state acting as a messenger.
succeed on a saving throw vs a Genjutsu you cast, you While in the trance, the messenger is aware of his or her
can choose to instead make them reroll the saving throw. surroundings, but can’t take actions or move.
If they would critically succeed again, it instead counts If the target is asleep, the messenger appears in the
as a regular success. target’s dreams and can converse with the target as long as
it remains asleep. The messenger assumes control over the
CRITICAL MOMENT dream and can shape the environment of the dream,
Prerequisite: 9th level. creating landscapes, objects, and other images. The
Once per long rest, as a Bonus Action, you can increase messenger can emerge from the trance at any time, ending
your critical threat range with Genjutsu attacks by +3. the effect of Dreamscape early. The target recalls the dream
Once you do, you gain 3 ranks of concussed at the end of perfectly upon waking.
the turn you use this feature. Alternatively, as an action you can choose to send a
recording of up a 10-minute message to someone playing it
DECEITFUL DUPLICATE in their dreams.
When you would cast a genjutsu, you can use your Bonus If the creature is awake when you target them with
Action to become invisible until the start of your next turn, Dreamscape, you know they are awake when you cast this
leaving an illusion of yourself standing in your place. You Mirage. The target creature must not view you as a hostile
can do this a number of times equal to your Genjutsu creature otherwise it makes a Wisdom saving throw vs your
ability modifier, and these uses recover when you finish a Genjutsu Save DC to resist the dream.
long rest.
DULLED MIND
DECELERATE Prerequisite: 9th Level
Prerequisite: Temporal Stopwatch You can cast Slow as an Action at no cost as if you know the
As an action, you can choose 1 creature within 60 feet of jutsu, once per short rest. If you have already reached this
you, forcing them to make a Wisdom saving throw vs your mirages use limit, you can choose to cast the jutsu this
Genjutsu save DC. On a failed save, for the next minute, Mirage provides by spending 2 Chakra die.
they reduce their movement speed by half, cannot gain the
benefits of any bonuses to speed, and makes Dexterity ELEMENTAL TENACITY
saving throws at disadvantage. The creature can remake Prerequisite: Elemental Manifestation
the Wisdom saving throw as an action on their turn to end Whenever you would take damage from a jutsu with your
this effect. You can use this Malleable Mirage once per nature release keyword, you can use your Reaction to absorb
short rest. the jutsu. The damage is negated, and instead you gain
temporary hit points equal to half of the damage you would
DEMON SIGHT have taken before resistances & immunities.
You can see normally in darkness and chakra-based The amount of temporary hit points received at one time
darkness, up to a distance of 120 feet. cannot exceed three times your genjutsu ability modifier.
You can use this mirage twice per long rest.
17
EVIL THOUGHTS HAUNTING MELODY
You can cast Mind Crunch at no cost as an action, twice Prerequisite: Hallucinatory Instrument
per rest. When you do increase the damage of the Jutsu When you cast a genjutsu with the auditory keyword that
cast by +1 damage die. Additionally on a critical failure, deals damage using your Hallucinatory Instrument, you
affected creatures AC is instead reduced by 3. If you have can force all targets to make a Wisdom saving throw
already reached this mirages use limit, you can choose to against your genjutsu save DC, gaining 1 rank of fear on a
cast the jutsu this Mirage provides by spending 1 Chakra failed save. A creature can remake this saving throw at
die. the end of each of their turns if they can no longer hear
you.
FADE INTO DARKNESS
You can take the disengage or hide actions as a Bonus ILLUSIONARY BRAWLER
Action. You can cast Psionics: Strike!, as an action twice per rest
at no cost, targeting yourself. When you do, you do not
FAST FORWARD FATE need to spend chakra to maintain concentration and
Prerequisite: Temporal Stopwatch, 10th level when you make an unarmed attack, you can choose to
As an action, you can see a vision of a possible future as you make a Melee Genjutsu attack. If you have already
read the minds of an enemy. Select one creature you can see reached this mirages use limit, you can choose to cast
within 60 feet of you, that creature must succeed a Wisdom the jutsu this Mirage provides by spending 1 Chakra die.
saving throw vs your Genjutsu save DC. On a failed save, the
DM must inform you what that creature will spend its next ILLUSIONARY BUKIJUTSU
Action doing based on what it plans to do in the moment Prerequisite: Supreme Illusionary Weapon
this malleable mirage is used. You can use this Malleable Bukijutsu you cast with your illusionary weapon use your
Mirage twice per long rest. Genjutsu ability modifier. Bukijutsu cast this way cannot be
above C-Rank.
FIGHTING MIRAGE
Prerequisite: Illusionary Weapon ILLUSIONARY CHRONICLE
Choose one of the Fighting Styles located in Chapter 13: Prerequisite: Elemental Manifestation
Customization Options; You Can’t take a fighting style more You perform a meditative ritual during a short or long rest.
than once, even if you get to choose again later. When you do so, choose either Dexterity or Strength saving
throws. When you make a saving throw of this type, you can
FREEDOM OF FRENZY use your Reaction to gain advantage on that saving throw
Prerequisite: 9th level. and cast a D-rank Genjutsu, with a casting time of one
You can cast Frenzy: Burst, as an action once per long rest action. Once you use this mirage, you cannot do so again
at no cost. When you do, you can select a second creature until you finish a short or long rest.
as an additional target. If you have already reached this
mirages use limit, you can choose to cast the jutsu this ILLUSIONARY SMITE
Mirage provides by spending 2 Chakra die. Prerequisite: Illusionary Weapon
Once per turn when you hit a creature with your Illusionary
GAZE OF TWO MINDS Weapon you can spend 3 Chakra to deal an extra 2d8
You can use your action to touch a willing humanoid and Psychic damage. You can spend an additional 2 Chakra to
perceive through its senses until the end of your next turn. deal an additional 1d8. You can spend an additional 2
As long as the creature is within one mile of you, you can use Chakra to deal an additional 1d8 at 5th, 9th, 13th, and 17th
your action on subsequent turns to maintain this levels.
connection, extending the duration until the end of your
next turn. While perceiving through the other creature's ILLUSIONARY VIGOR
senses, you benefit from any special senses possessed by You gain proficiency in the Athletics and Acrobatics Skills.
that creature, and you are blinded and deafened to your own If you have proficiency in both of the aforementioned skills
surroundings. already, you instead gain Mastery in one of the Skills.
18
MADDENING PAIN NO LIGHT AT THE END
Prerequisite: Pain, Doubled Pain or Unlimited Pain Prerequisite: 13th level
Genjutsu, Phantasmal Force You can cast Word of The Lost as an action at half cost as if
As a Bonus Action, you can spend 5 Chakra, doing so can you know the jutsu, once per rest. When you do, reduce the
cause a crippling amount of mental pain to a creature number of fractures a creature requires to suffer any effect
affected with the Pain, Doubled Pain or Unlimited Pain this jutsu imposes, by 1. If you have already reached this
Genjutsu. mirages use limit, you can choose to cast the jutsu this
When you do, you deal the maximum damage with the Mirage provides by spending 3 Chakra die.
aforementioned Genjutsu affecting them. Additionally,
their effects can trigger from any attack, not just yours ONE WITH SHADOWS
until the end of your turn. Prerequisite: Reality Marble Genjutsu pledge
When you are in an area with Dim light or Darkness, you can
MAGNUM OPUS use your action to become invisible. While Invisible in this
Prerequisite: 13th level, Reality marble way you do not make sounds when you move. You lose the
As an action, you can cast Bringer of Darkness and Geas at benefit of this mirage when you move more than half your
no cost. You can cast one of these genjutsu once. After you movement speed in a single round, attack, or cast a jutsu.
do so you can’t do so again until you finish the long rest. If
you have already reached this mirages use limit, you can PAUSE
choose to cast the jutsu this Mirage provides by spending 3 Prerequisite: Temporal Stopwatch
Chakra die. You can cast Psionics: Pause as an Action at no cost twice
per rest. If you have already reached this Mirage's use
MENTAL PLACEBO limit, you can choose to cast the Genjutsu this Mirage
Prerequisite: Reality Marble provides by spending 1 Chakra Die.
Whenever you regain hit points, you gain temporary hit
points equal to half of the hit points you regained. As PERSISTENT GENJUTSU
normal this does not stack with itself. Temporary hit Prerequisite: Reality Marble
points gained this way last for 1 minute. When a hostile creature under the effects of a genjutsu you
casts, attempts to cast a jutsu of D-rank or higher, the cost
MISTY THOUGHTS of that jutsu is increased by 3. This cost increases by 2 for
As an action, you can cast the Cajolery of Glamour Genjutsu each rank of the jutsu cast, above D-rank.
at no cost as if you know the jutsu, once per rest. If you
have already reached this mirages use limit, you can PIECE OF MIND
choose to cast the jutsu this Mirage provides by spending 1 You can cast Mind Sliver at no cost as a Bonus Action.
Chakra die. When you do, the damage die is increased to a D8.
19
RELENTLESS PAIN SUPERIOR THOUGHTS
Prerequisite: Pain, Doubled Pain or Unlimited Pain Prerequisite: 15th level.
Genjutsu, Phantasmal Force You can cast 1 S-Rank Genjutsu of your choice that you
You create a link of agonizing pain between you and the qualify for, as a Full-Turn-Action, at no cost, once per
target creature affected with the Pain, Doubled Pain or long rest. When you do you gain 3 Ranks of the Confused
Unlimited Pain Genjutsu. Whenever you take damage and are and Concussed conditions. If you have already reached
within 60 feet of the target and they can see you, as a this mirage’s use limit, you can choose to cast the jutsu
Reaction, you can spend 5 Chakra to deal Psychic damage this Mirage provides by spending 4 Chakra die.
equal to the Damage you just took.
SUPREME ILLUSIONARY WEAPON
REPELLING ILLUSIONS Prerequisite: Improved Illusionary Weapon, 9th level
When you hit a creature with a Genjutsu that requires an Your Illusionary Weapon gains a +2 bonus to its attack and
attack roll, you can push the target creature up to 10 feet damage rolls. Your Illusionary Weapon can now be up to 30
away from you in a straight line. Feet from you without dispersing. If you create a ranged
Weapon, the Maximum range of the weapon is its normal
RESILIENT GENJUTSU weapon range.
Prerequisite: 9th Level When you cast a Genjutsu you can infuse it into your
When a creature attempts to use Chakra Shatter or Genjutsu Illusionary weapon, and instead make a Melee Genjutsu
break on a Genjutsu you cast, or are maintaining attack with it. On a hit, target creature suffers the effects of
concentration on, as a Reaction you can spend 1 Chakra die, the Illusionary weapon as normal, while also being affected
if you do, they must roll regardless of the rank they upcast by the Genjutsu you previously infused into it. If they have
their jutsu to, and they gain disadvantage on this roll. to make a Saving throw from the effects of the infused
Genjutsu, they roll an additional 1d4 subtracting it from the
SHAKEN UP result of their save.
You can cast Startle as an action at no cost as if you know
the jutsu, once per rest. If you have already reached this TENTATIVE ESCAPE
mirages use limit, you can choose to cast the jutsu this Twice per Long Rest as a Reaction, while under the effects of
Mirage provides by spending 1 Chakra die. a Genjutsu, you can cast Release.
20
TIME JAUNT
Prerequisite: Temporal Stopwatch, 14th level
As an action, you can select up to 2 willing creatures
within 30 feet of you. Select creatures gain one of the
following benefits of your choice;
• Adjusted Fate (Combat): The next attack the creature
makes, it scores a critical hit on a D20 roll of 1~5, in
addition to whatever their normal Critical threat range
is.
• Adjusted Fate (Protection): The next instance of
damage the creature takes is the minimal or lowest
possible damage possible.
• Adjusted Fate (Mobility): The next time the willing
creature moves, they instead appear to teleport to
their chosen location, not triggering attacks of
opportunities or Reactions.
You can use this Malleable Mirage once per long rest.
VAMPIRIC PAIN
Prerequisite: Pain, Doubled Pain or Unlimited Pain Genjutsu
When a creature under the effects of any of the prerequisite
Genjutsu takes damage, they take chakra damage equal to
the result of the roll of the aforementioned jutsu, once per
turn.
VICIOUS ILLUSION
Prerequisite: Illusionary Weapon
You can attack with your Illusionary Weapon
twice, instead of once, whenever you take the
attack action on your turn.
21
HUNTER-NIN CREATING A HUNTER-NIN
A Uzumaki crawls beneath the floorboards of a despot’s When creating a Hunter-Nin consider a
fortress making her way into the despot’s private chambers. few things about the characters ideals,
Slyly and gracefully entering unseen and she raises from and how they approach their targets and
the floor counting the seconds in her head as she allies respectively. Do they have a
approaches the warlord and places a kunai to the man's rougher past than others? How
neck and slides it from side to side. A few moments later are their relationships with their
his concubines enter shocked and stunned as the man allies? Do you use your jutsu to
they came to see is now dead and they have been set free end fights immediately or do you
and the rebellion has ended. wait and see what exactly your
With a focused eye on the wanted criminal who fled the target can do before you approach?
village. A masked Hyūga activates his Byakugan and What set you down this path? Did
stalks his prey from over a mile away. As the sun sets and you train under another very
the wanted man turns into camp for the night, The skilled hunter and you picked up this
Hyūga silently enters his tent and presses a hand to the path from them? Do you take pity on
man's chest stopping his heart in his sleep and the your enemies or do you engage in
masked Hyūga is gone again before the camp fire even conflicts with no emotion?
goes out.
These shinobi, different as they might be are connected QUICK BUILD
by one common factor, they are masters of infiltrations, You can make a Hunter-Nin quickly by
stalking and assassination. following these suggestions. First, put
your highest ability score in Dexterity,
CHARACTER INSPIRATIONS followed by Intelligence or Wisdom.
Second, choose the Uchiha, Hyūga or
When designing this class, it was built with the intent to
Non-Clan, Clans.
allow the player to follow the examples set by characters
who do their best in regards to identifying a threat,
analyzing it and executing them in as few attacks as
possible. This also allows players to take the same
characteristics of a Rogue or other stealthy class and
garner some of their mechanics. Characters whom I
based the core concept of this class off of are: Kakashi
Hatake, Zabuza Momochi, Haku, Sai, Shisui Uchiha and
Minato Namikaze
22
CLASS FEATURES LETHAL ATTACK
As a Hunter-Nin, you gain the following class features. Finally, at 1st level, you know how to exploit a foes
distraction, drop in guard, and moment of hesitation.
HIT POINTS Once per turn, you can deal an extra 1d8 damage to one
Hit Dice: 1d10 per Hunter-Nin level creature you hit with an attack if you have advantage on
Hit Points at 1st Level and beyond: 10 + your the attack roll or if another enemy of the target is within
constitution modifier 5 feet of it, that enemy isn’t incapacitated, and you don’t
have disadvantage on the attack roll.
CHAKRA POINTS The amount of extra damage increases as you gain
levels in this class, as shown in the lethal attack column
Chakra Dice: 1d8 per Hunter-Nin level
of the Hunter-Nin Table.
Chakra Points at 1st Level: 8 + your constitution
modifier
Chakra Points at Higher Levels: 1d8 (or 5) + your
CUNNING ACTION
Constitution Modifier per Hunter-Nin level after 1st. Beginning, at 2nd level, your quick thinking and agility allow
you to move and act quickly. When you would attempt to
PROFICIENCIES Conceal an object, Hide or Sneak you gain a +1d4 bonus to your
Armor: Light armor Dexterity (Stealth) check made to accomplish those tasks.
Weapons: All Simple Weapons, Broadsword, Iron Claw, Also, while sneaking you can move your full movement
Jitte, Katana, Odachi, Scythe, Battle Wire, Knuckle speed and you can choose to use your Dexterity (Stealth) check
Blades, Chakram, Longbow, Fuma-Shuriken result from your Hide attempt instead of making another
Ninja Tools: Disguise Kit, Forensics Kit, Forgery Kit check each time you would sneak.
Saving Throws: Dexterity, Intelligence, Wisdom Additionally, as a Bonus Action, you can take the Dash,
Skills: Stealth, Choose four other skills of your choice. Disengage, or Hide action.
JUTSU CASTING
tracking, and hunting. You can effectively read and track
any creature you come across. Once when rolling
initiative, you can select any creature you can see within
NINJUTSU 120 feet and mark it as your Primary Target at no action
Ninjutsu save DC = 8 + your Proficiency Bonus + your cost. You can then spend a Bonus Action to mark another
Intelligence Modifier creature you can see within range. You can only have one
Ninjutsu attack modifier = your Proficiency Bonus + creature marked as your Primary Target at a time.
your Intelligence Modifier Creatures remain marked until they reach 0 Hp, or you
mark another creature. While marked, you gain the
GENJUTSU following benefits;
Genjutsu save DC = 8 + your Proficiency Bonus + your • You have Advantage on Wisdom checks made to track
Wisdom Modifier or search for your Primary Target so long as they are
Genjutsu attack modifier = your Proficiency Bonus + within the same countries borders as you.
your Wisdom Modifier • You become aware of one of the following in regards to
a marked creature. In order to gain additional
TAIJUTSU knowledge, you must reapply Primary Target to the
Taijutsu save DC = 8 + your Proficiency Bonus + your creature or subsequent turns;
Strength Modifier o One damage immunity they have and if it is the
Taijutsu attack modifier = your Proficiency Bonus + your result of a feature, jutsu or trait.
Strength Modifier o One damage resistance they have and if it is the
result of a feature, jutsu or trait.
SWIFT RESPONSE o Their current Damage reduction value.
23
HUNTERS EXPLOITS
Also, at 3rd level you learn to exploit your skills to the
betterment of your hunt. You learn two exploits, as
DEFENSIVE TACTICS
detailed at the end of this class description. You learn Also beginning at 6th Level, you learn how to fight
an additional exploit at 10th and 17th level in this class. defensively against your targets, leading them into a false
You can switch a learned exploit when you would sense of security in confrontations against you. You gain
complete a long rest. You can use these features a one of the following features of your choice You gain a
number of times equal to your Proficiency Bonus per second choice at 11 th level and a third choice at 17th level.
Short Rest. • Escaping Danger: Attacks of opportunity and attacks
made as a result of a creatures Reaction, against you are
ABILITY SCORE IMPROVEMENT/FEAT made at disadvantage.
When you reach 4th and again at 8th, 12th, 16th, and • Unbroken will: You have advantage on saving throws to
19th, level, you can increase one ability score by +1, gain resist any Mental or Sensory Condition.
1 rank of Mastery in a skill you are proficient in, & a Feat • Hunter's Revenge: When you are hit by a creature's
of your choice that they qualify for. As normal you can’t attack, the next time you deal damage to that creature
increase an ability score above 20 using this feature. you can Lethal Attack ignoring its normal trigger
requirements.
UNCANNY DODGE • Evasion: When you are subjected to an effect, that allows
you to make a Dexterity saving throw to take only half
Starting at 5th level, when a creature that you can see damage, you instead take no damage if you succeed on a
would deal damage to you, you can use your Reaction to
saving throw, and only half damage if you fail.
halve the triggering attack, jutsu or effect, damage
against you.
ELUSIVE
EXPERTISE Beginning at 13th Level, you are so evasive that attackers
rarely gain the upper hand against you. No Attack roll has
Also at 5th level, choose any one skill or tool kit that you
advantage against you while you aren’t incapacitated
have proficiency in. You gain Mastery in the chosen skill
or tool kit.
When you would reach 15 th level, you can select one
ASSASSINATE
more proficiencies (in skills or tools) to gain this benefit. At 20th level, you have mastered the art of Hunting,
tracking, and assassinating targets. You can trigger Lethal
HUNTED TARGET attack, twice per turn.
24
HUNTERS CREEDS equal to or lower than yours suffers a 1d4 penalty to all
Wisdom and Charisma based skill checks interacting with
BLADE WARDEN
you or any creature allied with you.
When you would roll initiative at the beginning of combat,
Some Hunter-Nin seek to master weapons to better remove you can choose to use your Intimidation Bonus as your
their foe from the equation. Followers of this Creed learn Initiative bonus. (You cannot gain the benefit of expertise with
specialized fighting techniques for use against the direst this check.)
threats, from an onslaught of enemies to towering Brutes If you do have Mastery in Intimidation you roll your
initiative at advantage and can make Intimidation checks as
WARDEN’S PROFICIENCY a Bonus Action if you would spend your action to make an
Beginning at 3rd Level, you gain proficiency in the Athletics attack. On a successful Intimidation check a creature gains 1
and Intimidation Skills. You can make any checks with the rank of Fear against you for the next minute.
aforementioned skill using Strength or Dexterity.
Also, you have learned to fully invest into a singular BLADE’S AGGRESSION
weapon designed to best capitalize on your free-flowing Beginning at 1oth level, your Wardens Weapon’s damage die
form of combat. Select one simple weapon type that you is increased by 1 step.
have proficiency in, that does not have the Two-Handed or Also, once per turn, if you have advantage on an attack
Heavy properties. This weapon is hereby treated as your against a target on your turn, that was not made as a part of
Warden Weapon. A Warden Weapon gains a new weapon a Bonus Action, you can immediately make an additional
property unique to it, that other shinobi wish they knew weapon attack using your Warden Weapon after the attack at
how to utilize. Select one Warden Weapon Property from the advantage is made.
following granting the weapon the listed property effects.
You can switch your Warden Weapon Technique when you I WOULDN’T DO THAT
complete a rest of any type. You can select a second Also, starting at 10th level, when engaging a creature who
property when you reach 10th level.; would become hostile as a result of a failed Charisma based
interaction. You being present make them rethink their life
WARDEN W EAPON PROPERTY T ABLE choices in the moment.
Weapon When you or an allied creature would fail a Charisma
Property Effect based skill check against a creature, if they would become
hostile, you give a look of your description meant to cause
Flurry A weapon with the Flurry Attack property can be used to
them hesitation. The affected creature must
Attack make two weapon attacks as a Bonus Action. Bonus
make a Wisdom ability Check vs your
Action attacks made in this way do not add your ability passive Intimidation [Intimidation Bonus
modifier to damage. + 10], you do not calculate expertise into
Mortal A Weapon with the Mortal property ignores Temporary hit your passive intimidation for this check.
points, instead dealing damage directly to a creatures hit On a failed check, they choose to not
points once per turn. engage in combat instead finding
another way to resolve the
Fatal A Weapon with the Fatal property cannot have its damage
situation. If another creature
reacted to when used as a part of your first weapon attack
would become hostile or initiate
or Bukijutsu attack, per turn. combat, a creature who hesitated as
a result of this feature does not roll
BLADE’S PREY initiative, instead acting last in the
Also at 3rd Level, your tenacity can wear down the most initiative.
fortuitous foes. If you would use a Hunters Exploit on a A creature who is immune to the Fear
creature and succeed on the check, you treat the targets AC condition is immune to this feature.
as 1 lower until the end of the current turn.
Additionally, when you hit a creature with a weapon WARDENS RETALIATION
attack using your Warden Weapon, the creature takes an Beginning at 14th level, you gain the ability to
extra 1d6 damage if it’s below its hit point maximum. counterattack when your target tries to sabotage you. If your
This bonus damage happens on each successfully hit. Primary Target forces you to make a saving throw, you can
Finally, you gain exclusive access to the Wardens Assault, use your Reaction to make one weapon attack against them.
Hunter Exploit. This does not count against your Exploit You make this attack immediately before making the saving
Limit. throw. If the attack hits, you gain advantage on the saving
throw.
AGGRESSIVE ATTACK
Starting at 7th level, when you make a weapon attack, with a SUPERIOR OFFENSE
Warden Weapon you can add your Strength and Dexterity At 17th level, you are so accurate that attacks rarely rely
Modifier to your Damage rolls instead of one or the other, on sight, if at all and cannot be diverted. You gain 30 feet
unless otherwise stated. of blindsight and attacks you make cannot be made at
disadvantage and ignores Damage Reduction as a result
WARDEN’S PRESENCE of Jutsu.
Starting at 7th level, your presence has become passively
intimidating to all creatures who you are not allied with, and
even your allies respect your intimidating aura.
While you are not in combat, whenever you would interact
with a creature and make a Deception or Persuasion check,
you can choose to instead make an Intimidation check in its
place. Additionally, a creature who’s charisma modifier is
25
NECROTIC HAND MEDICINAL BLADE
Also, at 3rd level, you learn to putrefy a weapon your
Some Hunters follow an offensive Medical teaching,
using making it sickening to the touch for a creature you
using the art of necrosis to fight off enemies. These
harm with it. Select one weapon you are proficient in,
Hunters are trained in taking their twisted Medical arts
coating it in a venomous and horrific black mist
and putting powerful enemies down with unmoving and
designed to harm a creature’s cellular structure on
cold eyes, fit for a surgeon. These Hunters are known as
contact. Your weapon now deals necrotic damage.
the Necrotic Hand.
When you would deal at least 10 damage with a single
MEDICAL PROFICIENCY weapon attack using this weapon, the target becomes
Envenomed until the end of their next turn. A creature
At 3rd level, you gain proficiency in Medicine and
can never gain more than 1 rank of envenomed per turn
Medicine Kits. You can make any checks using the
from this feature.
aforementioned skills with Intelligence or Wisdom.
Additionally, you gain exclusive access to the Festering
Also, you have learned to take the teachings of the
Siphonage Hunter Exploit. This does not count against
medical core of your village or from your direct master
your Exploit Limit.
and blend it into your assassination techniques. You
learn the Necrosis Ninjutsu. When you do, it loses the
Medical Keyword. Your teachings have also taught you
ANATOMICAL STUDIES
Beginning at 7th level, you can assess a foe’s anatomy
have to take this Jutsu and blend in the following
with great insight and precision, identifying key points
techniques making it more apt for assassinations. Select
of weakness.
one of the following techniques augmenting the Necrosis
As an Action, you can make a Medicine check targeting
jutsu when cast. A Jutsu with any of the following
a creature you can see within 90 feet vs a DC equal to 10 +
techniques cannot be taught to another creature and
the creatures Level. On a success on this check, you know
cannot be customized, modified or augmented using the
the targets current Hit points, if it is affected by any
Jutsu customization options or any Non-Hunter-Nin
diseases or poisons and if it has consumed a potion, pill
class features. You can switch your Medical
or any other ingestible substance that would grant it any
Assassination Technique when you complete a rest of
additional benefits or penalties if any.
any type. You can select a second technique when you
Additionally, you can make a Medicine check vs a DC
reach 10th level;
15 +Rank of Jutsu cast or trap used, targeting an allied
MEDICAL ASSASSINATION T ECHNIQUE TABLE creature who has one of the following Conditions;
Bruised, Bleeding, Blinded, Dazzled, Deafened and
Assassination Weakened as a result of said trap or jutsu. On a success
Technique Effect you end one of the following conditions. (D-Rank: 1, C-
Cell Failure A creature who fails their constitution saving Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
throw also gains one rank of the Weakened If you do have Mastery in Medicine you roll your
condition. medicine checks using this feature at advantage and can
make Medicine checks as a Bonus Action.
Overdose A creature who fails their constitution saving
throw instead becomes Berserk, in place of NECROTIC TOUCH
Envenomed. Also, at 7th level, when you would deal Necrotic damage
Sedative A creature who fails their constitution saving to a creature using a jutsu, feature or weapon you force
throw instead gains one rank of the slowed the target to make a Constitution saving throw vs your
condition in place of Envenomed. Ninjutsu save DC. On a failed save they experience rapid
cellular degradation. A creature who experiences this
Sepsis A creature who fails their constitution saving
reduces their Constitution score by 1 for the next hour. A
throw also gains one rank of Laceration. creature who’s constitution modifier was be reduced as a
Viral A creature who fails their constitution saving result of their score being affected, has their maximum
throw also gains one rank of Concussed. and current hit points reduced by an amount equal to its
level.
Destructive This jutsu’s base Damage is increased by +1d12.
Alternatively, you can spend a use of this feature to
Surgical This jutsu adds your Casting ability modifier to cast the Necrosis Ninjutsu targeting an allied creature,
the damage rolls. restoring hit points equal to the damage rolled.
Narcotic This jutsu reduces its upcast cost by 1. You can only use this feature a number of times equal
to your Intelligence Modifier per long rest.
Salutary This jutsu reduces its base cost by 2.
26
SWIFT RESUSCITATION MORTAL WOUND
Beginning at 10th level, you learn to make use of the Also, at 14th level, A creature who has 25% or less hit
Medical tools you have access to, in order to better points becomes exceedingly obvious to you. They begin
utilize them to help an injured ally. Your skill with the to glow a soft red color that only you can see, making it
Medicine Kit has accelerated to compensate for your lack difficult for them to hide or maintain invisibility.
of Medical Ninjutsu. Your new found skills are expressed You can see a creature with 25% or lower hit points
in the following ways; through Darkness, cover and up to 5 feet of material. You
• Medical Check Up: You reduce the time spent down to are treated as having True sight against this creature for
the purposes of always being able to see them at all
1 minute.
• Light Patch up: You increase the die size to a d6. times, in an attempt to finish them off.
DR. DEATH
• Condition Treatment: The die used is changed from a
d6 into 2d4.
Beginning at 17th level, your talents at life taking
• Blood Pill Creation: You can create two pills per kit
medical assassination have become effortless and
before spending any charges.
legendary. Casting Necrosis at C-Rank or less costs 0
FATAL SURGEON Chakra. You also increase the upcasting damage bonus
from 1d12, to 2d12 at each rank.
Also, at 10th level, you learn to make use of your
signature Jutsu Necrosis beyond your base Assassination
Techniques. When you would trigger your Lethal Attack
class feature while casting Necrosis you can choose to
activate any one of the following effects;
• The target makes any saving throw against Necrosis,
at disadvantage.
• The target loses concentration on one jutsu it is
concentrating on at random.
• The target has its movement speed reduced to 0 until
the beginning of its next turn.
27
GRAVE STALKER
Some Hunter-Nin become consumed by the thrill of the SHADOW STALKER
hunt. Only heard and never seen, they revel in the violence Also at 3rd level, you gain Blindsight out to 20 feet. When you
of a silent battle. Followers of this Creed hone their abilities would make an attack while in an area counted as total
to track others utilizing a variety of techniques: camouflage, darkness until the end of that same turn, you produce no
infiltration, surveillance, and target acquisition. Once done, sound or vibrations rendering you unable to be seen, noticed
they work to ensure that they are always striking from the or tracked by creatures with Tremor sense or blind sight.
shadows and always have the upper hand in combat. Additionally, while you are out of combat and
following a creature marked as your Primary target
STALKERS PROFICIENCY while you are Sneaking in Dim light or Darkness, you can
Beginning at 3rd level, you gain proficiency in the Sleight of
dash without breaking stealth as you can, once per round
Hand and Illusion skill. Additionally, whenever you make a
remake a Stealth Check if another creature would
Stealth or Sleight of Hand Check, you make that check at
succeed on their Wisdom (Perception) check vs your
advantage. Additionally, you can make any checks using the
previous Dexterity (Stealth).
aforementioned skills with Dexterity or Wisdom.
Finally, you gain exclusive access to the Shadow Step
Also, you have learned to take the teachings of the Anbu
Hunter Exploit. This does not count against your Exploit
Black-Ops, Root and Corpse Hunters and attack with the
Limit.
Shadows as your weapon. You learn the Weapons of Darkness
Genjutsu. When you do, it gains the Bukijutsu Keyword and MARKED FOR DEATH
loses the Visual Keyword. Your teachings have also taught Beginning, at 7th level, while you are hidden from a creature
you how to take this Jutsu and blend in the following marked by your Primary Target feature, you gain a +1 bonus
techniques making it more thrilling hunts. Select one of the to your critical threat range. This bonus ignores Critical
following Shadow assassination techniques augmenting the threat range limits. Additionally, while you have a Shadow
Weapons of Darkness jutsu when cast. A Jutsu with any of Weapon you can make a single attack with it as a Bonus
the following techniques cannot be taught to another Action.
creature and cannot be customized, modified or augmented
using the Jutsu customization options or any Non-Hunter- MASTER AMBUSHER
Nin class features. When you cast this jutsu, while Starting at 7th level, you excel at leading ambushes, both
maintaining concentration on it, the weapon summoned socially and in combat. You can use Smoke Bomb’s as a Bonus
counts as a Shadow Weapon. A Shadow Weapon cannot be Action.
broken, can use your attack action to make a Genjutsu or When you and other allied creatures would begin combat
Taijutsu attack against a creature in range, as described in while hidden or unseen, you can choose to use your Stealth
the jutsu text and cannot be used as a component for a bonus in place of your own and each allied creatures
Bukijutsu. You can switch your Shadow Assassination initiative. If you begin combat while out of stealth, you have
Technique when you complete a rest of any type. advantage on initiative rolls.
You can select a second technique when you reach 10th When you or an allied creature within 30 feet of you are
level; engaged in a social encounter and would fail a Charisma
based skill check, you can choose to interject, creating a
SHADOW ASSASSINATION T ECHNIQUE TABLE new circumstance, situation, lie or otherwise throwing the
Assassination person you are speaking to off. Make a Deception check vs a
Technique Effect DC (10 + targets level). On a success, you shift the
conversation, rendering the previous failure as if it never
Shadow This jutsu can take on the shape of a shuriken of your
occurred as the target immediately forgets as they are
Shuriken description at will. Ranged attacks with this shadow
overwhelmed with new information.
weapon have a range of 60 feet, and can be made as a
You can attempt to
Bonus Action, once per turn.
Shadow Tanto This jutsu can take on the shape of a Tanto of your
description at will. Melee attacks made with this Shadow
weapon adds your ability modifier to the damage rolled.
Shadow Battle This jutsu can take on the shape of Battle Wires of your
Wire description at will. You can attempt a grapple check from
up to 30 feet away, using Dexterity or Wisdom (illusion) in interject
place of Athletics contested by the targets Wisdom socially in
(Illusions) this way,
once every 10
Shadow sword This jutsu can take on the shape of a sword of your
minutes.
description at will. This weapon gains the Lethal and
Deadly weapon properties.
Shadow Iron This jutsu can take on the shape of Iron Claws of your
Claw description at will. This weapon has the Critical and
Tactical weapon properties
Dark Blood If you would deal 15 damage with this weapon in a single
attack, the target gains +1 rank of Demoralized.
Dark Lethality Increase this jutsu’s critical threat range by +1.
Dark Efficiency This jutsu’s base cost is reduced by 2.
28
ONE WITH THE DARKNESS
Beginning at 10th level, you’ve become adept at evading
creatures that rely on their senses, regardless of what they
are. Your blindsight increases to 40 feet. While you are
lightly or heavily obscured, creatures that rely on any form
of vision or special senses such as; Chakra sight, Dark
vision, blind sight, or jutsu with the Sensory keyword cannot
see or sense you by any means so long as you don’t spend
more than half of your base movement on each of your
turns. If you would move more than half of your base
movement or take damage while gaining the benefit of this
feature you lose this features benefit until the end of your
next turn.
A WALKING SHADOW
Starting at 14th level, whenever you are heavily obscured
and you would take damage, you can spend your
Reaction to blend into the very ether of shadows
avoiding all damage from the triggering effect or attack.
You can avoid damage in this way up to twice per rest.
SHADOW ASSASSINATION
Starting at 17th level, if you would make an attack
against a creature marked as your Primary Target
while you are lightly or heavily obscured, increase
your critical threat range by +2.
29
ARSENALIST Arsenal Weapons: Increase the [Weapons Damage] die
by 1 Step and they gain the Hidden Weapon property. The
Some Hunters treat their hunt like a game, one which
Weapon also gains a +2 bonus to damage from weapon
they come more than prepared to. They set traps,
attacks. This bonus increases to +4 at 10 th and +6 at 17th
waiting for their prey to fall victim to them, capturing
level.
them and going in for the kill. They use Explosives, with
the intent to take out as many enemies as possible with a TOOLS OF THE TRADE
single explosion. These Hunters are Known as Also, at 3rd level, you become able to make use of a
Arsenalist’s series of items and Ninja tools that go rarely used,
catching enemies off guard or using tools much faster
ARSENAL’S PROFICIENCY than what they would expect. Select one of the following
At 3rd level, you gain proficiency in Crafting and one of
when you complete a rest of any type. You can use any of
the following; Alchemists, Demolitions or Trappers kits.
the below a number of times equal to your Proficiency
Additionally, you can make checks using the
Bonus per rest.
aforementioned kits with Dexterity or Wisdom.
Finally, you gain exclusive access to the Sharp Rain
Also, you have learned to take the teachings of your
Hunter Exploit. This does not count against your Exploit
villages quartermaster or weapon master. You become
Limit.
very in tuned with a series of different weapons and
• Caltrops. As a Bonus Action, you can select a space you
tools. Select four of the following. You can select two
more at 10th level; can see within 30 feet of you. You throw caltrops
covering the ground equal to a 10 -foot cube. Any
• Manipulated Tools: Blade Kick
creature that enters the area of your caltrops while
• Manipulated Tools: Blade Rain
they remain, are treated as if you have marked them
• Manipulated Tools: Blade Wall
with your Primary Target feature while they remain
• Paper Bombs
within your target space. Also, the creature who enters
• Explosive Tag Ball’s
the space takes piercing damage equal to 1d6 + your
• Fire Bomb’s
Dexterity Modifier, and gain 1 rank of bleeding. Once a
• Flash Tag’s
creature exits your caltrops space, after being affected
• Ice Bomb’s
by them the caltrops remain, unless a creature spends
• Poison Tag’s
an action scattering them. Beginning at 10th level the
• Shock Bomb’s space you can fill, becomes a 20-foot cube.
• Weapons with the Thrown Keyword • Ball Bearings. As a Bonus Action, you can select a
• Weapons with the Multiattack Keyword. space you can see within 30 feet of you. You throw ball
• Weapons with the Light Keyword. bearings covering the ground equal to a 10 -foot cube.
• Weapons with the Finesse Keyword That space is treated as difficult terrain for anyone
If you select a jutsu, you learn it. Regardless of what other than yourself. A creature who is currently
you select, the chosen jutsu, items or weapons become a gaining the benefit of any bonus to speed such as from
part of your Arsenal. Weapons, items or jutsu that are a a jutsu or the Dash action, they immediately slip,
part of your Arsenal can be used in far superior ways falling prone. Beginning at 10th level the space you can
compared to other creatures. A Jutsu learned this way fill, becomes a 20-foot cube.
• Johyo: As a Bonus Action, you can swing this whip dart
cannot be taught to another creature and cannot be
customized, modified or augmented using the Jutsu targeting a creature up to 60 feet away. Make a ranged
customization options or any Non-Hunter-Nin class weapon attack as if you were proficient in this weapon.
features. On a hit, they are snared and can be pulled up to 20
Arsenal Jutsu: Reduce their cost to cast by -1. This cost feet in a straight line closer to you. This forced
reduction increases to -2 at 10th, and -3 at 17th. movement can trigger attacks of opportunities.
Additionally, if the jutsu would deal damage, it can Beginning at 10th level the distance you can pull a
trigger Lethal Attack even if it doesn’t require an attack creature increases to 40 feet.
• Hidden Weapon Launcher. Select one weapon you
roll. The trigger for Lethal Attack instead becomes failing
the saving throw. The Lethal Attack triggered in this way have that has the Hidden property. As a Bonus Action
only affects one creature of your choice. you can call upon this weapon instantly. As a part of
Arsenal Tools: At the end of a rest of any type, roll 1d4 + this Bonus Action, you can make one weapon attack at
1. You gain a number of your Arsenal Tools equal to the advantage. You must reset the launcher with a Bonus
result. The items can only be used by you, they are of Action before you can use it again. Beginning at 10 th
base quality and last until your next rest. Increase the level it no longer requires a Bonus Action to reset the
dice size by 1 step at 10th and 17th levels. If the item would Launcher, instead costing your object interact action
deal damage, it can trigger Lethal Attack even if it doesn’t and you can make two weapon attacks instead of one.
require an attack roll. The Lethal attack triggered in this
way, only affects one creature of your choice and only LETHAL WEAPONS
happens on a failed saving throw as if you fulfilled the Beginning at 7th level, a creature who fails a saving
Lethal Attack class features trigger requirements. throw from a trap you set, can trigger your Lethal Attack
. The following tools count for purchased tools as well, class feature as if you fulfilled its listed requirements.
not just tools created by this feature. Additionally, you can use any Arsenal Tool as an Action
or Bonus Action.
o Paper Bombs/ Explosive Tag Balls: Increase
damage die by 1 Step.
o Fire/Ice/Shock Bomb’s: Increase the base
range to 60 feet, instead of 30.
o Flash/Poison Tag’s: Increase the DC +2.
30
HIDDEN TRAPS
Also at 7th level, you learn the secrets of hiding and
detecting traps of all kinds, even social ones. You have
advantage on Wisdom or Intelligence based skill checks
to detect hidden doors, mechanisms, and traps. Also, a
creature attempting to make a skill check to find Traps
you set makes their checks at disadvantage to detect
them.
CRITICAL ARSENAL
Beginning at 10th level, when a creature would fail any
of the following save DC’s by 5 or more, they take double
damage from it;
• A jutsu you cast that is a part of your Arsenal.
• A Ninja tool that is a part of your Arsenal.
ARSENAL BUILDER
Also at 10th level, you learn to make use of the tools you
have access to, in order to better utilize them to take
down an enemy. You have developed new found skills
using your tools in the following ways;
A LCHEMISTS KIT
• Create Chemical Bombs: You reduce the time spent
down to 1 minute, no short rest needed. Items created
are 1 use and can only be used by you.
D EMOLITIONS KIT
• Craft Paper Bombs, Explosive Tag balls and Fire
Bombs: You reduce the time spent down to 1 minute,
no short rest needed. Items created are 1 use and can
only be used by you.
T RAPPERS KIT
• Create Traps: You divide the time spent to build the
trap by 10, to a minimum of 1 minute. If you spend an
additional charge per trap, you reduce the time needed
to create it to a Full-Turn-Action.
LETHAL ARSENAL
Also, at 14th level, traps you make, and tools you use
that have a predefined DC that is lower than your
Highest Save DC, has it raised to a value equal to your
Highest Save DC. Traps you set no longer require the
target to fail their saving throw to trigger Lethal Attack,
instead triggering so long as one of the affected
creatures take damage.
31
TOXIC ASSASSINATION T ECHNIQUE TABLE
UNDERTAKER Assassination
Some Hunter-Nin focus on making those who stand in Technique Effect
their way suffer a long, slow and painful demise. Those Aconite On a hit or failed saving throw, once per turn, the target
who adhere to this creed are born killers, poison experts loses the ability to communicate effectively. They also
and above all, Shinobi. Poison, Disguises and subterfuge find it difficult to breathe suffering a -2 to Constitution
help you eliminate your foes with deadly efficiency. ability checks and saving throws until the end of its next
turn.
TOXIC PROFICIENCY
At 3rd level, you gain proficiency in Deception and
Akee On a hit or failed saving throw, once per turn, the target
Disguise & Poison Kits. Additionally, you can make gains the weakened condition. If the target takes a
checks using the aforementioned kits with Dexterity or reaction before the end of its next turn at the conclusion
Intelligence. of its reaction, it gains the restrained condition until the
Also, you have learned to take the teachings of the end of its next turn.
Black Medics, the Bloody Devils and the Hebi Clan and Belladonna On a hit or failed saving throw, once per turn, the target
apply them to your unique form of Combat. You learn to loses the ability to discern allies from hostiles. If a jutsu or
apply a unique poisonous chakra of your creation to both Area of effect would allow them to choose targets, they
your weapons and ninjutsu. This poison comes from
cannot exclude their allies at will until the end of their
combining a series of different poisonous substances
next turn.
within yourself and then exhaling it or infusing it into
the attacking weapon or ninjutsu of your choice. Select Daphne On a hit or failed saving throw, once per turn, the target
one of the following Toxic Assassination techniques gains the bruised condition.
augmenting your attacks with a vicious combination of Fire On a hit or failed saving throw, once per turn, the target
toxins. As a Bonus Action on your turn, you can choose to Salamander gains one rank of the corroded condition.
activate this toxic chakra. When you do, select one
Foxglove On a hit or failed saving throw, once per turn, the target
ninjutsu you know or one weapon you are holding. For
the next minute that jutsu or weapon is infused with
gains one rank of the bleeding condition.
your Toxic chakra, changing its damage type to Poison Frost Frog On a hit or failed saving throw, once per turn, the target
and gaining additional effects based on the Toxic gains the chilled condition. If the target takes a Bonus
Assassination technique(s) chosen. Action on its next turn, it gains the slowed condition until
If a ninjutsu chosen would only trigger its effects with the end of its next turn.
a damage type other than Poison, it instead triggers said
Hemlock On a hit or failed saving throw, once per turn, the target
effects with poison damage. Once you infused a weapon
gains the envenomed condition.
or ninjutsu with your Toxic chakra, you cannot infuse
another weapon or jutsu until 1 minute has passed.
Bukijutsu cast using your infused weapon do not gain
your Toxic Assassination techniques effects, as these
effects can only trigger with weapon attacks. You can FALSE FACES
switch your Toxic Assassination Technique when you Beginning at 7th level, you have learned a much more
complete a rest of any type. advanced Transformation technique, allowing you to
You can select a second technique when you reach 10th physically imitate any humanoid creature who you have met
level; before. This allows you to physically duplicate them. This
duplication cannot be discerned with physical identification
POISONOUS EMBRACE alone as you have even adopted their finger prints and blood
Also, at 3rd level your skill with Poisons are better than type. This transformation requires at least 1 hour and can be
most. When you would complete a short rest, while you dismissed at will, at no action cost.
have access to a Poison Kit, you create 2 vials of Assassins Also, with additional time you can learn to unerringly
Blood. This Poison is a special variation, but becomes inert mimic that same person's speech, writing, and behavior.
when you would take a rest of any type. This Poison is You must spend at least one hour studying the person's
much more potent than a normal. The DC of this poison behavior, listening to them and examining handwriting.
becomes equal to your Ninjutsu save DC and the base Your ruse is indiscernible to the casual observer. If a
damage it deals becomes 3d6. wary creature suspects something is amiss, you have
You can apply this poison to your weapon as a part of advantage on any Deception check you make to avoid
the action used to make the attack. The number of Vials detection.
you can create and the damage the poison deals Once you have maintained a creatures physical
increases to 3 vials and 4d6 at 7th level, 4 vials and 5d6 at appearance, speech, writing and behavior for at least 1
11th level and 6 vials and 6d6 at 17th level. week straight, you no longer require 1 hour to assume
Finally, you gain exclusive access to the Incurable their appearance or mimic them, instead being able to
Affliction Hunter Exploit. This does not count against manifest this likeness as a Bonus Action.
your Exploit Limit.
32
VENOMOUS ASSAULT THE PERFECT POISON
Also at 7th level, you have learned how to extend your Toxic Also at 14th level, when you would create vials of assassins
Assassination technique to your Bukijutsu. Select one blood, you can choose to instead half the amount of vials
Bukijutsu you know. This Bukijutsu can now be infused with you create. If you do, you instead create Kamizuru Venom.
your toxic chakra, and gain the benefits of your Toxic This venom’s DC becomes equal to your Ninjutsu save DC.
Proficiency class feature when you would activate it.
KISS OF DEATH
LICK OF VENOM Beginning at 17th level, when you would trigger the Lethal
Beginning at 10th level, you have closely adapted to the art of Attack class feature against a creature marked as your primary
poisonous combat. When a creature is poisoned by you, you target who has two or more conditions inflicted by you, treat
may choose to apply one of the additional effects: all damage die rolled a part of your Lethal Attack that are 4 or
• The creature cannot regain hit points until the end of their lower, as 5.
Additionally, a creature who fails a saving throw
next turn.
• The creatures speed is reduced by half, for the duration of
against a Poison of your creation, they take double the
Poisons damage.
their poisoned condition.
• If the creature is reduced to 0 hit points, it becomes stable.
• The creature gains a rank of weakened for the duration of
their poisoned condition.
• The creature is deafened for the duration of their poisoned
condition.
DECEPTIVE EXCHANGE
Beginning at 10th level, you have closely adapted to the art
of poisonous conversation and deceptive tactics. When you
are engaged in a social exchange with a creature and they
would attempt to deceive you, they suffer a -5 penalty to
their deception check. You can choose to also make
contested Deception check vs their result. On a success you
gleam one piece of truthful information based on the lie or
deception they tried to pass off to you.
Additionally, when you would make a Deception check
against a creature in an attempt to lie or deceive them, you
make your check at advantage. On a success they believe in
your deception so much that unless given irrefutable
evidence they take your statement as the infallible truth, so
long as the deception being made is within reason and does
not interfere with events that the target creature has
experienced themselves in the past.
33
VICE AGENT VICE ASSASSINATION TECHNIQUE T ABLE
Some Hunters fall under a grey area in their dealings and
Assassination
morals than most shinobi, but some choose to go even
Technique Effect
further than that, learning to use some of man’s cardinal
Sin’s and Vices as a weapon against them. These Hunters Anger On a hit, this jutsu forced a Constitution Saving throw,
are known as Agents of Vice, or Vice Agents for short. injecting feelings of malice and aggression into the
target. On a failed save, until the end of the targets next
SIN’S PROFICIENCY turn, if they make an attack or cast a jutsu that targets a
When you choose this Creed at 3rd level, you gain creature, they must target the creature closest to them.
proficiency in Persuasion and Insight. Additionally, you If two or more creatures are an equal distance, their
can make a skill check using either of the skills using
target is chosen at random.
Wisdom or Charisma.
Also, you have learned to take the teachings of the Arrogance On a hit, this jutsu forced a Constitution Saving throw,
greatest interrogators, silver tongues and Beguilers, injecting feelings of pride into the target. On a failed
blending them into your vile and sinful form of combat save, until the end of the targets next turn, they cannot
allowing you to learn to pray on your enemies’ vices and take a reaction that would reduce damage or grant
take advantage of them. You learn the Shadow Bite themselves temporary hit points.
Genjutsu. When you do, it gains the Ninjutsu Keyword, Envy On a hit, this jutsu forced a Constitution Saving throw,
loses the Visual Keyword. If this jutsu would be cast injecting feelings of jealously into its target. On a failed
using your Ninjutsu attack bonus, when you would deal
Save, until the end of the targets next turn, when they
damage, you instead add your Ninjutsu ability modifier,
would see an allied creature attempt to aid a creature
in place of your Genjutsu ability modifier for damage. If
other than themselves, then they must attempt to
this jutsu would be cast using your Genjutsu attack
interrupt the aiding effect.
bonus, you can choose to instead use your Charisma
instead of wisdom to calculate this. Gluttony On a hit, this jutsu forced a Constitution Saving throw,
Finally, your teachings have also taught you how to injecting feelings of excess into its target. On a failed
blend in the sins of man into this jutsu, making it far save, until the end of the targets next turn, when they
more deadly to be struck by it. Select one of the following would cast a jutsu that would aid themselves, they must
Vice Assassination techniques augmenting the Shadow recast the same jutsu targeting themselves using their
Bite jutsu when cast. A Jutsu with any of the following remaining Action and/or Bonus Actions ignoring the
techniques cannot be taught to another creature and jutsu’s normal casting time.
cannot be customized, modified or augmented using the
Greed On a hit, this jutsu forced a Constitution Saving throw,
Jutsu customization options or any Non-Hunter-Nin
class features. You can switch your Vice Assassination injecting feelings of greed into its target. On a failed
Technique when you complete a rest of any type. You can save, until the end of the targets turn, when they would
select a second technique when you reach 10 th level; cast a jutsu that would allow them to aid their allies, they
instead can only aid themselves.
GREED’S SHELL Sloth On a hit, this jutsu forced a Constitution Saving throw,
Also, at 3rd level, On your turn as a free action you can injecting feelings of inactivity into its target. On a failed
surround your skin in a sleek metallic looking coat of
save. Until the end of the targets next turn, they gain 1
chakra, that is a color and design of your choice. This
rank of Slow.
chakra like armor lasts for 1 minute.
When you would activate this armor, your skin
hardens granting you protection from a limited amount ARROGANCE’S INFLUENCE
of damage and making you far harder to harm. You can Beginning, at 7th level, you have a constant aura of
activate this protective armor a number of times equal to influence around you designed to affect those of your
your Proficiency Bonus per long rest. choice with an arrogant mindset. Creatures of your
First, for the duration, you gain DR (damage choice within 30 feet of you, who would attempt to make
reduction) vs all sources, equal to your Genjutsu ability a Charisma based check may add 1d6 to their check as
modifier. their self-confidence aids them.
Second, you gain 10 temporary hit points. This Additionally, whenever a creature who is engaged in a
increases to 20 at 7th level, 30 at 10th and 40 at 14th levels social encounter with you and who is not your ally,
Also, you gain exclusive access to the Fox’s Sin, Hunter would doubt your ability to accomplish a task no matter
Exploit. This does not count against your Exploit Limit. how simple or mundane, you gain a +5 bonus to any skill
check made in attempt to accomplish the task.
WRATH’S FOCUS
Beginning, at 7th level, when a creature marked as your
Primary Target deals damage to you, the next time you
deal damage with Shadow Bite, you deal additional
damage equal to your level, once per turn.
If you would gain the benefit of this feature when you
would trigger Lethal Attack, increase Shadow Bites
damage die by 1 step.
34
ENVIOUS THEFT EPITOME OF SIN
Beginning at 10th level, when a creature within 60 feet of At 17th level, you have begun to embody the very essence
your casts a jutsu you are eligible to learn or cast, you of man’s sin. You find it hard to be bested or challenged.
may use your Reaction to try and steal it, for immediate You want more than you need. Your anger is unmatched
use soon after. Make an ability check using the relevant and you have tones of jealousy that has no rival and all
ability modifier for the jutsu type. The DC is: other hostile combatants deserve to be looked at with
13 + the rank of the jutsu (D-Rank: 1, C-Rank: 2, B-Rank: pity and not respect.
3, A-Rank: 4, S-Rank: 5). Select a one effect from the Vice Assassination table.
On a success, you steal the jutsu right before it is cast, You gain that effects when casting any Genjutsu.
storing it inside yourself. A jutsu stolen in this way is not
cast but the target spends its chakra as if it was. This
counts as jutsu negation or countering for the purposes
of interacting with features, jutsu or traits.
A jutsu stored within you in this way can be cast as if
you know it, ignoring all keyword limitations. A jutsu
cast this way uses your ability scores to calculate attack,
damage, save DC and any other effects dictated by the
casters statistics. You can store a number of jutsu this
way equal to your Charisma Modifier. A jutsu stored
inside of you remains until your next rest, before
harmlessly dissipating.
LUSTFUL ASSUMPTIONS
Also at 10th level, when you are engaged in a social
encounter with a creature who does not have a negative
or hostile disposition towards you, and you would
succeed on a persuasion check, you can choose to make
them gain 1 rank of charmed against you, for the
next hour.
GLUTTONOUS AMBITION
Also at 14th level, you have attained an ambitious
level of gluttonous intentions. When you would cast a
Genjutsu that would give you a boost, benefit or
boon, you can gain the benefit of that Genjutsu twice
if ever recast, such as with Bless or Confidence. When
you would gain the benefit of a genjutsu twice in this
way, if the genjutsu would require an Action, Bonus
Action or Reaction in order to maintain their effects, and
they both require the same action to maintain, you can
spend that action and it would count towards the
requirements to maintain both.
Genjutsu that you are gaining the benefit twice from
are still counted as separate jutsu when rolling to
maintain concentration or chakra cost to maintain
concentration.
35
VOID WALKER BLINK
Also, at 3rd level, you learn to use your chakra to slip
Some Hunters utilize Time & Space Ninjutsu, to get in
between points in space, teleporting short distances in
and out of combat as easily as blinking. These Shinobi
the blink of an eye. As a part of your movement, you can
specialize in hit and run tactics.
spend half of your movement to teleport a distance equal
36
VOID STEP SPATIAL DISPLACEMENT
Also at 7th level, when you take the Dash action, you can At 17th level, you are able to effortlessly move between
teleport whenever you move until the end of your turn. You space, even using this offensively or defensively.
can split up this teleportation just like you can with regular As an action, you can target one creature you can see
movement. If you end your movement within 5 feet of a marked as your Primary Target class feature or by your
hostile creature, you gain the benefits of the Dodge action Chakra Mark ninjutsu. When you do, you teleport to
against that hostile creature. them, ignoring distance, cover or no space that can hold
you as if a space is occupied by another creature that you
SEALING ARTS would end your teleportation in, they are forcibly
Beginning at 10th level, you learn of a variety of techniques teleported into your previous space. When your
that people use to seal, conceal or even hide the residual teleportation’s movement ends, you can make a weapon
effects of a chakra-based effect. attack as a part of this teleportation targeting the select
When you are within 60 feet of a chakra-based effect creature. On a hit you automatically score a critical hit.
created by a Ninjutsu you become aware of its existence. By You can perform this action twice per rest.
spending an Action to make a Ninshou check vs the Ninjutsu Additionally, twice per Long Rest, whenever you
Save DC of the caster. If there is no caster and this instead is would be targeted by an attack, you may as a Reaction do
a natural phenomenon then the DC is calculated as; 10 + The one of the following;
Rank of the Mission this effect is taking place in or an
• Melee Attack: Teleport up to your speed away to an
equivalent jutsu rank effect; (D-Rank: 5, C-Rank: 9, B-Rank:
unoccupied space forcing the attack to miss.
13, A-Rank: 17, S-Rank: 21)
• Ranged Attack: Teleport the attack away, redirecting it
On a successful check, you are able to seal away this
to target another creature of your choice, making a
effect, effectively ending it temporarily for a duration of
Ninjutsu attack against the selected creature, on a
your choice for no longer than 10 minutes. You can only
success, the target takes the attack as if they were the
target a creature gaining the benefit of a chakra-based
original target.
effect twice per rest in this way.
FUIN-FIELD
Also at 10th level, you can cast Chakra Mark as a Bonus
Action twice per Long Rest. When you do the Chakra Mark
jutsu is modified in a number of ways as follows;
• The range of this jutsu becomes 60 feet (10-foot cube).
• It does not require a successful attack roll to mark a
creature instead automatically marking all creatures in
the jutsu’s range at the casters choice.
• This jutsu cannot be upcast, if cast in this way.
VORPAL CASTING
Beginning at 14th level, you learn to infuse your jutsu with
space-time ninjutsu as they are being cast. Twice per rest,
when you would cast a jutsu that requires an attack roll
targeting a creature marked with either your Primary Target
class feature or Chakra Mark Ninjutsu its range becomes
irrelevant as it is instantly teleported to its target. You still
require a successful attack roll in order to deal damage as
normal.
37
WOLVES LEGACY
Some Hunters find that hesitation is defeat. So, they forget
Additionally, skill checks or jutsu cast against you in an
what hesitation means. They train their body to a point
attempt to grapple, trip or push you are made at
where it breaks down, so they can build it back better and
disadvantage and on a failed attempt, the triggering
stronger. These Hunters are known as Wolves.
creature triggers an attack of opportunity from you that
Violently efficient, Aggressively driven, and unhindered by
does not spend your Reaction.
Fear.
Also, you gain exclusive access to the Deflection, Hunter
WOLF’S PROFICIENCY
Exploit. This does not count against your Exploit Limit.
38
DEVOTION TO THE CREED
Also at 14th level, your devotion to your creed has
exceeded all others. When you would complete a rest,
WOLF TECHNIQUES select one Adversary Class (Caster, Controller, Defender,
Beginning at 10th level, you have learned both to value Lurker, Generalist, Striker or Supporter). You become
patience, but at the same time that hesitation leads to aware whenever an adversary with that class is within
defeat. You have become privy to a series of elite 120 feet of you and where they are.
techniques taught only to members of your creed who If you would engage them socially, your training has
have survived as long as you have. Select 1 of the led to you researching as much as possible in regards to
following jutsu. The selected jutsu are now counted as interacting with them. You can choose to use your
your Wolf Techniques. The jutsu selected are added to Wisdom in place of Charisma when making a Charisma
your Jutsu known and also gain their listed effects. You based skill check. Additionally, you gain a 1d6 bonus to
can cast a jutsu counted as your Wolf Technique, by all such checks made to interact with them.
spending two uses of your Prosthetic Attachment instead
of spending chakra. A jutsu cast in this way ignores its KAGES DIE TWICE
component requirement, instead being able to be cast At 17th level, your sheer spirit and resolve to keep
using any weapon and is always cast as if it were B-Rank. fighting allows you to defy even death itself. Once per
• Kunai Assault: X always equals 8. long rest, when your hit points are reduced to 0, you can
• Weapon Deflect: Bonus damage increases to a d10. choose to slowly stand back up, regaining hit points
• Weapon Break: Your weapon is treated as a B-Rank or a equal to twice your hunter-nin level, and gaining
+2, whichever is higher in the given scenario. resistance to all damage until the end of your next turn.
• Earth Breaker: Increase the saving throw damage die to Additionally, when you are revived this way, you
a d10, and instead make two melee taijutsu attacks immediately gain 2 failed death saving throws, which
against a prone target. cannot be removed by any means until you complete a
• long rest.
Reapers Swing: The Jutsu’s casting cannot be reacted
Alternatively, if you would die, prior to using this
to.
• ability, once per full rest, you can choose to rise from the
Triple Windmill Blades: The jutsu’s range is increased
ether, ignoring effects that would prevent you from
to 90 feet.
• being revived rising with half of your maximum hit
Ichimonji: Make one additional attack.
• points. If you do, you gain 5 failed death saves, which
Judgement Cut: Reduce the additional cost to target the
cannot be removed by any means until you complete a
same space to 4 chakra.
full rest.
OWLS TEACHINGS
Also at 10th level, you have begun to also learn from
another creed of Hunters, known as the Owls. Their
teachings guide you down the road of a shinobi, deeper
than most others would dare travel.
While observing a creature, you can as an action, make
an Insight check vs the targets Passive Deception (10 +
Charisma (Deception) Bonus). On a success, you can see
through them, almost as if looking into their spirits
directly. You can select one of the following, granting
you this boon for the next minute. You cannot use this
feature on the same creature no more than once, every
hour.
• A creature who would even attempt to lie, makes you
instantly aware of their trickery.
• A creature who would have hostile intentions towards
you or anyone near them, makes you instantly aware
of their malice.
• A creature who would have romantic or admiration-
based feelings towards you or anyone near them,
makes you instantly aware of their feelings.
39
HUNTERS EXPLOITS CHAKRA RECOIL
Skill: Chakra Control
Choose from the following exploits. In order to choose
You attempt to recover chakra for yourself after
an exploit, you must be proficient in the associated
casting a jutsu. When you would cast a jutsu, Make a
skill.
Chakra Control check vs a DC 8 + Rank of jutsu cast
CHARMING
Mastery. On a success, attacks attack made against the
target creature is made at advantage. If multiple
Skill: Persuasion
attacks are made as a part of the same action or as the
As an action, you attempt to influence one creature you
result of a jutsu cast, the first attack made is at
can see within 30 feet that can hear and understand you.
advantage. Additionally, if your check beats the
Make a Persuasion check contested by the target’s
opposing creatures by 10 or more, you also increase
Wisdom saving throw. If you have Mastery in
your first attack made after using this exploits, critical
persuasion, you instead add a +1d4 bonus in place of
threat range by +1.
Mastery. If you have dealt damage to the creature in the
ANALYZE last hour, it has advantage on its save. On a success, the
Skill: Investigation target gains 1 rank of the charmed condition in regards
As a Bonus Action, you attempt to figure out who your to you, until combat would begin.
CONFUSE BEAST
enemy is and what they are about. Make an Investigation
check contested by the target’s Charisma Saving throw If
Skill: Animal Handling
you have Mastery in investigation, you instead add a
You attempt to confuse one beast on the battlefield.
+1d4 bonus in place of Mastery. On a success, you
Make an Animal Handling check contested by the
become aware of the targets Adversary role or Clan (your
target’s Wisdom saving throw. If you have Mastery in
choice).
animal handling, you instead add a +1d4 bonus in place
DEFLECTION
You attempt to predict the behavior of a creature you
can see within 30 feet of you. Make a Perception check
Skill: Martial Arts
contested by the target’s Dexterity saving throw. If
Requirements: Wolves Legacy
you have Mastery in perception, you instead add a
When you would take damage from a melee attack you
+1d4 bonus in place of Mastery. If your check succeeds,
can deflect the attack weakening the posture of your
the first attack roll the target makes before the start of
assailant, weakening their stance to allow you to strike
your next turn has disadvantage, and the first saving
them in response. While this does not cost an action to
throw the creature makes before the start of your next
use, if you cannot gain the benefit of a Reaction, you
turn has disadvantage.
cannot use this exploit. Until the end of the current
BATTLE CRY turn each time a creature would target you with an
Skill: Intimidation attack or deal damage to you as a result of an attack,
You attempt to demoralize one creature you can see you make a Martial arts check contested by the targets
within 30 feet of you that can see and hear you. Make attacking ability scores, saving throw. If you have
an Intimidation check contested by the target’s Mastery in Martial Arts, you instead add a +1d4 bonus
Charisma saving throw. If you have Mastery in in place of Mastery. On a success, roll your Lethal
intimidation, you instead add a +1d4 bonus in place of Attack dice, reducing damage by the result. If the
Mastery. On a success, the target becomes deflected attack was a melee one, reduce the triggering
creatures AC by 1d4, until the end of your next turn. If
demoralized, suffering a -2 penalty to all attack rolls,
a creatures AC would be reduced by 10 or more as a
skill checks, saving throws and even their AC. A
creature immune to fear cannot be affected by this result of this exploit, the next attack targeting them
exploit. A demoralized creature can attempt to repeat automatically scores a critical hit.
DIPLOMACY
their saving throw vs your Highest save DC at the end
of each of their turns, ending the demoralized effect
Skill: Persuasion
on a success. A creature who is demoralized, can be
As an action, you attempt to convince one creature you
demoralized no more than twice at any single time.
can see within 30 feet that can hear and understand you.
BRUTE Make a Persuasion check contested by the target’s
Skill: Athletics Charisma saving throw. If you have Mastery in
When you would score a hit with a melee attack, you persuasion, you instead add a +1d4 bonus in place of
attempt to overwhelm them. Make an Athletics check Mastery. If you have dealt damage to the creature in the
contested by the target’s Strength saving throw. If you last hour, it has advantage on its save. On a success, you
have Mastery in athletics, you instead add a +1d4 are able to convince them to increase their disposition
bonus in place of Mastery. On a success, the target towards you. They may feel more willing to assist you
gains 1 rank of weakened. and your allies towards accomplishing a goal against
their better judgement.
40
DISTRACTION FOX’S SIN
Skill: Deception Skill: Persuasion
As a Bonus Action or a Reaction when an allied creature Requirements: Vice Agent Subclass
would make an attack targeting a creature range, you When you would deal damage with your Shadow Bite
attempt to distract one creature you can see within 30 jutsu, you can entice the target to give you any
feet of you that can see and hear you. Make a Deception bonuses, boosts, or boons they are benefiting from.
check contested by the target’s Wisdom saving throw. If Make a Persuasion check contested by the targets
you have Mastery in deception, you instead add a +1d4 Wisdom saving throw. If you have Mastery in
bonus in place of Mastery. On a success, the target Persuasion, you instead add a +1d4 bonus in place of
becomes surprised until the end of the current turn Mastery. On a success, any one jutsu, feature or trait
against the chosen allied creature. (excluding Class mod or Clan Traits) that are granting
the target a bonus, boost or boon, you steal it, gaining
EMULATE PREDATOR its benefit for the remaining duration. If the jutsu
Skill: Nature stolen required concentration, you begin to maintain
You attempt to emulate the sounds of a natural predator concentration in place of the original target spending
of a creature you can see within 30 feet, that cannot see 0 chakra at the beginning of each of your turns. The
you. Make a nature check contested by the target’s target loses the jutsu as if it were dispelled. If the
Wisdom saving throw. If you have Mastery in benefit stolen was from an Adversary trait, they lose
persuasion, you instead add a +1d4 bonus in place of the traits benefit until the end of your next turn as you
Mastery. On a success, the target is spooked and must gain its benefit for the same duration. If you are not
take the Dash action and move away from you, using the aware of all of the jutsu, features or traits currents
safest available route on its turn, unless there is nowhere affecting a creature you randomly steal one, becoming
to move. aware of its effects. (Ex. Bless, Wind Release: Wind
Friction Shatter, or even Crushing thoughts)
FEINT
Skill: Deception HINDER
As a Bonus Action, you attempt to divert the attention of Skill: Sleight of Hand
a target you can see within 30 feet. Make a Deception As a Reaction to a creature attempting to make an attack
check contested by the target’s Wisdom saving throw. If or cast a jutsu, you attempt to blind it, if it is within 30
you have Mastery in deception, you instead add a +1d4 feet of you. Make a Sleight of Hand check contested by
bonus in place of Mastery. On a success, the target is the target’s Constitution saving throw. If you have
incapacitated until the end of your current turn. Mastery in Sleight of Hand, you instead add a +1d4 bonus
in place of Mastery. On a success, the target is blinded
FESTERING SIPHONAGE until the start of its next turn.
Skill: Medicine
Requirements: Necrotic Hand Subclass INCURABLE AFFLICTION
When you would deal damage with the Necrosis Skill: Deception
ninjutsu, you are able to siphon off a portion of your Requirements: Undertaker Subclass
targets strength. Select one ability score between; When a creature would take poison damage as a result
Strength, Dexterity, Intelligence or Wisdom. of an attack you make, jutsu you cast, or envenomed
Make a Medicine check contested by the targets condition you inflicted, you are able to reveal that the
Constitution saving throw. If you have poison isn’t any normal poison. It is virtually
Mastery in medicine, you instead add a incurable. Make a Deception check contested by the
+1d4 bonus in place of Mastery. On a targets Constitution saving throw. If you have Mastery
success, you reduce the targets chosen in Deception, you instead add a +1d4 bonus in place of
ability score by 1d6+1. You gain a bonus to Mastery. On a success, the target gains 1 rank of
the same ability score equal to envenomed for the next minute and cannot have any
the value they lost. This ranks of the envenomed condition removed by any
drain lasts until the end of means until the end of your next turn.
your next turn or until they die,
whichever comes first. INSTRUCT
Skill: Investigation
As an action, you attempt to find a weakness in your
target. Make an Investigation check contested by the
target’s Wisdom saving throw. If you have Mastery in
investigation, you instead add a +1d4 bonus in place of
Mastery. If your check succeeds, all friendly creatures
next attack roll against the target is made at advantage.
INTUIT
Skill: Insight
You attempt to determine the motivations of one
creature you can see within 30 feet. As an action, make
an Insight check contested by the target’s Charisma
saving throw. If you have Mastery in insight, you instead
add a +1d4 bonus in place of Mastery. On a success, the
target cannot gain any bonuses to their next skill checks
made against you or an allied creature.
41
SHADOW STEP VANISH
Skill: Stealth Skill: Stealth
Requirements: Grave Stalker Subclass You attempt to make your presence disappear. While
When you are in a space counted as Dim, Light, you are being observed by creatures. You can as an
Darkness or gaining the benefit of being Lightly or action, make a Stealth check contested by the creature
Heavily obscured, you can use this exploit. Select with the highest wisdom ability score, Wisdom saving
another space that would grant you any of the throw. If you have Mastery, you instead add a +1d4
aforementioned environmental circumstances. You bonus in place of Mastery. On a success, you are able to
teleport to that space. move up to your movement speed into a space that
When you do teleport, make a Stealth check contested would grant you partial or total concealment. When
by all hostile creatures passive perception. If you have you do, you treat your stealth check as if you
Mastery in stealth, you instead add a +1d4 bonus in place attempted to Hide. The image the observing
of Mastery. On a success, you becomes undetectable by creature(s) were seeing begins to vanish into thin air
jutsu with the sensory keyword until the end of your revealing that you were never there in the first place.
next turn, and your first attack with Weapons of Darkness
from stealth, automatically hits a creature. VOID ASSAULT
Skill: Ninshou
SHARP RAIN Requirements: Void Hunter
Skill: Crafting When you would trigger Lethal Attack on a creature
Requirements: Arsenalist Subclass marked as your Primary Target or marked by your
When you would deal damage using a weapon, jutsu or Chakra Mark ninjutsu you begin to blink around
tool that is a part of your Arsenal, you are able to targeting all other creatures marked by your Chakra
manifest a storm of needle like chakra in an attempt to Mark dealing significant damage to everyone. Make a
hinder the target. Make a Crafting check contested by Ninshou check and record the result. If you have
the targets Strength Saving throw. If you have Mastery Mastery in Ninshou, you instead add a +1d4 bonus in
in crafting, you instead add a +1d4 bonus in place of place of Mastery. Compare the result of your check to
Mastery. On a success, you aggressively restrict the the AC of all other creatures marked by your Chakra
mobility of the target creature, reducing their Mark. You quickly teleport and strike each of them in
movement speed to 10 feet, preventing them from the blink of an eye dealing half of the triggering
forming handseals or taking the Dash, Disengage or attack’s damage to all marked creatures. This ends the
Dodge actions until the end of your next turn. Chakra Mark jutsu on all affected creatures.
Regardless, choose a space within 5 feet of a marked
STUDY creature that can hold you, as you teleport to that
Skill: History space after this exploit’s use.
You attempt to anticipate your target’s action. As a
Reaction to a creature attempting to cast a jutsu or make WARDENS ASSAULT
an attack against you, make a History check contested by Skill: Athletics
the target’s Charisma saving throw. If you have Mastery Requirements: Blade Warden Subclass
in history, you instead add a +1d4 bonus in place of As a part of the same action used to make a weapon
Mastery. On a success, you have advantage on the first of attack or taijutsu attack, You attempt a flurry of
each, your skill check, attack roll and saving throw you strikes that are impossible to track with your Warden
make against that creature before the end of your next Weapon. Make an Athletics check vs the targets AC. If
turn. you have Mastery in Athletics, you instead add a +1d4,
in place of the Mastery bonus. On a success, you strike
SUNDER fast enough and with enough force to manifest
Skill: Craft multiple afterimages of the same attack. You can
You attempt to make a creatures armor virtually trigger Lethal Attack twice on the target creature the
pointless. As a Bonus Action, make a Craft check turn you use this Exploit.
contested by Strength saving throw. If you have Mastery
in the craft skill, you instead add a +1d4 bonus in place of TERRIFYING
Mastery. On a success, you ignore the bonus its armor Skill: Intimidation
grants to its AC until the end of the current turn. You attempt to demoralize a creature, so as to give you
a feeling of superiority over them. The reaction is
TUMBLE instant, and the effects positive. Make an Intimidation
Skill: Acrobatics check contested by the target’s Charisma saving
As a part of your movement, you attempt to make a quick throw. If you have Mastery in intimidation, you
tumble. Make an Acrobatics check and record the result. instead add a +1d4 bonus in place of Mastery. On a
If you have Mastery in the acrobatics skill, you instead success, the target gain 1 rank of fear against you for
add a +1d4 bonus in place of Mastery. Your AC becomes the next minute. Additionally, until the end of your
the result of your check. This only lasts against the first next turn, you gain a +1 bonus to all saving throws for
attack made against you before the beginning of your each rank of fear the target has against you.
next turn, after which your AC goes back to normal.
42
HUNTERS PATTERNS ILLICIT LITERATURE
Patterns are the fully realized manifestations of the You have become an avid reader of illicit and inappropriate
multitude of trainers, teachers, peers and even rivals. texts meant for only the most refined of tastes. While reading
These manifestations take shape in the form of you learn to deal with your desires unlike most of the
patterns you have picked up. These patterns are things uncultured swine who are ignorant to your holy texts. You
you do throughout your day, when you are resting or gain Immunity to the Charmed condition and charm-based
even when fighting. effects.
HABITUAL RESEARCHER bring too much of the same thing, or are always more
prepared than the next person. When you would
You research the most remedial things. The number of complete a rest of any type. Roll one d20. Record the
useless facts and tidbits of knowledge has become results. Whenever you or another creature would make a
unbearable. But you never stop learning, no matter how skill check using Dexterity, Wisdom or Charisma you can
much time it takes out of your personal life. Select two skills. replace their original d20 result with the d20 you
You gain proficiency in the given skills. previously rolled, spending that roll.
You can select this Pattern multiple times, selecting
different skills. PRACTICED COMBATANT
HORROR FILMS You have practiced the martial arts all of your life,
studying new forms, techniques and skills. Even when
After your first fright film, you have become absurdly others would ask you to be a bit more social, you focused
addicted to them, finding ways to watch or read horror on the practical applications of your martial prowess.
related content. This gives you a multitude of ways to deal You gain one Taijutsu or Weapon stance from Chapter 13.
with the fear of being afraid. You gain immunity to the Fear
condition and Fear based effects. PRE-PLANNED ROUTE
HYPER CRITICAL EYE You have learned the value of always knowing how to, and
when to escape or run. You practice your escape routes the
You have always been super critical of the quality of the night before and in your dreams in order to avoid wasting
tools you are working with. Whenever you see weapons, time. When you would take the dash action, you instead are
armors or tools within 60 feet of you, you can, as an able to increase your movement speed by twice your base
object interact action, inspect them more closely when speed. Once you do this, you cannot gain the benefit of this
you do, you become aware of the quality, special effects, pattern again until you choose to reduce your speed to 0 at
features, or even seals placed upon them and what they the beginning of your turn or finish a rest.
can do.
43
REVIEWING TACTICS
You have taken up the teachings of the Samurai in how they
surround their enemies in combat. When you and an allied
creature are on opposite sides of a hostile creature, the
hostile creature suffers a -2 penalty to their AC against your
attack.
SMOKER
You have taken up the unhealthy pastime of smoking tobacco
sticks. The taste is horrible and the smoke chokes your lungs,
but you find it oddly calming. This smoking habit has granted
you the ability to convert your chakra die into bonuses to skill
checks once per turn. You can spend 1 chakra die in this way
adding the result to a given check.
44
INTELLIGENCE OPERATIVE CREATING AN
An Aburame directs his allies to take very specific positions INTELLIGENCE OPERATIVE
and tells them how to win this upcoming battle. After they When creating an Intelligence Operative consider a few
take a position, they act according to his plans, each
things about how the character thinks and acts. Do they
event happening in sequence like he planned, all
plan ahead or do they plan in the moment? How are their
culminating into the confrontation with the Warlord.
relationships with their allies and how do they interact
With a trained eye for detail, Sarutobi looks over the
with them both on and off of missions? Do they actively
room he and his allies are trapped in. After a few seconds take charge or do they only act when it's a last resort?
he figures it out. He walks directly through the wall after What made the character so bound to strategy? Did they
figuring out that they were trapped within a Genjutsu train under another very skilled tactician and never beat
and noticing the smallest off-center details. These them in a game of chess (Shogi)? Or did you never lose a
shinobi, different as they might be, are connected by one game and followed this path in order to get a real
common factor, they are geniuses in their own right, challenge?
able to read the room, see the way it's built and figure
out that the room isn’t a room, but a cage or trap. The
Intelligence operatives are the team leaders, planners,
QUICK BUILD
You can make an Intelligence Operative quickly by
and the brains behind the greatest teams in the shinobi
following these suggestions. First, put your highest
world.
ability score in Intelligence, followed by Dexterity or
CHARACTER INSPIRATIONS
Charisma. Second, choose the Nara, Yamanaka or Non-
Clan, Clans.
When designing this class, it was built with the intent to
allow players to harness and feel like masters of strategy
through the use of the mechanics presented in this class.
The Mechanics presented in this class were made to
imitate the tactical plans of characters such as:
Shimamura Nara, Kakashi Hatake, Tobirama Senju,
Itachi Uchiha, Kabuto Yakushi & Orochimaru.
45
CLASS FEATURES STRATEGIC TIMING
As an Intelligence Operative, you gain the following class Starting at 1st level, the you may use your Intelligence
features. Modifier in place of your Dexterity Modifier to roll
Initiative.
HIT POINTS Additionally, when taking the Read the Enemy action,
Hit Dice: 1d8 per Intelligence Operative level you may make an Investigation check in place of any
Hit Points at 1st Level and beyond: 8 + your constitution previously listed skill checks.
modifier
EXPLOIT WEAKNESS
CHAKRA POINTS Also 1st level, you are able to analyze a target, develop a
Chakra Dice: 1d10 per Intelligence Operative level plan on how to best overcome any potential obstacles
Chakra Points at 1st Level: 10 + your constitution and execute that plan with ruthless efficiency. As a
modifier Bonus Action on your turn, you can study a target you
Chakra Points at Higher Levels: 1d10 (or 6) + your can see within 60 feet of you. For the next minute, or
Constitution Modifier per Intelligence Operative level until you study another target, you gain the following
after 1st. benefits against your studied target;
NINJUTSU
Ninjutsu save DC = 8 + your Proficiency
Bonus + your Intelligence Modifier
Ninjutsu attack modifier = your Proficiency Bonus
+ your Intelligence Modifier
GENJUTSU
Genjutsu save DC = 8 + your Proficiency Bonus +
your Wisdom Modifier
Genjutsu attack modifier = your Proficiency
Bonus + your Wisdom Modifier
TAIJUTSU
Taijutsu save DC = 8 + your Proficiency Bonus +
your Strength Modifier
Taijutsu attack modifier = your Proficiency Bonus
+ your Strength Modifier
46
MASTER PLANNER HELPFUL OPERATIVE
Starting at 2nd level, you have become adept at planning Also, at 5th level, the Intelligence Operative can use the
and learn Plans that can be used freely but are also help action as a Bonus Action, even with skills they are
enhanced by a special resource called Brave Orders. not proficient in. Additionally, when you use the Help
Plans: You learn two plans of your choice, which are action to aid an ally in attacking a creature, the target of
detailed in the plans Section at the end of this class. You that attack can be within 30 feet of you, rather than 5
earn more at higher levels as shown in the “Plans feet of you, if the target can see or hear you.
Known” Column of the Intelligence Operative Class Additionally, when you would roll initiative, you can
table. Many Plans may enhance attacks in some way, choose to activate a Plan by spending a brave order, as a
provide you with a unique action or reaction and each part of the initiative roll.
has a duration, listed in the Plans effect text. You may
activate a plan by spending one Brave Order as an Action, SABAKI
Bonus Action or Reaction. If you would activate a plan
Starting at 7th level, the Intelligence Operative begins to
while another plan is currently active, the previously
learn to incorporate the game of Shogi into their
active plan immediately ends. You may enhance an
strategies, including the technique of Sabaki in how they
active plan by spending a Brave order (no additional
approach both Combat and Social encounters.
action needed). You can end an active plan at any time in
Combat: When you would roll initiative, you can spend
the same manner you could end concentration on a
1 Brave Order. If you do, you can select one allied creature
Jutsu. When you would gain the benefits of a long rest
(Excluding yourself) within 30 feet of you that can hear
you may switch the plans you know with another plan.
you. That creature gains the benefits of one plan you
You can only have one plan active at a time, unless
know, as if you had activated it. They retain this plans
otherwise stated.
benefits for the remainder of the initiative, unless you
Brave Orders: You can spend up to two brave orders per
end this feature on your turn, at no additional action
turn. You gain more brave orders at later levels, as
cost.
shown in the Brave Order column of the Intelligence
Social: At the beginning of each social encounters’
Operative class table. A Brave Order is expended when
initiative count or round, you take notice of all points
you use it. You regain all of your Brave Orders when you
and focuses asserted during the last round. All allied
finish a short or long rest.
creatures gain a +2 bonus to the first check they make
MASTERY
using a skill each round. If an allied creature would beat
an opposing DC or contested check by 5 or more while
Starting at 2nd level, select one skill or toolkit. You gain benefiting from this effect, you gain a Scheme Die which
Mastery in the chosen skill or toolkit. You gain 1 you can use during this Social encounter.
additional Mastery beginning at 9th and 16th levels.
MASTER STRATEGIST
Also, at 3rd Level you dedicate your tactics towards a
Type of Strategy which is detailed in the following
section. The Strategy you choose grants you features at
3rd, 6th, 9th, 13th and 17th levels.
TACTICAL SCHEME
Beginning at 5th level, you can begin to design a scheme
intended to defeat any of your enemies.
Whenever you would spend a Brave Order or activate a
Plan, you can gain a special d20 called a Scheme Die
which remains until the end of your next turn. Before the
end of your next turn, you can replace the result of any
allied creature’s d20 roll, with your Scheme Die. You roll
your Scheme Die, and use that in place of the allied
creature’s d20 result.
Beginning at 10th level, you gain two d20s, and can roll
both and pick the dice you want to use for this feature.
Starting at 15th level, you can use this feature to
replace the d20 roll of a hostile creature marked with
your Exploit Weakness. Once you use this feature, to
replace a hostile creature’s d20 roll twice, you cannot do
so again until you complete a long rest.
47
DECLARATION OF WAR CHECKMATE
Starting at11thlevel you may select 1 hostile creature you Starting at 20th level, after many battles and conflicts,
can see or hear. While you are within 60 feet of the you have mastered when to, and when not to reveal your
target, you may, spend one Brave Order to give that hand. As a Bonus Action, all allies gain the Checkmate
creature disadvantage on any single Skill Check, Attack condition. This condition cannot be cleansed and has a
Roll or Saving throw. At 18th Level you may select a number of charges equal to your Proficiency Bonus. A
number of creatures equal to your Intelligence Modifier. charge is expended when an affected creature fails a
saving throw or you end your turn. Once all charges are
TSUME expended, they lose this condition. Once you use this
feature, you cannot do so again until you complete a long
Starting at 14th level you have reached the pinnacle of
rest.
tactical planning and choice-based tactics. When you
Checkmate. Creatures with the Checkmate condition
would gain the benefit of a Plan while you have a hostile
gain the following benefits for its duration.
creature marked with Exploit Weakness, you begin to
move into end game. • While you are Checkmated plans you activate does not
By spending 1 Brave Order, all allied creatures, cost Brave Orders.
excluding yourself become marked with your Exploit • A Checkmated creature gains immunity to Conditions
Weakness for up to 1 minute, gaining the benefit of being inflicted by hostile creatures.
analyzed and gain a special action called Tsume. • A Checkmated creature treats critical hits as regular
Tsume. This special action, can be taken to fulfil the hits.
action cost of any Jutsu cast that has a casting time of at • A Checkmated creature cannot gain disadvantage or
least 1 Action, 1 Bonus Action or 1 Reaction or it can be penalties to any d20 roll it makes.
used to Dash, Disengage or Hide. Once used this special • A Checkmated creature gains double the benefit from
action comes back at the beginning of the affected currently active plans. If a plan provides any bonuses,
creatures next turn. Once this action has been used twice those values are doubled. If the plan provides
by a creature, they lose it and it cannot be regained until additional special actions, they can be used an
this feature is used again. additional time before ending. If the plan has a use
You can spend a Brave Order to activate this feature limit, that use limit is increased by +1.
twice per long rest.
48
MASTER STRATEGIES AZURE LOCKOUT
Starting at 6th level, you learn to lock your enemies out
49
CALCULATED STRATEGIST CALCULATED TACTICS
Starting at 6th Level, you are able to utilize information
Some Intelligence Operatives are much more calculated
you have access to, in a far superior way compared to
than others. Their Plans are made both before and
others, capable of creature new and unique plans and
during combat. But requires much more information
tactics based around the known information.
than others to make much more fool proof plans making
When you have an Adversary whom you have marked
use of Ninja Info cards to figure out the full capabilities
with your Exploit Weakness class features; Affiliation,
of an enemy before they take direct action.
Clan or Role, recorded in your Conflict book, you can use
CALCULATED INSIGHT Hide Actions. An allied creature can only gain the benefit
of this feature, twice per long rest.
Also, at 3rd level, your calculated assessments allow you
to see through a creature’s option’s. As a Bonus Action,
Make an Intelligence (Perception) check vs a creature
NOTHING IS A SURPRISE
Beginning at 13th Level, you have truly planned for just
marked with your Exploit Weakness’s passive Deception,
about every eventual outcome. While you are conscious,
that you can see within 60 feet. On a success, you can see
you and allied creatures within 30 feet of you cannot be
through their tactics, granting you one of the following
surprised and hostile creatures cannot gain advantage
effects. You can use this feature twice per initiative. You
against you or allied creatures within 30 feet of you as a
gain an additional use at 9th, 13th and 17th levels.
result of being hidden.
• Determine Attack: You can cause them to have Finally, creatures attacks that would target you cannot
disadvantage on their next attack against a creature benefit from a bonus to hit as the result of a Jutsu. (Such
that can see or hear you. as Advantage or any flat +X based bonus)
• Predict Movement: You deduce where they are
planning to move on their next turn. If they move 4-D CHESS
before the end of their next turn, you can command an Also, at 17th Level, you are already looking 20 moves
allied creature to move up to their full movement plus ahead while planning for the next battle two weeks from
20 additional feet. You can only command one ally to now. As a Bonus Action, by expending one Brave Order you
move in this way as a result of this feature. gain, one of the following effects:
• Outwit Response: You find an opening in their • Shift the Field: Up to 5 allied creatures
defenses negating any they may have. The target that can see or hear you can move their full
cannot gain Jutsu based bonuses to their AC as a movement speed without provoking attacks
Reaction until the start of your next turn. of opportunities.
• Expose Weakness: The targets weakness is
• Bloody Victory: When you or an ally
exposed. The next instance of damage would reduce a hostile creature to 0 hit points
they take is increased by three times before the end of your next turn, up to 5 allied
your Proficiency Bonus. creatures regain Hit Points equal to the dead
creature’s level.
• No One Left Behind: Allies within 60 feet of you, who
would make a Death saving throw on their turn, or who
have already died within the last minute, are instead
immediately stabilized at 1 Hit Point. Creatures who
gain this features benefits cannot benefit from it
again for 24 Hours.
• Absolution: All allied creatures within
60 feet of you gain a +1d4 bonus to attacks,
saving throws, skill and ability checks until the
end of your next turn.
50
GRAVE CONTROLLER CORPSE COLLECTOR
Starting at 6th level, you learn how to capture the
Some Intelligence Operatives seek mastery over each
essences of Adversaries that are classed as Minions. You
creature on the battlefield. Their plans seek to
can capture up to 4 Minions in this way using your Dead
manipulate the bodies of their foes using Forbidden
Soul Technique class feature, with the 4 Minion classed
Techniques, while also demoralizing and breaking the
creatures all occupying a unique slot, that only Minion
morale of their opponents.
classed adversaries can occupy.
TWISTED ANATOMY When you do, they become known as Bound Minions,
gaining the Bound Minion stat block found at the end of
When you choose this Strategy at 3rd level, you gain
this class. You can control up to 2 Bound Minions at a
proficiency in Medicine, if you weren’t previously. If you
time, commanding both at the same time with a Bonus
already proficient, you instead gain Proficiency in
Action. They each get 30 feet of movement, and 1 Action,
another Wisdom based Skill. When you would make a
which they can use to cast 1 Jutsu they knew in life, up to
Medicine check, you can choose to instead use
twice per summoning.
Intelligence in place of Wisdom.
IMPURE REANIMATION
Beginning at 17th level, you have learned to
make your Undead Corpses act more
independently. All Bound Corpses take their
turns immediately after you, and no longer
require a Bonus Action to command, as long as
you are conscious.
51
FALSE T RAITS TABLE
Medium Undead Trait Effect
Once per turn, when a creature would be hit by a melee
Zombie attack from this corpse, they must make a Constitution
Saving Throw. On a failure they gain a rank of Envenomed.
Speed Creatures original Speed Weapon damage this Corpse deals is converted to Necrotic
Ghoul
damage,
X (+X) X (+X) X (+X) 1 (-5) 1 (-5) 1 (-5) This Corpse looks like a living person on first glance. A
Skinwalker creature needs to succeed a Investigation or Perception
Damage Immunity Psychic check against your Ninjutsu Save DC+5 to tell it is a corpse.
Condition Immunities All Mental, Poisoned Detachable All melee attacks this Corpse makes have a extended reach
Senses passive Perception 5 Limbs of 5 feet.
Select keyword from the following: Ninjutsu, Genjutsu,
False Traits. You can select 1 False Trait from the list next to this stat Enhanced
Taijutsu, Bukijutsu. This Corpses gains a +1 to attack rolls
block Techniques
when making attacks with jutsu with the chosen keyword.
False Traits. You can select 1 False Trait from the list next to this stat
block Select keyword from the following: Ninjutsu, Genjutsu,
Heightened
Taijutsu, Bukijutsu. This Corpses gains a +1 to Save DCs when
False Traits (Elite). You can select 1 False Trait from the list next to this Techniques
forcing saving throw with jutsu with the chosen keyword.
stat block
When this corpse would lose all its THP, it can instead spend
False Traits (Elite). You can select 1 False Trait from the list next to this
stat block
Undying a reaction and make a Constitution saving throw, with a DC
Fortitude of half the damage taken. If it succeeds it instead remains at
1 THP.
Hostile creatures who start their turn within 10 feet of the
Plague .Corpse must make a Constitution Saving throw versus your
Spores Ninjutsu Save DC. On a failed save they make their next
attack roll with a d4 penalty.
When this Corpse falls to 0 THP, you can spend a Brave Order
Death to make it explode, forcing all creatures within 10 feet of it to
Parade make a Dexterity saving throw, taking xd6(X=Proficiency
bonus) necrotic damage on a failure and half on a success.
Once per turn, when this corpse lands a melee attack, the
target must succeed on a Strength saving throw against your
Rigor Mortis
Medium Undead Ninjutsu save DC or have their movement speed reduced by
half until the end of their next turn.
Bound Minions. This Minion, as its reaction, when it sees that you would
take damage, while it is within 10 feet of you, will intercept the
damage on your behalf.
52
INTERROGATIONIST MORALE BURST/BREAK
Starting at 9th level, your words and plans can make or
Some Intelligence Operatives seek to gain all knowledge
break any situation. When you enhance a plan, you can
available to them by any means. Their plans seek to
add your words to hinder your enemies or buffer your
capture and extract information from their targets,
allies. Select one effect when you would enhance your
while also demoralizing and breaking the morale of their
plan. You can only use this feature once per initiative.
opponents.
Morale Burse: All allied creatures within 30 feet of you
SYSTEMATIC BREAKDOWN of Genjutsu within 30 feet of you, if you are not blinded
or deafened.
Also, at 3rd level, Genjutsu you cast targeting a creature
If the Genjutsu is of a rank you can cast or lower, you
marked by your Exploit Weakness, can use your
learn what it is and if the caster is within 120 feet of you.
Charisma Modifier instead of Wisdom.
If the Genjutsu you sensed as a result of this feature is on
Additionally, you gain proficiency with weapons with
your known jutsu list you can as a Reaction spend one
the grapple property and when you would attempt to
Brave Order to Cast Genjutsu Break at the highest rank
grapple a creature marked by your Exploit Weakness, you
you can cast based on your class table, without
can use Intelligence (Intimidation) in place of Strength
expending chakra, as if you know it.
(Athletics) for any grapple checks. A creature grappled
this way is also restrained and makes checks to escape at
disadvantage.
PERFECT MIND
Beginning at 17th level, your mind becomes an
Finally, you learn the Bane Genjutsu, if you do not
impregnable fortress. You gain proficiency in Wisdom or
know it already. If you already know Bane then you
Charisma Saving throws (Pick one). If you already have
instead learn another Genjutsu of equal rank for which
proficiency in both, choose one. You instead add twice
you qualify for. When you would cast Bane, the Jutsu's
your Proficiency Bonus to the chosen Saving throw.
effects are altered in the following ways;
Additionally, when a creature you can see within 60
Success: Affected Creatures suffers a 1d4 penalty to all feet of you would be targeted by a Genjutsu, you can, as a
attack roll, saving throw, skill and ability checks it Reaction, spend one Brave Order to cast Chakra Shatter
makes until the beginning of your next turn. and automatically mark the triggering creature with
Failure: Affected creatures suffers a 1d6 penalty to all your Exploit Weakness class
attack roll, saving throw, skill and ability checks it feature.
makes for the duration. Additionally, it cannot gain
the benefit of the Bless jutsu for the duration. This
creature is treated as if they were under the effect of a
Mental and Sensory condition.
Critical Failure: Same as failure, but the affected
creature can now not gain the benefit of Jutsu that
would grant it a bonus to attack rolls, damage rolls,
saving throws, skill or ability checks.
CRYPTIC BREAKDOWN
Starting at 6th level, your pursuit of information
broadens your horizons. You learn 2 additional dialects
or languages, can read lips so long as you can see them
and understand the language spoken, and can create
written ciphers. Creatures other than you cannot
decipher a code you create, unless you tell them the code
to the cipher over a 10-minute period, or they succeed an
Intelligence Check vs your Ninjutsu (or Genjutsu) save
DC (Your choice).
Additionally, when a creature currently under the
effect of either a Mental or Sensory condition inflicted by
you would then fall under the effects of a physical
condition, you can choose to break an enemy down
further, by spending 1 Brave Order. When you, all hostile
creatures within 15 feet of the affected creature gains 1
condition currently affecting the original target. This
feature cannot trigger itself.
53
MASTERMIND STRATEGIST CONTROL THE FLOW
Starting at 9th level, you learn how to manipulate an
Some Intelligence Operatives are masterminds in their own
enemy’s Reactions preventing them from interrupting
right focusing on themselves as the key parts of their
your master plan. Whenever you hit a creature with a
strategies. When they are prepared, they focus on singling
Jutsu. You can spend a Brave Order to force the creature to
out a single target and controlling all aspects of the
make a Wisdom save vs the attacks Save DC (Taijutsu,
conflict.
Ninjutsu, Genjutsu) On a failure, they cannot make any
When you choose this Strategy at 3rd level, you decide that
you, yourself are the most important part of all of your
WAR CRY
Starting at 13th Level, you become far more embroiled
plans, and you focus on one target at a time to whittle
into the conflicts you are a part of. When you would spend
down the opposition. All attacks you make or Jutsu you cast
a Brave order to activate or enhance a plan you can choose
that would deal damage to a creature marked by your
to do one of the following;
Exploit Weakness, deals additional damage equal to your
Intelligence Modifier, up to twice per turn. • You gain a number of Temporary hit points equal to
Additionally, by Spending 1 Brave Order the next Jutsu the Highest Ranked hostile creature within 60 feet of
you cast that has a range of self, that only affects you you using the following; (E-Rank: 10, D-Rank: 20, C-
and grants you any bonuses or boosts to your ability Rank: 30, B-Rank: 40, A-Rank: 50, S-Rank: 75).
scores, attack bonus or damage rolls, is automatically Temporary hit points gained this way last for 1 minute.
upcast to the next appropriate rank where there would • You gain the benefits of the Weakness Abuse 3 rd level
be a change to the jutsu’s effect, damage, range or Class feature, but instead you force all hostile
otherwise (Advantage counts as such a bonus). creatures affected by your jutsu to make their saving
throw against it at disadvantage.
WEAKNESS ABUSE Regardless of the choice, you can only use this feature
Also, at 3rd Level, you are able to further capitalize on the
twice per long rest.
weakness an enemy shows. By spending 1 Brave Order when
you would force a creature to make a saving throw, to
SELF-DECLARATION
resist a Jutsu you cast that inflicts a condition, you force Starting at 17th Level you have arisen to become
one affected creature to make their saving throw at legendary in planning for the defeat of your enemies. So
disadvantage. If they would've originally had advantage on much so that when you declare a victory others rarely see
the saving throw, you can spend an additional Brave Order you suffer any wounds. When you activate a plan by
to negate their advantage. spending a Brave Order, you may spend an additional
At 9th level your fixation on abusing one’s weakness Brave Order. When you do, the first time you would take
grows. When you would cast a Jutsu that causes one of the damage you instead gain Immunity to the triggering
following conditions, the condition gains additional effects Damage type for a number of rounds equal to your
based on the Weakness Abuse Table found at the end of Intelligence Modifier.
this class section..
CENTER OF ATTENTION
Starting at 6th Level, you learn how to master the art of
misdirection. As a Reaction to an ally being targeted by an
attack, you may spend a Brave Order to make all hostile
creatures attacks targeting creatures other than you, be
made at disadvantage until the start of your next turn.
54
WEAKNESS ABUSE TABLE
55
PRECOGNITIVE
Some Intelligence Operatives are of keener mind than EXPECTED ASSAULT
most, able to plan and strategize in the heat of battle. Starting at 9th level, you have become an expert at
Able to predict the movement of both friend and foe reading a creature's next movement. You and allied
without much difficulty, some might even say they can creatures within 20 feet of you that can hear you cannot
see glimpses into the future. lose their Reaction due to a jutsu or feature and when a
creature within 20 feet of you makes an attack, you may
PRECOGNITION use your Reaction and spend 1 Brave Order to give them
When you choose this Strategy at 3rd level, you have
advantage or disadvantage on their next attack before
learned to use your chakra to see brief glimpses into the
the end of the current turn.
future. You and allied creatures within 30 feet of you are
immune to being Surprised. DAY AHEAD
Additionally, as an action you may spend 1 Brave Order Beginning at 13th level, when you finish a long rest, roll
while looking at a creature within 60 feet of you. You three d20s and record the numbers rolled. You can
gain far more detailed glimpse into their own future. For replace any attack roll, saving throw, skill check or
the next hour, you have advantage on Investigation, ability check made by you or a creature that you can see
Insight, and History checks made to track them or learn with one of these precognitive rolls. You must choose to
about them. You may use your Intelligence Modifier for do so before the roll, and you can replace a roll in this
Insight checks made against them. way only once per turn.
You also ignore half of AC bonuses as a result of Jutsu Each precognitive roll can be used only once. When
cast as a Reaction to your attack and bonuses to AC from you finish a long rest, you lose any unused precognitive
Jutsu cast as an Action or Bonus Action on a creature’s rolls.
last turn, but not a change in calculation.
OMNISCIENT CLAIRVOYANCE
MOMENTARY PAUSE Beginning at 17th level, you may expend 1 Brave Order to
Also, at 3rd level, as a Bonus Action, by spending 1 Brave enter into a trance of sorts, calling upon all of your
Order, you may use your ability to perceive possible chakra to see into the future of the battle currently
futures into a manifestation and manipulation of time. playing out. All attacks, ability checks, skill checks and
At the end of your turn, you may take another turn. You saving throws you make are at advantage. When you
can use this feature once per long rest. would roll on the Converging Timelines Table, you
Beginning at 9th level, you may instead use this instead roll twice and take either result.
feature on an allied creature analyzed by your Exploit Attacks against you are made at disadvantage. This
Weakness. lasts for 1 minute, but requires concentration as if you
were concentrating on an S-Rank jutsu. You may only do
CONVERGING TIMELINES this once per Long Rest.
Starting at 6th level, you can perceive multiple possible
outcomes and futures in a but a moment, and make a
gamble on which is the most likely. At the start of your
turn, you may roll 1d6, gaining an effect based on the
result as shown below.
You may spend 1 Brave order when you use this feature
to give an allied creature within 30 feet of you the effect
of this feature as well.
Regardless, you can use either effect of this feature a
number of times per long rest, equal to your Proficiency
Bonus.
56
SENSORY • Allied Combination: When you and an ally cast a Jutsu
with the Combination keyword, you reduce the
Some Intelligence Operatives find that knowing your
original cost of the jutsu by -5 (Min 1.)
enemies positions and locations relative to the party, will • Allied Defense: When you and an ally are adjacent to
make for a much more compelling combat strategy and help
the same creature, you gain a +1 Bonus to AC against
support their team in both combat and investigating
that creature.
Situations. • Allied Harmony: You gain a +3 bonus to either all
select another effect at 17th level. • Allied Combination: Reduction increased to -10.
• Allied Defense: Bonus increased to +2.
• Creatures whose chakra you can sense, who are currently
• Allied Harmony: Bonus increased to +5.
marked by your Exploit Weakness class feature cannot gain
• Allied Offence: Bonus increased to +6.
the benefits of jutsu based bonuses to attack or damage
• Allied Perceptions: Additionally, creatures cannot
rolls against you.
gain a bonus to hit you as a result of a jutsu.
• Creatures whose chakra you can sense, who are currently
marked by your Exploit Weakness class feature suffer a -5
penalty to contested skill checks vs you.
SQUAD AWARENESS
Starting at 9th level, you learn to enable your team to
• Creatures whose chakra you can sense, who are currently
become more aware of their surroundings and their
marked by your Exploit Weakness class feature cannot gain
enemies while working together.
advantage on attacks against any creatures allied to you
While an ally is marked with your Exploit Weakness
that can hear you (excluding yourself), that are under the
feature, they become aware of all creatures whom chakra
effects of your currently active plans.
you can sense as a result of the Sense Chakra special
SENSORY SEALS
action.
Also, when you would activate a Plan, you may treat
Starting at 3rd level, you bind your extra sensory
your marked ally as if you were in their space when you
capabilities to a special sealing tag of your creation. You
activated it.
have a number of Sensory Tags equal to your Proficiency
Bonus. You regain spent sensory seals at the end of a long
rest.
As a Bonus Action or when you would analyze a creature
with Exploit Weakness, you can select a willing creature you
can see within 60 feet of you and mark them with it, for the
next minute.
When you and a creature marked with this seal would roll
initiative or are within 30 feet of each other, you both gain
one of the following benefits. (You must choose which
benefit when you activate this feature as this cannot change
later.) If you would attempt to use this feature on a second
creature while you currently have another creature marked,
the previous creature loses all benefits of this feature and
the newly marked creature gains them in its place.
• Allied Casting: When you and an ally are adjacent to
the same creature, you gain a +1 bonus to Ninjutsu,
Genjutsu and Taijutsu attack rolls against them.
57
SITUATIONAL AWARENESS [CHANGED]
Beginning at 13th level, you have learned to augment your
sensory seals to work on foes. When you mark a creature
with your Exploit Weakness, or as a bonus action while a
creature is marked with your Exploit Weakness, you make a
Perception or Insight check using Intelligence or Wisdom vs
a DC 8 + The targets level. On a success, you plant a sensory
seal on the target. Choose one of the following effects. This
effect lasts for a number of rounds equal to your Intelligence
modifier. If you would attempt to use this feature on a
second creature while you currently have another creature
marked, the previous creature loses all effects of this feature
and the newly marked creature gains them in its place. You
have a number of seals equal to your proficiency bonus. You
regain uses of your seals when you complete a short or
long rest.
• Dampening: The target takes a -5 penalty to all
rolls made to sense or determine the location of
another creature. Any special senses such as
Tremorsense or blindsight are disabled for the
duration.
• Hypersensitivity: The target loses resistance to all
Sensory conditions. The target takes additional
damage equal to your Intelligence modifier (this
effect occurs up to twice per turn).
• Vertigo: The target cannot ignore the use of
Hand Signs (HS) when casting jutsu. Increase
the cost of jutsu the target casts by +5.
58
SHADOWHAND
Some Intelligence Operatives find that their outward persona
doesn’t carry enough authority or weight to execute or take Medium Construct, unaligned
hold of the things they want. So, they craft a Chakra Based
Construct known as their Shadowhand, to act alongside them
giving credence and authority to their orders in battle.
59
SHADOWHAND EVOLUTION SIGIL OF PSYCHOSIS
Starting at 17th Level, you have learned to conjure the best
• Your Shadowhand gains advantage on Intelligence or
version of your Shadow Hand which, by extension is the
Wisdom Saving throws as a result of Genjutsu. Pick one.
physical manifestation of your best self. Your Shadowhand
• A creature under the effect of a Genjutsu your shadow hand
calculates its saving throws using your full Proficiency Bonus.
casts that doesn’t deal damage, must make a concentration
Also, you can now summon your Shadowhand at the start of
check at the beginning of each of its turns to maintain
your turn, at no action cost and when using its From the Ashes
concentrating on any jutsu it is currently concentrating on.
ability, it is resummoned with its full Hit Points.
On a failed check, it loses concentration of all jutsu it is
SHADOWHAND SIGILS concentrating on. Additionally, that creature cannot cast
jutsu that require concentration.
S TRIKING SIGIL
• Your Shadowhand gains the Multiattack feature, allowing
SIGIL OF FOCUS
them to make two unarmed strikes. • Ninjutsu your Shadowhand casts have a -2 to its cost and
• Your Shadowhands Unarmed strikes can deal either have a -1 cost to maintain concentration.
bludgeoning or slashing damage. (Pick one before • Ninjutsu your Shadowhand casts increases its range by the
declaring its attacks.). rank of the jutsu cast (D-Rank: 5, C-Rank: 10, B-Rank: 15,
• Your Shadowhands unarmed Strikes count as weapons for A-Rank 20, S-Rank: 25).
the purpose of casting Bukijutsu.
SIGIL OF C OMMAND
PIERCING SIGIL • Taijutsu your Shadowhand casts have a +2 bonus to hit.
• Your Shadowhands unarmed strikes use Dexterity instead • Taijutsu your Shadowhand casts increases its damage by 2
of Strength for attack and damage rolls. x the rank of the jutsu cast once per casting (D-Rank: 1, C-
• Your Shadowhands Unarmed strikes can deal either Rank: 2, B-Rank: 3, A-Rank 4, S-Rank: 5).
bludgeoning or piercing damage. (Pick one before
declaring its attacks.).
SIGIL OF B ROKEN S EALS
• Your Shadowhands unarmed Strikes count as weapons for • Jutsu your Shadowhand casts that have the Fuinjutsu
the purpose of casting Bukijutsu. Keyword, that causes a condition, increases their save DC
by 1.
SIGIL OF ELEMENTS • Jutsu your Shadowhand casts that have the Fuinjutsu
• Your Shadowhand Becomes Resistant to one of the Keyword, that deals damage ignores resistance.
following damage types; Earth, Wind, Fire, Cold,
Lightning.
SIGIL OF S KILL
• When it casts a jutsu that has a nature release keyword, it • Your Shadowhand gains proficiency in all skills you are
gains the nature release keyword matching its damage proficient in.
resistance granted by this sigil, replacing any nature • You gain proficiency in one skill of your choice.
release keyword it previously had. • Skill Checks your Shadowhand makes, using a skill you are
o Earth Resistance: Earth Release proficient in, cannot be made at disadvantage.
o Wind Resistance: Wind Release
o Fire Resistance: Fire Release SIGIL OF POWER
o Cold Resistance: Water Release • Your Shadowhand adds its Charisma Modifier to Damage
o Lightning Resistance: Lightning Release rolls it makes using Ninjutsu and Genjutsu twice per turn.
• If a jutsu is cast that deals damage of any type other than • Your Shadowhand gains a +2 to two saving throws. Select
the damage type it is resistant to as a result of this feature, which two, this cannot be changed later.
it instead deals the damage type it is resistant to. • Constructs, Demons and Monstrosities are treated as
• Its unarmed strikes deal an additional 1d4 of damage of the Vulnerable to your Shadowhand’s damage.
same type it is resistant to as a result of this feature.
SIGIL OF S PEED
SIGIL OF ILLUSIONS • Your Shadowhand has a movement speed equal to your
• Your Shadowhand becomes resistant to psychic damage. own speed +15.
• When it casts a jutsu that does not have the Genjutsu • Your Shadowhand increases your Initiative by your
Keyword, it gains the Genjutsu, Tactile, Auditory and Charisma Modifier when it’s summoned, moving you to
Visual Keywords and loses any other keywords it the appropriate initiative count when appropriate.
previously had. • Your Shadowhand can be summoned as a Reaction, when
• All damage that a jutsu cast by your Shadowhand deals, any creature makes takes action.
becomes Psychic Damage. • Once per short rest, your Shadowhand can cast a jutsu with
• Its unarmed strikes deal an additional 1d4 psychic damage. the casting time of 1 Action, as a Bonus Action.
SIGIL OF EFFORT
• Your Shadowhand cannot make Saving Throws or Skill
Checks at disadvantage.
• Select one ability score. Your Shadowhand adds its
Charisma Modifier to all Skill Checks made using that
ability score.
60
TACTICAL STRATEGIST SQUAD TACTICS
Starting at 6th Level, you learn to enable your team to
Some Intelligence Operatives pride themselves on their
act with more unity and combine their efforts together.
tactical approach to their Plans, focusing on playing the
You may spend a Brave Order granting up to two allies
long game, setting both basic and advanced traps to aid
within 60 feet of you, 1d6 to add to their next skill check,
their allies and destabilize their enemies.
Attack Roll, or Saving throw so long as they can both see
61
OPERATIVE TRAPS
CHAKRA SEALING TRAP SLEEPING GAS TRAP
After laying this Trap it sits unmoving in a singular spot. After laying this Trap it sits unmoving in a singular spot.
This trap triggers when a small, or larger Creature This trap triggers when a small, or larger creature moves
moves onto the ground or the floor within 5 feet. When onto the ground or the floor within 5 Feet. When this
this trap is trigger, the creature must succeed a trap is triggered, all creatures in a 15 foot radius must
Constitution Saving Throw, having their chakra heavily succeed a Constitution Saving Throw or be Slowed on a
restricted on a failed save. failed save as the gas disorients them.
When this Trap is upgraded, creatures that fail their
A Chakra Sealed creature increases the cost of the
saving throw are also Weakened.
jutsu it casts by three times your Proficiency Bonus until
SMOKE TRAP
the seal is removed. As an action on the affected
creatures turn, they can make a Strength Saving Throw
After laying this Trap it sits unmoving in a singular spot.
vs your save DC to remove the chakra sealing trap from
This trap triggers when a small, or larger Creature
themselves, after which the chakra sealing effect ends.
moves onto the ground or the floor within 5 Feet. When
When this Trap is Upgraded, the Chakra seal prevents
this trap is triggered, it releases a thick cloud of black
chakra molding until removed.
soot. All creatures in a 15 foot cube centering on the Trap
EXPLOSIVE TRAP are Blinded until the end of their next turn.
When this Trap is upgraded, The Smoke persists for 1
After laying this Trap it sits unmoving in a singular spot.
minute, and creatures are Blinded whenever they would
This trap triggers when a small, or larger creature moves
onto the ground or the floor within 5 feet. When this trap enter the cloud for the duration. Also, a creature only
is triggered, all creatures in a 15 foot radius must loses the Blinded condition at the end of their next turn
succeed a Dexterity saving throw, taking xd8 fire after they leave the cloud.
SNARING TRAP
damage on a failed save and half as much on a successful
one. (X=your Proficiency Bonus)
After laying this Trap it sits unmoving in a singular spot.
When this Trap is Upgraded, increase the damage die
This trap triggers when a small, or larger creature moves
size to a d12.
onto the ground or the floor within 5 feet. The creature
KUNAI TRAP must succeed a Dexterity Saving Throw or be
After laying this Trap it sits unmoving in a singular spot. immediately bound by metal wires. The creature is
This trap triggers when a small, or larger creature moves Restrained for up to one minute.
onto the ground or the floor within 5 Feet. When this A Restrained creature or a creature that is touching
trap is triggered, All creatures in a 10 Foot Radius must them can make Strength (Athletics) checks as an Action
succeed a Dexterity saving throw, taking xd6 Piercing to end the effect.
When this Trap is Upgraded, all creatures within 10
damage and 2 ranks of Bleeding on a failed save and half
feet of the trap must succeed the Dexterity Saving Throw
as much on a successful one. (X=your Proficiency Bonus)
or be Restrained together. Creatures Restrained together
When this Trap is upgraded, the trap ignores
have disadvantage on checks to escape the wires.
Resistance and inflicts an additional rank of Bleeding on
a failed save.
NEUTRALIZING TRAP
After laying this Trap it sits unmoving in a singular spot.
This trap triggers when a small, or larger creature moves
onto the ground or the floor within 5 Feet. When this
trap is triggered, the triggering creature must succeed a
Constitution Saving Throw, being Stunned until the end
of their next turn on a failed save.
When this Trap is upgraded, all creatures in a 15-foot
cube must make the saving throw.
POISONOUS TRAP
After laying this Trap it sits unmoving in a singular spot.
This trap triggers when a small, or larger creature moves
onto the ground or the floor within 5 Feet. The creature
must succeed a Dexterity Saving Throw or gain 2 ranks
of Poisoned for 1 minute from the poisonous darts that
fire upward. A Poisoned creature makes a Constitution
Saving Throw at the end of its turns to remove the
condition.
When this Trap is Upgraded, a Poisoned creature also
gains 2 ranks of Corroded for the same duration they are
Poisoned.
62
PLANS CONDITIONAL CONFLICTS
Base Plan: All hostile creatures within 60 feet of you that
BATTLE OF ATTRITION make an attack or cast a jutsu has their AC reduced by
Base Plan: All allied creatures within 30 feet of you gain 2, until the start of their next turn. This reduction can
Temporary hit points equal to half your Ninjutsu (or stack, up to a maximum of -5. This lasts a number of
Genjutsu) ability score at the end of each of their rounds equal to your Proficiency Bonus.
turns. This lasts for a number of rounds equal to your Enhanced Plan: If a Brave order is used to enhance this
Proficiency Bonus. plan the triggering creature instead reduces their AC
Enhanced Plan: If a Brave order is used to enhance this by 5.
plan allied creatures instead gain Temporary Hit
points equal to your full Ninjutsu or Genjutsu ability CONTROLLED AGGRESSION
score. When this plan is enhanced, you retain the Base Plan: Allied creatures within 60 feet of you treats all
effects of the base plan. You do not lose Temporary Hit critical hits they take as normal hits. This lasts a
points gained from this Plan when ending its effects. number of rounds, equal to your Proficiency Bonus.
Temporary Hit Points are lost after 1 minute. Enhanced Plan: If a Brave order is used to enhance this
plan you can make the next attack one allied creature
BISHOPS PLAN makes within 60 feet of you a critical hit if they hit.
Base Plan: All hostile creatures within 60 feet of you have
a 1d4 penalty when attacking a creature, you are allied CRIPPLING ENVIRONMENT
with. This lasts for a number of rounds equal to your Base Plan: Hostile creatures within 60 feet of you who
Proficiency Bonus. are suffering from any Physical or Sensory condition
Enhanced Plan: By spending a Brave order to enhance has their movement speed reduced by 5 feet for the
this plan, they also gain disadvantage on all attacks total number of ranks of conditions they have. This
until the end of your next turn. When this plan is lasts for a number of rounds equal to your Proficiency
enhanced, you retain the effects of the base plan. Bonus.
Enhanced Plan: If a Brave order is used to enhance this
BREAKING BAD plan, they also gain one rank of Weakened for each
Base Plan: Hostile creatures within 30 feet of you, cannot Physical or Sensory condition with a different name
make attacks at advantage. This lasts for a number of they have. This lasts for the remaining time this plan
rounds equal to your Proficiency Bonus. is active.
Enhanced Plan: If a Brave order is used to enhance this
plan, allies within 30 feet of you also, cannot gain DETRIMENTAL RETREAT
disadvantage. This lasts for the remaining time this Base Plan: Hostile creatures within 90 feet of you cannot
plan is active. take or gain the benefit of the disengage or dodge
actions and cannot gain boosts to their speed in any
CAUTION TO THE WIND way, while they are within 5 feet of a creature you are
Base Plan: Allies within 30 feet of you have their AC allied with. This lasts a number of rounds equal to
reduced by 1, but increase their first damage roll, each your Proficiency Bonus.
turn by your Proficiency Bonus. This lasts for a Enhanced Plan: If a Brave order is used to enhance this
number of rounds equal to your Ninjutsu (or Genjutsu) plan, if a hostile creature is hit by an attack of
ability modifier. opportunity, their movement speed is reduced to 0
Enhanced Plan: If a Brave Order is used to enhance this and they cannot take Reactions until the beginning of
plan, allies instead have their AC reduced by 3, but their next turn. This brave order enhancement lasts
their first damage roll each turn is increased by three for the remaining time this plan is active.
times your Proficiency Bonus for the remaining
time this plan is active. EASY ESCAPE
Base Plan: Allied creatures within 90 feet of you,
CONDITIONAL AWARENESS increase their movement speed by +20 feet
Base Plan: Hostile creatures within 60 feet of when they are moving away from hostile
you cannot gain the benefits of being creatures. Hostile creatures within 90
hidden. This lasts for a number of rounds feet of you have disadvantage on attacks
equal to your Proficiency Bonus. of opportunities against you and allied
Enhanced Plan: If a Brave order is used to creatures. This lasts a number of
enhance this plan, they also do not gain rounds equal to your Proficiency
the benefits of cover. This lasts for the Bonus.
remaining time this plan is active. Enhanced Plan: If a Brave order is used
to enhance this plan, you and allied
creatures can use the Dash action as a
Bonus Action and a Reaction. This
brave order enhancement lasts for the
remaining time this plan is active.
63
FLOW OF BATTLE RANGED OPPRESSION
Base Plan: You may select one allied creature, who can Base Plan: Allied creatures within 90 feet of you, that are
both see and hear you. You may move them up or targeted by Ranged attacks are treated as if they have
down in the initiative order, by one spot, until the end partial cover. This lasts for a number of rounds equal
of combat. This plan immediately ends unless to your Proficiency Bonus.
enhanced. A creature affected by this enhancement Enhanced Plan: If a Brave order is used to enhance this
cannot be affected again until the end of their next plan, ranged attack rolls gain disadvantage. This lasts
turn. for the remaining time this plan is active.
Enhanced Plan: If a Brave order is used to enhance this
plan you also select 1 hostile creature and move them ROOKS PLAN
up or down in the initiative order, by one spot, until Base Plan: All hostile creatures within 60 feet of you roll
the end of combat. This plan then immediately ends. A their damage dice twice, taking the lower result
creature affected by this enhancement cannot be against creatures you are allied with. This lasts for a
affected again until the end of their next turn. number of rounds equal to your Proficiency Bonus.
Enhanced Plan: By spending a Brave Order to enhance
KICK THEM WHILE THEY’RE DOWN this plan, they also suffer a penalty to damage rolls
Base Plan: All allied creatures within 60 feet of you that equal to your Proficiency Bonus. This lasts for the
would deal damage to a Prone creature deal additional remaining time this plan is active.
damage equal to twice your Proficiency Bonus. This
lasts for a number of rounds equal to your Proficiency SUPPORTIVE CONFLICTS
Bonus. Base Plan: Once per turn, if a hostile creature within 60
Enhanced Plan: If a Brave order is used to enhance this feet of you makes an attack against one of your allies,
Plan hostile creatures within 60 feet of you need to an allied creature within 30 feet of them can make a
spend their full movement speed standing up from weapon attack against them at no action cost. This
Prone. This brave order enhancement lasts for the lasts for a number of rounds equal to your Proficiency
remaining time this plan is active. Bonus.
Enhanced Plan: If a Brave order is used to enhance this
KNIGHTS PLAN plan, allied creatures making an attack as a result of
Base Plan: All hostile creatures within 30 feet of you have this plan can use melee weapons regardless of their
a -2 penalty to saving throws. This lasts for a number reach.
of rounds equal to your Proficiency Bonus.
Enhanced Plan: By spending a Brave Order to enhance WAR OF INFORMATION[CHANGED]
this plan, they also gain disadvantage. This brave Base Plan: Select one hostile creature within 30 feet of
order enhancement lasts until the end of your next you, all attacks against that creature made by your
turn. When this plan is enhanced, you retain the allies are made with an additional two damage die
effects of the base plan. added to their damage rolls while they are within 30
feet of you. This lasts for a number of rounds equal to
MOBILITY ADVANTAGE your Proficiency Bonus and this damage can only
Base Plan: All allied creatures within 60 feet of you trigger twice per turn.
ignore difficult terrain, increase their movement Enhanced Plan: If a Brave Order is used to enhance this
speed by 15 feet and can move across water and walls plan, your allies also add 1d4 to their attack roll while
without a movement penalty. This lasts a number of the target creature is within 30 feet of you. This lasts
rounds equal to your Proficiency Bonus. for the remaining time this plan is active.
Enhanced Plan: If a Brave order is used to enhance this
plan, allies also cannot have their speed reduced by VICTORY THROUGH KNOWLEDGE
conditions or effects. This brave order enhancement Base Plan: Select one hostile creature within 60 feet of
lasts for the remaining time this plan is active. you, you and all allied creatures become aware of their
highest ability score and are able to maintain
PAWNS PLAN knowledge on the % value of their Hit points. If their
Base Plan: Hostile creatures within 90 feet of you have highest ability scores are shared between two abilities,
their movement speed reduced by 15 feet, for a you becomes aware of both. This lasts for a number of
number of rounds equal to your Proficiency Bonus. rounds equal to your Proficiency Bonus.
Enhanced Plan: By spending a Brave Order to enhance Enhanced Plan: If a Brave Order is used to enhance this
this plan, they instead have their speed reduced by 30 plan, you also become aware of their lowest ability
feet. This brave order enhancement lasts for the score and maintain knowledge on the % value of their
remaining time this plan is active. Chakra points. If their lowest ability scores are shared
between two abilities, you becomes aware of both.
QUEEN PLAN This lasts for the remaining time this plan is active.
Base Plan: Select one allied creature that can both see and
hear you within 60 feet. The selected creature adds
your Proficiency Bonus to their damage rolls, for a
number of rounds equal to your Proficiency Bonus.
Enhanced Plan: By spending a Brave Order to enhance
this plan, they also add this bonus to their skill checks
and saving throws. This brave order enhancement
ends at the end of your next turn, this does not end the
base plans effect.
64
MEDICAL-NIN CREATING A MEDICAL-NIN
A clanless girl with pink hair grips the heart of one of her
When creating a Medical-Nin consider a few things
allies while it’s still in his chest, and begins to massage it to
about how the character approaches situations. Are they
keep the blood artificially flowing in his body. Keeping
proactive or Reactive? How do they prioritize their allies
him alive long enough to remove him from the battle
in dangerous situations? Do they actively take charge or
field.
do they only take orders in high pressure situations?
A Sarutobi clashes blades with her longtime rival. The
battle intensifies as the rival is getting the upper hand, What made the character so bound to assisting their
party vs taking a primarily combat role? Did they train
leaving Sarutobi more wounded than she thought
under another very skilled Doctor and took in their drive
normal. As the rival proclaims his victory, the Sarutobi
to save lives? Or did they lose someone right in front of
begins to giggle to herself as her wounds have closed,
them unable to help & vowed to never let that happen
and her rival's skin has turned purple from the poison
again?
she's infected him with.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to both heal their allies but also protect
them in the front lines. This class features a fine line
between both support and combat in its 3 subclasses.
The intent was to capture the varied techniques shown
by the few medical ninja in the series, such as: Sakura
Haruno, Tsunade, Kabuto Yakushi, Orochimaru &
Shizune
65
CLASS FEATURES REJUVENATING REST
As a Medical-Nin, you gain the following class features. Also, at Level 1 you use your medical skills to revitalize
wounded allies during a short rest. When you or any friendly
HIT POINTS creatures who you can touch regain Hit points at the end of a
Hit Dice: 1d8 per Medical-Nin level short or long rest, they regain an extra 1d6 Hit points. This
Hit Points at 1st Level and beyond: 8 + your constitution amount of extra healing increases to 2d6 at 7th level, 3d6 at
modifier 11th, and 4d6 at 17th Level.
66
While out of Combat. For the duration when you would ABILITY SCORE IMPROVEMENT/FEAT
make a Medicine check to stabilize a creature, you gain a +5
When you reach 4th and again at 8th, 12th, 16th, and
bonus to the result.
19th, level, you can increase one ability score by +1, gain
• Beginning at 7th level you can spend one use of your
1 rank of Mastery in a skill you are proficient in, & a Feat
Chakra Scalpel to automatically end one Non-Jutsu of your choice that they qualify for. As normal you can’t
based Condition. increase an ability score above 20 using this feature.
• Beginning at 11th level, the +5 bonus is increased to a
+10-bonus made to stabilize a creature.
• Finally, at 18th level, you can spend a use of your
PRESERVE/TAKE LIFE
Chakra Scalpel to end any condition a creature is Starting at 5th Level you have gained the experience needed
suffering from regardless of its origin. to save lives, even those in mortal danger or take them, even
the ones who are furthest from death's door. You learn both
MEDICAL DOCTRINE Preserve Life and Take Life. Some Tenets grant you
additional effect as you advance in this class. Regardless,
Starting at 3rd Level your experience in medical based you can use Preserve Life or Take Life twice between rests.
jutsu has ascended to a point where your jutsu has begun You gain an additional use at 9th, 13th and 17th levels.
to slowly become infused with those beliefs, making
them stronger and vice versa. Select one of the following PRESERVE LIFE
doctrines in which you gain the doctrines effects or As an action you release a pulse of medical release Chakra,
abilities listed. You can select a second Doctrine when designed to safeguard creatures around you with healing
you would reach 13 th level. You cannot change this choice energies. This energy can restore a total number of hit
one made. points equal to 5 times your Medical Nin Level and resets
the count of all failed death saving throws. Choose any
LONG LIFE, SHORT DEATH number of creatures within 30 feet of you and divide those
You believe that your patients should benefit from a hit points amongst them. This feature can restore no more
much longer life span, but when they are dying, they than half of its hit point maximum. You cannot use this
should not delay the process longer than it needs to be. feature on an undead or construct.
You’ve seen what agony looks like and you want no parts
of it. When you would heal a creatures hit points, by any TAKE LIFE
amount they gain temporary hit points by an amount When you deal damage to a creature using a Jutsu with the
equal to the rank of the jutsu cast. A creature can only medical keyword, you release corroding energies, meant to
gain temporary hit points in this way twice per rest. inflict gruesome damage. Select one affected creature. That
(D-Rank: 5, C-Rank: 10, B-Rank: 15, A-Rank: 20, S- creature takes additional damage equal to 5 + twice your
Rank: 25.) Medical-Nin level.
67
TENETS OF MEDICINE UNMATCHED MEDICAL RELEASE
Starting, at 9th Level, creatures who would recover hit
ADEPT MEDIC points from a Jutsu you cast with the Medical Keyword or
from the Rejuvenating Rest, Channeled Healing or
Medical-Nin who follow the path of the Adept Medic Talented Healer class feature, you automatically end any
pledge their service to keeping everyone alive, by healing conditions of B-Rank or lower. You can use this feature
all of the injured ninja on the field. By far the most twice per short rest.
numerous of Medical Nin, but they are not to be
underestimated on the battlefield. HEALING ASCENSION
Starting, at 13th Level, when you would regain hit points or
BREATH OF LIFE would restore hit points to another creature using a jutsu or
Starting at 2nd Level, when you would cast a jutsu with class feature, you enter a state of Ascension. This state lasts
the Medical keyword that restores hit points or provides until the end of your next turn.
temporary hit points you add your Ninjutsu ability The next time you would take damage, you recover a
modifier to the result. number of hit points equal to your level, and then the
ascension state ends. You can enter the Ascension state, a
TALENTED HEALER number of times equal to your Ninjutsu ability modifier
Also, at 2nd Level, the healing jutsu you cast on others per long rest.
heal you as well. When you cast a jutsu of D-Rank or
higher that restores hit points to a creature other than OVER HEAL
you, you regain hit points equal to 4 + the Jutsu’s Rank. At 17th Level, when you restore Hit Points to a creature
(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = and they reach full Hit Points and there are still left-over
5). points of restoration, the creature gains Temporary Hit
Starting at 5th level, you can spend a use of Chakra Points equal to half of the left-over Hit Points that would
Scalpel, to perform a Surgery over the course of the next be restored. Temporary Hit Points gained this way are in
minute. When you do, the target creature regains xd6 addition to any Temporary Hit Points they currently
where x = your Proficiency Bonus. A creature which have that are granted by you. A creature who gains
you’ve performed surgery on cannot have a surgery additional Temporary Hit Points as a result of this
performed on them more than twice per full rest. feature cannot gain additional Temporary Hit Points
Beginning at 9th level, when you would restore a from this feature for the next minute.
creatures hit points, they gain temporary hit points equal
to half the hit points they’ve regained.
ADEPT MEDICINE
Starting at 5th level, you learn the techniques required to
keep your allies alive at all costs. You Learn the following
jutsu as you gain levels in the class according to the
Adept Medic Chart at the end of this class section. Each
Jutsu Learned also grants you an additional feature
pertaining to the jutsu learned. Learned Jutsu do not
count against your Jutsu known as seen on your Medical
Nin Class Chart.
HEALING TOUCH
Also, at 5th level, when you would cast a Jutsu with the
Medical Keyword, Reduce the cost of the jutsu cast by the
rank of the jutsu. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-
Rank = 4, S-Rank = 5).
68
BLACK MEDICINE TAKE LIFE: PLAGUE DOCTOR
Starting at 6th level, as an action, you release a green mist
Medical-Nin who follow the path of Black Medicine, focus
in one of the following areas originating from you; 15-foot
on the disastrous aspect of how Poison and toxins can break
Cone, 20-foot cube, 30-foot long (5 foot wide) line.
down an enemy
When you do, all creatures in the target area must succeed
TAINTED HANDS a constitution saving throw as if you cast a ninjutsu with the
medical keyword. On a failed save creatures take poison
At 2nd level, when you would deal acid or poison damage as
damage equal to Xd8 + your medical nin level and gains 2
a result of a jutsu you cast, feature you use or attack you
ranks of the envenomed or corroded condition for the next
make, you may reroll all 1’s and 2’s. You must take the new
minute, where X equals your Proficiency Bonus or half as
roll, even if it is a 1 or 2.
much on a success and no additional effects.
TOUCH OF TERROR TOXIC TONGUE
Also, at 2nd Level when a creature you can see within 30 feet
Starting, at 9th Level, poison and acid damage you deal
of you is making a saving throw to resist an effect that deals
ignores resistance. You also, always know where poisonous
poison damage or inflicts the envenomed condition, you can
plants are and how to formulate poisons from them in half
give them disadvantage on their save. You can do this twice
the time and cost.
per rest.
Additionally, you gain resistance to Poison damage
Starting at 5th level you can spend a use of Chakra Scalpel
and immunity to the Poisoned condition.
to increase your poisons potency. The next jutsu you cast or
item you use, such a poison or acid vial that deals poison or
acid damage inflicts 1 rank of the Corroded condition.
CHILD OF VENOM
Starting at 13th level, you add your Ninjutsu ability Modifier
BLACK MEDICINE to all Poison and Acid Damage you deal with medical Jutsu.
Also, when dealing Poison or Acid Damage, you can
Starting at 5th level, you learn the techniques required to
spend a use of your Chakra Scalpel. When you do, you can
utilize poisons as your tool of combat. You learn the
maximize its damage.
following jutsu as you gain levels in the class according to
the Black Medicine chart at the end of this class section. Each
Jutsu learned also grants you an additional feature
VENOMOUS STING
Starting at 17th level, when you would inflict a rank of the
pertaining to the jutsu learned. Learned jutsu do not count
Envenomed or Corroded condition, the target gains 1
against your jutsu known as seen on your medical-nin class
additional rank. Also, creatures have disadvantage to
chart.
remove the listed conditions when they are inflicted by
MARTIAL COMPETENCY number of Yin Motes, equal to your Proficiency Bonus per
rest. You can spend these motes to do the following;
Beginning at 2nd Level, you learn how to fight with the best
of them. You gain proficiency with Combat Bracers and • When you cast a jutsu with the medical keyword, you may
heavy armor. You also adopt a particular fighting stance. spend 1 mote. When you do, as a Bonus Action, you can
Choose one of the Taijutsu Stance located in Chapter 13: cast a Taijutsu of C-Rank or lower with a casting time of 1
Customization Options; You can’t take a stance more than action.
once even if you gain a stance choice again. • When you take the attack action, you can spend 2 motes to
Also, you can make one unarmed attack as a Bonus double your unarmed damage die.
Action. • When you cast a Taijutsu that deals unarmed damage, you
can spend 3 motes to upcast the jutsu by 1 rank, at no
COMPETENT COMBATANT additional cost, ignoring upcast limitations.
Also 2nd Level, you may use your Wisdom in place of
Dexterity when calculating Armor Class. (AC). TAKE LIFE: COMBAT PROWESS
Additionally, your Chakra scalpel’s damage die becomes a Starting at 6th level, you may use the Take Life feature with
d6 and you can choose to make a melee taijutsu attack, in your unarmed attacks and Taijutsu that deal unarmed
place of a ninjutsu attack. damage. Additionally, a creature that you use your Take Life
When you would deal damage with an unarmed attack, feature on, becomes vulnerable to the next instance of
you may spend 5 Chakra. When you do, you instead, double damage they take until the beginning of their next turn.
the relevant modifier when calculating damage dealt. You
may do this twice per rest. Increase the number of uses by EXPERT COMBATANT
one at 5th, 9th , 13th and 17th levels. Starting at 9th level, select one taijutsu or bukijutsu you
Starting at 5th level, you can spend a use of Chakra Scalpel know. The selected jutsu gains the Medical Keyword. You
to increase your striking power. Your unarmed, weapon and may select an additional taijutsu or bukijutsu at 13 th and 17th
all taijutsu attacks have their critical threat range increased level to gain the Medical Keyword this way. You may switch
by +1 until the end of your turn. This becomes +2 at 13 th which jutsu this feature affects when you would complete a
level. Long Rest.
Beginning at 9th level when you would use this feature, Also, you can attack twice, instead of once, whenever you
you may instead triple your relevant modifier applied to the take the Attack action on your turn.
damage dealt.
PASSIVE REGENERATION
COMBAT MEDIC At 13th Level, your constant focus on enhancing your
Starting at 5th level, you learn the techniques technique to supplement your allies on the battlefield has
required to fight on the front lines next to led you to learn to passively increase your survivability
your allies. You learn jutsu as you gain in combat. As a Bonus Action, you can choose to
levels in this class according to the spend 1 Yin Mote to regain 5d8+ your Ninjutsu
Combat Medic Chart at the end of this ability modifier in hit points to a willing creature
class section. Each Jutsu Learned you touch. You can only use this feature a number
also grants you an additional feature of times equal to your Proficiency Bonus per long
pertaining to the jutsu learned. rest.
Learned Jutsu do not count against
your Jutsu known as seen on your YIN SEAL: RELEASE
Medical Nin Class Chart. Beginning at 17th Level, you learn to unleash all of
your strength into one magnificent punch. When
you would spend a use of your Competent
Combatant, you can spend an additional 7 Yin
Motes. When you do, quadruple your relevant
modifier and triple your unarmed damage die. If you
C OMBAT M EDIC C HART do, you do not gain the benefits of Competent
combatant or Yin Seal: Charges effects.
DRAINING HEXES
Starting at 5th level, you can spend a use of Chakra Scalpel
to grant your Spiritual Weapon two weapon properties of
Starting at 13th level, when a creature hexed by you dies, you
your choice from the following, that it does not already
or another creature you can see within 30 feet of you regains
have: Blocking, Critical, Deadly, Disarm, Finesse, Multiattack,
hit points equal to your Medical-Nin level + your Proficiency
Reach, Trip, Versatile (dX) where X is one step higher than its
Bonus. When a creature regains hit points with this feature,
base damage die.
the hex immediately ends.
When you do, your Spiritual Weapon retains these weapon
Finally, when you fall to 0 hit points due to a melee attack,
qualities for 10 minutes or until you spend another use of
you may immediately spend 10 Chakra, doing so allows you
Chakra Scalpel to change the properties.
to take make one attack with your Spiritual Weapon on a
creature within range. Any damage you deal to a target,
grants you Hit Points equal to the damage dealt. You can use
this feature a twice per rest.
MASTER OF HEXES
Beginning at 17th level, Shaman’s Hex damage increases to
your Medical-Nin Level and triggers twice per turn.
S HAMAN C HART
Level Jutsu Learned Jutsu Feature
5th Vampiric Touch When you would regain hit points from Vampiric Touch, you can instead give those hit points to another creature
within 30 feet of you.
9th Phantasmal killer This jutsu gains the Medical Keyword. You may select a Creature within 30 feet of you to regain hit points equal to
half the damage dealt to the affected creature.
13th Aura of Power This jutsu gains the Medical Keyword. When a creature would attack an affected creature with an attack, reduce
the damage the affected creature takes by an amount equal to your Wisdom Modifier.
17th Mental Prison This jutsu gains the Medical keyword. A creature that is moved out of the illusion, makes a melee attack through
it, or reaches any part of its body through it, also becomes weakened and frightened of you for the next minute.
72
TRANSMUTER TRANSMUTER
Also at 5th level, your Chakra Scalpel deals necrotic damage
Medical-Nin who follow the path of the Transmuter learn
and you may tear them apart at the molecular level. Once
to heal and fight with surgical precision, altering the very
per turn, when you deal damage with your Chakra Scalpel,
fabric of the creature, be it friend, foe, or themselves.
you deal additional Necrotic damage equal to your
one rank of any condition currently affecting them caused • Demon: resistance to Fire damage and Immunity to the
by a jutsu of D-Rank or lower. This increases to C-Rank at Charmed and Fear Conditions.
7th level, B-Rank at 11th, A-Rank at 15th, S-Rank at 20th. • Plant: Gains Temporary Hit points equal to Constitution
You can remove conditions in this way, a number of times Modifier each start of turn (Min 1.)
equal to your Proficiency Bonus per long rest. • Monstrosity: Advantage on Strength and Constitution
Saving throws.
ALTERED STRENGTH • Mutant: You gain advantage on Intelligence and
Also, at 2nd level, you may alter a creatures physiology to Wisdom saving throws.
strengthen them in a number of ways. As an action, you
may touch a creature, giving them one of the following REBUILT FORTITUDE
benefits for the next minute; Starting at 9th Level your ability to reinforce your allies
has heightened even more. When you use your Altered
• Once per turn, add your Ninjutsu ability Modifier to
Strength class feature on a creature other than yourself,
their damage roll.
they gain an additional benefit. Select one;
• Gain 10 Temporary Hit points at the beginning of each
of your turns. While they have temporary hit points • Once per turn, add your Ninjutsu ability modifier to
granted by this feature, they gain resistance to one their attack roll.
damage type of your choice. • Once per turn, when they cast a Jutsu that deals damage
• Gain a 1d4 bonus to one saving throws they don’t have they roll 2 additional damage dice.
proficiency in. • +2 bonus to their AC for the duration.
• Gain a 1d4 bonus to skill checks they don’t have
proficiency in. TRANSMUTED SELF
Starting at 13th level, your body can better handle your
A creature can only gain one benefit from this feature at Chakra scalpels, allowing you to use them more
a time. You can only have two instances of this feature aggressively. Your Chakra Scalpel’s damage die increases
active on creature(s) at any given time. If you would try to to a d8.
use this feature a third time, while two other instances are When a creature makes a constitution save against your
currently active, one of the previous two instances stop at Transfigured Technique class feature, they make it at
your choice. disadvantage.
Beginning at 5th level, you can spend 1 Chakra die. Finally, you may also use your Altered Strength class
When you do, you use an enhanced version of this feature. feature as a Bonus Action, but when you do, you can only
An affected creature can gain up to two benefits of this use it on yourself.
feature this way.
A creature other than you can gain the benefits of this TRANSMOGRIFIED BIOLOGY
feature twice per long rest. Starting at 17th level, you have transmuted your own body
into one near perfection. When you would gain the benefit
TRANSMUTER of your Altered Strength class feature, you can gain 3
Starting at 5th level, you learn the techniques required to benefits without spending any additional Chakra.
play a powerful role in the throes of battle. You learn the
following jutsu as you gain levels in this class according to T RANSMUTER C HART
the Transmuter Chart at the end of this class section. Each
Level Jutsu Learned Jutsu Feature
jutsu learned also grants you an additional feature
th
pertaining to the jutsu. Learned jutsu do not count against 5 Restorative The creature also regains hit points
your jutsu known as seen on your Medical-Nin Class equal to your Medical-Nin Class level.
Chart. 9th Curse of Prey This jutsu gains the Medical Keyword.
Increase the Penalty to -6.
13th Reconstructive When you deal damage with this jutsu,
Hand the damage die becomes d12.
17th Impending End This Jutsu's range becomes 60 feet and
can now either target two creatures
within range or have all creatures who
failed the initial saving throw take 12d8
Necrotic damage.
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surpass others. Players would be able to have a larger
74
CLASS FEATURES REFINED NINJUTSU
As a Ninjutsu Specialist, you gain the following class Also, at 1st level, you can select an amount of Ninjutsu
features. that you know without the Combination keyword, equal
to the number shown for Refined Jutsu in the class table
HIT POINTS above, increasing the Save DC or the amount of either
Hit Dice: 1d6 per Ninjutsu Specialist level damage done by the chosen jutsu by 1 die. This feature
Hit Points at 1st Level and beyond: 6 + your constitution happens once per casting of the Refined Jutsu. You
modifier choose which benefit you gain each time you cast the
jutsu, but before the jutsu would affect a creature. You
CHAKRA POINTS can change your Refined Ninjutsu when you would take a
long rest. At 9th level, you increase the Save DC or die by
Chakra Dice: 1d12 per Ninjutsu Specialist level
2 instead of 1, and at 17th level, you increase Save DC or
Chakra Points at 1st Level: 12 + your constitution
die by 3 instead of 2.
modifier
Chakra Points at Higher Levels: 1d12 (or 7) + your
Constitution Modifier per Ninjutsu Specialist level
NINJUTSU TRADITION
after 1st. Starting at 2nd level, you begin to Specialize in a
Tradition that enhances the style of ninjutsu that you
PROFICIENCIES focus on. The Tradition that you choose grants you
Armor: Light armor features at 2nd, 6th, 10th, 14th & 18th Levels.
EFFICIENT MOLDING
Weapons: All Simple Weapons
Ninja Tools: Alchemist Kits, Hackers Kit
Saving Throws: Intelligence, Wisdom, Charisma Starting at 3rd Level, you learn how to bend your chakra
Skills: Ninshou, Choose four from Insight, Investigation, to suit your needs while casting Ninjutsu, without the
History, Stealth, Perception, Chakra Control. Combination keyword. You gain two of the following
Efficient Molding options of your choice. You gain
EQUIPMENT another one at 5th, 9th, 13th and 18th Ninjutsu specialist
You start with the following equipment, in addition to levels. You can only use one Efficient Molding option on
the equipment granted by your background. If you select a Ninjutsu without the Combination keyword when you
a ranged weapon you also gain 1 Stack of ammunition: cast it, unless otherwise noted. You can use any mix of
• Padded Cloth. efficient moldings you have 2 times per rest. You gain an
• 1 Simple Weapon additional use of your moldings at 9th, and 15 th levels. If
• (a) One Kunai stack or (b) One Shuriken stack you would use a molding any additional times more than
• Ninjutsu Scroll (D-Rank) your listed limitation, you must spend chakra listed as
the Alternate cost. When you would level up in this class,
JUTSU CASTING you may swap your current Moldings.
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NINJUTSU FOCUS Additionally, if a creature who is within this jutsu’s
range is a Plant, Beast or Construct (made of organic
BLAZE WALKER
material such as wood), then they make all saving
throws against the jutsu cast and this moldings effect at
The Ninjutsu Specialist who chooses to become a Blaze disadvantage.
Walker, becomes a primal engine of destruction, feared
and revered since man’s earliest days when using Fire INFERNO FURY
Release Ninjutsu. Starting at 10th level, Ninjutsu you cast with the Fire
Release keyword that are currently benefiting from your
FIRE RELEASE Refined Ninjutsu class feature gain additional benefits,
When you choose this tradition at 2nd Level, you gain you can use only one of these features once per casting.
the ability to learn ninjutsu with the Fire Release • As a part of the same action used to cast the selected
Keyword. If you can already do this you learn 2
Ninjutsu you can increase the heat of your jutsu
additional Fire Release Ninjutsu that you qualify for, one
dealing double damage to Plants adversaries. If an
of which can be C-Rank or lower.
adversary would already have vulnerability, you do not
You also gain a +1d6 bonus on all Ninshou Checks
double the damage a second time.
related to Ninjutsu with the Fire Release Keyword and • As a part of the same action used to cast the selected
you can learn and create Ninjutsu with the Fire Release
Ninjutsu, you can increase the damage dealt by your
Keyword in half the required time.
Proficiency Bonus.
Finally, when you cast a Ninjutsu with the Fire Release • When you initiate a clash with a Jutsu with the Water
Keyword, you can do one of the following:
Release Keyword, the user of the Water Release Jutsu
• Once per casting, increase the damage dealt by 1d6. does not roll at advantage.
This increases to 2d6 at 10th level and 3d6 at 18th level.
• Once per casting, knock an affected creature 10 feet FIRE RELEASE MASTER
away from the origin point of the Jutsu. Starting at 14th level, when you use Flash Fire to deal
additional damage, you may instead double the bonus
FIRE ADEPT damage dealt.
Also, at 2nd level, you have adapted to fire release chakra Additionally, when you would cast a Fire Release Jutsu
in such a way that others who would tap into this nature that is currently benefiting from your Refined Ninjutsu
would come to you for teachings. class feature, you can double the cost of your jutsu to
Once per turn, when you would deal damage with a increase the damage dealt by twice the Jutsu’s original
Jutsu with the Fire Release keyword, you may mark one damage dice for a single creature affected by your Jutsu.
damaged creature. This creature is Ember Marked. This This damage happens once per turn. You may use this
mark lasts for up to 1 minute or until triggered. A feature twice per long rest.
creature marked by you in this way can have up to 5 Finally, Ninjutsu you cast with the Fire Release
Ember Marks at a time. Once per turn, when you would keyword that inflicts the burned condition, saving
deal Fire Damage to an Ember Marked creature you can throws are made at disadvantage.
trigger any number of marks, causing them to erupt. If
you trigger an Ember Mark, you cannot gain one during BLAZE WALKER TECHNIQUE
the same turn. Select one of the following when Starting at 18th level, you learn the ultimate molding
triggering an Ember Mark: technique for fire release ninjutsu called Blaze Walker.
• Deal 1d12 Fire damage for each Ember Mark triggered.
When you cast a ninjutsu with the Fire Release keyword,
you can embolden the jutsu cast. You can only use this
• Trigger one Ember Mark to reduce a target's Damage
molding by spending 10 chakra. You can use this
Reduction by 4 until the end of the current turn.
molding in addition to any other efficient molding you
FLASH FIRE are using.
Starting at 6th Level, you learn to unleash powerful This jutsu is automatically upcast
streams of flame with the potential to burn anything to S-Rank at no additional cost,
while conjuring your Jutsu. When you would cast a ignores immunity and resistance
Ninjutsu with the Fire Release Keyword, your Jutsu deals and increases the damage die of
all fire damage dealt by this jutsu
additional damage equal to your Ninjutsu Ability
and ember marks by 1 step.
Modifier + your Ninjutsu Specialist Level. You can
(D4>D6>D8>D10>D12)
enhance a Ninjutsu in this way twice per rest.
CRIMSON MOLDING
Also at 6th level, you learn a new and unique efficient
molding technique called Crimson Molding. When you
cast a Ninjutsu with the Fire Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All affected creatures within this jutsu’s range must
make a constitution saving throw being burned on a
failed save. If the jutsu cast would already force a saving
throw then on a failed save creatures gain 1 rank of the
burned condition.
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HIJUTSU ELITIST GENERATIONAL MOLDING
Also at 6th level, you learn a new and unique efficient
The Ninjutsu Specialist who chose to specialize in their
molding technique called Generational Molding. When
Hijutsu techniques provided by their clans are those who
you cast a Hijutsu with the ninjutsu keyword, you can
become living embodiments of their Families or clans’
embolden the jutsu cast. You can use this molding in
techniques in such a way that those who stand in their way
addition to any other moldings you are using and has an
will feel hesitance towards confronting them.
Alternate Cost of 5.
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LIGHTNING BREAKER throw then on a failed save creatures gain 1 rank of the
shocked condition.
The Ninjutsu Specialist who chooses to become a Lightning
Additionally, if a creature who is within this jutsu’s
Breaker, becomes an unmatched force of unstoppable power
range is an Aberration, Celestial or Mutant, they cannot
greater than that of a Lightning storm when using
take a Reaction to this jutsu casting, the damage dealt or
Lightning Release Ninjutsu.
conditions inflicted and increase the damage the jutsu
LIGHTNING RELEASE
deals by 1 damage die.
GIGAWATT MOLDING
Also at 6th level, you learn a new and unique efficient
molding technique called Gigawatt Molding. When you
cast a Ninjutsu with the Lightning Release keyword, you
can embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All affected creatures within this jutsu’s range must
make a constitution saving throw being shocked on a
failed save. If the jutsu cast would already force a saving
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SANGUINE MASTER MACABRE TECHNIQUES
Also at 6th level, you learn a new and unique efficient
The Ninjutsu Specialist who chose to specialize in the
molding technique called Macabre Technique. When you
Hemomantic Traditions, learn to use the chakra
cast a Ninjutsu, you can embolden the jutsu cast. You can
inherent in a creatures blood, even their own, and often
use this molding in addition to any other moldings you
look upon with distrusting eyes. Practitioners of it know
are using and has an Alternate Cost of 5.
that the potential of this form of Ninjutsu can become
The ninjutsu now deals Acid, necrotic or poison
disastrous in the wrong hands, but it’s also extremely
damage (your choice), and ignores half of a creatures
helpful. It requires a stringent eye and adequate focus.
damage reduction.
You gain a +1d6 bonus on Ninshou checks relating to Jutsu, you may add your ninjutsu ability modifier to
Ninshou with the Medical Keyword, and can learn and one damage roll of the jutsu.
create ninjutsu that deal Acid, Necrotic or Poison • As part of the same action used to cast the jutsu, if the
Damage in half the time. jutsu would force a saving throw to resist the bleed,
Finally, when you would cast a Ninjutsu that deals envenomed or corroded conditions, all creatures with
Acid, Necrotic or Poison Damage you can do one of the said conditions that are making a saving throw vs the
following: jutsu cast, gains +1 rank of the condition they are
making a saving throw against on a failure.
• Once per casting, gain Temporary Hit Points equal to
• When you would initiate a clash, you can spend 1 blood
the rank of the jutsu cast. These Temporary Hit Points
vial to make your check at advantage.
last until the beginning of your next turn. (D-Rank/
C-Rank: 5, B-Rank/A-Rank: 10, S-Rank: 15)
• Once per turn, when you inflict a rank of Corroded, the
SANGUINE ELITE
Starting at 14th level, your master of Hemomantic
creature receives an additional rank.
ninjutsu is nearing its peak. When you cast a ninjutsu
LIFEFORCE CASTING
that deals acid, necrotic, or poison damage that is
benefitting from your Refined Ninjutsu class feature and
Also, at 2nd Level, you learn to extract chakra from
targets only 1 creature, you can double the cost of the
blood and it as fuel for your ninjutsu, empowering them
jutsu to instead target a number of creatures equal to the
or making them simpler to cast.
number of Blood Vials you currently have. The jutsu cast
Once per turn, when you would cast a ninjutsu that
in this way cannot have its cost reduced as a result of
deals acid, necrotic, or poison damage, you can siphon
your Chakra Recovery class feature.
some of the energy from the jutsu’s damage, placing it
into a Blood Vial. This vial can be of any shape of your
SANGUINE MASTER TECHNIQUE
description. A blood vial maintains its potency for up to 1
Starting at 18th level, you learn the ultimate molding
minute or until spent. You can have up to 5 vials at once.
technique for Hemomantic techniques called Sanguine
When you would cast a ninjutsu that deals acid necrotic
Master. When you cast a ninjutsu that deals Acid,
or poison damage you can spend any number of blood
Necrotic or Poison Damage, you can embolden the jutsu
vials. If you spend a blood vial spent, increase the
cast. You can only use this molding by spending 10
potency of your jutsu cast. Select from one of the
chakra. You can use this molding in addition to any other
following, of which you can only use one when spending
Efficient Molding you are using.
vials;
This jutsu ignores Immunity, Resistance and
• Increase the damage dealt by 1d8 for every vial Damage Reduction. Additionally, damage
spent. this jutsu deals reduces the target
• Gain a +1 bonus to the jutsu DC for every two vials creature’s Maximum Hit Points by the
spent. same amount for the next minute.
• Reduce the cost of the jutsu by 1, for every two
vials spent.
BLOODY EVOCATION
Starting at 6th level, you have learned to use the
blood of your enemies to harm them further. When
you would cast a jutsu that deals Acid, Necrotic or
Poison Damage to a creature currently affected by
any Elemental or Physical Condition, you can change
the damage type of your jutsu to Necrotic, and
change any condition ranks the creature has to
ranks of Corroded. You can use this feature twice
per rest.
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SCRIBE MASTER SEAL CONSUMPTION
Beginning at 6th level, you learn to capture and scribe
The Ninjutsu Specialist who chose to specialize in the art
jutsu mid combat.
of Storing and using Jutsu Scrolls, come to be known as
First, when you would take damage or are forced to
Scroll Masters, Chakra weavers known for always having
make a saving throw from a Ninjutsu a hostile creature
the right Jutsu on hand at any given time. Sealing Jutsu
cast, you may as a Reaction tear open your Awakened
into your Scrolls and releasing them when the time is
Scroll. Make an Ability Check using your Ninjutsu ability
right.
modifier. The DC equals 13 + (D-Rank: 1, C-Rank: 2, B-
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FUINJUTSU SENNIN
Starting at 14th level, your Awakened scroll has
become an inanimate doctrine of your psyche and
personality. If you so wish, your life story and memories
are scribed into its contents.
When you would use Seal Consumption to consume a
Jutsu, you can immediately as a part of the same
Reaction used to consume it, cast it back at the
triggering creature. You may do this twice per Long Rest.
Additionally, when you would cast a Ninjutsu from
your Awakened Scroll that has a nature release keyword
that also deals damage, you may double the cost of the
selected jutsu to switch the nature release keyword and
damage type of the Jutsu cast to any other nature release
and corresponding damage type that you currently have
sealed into one of your scroll's Jutsu compartments.
When you would do this, you also change the casting
time to 1 Bonus Action.
SCRIBE MASTER
Starting at 18th level, you learn the ultimate molding
technique for Fuinjutsu Ninjutsu called Scribe Master.
When you cast a Ninjutsu with the Fuinjutsu Keyword,
you can embolden the Jutsu cast. You can only use this
molding by spending 10 Chakra. You can use this
molding in addition to any other Efficient Molding you
are using.
If the Fuinjutsu cast would normally target a hostile
creature, you can choose to instead make it target all
hostile creatures of your choice within 30 feet of the
original target.
81
STONE CRUSHER then on a failed save creatures gain 1 rank of the bruised
condition.
The Ninjutsu Specialist who chooses to become a Stone
Additionally, if a creature who is within this jutsu’s
Crusher, becomes an unwavering force of power, earth-
range is a Demon, Monstrosity or Undead, they lose
shattering destruction and mountain like toughness when
resistance and immunity to conditions and effects that
using Earth Release Ninjutsu.
your jutsu inflicts.
STONE ADEPT
Release Keyword does not roll advantage.
82
STORM TERROR • When you initiate a clash with a Jutsu with the Fire
Release Keyword, the user of the Fire Release Jutsu does
The Ninjutsu Specialist who chooses to become a Storm
not roll at advantage.
Terror becomes a ruthless natural disaster and unmatched
collateral destruction when using Wind Release Ninjutsu. WIND RELEASE MASTER
Starting at 14th Level, when you use Storm Herald to
WIND RELEASE trigger elemental and physical conditions, you double the
When you choose this tradition at 2nd level, you gain the
triggered conditions damage.
ability to learn ninjutsu with the Wind Release Keyword. If
Additionally, when you would cast a Wind Release
you can already do this you learn 2 additional Wind
Jutsu that is currently benefiting from your Refined
Release ninjutsu that you qualify for, one of which can be
Ninjutsu class feature, you can double the cost of your
C-Rank or lower.
jutsu to double the jutsu’s range and if it requires a
You also gain a +1d6 bonus on all Ninshou checks
Saving throw, it deals double damage if the target
related to ninjutsu with the Wind Release Keyword and
creature fails is Saving throw by 5 or more. You may use
you can learn and create Ninjutsu with the Wind Release
this feature Twice per long rest.
Keyword in half the required time.
Finally, when you cast a ninjutsu with the Wind Release STORM TERROR TECHNIQUE
Keyword, you can do one of the following: Starting at 18th level, you learn the ultimate molding
• Jutsu you cast with a range of at least 5ft, has its range technique for Wind release ninjutsu called Storm Terror.
increased based on the rank it is cast at. (D-Rank: +5, When you cast a ninjutsu with the Wind Release keyword,
C-Rank: +10, B-Rank: +15, A-Rank: +20, S-Rank: +25) you can embolden the jutsu cast. You can only use this
• Once per casting, jutsu you cast that affects an area has molding by spending 10 chakra. You can use this
the size of that area increased by +5 feet. This increases molding in addition to any other efficient molding you
to +10 at 10th and +15 at 18th levels. are using.
All affected creatures in your jutsu’s range gains 5
WIND ADEPT ranks of the Bleeding condition.
Also, at 2nd Level, your affinity with wind release has
granted you a sense of mastery over powerful winds and
torrential storms.
Once per turn, when you would cast a jutsu with the Wind
Release keyword, you can mark one affected creature with a
Breeze Mark. A breeze mark remains for up to 1 minute, or
until spent. A creature can have up to 5 breeze marks at
once. Once per turn, when you would deal wind damage to a
Breeze marked creature you can trigger all marks causing
them to gain 1 rank of bleed per mark they had.
STORM HERALD
Starting at 6th Level, you learn to unleash powerful gales of
wind while conjuring your Jutsu, strong enough to trigger
all conditions a creature may have. When using a Ninjutsu
with the Wind Release Keyword, your jutsu exacerbates all
Elemental and Physical conditions a creature has triggering
them all to deal their listed damage, if any. You can enhance
your ninjutsu in this way twice per rest.
SWIRLING TECHNIQUE
Also, at 6th Level, you learn a new and unique efficient
molding technique called Swirling Technique. When you
cast a Ninjutsu with the Wind Release Keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All affected creatures within this jutsu’s range that has
an Elemental or Physical Condition that can have more
than 1 stack, gains an additional stack.
UNSTOPPABLE GALE
Starting at 10th Level, Ninjutsu you cast with the Wind
Release Keyword that are currently benefiting from your
Refined Ninjutsu class feature gain additional benefits.
• As a part of the same action used to cast the selected
jutsu you can increase the slicing power of your jutsu,
dealing double damage to flying or levitating creatures.
If an adversary would already have vulnerability you do
not double the damage a second time.
• You may gain a flying speed equal to your movement
speed until the beginning of your next turn.
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SUMMONER Your Summoned creature can assist you in casting a
jutsu with the Combination keyword regardless of keyword
The Ninjutsu Specialist who chose this Tradition to become
restrictions. Additionally, you treat your or your
a Summoner, walk the path closest to Sage hood, forming
summoned creature’s charisma modifier as being +1 higher
bonds with the Sage beasts across the land and in different
than it normally is for the purposes of enhancing the
worlds. Those who walk this path are best known for having
combination jutsu.
a wide arrangement of jutsu learned from the sage creatures
themselves. SUMMONING EXPERT
Starting at 10th Level, you gain the ability to summon
EMPOWERED SUMMONING and maintain up to two creatures at once. Both creatures
When you choose this tradition at 2nd level, you learn the
must remain within 120 feet of you. If you want the second
Summoning Technique Ninjutsu. The cost to cast this jutsu is
summoned creature to act on your turn the same as the
reduced by an amount equal to the rank you cast it at. (D-
first you must use your Action or Reaction to command the
Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.)
second creature, instead of a Bonus Action. The second
You also gain a +1d6 bonus on all Ninshou checks related
summoned creature cannot be of the same rank as the
to ninjutsu with the Fuinjutsu keyword and you can learn
current creature summoned.
Ninjutsu that summons a creature in half the required time.
Finally, when your summoned creature would cast a jutsu, SUMMONING MASTER
it can do one of the following: Starting at 14th Level, your summoned creatures have
• Twice per casting, when your summoned creature grown to know your fighting style from countless battles.
makes an attack, they gain a +1 bonus to their Jutsu When you summon a creature using the Summoning
attack rolls. This bonus increases to +2 at 10 th level and Technique Ninjutsu, it can enter the initiative directly after
+3 at 18th level. you and no longer needs to be commanded. Only one of
• Once per casting, when your summoned creature would your summons can benefit from this at a time. Also, when
spend its Jutsu slots to cast a Jutsu, you can spend 1 of you command your summons, they gain a Bonus Action
your chakra die in place of one of their Jutsu slots. they can use that round. They cannot gain the benefit of
additional Bonus Actions. The summoned creatures can
SUMMONERS WILL also perform any Jutsu of C-Rank or lower that you know,
Also, at 2nd Level, your will is able to permeate as if they knew the Jutsu, regardless of the Jutsu’s listed
through all of your summoned creatures without fail. Keywords.
Creatures you summon as a result of the Summoning
Technique Ninjutsu have a close bond with you that SYNCHRONIZATION TECHNIQUE
cannot be emulated by anyone else with their tribe. You Starting at 18th level, you learn the ultimate molding
and your tribes wills bleed into one another, with very technique for combination ninjutsu called
little able to break this bond. Synchronization Technique. When you cast a ninjutsu
First, your summoned creatures cannot be Dispelled. with the Combination Keyword, you can embolden the
Next, creatures you summon gain the benefit of any Role jutsu cast. You can only use this molding by spending 10
in the Summoning chapter instead of either of their Chakra. You can use this molding in addition to any
normal Roles. other efficient molding you are using.
Finally, you can spend 1 of your Chakra Die to recharge All allied creatures within 60 feet of you and your
one spent Jutsu Slot for your summoned creature. You summoned creature can assist you in casting a
can spend Chakra Dice in this way, a number of times combination jutsu, regardless of keyword restrictions,
equal to your Proficiency Bonus, per Long Rest. treating each caster as if they had the needed keywords.
Additionally, you treat your charisma modifier as being
SUMMONING ADEPT +3 higher than it normally is for the purposes of
Starting at 6th Level, The Summoning Technique Ninjutsu enhancing the combination jutsu.
becomes one of your Refined Ninjutsu if it was not before and
as a result, creatures summoned as a result of casting the
aforementioned jutsu gain the benefits of the Refined
Ninjutsu class feature. All of the jutsu they know are under
the effects of Refined Ninjutsu. They gain additional Jutsu
Slots equal to the Ninjutsu Save DC bonus granted by Refined
Ninjutsu.
Also, you can cast the Summoning Technique to summon a
creature of C-Rank or lower as an Action instead of a Full-
Turn-Action. You can summon creatures of B-Rank or lower
as an Action beginning at 10th level, and A-Rank at 18th
level. You can summon a creature in this way using this
feature twice per rest. If you would attempt to summon a
creature as an Action after you have expended all uses of this
feature, you can do so by spending 1 Chakra Die.
COMBINATION TECHNIQUE
Also, at 6th Level, you learn a new and unique efficient
molding technique called Combination Technique.
When you would cast a Ninjutsu with the Combination
keyword, you can embolden the jutsu cast. You can use
this molding in addition to any other moldings you are
using and has an Alternate Cost of 5.
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THE PROFESSOR addition to any other Moldings you are using and has an
alternate cost of 5.
The Ninjutsu Specialist who chose to walk the path of
This Ninjutsu gains all Nature Release Keywords that
The Professor are those who walk the long path of
you have access to and once per casting deals an
elemental versatility and dominance. Only one other
additional 1d10 damage for each nature release keyword it
shinobi has walked this path and reached the pinnacle,
has of that nature release’s affiliated damage type (Water
he became known as the God of Shinobi someone who
= Cold).
surpassed his own and all previous Generations.
FORCE OF NATURE
VERSATILE RELEASE Starting at 10th level, Ninjutsu you cast with any Nature
When you choose this tradition at 2nd Level, you gain the
Release keywords you are able to cast that are currently
ability to learn Ninjutsu with one of the following nature
benefiting from your Refined Ninjutsu class feature, gain
release keywords: Earth Release, Wind Release, Fire
additional benefits.
Release, Water Release, or Lightning Release. You must
• As a part of the same action used to cast the selected
select a keyword you do not already have access to.
You also gain a 1d4 bonus on all Ninshou Checks related Ninjutsu, you gain 1 additional Elemental mote’s. You
to Ninjutsu with nature releases that you have the ability can gain bonus motes in this way once per round.
• As a part of the same action used to cast the selected
to cast.
Finally, when you cast a Ninjutsu with any nature Ninjutsu, you may deal additional damage equal to
release that you know, you can do one of the following: your Proficiency Bonus.
• If you would lose a Clash with another creature you
• Twice per casting, when making an attack targeting a
may spend a Reaction to reroll the d20.
creature with ranks of an Elemental condition, gain a
+1 bonus to Ninjutsu attack rolls. This bonus increases
SOSHIKAGE
to +2 at 10th level and +3 at 18th level. Beginning at 14th level, you have attained elemental
• Once per casting, ignore a portion of the target’s
versatility beyond most all others, granting you your
damage reduction equal to the rank of the jutsu cast. third Nature Release. Select one Nature Release you
(D-Rank: 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10) didn’t select with your Nature Release Adept or with your
Twin Cast class features.
ELEMENTAL ADEPT Your ability to weave vastly different chakra molding
Also, at 2nd level, your frequent study of Ninjutsu has
theologies in the heat of battle are an envy of shinobi
granted you a keen awareness most others lack in
across the land. When you would use your action to cast
elemental-based combat.
a ninjutsu with a nature release keyword, you may cast
Once per turn, when you cast a Ninjutsu with a nature
two ninjutsu with a different nature releases with a
release keyword, you can retain a portion of the chakra
casting time of 1 Action as a Bonus Action. You may do
used and store it within yourself in the form of an
this twice per long rest.
Elemental mote. An elemental mote remains stored for
Finally, when you would spend 5 Elemental motes at
up to 1 minute, or until spent. You can have up to 5 motes
once to empower a jutsu you cast, you may add three
stored at once. When you would cast a jutsu with a
times your ability modifier to the damage dealt.
nature release keyword you can spend any number of
motes. If you do you cannot gain a mote the turn you do. THE FINAL LESSON
For each mote spent, you increase the potency of your Starting at 18th level, you learn the ultimate molding
jutsu cast. Select from one of the following, of which you technique for casting multiple ninjutsu with different
can only use one of when spending motes; nature releases called Final Lesson. When you cast two
• Impose a -1 penalty to saving throws for every 2 motes ninjutsu with different nature release keywords in the
spent. same action, you can embolden the jutsu cast. You can
• For every mote spent, reduce the cost of the jutsu by 2 only use this molding by spending 10 chakra. You can use
Chakra. You can spend up to 3 motes in this way. this molding in addition to any other efficient molding
you are using.
TWIN CAST These jutsu both gain the benefits of any moldings
Beginning at 6th Level, your focus on your elemental used with their casting, so long as the molding can
versatility has granted you the ability to learn an reasonably be applied to it.
additional nature release. Select one nature release you
didn’t select with your Versatile Release class feature
and you gain a bonus to your Initiative equal to your
Intelligence Modifier.
Additionally, you have learned how to make extended
use of your Elemental Motes. As an Action you can spend
5 Elemental Motes. When you do you are able to cast two
Ninjutsu with different nature release keywords in the
same Action. You can only cast Jutsu in this way twice
per Long Rest, however you regain one use when you
take a Short Rest.
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TRACE TALENT PURE CHAKRA
Starting at 10th level, Ninjutsu you cast without any nature
The Ninjutsu Specialist who follow the path of “Tracers”
release keywords that are currently benefiting from your
are quite simply, prodigies. But they lack formal training in
Refined Ninjutsu class feature gain additional benefits;
elemental techniques, instead opting to master jutsu
without elements and wielding them to great effect. The • As a part of the same action used to cast the selected
level of power they attain tends to be on par and in some Jutsu, you cleanse your target of any defenses. They
cases superior to elemental ninjutsu. lose any resistances it may have against its damage
type until the end of your next turn.
VOID SPECIALIZATION • As a part of the same action used to cast the selected
When you choose this tradition at 2nd level, you learn two jutsu, deal additional damage equal to your
ninjutsu that you qualify for one of which can be C-Rank. Proficiency Bonus.
The chosen jutsu cannot have any nature release • When you initiate a clash with the chosen jutsu, you
keywords. You also gain a 1d6 bonus on all Ninshou roll your Clash Check at advantage.
checks related to ninjutsu without nature release
keywords that you have the ability to cast. KIYO
Finally, when you cast a ninjutsu without any nature Starting at 14th Level, your nature-less chakra has
release, you can do one of the following: reached a level of power and purity beyond what others
could conceive. When you use Limitless Casting to cast
• Once per casting, impose a -3 penalty to an affected
two Jutsu in one Action, you may cast the second Jutsu at
creature’s Concentration Check.
half its original cost.
• Once per casting, impose a -3 penalty to an affected
Additionally, when you cast a Ninjutsu without any
creature’s Clash Check.
nature release, you may double its cost. When you do you
VOID ADEPT may release a surge of void chakra to instead enhance all
allied creatures of your choice within 60 feet of you,
Also at 2nd Level, your skill with chakra molding and raw
granting them advantage on their next saving throw
shaping techniques have becomes far more adequate and
against a Ninjutsu or Genjutsu, before the end of their
sophisticated than others of a similar level.
next turns.
Once per turn, when you would cast a ninjutsu without
Lastly, Ninjutsu you have without nature release
any nature release keywords, you gain one Void Shard. A
keywords have grown virtually unstoppable. Creatures
shard remains for up to 1 minute or until spent. You can
who attempt to Counter, Negate or Dispel any Jutsu you
have 5 shards stored at once. When you would cast a
originally cast without a nature release keyword make
ninjutsu without a nature release keyword you can do one
any check, attack roll or saving throw made to
of the following to increase the Jutsu's potency. Select one
accomplish the aforementioned at disadvantage..
of the following, of which you can only use one of when
spending shards;
TALENT VOIDER
• By spending 1 Shards, convert all damage dealt into Starting at 18th level, you learn the ultimate molding
Chakra damage. technique for casting ninjutsu without nature releases
• Increase the cost of the affected creature next jutsu by 5, called Talent Voider. When you cast a ninjutsu without a
for each Shard spent. nature release keyword, you can embolden the jutsu cast.
• For every mote spent, reduce the cost of the jutsu by 2 You can only use this molding by spending 10 Chakra.
Chakra. You can spend up to 3 motes in this way. You can use this molding in addition to any other
efficient molding you are using.
LIMITLESS CASTING Your jutsu deals an amount of Chakra damage equal to
Starting at 6th Level, when you target a hostile creature the initial damage dealt and all affected creatures must
with a Ninjutsu without a nature release keyword while make a constitution saving throw, losing the ability to
they are suffering from any condition, you may as a part of mold chakra for 1d4+1 turns.
the casting of the triggering jutsu cast a second Ninjutsu of
C-Rank or lower without a nature release keyword that
must target the same creature. You can cast in this way
twice per rest.
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TSUNAMI additional affects based on the nature release affecting
them. A creature can only suffer an additional effect from
The Ninjutsu Specialist who chooses to become a Tsunami
this feature once per round;
embodies the force of such an event. Unphased by the power
• Earth Release: The creature gains 1 rank of Bruised.
of the sea and all-encompassing just like an ocean when
using Water Release Ninjutsu. • Wind Release: The creature gains 1 rank of Bleed.
• Fire Release: The creature gains 1 rank of Burned.
RAINING VORTEX
Also, at 6th Level, you learn a new and unique efficient
molding technique called Raining Vortex. When you cast
a Ninjutsu with the Water Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All affected creatures within this jutsu’s range that
would fail a saving throw from another Jutsu with a
Nature Release before the end of your next turn takes
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EFFICIENT MOLDING POTENT NINJUTSU
Alternate Cost: 4 Chakra
CAREFUL NINJUTSU When a ninjutsu you cast deals damage, you can select 3
Alternate Cost: 5 Chakra rolled damage die, and change their result to be treated as
When you cast a Ninjutsu that forces other creatures to the maximum possible value on the die.
make a saving throw, you can protect some creatures from
the Jutsu’s full force. Select up to 3 creatures. A chosen PRECISE NINJUTSU
creature suffers no effect from your casted Ninjutsu. You can Alternate Cost: 3 Chakra
spend an additional use of this feature or spend its alternate When you cast a Ninjutsu that requires an attack roll, you
cost to select another 3 creatures. This Molding can be used can gain advantage on one of the attacks. You can spend an
with Ninjutsu with the Combination keyword. additional use of this feature or spend its alternate cost to
make any additional attacks at advantage.
DISTANT NINJUTSU
Alternate Cost: 3 Chakra QUICKENED NINJUTSU
When you cast a Ninjutsu, you can double the range of the Alternate Cost: 5 Chakra
jutsu cast. If the you cast a ninjutsu with the range of touch, When you cast a Ninjutsu that has a casting time of 1 action, you
you instead make the range of the jutsu 30 feet. can change the casting time to 1 Bonus Action for the casting. If
you use this molding, you cannot use Reactive Molding until the
DOUBLED NINJUTSU beginning of your next turn.
Alternate Cost: Chakra cost Rank based (D-Rank: 4, C-Rank:
8, B-Rank: 12, A-Rank: 15, S-Rank: 20) REACTIVE NINJUTSU
When you cast a Ninjutsu that targets only one creature and Alternate Cost: 6 Chakra
doesn’t have a range of self, you can target a second creature As a Reaction, which you take on your turn, you can cast a
in range with the same Jutsu. To be eligible for Doubled ninjutsu with a casting time of 1 Action. If you use this
Ninjutsu, a Ninjutsu must be incapable of targeting more molding, you cannot use Quickened Molding until the
than one creature at the jutsu’s current rank. beginning of your next turn.
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whom this class was designed after are as follows; Kid
Naruto Uzumaki, Kid Sasuke Uchiha, Kid Sakura Haruno,
Kid Kakashi Hatake and Kid Obito Uchiha.
CREATING A SCOUT-NIN
SCOUT-NIN When creating a Scout-Nin consider a few things about
the character when they are on a team with others. Do
An Uzumaki lies in wait as his target enters the brothel, he
they fill in any gaps or do they support others in their
performs the transformation technique to turn into one of
endeavors enhancing that particular field their allies are
the many women within the building he’s seen in the
specializing in. Do they use their techniques as an
past few days.
answer to the weaknesses of the team? What made the
A Sarutobi in the heat of battle weaves together a great character so bound to learning so many varied
wave of water blowing some enemies away, when some techniques and how do they plan on using them in the
leap over the wave avoiding it, the Sarutobi follows up field? Did they train under another very skilled Shinobi?
with a powerful Genjutsu stunning the airborne shinobi Or did they become enamored by the people around
as they come crashing down into the water. them and want to emulate their skills and techniques
leaving nothing to chance?
A Nara gets into a close combat battle with an enemy,
and holds his own while preparing to capture his enemy QUICK BUILD
within the Shadow possession technique. You can make a Scout-Nin quickly by following these
These shinobi, different as they might be, are suggestions. First, put your highest ability score in
connected by one common factor, they are Jack of all either Strength, Intelligence, or Wisdom followed by
trades. While others are specialists of some sort in one Constitution. Second, choose any clan that you find the
form or another, a scout-nin is someone who by most appealing, this class is
definition is able to complete most tasks or fill most flexible enough to
roles in a team with little trouble. Scout-Nin are able to
support them.
draw out their latent abilities in most fields while others
cannot.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to take on the role of a generalist, someone
who may not specialize in any particular field such as
ninjutsu, Genjutsu or Taijutsu. But someone who can use
them all to a varying degree and find success. While
other classes can use all 3 forms of jutsu, this class is
designed with the ability to enhance them on a case-by-
case basis using Superiority Dice if needed. Characters
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CLASS FEATURES DEFT EXPLORER
Beginning at 1st level you are an unsurpassed generalist
As a Scout-Nin, you gain the following class features.
in most all environments. You gain the Canny benefit
HIT POINTS below, and an additional benefit when you reach 6th level
and 11th level in this class.
Hit Dice: 1d8 per Scout-Nin level
Hit Points at 1st Level and beyond: 8 + your constitution CANNY (1ST LEVEL)
modifier Choose any one skill. You gain proficiency in this skill. If
you have proficiency in this skill already, you instead gain
CHAKRA POINTS Mastery.
Chakra Dice: 1d10 per Scout-Nin level
Chakra Points at 1st Level: 10 + your constitution MOBILE (6TH LEVEL)
modifier Your wall and water walking speed is equal to your
Chakra Points at Higher Levels: 1d10 (or 6) + your walking speed. You also gain a Swimming and climbing
Constitution Modifier per Scout-Nin level after 1st . speed equal to your walking speed.
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SHINOBI’S DRIVE MOBILITY
Your perseverance can be called upon with the flick of the You gain a +10 bonus to your speed, and +1 bonus to Saving
wrist. When making an ability or skill check, by spending 1 throws made to resist hostile effects. These bonus
Hit die, you are able to call on your Shinobi Drive, adding increases to +15 and +2 at 11th level.
half of the spent Hit die’s result to your roll Additionally, while you are gaining the benefit of this
generalization whenever you would make a saving throw
SHINOBI’S FOCUS using an ability you are not proficient in to end a condition
You have trained for endless hours to be considered a more or effect placed on you by a hostile creature or
focused shinobi. When you would make a check, attack roll environment, you gain a bonus 1d4 to the saving throw.
or saving throw while you have disadvantage or are
suffering from a penalty of any type, imposed by a Jutsu, SKILL
feature or trait from a hostile creature, you can spend 1 You gain a +2 bonus to all ability and skill checks. This
Chakra die to treat your d20 roll as if you have no penalties bonus increases to +3 at 11th level.
applied to it. Additionally, while you are gaining the benefits of this
generalization, Skill based actions that require an Action
SCOUTING TECHNIQUE can be performed as a Bonus Action.
SIGNATURE JUTSU
once, whenever you take the Attack action on your turn.
JACK OF ALL, MASTER OF NONE Beginning at 7th level, you have found a jutsu that you
specialize in better than anyone else who may have come
Starting at 5th Level, you exemplify the ideal of
before. Select one Jutsu you know of B-Rank or Lower. You
generalized combat. Select one of the following
gain one of the following benefits of your choice when
generalizations between Combat, Control, Mobility, Skill, and
using the chosen Jutsu. You may switch which jutsu this
Support. When you do, you gain its benefits. You can switch
feature affects whenever you would learn a new jutsu from
which generalization you have when you complete a rest.
leveling up in this class. You can select a second Signature
Alternatively, you can spend one Superiority Die from your
effect and Jutsu to gain the benefits of both effects
Scout-Nin Subclass to switch the Generalization you are
beginning at 15th level.
benefiting from. You can only switch in this way, once per
short rest.
SIGNATURE POWER
COMBAT When you use your chosen jutsu, you deal additional
damage equal to your Jutsu Types Ability Modifier
You gain a +1 bonus to attack & damage rolls made with
(Ninjutsu, Genjutsu or Taijutsu.), you also ignoring
Ninjutsu, Taijutsu, Genjutsu and Bukijutsu you cast. This
resistance to your chosen jutsu’s damage type and the
bonus increases to +2 at 11th level. If a Jutsu you cast of the
jutsu cast cannot be negated or dispelled the turn it is cast.
chosen type would gain the benefit of a seal that would
provide a bonus to attack rolls, it does not gain the benefit
of both this feature and that seal, instead you must pick
SIGNATURE RAMPING
When you would upcast your chosen jutsu, If your upcast
one.
adds additional die for damage, healing, temporary hit
Additionally, while you are gaining the benefits of this
points or damage reduction. Add one additional die, per
generalization, when you would take the Attack action, you
rank upcast, once per casting. Otherwise, increase the save
can make a Weapon Attack as a Bonus Action, once per
DC of the chosen Jutsu (If any) by +1 for every two ranks
turn.
upcast.
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SIGNATURE TECHNIQUE
Beginning at 10th level, you temporarily commit to a
technique that assists you in dealing with a variety of
scenario’s. When you complete a rest, select one of the
following which helps in building out your already broad
skillset. Beginning at 18th level, you can instead gain the
benefit of two of these options.
HIDDEN TECHNIQUE
You can remain perfectly still for long periods of time to set
up ambushes. As an Action while you are at least lightly
obscured, you can attain perfect stillness. When you do, you
and all allies within 5 feet of you become invisible, along
with any equipment they are wearing or carrying and any
creatures who would attempt to make any checks to search
or look for you or creatures under the effect of this feature,
suffer a -10 penalty to checks made to complete such a task
until the start of your next turn if in combat or until you
would move more than half your movement speed if outside
of combat.
While you are gaining this benefit, if you haven’t moved
since your last turn, you and allies affected by this feature
cannot be found as a result of Tremorsense, jutsu with the
sensory keyword or chakra sight. If you or an allied creature
attacks a creature while benefiting from this feature, the
attacking creatures attack scores a critical hit if the attack
result is at least 5 or greater than the targets AC. Once a
critical hit has been scored in this way, it cannot be
triggered again until you complete a long rest.
AGGRESSIVE TECHNIQUE
You are able to fight for longer periods of time. You gain the
ability to extend your fighting potential, in the form of
controlled breathing.
On your turn, as a Bonus Action, you can spend 2 Hit die to
breathe in deeply, regaining hit points equal to 1d10 + your
scout level.
Alternatively, you can as a Bonus Action spend 2 Chakra
die to breathe in deeply, regaining chakra points equal to
1d10 + half your scout level.
TACTICAL TECHNIQUE
You have a much higher affinity with tactics and
planning out your movement and actions.
Creatures cannot make opportunity attacks
targeting you or allied creatures within 10
feet of you.
Additionally, yourself and allies who
begin their turns within 10 feet of you
can take the Dash action as a Bonus
Action.
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SCOUTING TECHNIQUE BATTLEFIELD JUDICATION
Also, at 3rd level, you become the leader your team needs
ARBITER SCOUT in times of strife and conflict. Once per turn, when you
would take the attack action, in place of one of your
The Scout-Nin who choose to become Arbiters focus on attacks, you order one friendly creature who can see or
enhancing their allies, utilizing their skills beyond what hear you, to cast a Jutsu that requires an attack roll,
most shinobi could only dream of doing, and enabling make a weapon attack, take a Skill-Action, Dodge, or
their team to perform feats of amazing prowess with just disengage (moving up to half their movement away).
a bit of Arbitration. You can command a creature in this way twice per
initiative roll.
SUPERIOR ARBITRATION Additionally, when a friendly creature makes an attack
Beginning at 3rd level you lean maneuvers that are roll of any type, you can spend a Superiority Die adding
fueled by a special dice called Superiority Dice the result of the roll to their attack.
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Arbitration Maneuvers section ABSOLUTE AUTHORITY
at the end of this class. You earn more at higher levels as Beginning at 6th level, you and allied creatures within 30
shown in the “Maneuvers Known” Column of the feet of you, can add Half of your Charisma Modifier
Superior Arbitration table. Many Maneuvers enhance an (Rounded Down) to their AC.
attack in some way. You can use two Maneuvers per turn.
When you take a long rest, you may switch one COMMANDING PRESENCE
Maneuver you know for another you qualify for. Beginning at 9th level, when you would benefit from the
Superiority Dice: You have three Superiority Dice, which Master of Arbitration class feature, the creature whom
are d8’s, you earn more at higher levels, as shown in the you have made Charisma checks against, makes their
Superiority Dice column of the Superior Arbitration table. contesting checks with a 1d6 penalty.
A Superiority Die is expended when you use it. You regain Additionally, allied creatures under the effect of a
all of your expended Superiority Dice after 10 minutes. Genjutsu, that begin its turn is within 10 feet of you,
remake their saving throw to end the Genjutsu’s effect. A
S UPERIOR ARBITRATION T ABLE
creature can only benefit from this feature once per
Scout-Nin
short rest.
Level Superiority Dice Maneuvers Known Yourself and allied creatures within 10 feet of you that
3rd 3 3 make saving throws to resist Genjutsu gain a bonus to
4th 3 3 their saving throw equal to half of your Charisma Ability
Modifier.
5th 3 3
6th 4 3 PARAGON’S PRESENCE
Beginning at 14th level, all allied creatures within 30 feet
7th 4 3
of you are immune to the Berserk, Charmed or
8th 4 4 Frightened Conditions. You decide which condition at
9th 5 4 the end of a Short rest.
10th 5 4
TIRELESS COMMAND
11th 5 4 Beginning at 17th Level, you can roll d4’s in place of
12th 6 4 expending Superiority Die for your Master of Arbitration
and Battlefield Judication class features.
13th 6 5
14th 6 5 WHO DECIDED THAT!?
15th 7 5 Beginning at 20th level, when you would fail a saving
throw of any kind, you instead pass, suffering no
16th 7 5
additional effects twice per short rest.
17th 7 5 Additionally, when a creature other than you, within
18th 8 6 30 feet of you would fail a saving throw of any kind you
may spend a Superiority Die. They instead pass, suffering
19th 8 6
no additional effects. A creature can only benefit from
20th 8 6 this feature once per long rest.
MASTER OF ARBITRATION
Starting at 3rd level, you learn to enforce your presence
into any discussion or squabble. You gain proficiency in
Deception, Intimidation and Persuasion.
Additionally, you may spend a Superiority Die when
making any Charisma based skill check, adding the
result to check.
Beginning at 6th level, whenever you would succeed on
a Charisma based Skill action against a hostile or non-
allied creature, you regain 1 Superiority Die. You can
regain a Superiority Die in this way, once per creature, per
rest.
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ARBITER MANEUVERS LEADER’S AUTHORITY
Scout-Nin Keyword: Specialized
ASSISTED ACCURACY When you hit a creature with an attack or a creature fails
Scout-Nin Keyword: Specialized a saving throw against a Jutsu you cast you can expend
You may spend a Superiority Die targeting one allied one Superiority Die. All hostile creatures within 15 feet of
creature within 30 feet of you. When you do, the next you must make a Wisdom saving throw vs your Save DC
time they would make an attack of any type, they add (If Weapon or Unarmed, Taijutsu save DC), gaining 1
half the result of the Superiority Die to the attack roll. On rank of fear.
a successful hit of the allied creatures attack, if you make
the same type of attack, targeting the same creature, on LEADER’S PRESENCE
your next turn, you add the same Superiority Die to your Scout-Nin Keyword: Specialized
attack roll. When you hit a creature with an attack or a creature fails
a saving throw against a Jutsu you cast you can expend
ASSISTED CONTROL one Superiority Die. All allied creatures within 15 feet of
You may spend a Superiority Die targeting one allied you can feel your presence, automatically ending any 1
creature within 30 feet of you. When you do, the next Mental or Sensory based Condition currently afflicting
time they would force a hostile creature to make a saving them, if any of your choice.
throw of any type using a Jutsu they cast, they add half of
the result of the Superiority Die to the save DC (Min 1.). If LEADER’S WILL
a hostile creature failed the saving throw of your allied Scout-Nin Keyword: Specialized
Creatures Jutsu, if you make an attack of any type, When you hit a creature with an attack or a creature fails
targeting one of the failing creature(s), on your next a saving throw against a Jutsu you cast you can expend
turn, you add the same Superiority Die to your first one Superiority Die. When you do, if you are under any
damage roll against that creature. effects or conditions that required you to make a saving
throw that you failed. You immediately remake the
ASSISTED DEFENSE saving throw, adding the Superiority Die to the result of
You may spend a Superiority Die targeting one allied your saving throw.
creature within 30 feet of you. When you do, the next
time they would make a saving throw of any type, they LEADERS ARBITRATION
add half the Superiority Die to the result. On a successful Scout-Nin Keyword: Specialized
save, you add the same Superiority Die to your next As an Action, you can spend one Superiority Die, targeting
saving throw before the end of your next turn. all creatures of your choice within 60 feet of you. All
selected creatures must succeed a Wisdom or
ASSISTED POWER Intelligence saving throw (Your choice) vs your Ninjutsu
You may spend a Superiority Die targeting one allied (or Genjutsu save DC). On a failed save they become
creature within 30 feet of you. When you do, the next unable to willingly lie, deceive or even speak with a
time they would make an attack of any type, they add hostile tone or nature towards you and other creatures
twice the result to their damage roll. On a successful hit allied with you, instead preferring to find a middle
of the allied creatures attack, if you make the same type ground or one both sides can benefit from.
of attack, targeting the same creature, on your next turn,
you add the same damage to your damage roll.
ASSISTED EXPERTISE
You may expend a Superiority Die targeting one allied
creature within 30 feet of you. When you do, the next
time they would make a skill check of any type, they
add the Superiority Die to the check. On a
successful skill check from the allied creature,
if you make a Skill-Check, on your next turn,
you add the same Superiority Die to your
Check.
LEADERS EXAMPLE
When you make a melee attack, you can
expend one Superiority Die adding the result to
your attack roll. On a successful hit, select one allied
creature within 30 feet of you. If that creature
makes the same type of attack,
targeting the same creature on
their following turn, they add the
result to their next attack roll.
94
ASSAULT SCOUT RELENTLESS ASSAULT
Starting at 20th level, you can select one of the following
Those Scout-Ninja who choose to become Assault
defensive effects and ignore it when dealing damage to a
Specialists focus on the development of raw physical
hostile creature. You must make this decision when you
power honed to deadly perfection. Assault Specialist
declare your attack or use your damaging jutsu/effect
Scouts combine rigorous training with physical
and cannot change it until the beginning of your next
excellence to deal devastating blows.
turn; Temporary Hit Points. Resistance, Immunity, Damage
Beginning at 3rd Level you learn maneuvers that are S UPERIOR A SSAULT T ABLE
fueled by a special dice called Superiority Dice.
Scout-Nin
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Assault Maneuvers Section at Level Superiority Dice Maneuvers Known
the end of this class. You earn more at higher levels as 3rd 3 3
shown in the “Maneuvers Known” Column of the 4th 3 3
Superior Assault table. Many Maneuvers enhance an
attack in some way. You can use two Maneuvers per turn.
5th 3 3
When you take a Long Rest, you may switch one 6th 3 3
maneuver you know for another you qualify for. 7th 4 4
Superiority Dice: You have three Superiority Dice, which
8th 4 4
are d4’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Assault table. A 9th 4 4
Superiority Die is expended when you use it. You regain 10th 4 4
all of your expended Superiority Dice after 10 minutes.
11th 5 5
BRUTISH ASSAULT [CHANGED] 12th 5 5
Additionally, at 3rd level, whenever you hit with a melee 13th 5 5
or ranged attack and deal damage, you deal additional
damage equal to your Superiority Die. This feature can be 14th 5 5
used twice per turn. 15th 6 6
16th 6 6
BRUTISH DURABILITY [CHANGED]
Also, at 3rd level once per short rest, whenever you make 17th 6 6
a saving throw, you may add half a Superiority Die to the 18th 6 6
result. This does not spend the die. If you would use this
19th 7 7
feature again before completing a short rest, you may
spend a Superiority Die to activate this feature an 20th 7 7
additional time.
If applying this bonus to a death saving throw
increases the total to 20 or higher, you gain the benefits
of rolling a natural 20.
UNTAPPED POTENTIAL
Beginning, at 6th level your Superiority Die begins to
grow in strength as you do. Your Superiority Die grows 1
step, into a D6. It repeats this process at 9 th (d8), 14th
(d10) and 17th levels (d12).
Additionally, once per turn whenever you would score
a critical hit with an attack roll or roll a natural 20 on a
saving throw you regain 1 Superiority Die.
REMARKABLE ATHLETE
At 9th level, you can spend a Superiority Die, adding the
result to any Strength, Dexterity, or Constitution check
you make.
DEVASTATING CRITICAL
Starting at 14th level, when you score a critical hit with a
melee attack, you gain a bonus to that attack's damage
roll equal to your Scout Nin level.
When you score a critical hit with a ranged attack, you
gain a bonus to that attack’s damage roll equal to half of
your Scout Nin level.
SURVIVOR
At 17th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution Modifier if you
have less than half of your hit points left. You don’t gain
this benefit if you have 0 hit points.
95
ASSAULT MANEUVERS MENACING PRECISION
Scout-Nin Keyword: Specialized
AMPLIFIED FORCE When you make an attack roll of any type against a
Scout-Nin Keyword: Specialized creature, you can expend one Superiority Die to add the
When you cast a jutsu, that forces a creature to make a result to the roll. You can use this maneuver before or
saving throw of any kind, you can expend up to three after making the attack roll, but before any effects of the
Superiority Die increasing the Save DC by +1 for each one attack are applied. On a successful hit, you gain half of
spent and adding the spent die to the damage roll. When the original roll to the next attack you make before the
you do, if the affected creature(s) fail their saving throw end of your next turn. On a successful hit of the second
by 5 or more, they gain twice the number of condition attack, you gain half of the original attacks superior die
ranks. roll, to the next attack you make before the end of your
next turn.
AMPLIFIED CRIPPLING
When you hit a creature with an attack, you can expend a MENACING FEINT
Superiority Die to cripple its movement. Add twice the When you would miss with an attack, you can spend one
number rolled to the damage rolls of the attack. The Superiority Die, the next time you would make an attack
creature must make on a Strength saving throw vs your against the same creature before the end of the current
attacks save DC (If Weapon/Unarmed, Taijutsu save DC) turn, you add twice the number rolled to the damage roll
or have its movement speed halved. A creature must of that attack. On a hit, you gain the benefits of the
spend an action to make a Strength (Athletics) check vs Disengage action.
the save DC, regaining its full movement speed on a
success. MENACING RETALIATION
When you would take damage from an attack, from a
AMPLIFIED CRITICAL creature within range of one of your unarmed, weapon
Scout-Nin Keyword: Specialized or Melee or Ranged Jutsu based attacks, you can spend
When you declare an attack, you can expend up to three one Superiority Die and your Reaction, to make one
Superiority Die. The first attack made increases its critical unarmed or weapon attack, or cast one jutsu that
threat range by +1 for each one spent. On a critical hit requires you to make no more than one melee or ranged
add twice the number of dice spent to the damage roll. attack roll, adding twice the spent Superiority Die’s result
to the damage dealt.
AMPLIFIED KNOCK BACK
When you hit a creature with an attack, you can expend
one Superiority Die to knock the opponent back. You add
twice the Superiority Die’s result to the attack’s damage
roll, and the target is thrown back a number of feet equal
to 5 x the result of the Superiority Die and falls prone. A
creature whose movement is interrupted by a solid
surface (such as a tree or wall) takes twice the falling
damage every 10 feet you would have thrown them.
AMPLIFIED STRIKES
Scout-Nin Keyword: Specialized
When you would make a weapon/unarmed attack or cast
a jutsu that requires an attack roll, you can expend one
Superiority Die, recording the result. Select a number of
creatures within 5 feet of your first target. Add your
Superiority Die to the first attack roll of the jutsu cast. On
a hit, the initial target and all selected targets, suffer the
damage of that attack as if they were the original target.
This does not inflict any effects the jutsu would normally
inflict to a creature hit by it, to chosen adjacent
creatures.
MENACING ASSAULT
Scout-Nin Keyword: Specialized
Spend one Superiority Die to attempt to frighten
everything around you. The next time you would make
an attack, you add twice the Superiority Die’s result to the
attack’s damage roll and all creatures within 20 feet of
you, of your choice must make a Wisdom saving throw
vs the Save DC (If Weapon or Unarmed, Taijutsu save
DC). On a failed save, affected creature gains 1 rank of
fear. A creature who would deal damage to you ends the
fear condition on itself.
96
CLONING SCOUT CLONES EVERYWHERE
At 6th level, when you would summon clones as a result of a
Those Scout-Nin that choose to become Cloning specialist
Ninjutsu with the Clone keyword, you summon 1 additional
employ superior numbers as their primary method of
clone at no additional cost. This does not work if a clone is
combat. They hone this skill through repeated use of their
summoned as a result of the Clones Technique feature.
Clones in different situations allowing them to becomes
When a clone would deal damage, increase the damage
masters of duplicative combat. Not every scout has the
die used by 1 step. Increase their damage die by an
ability to use Clones the way a Cloning Scout can and it
additional step at 14th and 17th levels.
shows through their tactics and abilities available to them.
When two more Shadow Clones you summoned would
CLONE FRENZY[CHANGED]
If you have one or more clones active, you may spend a
Superiority Die. The next time you command your clones,
they add the result of the roll to any damage rolls they make.
98
BARRIER SCOUT cannot absorb any further damage until it regains said hit
points in one of the following ways:
Those Scout Ninja who choose to become Defensive
• When you would gain Temporary Hit Points you instead
Scouts train to bolster those around them. They can
inspire their allies with renewed vigor, lifting them to cause your Chakra Barrier to regain Hit Points equal to
new heights, while simultaneously protecting them from the amount of THP you would gain. If your Chakra
harm. Barrier is already at max Hit Points, you instead gain
the Temporary Hit Points as normal.
SUPERIOR DEFENSE • When you would gain Damage Reduction as a result of a
Beginning at 3rd Level you learn maneuvers that are Jutsu, you can choose to instead cause your Chakra
fueled by a special dice called Superiority Dice. Barrier to regain Hit Points equal to twice the amount of
Maneuvers: You learn three maneuvers of your choice, DR you would gain.
which are detailed in the Barrier Maneuvers Section at • When you would gain a bonus to your Armor Class, you
the end of this class. You earn more at higher levels as can choose to instead cause your Chakra Barrier to
shown in the “Maneuvers Known” Column of the regain Hit Points equal to three times the AC you would
Superior Defense table. Many Maneuvers enhance your gain.
allies in some way. You can use two Maneuvers per turn. While your Chakra Barrier has hit points, you gain a 1d4
When you take a long rest, you may switch one bonus to checks made to maintain concentration on Jutsu
maneuver you know for another you qualify for. you cast.
Superiority Dice: You have three Superiority Dice, which Beginning at 6th level, once per round, you regain 1
are d8’s, you earn more at higher levels, as shown in the Superiority Die when you would reduce the damage you or
Superiority Dice column of the Superior Defense table. A an allied creature would take to half or less as the result
Superiority Die is expended when you use it. You regain of a class feature or Jutsu.
all of your expended Superiority Dice after 10 minutes.
99
MASTERED BARRIER of temporary hit points gained, you add twice the result
Beginning at 14th level, you have mastered your ability of your Superiority Die to the result.
to bend, manipulate, enhance and reinforce your Chakra
Barrier granting you an additional variation to your DEFENSIVE REASSURANCE
Projected Barrier class feature called Heavy Guard. You can expend a Superiority Die and call out to a creature
Heavy Guard. By spending 1 Chakra Die, you layer your within 60 feet that can see or hear you that has to make a
Chakra Barrier over a number of allies within 30 feet of Dexterity or Intelligence saving throw, as you reassure
you, equal to your Proficiency Bonus. Creatures layered them of your presence and aid. When you do so, that
in this way gain Resistance to the next instance of creature adds half of the amount rolled to their save. If
damage they take before the end of the current turn. that creature would pass their saving throw, you gain a
1d4 bonus to your next Dexterity or Intelligence Saving
ADAPTIVE SHIELDING throw made within the next minute.
At 17th level, when your chakra barrier takes damage,
you can have it gain resistance to subsequent damage of DEFENSIVE REBUKE
that type until the start of your next turn (no action Scout-Nin Keyword: Specialized
required). If it takes damage of more than one type When you would cast a Jutsu that would grant only you,
simultaneously, you can choose which type it gains Damage Reduction, you can spend a Superiority Die.
resistance to. Your barrier can only have resistance to When you do, all allied creatures within 10 feet of you
one type of damage at a time. gain the benefit of the jutsu cast, until the end of the
current turn, regardless of the jutsu’s duration. When
SUPERIOR SHIELDING you would roll to determine the damage reduction
Beginning at 20th level, you learn to apply your Chakra gained, you add your Superiority Die to the result.
barrier to all of your allies. As an action, you may select
up to 3 creatures you can see within 60 feet of you that DEFENSIVE REGRESSION
you are allied with. Each creature gains a chakra barrier Scout-Nin Keyword: Specialized
with hit points equal to your Scout-Nin level. While they You call out to a creature that has just be struck by a
each have their own Chakra Barrier, they can use your critical hit. Your perfectly timed call out allows them to
Projected Barrier class feature, with each ability being avoid potentially fatal damage. When a creature within
able to be used once each, per rest. Your allies Chakra 60 feet of you has been struck with a critical hit, you can
Barrier cannot be replenished in the same way as yours spend 1 Superiority Die, recording the result. Reduce the
and when it reaches 0 hit points, it is lost until you number of damage dice the target rolls by the result. If
provide it to them again. You can use this feature twice you reduce the number of dice they roll to 0, their attacks
per long rest. damage is reduced to 0.
DEFENSIVE ENHANCEMENT When you would take damage while your Chakra Barrier
You can spend one Superiority Die to enhance the has 0 Hit points, you can spend any number of
defenses of an allied creature you can see other than Superiority Die. When you do, it gains a number of hit
yourself, recording the result. When you do, they gain a points equal to 5 times the result, until the end of the
bonus to their next saving throw equal to half the result. current turn, returning back to 0 hit points.
REVENGE GUARD
On a failed save they gain temporary hit points equal to
three times the result.
Scout-Nin Keyword: Specialized
DEFENSIVE GOADING When you would cast a Jutsu that would grant you,
When you would deal damage to a creature, you can Damage reduction or Temporary hit points, you can
expend one Superiority Die to attempt to goad the target spend a Superiority Die. When you do, the first instance of
into attacking you. You add the Superiority Die to the damage your Temporary hit points, or your Damage
damage roll and the target has disadvantage on all attack reduction would interact with this turn is echoed
rolls against targets other than you until the end of your outward affecting all hostile creatures within 10 feet of
you. All Hostile creatures of your choice within range
next turn.
must make a Dexterity saving throw against the original
DEFENSIVE RALLY DC of the Attack or Jutsu (If Weapon/Unarmed, Taijutsu
You bolster the resolve of an injured ally. As a Bonus save DC). On a failed save they take the same damage
Action, select one allied creature within 30 feet of you inflicted from the attack or jutsu + twice the result of
that has taken damage this initiative. When you do, you your Superiority Die. On a successful save they take half.
spend one Superiority Die to inspire them. They can
choose to spend one of their own Hit die. Regardless, TEAM GUARD
When you are within 10 feet of an allied creature, you can
they regain hit points equal to twice your Superiority Die
spend one Superiority Die as a Bonus Action. All allied
plus their Hit die if they spent one.
creatures, including yourself, within range gain a +2
DEFENSIVE RAMPING Bonus to their AC, and all saving throws made until the
When you would cast a Jutsu that would grant you and no end of your next turn so long as they remain within 10
one else, Temporary Hit points, you can spend a feet of you. If any affected creature would take damage
Superiority Die. When you do, all allied creatures within you reduce the damage taken by the result of the
10 feet of you gain the benefit of the jutsu cast, until the Superiority Die.
end of the current turn, regardless of the jutsu’s
duration. When you would roll to determine the number
100
ELEMENTAL SCOUT ELEMENTAL STRIKE
Also, at 3rd level, when you would cast a Jutsu with your
The Scout-Nin who choose to become Elementalist learn
chosen nature release, you can retain some of that
to wield a Nature Release and have it constantly flowing
elemental energy, augmenting you. For the next minute
through their chakra coils, just beneath the surface.
while augmented, your unarmed/weapon attacks deal an
Making their element stronger and themselves sturdier
additional 1d6 of your chosen nature releases damage
against it.
type.
12th 4 6
ELEMENTAL SUPERIORITY
13th 5 6 Beginning at 17th level, your body is constantly
14th 5 6 producing nature release chakra of your chosen element.
When you would use a maneuver, you can treat the result
15th 5 7 as double its rolled amount to calculate the maneuvers
16th 5 7 given effects.
17th 5 7 Additionally, you may spend one Superiority Die on
your turn to gain immunity to your chosen nature
18th 6 8
releases damage and resistance it’s superior nature
19th 6 8 release for until the beginning of your next turn.
20th 6 8 Earth Release: Earth Damage (Immune) and Lightning
Damage (Resistance)
ELEMENTAL KNOWLEDGE Wind Release: Wind Damage (Immune) and Fire
Starting at 3rd level, you have focused your efforts on Damage (Resistance)
harnessing your innate Nature Release. Select one Nature Fire Release: Fire Damage (Immune) and Cold Damage
Release (Earth, Wind, Fire, Water, or Lightning Release). (Resistance)
You gain the ability to cast Jutsu with the corresponding Water Release: Cold Damage (Immune) and Earth
Keyword. If you could already cast jutsu with the selected Damage (Resistance)
keyword, you learn one jutsu with the corresponding Lightning Release: Lightning Damage (Immune) and
keyword that you qualify for. Wind Damage (Resistance)
Also, when you or an allied creature within 30 feet of
you would cast a Ninjutsu that does not have your chosen
Nature release, you can spend one Superiority Die
enhancing the Jutsu, giving it your chosen Nature release
Keyword and adding the spent die to the damage dealt.
Beginning at 6th level, once per turn, whenever you
score a critical hit with a Jutsu based attack or a hostile
creature fails a saving throw vs a Jutsu you cast by 5 or
more. You regain 1 Superiority Die.
101
PRIMAL STORM ELEMENTAL SPELLSTRIKE [CHANGED]
Beginning at 20th level, you have learned to unleash a Scout-Nin Keyword: Specialized
massive quantity of nature release chakra with your You can infuse a Ninjutsu you cast with your chosen
jutsu or attacks. When you deal damage to a creature nature release into your next strike. As a Bonus Action,
with a Jutsu with your chosen nature release or with a select one Ninjutsu that requires an attack roll, has a
weapon attack and you spend a Superiority Die or use a casting time of 1 Action or Bonus Action, targets a single
maneuver as a part of the attack or jutsu cast, you deal creature and has your chosen nature release. By
additional damage equal to, three times the result of spending 1 Superiority Die and the jutsu’s listed cost, you
your Superiority Die. infuse it into your weapon or unarmed strikes. Before the
end of the next turn, You can replace one of your Attack
ELEMENTAL MANEUVERS Action attacks with a Spellstrike Attack. On a hit, you deal
your weapon/[Unarmed Damage], plus the jutsu’s
ELEMENTAL DISRUPTION damage, plus your Superiority Die. If the jutsu would
When you hit a creature with a weapon or jutsu attack, require a saving throw to inflict its damage or effects,
you may strike them in such a way that their chakra the target takes half of the jutsu’s damage immediately
pathways get blocked up. Spend one Superiority Die, until and then makes its saving throw. On a failure taking the
the beginning of your next turn, jutsu that creature casts remaining half and gaining the listed effects/conditions
increase its cost by an amount equal to twice the result. and on a success taking no further damage. After dealing
damage with a Spellstrike Attack, the jutsu defuses from
ELEMENTAL BEING your weapon.
Scout-Nin Keyword: Specialized
As a Reaction to being targeted by an attack, you can PRIMAL RECOVERY
turn into your element and have it pass through you. You Scout-Nin Keyword: Specialized
may expend one Superiority Die and increase your AC by You may quickly send a surge of chakra through your
an amount equal to half the number rolled until the start chakra coils, giving them a burst of energy. You may
of your next turn. spend a Superiority Die, regaining chakra points equal to
If a creature misses you with an attack from within 5 the result + your constitution modifier and regaining the
feet of you, they then take damage equal to three times ability to mold chakra if you could not before. You can
the number rolled as your chosen element's damage gain the benefit of this maneuver no more than twice per
type. initiative roll.
102
PATHFINDER SCOUT BURST OF SPEED
Also, at 3rd level, you can Dash as a Bonus Action.
The Scout-Nin who choose to become Pathfinder Scouts
Alternatively, once per turn, you can spend half of your
use extreme speed to nearly teleport around the
movement to teleport. If you would teleport, you may roll
battlefield. They use their extreme speed to protect their
your Superiority Die. You can teleport a number of feet equal
allies and maneuver them more effectively during battle.
to 10 x the result. This movement, counts as a Jutsu that
12th 5 5
TRANSVERSE DEFENSE
13th 5 5 Beginning at 14th level, your learned speed enables you to
14th 5 5 quickly dodge to lessen the harm done to you during battle.
When you take damage from an attack or jutsu, you can use
15th 6 6
your Reaction to give yourself resistance to the attack’s or
16th 6 6 jutsu’s damage on this turn.
17th 6 6
NATURAL TRANSPOSITION
18th 6 6
Beginning at 17th level, you have used teleportation and
19th 7 7 swift movement techniques enough that you have learned
20th 7 7 to use it naturally. As a Bonus Action, you can teleport up to
45 feet to an unoccupied space you can see. You can use
MOBILE SAVANT your Blitz Shock and Blitz Step maneuvers to modify this
Starting at 3rd level, you learn the Chakra Movement feature.
Ninjutsu. This does not count against your known jutsu
limit. The Casting time of this jutsu becomes; SUPERIOR TRANSPOSITION
Beginning at 20th level, you can unleash your accelerated
Special (When you would move at least 10 feet).
chakra to manifest a field of influence that you control.
You also choose between the following; Wind Release:
Select a space you can see within 120 feet of you. As a free
Zephyr Strike, Lighting Release: Lightning Speed,
action on your turn, You manifest a 30-foot radius sphere
Graceful Cat, or Flower Petal Escape
centered on this point. Yourself and all creatures and loose
You learn the selected jutsu which also does not count
objects within this space are subject to your control. As an
against your known jutsu limit. The selected jutsu can be
Action, Bonus Action or Reaction by spending one
cast by spending 1 Superiority Die, in place of chakra. If
Superiority Die, you can select one creature or object that
the jutsu would requires concentration, you can
you can see and attempt to move it to any other space
maintain it at no additional chakra cost.
within the radius of the sphere. The affected creature or
You learn another jutsu from this list when you would
object must make a Charisma saving throw vs your
reach 6th, 9th and 14th levels, all being able to cast with a
Ninjutsu (or Genjutsu) save DC. On a failed save they are
Superiority Die as the first.
moved to the chosen point, unable to take Reactions to this
forced movement.
103
PATHFINDER MANEUVERS SPEEDY RECOVERY
Scout-Nin Keyword: Specialized
BLITZ ASSAULT While you are under the effects of a condition, jutsu, or
While you are gaining the benefits of a jutsu that trait that would reduce your movement speed or prevent
increases your movement speed or you have teleported you from taking Reactions, you can spend a Superiority
immediately before declaring an attack, with the attack Die. Immediately make an additional saving throw or
action, you can spend one Superiority Die. When you do, skill check to resist the condition, jutsu or trait vs its
you can make a number of additional attacks equal to the original DC, adding the result of your Superiority Die to
result of the Superiority Die. You cannot add your ability your saving throw or skill check bonus. If it does not
modifier or any bonus to damage rolls only using your have a DC to resist, the DC becomes 10 + Triggering
weapons or [Unarmed Damage] die, unmodified by creatures or environmental effects level/rank (D-Rank:
jutsu, feats or features. 5, C-Rank: 7, B-Rank: 9, A-Rank: 11, S-Rank: 13)..
BLITZ STEP
When you cast or use a jutsu that allows you to teleport
or increase your movement speed, you can spend a
Superiority Die to increase the distance of your teleport or
the increase in movement speed, increase the distance or
speed increase by a number of feet equal to 5 times the
number rolled, until the end of the current turn.
BLITZ STRIKE
While you are gaining the benefits of a jutsu that
increases your movement speed, and you would cast a
jutsu that requires no more than one melee attack, you
can spend a Superiority Die. You convert your speed into
strength, rolling your Superiority Die adding three times
the result to the damages roll and overwhelming the
target on a hit, forcing them to make a Constitution
saving throw vs the Jutsu’s save DC. On a failure, they
become incapacitated until the end of their next turn.
BLITZ RECOVERY
While you are gaining the benefits of a jutsu that
increases your movement speed, and you would cast a
jutsu or use a feature that restores hit points to only
yourself, you can spend one Superiority Die, adding twice
the result to the healing.
104
PHANTOM SCOUT PHANTOM’S POWER
Also at 3rd Level, you learn to compress your phantasmic
The Scout-Nin who choose to become a Phantom
chakra for bursts of ghastly power known as your
becomes a ghost who fades in and out of sight, acting as
Phantasmic Power, represented as 1d6. When a
a specter who is virtually impossible to touch or find. A
subsequent class feature calls for your Phantasmic Power
master of Stealth and expert in assassination, using your
you roll the d6 in addition to any other effects following
ghostly Ninjutsu and Genjutsu to execute your objectives
the rules of the specified features. You can only use your
with little to no opposition.
Phantasmic Power once per turn.
105
ETHEREAL SNAP a saving throw that would deal damage to you, you can spend
Beginning at 17th level, you have mastered the art of 1 Superiority Die, when you do, you become incorporeal just as
becoming ethereal and have learned to even make it a the attack would hit you. You take reduced damage equal to
part of your fighting style. You gain an additional use for your Phantasmic Power.
your Phantasmic Power called Ethereal Snap.
Ethereal Snap. While you are gaining the benefit of your PHANTOM CLAW
Ghost Walk class feature, when you would score a hit with a Scout-Nin Keyword: Specialized
melee attack you can reach into your enemies bodies and You layer your attack in phantasmal chakra to tear through
rapidly shift from incorporeal to corporeal forcibly your target’s chakra coils. By spending one Superiority Die you
snapping and twisting everything out of place. The affected change the damage type of your next attack to chakra
creature must make a Charisma saving throw vs your damage. On a hit, you deal your attacks damage, plus your
Taijutsu (or Genjutsu, your choice) save DC. On a failed Phantasmic Power, plus twice the Superiority Die’s result to
save, the target takes both Chakra and Necrotic Damage the damage total and forcing the target to make an
equal to twice your Phantasmic Power and gains 3 ranks of Intelligence saving throw vs the attacks Save DC (If
Concussed. You can only call upon this power twice per long Weapon/Unarmed, Taijutsu save DC). On a failed save,
rest. A creature who passes their saving throw does not affected creature(s) gain 3 ranks of Confused.
spend a use of this feature. If you use this Maneuver while you are Hidden or the target
is Unaware of you or your location, increase the damage to
POLTERGEIST twice your weapon/[Unarmed Damage], plus four times the
Beginning at 20th level, you can become a ghastly figure of Superiority Die and increase the inflicted ranks of Confused on
complete terror. You gain the following benefits; a failed save to 5 ranks.
PHANTOM HAUNTING
• You can now use your Phantasmic Power twice per turn.
• You can now use Ghost Walk twice per short rest.
Scout-Nin Keyword: Specialized
• Ghastly Leech now allows you to select 2 dice instead of 1.
When a creature within 5 feet of you would move away from
PHANTOM MANEUVERS
you any number of feet, you may, as a Reaction, spend 1
Superiority Die. When you do, you become invisible and move
a number of feet, up to your maximum speed, ignoring
GHASTLY STRIKE difficult terrain and other creatures spaces, ending your
When you would deal damage with an attack, you can movement as close as possible to the triggering creature.
quickly make the attack ethereal, attacking their mind by Your invisibility immediately ends, as you make a single
spending 1 Superiority Die. The damage of the attack weapon attack against the creature at advantage, adding
becomes Psychic Damage, adding three times the result of twice the Superiority Die result to the damage roll.
the Superiority Die to the result. The target must then make a
Wisdom Saving Throw vs the attack types DC (If PHANTOM M OVEMENT
Weapon/Unarmed, Taijutsu save DC). On a failed save the Scout-Nin Keyword: Specialized
target gains 1 rank of Slow. If the target of this maneuvers When you would make a saving throw or skill check in an
attack has 2 or more combined ranks of Fear, Slow and/or attempt to move through an impassable surface, barrier, or
Concussed, you instead add five times the result to the wall. (Such as the effects of the Uzumaki Clan Jutsu;
damage dealt. Adamantine Barrier) You may spend 1 Superiority Die. When
you do, you become ethereal, becoming able to move through
GHASTLY VISAGE those surfaces with ease, until the end of the current turn.
As a Bonus Action, you can spend one Superiority Die. When Add the result of your Superiority Die to your saving throw, or
you do, you transform your body into one with either a double the result to your skill check made to move towards or
horrifying physique or a calming look. through the impassable surface, barrier or wall.
Horrifying. Hostile creatures within 30 feet of you must
make a Wisdom Saving throw vs your Genjutsu Save DC. On SHADOW SNATCH
a failed, save they drop their weapons, must spend all their Scout-Nin Keyword: Specialized
movement attempting to get away from you and are unable When a creature you can see within 30 feet of you would hit
to make hand signs (HS) until the end of each of their next an allied creature (excluding yourself) with an attack, you
turns. may spend a Superiority Die. When you do, you create a
Calming. All allied creatures within 30 feet of you ghostly web of chakra that grabs ahold of their ethereal
currently Charmed, Berserker, Dazed, Feared, or Blinded, selves, reducing their attack roll, by the result.
are healed of one of the listed conditions.
SHADOW DRAIN
GHASTLY WAIL Scout-Nin Keyword: Specialized
Scout-Nin Keyword: Specialized When a creature you can see within 30 feet of you would gain
You can release a powerful echoing force of ghostly chakra a bonus to hit or damage from a jutsu, feature or trait, you
that vibrates the spirits of those caught within. may spend a Superiority Die. When you do, you attempt to
As an action, by spending a Superiority Die, all creatures of drain and steal a bit of their power through their shadow,
your choice within 30 feet of you must make a Charisma into your own. They must make a Wisdom saving throw vs
saving throw vs your Ninjutsu (or Genjutsu) Save DC (Your your Ninjutsu (or Genjutsu) save DC. On a failed save, they
choice). On a failed save, the affected creature gains 2 ranks lose the bonuses granted to hit or damage, while you gain the
of Concussed and is blinded until the end of their next turn. benefit of that bonus to hit or damage for a number of turns
equal to half the result of your Superiority Die.
PHANTOM AVOIDANCE
Scout-Nin Keyword: Specialized
You become ethereal, just as an attack would strike you. As a
Reaction, when you would be hit by an attack or would make
106
TACTICAL SCOUT Select one Maneuver from one of the Following Scout-
Nin Subclasses, learning it and adding it to your
Those Scout Ninja who choose to become Tactical
Maneuvers known, not counting it against your known
Specialists employ Martial Techniques passed down
maneuvers limit. If the Maneuver has the Specialized
through generations. To a Tactical Specialist, combat is an
keyword, you cannot take it. You can select one more
academic field, sometimes including subjects beyond
Maneuver from the aforementioned subclasses at 14 th
battle such as weaponsmith or armor craft. Not every scout
and 20th levels
absorbs the lessons of history, theory, and artistry that are
• Arbiter Scout
reflected in the Tactical Specialty, but those who do are
• Assault Scout
well-rounded fighters of great skill and knowledge.
• Cloning Scout
SUPERIOR TACTICS • Defensive Scout
Beginning at 3rd Level you learn maneuvers that are fueled • Pathfinder Scout
by a special dice called Superiority Dice. • Phantom Scout
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Tactical Maneuvers Section at the EXPERT OF ALL, JACK OF NONE
end of this class. You earn more at higher levels as shown Starting at 9th Level, your knowledge and experience has
in the “Maneuvers Known” Column of the Superior Tactics provided you with amplified knowledge on how to handle
table. Many Maneuvers enhance you or your allies in some difficult, if not impossible situations.
way. You can use one Maneuver per turn. When you take a You can gain the benefit of two Generalizations of
short rest, you may switch any maneuver you know for your choice at a time from the Jack of All, Master of None
another you qualify for. class feature.
Superiority Dice: You have three Superiority Dice, which
are d10’s, you earn more at higher levels, as shown in the MASTERED SIGNATURE TECHNIQUE
Superiority Dice column of the Superior Defense table. A At 14th level, others wish they were of your caliber. You
Superiority Die is expended when you use it. You regain all may gain the benefit of an additional feature, granted by
of your expended Superiority Dice after 10 minutes. the Signature Technique class feature.
Saving Throws: Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s MASTERED SIGNATURE JUTSU
At 17th level, you can choose the final benefit granted by
effects. The saving throw for each maneuver is listed
the Signature Jutsu class feature.
within the maneuver itself.
107
TACTICAL MANEUVERS TACTICAL BREAKTHROUGH
Scout-Nin Keyword: Tactical
SUPERIOR DISARMING TRIP When you would make an attack or cast a jutsu that would
Scout-Nin Keyword: Tactical deal damage to a creature their reactionary attempts were
When you hit a creature with a melee attack, you can already a part of your calculations. Spend one Superiority
expend one Superiority Die to attempt to knock the target Die, recording the result.
down and take away any advantage they may have had If the target would reduce your damage or gain
over you physically. You add the Superiority Die to the temporary hit points as a result of a Reaction based jutsu,
attack’s damage roll, and if the target is large or smaller, feature or trait, you reduce their damage reduction or
it must make a Strength saving throw vs your attacks temporary hit point value by an amount equal to twice the
Save DC (If weapon or unarmed then Taijutsu Save DC). result of your Superiority Die until the end of the current
On a failed save, you knock the target prone, disarm and turn.
kick its weapon, if any 10 feet away and their movement
speed is reduced by half until the end of their next turn. TACTICAL ESCAPE
You can expend one Superiority Die. When you do, you gain
SUPERIOR FEINT the effects of the Disengage and Dash actions and you gain
When you would make an attack of any type, you can advantage on all Strength (Athletics) or Dexterity
Spend one Superiority Die to feint. When you do, your (Acrobatics) checks until the end of your next turn.
attack is made in a way to completely overcome your
targets defenses. Reduce the targets AC against the TACTICAL OVERWRITE
attack by an amount equal to half the result of your Scout-Nin Keyword: Tactical
Superiority Die. When you would make an attack targeting a creature their
reactionary attempts were already a part of your
SUPERIOR MANEUVERS calculations. Spend one Superiority Die, recording the
When you hit a creature with an attack, you can expend result.
one Superiority Die to maneuver one of your comrades If the target would gain a bonus to their AC as a result of
into a more advantageous position. You add the a Reaction based jutsu, feature or trait, you reduce the
Superiority Die to the attack’s damage roll, and you bonus to their AC by an amount equal to the result, to a
choose a friendly creature who can see or hear you. That minimum of their AC prior to the jutsu’s activation until
creature can move up to its full movement speed without the conclusion of your attack.
provoking opportunity attacks, gaining a bonus to their
next attack roll equal to half the result of your Superiority TACTICAL PARRY
Die. When another creature damages you with an attack, you
can use your Reaction and expend one Superiority Die to
SUPERIOR PRECISION reduce the damage by three times the result of your
Scout-Nin Keyword: Tactical Superiority Die.
When you make an attack roll of any type against a If you would spend your Reaction to cast a jutsu that
creature, you are attempting to strike the most vital reduces damage or grants you Temporary Hit Points, you
point open against the target, you can spend up to four can instead spend a Superiority Die, adding the result to the
Superiority Die. When you do, increase your attacks THP or first instance of damage reduced.
critical threat range by +1 for each spent Superiority Die. If this maneuver would help in causing an attack to miss
On a hit, you add all spent Superiority Die to the damage. or reduce the damage you take to your normal hit points to
0, the attacking creature is caught off guard, increasing the
SUPERIOR RIPOSTE next instance of damage you inflict on them before the end
Scout-Nin Keyword: Tactical of your next turn by twice the result of your Superiority Die.
When a creature misses you with an attack, you can use
your Reaction and expend one Superiority Die to make a TACTICAL STRIKE
melee or ranged weapon attack against the creature. If When you take the Attack action on your turn, you can
you hit, you add twice the Superiority Dies result to the forgo one of your attacks to direct one of your companions
attack’s damage roll, and the creature gains 1 rank of to strike. When you do so, choose a friendly creature who
weakened. can see or hear you and expend one Superiority Die. That
creature can immediately use its Reaction to take the attack
SUPERIOR SUPPRESSION action or cast one jutsu of C-Rank or lower, adding the
Scout-Nin Keyword: Tactical Superiority Die to their attack or Damage roll (their choice).
When a Creatures currently under the effects of a jutsu
you cast would make a saving throw to resist its effects, TACTICAL TECHNIQUE
you impart a lasting weight on them regardless of their Scout-Nin Keyword: Specialized
results. Spend one Superiority Die, reducing their next When you would make a weapon attack with a weapon with
saving throw by half the result of your Superiority Die. the Disarm, Grapple, Multiattack or Versatile properties
you can spend a Superiority Die enhancing their effects until
the end of your next turn;
• Disarm/ Grapple: The opposing creature makes their
skill check at disadvantage.
• Multiattack: You can make a two weapon attacks with
this weapon as a Bonus Action, adding your ability
modifier.
• Versatile: The Versatile Damage Die is doubled until
the end of the current turn.
108
TRICKSTER SCOUT VOID SOUL AWAKENING
Starting at 3rd level, you learn a special Fuinjutsu
The Scout-Nin who choose to become a Trickster have
technique to create a Chakra Construct known as a Void
become true to themselves and those around them. By
Soul, a manifestation of your true self, that you can call
accepting who they truly are, they have gained the ability
upon for support, both in and out of combat. You can
to manifest the best version of themselves, albeit in the
name it if you wish as it will always abide by your
most romanticized way. Using this power to assist them
command regardless of the title you give it.
in life, both in and out of combat.
This chakra construct can be summoned as a Bonus
SUPERIOR TRICKSTER Action and occupies your space alongside you. It is visible
to all creatures who can mold chakra (CM). While
Beginning at 3rd level you lean maneuvers that are
summoned, you can calculate your AC using your
fueled by a special dice called Superiority Dice
Charisma in place of your Dexterity for the duration.
Maneuvers: You learn three maneuver of your choice,
Once summoned, you can command it by spending your
which are detailed in the Trickster Maneuvers Section at
Actions, Bonus Actions and Reactions as needed to
the end of this class. You earn more at higher levels as
accomplish the given task. Your Void soul uses the
shown in the “Maneuvers Known” Column of the
following Statistics found at the end of this class section;
Superior Trickster table. Many Maneuvers enhance an
Your Void soul has the following rules.
attack in some way. You can use two Maneuvers per turn.
When you take a long rest, you may switch one maneuver • Has a number of Jutsu known equal to your Proficiency
you know for another you qualify for. Bonus.
Superiority Dice: You have three Superiority Dice, which o Your Void Soul can only access jutsu which you
are d6’s, you earn more at higher levels, as shown in the could normally qualify for (Keywords, Hijutsu,
Superiority Dice column of the Superior Movement table. A etc.), plus one keyword that you don’t have access
Superiority Die is expended when you use it. You regain all to (Any one nature release or medical keyword).
of your expended Superiority Dice after 10 minutes. o Your Void Soul cannot cast Combination Jutsu.
o You can switch your Void Soul’s Jutsu known when
S UPERIOR T RICKSTER T ABLE you would gain a level.
o It uses its own ability scores for the purpose of
Scout-Nin Level Superiority Dice Maneuvers Known qualifying for jutsu. These jutsu are added to your
3rd 3 3 known jutsu list, but you cannot cast them, only
your void soul can.
4th 3 3 • Movement speed is equal to yours. If you would end
5th 3 3 your turn more than 120 feet away from your Void
6th 4 3 Soul, it is resummoned in your space.
• Uses your Chakra when casting its Jutsu.
7th 4 3 • Uses your saving throw proficiencies.
8th 4 4 • If you and your Void Soul would make a saving throw
9th 5 4 against the same effect, you only make one save
suffering the effects only once, not twice. If the Void
10th 5 4
soul would take damage, you do not need to make a
11th 5 4 concentration check.
12th 6 4 You can dismiss your Void Soul as a Bonus Action on
13th 6 5 your turn or when you fall unconscious. You calculate,
your Void soul’s Ability Scores based on the Strength of
14th 6 5
your Personality. Your Void Soul does not have Ability
15th 7 5 scores like a normal creature, but instead only Ability
16th 7 5 Modifiers. You gain a number points to spend, equal to
your Charisma Modifier times 3 which raises any ability
17th 7 5
modifier of your Void Soul by +1, of your choice. The
18th 8 6 maximum value of any modifier is +6.
19th 8 6
20th 8 6
109
TRICKSTERS SOUL BINDING CHANGE OF HEART
Beginning at 6th level, you learn to fuse with your void soul Beginning at 17th level, your resolve has strengthened,
becoming your true, fully realized self. As a Bonus Action, and with it, your Void soul has strengthened as well.
you can fuse with your Void Soul for up to 1 Minute. While Your Void soul gains immunity to non-chakra enhanced
fused, you are treated as if you have summoned your Void attacks or resistance to two damage types of your choice.
soul but you cannot summon them as a separate creature (Pick one).
with the Void Soul Awakening class feature. This form ends Alternatively, while you are gaining the benefit of your
early if you are unconscious or die. This fusion manifests Tricksters Soul Binding class feature, you gain one of
itself as a helmet or mask of your description. While fused following additional benefits. You must complete a long
you gain the following benefits; You can use this feature rest to switch which benefit you gain;
once per short rest. If you would attempt to gain this • Messiah. When a creature within 60 feet of you would
benefit again after using it once, you may spend 1
be reduced to 0 hit points or less, you can, as a
Superiority Die to do so.
Reaction spend 1 Superiority Die. When you do, they
• Tricksters Potential. Once per turn, when you would instead fall to 1 hit point, then gain temporary hit
score a critical hit, roll a natural 20 on a skill or ability points equal to 5 times the result.
check or a hostile creature critically fails vs a Genjutsu • Izanagi. When you would spend a Superiority Die
you cast, you regain 2 Superiority Die. targeting an allied creature, if the combined total of
• Tricksters Strength . Select one ability modifier your their d20 and your Superiority Die is 20 or greater, they
Void Soul has. Increase your same ability modifier to treat it as rolling a natural 20.
match the Void souls, ignoring your listed ability score • Satanael. Your Superiority Die are now D8’s and the die
for the duration. used for Tricksters words becomes a d8 as well.
• Tricksters Spirit. You have advantage on Wisdom and
Charisma Saving throws and skill Checks. MASTERY OF SELF
• Tricksters Words. You can influence a creature in battle Beginning at 20th level, the resolve in your heart has
once per turn. If influencing an allied creature, they add reached its apex. Your will cannot be faltered and you are
1d6 to any one skill check, saving throw or attack roll now able to stand against all your hardships in life with
they make. If influencing a hostile creature, they reduce steadfast determination.
their next skill check, saving throw or attack roll by half While your Void soul is summoned, or you are gaining
of 1d6. (Your Choice) You can use Tricksters words in this the benefits of Tricksters Soul Binding you and your Void
way a number of times equal to your Charisma Modifier soul gain immunity to the charmed, fear, berserk, dazed,
per rest. and weakened conditions.
HEAT RISER
Beginning at 9th level, your ability to drag down enemies or
to enhance the hearts of your allies have strengthened. When
you use a Trickster Maneuver on a creature, you may as a Medium Construct, unaligned
part of the same action, use another maneuver targeting the
same creature. The maneuver selected must either help or
hinder the target based on the triggering Maneuver or
Tricksters Words Effect. You must spend a Superiority Die as
Speed Equal to yours
normal.
• If the triggering effect would boost, increase or aid the
creature, the additional maneuver must boost, increase or 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
aid the creature in some way.
• If the triggering effect would impose a penalty, reduce or
hinder the creature, the additional maneuver must impose
Senses Darkvision 30 ft., passive Perception 10
a penalty, reduce or hinder the creature in some way.
WILLPOWER SURGE Immutable Form. The Void Soul is immune to any Jutsu or effect that would
alter its form.
Beginning at 14th level, your ability to call upon your Void
soul has reached a new level of control and prowess. When Inexhaustible. The Void Soul cannot cast jutsu or use effects that would
casting a jutsu without your Void soul active, you may increase its own ranks of exhaustion.
temporarily call upon your Void soul. When you do this, Chakra Construct. The Void Soul attacks are chakra enhanced.
your Void soul momentarily comes forth and casts the
jutsu for you. When casted this way the jutsu ignores any
Hand Sign (HS) component it may have.
Additionally, the jutsu deals additional damage equal to
three times your Charisma Ability Modifier, once per
casting.
Alternatively, if you are benefiting from Tricksters Soul
Binding when you use this feature, you both cast the jutsu
simultaneously enhancing it. You gain the previous benefit
allotted by this feature, though it can now occur up to twice
per casting.
Regardless, you may use this feature a number of times
equal to your Charisma Ability Modifier per long rest. If you
attempt to use this feature when you have no more uses
left, you may spend a Superiority Die to use it.
110
TRICKSTER MANEUVERS POWER UP: FOCUS
You spend a Bonus Action and expend a superiority to
DEBILITATE: RAKUNDA strengthen the next Jutsu you cast. You roll your
When you would make an attack or cast a Ninjutsu or Superiority Die and record the result. The next time you
Genjutsu that affects a hostile creature, you can expend a deal damage with a Jutsu you cast, you increase the
Superiority Die to weaken a creature’s defensive damage die by 1 Step.
capabilities. If this maneuver is used by your Void soul, or while you
One creature who would fail your Jutsu's saving throw are benefiting from Tricksters Soul Binding you instead,
takes additional damage equal to twice your Proficiency increase the damage die by two steps and add twice the
Bonus, the next time they take damage before the end of Superiority Die to the damage rolled.
the current turn. If your attack does not trigger a saving
throw then affected creatures must make a Charisma RAMP UP: RAKUKAJA
Saving throw vs your Ninjutsu or Genjutsu save DC (Your In place of one of your attacks made by the Attack action,
choice.) you spend a superiority to strengthen an allies defense.
If this maneuver is used by your Void soul, or while you Target an allied creature within 20 feet of you and roll
are benefiting from Tricksters Soul Binding, the additional your die. The target’s AC is increased by the result against
damage increases by 4 times your Superiority Die result. the next attack made against it or it gains a bonus to its
next saving throw made equal to the result. Whichever
DEBILITATE: TARUNDA comes first.
When you would make an attack or cast a Ninjutsu or If this maneuver is used by your Void soul, or while you
Taijutsu that affects a hostile creature, you can expend a are benefiting from Tricksters Soul Binding you also grant
Superiority Die to cripple a creature’s power. Record the the creature, resistance to one damage type of your choice
result. that lasts a number of its turns equal to the result.
Target creature must make a Strength saving throw vs
your Ninjutsu or Taijutsu Save DC. On a failed save, the RAMP UP: TARUKAJA
next attack or jutsu the target makes/casts has its In place of one of your attacks made by the Attack action,
damage reduced by the result of twice your Superiority you spend a superiority to strengthen an allies power.
Die (Min 1.). Target an allied creature within 20 feet of you and roll
If this maneuver is used by your Void soul, or while your die. The next attack the target makes is heightened.
you are benefiting from Tricksters Soul Binding you Increase the attack and damage roll by the result or if they
instead reduce their Damage by three times result. Reroll cast a jutsu that requires a saving throw, increase the Save
1’s and 2’s, taking the second result. DC by half of the result. Whichever comes first.
If this maneuver is used by your Void soul, or while you
DEBILITATE: SUKUNDA are benefiting from Tricksters Soul Binding, they also reroll
When you would make an attack or cast a Genjutsu or all 1’s and 2’s when making their damage rolls, taking the
Taijutsu that affects a hostile creature, you can expend a second result, or they increase the save DC by the total
Superiority Die to cripple a creature’s power. Record the result instead of half. (Pick one)
result
Target creature must make a Wisdom saving throw vs RAMP UP: SUKUKAJA
your Taijutsu or Genjutsu Save DC. On a failed save, the You spend a Bonus Action and a Superiority Die superiority
targets attack bonuses are reduced by an amount equal to strengthen an allies speed. Target a willing allied
to the result, until the end of their next turn. creature within 20 feet of you and roll your die. The allied
If this maneuver is used by your Void soul, or while creature immediately takes their turn (This counts as
you are benefiting from Tricksters Soul Binding you also their turn for the round). They gain a bonus to their speed
reduce their AC by an amount equal to half the result. equal to the result x 5.
(Min 1.) until the end of their next turn. If this maneuver is used by your Void soul, or while you
are benefiting from Tricksters Soul Binding you instead
POWER UP: CHARGE grant the creature a bonus to movement speed equal to
You spend a Bonus Action and expend a superiority to the result x 10 and they gain advantage on the first attack
strengthen the next Taijutsu or Bukijutsu you cast. The roll, skill check, or saving throw they make during the
next time you deal damage with a Taijutsu or Bukijutsu, turn you just granted them. (Whichever one comes first).
you reroll all 1’s and 2’s.
If this maneuver is used by your Void soul, or while ULTIMATE: REVOLUTION
you are benefiting from Tricksters Soul Binding you also You spend a Bonus Action and expend a superiority to
add twice the Superiority Die result, rerolling 1’s and 2’s. introduce the highest stakes gamble you can make. Record
the Superiority Die result.
POWER UP: CONCENTRATE All willing creatures within 60 feet of you gains a bonus
You spend a Bonus Action and expend a superiority to to their critical threat range equal to half the result of
strengthen the next Ninjutsu or Genjutsu you cast. The your Superiority Die, until the end of each of their turns,
next time you deal damage with a Ninjutsu or Genjutsu, but they also gain vulnerability to the next instance of
you reroll all 1’s and 2’s. damage they take before the end of your next turn.
If this maneuver is used by your Void soul, or while If this maneuver is used by your Void soul, or while you
you are benefiting from Tricksters Soul Binding you also are benefiting from Tricksters Soul Binding you also,
add twice the Superiority Die result, rerolling 1’s and 2’s. reduce the cost of each creatures next jutsu cast by the
result of your Superiority Die.
111
CREATING A TAIJUTSU SPECIALIST
TAIJUTSU SPECIALIST When creating a Taijutsu Specialist consider a few things
A Hyūga takes their fighting stance, ready for the assault about the character on a personal level? Do they use
from the surrounding undead summons from the Dark Taijutsu as a way to push pass their weaknesses and
shinobi standing just on the other side of the ridge, the surpass their rivals? Do they use Taijutsu as a way to give
Hyūga leaps from undead to undead, striking them each themselves discipline and teach themselves patience?
with unmatched precision taking them down one by one
What made the character so bound to learning so many
with 1 or two precise strikes.
varied and useful Taijutsu techniques and what drives
A clanless girl in the heat of battle creates an them to learn more? Did they train under another very
unorthodox stance, and readies for her training session. skilled Shinobi? Or did they become enamored by the
Her team assaults her as she parries, dodges and people around them and want to emulate their skills and
counters each one with a graceful swing of her arms and techniques?
legs as she then follows each one with a powerful strike
knocking each training member back. QUICK BUILD
You can make a Taijutsu Specialist quickly
These shinobi, different as they might be, are
by following these suggestions. First, put
connected by one common factor, they are masters in
your highest ability score in Strength or
the field of Taijutsu. While others are able to use Taijutsu
Dexterity, followed by Constitution.
techniques they learn with some level of mastery, the
Second, choose the Hyūga, Sarutobi,
Taijutsu Specialists are the absolute masters of unarmed Inuzuka, Uchiha or Non-Clan, Clans.
combat and technique. They are able to take the concepts
of the Taijutsu they have and accelerate it to new heights
and unmatched levels.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize different types of Taijutsu and
stances, allowing for a variety of fighting styles as
shown in the Naruto series and other Manga series.
Players would be able to match or exceed their allies in
combat, close range and even close distance better than
most other classes are able. The characters this class is
pulling inspiration from are as follows: Rock Lee, Might
Guy, Neji Hyūga, Hinata Hyūga, and Killer B
112
CLASS FEATURES seal you would like. Infusing yourself with such a seal
must be done over the course of a full rest. Additionally,
As a Taijutsu Specialist, you gain the following class
you cannot gain the benefit of this feature while you are
features.
not using this features AC calculation.
HIT POINTS
You gain access to refined armor seals and 1 additional
slot at 9th level, greater armor seals and 1 additional slot
Hit Dice: 1d12 per Taijutsu Specialist level at 13th level, and Superior armor seals and 1 additional
Hit Points at 1st Level and beyond: 12 + your slot at 17th level.
constitution modifier
UNARMED TECHNIQUE
CHAKRA POINTS
Also 1st level, your practice of martial arts gives you
Chakra Dice: 1d6 per Taijutsu Specialist level mastery of combat styles that primarily use unarmed
Chakra Points at 1st Level: 6 + your constitution strikes and Taijutsu Specialist weapons, which are
modifier Combat Bracers, Iron Claws, Quarterstaffs, Nunchaku,
Chakra Points at Higher Levels: 1d6 (or 4) + your Tonfa and Knuckle Blades.
Constitution Modifier per Taijutsu Specialist level Choose one of the Taijutsu Stances located in Chapter
after 1st. 13: Customization Options and you gain the following
benefits while you are in a Taijutsu Stance or wielding
PROFICIENCIES only Taijutsu Specialist weapons:
Armor: Light armor, medium armor • You can use Strength or Dexterity for the attack and
Weapons: Simple weapons, Combat Bracers, Iron Claws,
damage rolls and Save DC calculation of your unarmed
Nunchaku, Tonfa, Knuckle Blades, Battle Wire
strikes, Taijutsu Specialist weapons, Taijutsu and the
Ninja Tools: Disguise Kit, Trapper Kit
Athletics and Martial Arts skill.
Saving Throws: Strength, Dexterity, Charisma • You can roll a d6 in place of the normal damage of
Skills: Martial Arts, Choose three from Acrobatics,
your unarmed strike or Weapons that you are
Chakra Control, History, Insight, Investigation,
proficient with. This increases to a d8 at 6 th level and a
Nature, Stealth, Perception, Medicine.
d10 at 11th level.
EQUIPMENT
You start with the following equipment, in addition to MARTIAL TECHNIQUE
the equipment granted by your background. If you select Finally, beginning at 1st level, your focus on Taijutsu has
a ranged weapon you also gain 1 Stack of ammunition: prepared your body for the strain of performing these
• (a) No Armor or (b) Padded Cloth or (c) Combat Jacket
techniques better than others could even dream of. This
• (a) Combat Bracers or (b) Iron Claw
training has enabled you to utilize Taijutsu in such an
• (a) One Kunai stack or (b) One Shuriken stack
efficient way, other forms of efficiency actively hinder
your masterfully honed skill.
• (a) 2 Paper Bombs or (b) 2 Flash tags
Taijutsu you cast are always cast with a predetermined
• 1 Smoke Bomb
chakra cost ignoring its listed cost unless its Special.
JUTSU CASTING While benefiting from this class feature, you cannot gain
the benefit of other forms of cost reduction, regardless
NINJUTSU
of the source. You can choose to not use this feature
when you would cast a Taijutsu.
Ninjutsu save DC = 8 + your Proficiency Bonus + your Taijutsu you cast of the following Ranks have the
Intelligence Modifier associated base costs at all times. Upcasting still
Ninjutsu attack modifier = your Proficiency Bonus + increases the cost of the jutsu as listed in its text.
your Intelligence Modifier D-Rank: 3 Chakra.
C-Rank: 5 Chakra.
GENJUTSU B-Rank: 9 Chakra.
Genjutsu save DC = 8 + your Proficiency Bonus + your A-Rank: 14 Chakra.
Wisdom Modifier S-Rank: 20 Chakra.
Genjutsu attack modifier = your Proficiency Bonus +
your Wisdom Modifier MARTIAL ADEPT
Starting at 2nd level, your training with unarmed
TAIJUTSU techniques have granted you a technique that others of
Taijutsu save DC = 8 + your Proficiency Bonus + your your skill level could only ever pray to emulate. This skill
Strength Modifier and technique is manifested in the form of Martial Dice,
Taijutsu attack modifier = your Proficiency Bonus + your which is a d4. Your martial die grows in size to a d6 at
Strength Modifier 9th, and a d8 at 17th.
At the beginning of each of your turns you manifest a
MARTIAL DEFENSE pool of martial die, of an amount equal to the value
shown in the Martial Dice column of the taijutsu
Beginning at 1st level, while you are wearing no armor,
specialist class table. You can spend your martial die to
your AC equals 10 + Proficiency + Dexterity Modifier.
complete any number of Martial Techniques or taijutsu
Beginning at 5th level, you learn how to blend your
specialist class features. Unspent martial die are lost at
martial prowess with a set number of techniques learned
the beginning of each of your turns.
from the teachings and theory of seal smiths. You gain 2
You begin by knowing four of such Martial Techniques,
guard slots, which can be used to infuse yourself with
learning more as noted in the Martial Techniques column
taijutsu techniques meant to mimic any minor armor
of the Taijutsu Specialist class table. Martial Techniques
113
are detailed at the end of this class description. Any FLOW OF BATTLE
Martial Techniques that would refer to levels, are in
Beginning at 11th level, you have begun to master the art
reference to your Taijutsu specialist class level.
of Taijutsu to a scary degree, learning when to move into
Additionally, any Martial Techniques that would require a
both offensive and defensive stances. You gain a bonus
saving throw uses your Taijutsu save DC. When you
to your initiative equal to your Intelligence, Wisdom or
would complete a Full-Rest, you are able to switch
Charisma Modifier (your choice, this cannot be changed,
Martial Techniques known.
once decided).
At 3rd level you learn a Combat style that fits in with how PERFECT BODY
you view combat and encompasses your overall approach
At 15th level, your intense training grants you proficiency in
towards Taijutsu. Your Style grants you feature at 3rd Level
Constitution saving throws.
and again at 6th, 9th, 14th, 17th and 20th Level.
Additionally, whenever you make a saving throw, with
ABILITY SCORE IMPROVEMENT/FEAT an ability you are not proficient in, add your Dexterity
Modifier to the saving throw.
When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1, gain PERFECT MIND
1 rank of Mastery in a skill you are proficient in, & a Feat
At 18th level, your intense training grants you proficiency in
of your choice that they qualify for. As normal you can’t
Intelligence or Wisdom Saving Throws (Pick one.).
increase an ability score above 20 using this feature.
Additionally, you become immune to the Fear condition.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Attacks
you make with the Attack action count as Chakra enhanced.
EVASION
Beginning at 7th level, your instinctive Agility lets you
dodge out of the way of certain area effects. When a Jutsu
allows you to make a Dexterity save to take only half
damage, you instead take no damage and suffer no effects if
you succeed on a saving throw, and only half damage if you
fail.
UNBREAKABLE WILL
Beginning at 10th Level, your presence on the battlefield
cannot be suppressed, repressed or even ignored. When a
Jutsu or effect with the Fuinjutsu keyword would force you
to make a saving throw to resist its effects, you can add 1d4
to the roll
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TAIJUTSU STYLE DEBILITATING BARRAGE
At 14th Level you’ve gained the knowledge to temporarily
DISTURBANCE FLURRY
Also, at 3rd level, you learn to break your opponent's
combat flow using your mastery over combos and repeated
strikes.
By spending 1 martial die, you are able to gain an
additional Bonus Action, which you can use to cast a
Taijutsu or make one additional unarmed attack adding
the result of the die to your damage dealt. This can only
be done once per turn and costs no action.
Beginning at 17th level, your martial speed eclipses
anyone who would consider themselves your rival. By
spending 3 martial die, you are able to gain 1 additional
Bonus Action, which you can use to cast a Taijutsu, with
the Finisher keyword.
UNTOUCHABLE
Starting at 6th level, creatures cannot take attacks of
opportunities against you, by any means.
Additionally, creatures who would spend their
Reaction to make an attack of any type targeting you, is
made at disadvantage.
UNMATCHED REFLEXES
Starting at 9th level you learn to react more often
preventing situations before they even start. Beginning at
the start of your turn, you may spend 1 martial die. If you do,
you gain 1 additional Reaction, which can only be used to
cast a taijutsu.
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IRONCLAD IRON HEART
Starting at 6th level, you've become comfortable fighting
The Taijutsu specialist who prefer brute strength and
behind your defenses, and have gained the skill and
impenetrable defenses over ninjutsu or genjutsu are
courage needed to use yourself as a shield for your allies.
known as the Ironclad. These shinobi can be seen as
As a Reaction, when a creature within 5 feet of you is hit
Knights or Warriors who rely on the fortitude of their
by an attack that deals any type of damage, excluding
armor, their bodies and most importantly, their willpower
psychic, you may dive in front of them, using your armor
to be an unbreakable wall in the forefront of conflicts.
and shield to take the brunt of the force. The damage is
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NIN-TAI Elemental Crush. When you would deal damage with a
Taijutsu you cast, you may spend any number of
The Taijutsu specialist who Blend their style with Ninjutsu
Martial Dice to deal additional damage equal to twice
open up a world of unpredictability and technique. They
the result. Once you use this Technique, you have to
have found ways to further augment their body beyond
spend an equal number of Martial Dice to recharge it.
simple Taijutsu, but instead coating their body in a given
Nature Releases and magnifying their strength and greatly ELEMENTAL CLOAK
increasing their potential. Starting at 6th level, you have learned to manifest your
Elemental Chakra into a full-blown Chakra cloak that
NATURE ENHANCED COMBAT erupts off of your body. When you would gain the benefits
When you choose this style starting at 3rd level, you have
of Nature Enhanced Combat you gain the following boosts
focused your effort on harnessing your innate Nature
to each Nature Release;
Release. Select one Nature Release (Earth, Wind, Fire, Water,
• Earth Release: Dust, gravel and other Earthen
or Lightning Release). You gain the ability to learn and cast
jutsu with the corresponding keyword. Also, when learning substances begin to form around you. You gain
Ninjutsu with the corresponding keyword, you may use your resistance to Earth damage, and gain +4 damage
Taijutsu ability modifier in place of your Ninjutsu ability reduction vs all sources (Excluding Psychic).
• Wind Release: Wind whips around you violently. You
modifier for the purposes of fulfilling Ability score
Requirements. Ninjutsu learned in this way can be cast even gain resistance to Wind damage. You gain immunity to
without the appropriate Ninjutsu ability score. effects that would create a cloud, gas or mist as they
By spending 1 Martial Dice, as a Bonus Action, you enhance cannot be sustained within 10 feet of you.
your body with the Chakra of the corresponding Nature • Fire Release: Your body becomes wreathed in flames.
release granted by this feature. You benefit from these You become resistant to Fire damage and once per turn,
effects for the next minute or until you spend a Bonus creatures of your choice, who deal damage to you with a
Action to end this benefit. melee attack or effect with a range of touch, takes Fire
damage equal to 2 Martial Dice.
• Earth Release: Your body becomes hardened like stone.
• Water Release: You generate gales of Water that spirals
[Unarmed Damage] you deal can be treated as Earth
around you. You become resistant to cold damage and
damage. You gain Temporary hit points equal to half your
effects that would push, pull or knock you prone as the
level at the beginning of each of your turns.
result of a save or contested check, add 1 Martial Dice to
• Wind Release: Your body becomes as light as a gentle
the roll.
breeze. [Unarmed Damage] you deal can be treated as • Lightning Release: Your body becomes clad in
Wind damage. Once per turn, you gain +20 speed and the
Lightning that oscillates violently. You gain resistance
benefits of the disengage action against a creature you
to Lightning damage and when you take the dash
deal [Unarmed Damage] to until the end of that same
action, you can make 1 unarmed attack as part of the
turn.
same action.
• Fire Release: Your body becomes hot to the touch.
[Unarmed Damage] you deal can be treated as Fire
ELEMENTAL ARMOR
damage. Increase your [Unarmed Damage] by +1 Martial Beginning at 9th level, you learn to modify your Taijutsu
Dice. further using hyper compressed Ninjutsu. When you
• Water Release: Your body becomes cool to the touch. would gain the benefits of your Nature Enhanced Combat
[Unarmed Damage] you deal can be treated as Cold class feature, you can choose to instead enhance your
damage. Your unarmed attacks gain the Reach 1 and Trip Elemental Cloak beyond its normal limits. You can
weapon properties. maintain this enhanced form by spending 1 Martial Dice
• Lightning Release: Your body gives off a soft static with at the beginning of each of your turns. In order to exit
occasional jolts of harmless electricity. [Unarmed this form, you must spend a Bonus Action on one of your
Damage] you deal can be treated as Lightning damage. turns. You gain the following benefits based on your
Your unarmed attacks gain the Winding and Tactical chosen element;
weapon properties.
• Earth Release: The temporary hit points you gain from
When using a Taijutsu while gaining the benefits of the by +1 damage die.
Nature Enhanced Combat class feature the taijutsu used • Water Release: Creatures cannot gain Jutsu based
gains the Nature Release Keyword you chose and deals that bonuses to their saving throws vs Taijutsu you cast.
nature release keywords corresponding damage type. • Lightning Release: Unarmed attacks damage you deal
You learn to accomplish this through a series of ignores half of a creatures Damage reduction.
Martial Techniques, unique to you and your style of
combat. You learn the following two Martial Techniques.
Elemental Rush. Whenever you hit a creature with at least
two melee Taijutsu attacks, while gaining the benefits
of your Nature Enhanced Combat class feature, you can
spend 1 Martial Dice, allowing you to make two
unarmed attacks as a Reaction.
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ELEMENTAL RECHARGE NIN-TAI TECHNIQUE
Beginning at 14th level, you have learned to convert your Beginning at 20th Level, your technique is so
Chakra into the energy needed to perform more combos overwhelmingly powerful that your enemies speak of you as
and keep the attacks flowing. When you would take if you are a force of nature. Something that is unavoidable
damage from your associated nature release damage and if encountered, can only be weathered. When you would
type, you can spend a Reaction to absorb some of the cast a Taijutsu that requires you to make no more than 1
residual chakra and power. You regain Hit points and attack, you may spend 4 martial die, granting it the Nin-Tai
Martial Dice based on the rank of the jutsu that triggered keyword.
this effect. You can gain the benefit of this feature a Taijutsu with the Nin-Tai keyword scores a critical hit
number of times equal to your Proficiency Bonus per on a D20 roll of a 10 or better. Once you use this feature,
long rest. (D-Rank: 10 HP/1 Martial Dice, C-Rank: 15 HP/2 you must spend 4 martial die at the beginning of one of
Martial Dice, B-Rank: 20 HP/3 Martial Dice, A-Rank: 30 your turns to recharge this feature.
HP/4 Martial Dice, S-Rank: 40 HP/5 Martial Dice)
WRATH OF NATURE
Starting at 17th level, you have mastered the art of
Blending Ninjutsu and Taijutsu. While you are gaining
the benefit of your Elemental Armor class feature you
gain the following benefits;
• Earth Release: Critical hits are treated as normal hits
against you.
• Wind Release: When you move to a space, all creatures
can only perceive you as teleporting, thus you do not
trigger attacks of opportunity and you cannot trigger
effects that require you to move.
• Fire Release: Damage you deal as a result of an
Unarmed attack or Taijutsu ignores damage resistance
and treats immunity as resistance.
• Water Release: When you deal [Unarmed Damage] to a
creature you can move them up to 10 feet in any
direction of your choice.
• Lightning Release: Melee unarmed attacks and
Taijutsu you cast always deal half of its damage
through effects that intercept damage, directly
affecting its original target.
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RIGHTEOUS FURY When cast in this way, you still need to pay the initial
Chakra cost, but you do not need to pay its cost to maintain
Taijutsu Specialists who blend their style with Righteous
your concentration on it. You can switch this jutsu when
Fury tend to be brutal with their strikes. Though they
you gain the benefit of a full-rest.
traditionally protected large monasteries, they have sense
passed their techniques on to the next generation of RELENTLESS FURY
shinobi. Their training has instilled them with a burning Starting at 9th level, your fury can keep you fighting
passion that makes them extremely powerful in short despite grievous wounds. If you drop to 0 hit points while
bursts. your Chakra Frenzy is active, you can spend 1 Martial Dice
to not immediately die or fall unconscious. Make a DC 10
CHAKRA FRENZY Constitution ability check. If you succeed, you drop to 1 hit
When you choose this style starting at 3rd level, you gain
point instead. Each time you use this feature after the first,
the ability to focus your Chakra into a frenzy of berserker
the DC increases by 2. When you finish a short or long rest,
energy. It empowers you with supernatural combat skills.
the DC resets to 10.
You can spend 1 Martial Dice and a Bonus Action to
When you reach 17th level, each time you succeed on
enter a Chakra Frenzy for up to 1 minute, gaining the
this ability check, your fury further invigorates you,
following benefits:
granting you advantage on any attacks you make until
• You have advantage on Strength Ability checks, skill the end of your next turn
checks and Saving throws.
• When you make melee weapon attacks using Strength or UNSTOPPABLE FURY
Dexterity, you gain a bonus to damage rolls equal to your Beginning at 14th level, your Chakra Frenzy is so fierce
Martial Dice. You choose which ability score when you that it ends early only if you fall unconscious or if you
enter your Chakra frenzy. choose to end it.
• You have resistance to bludgeoning, piercing and Additionally, when you roll 4 or lower with an
slashing damage. unarmed damage die, you can reroll the die and must use
the new roll, even if the new roll is 4 or lower.
While your Chakra Frenzy is active, you can only
maintain concentration on Jutsu with a range of Self.
FURY OF THE RIGHTEOUS
Your Chakra Frenzy ends early if you are knocked Beginning at 17th level, your passionate anger has
unconscious or if your turn ends and you have not reached a zenith so pure, that others who follow this
attacked a hostile creature or forced one to make a path can only ponder how it is you attained this level of
saving throw or you have not taken damage since then. wrath.
You can also, end your Chakra Frenzy on your turn as a While you are gaining the benefits of your Chakra
Bonus Action. Frenzy class feature, you have become unstoppable. For
the duration of the Chakra Frenzy your speed cannot be
FRENZIED ASSAULT reduced, and you are immune to the Berserk, Charmed
When you choose this Style, starting at 3rd level, your rage,
and frightened, and stunned conditions.
fury and passion is weaponized to overwhelm your targets
If you are frightened, or stunned, you can still take
with pure force.
your Bonus Action to enter your Chakra Frenzy,
You learn to accomplish this through a series of
immediately ending the aforementioned effects.
Martial Techniques, unique to you and your style of
combat. You learn the following two Martial Techniques.
RIGHTEOUS FURY TECHNIQUE
Savage Force. When you score a successful hit on a creature Beginning at 20th Level, your savagery is so
with a Taijutsu attack that deals unarmed damage, you overwhelmingly cruel and brutal that your enemies
can spend up to 2 Martial Dice. When you do you increase speak of you as if you are a monster. You love to hear the
the damage of your attack by an amount equal to three stories. At the start of your turn, if you have Chakra
times the result of the martial die. In return the next Frenzy active, you can spend 4 Martial Dice to
melee attack that would deal damage to you cannot become immune to all Physical and Mental
be reacted to or have its value reduced. conditions until the end of your next turn.
Tyrants Savagery. When a creature would deal damage to
you, you can spend any number of Martial Dice. When
you do record the result. The next time you would
deal damage to that creature you deal additional
damage equal to twice the result.
FORCE OF RAGE
Starting at 6th level, you have imbued your
frenzy with your own Chakra to add
additional effects to it. Choose a jutsu
you know with a casting time of 1
action or 1 Bonus Action, a range of self, and
that can last’s for at least 1 minute, with or without
concentration. When you activate your Chakra
Frenzy, you can spend additional Martial Dice to
cast your chosen jutsu as part of the same action
based on the rank of the jutsu casted.
(D-Rank/C-Rank: 1 Martial Dice, B-Rank/A-
Rank: 2 Martial Dice, S-Rank: 3 Martial Dice.)
119
RUIN DISRUPTIVE ASSAULT
Starting at 6th level, you've honed your disrupting
Taijutsu Specialists who take shinobi prosthetics, tech,
combat style to a point where you can easily follow
or augments and use them to enhance their martial
through with your attacks, even when your enemies try
prowess are known as “Ruin”. They incorporate devices
their best to resist.
to harness their Chakra for them, allowing them to fight
Once per turn, when you deal unarmed damage, you
with one less thing to focus on and worry about.
can spend up to two Martial Dice. When you do the target
BATTLE READY CATALYST takes Chakra damage equal to twice the result. This
increases to three times the result at 14th level and four
When you choose this style starting at 3rd level, through
times the result at 20th.
intensive research, trial and error, or sheer dumb luck,
If the target is gaining the benefit of a jutsu with a
you have discovered a way to enhance your Taijutsu,
keyword chosen as a result of the Anti-Chakra
through a Catalyst for your Chakra, which you wear on
Wavelength class feature, then you add your Proficiency
your person either on your armor, or as a part of your
Bonus to the Chakra damage dealt.
daily attire. This Catalyst’s design is one of your
description. They can be vented boots, or special gloves.
With this catalyst, you can weave it into your clothing
CATALYTIC OVERDRIVE!
Starting at 9th level, by spending 1 Martial Dice at the
over the course of 1 hour. Once complete, you gain the
beginning of each of your turns you are able to push your
following benefits;
Catalyst into overdrive until the beginning of your next
• You have resistance to Chakra damage. turn. While your catalyst is in overdrive, you gain the
• +1 Bonus to AC, if integrated into Light or Medium following benefits.
Armor. • +1 bonus to AC.
• When making Constitution (Chakra Control) checks,
• +1d4 bonus to all strength, dexterity and constitution
you may add your unarmed combat die to the roll.
ability checks
ANTI-CHAKRA WAVELENGTH
• +1d6 bonus to all taijutsu damage rolls.
• Bonus to all saving throws against jutsu with
When you choose this Style, starting at 3rd level, your
keywords chosen with the Anti-Chakra Wavelength
catalyst generates a hostile and very aggressive Chakra
class feature equal to 1 Martial Dice.
dispersing wavelength that you have weaponized to
disrupt and ruin your targets combat capabilities with but a While your Catalyst is in overdrive, you can only
few strikes. You learn to accomplish this through a series maintain concentration on one jutsu and if you would be
of Martial Techniques, unique to you and your style of incapacitated, or stunned, your Catalyst short circuits,
combat. You learn the following two Martial Techniques. being unable to enter an overdrive state for the next 10
Choose two keywords from the following list. When using minutes.
the Martial Techniques granted by this class feature, you
will always reference the chosen keywords; ANTI-SHINOBI WAVELENGTH
• Sensory
Beginning at 14th level, you have adapted to your
Catalysts Anti-Chakra wavelength so much so that, you
• Fuinjutsu
can feel the potential and power behind it. While you are
• Earth Release
gaining the benefits of Catalytic Overdrive!, you can
• Wind Release
spend up to 2 Martial Dice. When you do, you can select
• Fire Release
one more keyword of your choice from the Anti-Chakra
• Water Release
Wavelength list for each die spent. These additional
• Lightning Release
keywords count as keywords that your Martial
• Tactical
Techniques granted by this subclass affects.
• Visual
• Auditory
UNBREAKABLE CATALYST
Chakra Break. When you score a successful hit on a Beginning at 17th level, you've honed your catalyst into
creature with an unarmed or Taijutsu attack that deals an unstoppable force for you to utilize at all times. Your
unarmed damage, you can spend a Martial Dice. When Catalyst can no longer short circuit as a result of being
you do you attempt to inject them with this incapacitated, stunned, while it is in overdrive.
wavelength generated by your catalyst. They must
make a constitution saving throw, being unable to RUIN TECHNIQUE
spend Chakra on jutsu with the chosen keyword until Beginning at 20th Level, your catalyst infused techniques
the end of their next turn on a failed save. are so methodical and precise that your enemies speak of
Focus Break. When you score a successful hit on a you as if you were a myth. None of it is exactly false. When
creature with an unarmed or Taijutsu attack that deals you would cast a Taijutsu that requires a target to make a
unarmed damage, you can spend a Martial Dice. When saving throw, you may spend 2 martial die, granting it the
you do you attempt to break their focus. Add the spent Ruin keyword.
martial die to the damage dealt and if they would Taijutsu with the Ruin keyword always inflicts two of
make a concentration check to maintain the following conditions regardless of a success or
concentration, they instead make a strength saving failure, once per casting;
throw vs your Taijutsu save DC, losing concentration • Bruised
on all jutsu on a failed save. If they are concentrating • Concussed
on a jutsu with the chosen keyword, they • Confused
automatically fail the save, losing concentration. • Dazzled
• Weakened
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STANCER STANCED COMBAT
Beginning at 14th level, you've perfected fighting with
Taijutsu Specialists who take specialize in multiple
multiple stances at once.
stances, are known as “Stancers” able to jump back and
If you are gaining the benefit of a stance that has a
forth between multiple stances, mixing and matching
special action, that you can use as a Bonus Action (Ex.
them to maximize their martial effectiveness and
Serpent Fist’s Bonus Action ability, or Dragon Fist’s Bonus
potential.
Action ability), you can instead spend 1 Martial Dice to
MIXED MARTIAL ARTS perform any special Bonus Action as a part of your
Attack action, at no additional cost, once per round, only
When you choose this style starting at 3rd level, you may
on your turn.
learn one Taijutsu Stance found in Chapter 13:
If a stance you are benefiting from has a special ability
Customization Options that you do not know. While in any
that requires An Action, or Full Turn Action, you can
Taijutsu stance, you may spend 1 Martial Dice to gain the
instead spend 1 Martial Dice to perform it as a Bonus
benefit of a second, non-Clan based, Taijutsu Stance (Such
Action, once per turn.
as Gentle fist etc.) that you know, simultaneously for the
next minute.
THE STANCER
COMBO BREAKER Beginning at 17th level, you have become an absolute
master at combining stances into a blended cacophony
When you choose this Style, starting at 3rd level, your
of fists, kicks and strikes, mixing a variety of different
technique, style and mastery is weaponized to drift and
forms into a stance all your own.
fuse a myriad of fighting styles to defeat your targets with
Taijutsu you cast that require a Taijutsu stance deals
pure grace.
additional damage equal to 1 Martial Dice and ignore
You learn to accomplish this through a series of Martial
resistance & treat immunity as resistance.
Techniques, unique to you and your style of combat. You
Additionally, while gaining the benefit of your Stance
learn the following two Martial Techniques.
Blending feature, you may add your Intelligence,
Alpha Counter. When a creature misses you with an Wisdom or Charisma Modifier (your choice) to the
attack, you may as a Reaction spend 1 Martial Dice. damage of Taijutsu attacks that add your Taijutsu ability
When you do, you may immediately make two unarmed modifier.
attacks against the triggering creature, adding the
Martial Dice to the damage rolled. If at least one of these STANCER TECHNIQUE
attacks hit, you force the target creature to make a Beginning at 20th Level, your style is so unique and graceful
Strength saving throw, being unable to use a Reaction that your enemies speak of you as if you were the originator
until the beginning of their next turn on a failed save. of the different stances and styles you’ve blended. When you
Dodge Cancel. When you hit a creature with at least two would cast a Taijutsu that requires a Taijutsu stance, you
unarmed attacks, you can spend 1 Martial Dice. When may spend 2 martial die, granting it the Stancer keyword.
you do, until the end of the target creature's next turn, Taijutsu with the Stancer keyword ignores immunity,
the first attack targeting you each turn suffers a penalty bonuses to AC as a result of features, traits and jutsu,
to hit equal to your Martial Dice.. penalties to hit, penalties to damage and cost increases.
MUSCLE MEMORY
Starting at 6th level, your study of martial arts and their
respective stances have become all encompassing,
allowing you to make use of the knowledge mid combat.
By spending 1 Martial Dice, select one hostile creature
you can see, and make a Martial Arts check vs their
passive Martial Arts. On a success, your next melee attack
that hits that creature, adds 1 additional damage die.
If the result of your check is 5 or higher than the
contested DC increase the bonus damage die by +1, and an
additional +1 for every +5 over the DC.
Beginning at 10th level, when you would use this
feature, you can choose to spend additional Martial Dice up
to your remaining amount, adding it to the result of your
check.
STANCE BLENDING
Starting at 9th level, you may select one Taijutsu Stance
that you do not know, learning it. Additionally, by
spending 1 Martial Dice at the beginning of each of your
turns, you can gain the benefit of up to 3 taijutsu stances
simultaneously until the beginning of your next turn.
Additionally, while gaining the benefit of two or more
Stances, you add half of your Martial Dice to Taijutsu
attacks and add your Taijutsu ability modifier to the
damage of taijutsu attacks as a result of Taijutsu you cast
that requires a Taijutsu stance, even if it already adds it.
121
TALENT & FOCUS FOCUSED ADAPTATION
Beginning at 9th level, you learn to infuse your strikes with
Taijutsu Specialists who blend their style with talent and
a unique blend of Chakra that comes as a result of your
focus have a level of perfection about them completely
Martial Dice. At the beginning of each of your turns, you can
unheard of. Their talent comes from hard work, dedication,
spend 1 Martial Dice. When you do, you can choose one of
and a never-ending supply of determination to always be
the following damage types:
better than the previous day. With this blend of ideologies
and innate skill, you are able to achieve and break limits • Force
TALENTED TECHNIQUE
by an amount equal to the number of keywords the jutsu
has gained as a result of Martial Techniques (Ex. Brutal,
Beginning at 6th level, your combat prowess far surpasses
Raw, Devastating, etc.).
everyone else who thinks they are your equal. When you
Once you use this feature, you must spend 8 Martial
would cast a Taijutsu, you may spend 1 Martial Dice,
Dice at the beginning of one of your turns or rest for 8
granting it the Talent keyword.
hours to recharge this feature.
Taijutsu with the Talent keyword deals additional
damage die equal to the number of keywords it has a
result of Martial Techniques (Ex. Brutal, Raw, Devastating,
etc.), once per casting. Once you use this feature, you
must spend 2 Martial Dice at the beginning of one of your
turns or rest for 10 minutes to recharge this feature.
122
PASSIONATE FLAME HAND WRAPS OF PASSION
Starting at 6th Level, your ability to imitate seal smiths for
Taijutsu Specialists who blend their style with the
your martial defense is extended to allowing you to make
passionate flame exude a level of tenacity unmatched by
your fists as dangerous as any commonly smithed weapon.
most in the world of Taijutsu. This group of martial artists
You wrap your hands in wraps of your description, be they
are exemplified by green jumpsuits, weighted clothing, and
white tape, or black cloth strips. While wrapped around your
very eccentric haircuts. While this group is mostly associate
hands you constantly infuse Chakra into them allowing you
with the 8-Inner Gates, that technique is formally forbidden
to make your fists as tough as steel. At the conclusion of a
from use, and so to avoid having to tap into that potentially
long rest, you can select the type of enhancement your hand
fatal reserve of power, they focus on ensuring that their
wraps provide you from the following list. Once selected,
bodies are at the peak of Human skill and technique beyond
you cannot change this selection until you complete a long
all doubts..
rest.
FISTS OF IRON • Mighty Blows: Taijutsu attacks you make that deal
When you choose this Style starting at 3rd level, you focus [Unarmed Damage] ignores resistance and treat
all of your effort on mastering hardening your fists, elbows, immunity as resistance. Beginning at 14th level when you
and other parts of your body until they feel like Iron while in deal [Unarmed Damage] twice to the same creature on
combat. Once per turn, your unarmed Strike deals additional your turn, they are unable to take Reactions against you
damage equal to 1 Martial Dice. This damage increases as you until the beginning of your next turn.
gain levels in this class based on the Fists of Iron Strike • Mighty Guards: You gain damage reduction equal to half
damage chart. of your Proficiency Bonus. Beginning at 14th level that
increases to your full proficiency.
FIST OF I RON B ONUS DAMAGE C HART • Mighty Mobility: You cannot have your speed reduced by
any means and you ignore difficult terrain. Beginning at
Level Bonus damage
14th level, you gain immunity to the Slowed and Grappled
3rd +1 Martial Dice conditions.
9th +2 Martial Dice
FLAMING FINISHERS
17th +3 Martial Dice Beginning at 9th Level, when you would cast a Taijutsu with
the Finisher keyword, you can enhance the jutsu cast by
ENHANCED FLURRY spending as many Martial Dice as you choose. When you do,
When you choose this Style, starting at 3rd level, your you gain all previous effects if you choose to gain a higher
passion and zeal is weaponized to completely drive home cost Martial Dice effect. Once you use an effect granted by
the fact that no one works as hard as you. Period. While this jutsu, you must spend an equal number of Martial Dice
they were outside learning handsigns, you learned how to to recharge this feature or spend 10 minutes resting before
talk with your fists. While others were learning how to you can use this feature again.
mold Chakra, you were doing 100 push-ups, sit ups and By spending 1 Martial Dice, you can upcast the Taijutsu
pull ups every day. While they were learning to become 1 additional rank, ignoring rank limitations.
frail, you learned to become strong. By spending 2 Martial Dice, you add all spent Martial
You learn to accomplish this through a series of Martial Dice to damage, once per casting.
Techniques, unique to you and your style of combat. You By spending 3 Martial Dice, you ignore immunity.
learn the following two Martial Techniques. By spending 4 Martial Dice, you increase the Taijutsu's
Chakra Enhanced Blows. You channel Chakra into your hands damage die by 1 step.
enhancing your blows even further. When you declare an By spending 5 Martial Dice, you gain
unarmed or melee taijutsu attack, you can spend 1 Martial advantage on the first attack
Dice. When you do, the first two successful attacks made as a part of the
forces its targets to make a Strength Taijutsu, or you impose
saving throw, being bruised on a disadvantage on the
failed save. first saving throw forced
Dynamic Set-Up. When you would by the Taijutsu.
cast a Taijutsu with the Combo
keyword, you can spend Martial Dice,
equal to the jutsu’s rank. When you do,
you can cast a Taijutsu with the Finisher
keyword as a part of the same action
used to cast the combo jutsu. Once
you use this technique you cannot
cast a Taijutsu using your
action or Bonus Action until
the beginning of your next
turn. (D-Rank/C-Rank: 1
Martial Dice, B-Rank/A-
Rank: 3 Martial Dice, S-
Rank: 5 Martial Dice.)
123
SHEER WILL
Beginning at 14th Level, you can cast Taijutsu with a casting
time of an Action as a Bonus Action. Alternatively, you can
cast Taijutsu with a casting time of a bonus Action as a
Reaction, with no set trigger. You can perform either of
these effects twice per rest.
INDIGNATION
Beginning at 17th level, when a creature would make a
melee attack against you, you can choose to spend 3 Martial
Dice, to cast a Taijutsu with the casting time of a Reaction,
without spending your Reaction.
124
MARTIAL TECHNIQUES PATIENT OFFENCE
When a creature would miss you with a melee attack, you
BRUTAL TAIJUTSU can spend 1 Martial Dice to make an Unarmed Attack
When you would cast a Taijutsu, you can spend any against that creature, once per creature per turn.
number of martial die. When you do, if the jutsu does not
add your ability modifier to the damage dealt, you add PRECISE TAIJUTSU
the spent die to the first damage roll made. When you would cast a Taijutsu, you can spend up to 3
martial die. When you do, the jutsu cast gains a +1 bonus
BRUTAL TECHNIQUE to hit for each die spent.
When you would cast a Taijutsu, you can spend 1 Martial
Dice. When you do, the Taijutsu cast gains the Brutal PRECISE TECHNIQUE
keyword. Taijutsu with the Brutal keyword add half of When you would cast a Taijutsu, you can spend 1 martial
your base Taijutsu Ability Modifier rounded up to their die. When you do, the jutsu cast gains the Precise
damage rolls, if it did not before. If it already adds your keyword. Jutsu with the Precise keyword cannot have
Taijutsu Ability Modifier, then it instead adds both your their attack results penalized or reduced by the effects of
base Strength and Dexterity Ability Modifier to the a jutsu or trait.
damage rolls.
RAW TAIJUTSU
DEVASTATING TAIJUTSU When you would cast a Taijutsu, you can spend 1 martial
When you would cast a Taijutsu, you can spend 1 martial die. When you do, the jutsu cast gains a +1 bonus to its
die. When you do, the jutsu cast creatures within 10 feet DC. Beginning at 7th, you can spend 2 martial die for a +2
of the original target must make a Dexterity saving bonus to its save DC and at 13 th level you can spend 3
throw, taking half of the damage dealt, once per casting. martial die for a +3 bonus to its save DC.
PATIENT MOVEMENT
By spending 1 martial die, you do not trigger attacks of
opportunity, creatures cannot react to your movement
and creatures you target cannot react to the first
unarmed attack you make this turn.
125
WEAPON SPECIALIST CREATING A WEAPON SPECIALIST
An Inuzuka draws their twin hand scythes as they then When creating a Weapon Specialist
drop a smoke bomb at their feet, and begin to swing consider a few things about the character
their weapons through the smoke using their artificially in regards to their stance on fighting and
created environmental advantage to their benefit. Slicing how they view ninja tools. Do they use
and dicing their enemies when they cannot see through their weapons as a tool of war or peace?
the smoke while the Inuzuka can smell them. Do they use their weapons as a way to
share their ideals while in combat
A Sarutobi draws their longbow, as they coat it in
or is it an extension of themselves?
lightning, firing it off into the sky, creating lightning
Do they use their weapons as a way
strikes where the arrow lands striking down their foes
to give themselves discipline and
with extreme prejudice.
teach themselves patience? Did
These shinobi, different as they might be, are connected they train under another very
by one common factor, they are masters Swordsman, skilled Shinobi? Or did they become
bowman and many other tools of the trade in the shinobi enamored by the people around
world. These weapons define the user, allowing them to them and want to emulate their
shift the tides of battle with the edge of a blade of the skills and techniques?
knock of a bow, the song of a flying shuriken or the
lethality of a flying kunai. QUICK BUILD
You can make a Weapon Specialist
CHARACTER INSPIRATIONS quickly by following these suggestions.
First, put your highest ability score in
When designing this class, it was built with the intent to
Strength or Dexterity, followed by
allow players to utilize different types of Weapons, ninja
Constitution. Second, choose the Hyūga,
tools and be able to use that exclusively in a world of
Sarutobi, Inuzuka, Uchiha or Non-Clan,
Jutsu and seemingly ranged superiority. This Class
Clans.
allows for a variety of fighting styles as shown in the
Naruto series and other Manga series that specialize in
martial weapon dominance. Players would be able to
match or exceed their allies in combat, close- & Long-
range sustained combat by being more effective at using
Weapons and Ninja tools than the other classes. The
characters this class is pulling inspiration from are as
follows: Asuma Sarutobi, TenTen, Zabuza Momochi,
Kisame Hoshigaki, Temari, Kankuro, Killer B, Mifune,
Darui, and Sasuke Uchiha
126
CLASS FEATURES WEAPON FOCUS
As a Weapon Specialist, you gain the following class Starting at 1st level, the Weapon Specialist chooses a
features. weapon type (like katana), that they will specialize into.
This weapon becomes known as your Weapon Focus.
HIT POINTS Weapons of that selected type gains a +1 bonus to Attack
Hit Dice: 1d10 per Weapon Specialist level & Damage rolls and gain one trait from the Weapon
Hit Points at 1st Level and beyond: 10 + your Specialist bonus trait chart below. If your weapon
constitution modifier already has a selected weapon trait, you can apply an
additional rank of that trait to the weapon following that
CHAKRA POINTS traits rules presented in Chapter 5: Equipment of the
Shinobi Handbook. Bonuses to attack and damage gained
Chakra Dice: 1d8 per Weapon Specialist level
from this feature also apply to Bukijutsu cast using this
Chakra Points at 1st Level: 8 + your constitution
weapon type. Once selected you cannot go back and
modifier
change your selection. If a weapon of the chosen type(s)
Chakra Points at Higher Levels: 1d8 (or 5) + your
would later gain any version of the Enhanced Seal,
Constitution Modifier per Weapon Specialist level
weapon seal, it would not gain the benefit of both this
after 1st.
feature and that weapon seal, instead the user must pick
PROFICIENCIES one.
Additionally, when using a weapon, you are proficient
Armor: Light armor, medium armor, Heavy Armor in as a component in a Bukijutsu or when using the
Weapons: All Simple and Martial Weapons Martial Arts skill, you may instead use Dexterity in place
Ninja Tools: Trapper Kit, Poison Kit, Weaponsmith Kit, of your Strength as your Taijutsu ability modifier and
Armorsmith Kit Martial arts checks. Additionally, you may always use
Saving Throws: Strength, Dexterity, Constitution Bukijutsu that the weapon originally qualified for
Skills: Martial Arts, Choose three from Acrobatics, regardless of its current damage type if under the effects
Athletics, Crafting, History, Intimidation, Perception, of jutsu, weapon seals or features.
Sleight of Hand, Stealth, Survival Beginning at the 9th level of Weapon Specialist, you
may select a second weapon to become your Weapon
EQUIPMENT Focus. Your bonus to Attack & Damage rolls increases to
You start with the following equipment, in addition to +2 and you gain another weapon trait. Starting at 15 th
the equipment granted by your background. If you select level, you may choose a third weapon to become your
a ranged weapon you also gain 1 Stack of ammunition: Weapon Focus. Your bonus to Attack & Damage rolls
• (a) Padded Cloth or (b) Combat Jacket or (c) Combat increases to +3 and you gain another weapon trait.
Armor.
• (a) 1 Simple Weapon or (b) 1 Martial Weapon W EAPON S PECIALIST BONUS TRAIT C HART
• (a) 1 Simple Weapon or (b) 1 Martial Weapon
• (a) One Kunai stack or (b) One Shuriken stack Trait Note
• 2 Paper Bombs Blocking -
JUTSU CASTING
Deadly -
127
WEAPON FLURRY WEAPON FORM
Also, at 2nd Level, you are an unrelenting flurry of When you reach 3rd Level, you begin to focus your
weapon attacks. You can perform a series of different studies on a specific fighting form with your weapons.
techniques called Flurry Techniques. These Flurry Your Form grants you Features at 3rd level, and again at
Techniques use Flurry Die. This die changes as you gain 6th, 13th, & 20th Levels. Alongside these Forms, you also
Weapon Specialist levels, as shown in the Flurry Die learn a Style to help compliment the form you’ve chosen.
column of the Weapon Specialist class table. You start with 1 style from your chosen weapon Form,
Once per turn, you can use one of the following Flurry and gain more as you level up as a Weapon Specialist.
Techniques. Some Flurry Techniques require your target
to make a saving throw. The Save DCs for these effects ABILITY SCORE IMPROVEMENT/FEAT
are calculated using your Taijutsu Save DC. You gain
When you reach 4th and again at 8th, 12th, 16th, and
additional effects from your Weapon Form as you gain
19th, level, you can increase one ability score by +1, gain
levels in this class. You can only use Flurry Techniques
1 rank of Mastery in a skill you are proficient in, & a Feat
with weapons you have marked as your Weapon Focus. If
of your choice that they qualify for. As normal you can’t
a feature would allow you to gain the benefit of
increase an ability score above 20 using this feature.
additional Flurry Techniques, you may bypass the per
turn limits.
EXTRA ATTACK
ENHANCED DEFLECTION Beginning at 5th level, you can attack twice, instead of
As a Reaction to taking damage, you gain DR vs the once, whenever you take the Attack action on your turn.
triggering creature, equal to the maximum possible result
of your Flurry Die, until the end of the current turn. BATTLE READINESS
CHAINED REACTION [NEW] Starting at 7th level, you have fully learned how to
instantly switch from a neutral stance to that of a
When you would cast a Bukijutsu as a reaction, with the
combat one. You have advantage on Initiative Checks.
Chain keyword that rolls non-d20 dice, you can add 1
Flurry die to the result.
CRITICAL FOCUS
CHAKRA STRIKE Also at 7th Level, all weapons you are proficient in gain
On your turn, as part of the same action used to cast a +1 rank of the Critical property which now applies to
Bukijutsu, you can enhance your combat output. Once Bukijutsu you cast. This increases to +2 ranks at 11 th level
per turn, when you deal damage to the target as the and +3 at 17th level.
result of a Bukijutsu you cast, you deal additional
damage equal to the rank of the jutsu (D/C-Rank =1, ARSENAL OF WAR
B/A-Rank=2, S-Rank =3) plus more based on the type of
Starting at 10th Level, When you would make a weapon
Bukijutsu cast;
attack with a Weapon Focus on your turn, you can
• If the Bukijutsu makes no more than 1 attack or forces choose one of the following properties to imbue into the
a creature to make a saving throw to resist damage, its attack. You can imbue an attack with a property once per
bonus damage is equal to the rank of the jutsu. (D/C- turn, and you must imbue the property when you declare
Rank: 1, B/A-Rank: 2, S-Rank: 3) + 2 Flurry Die. This the attack roll.
increases to +3 Flurry Die at 11 th level.
• Tenacity: If your attack roll with this weapon misses a
• If the Bukijutsu makes 2 attacks, its bonus damage is
creature, you can deal damage to that creature equal to
equal to the rank of the jutsu. (D/C-Rank: 1, B/A-Rank:
the ability modifier you used to make the attack roll.
2, S-Rank: 3) + 1 Flurry Die. This increases to +2 Flurry
This damage is the same type dealt by the weapon, and
Die at 11th level. This bonus damage cannot be applied
the damage can be increased only by increasing the
more than 2 times per casting.
ability modifier.
• If the Bukijutsu makes 3 or more attacks, its bonus
• Cleave: If you hit a creature with a melee weapon
damage is equal to +1 Flurry Die. This increases to +2
attack roll using this weapon, you can make a melee
Flurry die at 11th level. This bonus damage cannot be
weapon attack roll with the weapon against a second
applied more than 3 times per casting.
creature within 5 feet of the first that is also within
PERCEPTIVE AUGMENTATION your reach. On a hit, you deal your weapon’s damage
die. You can make this extra attack only once per turn.
Your Speed increases by an amount equal to 5 x your
• Hampering: If you hit a creature with this weapon and
Flurry Die until the end of your turn.
deal damage to it, you can reduce its Speed by 10 feet
FOCUSED EFFICIENCY until the start of your next turn.
SUPERIOR ATTACK
When you would cast a Bukijutsu, you can roll 1 Flurry
Die and reduce the cost by half the rolled amount.
Beginning at 11th level, you can attack three times,
WEAPON STANCE instead of twice, whenever you take the Attack action on
Beginning at 2nd Level you adopt a particular Weapon your turn.
Stance as your specialty. Choose one of the Weapon
Stances located in Chapter 13: Customization Options;
You can’t take a Weapon Stance more than once.
128
SUPERIOR WEAPON FLURRY
Beginning at 14th level, you gain an advanced level of
proficiency with one of your Flurry Techniques. Select two
of the following benefits. You gain an additional benefit at
18th level.
• Your Enhanced Deflection flurry technique now lasts until
the beginning of your next turn.
• Your Enhanced Deflection allows you to choose to add a
third of your maximum Flurry Die to your AC instead.
• Your Perceptive Augmentation now lasts until the end of
your next turn.
• Your Perceptive Augmentation now grants you the effects
of the Dash action.
129
WEAPON FORMS RELENTLESS
Starting at 6th Level, add your Strength or Constitution
130
GUNGNIR PIERCER FORM SIGURD’S HEROISM
Beginning, at 6th level, your form of combat has
The Weapon specialist who focuses on the Gungnir
instilled you with a sense of heroism.
Piercer Form, trains in the art of the ultimate spear. A
Twice per long rest, when you see a creature within
fighting style designed to pierce through all manner of
your movement speed range, be hit by an attack, you
defense, and completely deconstruct an enemy’s
may, as a Reaction, attempt to block the triggering
weaknesses on a surgical level. While utilizing this form
attack. When you do, you must move yourself up to the
you make use of a series of techniques made to strike
target creature. If you successfully end your movement
swiftly and accurately.
within 5 feet of them, you can make a melee Taijutsu
GUNGNIR PIERCER TECHNIQUES[CHANGED] attack, vs the result of triggering creatures attack roll.
On a success, the triggering attack fails, as you deflect it.
Fenrir’s Claw . When you would use the Chakra Strike
Flurry Technique and deal piercing damage, you can FAFNIR’S FANG
pierce through the target’s defenses. If you do, roll 1 Starting, at 13th level, you have learned to lace your
flurry die. You reduce the target creature’s DR weapons with a layer of chakra, sharpening it to a point
(damage reduction) by the result until the beginning where even the slightest movement causes the wind to
of your next turn. sing as your edge cuts through the air.
Heimdallr Vision . As a Bonus Action, you enhance your When you score a critical hit with a melee weapon
senses to gain hyper accuracy until the end of the attack that deals piercing damage, the target creature
current turn. You ignore penalties to your attack and gains 2 ranks of lacerated.
damage rolls until the end of the current turn.
RAGNARÖK
GUNGNIR PIERCER STYLES Starting, at 20th level, your skill with piercing weapons
Also, at 3rd level, you get to choose a Style that supports have reached a point of legend.
your combat ability. You know 1 Style from the following As a Bonus Action, by spending 20 chakra or 3 Chakra
list, and gain more as gain levels in this class based on die, you seal all your chakra within your body, locking it
the Styles known column of the Weapon Specialist class. within yourself, while also creating a shell of chakra
Mímir’s Wisdom. As a Bonus Action, select one creature around your melee weapon that deals Piercing damage.
whom you can see, within 60 feet of you. For the next For the next minute, you cannot cast or maintain
minute, they do not add their Dexterity Modifier to Ninjutsu or Genjutsu.
their AC against melee Taijutsu attacks you make with Additionally, For the same duration, when you deal
a weapon that deals Piercing damage. You cannot use piercing damage with a weapon or Taijutsu attack, you
this effect more than once per short rest. deal additional damage equal to twice your flurry die.
Hœnir’s Silence. As a Bonus Action, you coat a weapon Creatures who are Lacerated take twice as much damage.
you are holding that deals piercing damage, in a After 1 minute, this feature ends and you cannot use this
muting chakra. The next time you would deal piercing feature again until you finish a long rest.
damage with a Bukijutsu before the end of your turn,
you force the target of your attack to make a
Constitution Saving throw, being unable to mold
chakra until the end of your next turn.
Freya’s Golden Tears . Twice per turn, when you would
deal piercing damage with a bukijutsu, the target gain
1 rank of bleeding.
Thor’s Wrath . When you take the Attack action, using a
melee weapon that deals piercing damage, you may
cast a Bukijutsu that deals damage, that makes no
more than a single attack, as a Reaction.
Vitharr’s Vengeance. As a Reaction
when you would take
damage from any source,
each instance of damage
you take until the beginning of your turn grants your
next melee Taijutsu attack with a piercing weapon one
additional flurry die to damage, until the end of your
next turn.
131
OBSIDIAN HAMMER FORM Provoke. As a Bonus Action you may take an open stance
while also screaming at the opposition to not avert
The Weapon specialist who focuses on the Obsidian
their eyes. Hostile creatures who can see and hear you,
Hammer Form, trains in the art of brutality focused
within 30 feet of you, gain disadvantage on attacks
around smashing through all obstacles. This form,
that target any creature other than you. Until the
allows the practitioner to attack with the ferocity of a
beginning of your next turn.
crashing wave, a collapsing cave, or a compressed star.
Defiance. When you would make a Strength or
This fighting style specializes in crippling attacks that
Constitution saving throw, while wielding a weapon
break your opponents with powerful strikes that quake
that deals bludgeoning damage, you may, as a
the earth.
Reaction, grant yourself a bonus to the save equal to 1
OBSIDIAN HAMMER
flurry die.
132
PHANTOM BLADE FORM Oppressive Revenant. When you would cast a Bukijutsu
with a melee weapon that deals slashing damage, you
The Weapon specialist who focuses on the Phantom
may as a Bonus Acton release a surge of phantasmal
Blade Form, trains in the art of a blade style long hidden,
chakra. All creatures within 15 feet of you must
and closely guarded. This form, teaches the user to both
succeed a Constitution Saving throw, being unable to
attack like a phantom, and to train your phantom to
Mold Chakra or make a Reaction against you until the
attack as well. This fighting style specializes in Delayed
end of your next turn. Creatures affected by this
attacks that strike it’s targets long after the attack was
feature, takes additional damage equal to your Flurry
ever made.
die once per turn when they would take damage. You
133
PRIMAL WEAPON FORM Provocation. As an action, you select one creature you can
see within 30 feet of you. You mark them with a special
The Weapon specialist who trains in the art of the Primal
nature seal. For the next minute, each time you score a hit
Weapon, infuses their attacks with their natural born Nature
with a Bukijutsu you cast, the seal grows in size, gaining 1
Release, releasing powerful elemental strikes with each
charge. This special seal can hold up to 10 charges. As a
attack.
Bonus Action on your turn, you can trigger this seal to
134
MASTER OF THE PRIMAL P RIMAL E FFECT T ABLE
Starting, at 20th level, your presence on the battlefield is an
explosion of the elements and weapons. Your Strength or Nature Release Condition
Dexterity (your choice) and Intelligence scores increase by Earth Release Bruised
2. Your maximum for those scores also increases by 2.
Wind Release Bleeding
Additionally, you can use your Action and 3 Chakra die to
gain the following benefits for 1 minute. These effects end Fire Release Burned
early if you are incapacitated or fall to 0 hit points. Once Water Release Chilled
you’ve used this feature, you can’t use it again until you Lightning Release Shocked
finish a long rest:
• You gain Resistance to Slashing, Piercing and
Bludgeoning Damage.
• Once per turn, when an ally takes the attack action
within 30 feet of you, you may add 2 Flurry die to their
damage roll, of your chosen nature releases damage
type.
• When you cast a Jutsu of your chosen Nature Release,
you can take the Attack Action, as a Bonus Action.
135
RANGER FORM CURVED SHOT
Starting at 6th level, you learn how to work all the angles
Weapon Specialist who focuses on the Ranger form,
of a battlefield to your advantage. Once per turn, when
exploiting the superiority of ranged combat. Ensuring they
you would miss a ranged Taijutsu attack with a
keep distance from their targets and overwhelm them with
Bukijutsu, you may add one Flurry Die to the attack roll,
Pinpoint Attacks from a safe distance.
increasing the attack roll total by the result, potentially
136
SAMURAI FORM o Defensive Offense. As a Reaction to a hostile
creature making a melee attack targeting you, you
Weapon Specialists who focuses on the Samurai form, learn
make a weapon attack targeting the triggering
the unique fighting style of the Samurai, allowing a blend of
creature.
both Ranged and Melee combat from using the Katana, the
o Defensive Break. As a Reaction to a hostile
Naginata to the Bow & arrow, they are specialists in both
creatures ranged attack, make a weapon attack. If
forms of combat able to adapt to the situation at hand and
the result of your weapon attack roll is greater
pull victory through Skill and unmatched talent.
than the triggering creatures attack total, their
KENJUTSU TECHNIQUE[CHANGED]
attack is negated.
Starting at 3rd level, you learn additional Flurry Techniques Iatsu Draw. By spending your Bonus Action and Reaction
that supplement your Samurai Form. on your turn, you can enter a quick strike stance. Your
next melee weapon or taijutsu attack as the result of a
Frenetic Draw. When you would use the Chakra Strike
Bukijutsu, before the end of your turn, adds your
Flurry Technique, the target must make a Strength
Weapon Specialist level to your next attack and
saving throw. On a failed save they gain disadvantage
damage rolls.
on all attacks and skill checks they make against you
until the end of their next turn.
Riposte . When you would use the Enhanced Deflection Flurry
CIRCLE OF PROTECTION
At 6th Level, you learn to fend off attacks directed at you
Technique, you can immediately make two weapon
and other nearby creatures. If you or a creature you can see
attacks against the triggering creature as part of the
within 10 feet of you takes damage, as a Reaction, you ward
Reaction.
everyone near you. Roll 1 flurry die, recording the result. You
SAMURAI STYLES grant yourself and allied creatures within 10 feet of you; a
Bonus to AC equal to half the result vs the triggering attack.
Also, at 3rd level, you get to choose a Style that supports
If the attack would still hit, you grant yourself and all
your combat ability. You know 1 Style from the following
affected allies DR vs the triggering creature equal to the
List, and gain more as gain levels in this class based on the
result until the beginning of your next turn. You can use this
Styles Known Table of the Weapon Specialist.
feature twice per short rest.
Aggressive Draw. As a Reaction on your turn, you can take an
aggressive stance. Until the end of your turn, your speed ENHANCED STRIKES
is increased by +30 feet and jump distance is increased by Starting at 13th Level, your weapon is constantly being
+10 feet. You gain an additional Bonus Action, which you fed your chakra, enhancing its offensive potential.
can only use to Dash. Additionally, when you Dash or Whenever you hit a creature with a weapon attack using
Jump, you have advantage on the first taijutsu or weapon a weapon you have as your Weapon Focus, the creature
attack you make against each creature within range of takes extra damage equal 1 flurry die.
your weapon where you land or end your movement.
Blade Draw. As a Reaction to a creature missing, you with an MASTER OF FOCUS
attack, you may spend 5 chakra. When you do, you gain At 20th level, you might overwhelm even the most
temporary hit points equal to your Weapon Specialist implacable of foes. Your Strength and Constitution
level for the next minute, and make a weapon attack scores increase by 2. Your maximum for these scores
against the triggering creature if they are within range. increases by 2.
On a hit, they gain disadvantage against you for the Additionally, as an action, you can spend 3 Chakra die
remainder of their turn. You can use two Flurry to gain the following benefits for 1 minute:
Techniques in addition to this attack. • You have resistance to Slashing, Bludgeoning or
Fighting Spirit. As a Bonus Action on your turn spend 1 Hit
piercing damage.
Die to give yourself advantage on one weapon attack • When an ally within 30 feet of you takes the Attack
made before the end of the current turn. When you do so,
action, they can make one additional attack as a part
you also gain 10 temporary hit points. Beginning at 10th
of that same action.
level, this increases to two attacks and 20 temporary hit • Your attack rolls can’t suffer from disadvantage.
points, and at 20th level its 3 attacks and 30 temporary hit • Whenever a creature hits you with a melee attack, it
points. Temporary hit points gained from this feature last
takes force damage equal to half of the damage you
for 1 minute.
take from the attack.
Crashing Wave. Once per turn, on your turn, you may spend 5
• Enhanced Strikes now counts for
chakra. When you do, until the end of your turn, you reroll
Bukijutsu that use chosen
1’s and 2’s for; Attack rolls, skill checks, and Saving
weapon.
throws. You must use the new results. If you roll a Natural
20 as a result of this feature, the next attack you make
that deals damage to a creature deals additional damage
equal to 3 Flurry die.
Defensive Draw . As a Bonus Action, you enter a defensive
stance. Until the start of your next turn, you gain one of
the following benefits. Once you gain this benefit of this
stance twice, you must complete a short rest before you
can gain its benefits again;
• You gain two special Reactions called Defensive Offense
& Defensive Break. You can use either of these
Reactions a combined total of twice, before the
beginning of your next turn.
137
SLAYER FORM Reaping Stalker . Once per turn, when you would deal
damage to a creature with a Bukijutsu who you have
The Weapon specialist who practices the art of Slaying,
advantage against or you are hidden from, you increase
become consummate hunters, who live for the chase and
the damage die rolled by 1 step. Once you gain the
the deadly stroke that brings it to a close. Slayers spend
benefit of this style, you must spend an Action
most of their time honing their weapon skills, studying
recharging it.
the habits and anatomy of foes, and practicing unique
Vicious Technique . Once per turn, when you score a critical
combat maneuvers.
hit with a bukijutsu, you regain half the Jutsu’s original
SLAYER TECHNIQUES[CHANGED]
chakra cost
138
MASTER SLAYER
Starting, at 20th level, you become a master at killing or
capturing your foes. When you cast a Bukijutsu that
makes no more than 1 attack, against a creature
currently marked as your Quarry, you can declare one of
the following; Kill, Stun or Cripple
On a hit, the target must make a Strength Saving
throw vs your Taijutsu Save DC. On a failed save, they
suffer one of the following effects, based on the
declaration. This feature has a number of charges equal
to your Proficiency Bonus per long rest, with each option
spending 1 charge, unless otherwise specified.
• Kill : If the target is an Elite, Standard or Minion, they
immediately are killed. If the target is a Solo or have
the Iconic classification you can instead trigger up to
three Flurry Techniques at once as part of the action
used to make this attack, even if they normally have
different action costs/requirements. This option costs
2 charges of Master Slayer.
• Stun : Roll 1 Flurry Die. The target is Stunned, a
number of their turns (or Elite Actions), equal to half
the result of the roll.
• Cripple: Roll 1 Flurry Die. The target gain ranks of
bruised equal to half the result.
139
PUPPET MASTER CREATING A PUPPET MASTER
A Ryu sits in a tree, watching over her target as they When creating a Puppet Master, think about your
approach. A smile spreads across her face as she open up the characters background and drive to be a shinobi. Does
giant box, she carried with her, removing the giant the character have a rival? What drove your character
mechanical scorpion and dropping it onto her target, down the path of ninja puppetry? Is it about curiosity
enclosing them inside it. and invention, or about the power their puppets bring?
With a loud explosion, a figure lands in the middle of the Did your character learn from another puppet crafter, or
battlefield. As the dust clears, a hulking presence stands receive a vision or flash of inspiration to learn their
amidst the war-torn battlefield, a giant humanoid of wood craft?
and steel. The creaking head swivels to inspect the wreckage. Consider how your character interacts with the world,
It raises one of its 4 arms, and a beam of chakra lances out and what they represent. Consult your DM regarding
towards an enemy. brigades, guilds, or societies your character might
These shinobi, different as they might be, are connected belong to.
by one common factor: they are masters of the art of ninja
puppetry. This fighting form was created in Sunagakure, QUICK BUILD
utilizing chakra threads to control specialized ninja tools. You can make a Puppet Master quickly by following
The puppets that these ninja use are hand-crafted, and these suggestions. For Black, Red, Green, or White
special to each puppeteer. They are equipped with weapons, Technique, make your highest ability Intelligence,
traps, poisons, and various other mechanisms. These followed by Constitution or Dexterity; for Blue or
puppets are incredibly difficult to use, and are only usable by Purple Technique, make Strength your highest,
those who have dedicated their lives to the art. followed by Constitution. Second, choose Hatake,
Nara, Jiton, or Non-Clan.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize ninja puppets of different types,
specializing in one or two. Players would be able to
create and utilize puppets for stealth or combat, while
keeping themselves a little safer than others, or use
them to gain new abilities for themselves. The characters
this class is pulling inspiration from are as follows:
Kankuro, Sasori, and Chiyo.
140
CLASS FEATURES PUPPET TOOL
Beginning at 1st level, you craft a Puppet Tool to carry
HIT POINTS out your orders and protect you. Your Puppet Tool starts
Hit Dice: 1d8 per Puppet Master level with the statistics below; You learn the Mending E-Rank
Hit Points at 1st Level and beyond: 8 + your constitution Ninjutsu, which does not count against your known.
modifier A Puppet Tool acts under your command via your
chakra threads, thus, if you are unable to make Chakra
CHAKRA POINTS Threads, you cannot control your Puppet. You can
Chakra Dice: 1d10 per Puppet Master level command a Puppet to move on your turn, and you can
Chakra Points at 1st Level: 10 + your constitution spend your action or Bonus Action to command a Puppet
modifier to take an action and Bonus Action, once per turn. A
Chakra Points at Higher Levels: 1d10 (or 6) + your Puppet has one Bonus Action per round, and it can only
Constitution Modifier per Puppet Master level after be used to activate upgrades or Puppet Master features.
1st. You can also use your Reaction, to have your Puppet take
a Reaction. Your Puppet has its own attack bonuses and
PROFICIENCIES Save DCs, calculated the same way as your own.
A Puppet Tool increases one of its ability scores by +2,
Armor: Light armor, Medium Armor
or two ability scores by +1, when you gain an Ability
Weapons: Simple Weapons, Battle Wires, Hand
Score Improvement/Feat from this class. A Puppet Tool
Crossbows, Heavy Crossbows, Fuma-Shuriken
can have no more than 20 in an ability score as normal.
Ninja Tools: Armorsmith kit, Weaponsmith kit.
While connected to a Puppet Tool or in contact with it,
Saving Throws: Strength, Constitution, Intelligence
as an action, you can cast the Mending Ninjutsu to
Skills: Crafting, Choose three from Chakra Control,
restore a number of its hit points equal to 2d6 + half your
Deception, History, Insight, Intimidation,
Puppet Master level. This die increases to 2d8 at 9th
Investigation, Ninshou, Perception, Nature, Sleight of
level and 2d10 at 15th level of this class. Alternatively,
Hand, Stealth
you can cast Mending for its entire duration while within
EQUIPMENT 5 feet of the Puppet Tool. If you do, it recovers half of its
maximum hit points. After healing the Puppet Tool this
You start with the following equipment, in addition to
way, if it isn't destroyed after 1 minute, your chakra pulls
the equipment granted by your background. If you select
it back together, regaining its full hit points.
a ranged weapon you also gain 1 Stack of ammunition:
On a full rest, you can spend 1 charge of an
• (a) a Hand crossbow and one stack of bolts or (b) any
Armorsmith or Weaponsmith kit to scavenge an existing
two simple weapons Puppet Tool to create a new one, or completely replicate
• (a) One Kunai stack or (b) One Shuriken stack a destroyed Puppet.
• (a) Padded Cloth or (b) Combat Jacket You store your Puppet Tool in a special reusable
• Crafter’s pack, and 1 paper bomb weapon scroll. You can store your Puppet Tool into this
scroll as an action, and you can release it as part of
JUTSU CASTING rolling initiative or at any point on your turn. The size of
the scroll reflects the puppet's size.
NINJUTSU Starting at 6th level when you do not command a
Ninjutsu save DC = 8 + your Proficiency Bonus + your Puppet you are connected to on your turn, that puppet
Intelligence Modifier takes the dodge action. You also do not need to use your
Ninjutsu attack modifier = your Proficiency Bonus + Reaction to command a Puppet to take its Reaction.
your Intelligence Modifier
GENJUTSU
Medium Construct, Proficiency = Puppet Master’s Proficiency
Genjutsu save DC = 8 + your Proficiency Bonus + your
Wisdom Modifier (your choice)
Genjutsu attack modifier = your Proficiency Bonus + Hit Points 4 + [(5+Constitution Modifier) x Puppet Master level]
your Wisdom Modifier (your choice) Speed 30 ft.
TAIJUTSU
Taijutsu save DC = 8 + your Proficiency Bonus + your 15 (+2) 13 (+1) 13 (+1) 5 (-3) 5 (-3) 5 (-3)
Strength Modifier
Taijutsu attack modifier = your Proficiency Bonus + your
Strength Modifier
CHAKRA THREADS
Beginning at 1st level, as a Puppet Master you learn the
Chakra Hands E-Rank Ninjutsu for free. When you cast
this jutsu, it takes the form of strings that extend from Senses Passive Perception 7
your fingertips. Chakra Hands no longer costs chakra nor
an action to cast, and its duration becomes 10 minutes. Bound. A Puppet is bound to its user via chakra threads and can be no more
The maximum weight your strings can lift is multiplied than 500ft. from you. If the strings are not bound to the Puppet, it cannot
by your Proficiency Bonus. move or take actions of any kind. If a creature other than its creator uses
At 9th level, losing the ability to mold chakra does not chakra threads to manipulate the puppet, it cannot use any Upgrades.
prevent you from using your Chakra Threads. Hollow Shell. Puppet Tools cannot be affected by Genjutsu.
141 Mechanical Limits. Puppets cannot cast jutsu (or have such jutsu cast through
them), or use effects, that increase its ranks of exhaustion or make Clones.
TACTICS OF THE CRAFT Additionally, you reduce the downtime and ryo needed
to craft chakra-enhanced items by -25%. You also
While Puppet Masters possess unique and powerful
increase weekly market value for crafting non-chakra-
bukijutsu in the form of a puppet, they are aware of the
enhanced items by +50 Ryo.
obvious flaw of their technique: placing all of their cards
At 13th level, the downtime and ryo reduction
into another body which can be destroyed. As such,
increases to -50%, and you increase your weekly market
Puppet Masters prepare for this outcome by adopting
value by +100 Ryo instead.
Tactics to use that do not require their Puppet to
function. These Tactics can be found at the end of this
class description.
ABILITY SCORE IMPROVEMENT/FEAT
Beginning at 2nd level, you gain one tactic. At 11 th When you reach 4th and again at 8th, 12th, 16th, and
level, you gain a second tactic. You can change your 19th, level, you can increase one ability score by +1, gain
chosen tactics when you gain a level in this class. 1 rank of Mastery in a skill you are proficient in, & a Feat
of your choice that they qualify for. As normal you can’t
PUPPET TECHNIQUE increase an ability score above 20 using this feature.
ALWAYS PREPARED
Beginning at 3rd level, your study of chakra-enhanced
items and crafting allows you to easily equip seals.
Your Puppet Tool gains a number of seal slots equal to Beginning at 15th level, you always come prepared for
2 + your Proficiency Bonus. You can place both Armor whatever mission you take. You and your Puppet Tool
and Weapon seals on your puppet (Weapon Seals affect gain an additional +5 to your maximum bulk (Or you
its natural weapons and Upgrades simultaneously.) If gain a +10 to your max bulk if you do not have a Puppet).
you do not have a Puppet Tool, select 1 weapon or armor Twice per full rest, while taking a short or long rest,
you have to gain the benefits of this feature. This you can convert up to 1 charge of a Toolkit or one
Weapon or Armor can be resealed without destroying it. Medical pill to be as if it was a Toolkit or Medical Pill of
one quality higher. Alternatively, you can convert it to
two uses of a lower quality Toolkit or Medical pill.
Also, you can change your Puppet Upgrades as if you
took a long rest, during a short rest instead, so long as
the Upgrades being exchanged are of a tier equal to or
less than the current rank chosen.
At 18th level, after a rest of any type, you can select
and create a temporary version of an Upgrade from your
Puppet Technique you are qualified to take but do not
have. This Upgrade must be of Silver tier or lower. You
have this Upgrade until you complete a rest, during
which you can select a temporary Upgrade with this
feature again.
142
PUPPET MASTER TACTICS
AGILE T ACTICS
You prioritize staying as far as you can from battle. You
can take the Disengage or Dash actions as a Bonus
Action, and can take the Hide action even when
lightly obscured.
At 11th level, the first attack you make per
round while Hidden does not automatically
reveal you This includes attacks made with your
Puppet Tool.
DEFENSIVE T ACTICS
You prioritize defense and survivability.
Reduce the cost of any jutsu with the casting
time of 1 Reaction that would provide you with
any bonuses to saving throws, AC, or grant you
damage reduction or temporary hit points, by an
amount equal to the jutsu's rank. (D-Rank: 1, C-
Rank: 2,B-Rank: 3, A-Rank: 4, S-Rank: 5)
At 11th level, when using any jutsu that gives
you a bonus to saving throws or AC as a Reaction,
for the first save you make or first attack against
you, increase your saving throw or AC by half your
Intelligence Modifier. For jutsu that give damage
reduction or temporary hit points, increase the
amount gained by twice your Intelligence Modifier,
once per casting.
OFFENSIVE T ACTICS
You prioritize offensive capability over everything
else. Once per turn, you can add your Intelligence
Modifier to an instance of damage you deal yourself or
with your Puppet Tool. You can also make 1 weapon
attack as a Bonus Action.
At 11th level, you can add your Intelligence Modifier to
an attack you or your puppet makes up to twice per turn.
RESOURCEFUL T ACTICS
You prioritize preparation over everything else. You gain
proficiency in an additional 2 Toolkits, and gain a +1d4
to any rolls to craft or utilize any Toolkit-based actions.
You can also use Explosive Tools as a Bonus Action, a
number of times equal to your Intelligence Modifier per
long rest.
At 11th level, this becomes every short rest.
143
PUPPET TECHNIQUES DEDICATION TO TRADITION
Starting at 6th level, you know how to get exactly what
BLACK TECHNIQUE ~ PUPPETEER you need. Poisons you buy are of the highest quality. You
gain a +1 to Save DCs when you or your Puppet would use
A Puppeteer is a Puppet Master that has committed a poison. This increases to a +2 to at 17th level.
themselves to creating a true, pure work of puppetry. A Additionally, once per round, after you or your Puppet
painstaking life ambition of continuous planning and Tool take the Attack action, you can cast
learning. the Mending jutsu, ignoring its listed casting time.
Why a Puppeteer embarks on the quest to create this
artistic construct can vary. For many, it is the pure PUPPET MANIPULATION TECHNIQUE
pursuit of crafting the perfect creation, while for others, Starting at 10th level, your ventriloquial abilities have
it is simply so they do not have to carry around their improved to the point where the motions feel almost
loot, or to have a loyal companion to always count on. instinctual. Once per round, you can command one
Puppet Tool without using your action or Bonus Action.
BLACK TECHNIQUE PROFICIENCY You cannot command this same Puppet Tool again using
When you choose this technique at 2nd level, you gain your action or Bonus Action for the remainder of the
proficiency in Chakra Control and Stealth. current round.
You gain proficiency in Poison Kits and you can use
your highest Jutsu Save DC for the poison you or your NOXIOUS HANDIWORK
puppets inflict, instead of the set DC. Additionally, all Starting at 14th level your continuous exposure to
Poison Kits you buy or make have 2 extra uses. poisons has left you more resilient than most. You gain
Lastly, you gain an additional Tactic from the Tactics resistance to poison damage and have advantage on
of the Craft feature. Gain another Tactic at 10th level. saving throws that would inflict the envenomed
condition.
PUPPETEER CHASSIS Once per turn, when you or your puppet hit a creature
Starting at 2nd level, you select a type of chassis for your with a weapon or taijutsu attack you can spend one use
Puppet Tool to embody. Your selection grants your of your Poison Kit to force them to make a saving throw
puppet new abilities, ability score improvements and against a poison in your possession. Alternatively, as an
changes its appearance. Puppet Chassis are listed on the action, your puppet can expend both uses of a poison to
next page. produce a cloud of poison in a 15-foot radius forcing all
You also gain access to Black Iron Upgrades, which are creatures to make a Constitution saving throw or suffer
Puppet Upgrades exclusive to the Black Technique. the effects of the poison.
144
PUPPETEER CHASSIS WARFORGED
Below are the available Puppet Chassis. When you select ASI: Strength & Dexterity scores become 16.
a chassis, you add the prefix of the chassis to your Your Puppet Tool is roughly humanoid, and comes
puppet's name. For example, if you choose Warforged, with the robust flexibility and options that this form
your puppet becomes a Warforged puppet. provides;
SPECIALIZED • Your Puppet Tool's Strength and Dexterity become 16.
ASI: +2 to any ability score of your choice • Your Puppet Tool gains proficiency in all Simple and
Your Puppet Tool defies all expectations, its design Martial Weapons, and in light and medium armor.
fueled by your own rampant creativity. A little less When wearing armor, a Puppet adds its Dexterity
robust and stable, it is far more extensible to your Modifier to its Armor Class, up to the maximum that
visionary plans; the armor would allow. Armor seals adorned on the
• You can select 2 free Wood tier Upgrades to start with Puppet and on the Armorset chosen do not stack.
• Your Puppet Tool gains the Warfare Augmentation
that do not count against your Upgrade total.
• Your Puppet is able to be any size you like picking from Upgrade. This does not count against your Upgrade
Small, Medium, or Large. total.
• Your Puppet Tool gains the natural weapon Slam. • Your Puppet Tool gains the natural weapon Strike.
Reach 5ft., one target. Hit: 1d6 + Strength Modifier + Reach 5ft., one target. Hit: 1d6 + Strength Modifier +
your Proficiency Bonus in bludgeoning, piercing, or your Proficiency Bonus in bludgeoning damage. On a
slashing damage (Pick one, when you first craft this roll of a 17-20, your Puppet Tool inflicts 1 rank of
puppet). On a roll of a 17-20, your Puppet Tool inflicts Bruised.
1 rank of a condition associated with the damage type WINGED
of its weapon (Bludgeoning=Bruised /
ASI: Dexterity score becomes 18, Constitution score
Piercing=Weakened (until end of your next turn) /
becomes 14.
Slashing=Bleeding)
Your Puppet Tool is modeled off a flying creature.
QUADRUPEDAL Smaller and lighter than most, it is kept aloft by intricate
ASI: Strength & Constitution scores become 16. wings;
Your Puppet Tool takes on a quadrupedal design. • Your Puppet gains the Quickfooted Upgrade, which
Larger and sturdier, it is more suitable to launch into the does not count against your Upgrade total.
fray or carry its creator; • Its base size becomes Small and it gains a flying speed
• Your Puppet gains the Bulky Build Upgrade, which equal to its movement speed.
• Your Puppet Tool gains the natural weapon Talons.
does not count against your Upgrade total. It also
becomes Large in size. Reach 5ft., one target. Hit: 1d8 + Dexterity Modifier +
• Your Puppet's Movement Speed becomes 35 feet and it your Proficiency Bonus in slashing damage. On a roll
reduces all damage it receives, that is not fire, by -2. of a 17-20, your Puppet Tool inflicts 1 rank of Bleeding.
• Your Puppet Tool gains the natural weapon Bite. Reach
5ft., one target. Hit: 1d10 + Strength Modifier + your
Proficiency Bonus in piercing damage. On a roll of a
17-20, your Puppet Tool inflicts 1 rank of Weakened
until the end of your next turn.
145
BLACK IRON UPGRADES SALAMANDER
Techniques: Black
All Black Iron Upgrades use you or your Puppet’s, Ninjutsu,
Your Puppet Tool gains an amount of burrowing speed
Genjutsu, or Taijutsu attack bonus and Save DC.
equal to its movement speed. While buried, it has
WOOD TIER knowledge of how many people are above it in a 10-foot
radius.
CHAKRA D ISRUPTION BLADE As an action, while burrowed below a creature, your
Techniques: Black, Perfect Puppet Tool can cast the Earth Release: Headhunter
You fit your Puppet Tool with multiple small Technique jutsu, even if it does not know this jutsu.
compartments of Black Iron Sand, which is touted for
having potent chakra disrupting abilities. Twice per rest, BRONZE TIER
as a Bonus Action, you can activate this upgrade. When
you do, particles of sand swirl around your Puppet Tool
H IDDEN BLADES
Techniques: Black, Perfect
for the next minute. Alternatively, you can spend 5
You install blades within your Puppet that aren’t
chakra to activate this Upgrade before taking a rest.
immediately visible to the eye. Your Puppet Tool gains
When your Puppet Tool hits with a weapon attack, it
the Hidden Blade natural weapon. When your Puppet
deals an extra 1d8 chakra damage, which ignores DR,
Tool takes the Attack action, it can make an additional
and once per turn, an affected creature must succeed a
attack using its Hidden Blade. It can also use the weapon
Constitution saving throw or gain disadvantage on
normally if it wants, and this weapon can be used as a
checks to maintain concentration and increase the cost
component in jutsu. You cannot use this upgrade in
of all jutsu they cast by +5 until the end of their next
conjunction with any upgrades that replace your
turn. A creature who fails by 5 or more has their chakra
puppet's attacks when taking the Attack action.
completely disrupted, losing the ability to mold chakra
Hidden Blade: Melee Weapon Attack: Ninjutsu or
until the end of their next turn. On a critical hit,
Taijutsu Attack Bonus to hit, reach 5ft., Hit: 1d6 + your
creatures make this save with disadvantage.
Proficiency Bonus in piercing damage.
At Later Levels: You can take this Upgrade as a Silver
tier Upgrade. If you do, increase the damage die to a d12,
IRON FORTRESS
and your Puppet Tool gains a +1 bonus to critical threat
Techniques: Black
range for weapon attacks while this Upgrade is active. If
Prerequisite: Puppet Tool Constitution score of 16+,
they target a creature benefiting or concentrating on a
Puppet Tool cannot have Mechanical Light Shield Block.
jutsu, this bonus increases to a +2.
You enhance your Puppet Tool's shielding and stationary
MECHANICAL LIGHT S HIELD BLOCK ability by installing a grand shield on its body. Your
Techniques: Black, Perfect Puppet Tool counts as half cover for Medium or smaller
You build a manipulation shortcut into your Puppet to creatures within 5 feet of it, while between them and the
defend your allies. As a Reaction, when you, your Puppet attacker or while riding it. Additionally, it cannot be
Tool, or an ally within range of half your Puppet Tool's moved against its will, while in contact with the ground.
movement speed would be targeted with an attack, your
IRON MAIDEN
Puppet moves and unfolds 4 segments down the length
Techniques: Black
of one of its arms on all sides, and generates a stream of
Prerequisite: You must have Entrapment Mechanism on
chakra through each segment to form a barrier. The
one of your Puppet Tools. A secret execution technique
triggering creature makes their attack roll at
first created by the Puppet Master Kankuro. Using
disadvantage. Additionally, until the start of the
your or your Puppet Tool’s Reaction, while a creature is
protected creature's next turn, the first attack roll made
restrained by the Puppet Tool with the Entrapment
against them or the Puppet per turn, is made at
Mechanism, the Puppet Tool with this Upgrade detaches
disadvantage.
its head, arms, and legs and brandishes long, slender
POISON MIST HELL piercing blades. The Puppet then thrusts each of these
Techniques: Black, Perfect blades through the Puppet Tool restraining the creature,
A secret technique where the Puppeteer blinds their foes piercing the target inside. The creature
with a venomous haze. During a rest, you can install takes 5d10 piercing damage
up to 3 Poison Tags of any quality into your Puppet Tool. and must succeed a
These tags, when exploded, have their poison cloud's radius Constitution saving throw or
increased to 30 feet, and the cloud takes on a purple color. gain 1d4+1 ranks of bleeding.
On your turn, your Puppet Tool may Your Puppet Tool then
use its action to launch one of its reforms, and the Puppet
remaining Poison Tags at a creature restraining the creature releases them.
within 30 feet of it. Each creature This damage ignores resistance, treats
within 30 feet of the target must immunity as resistance, and ignores all
make a Constitution saving throw. On damage reduction. You may use this
a failed save, a creature suffers the effects Upgrade twice per rest. Alternatively,
of the Poison Tag and takes 2d8 poison you can spend 10 chakra to use this
damage per rank of the tag, or half as much upgrade without taking a rest.
damage and no further effects on a success. If the
tag is of a higher quality than base,
the creatures suffer a -1 penalty to
their saving throw for each quality rank
above base.
146
PROSTHETIC ARM S ENBON CANNON S HADOW ACTOR
Techniques: Black Techniques: Black
A technique derived from the renowned Puppet Master, In order to activate this Upgrade, you and your Puppet
Sasori of the Red Sand. Upon acquiring this Upgrade, you Tool must not be within line of sight of a creature you
install a large cannon on one of your Puppet's arms. As can see. As an action, you transform your Puppet Tool
an action, you can have your Puppet Tool fire this into a near identical clone of yourself and the Puppet
cannon at a space within 120 feet, sending a massive moves up to its movement speed and makes a melee
missile. If there is a creature in this space, make a ranged attack using any melee weapon or Upgrade that would
attack, dealing your Puppet Tool's natural weapon prompt a melee attack. This attack scores a critical hit on
damage on a hit. Regardless of a hit or miss, the an 18-20. You immediately take the Hide action after
missile's various compartments open, sending out a using this Upgrade, at advantage.
barrage of tiny senbon at creatures within a 30-foot On a hit, your "clone's" face begins to crack, revealing
radius. your Puppet's identity. The target must then make a
All hostile creatures must make a Dexterity saving Charisma saving throw at disadvantage, automatically
throw, taking 4d8 piercing damage on a failed saving failing if the Puppet Tool scored a critical hit. On a failed
throw, or half as much damage on a success. These save, they are Surprised until the end of their next turn.
senbon are also laced with poison. Hostile creatures An allied creature within 60 feet of the creature and
must also make a Constitution saving throw, at your Puppet Tool, can immediately use their Reaction to
disadvantage if they failed their Dexterity saving throw, move, and use a feature or action that would normally
becoming Poisoned for the next minute on a failed save. require their action.
You can use this Upgrade twice per rest, though your You can use this Upgrade twice per rest. Alternatively,
Puppet must travel to where the missile landed and use you can spend 10 chakra to use this upgrade without
its action to place it back into itself each time it uses it. taking a rest.
POISON EXPULSION S YSTEM
Techniques: Black
GOLD TIER
After accumulating so much poison in its form, you have BLACK IRON
given your Puppet Tool the ability to expel large Techniques: Black
quantities as if it were a jutsu. Your puppet gains the Prerequisite: Chakra Draining Trap/Chakra Sealing Trap
ability to cast one ninjutsu with the Medical keyword of You learn more about the secret techniques from
C-Rank or lower that deals poison, acid, or necrotic Sunagakure and begin to integrate your Puppet Tool
damage. It uses your chakra. with your new knowledge. Inside your Puppet, you place
At Later Levels: You can take this Upgrade at higher special black iron dust with powerful chakra suppressing
tiers. If you take it as a Silver Upgrade, the jutsu can be of abilities.
B-Rank or lower. If you take it as a Gold Upgrade, the While your Puppet Tool has a creature grappled and
jutsu can be of A-Rank or lower. If you take it as a restrained, using your Full Turn Action, it may release
Platinum Upgrade, your Puppet Tool gains two jutsu the sand within its body and encase the target within it
instead of one. as well as itself. The target creature is Stunned and loses
the ability to mold chakra for the duration. The creature
SILVER TIER is also treated as being within total cover, and gains
resistance to all damage as the sand protects it. Your
MECHANICAL LIGHT S HIELD S EAL
Puppet Tool gains the same effects, preventing you from
Techniques: Black
commanding it at all.
Prerequisite: Mechanical Light Shield Block
At the end of each of the creature's turns, they can
Your Puppet Tool may now use this Upgrade in response
make a Strength or Constitution saving throw (their
to itself, an allied creature, or you taking damage.
choice) breaking free sending your Puppet Tool 60 feet
When your Puppet Tool uses this Upgrade, until the
away from them and ending the effects of this upgrade.
Upgrade ends, it reduces any damage it or the ally it is
Once you use this Upgrade, you cannot do so again
protecting receives by twice your Proficiency Bonus. It
until you complete a rest. Alternatively, you can spend 15
also grants itself and the ally a +2 bonus to Strength,
chakra to use this upgrade without taking a rest.
Dexterity, and Constitution saving throws until the
Upgrade ends. TRIPLE IRON M AIDEN
Techniques: Black
POISON MIST HELL: CONTINUOUS FIRING
Prerequisite: Iron Maiden
Techniques: Black, Perfect
When a Puppet Tool with the Entrapment
Prerequisite: Poison Mist Hell & Needle Wave
Mechanism Upgrade would successfully grapple a
After using the Poison Mist Hell, your Puppet Tool may
creature, you can spend 10 chakra to summon a clone of
then use its Needle Wave natural weapon's Multi-Target
your Puppet Tool to attempt to grapple a different target
option as part of the same action, affecting all creatures
within 20 feet of the original target, at advantage. This
within the poison cloud.
clone cannot take actions outside of grappling and has a
If you have multiple Puppet Tools with the Needle
number of hit points equal to your Puppet Master level,
Wave upgrade, you may use your Reaction to have all
disappearing if it reaches 0 hp.
Puppet Tools target all creatures with their Needle
If both targets are restrained, when you use the Iron
Wave as well, increasing the damage dealt by one
Maiden upgrade, you can have it affect both creatures.
damage die and imposing a -1 penalty on the Dexterity
This only takes one use of Iron Maiden Upgrade.
saving throw for creatures for each Puppet Tool that
Also, your Iron Maiden Upgrade is improved with
joins after the first.
seals that block evil entities. Restrained Aberrations,
Demons, Monstrosities, or Undead have disadvantage on
all rolls to break free from your Puppet Tool’s
Entrapment Mechanism.
147
THOUSAND HANDS M ANIPULATION FORCE JADE D RAGON
Techniques: Black Techniques: Black
You have placed an incredible amount of seals in a secret Prerequisite: Poison Expulsion System
compartment on one part of your Puppet Tool. As an Your Puppet is able to unleash a wave of pure toxic
action, you can summon an innumerable amount of destruction, akin to the breath of a dragon. By spending
puppet arms from these seals, forcing each creature 20 chakra, your Puppet Tool can use its action to exhale
within 15 feet of your Puppet Tool to make a Dexterity a massive 120-foot cone of poison gas. All creatures
saving throw, at disadvantage. within range must make a Constitution saving throw, at
On a failed save, you can use an offensive feature from disadvantage. On a failed save, a creature takes 12d10
any one Black Iron Upgrade on the creature, making any poison damage and gains 3 ranks of envenomed. A
attacks with advantage and forcing the creature to make creature slowed for the duration of their envenomed
any saving throw at disadvantage. Alternatively, your condition. On a successful saving throw, a creature takes
Puppet Tool can cast any jutsu it knows with the Medical half damage and only gains 1 rank of envenomed.
Keyword that deals damage, making any attacks at This Upgrade ignores immunity to the Poisoned
advantage and forcing the creature to make any saving condition, ignores resistance to poison damage, and
throw at disadvantage. treats immunity to poison damage as resistance.
At the conclusion of this turn, the arms dislocate from The poison gas created by this Upgrade remains in the
your Puppet Tool, remaining on the battlefield as a Huge affected area for 10 minutes and the area is considered
structure with hit points equal to your Puppet Tool's hit difficult terrain. Moderate wind disperses this gas in 8
points, and an AC equal to your Ninjutsu DC or your rounds. Strong wind disperses it in 4 rounds.
Puppet Tool's Taijutsu DC. The structure emits a While outside the area of effect, a creature can remake
constant aura of poison gas, and the area in a 10-foot- the saving throw, without disadvantage, at the end of
radius surrounding it counts as difficult terrain, and if a each of their turns, removing 1 rank of envenomed on a
creature enters this area or starts their turn there, they success, plus an additional rank for every 4 they succeed
take poison damage equal to your Ninjutsu save DC, the saving throw by.
which cannot be reduced or resisted by any means other
than complete immunity.
This area of pure poison remains for up to 1 hour, or
until you use at least 10 minutes clearing it.
During that
time, your Puppet Tool loses access to the
limb carrying
this upgrade. In its place, your Puppet Tool
gains the following weapon; This weapon
can be used as a component in jutsu.
Buzzsaw: Melee Weapon Attack: Ninjutsu or
Taijutsu Attack Bonus to hit, reach
5ft., Hit: 2d10 + your Proficiency Bonus in
slashing damage, and the target must make a
Constitution saving throw or gain 1 rank of
lacerated.
PLATINUM TIER
MONZAEMON’S LEGACY
Techniques: Black
The strength of your Puppets and your
dedication to the traditional values of the
Puppet Master has allowed you to create
puppets with technique that matches
Monzaemon Chikamatsu, the original
Puppet Master. This Puppet Tool cannot
make attack rolls, skill
checks, ability checks, or saving throws at
disadvantage.
Additionally, when this Puppet Tool would
utilize any jutsu or Upgrade that would deal
poison damage or inflict the envenomed
condition, it increases its attack bonus and
Save DC by +1 for the initial attack roll or
saving throw. This bonus always applies to
Black Iron Upgrades.
148
BLUE TECHNIQUE ~ WARMASTER BATTLE PRESSURE
Starting at 6th level, upon rolling initiative, during the
Puppet Masters who practice the Blue Technique are
first round of combat, you and your Puppet gain a +15
known as Warmasters. The traditional puppeteering
bonus to speed, a +1 to AC, and advantage on the next
styles call upon Puppet Masters to invest fully in their
Physical saving throw/skill check you make this round.
puppets for offense and protection, whilst the puppeteer
Also at 6th level, you learn the E-Rank Ninjutsu
themselves cowers away.
Chakra Blow. When you take the Attack action, as long as
Warmasters share a great disdain for these tactics and
you hit with at least 1 attack with the Attack action, you
instead fight alongside their puppets. They lead the way
can cast Chakra Blow as part of the same action,
to victory and the Puppets follow behind, not the other
affecting your final attack that hits.
way around. Some follow the Blue Technique to evolve a
renowned practice from a mindset of cowardice, whilst
MASTERFUL M OVEMENT
others invest in the technique to make battle exciting. Starting at 10th level, you and your Puppet Tool,
149
PUPPET WEAPON TYPES During a long rest, you can choose to add the Overseer
property to the Drone's Weapon Mode. This does not
Below are the available Puppet Weapon types. When you
count against your maximum properties. If you do, you
select a Puppet Weapon type, you add the prefix of the
gain the following benefits while wielding the Weapon;
Weapon Type to your puppet's name.
• If melee, gain an extra rank of Reach. If ranged, attacks
For each Weapon Type, your Puppet gains a
special Weapon Mode, that allows it to transform into a within your weapon's max range do not have
living weapon of your wildest creation, inspired by the disadvantage.
• When attacking a creature that would give you a non-
techniques of a particularly interesting group of warriors
in the Land of Iron. Your Weapon Mode can be anything dice-based penalty to your roll, you can make a
your heart can dream, from a simple katana to Perception check vs. a DC 5 + their level to ignore these
something unique like a backpack of spider legs that jab penalties until the end of the turn.
your opponents. The rules for the Weapon Mode are as
follows: On a long rest, select one simple or martial OGRE WEAPON
weapon to base your Weapon Mode off of. You remove ASI: +2 to Strength score. +1 to Constitution score.
all properties from this weapon and rebuild it. Your Puppet Tool becomes that of a large brute
Select one of the following damage die sizes for your designed to rampage throughout the battlefield, inflicting
weapon. Based on your selection, your weapon can be massive destruction to aid the Puppet Master with its
equipped with a specific number of weapon properties, large size.
that at least one weapon of that type shares (ranged • The Ogre's size is Large. It becomes Huge at 14th level.
weapons get ranged weapon properties, melee weapons • The Ogre applies its Puppet Master's Proficiency Bonus
get melee weapon properties). The damage type of your when attempting to Grapple a creature, and does not
weapon can be Bludgeoning, Piercing, or Slashing (pick reduce its movement speed when carrying a creature
one). While using this weapon, any weapon seals given smaller than it.
the Puppet Tool are active on it. You cannot command • The Ogre deals double damage to structures,
your Puppet Tool, nor can it be targeted by any attack or constructs, and objects. Also, the maximum amount the
saving throw. You can use your Bonus Action to make a Ogre can lift is multiplied by your Proficiency Bonus.
single weapon attack with this weapon, or use an • The Ogre gains the natural weapon, Smash. Reach 5ft.,
Upgrade that makes an attack or imposes a saving throw. Unarmed property, one target. Hit: 3d4 + Strength
Lastly, your Puppet Tool may use its Weapon Mode as Modifier in bludgeoning damage.
a natural weapon, while you are not using it, and you
During a long rest, you can choose to add the Titan
count as your Puppet Tool for any Warmaster features
property to the Ogre's Weapon Mode. This does not count
and Warmaster Upgrades that require it (aside from
against your maximum properties. If you do, you gain the
Weapon Type features). If the weapon is ever broken, the
following benefits while wielding the weapon;
Puppet falls to 0 hit points.
• This weapon's damage die increases by 1 step. If this
Damage Die Max. # of Properties would go beyond a 1d12, gain a +1 bonus to damage.
1d4 or 1d6 4 • This weapon's damage rolls ignore up to 3 DR.
The Drone can be up to 1000 feet away from you. which it can only use to make attacks of opportunity.
• As an action or Bonus Action, you can look through the Creatures provoke attacks of opportunity from the
eyes of the Drone. While doing so, you are blind to Sentinel when they enter within 5ft. of it or an ally
your surroundings, and from the Drone, you gain 10x within 10ft. of it.
your level in Darkvision (you can still benefit from • The Sentinel can use Dexterity in place of Strength for
special senses you have while looking through the weapons and Bukijutsu.
Drone). You can stop looking through the Drone at any During a long rest, you can choose to add the Okizeme
point (no action needed). property to the Sentinel's Weapon Mode. This does not
• The Drone is proficient in Investigation, Perception, count against your maximum properties. If you do, you
Stealth, and Survival, and when the Drone would roll a gain the following benefits while wielding this weapon;
7 or lower on the d20 with these skills, treat it as an 8.
• This weapon gains an extra weapon property.
• The Drone gains access the natural weapon Arrow
• Bukijutsu and Taijutsu that use this weapon can be cast
Missile (counts as a bow). Reach 90/180ft,
using Dexterity instead of Strength.
Ammunition. Hit: 1d8 + Strength Modifier in piercing
damage.
150
UPGRADES OF WAR BRONZE TIER
All Upgrades of War use you or your Puppet’s, Taijutsu IMPROVED ARCHITECTURE I (BLUE)
attack bonus and Save DC. Techniques: Blue
You improve upon the design of your Puppet Tool and its
WOOD TIER Weapon Mode in various ways. Your Puppet Tool gains
specific benefits, based on its Puppet Weapon Type (You
COVERING FIRE
do not gain these benefits while using its Weapon Mode).
Techniques: Blue
In addition, your Puppet's Weapon Mode is now
Your Puppet is able to fight in such a way that it gives
unbreakable, and gains an extra property of your choice.
allies an opportunity to escape. Your Puppet Tool can
Alternatively, you can choose to gain a +1 to damage rolls
make a single melee or ranged weapon attack with an
with your weapon.
eligible weapon at a target within range. Regardless of a
hit or miss, the Puppet can command one ally within • Drone Weapon: The Drone has advantage on Stealth
45ft. to move up to half their remaining movement, checks and doesn't provoke attacks of opportunity.
without provoking opportunity attacks. This upgrade • Ogre Weapon: The Ogre Weapon increases its
can be used a number of times equal to your Proficiency maximum hit points by your Puppet Master level, and
Bonus per long rest. reduces all damage it receives by twice its Strength
Modifier. It also ignores damage reduction and
PALADIN
temporary hit points when damaging a structure,
Techniques: Blue, Perfect
construct, or object.
You invest in extra materials to improve you or your
• Sentinel Weapon: The Sentinel Weapon increases
Puppet’s defense. You gain a Warmaster Shield, a simple
either its Strength or Dexterity score by +2 (pick one). It
weapon with the Light, Blocking, Finesse properties, and
also ignores difficult terrain and has advantage on
a damage die equal to a 1d6 Bludgeoning. Only you or
saving throws that would hinder its movement speed in
your Puppet can use this shield. Wielding this shield
any way.
cannot disqualify you from using a Taijutsu fighting
stance that requires you to wield no weapons. This INGRAINED S TRENGTH
weapon can be used as a component in Jutsu. Techniques: Blue, Perfect
While equipped, as a Reaction to taking damage, you You carve a single sigil of power inside your puppet,
can reduce the damage received by Xd6 (X = Proficiency). allowing it to fight more effectively. Choose one Physical
At Later Levels: This upgrade can be taken as a Silver condition of your choice. Your puppet gains advantage
tier Upgrade to grant both you and your Puppet a shield. on saving throws and skill checks to resist the chosen
STRAFING MANEUVERS condition.
Techniques: Blue At Higher Levels: This Upgrade can be taken using
When you or your Puppet Tool hits with unarmed, higher tier Upgrade slots. For each tier this Upgrade is
weapon, or Taijutsu, it can move up to 10 feet in any taken at above Bronze tier, increase the number of
direction, without provoking opportunity attacks. conditions you can select by +1.
WARRIOR MOMENTUM
Techniques: Blue, Perfect Techniques: Blue
You are skilled at using your weapon in collaborative This Upgrade cannot be used while your Puppet is in
attacks. You and your Puppet Tool learn the Dragon Fly its Weapon Mode. You capitalize on the momentum of
Dash Jutsu; this does not count against your Jutsu battle to attack with utmost force. When you, or your
Known. For the both of you, this jutsu gains the Taijutsu Puppet Tool, would begin to attack, for each attack that
keyword, and has its range doubled. When either of you same creature lands, they gain 1 stack of Momentum.
cast Dragon Fly Dash, if the ally hits with at least one Alternatively, if you, or your Puppet Tool would cast a
attack, they gain the benefits of the Disengage action. Taijutsu or Bukijutsu that imposes a saving throw, for
each creature that fails the saving throw, the caster
WEAPONIZED JUTSU CASTING gains 1 stack of Momentum. Momentum is lost at the end
Techniques: Blue
of the end of your next turn.
You equip your Puppet Tool with jutsu that allow its
When the other creature (you or the puppet), that
designated potential to become realized. Your Puppet
did not attack or impose a saving throw with a
Tool learns the following jutsu at specific Puppet Master
Taijutsu or Bukijusu, would then
levels. These jutsu can be cast regardless of components,
make an attack or impose a
fighting stance, or keyword requirements, and use your
saving throw with a Taijutsu or
chakra, though your puppet can concentrate on one of
Bukijutsu, they can spend all
these jutsu if it requires concentration. (Drones learn
stacks of Momentum, adding
Surveillance Jutsu, Ogres learn Ravaging Jutsu, Sentinel
a +2 to the damage dealt
learn Guardian Jutsu). The Sentinel counts as wearing
against all affected
Medium armor for the purpose of casting the Guardian
creatures for each stack spent.
Knight jutsu (Does not apply while in its Weapon Mode).
Momentum can only be spent
These jutsu can use you or your Puppet’s Taijutsu
once per round.
attack bonus and Save DC for calculations. While your
(Ex. If you cast Combo Vault
Puppet Tool is in its Weapon Mode you can cast these
and both attacks hit, you gain 2
jutsu yourself.
stacks of Momentum. If your
Ravaging Puppet then casts Shockwave
Level Surveillance Jutsu Jutsu Guardian Jutsu Slash, they can spend the
Momentum you gained and add
2nd
Prepared Needle Shot Dempsey Roll Weapon Deflect
+4 to the damage dealt.)
6th
Sealing Art: Mark of Finding Beast Guardian Knight
10 th
Kagura’s Mind Eye Breaker Fist Ichimonji 151
14th Aura of Power World Breaker Shinobi Cross
TRACING ATTACK GOLD TIER
Techniques: Blue G ILDED WEAPON
When your Puppet Tool hits with an unarmed, weapon, Techniques: Blue
or Taijutsu attack, once per round, it can declare that the You enhance your Puppet's Weapon Mode to be more
next allied creature to attack the affected target will lethal. You gain a +1 bonus to your Taijutsu Save DC for
make their attack roll at advantage. Taijutsu and Bukijutsu while wielding your Puppet's
You can benefit from this Upgrade a number of times Weapon Mode.
equal to half your Proficiency Bonus, rounded up +1, per Additionally, the weapon ignores 3 DR, you increase
long rest. the weapon's damage die by 1 step and gain an additional
weapon property that the weapon qualifies for.
SILVER TIER
KILL COMMAND
AUTOBOT Techniques: Blue
Techniques: Blue
This Upgrade cannot be used while your Puppet is in its
You have learned a way to command your Puppet
Weapon Mode. You take an Overdrive mechanism used
instinctually. You no longer need to spend your action or
by other Puppet Masters and upgrade it further to enable
Bonus Action to command your Puppet Tool and cannot
your Puppet Tool to unleash utter destruction. When
use these actions to command them.
your Puppet Tool has less than half of its maximum hit
BATTLE FOCUS points, you can spend 10 chakra to Overcharge them.
Techniques: Blue When you do, your Puppet can immediately take its
You and your Puppet Tool are dead set on the battle action as part of the same action, and gains additional
ahead. Twice per long rest, when you roll for initiative, benefits for the duration, listed below. Once this Upgrade
you may roll a 1d4. Increase the number of rounds the ends, your Puppet Tool gains 4 ranks of weakened,
first half of Battle Pressure remains active by the result. which can only be removed on a long rest. This Upgrade
ends after 1 minute or if your Puppet would stop being
DECEPTICON
bloodied.
Techniques: Blue
Prerequisite: Transforming Apparatus • Your Puppet Tool gains temporary hit points equal to
While inert, your puppet looks like a normal your Puppet Master level at the start of each of your
mechanical object of a size equal to its original form. turns.
Your puppet can transform into a box, briefcase, or other • Your Puppet Tool increases the damage of any weapons
similar objects. You gain proficiency in Deception and it uses by 1 die and by 1 die step.
Stealth, and these skills are automatically considered as • Your Puppet Tool has advantage on Strength and
chosen with the Generalized Skill feature. If already Constitution saving throws.
proficient, this upgrade grants one level of Mastery. • Your Puppet Tool ignores resistance, treats immunity
You can make your puppet transform as an object as resistance, and ignores half of all damage reduction,
interaction as long as you can touch it. If you hide your when attacking a target that you are Locked-On to.
puppet from an enemy they are surprised.
IMPROVED ARCHITECTURE II (BLUE)
PARRYING ATTACK Techniques: Blue
Techniques: Blue, Perfect Prerequisite: Improved Architecture I (Blue)
Prerequisite: Paladin You improve upon the design of your Puppet Tool with
When you or your Puppet would use the Reaction of the pure innovation. Your Puppet Tool gains specific
Paladin Upgrade against an attack roll, as part of the benefits, based on its Puppet Weapon Type (You do not
same Reaction, the one who reacts can contest the attack gain these benefits while using its Weapon Mode).
roll of the triggering creature with a melee Taijutsu In addition, your attack rolls with your Puppet's
attack, comparing their result with the attacker’s roll. Weapon Mode attacks cannot be made at disadvantage.
If this is a melee attack and they succeed, the creature
• Drone Weapon: The Drone is now always under the
is Dazed (or Staggered if you succeed by 5 or more) until
effects of the Non-Detection Ninjutsu and learns
the end of the current turn, and they can make one melee
the Invisibility Genjutsu. Additionally, while looking
attack with your weapon against them.
through the Drone, double its maximum Darkvision
On a hit, you also knock the creature
and gain 60ft of Chakra Sight, 30ft of Blindsight, and
back 15ft.
15ft of True Sight.
If this is a ranged attack and
• Ogre Weapon: The Ogre ignores difficult terrain and
they succeed, the attack is
increases its Strength score by +4 (the maximum for its
deflected back up to 30 feet in
Strength becomes 24). Lastly, the Ogre can destroy
straight line. If there is a
structures by simply walking through them, if its
creature within the path of
thickness (ft.) would be less than the Ogre’s Strength
the deflection, they can be hit by
score.
the deflected attack. Compare the
• Sentinel Weapon: The Sentinel increases its Strength
reactor’s attack roll to their AC. If
or Dexterity scores by +2 (Pick one). When the Sentinel
you or your Puppet fail the contest
hits with an attack of opportunity, the target's
with this Upgrade, reduce the
movement speed is reduced to 0 until the end of the
damage reduction of the
current turn. The Sentinel also has advantage on
Paladin Reaction to d4s.
attacks of opportunity and can target a creature with an
This Upgrade three
attack of opportunity even if they are under an effect
times per rest before
that would prevent one.
you become too
fatigued to execute this
tactic again.
152
PLATINUM TIER U NLIMITED BLADE WORKS
BLADE D ANCE Techniques: Blue
Techniques: Blue To use this Upgrade, your Puppet must be in its Weapon
This Upgrade cannot be used while your Puppet is in its Mode. As an action, you can spend 20 chakra to channel
Weapon Mode. You construct a trigger switch on your a tremendous amount of force within your weapon. You
puppet allowing it to activate at a moment's notice, attack with your weapon in a 120-foot-long, 15-foot
unleashing its full power. Choose one taijutsu or wide line, producing a shockwave from your weapon and
bukijutsu you know that requires concentration or has a sending down clones of your weapon (melee) or shots of
duration of 1 minute. As a free action on your turn, you your weapon (ranged) down to the earth, striking all
can activate the trigger switch, and for the duration your creatures before disappearing. All creatures within this
puppet gains the benefits of this jutsu. While this jutsu is area must make a Strength saving throw to withstand
active, your puppet benefits from some additional the blast, taking your weapon's damage + 15d10 on a
features. failed save, or half as much on a successful one. The
affected terrain becomes difficult terrain.
• Your puppet gains another attack when it takes the
When you use this Upgrade, you must make a Crafting
Attack action. check vs. your chosen DC. On a failed check, your weapon
• Your puppets movement speed is increased by +30 and
breaks until you take a long rest (ignoring
it gains a +2 bonus to its AC and it gains advantage on indestructibility it may have from Improved Architecture
Strength, Dexterity, and Constitution saving throws. I). The DC increases by +3 each time this Upgrade is used
• Your puppet becomes immune to any conditions or
before taking a long rest.
effects that would lower its movement in any way.
153
GREEN TECHNIQUE ~ MARIONETTIST AUTONOMOUS ACTION
Starting at 10th level, you are able to command your
Puppet Masters who practice the Green Technique are
Puppets instinctually. Once per round, you can command
known as Marionettists. Similar to Puppeteers, these
one Puppet Tool without using your action or Bonus
Puppet Masters command one or multiple puppets to
Action. You cannot command this same Puppet Tool
cleave their way to victory. But what sets the Green
again using your actions for the remainder of the current
Technique apart is its focus on battlefield control.
round. Visually, your Puppets do not require your Chakra
The standard Bukijutsu practice of Puppet Tools is
Threads to move.
elevated to incorporate more complicated chakra
techniques, such as Ninjutsu and Genjutsu, to command
CHAKRA CONDUITS
the tide of battle, as opposed to controlling a battle with Starting at 14th level, you have been able to produce a
Traps and other Shinobi tools. generator within your Puppet Tools that allows them to
CRAFTSMAN OF THE NINSHOU CREED 15ft. in each direction (Min. 5ft.). Decreasing
the area this way increases the amount of
Starting at 6th level, you and your Puppets become more
damage dice rolled by 2.
adept at molding chakra. When you or Puppets cast a
jutsu, you can always exclude each other from any
MASTER OF THE GREEN
TECHNIQUE
negative effects the jutsu may cause. You and your
Puppets can exclude up to 2 other creatures from such
Starting at 20th level, your brilliant
effects, spending 5 chakra per creature.
mind has created puppets that are the
Also, all Puppets you possess gain the Jutsu
models of perfected design for Puppet
Specialization Upgrade once for free. Your Puppet Tool
Masters of the Green Technique.
gains an additional jutsu each time it gains this Upgrade.
What you have done will help teach
154
PUPPET FRAMEWORKS SHADE FRAMEWORK
Below are the available Puppet Frameworks. When you ASI: Charisma score becomes 16, +1 to Dexterity score
select a framework, your puppet gains a prefix to their You design your Puppet to be especially proficient in
name of the framework selected. For example, if your casting Genjutsu. This framework comes with many
Puppet's name is Enigma and you select the Matryoshka benefits that aid this tool in molding the chakra of
Framework, your puppet's full name is "Enigma, the genjutsu, and other benefits such as increased stealth
Matryoshka Puppet". and evasion.
B ESTIAL FRAMEWORK • The Shade's can use Charisma as its Genjutsu ability
ASI: +2 to one ability score. +1 to another ability score. modifier.
You design your Puppet to imitate the power of Sage • The Shade gains the Ghillie Coating upgrade for free,
Beasts. Upon crafting this puppet, you select one Sage this does not count against your known upgrades.
Creature provided by the Summoning Technique. This • The Shade gains 1 D-Rank Genjutsu of your choice,
Puppet gains access to some of this creature's power. that you could also qualify for. At 10th level, it learns
This Puppet's Sage Creature rank is equal to your highest one C-Rank Genjutsu of your choice, and one B-Rank
jutsu known rank. Genjutsu at 17th level. (These jutsu follow the same
• The Bestial Puppet starts as medium size, becoming casting rules as the Jutsu Specialization upgrade.)
Large in size at 10th level of this class. • Genjutsu the Shade casts gain a +1 bonus to attack
• The Bestial Puppet gains 1 D-Rank trait from the rolls and Save DC. Genjutsu it casts also deal an
chosen Sage Creature. At 10th level, it gains a 2nd D- additional die of damage (once per turn).
Rank trait, and at 17th level, it gains the final D-Rank
SPELLBLADE FRAMEWORK
trait. Traits that require jutsu slots, require 5 chakra
ASI: Intelligence score becomes 16, +1 to Strength score
to use per slot required, instead. You cannot select
You design your Puppet to be especially proficient in
traits that grant chakra or temporary chakra.
casting Ninjutsu. This framework comes with many
• The Bestial Puppet gains one Natural Weapon of the
benefits that aid this tool in molding the chakra of
summon you chose.
Ninjutsu, and other benefits to help with its offensive
M ATRYOSHKA FRAMEWORK capabilities.
ASI: +2 to Constitution score, +1 to another ability score • The Spellblade gains a +1 bonus to its Armor Class.
You design your puppet to be a small companion that • The Spellblade gains the Warfare Augmentation
can assist your allies as well as yourself in many small upgrade for free, this does not count against your
ways. These Marionettes traditionally stand on an ally's known upgrades.
shoulder attaching to them by the use of chakra strings; • The Spellblade gains 1 D-Rank Ninjutsu of your choice,
This Puppet can split itself into 1 to 3 bodies, which that you could also qualify for. At 10th level, it learns
can be done on a rest. While split, divide your Puppet's one C-Rank Ninjutsu of your choice, and one B-Rank
maximum hit points among its split bodies. Each body Ninjutsu at 17th level. (These jutsu follow the same
shares the same statistics and most upgrades. Upgrades casting rules as the Jutsu Specialization upgrade.)
that grant the Puppet a weapon, or jutsu, are not shared, • Once per turn, when the Spellblade would cast a
and must be delegated to a specific bodies. Each body Ninjutsu, it can perform a melee or ranged weapon
counts as your Puppet Tool, but is its own distinct attack as part of the same action against a creature
creature. You can only command one of these bodies per within range (ranged attacks within 5ft. are not made
turn. This Puppet Tool can learn a maximum of 9 jutsu (3 at disadvantage).
Bodies can know up to 3 jutsu each).
• The Matryoshka Puppet becomes small in size and can
be up to 1000 feet away from you. At 10th level, your
Puppet Tool can be up to 1 mile away from you and at
17th level, it can be up to 10 miles away from you.
• The Matryoshka Puppet is fitted with a Radio Link that
is automatically connected to any Radio Link networks
your allies may be using. The range of this Radio Link
is 1 mile. At 17th level, it becomes 10 miles.
• On your turn (no action required), you can one or more
bodies of the Matyroshka attach itself to an allied
creature within 5ft of them. While attached, the allied
creature can command a body as a Bonus Action to
grant them one of the following, once per round;
o Have the Puppet concentrate on a jutsu in their
place. This does not free up their concentration
slot, but concentration checks and costs are now
handled by the Puppet (Puppets use the Puppet
Master's chakra).
o Until the start of the ally's next turn, they
increase their passive perception/insight by half
your Proficiency Bonus.
o Command the Puppet to take the attack action,
cast a jutsu action, use an object, or use an
upgrade.
155
MAGUS UPGRADES BRONZE TIER
All Magus Upgrades use you or your Puppet’s, Ninjutsu or CLASHING ADEPT
Genjutsu attack bonus and Save DC. Techniques: Green
Prerequisite: Peerless Casting
WOOD TIER Your Puppets are able to enhance the power of chakra to
overcome dire odds in a flash. Twice per long rest, when
CHAKRA S ENSORS
your Puppet Tool or an ally within 5 feet would be
Techniques: Green, Perfect
targeted by a Ninjutsu or Genjutsu within 60 feet that
You expand upon the light mechanism in your Puppet
would deal damage, your Puppet Tool can cast one
Tool's eyes to allow it to see even more. Your Puppet
Ninjutsu or Genjutsu they know or that you know with
Tool gains 30 feet Chakra Sight. While a creature is in
the casting time of 1 action and immediately initiate a
your Puppet Tool's chakra sight, you, your Puppet Tool,
clash with the jutsu. If the jutsu they cast doesn't have
and any allies within 5 feet of your Puppet gain a +1 to AC
the clash keyword, it gains it. The triggering creature's
and saving throws to resist this creature. You can take
jutsu does not need the clash keyword for this to work.
this upgrade multiple times, once for each Puppet Tool
(Genjutsu clash checks use the Illusions skill).
you have (The bonus to AC and saving throws cannot
Also with this upgrade, when an allied creature within
stack with multiple puppets).
30 feet, other than your Puppet, would enter a clash your
If your Puppet has the Eye Lights Upgrade, double the
Puppet may use its Reaction to boost their clash check by
range of the light sources produced, and increase the
+1d6.
chakra sight by 15 feet.
EMBOLDENED ELEMENTS
ENVIRONMENTAL D ISRUPTION
Techniques: Green
Techniques: Green
Your Puppet Tool is especially capable at molding the
When you or your Puppet Tool would cast a jutsu, you
chakra of elements. You can benefit from this upgrade a
can spend 3 chakra to cause the jutsu's affected area to
number of times equal to your Proficiency Bonus per
become difficult terrain for the duration, and hostile
long rest.
creatures cannot benefit from any bonuses to speeds
When your Puppet casts a Ninjutsu, it can change the
while in this difficult terrain. Jutsu that make an attack
damage type of the jutsu to one that corresponds to a
roll, the total distance your attack traveled to hit become
nature release you or your Puppets possess
difficult terrain. Jutsu with a duration of instant, the
(Water=Cold). This can change up to 1 condition the
terrain lasts until the end of your next turn.
jutsu inflicts, that has ranks, to 1 rank of a condition
At Later Levels: This Upgrade can be taken using
associated with the chosen element (Earth=Bruised,
higher tier upgrade slots. For every two tiers taken above
Wind=Bleeding, Fire=Burned, Water=Chilled,
Wood, you can choose to increase the duration of the
Lightning= Shocked).
difficult terrain by +1 round.
Alternatively, if the jutsu already possesses the nature
PEERLESS CASTING release keyword of the element it is changing the
Techniques: Green, Perfect damage type to, you can spend a use of this upgrade to
Your Puppet Tool's jutsu is more difficult to counter. inflict an additional effect based on the element chosen;
Creatures that would attempt to dispel, counter, or These effects apply once per casting.
negate your Puppet's jutsu in any way do so at • Earth Release: The jutsu increases any damage
disadvantage.
reduction, temporary hit points, or hit points gained
Also, when your Puppet Tool would participate in a
by 2 dice, once per casting.
clash, it can use your or its own Chakra Control bonus in • Wind Release: The jutsu gains the benefits of Swirl if it
place of Ninshou, Martial Arts, or Illusions for its Clash
does not have it. If it does, increase the area of effect of
check. (If Chakra Control is chosen using Generalized
Swirl by 5 feet in all directions.
Skill, your Puppet Tool gains +1 ranks of Mastery in
• Fire Release: The jutsu deals an additional amount of
Chakra Control).
flat damage equal to half the total number of damage
PIERCING CHAKRA die, once per casting.
Techniques: Green • Water Release: The jutsu
Jutsu your Puppet Tool casts are able to pierce the gains the benefits of being
defenses of your foes more effectively. Select one near a sufficient source of
classification of jutsu (Ninjutsu, Genjutsu, Taijutsu, water.
Bukijutsu). Jutsu of your chosen type your Puppet Tool • Lightning Release: The jutsu
casts ignore up to -3 DR and deal an extra 3 damage gains gains the benefits of
against creatures that have temporary hit points. You being Overcharged.
can take this upgrade multiple times. A single Puppet
can only acquire this upgrade twice.
At Later Levels: You can take this upgrade using a
higher tier slot. For each tier above Wood, increase the
amount of DR ignored and the bonus damage by 1. If
taken using a Bronze or higher tier slot, this upgrade's
effects also apply to the Puppet's unarmed and weapon
attacks, as well as any Armory upgrades. If taken using If
taken using a Silver or higher tier slot, Jutsu of the
chosen type the puppet casts ignores resistance. If taken
using a Gold or higher slot, Jutsu of the chosen type also
treats immunity as resistance.
156
IMPROVED ARCHITECTURE (GREEN) • Visual: Creatures with Chakra Sight do not make their
157
OVERFLOWING CHAKRA GOLD TIER
Techniques: Green COLLABORATIVE GENJUTSU
Prerequisite: Chakra Regulators Techniques: Green
Your Puppets pseudo-chakra network is so full of life Genjutsu your Puppet casts can now become even
that it can barely be contained. Your Puppet Tools are stronger with the help of allies. Genjutsu your Puppet
immune to effects that would prevent it from molding casts gain a +1 bonus to Save DC.
chakra or inhibit it from casting a jutsu in any way. When your Puppet Tool would cast a Genjutsu, up to
Additionally, twice per long rest, any Puppet Tool can three other allied creatures within 45 feet can spend
touch a creature as an action to attempt to remove any of chakra equal to half the jutsu's cost to embolden its
the above-mentioned effects from a different creature. If effects. Each time an ally spends chakra to aid your
the effect is from an ability of B-Rank or lower, it Puppet Tool in casting the jutsu, the jutsu gains one of
automatically succeeds. If it is higher, the Puppet Tool the following effects (Pick one). When at least one allied
makes a Chakra Control check against the DC of the creature aids the Puppet in casting a Genjutsu this way,
effect causing the inhibiting effects, removing it on a the Genjutsu is treated as having the Combination
success. Your Puppet Tools are Proficient in Chakra keyword.
Control checks (or gain +1 rank of Mastery if already
• +2 damage dice as psychic damage, once per casting.
proficient or this skill is chosen with Generalized Skill).
• +15ft of range or increase the area of effect by 5ft.
PSYCHE OUT • Pick one of the following conditions. On a failed save,
Techniques: Green the creature gains 1 rank of your chosen condition
Your Puppet Tool is able to alter how it molds the chakra (Concussed or Dazzled). The condition gained lasts until
of Genjutsu it casts to result in different effects. Your the end of the creature's next turn.
Puppet Tool can change one sensory keyword a Genjutsu • Increase the damage die of the Genjutsu by 1 step (this
it casts or that you cast through it to another option can only be taken once).
sensory keyword (Auditory, Inhale, Tactile, Visual) • +1 to critical threat range (this option can only be taken
Additionally, when you would give Mental or Sensory once)
condition with a Genjutsu, you can change the condition • -1 to Critical Failure range (This option can only be
to a different Mental or Sensory condition, excluding the taken once).
following (Berserk, Invisible). Doing this causes your jutsu
to become less stable, forcing the swapped condition to CRITICAL N INJUTSU
last until the end of the creature's next turn instead of Techniques: Green
the usual duration. Ninjutsu your Puppet casts can now be exceptionally
more deadly, or unintentionally more forgiving.
RESIZABLE CASTING
Ninjutsu your Puppet casts gain a +1 bonus to Save DC.
Techniques: Green, Perfect
Creatures who fail their saving throw against your
Your Puppets are able to mold chakra in such a precise
Puppet's Ninjutsu by 4 or more, take either an additional
way that they can innovate jutsu techniques that have
3 dice of damage or gain an additional rank of a ranked
been perfected over hundreds of years to be even more
condition (pick one, for all affected creatures).
useful.
When your Puppet Tool casts a Ninjutsu or Genjutsu
FLOURISHING CHAKRA RESERVES
that creatures an area of effect (Cube, Line, Cone, Cylinder,
Techniques: Green
etc), they can modify the shape following
Prerequisite: Chakra Regulators
the Conversion Rate for the specific Area Shape. You
On your turn, your Puppet Tool can
cannot lower any dimension of the shape (length,
spend up to a number of its
height, width, etc) below 5ft.
remaining chakra dice equal to
Alternatively, they can completely change the area of
its Constitution Modifier,
effect to a Basic Area type, listed below. When they
gaining the result as
change to a Basic Area, the jutsu gains an additional 30
temporary chakra for the next
feet of range. You can apply Conversion Rate changes
minute.
to Basic Areas.
Additionally, when this
This upgrade cannot be used with jutsu that summon
Puppet Tool would fail a
a creature (constructs/structures work fine).
concentration check as the result
Area Shape Conversion Rate Basic Areas of taking damage, it can spend one of
Cone Decrease the cone’s length 15-foot Cone its chakra die to instead succeed.
by 5 feet and increase its
width by 5 feet, or vice versa.
Cube Increase the cube’s width by 20-foot Cube
5 feet and decrease its length
by 5 feet, or vice versa.
Cylinder Increase the cylinder’s radius 15-foot
by 5 feet and decrease its radius, 30-
height by 15 feet, or vice foot tall
versa. Cylinder
Line Half the line’s length and 30-foot long,
increase the width by 5 feet, 5-foot wide
or vice versa. Line
Sphere/Radius Unavailable 15-foot radius
or 15-foot
sphere. 158
IMPROVED ARCHITECTURE II (GREEN) PLATINUM TIER
Techniques: Green DEAD ZONE
Prerequisite: Improved Architecture I Techniques: Green
You elevate the design of your Puppet Tools even further Prerequisite: Chakra Sealing Mechanism & Overflowing
with more innovation. Your Puppet Tool gains additional Chakra
benefits, depending on its Framework. You can take this Once per long rest, your Puppet Tool as an action can
upgrade multiple times, once for each Puppet Tool you release a wave of disruption and disorder. All hostile
have. creatures within 60 feet must make a Constitution or
• Bestial Framework: The Bestial Puppet increases Wisdom saving throw (your choice for all creatures)
another one of its ability scores that it could've against the Puppet Tool's highest save DC as it sends out
increased at 2nd level by +2, and one B-Rank Summon a pulse of chakra. On a failed saving throw, affected
Trait from the Sage Beast that it emulates. creatures lose the ability to mold chakra until the end of
Alternatively, it can take a lower rank trait. It cannot their next turn. Furthermore, they cannot take actions or
take the Pack Tactics trait. Bonus Actions until the end of their next turn. On a
• Matryoshka Framework: While the Matryoshka is successful saving throw, creatures are instead Dazed and
attached to a creature, that creature reduces the cost of Slowed until the end of their next turn as they feel
all jutsu they cast by -2 (Min. 1) (This can't stack with extremely woozy (Creatures who succeed by 5 or more,
multiple puppets). Also, creatures whom the suffer no ill effects).
Matryoshka is attached to, gain new options to When your Puppet uses this upgrade, it must make a
command them; flat DC 13 Constitution check or become Stunned until
o Grant the ally the benefits of one Magus Upgrade the end of its next turn as it has overloaded its chakra
as if they possessed it, of Gold tier or lower, for 1 network to the point where its systems fail. Your Puppet
round. Tool can spend 2 of its chakra dice to use this action
• Shade Framework: When a creature succeeds a saving again, however, the DC and the rounds they are stunned
throw against a Genjutsu the Shade casts, the target for increase by +1 each time until the Puppet Tool takes a
always takes half the Genjutsu's damage. Additionally, long rest.
while in stealth, creatures that make saving throws INESCAPABLE CHAKRA
against the Shade do so with a –2. Techniques: Green
• Spellblade Framework: When the Spellblade makes
Jutsu your Puppet Tool casts have become virtually
its extra weapon attack after casting a Ninjutsu, if the inescapable. When a creature would succeed a saving
Ninjutsu was of B-Rank or higher, it can make two throw against a jutsu your Puppet casts or a Magus
attacks. Regardless, the first attack it makes with this Upgrade your Puppet uses, your Puppet can force the
ability is at advantage. creature to reroll the d20, taking the lowest result. Your
Puppet Tool may also use this upgrade as a Reaction if a
hostile creature succeeds a saving throw against an
allied creature’s jutsu, so long as the Puppet Tool is
within 60 feet of this ally. This upgrade can only be used
once per casting.
This Upgrade may be used three times per long rest.
You recover one use of this upgrade on a short rest.
Alternatively, your Puppet may spend 2 of its chakra die
to use this upgrade an additional time without taking a
rest.
159
PURPLE TECHNIQUE ~ JUGGERNAUT ENHANCED VISION
Starting at 6th level, you have fit your armor with a
Puppet Masters who practice the Purple Technique are
special chakra visor that grants you 60 feet of Darkvision
known as Juggernauts. These shinobi break from the
and doubles your normal sight range. If you already have
tradition of puppeteering and turn their wondrous
Darkvision, it is increased by 60 feet instead. You can
Puppet Tools into armor they adorn.
accurately make out the details of things within 1 mile of
Some Juggernauts seek to turn their puppet into a
you.
machine of death and terror while others become the
Also at 6th level, you learn the E-Rank Ninjutsu
arbiter of justice and order. Regardless of their goals,
Enhanced Defense. When you take the attack action, you
these shinobi are bound by one goal: To innovate and
can cast Enhanced Defense at the conclusion of your
become an unstoppable force.
attack action.
160
UNIQUE ARMOR PROPERTIES
ATHLETIC
Armor with the Athletic property grants a +1d4 bonus to
Acrobatics.
MOBILE
Armor with the Mobile property grants a +5 bonus to
movement speed and a +1 bonus to Dexterity skill checks
and saving throws.
POWERFUL B UILD
Armor with the Powerful Build property causes the wearer
to count as one size larger when determining their
carrying capacity and weight they can push, drag, or lift.
Increase your maximum bulk by +10. Lastly, increase your
Strength Score by +2, up to the maximum of 22.
SMART
Armor with the Smart property enables the wearer to
calculate their AC using the Smart AC calculation:
Smart AC: 10 + your Dexterity Modifier (Min. 1) + your
Intelligence Modifier (Min. 1) + half your Proficiency
Bonus (rounded down).
STURDY (RENAMED)
Armor with the Sturdy property enhances Reactions that
would provide its wearer with damage reduction or
temporary hit points. With such Reactions, add twice this
armor’s Reinforced DR value to the damage reduced or
temporary hit points gained. This property does not take
effect if the armor’s Reinforced DR value would already
reduce the damage being received.
161
ARMORER’S UPGRADES FARADAY FACEPLATE
Techniques: Purple
All Armorer’s Upgrades use you or your Puppet’s, Ninjutsu
After casting a Jutsu of D-Rank or higher, until the start
or Taijutsu attack bonus and Save DC.
of your next turn, you have advantage on saving throws
WOOD TIER against being charmed, mind controlled, stunned, or
dazed from Genjutsu.
ADVANCED S OFTWARE At Higher Levels: You can take this Upgrade as a Silver
Techniques: Purple, Perfect tier Upgrade. If you do, you can activate the Upgrade by
You integrate physical and digital technology into your spending 3 chakra at the start of your turn, forgoing the
Juggernaut Armor. Your armor is capable of connecting need to cast a jutsu.
to the Ninja-Net, and you have advantage on checks
against Regional Counter Hack systems. Your armor is
also fitted with a Radio Link, with a maximum range INTEGRATED W EAPON
equal to your Puppet Master level in miles. Techniques: Purple, Perfect
You also now treat your armor as possessing a Hackers You install a special weapon into your armor of your own
kit, with a number of charges equal to your Proficiency design. Select one of the following options. You can take
Bonus per long rest. You are proficient with this kit. this upgrade a second time, to gain the other. These
weapons use your Ninjutsu/Taijutsu modifier for attack
ACCELERATED MOVEMENT and damage rolls. These weapons can be used as
Techniques: Purple, Perfect components in Jutsu.
You lighten your armor allowing for more mobility. Each weapon possesses a special ability to aid you
Increase all movement speeds you possess by +10 feet. even further, listed below their descriptions. You can use
At Later Levels: You can take this Upgrade using a these abilities a total number of times equal to your
higher tier Upgrade slot. If taken at Bronze tier or higher Proficiency Bonus, per short or long rest.
you may Dash as a Bonus Action. If taken at Gold tier or
• Arm Blades: You fit your armor with blades that can
higher, you gain a +2 bonus to saving throws to resist
having your movement speed lowered in any way. extend from your arms when you attack. This weapon
deals 1d6 + your chosen modifier in slashing damage.
BIONIC R EFLEXERS This weapon counts as a Tonfa and Knuckle Blades.
Techniques: Purple o Double Strike. Once per round, when you make an
You install highly flexible supports in the legs of your attack with the Arm Blade, you can make one
armor. You can fall 60 feet before taking fall damage additional attack with it as part of the same
while wearing your armor, and taking fall damage action.
doesn't knock you prone. You also gain an extra benefit • Axe Tail: You fit your armor with a long, serrated tail
depending on your Armor Type; that can sway attacks from you. This weapon deals 1d8
• Weaved Mail / Wooden Suit: Standing up from being + your chosen modifier in piercing damage. This
prone only costs 5 feet of movement. weapon counts as Whip, Weighted Chain, and Scythe.
• Iron Shell / Steel Fortress: You always half any fall o Deflection. As a Reaction to being targeted by an
damage you receive. attack within 10 feet of you, you can increase your
AC by 1d8 for the triggering attack. After using
CHAKRA BLAST this Reaction, each time you are targeted by an
Techniques: Purple, Perfect attack until the end of the current turn, you can
You infuse your armor with a gauntlet that can conduct make an attack against the triggering creature
intense blasts of chakra. You gain the following natural using your tail, ignoring DR.
weapon, Chakra Blast. This weapon counts as any
Ranged weapon, any Bow, or Senbon. This weapon can POWER FIST
be used as a component in Jutsu. Techniques: Purple, Perfect
Chakra Blast . Ranged Weapon Attack: Ninjutsu or You infuse your armor with a gauntlet that allows your
Taijutsu attack bonus to hit, Range 60ft, one target. fists to hit with incredible force. You gain the following
Hit: 1d8 + Ninjutsu or Taijutsu ability modifier in force natural weapon, Power Fist. This weapon has the
damage. As part of making an attack with this weapon, Unarmed and Multiattack properties, and counts as a set
you can spend up to 3 chakra. For each point of chakra of Combat Bracers and Iron Claws. This weapon can be
you spend, increase the damage dealt by +2. used as a component in Jutsu. When you craft this
upgrade, pick a damage type for it between Bludgeoning,
ELEMENTAL REACTOR Piercing, or Slashing.
Techniques: Purple
Power Fist. Melee Weapon Attack: Ninjutsu or Taijutsu
You fit your Puppet Tool with a special elemental reactor
attack bonus to hit, Unarmed range, one target. Hit: 1d6
which enables you to cast jutsu of a specific element.
+ Ninjutsu or Taijutsu ability modifier in your chosen
Select between Earth, Wind, Fire, Water, or Lightning. damage type. As part of making an attack with this
You gain this element's reactor, gaining the jutsu weapon, you can choose to spend 3 chakra. If you do, you
associated with it as long as you meet the level knock the creature back 5ft. If the creature cannot be
requirement. You can take this upgrade multiple times, knocked back, increase the damage dealt by your
each time selecting a different element.
proficiency in force damage.
163
SILVER TIER method, you can move up to your movement speed and
release a 20-foot radius pulse of purple chakra,
BATTLE READY ARMOR
spending up to your total charges. Each creature must
Techniques: Purple
make a Dexterity saving throw against your Ninjutsu or
You have learned to adapt your armor to even the
Taijutsu Save DC. Success: Half damage. Failure: 2d6
harshest situations. Choose a number of armor seals that
force damage per charge spent. Critical Failure (Fail by
would take up to 3 armor slots that you qualify for. You
-5 or more): Same damage, 15 feet of knockback and
gain these armor seals and you can swap out which seals
are knocked prone.
you are benefitting from on a full rest.
• Accumulation: The first time each turn when you
would cast a Jutsu of D-Rank or higher or use
CHAKRA ENHANCED VISION
your Chakra Blast, Power Fist, or Integrated Weapon, you
Techniques: Purple, Perfect
can gain 1 Kinetic Charge. Kinetic Charges gained this
Your Juggernaut Armor's ability to perceive movement
way cause your armor to begin to glow blue. While
and detail is improved exponentially. None can escape
benefiting from this method and you would cast a Jutsu
your gaze. You gain the following benefits;
of D-Rank or higher that deals damage, you can spend
• You ignore any benefits creatures may possesses as the up to your total Kinetic Charges to increase the damage
result of cover (excluding full cover), and you can see roll by 1d6 for each charge spent. Alternatively, if you
creatures that are lightly or heavily obscured with no deal damage with the above listed upgrades, you can
issues. spend charges in the same way, adding a +1d8 bonus to
• When you would make a Dexterity saving throw against the damage roll per charge.
an effect you can see, you can make an Intelligence
saving throw instead. You can gain this benefit a RAPID D ISORDER
number of times equal to your intelligence modifier per Techniques: Purple
long rest. You create a fun upgrade to cause a massive amount of
• When a creature hits you with a ranged attack roll and disorder amongst your foes in the first moments of
you can see the creature, you may cast the True Strike battle. You gain access to the unique natural
Genjutsu as a Reaction, targeting that creature. weapon, Opening Missiles, a weapon that fires dozens of
• When a creature attempts to take a Hide action against small rocket powered bullets from a multitude of
you, you can immediately make an Intelligence or compartments in your armor.
Wisdom (Perception; Your Choice) to contest its Stealth This weapon can only be used as an Action, or as a
check. Reaction as part of rolling for initiative. If used on
initiative, this weapon cannot be reacted to.
HEALING S ALVE This weapon possesses the ammunition property.
Techniques: Purple Each time you use this weapon, you lower your
Your armor is fitted with a special salve that can be used ammunition die by a step. If you run out of ammunition,
to mend your wounds or cure any afflictions. At the start you cannot use this upgrade again until you complete a
of turn, before any action is taken, you can use one of the long rest.
following. You can use this upgrade thrice per long rest. Opening Missiles. When this weapon is used, roll two
• Recover 2d10 + your Proficiency Bonus in hit points. dice equal in value to your current ammunition die and
Using this effect at 0 hit points cost an additional use. multiply the result by 5. This is the total amount of
• Remove the Bruised, Dazed, Staggered, or any damage the weapon deals. For each creature you target,
Elemental condition affecting you. you decide how much of this damage you delegate to
them, as piercing damage. Area Weapon Attack: Dexterity
HEAVY PLATING saving throw (vs. Ninjutsu or Taijutsu Save DC), Reach
Techniques: Purple 120-foot radius, all creatures of your
Your armor becomes more adept at withstanding choice. Success: Half damage. Failure: Damage
common forms of damage. Select one damage type delegated and the creature is knocked prone. Critical
(Bludgeoning, Piercing, Slashing). You gain resistance to Failure (Fails DC by -5 or more): Same effects as
this damage type. failure + 1 rank of Lacerated.
At Later Levels: You can take this upgrade as a Gold
or Platinum tier upgrade. For each tier above Silver, you STURDY CRAFTSMANSHIP
select an additional damage type to gain resistance to Techniques: Purple
from the given list. After taking a few too many beatings, you improve your
armor with a mechanism similar to shock absorbers,
KINETIC OVERFLOW allowing you to resist being pushed around. You have
Techniques: Purple advantage on skill checks and saving throws to avoid
Your armor is able to store the kinetic energy of your being moved. Also, if you would be knocked back you are
attacks or attacks you receive. This upgrade can store a instead knocked back half the distance and you only take
number of Kinetic Charges equal to half your Proficiency half as much falling damage.
Bonus. You can acquire these charges in one of two ways,
listed below; To begin charging using one of the following
methods, you first must spend 3 chakra. Once you select a
method, if you would change to another method, you lose
all charges you have acquired. Charges not spent within 1
minute are lost.
• Absorption: The first time each turn when you would
take damage, you can gain 1 Kinetic Charge. Kinetic
Charges gained this way cause your armor to begin to
glow purple. As an action while benefiting from this
164
GOLD TIER FORTIFIED D EFENSES
ARMORED ADVENTURES Techniques: Purple
Techniques: Purple You redesign your armor to reinforce your muscles,
You decide that it would be in your best interests to allowing them to almost never fail under pressure. You
invest in a set of armor for one of your comrades as well. do not lower your Strength checks, attack rolls, or saving
You craft a another set of Juggernaut Armor for an ally throws as a result of conditions or effects from hostile
during a full rest. creatures. Additionally, you have advantage on saving
This armor can be of any armor listed in the Armor throws that would lower your strength score in any way.
Chassis feature. This armor draws from your total Puppet
Upgrade pool, but comes preinstalled with two Wood Tier
FULL METAL JACKET
Upgrades or Bronze tier Upgrades of your choice. This Techniques: Purple
armor is esoterically designed, preventing any other Prerequisite: Heavy Plating
creature including you from wearing this armor. You have upgraded your armor to the point that
techniques that would have turned it to dust, now barely
CLOAKING D EVICE scratch its surface. Your AC cannot be lowered in any way
Techniques: Purple from hostile effects and jutsu, features, or effects that
Prerequisite: Adaptive Camouflage would destroy your armor are ineffective (your armor
Your armor is able to hide you from even the most remains intact.)
trained of eyes. While Active Camouflage is active, if you INFILTRATOR
do not move during your turn you can use your Reaction Techniques: Purple
to take the Hide action using an Intelligence (Stealth) Prerequisite: Deep-Learning Analysis
check. You make this check with disadvantage if you are There is no system that can outsmart the hacking design
within 5 feet of another creature or if you attacked of your armor. Increase the number of charges of your
during your turn. armor's natural kits by +2. You have advantage on
Additionally, if you do not move while hidden, you checks against the Militarized Counter Hack systems.
cannot be sensed or seen by the following special senses: You can also treat your armor's Hacker/Forensics kit as a
Chakra Sight, Chakra Sense, Darkvision, Heatvision. Security Kit, sharing the same number of charges. You
Finally, once per rest, you are able to cast the are proficient with this kit.
Invisibility Genjutsu on yourself at no cost nor its Using your armor's natural kits, you can complete any
concentration cost. When you cast Invisibility this way, task that would require any of the available kits in half
the jutsu's rank is treated as your highest jutsu known the required time, or 1 minute of the time would be
rank. greater than a minute.
G30
Techniques: Purple
SAVING GRACE
Your armor is internally coated with a non-Newtonian Techniques: Purple
slime that hardens in response to physical trauma. Your You install a safety mechanism to protect your allies in
Juggernaut Armor gains the Fortified Armor property. the event their lives are in danger. As a Reaction to
When this property’s effects trigger, you may gain seeing an allied creature, other than you, fall to 0 hit
2d12+5 temporary hit points until the end of the current points within 90 feet, you quickly eject from your
turn, once per turn. Juggernaut Armor and use your Chakra Threads to throw
Additionally, at the start of each of your turns, you it towards the creature, immediately donning your
may spend 5 chakra to treat yourself as gaining a rest for armor on them.
the purposes of the Fortified property only. When this occurs, the creature is immediately
stabilized at 1 hit point and is moved a distance equal to
twice your movement speed. Once you use this upgrade
you cannot use it again until you finish a
long rest.
165
PLATINUM TIER M ECH PILOT
JUGGERNAUT S LAYER Techniques: Purple
Techniques: Purple Prerequisite: Your Juggernaut Armor must be a Steel
When you would reach 0 hit points while in combat, Fortress.
you may allow your armor shocks you in such a way that You have created something truly special. As an action,
you are revitalized with more strength than before. For you can activate an enlargement mechanism inside of
the next minute, you gain a +1d4 bonus to all attack your armor, turning it into a Huge mechanical
rolls, saving throws, and Physical skill checks, gain a powerhouse. You pilot this mech from the inside. You can
number of temporary hit points equal to your Puppet maintain this mech for 1 minute. If you go beyond this
Master level at the start of each of your turn, are minute, you can spend 1 Hit and Chakra Die at the start of
immune to all Physical conditions, and add your each of your turns to maintain it for an additional round.
Proficiency Bonus to all damage rolls. You gain the following benefits while this mech is active;
Your hit points are treated as 0 for this minute and Once this upgrade ends, you gain 1 rank of Weakened
cannot go below 0, but you remain conscious and when and Slowed as your armor reverts back to normal. For
you take damage, you do not automatically fail a death every 2 hit die and chakra die you spent to maintain this
saving throw, instead making a death saving throw at upgrade, gain an additional rank of Weakened and
advantage. Once this upgrade ends, you gain 2 ranks of Slowed.
Exhaustion and Weakened, plus an additional 1 rank of • You gain a +3 bonus to your AC, and gain damage
both conditions for each round you were in this state for. reduction equal to your Proficiency Bonus.
You can end this state as an action on your turn. This • Any ammunition spent on upgrades is restored.
upgrade ends early if you regain more than your Puppet • Your size becomes Huge, and you provide all other
Master level in hit points. allied creatures within 10 feet of you gain the benefits
of half cover. You can also house up to two allied
PHASE S UIT creatures inside of your armor. Any effects that target
Techniques: Purple those creatures, must instead target you first.
Prerequisite: Your Juggernaut Armor must be Weaved • You deal an extra die of damage with your Chakra
Mail, a Wooden Suit, or an Iron Shell. Fist, Power Fist, or Integrated Weapon.
Your armor is supercharged with lightning that allows Any Armory upgrades you may have, have their
you to briefly exit and re-enter reality. Your armor gains damage die increased by 1 step.
the following benefits; This upgrade possesses a number • Your movement speed is increased by +30, and you
of Spectral Charges equal to your Intelligence Modifier ignore difficult terrain.
per long rest, and each ability provided by this upgrade • You have advantage on saving throws to resist
requires a specified number of charges to activate. If you Genjutsu.
would teleport or enter another dimension, you regain 1 • The maximum weight you can lift is multiplied by 100
Charge for this upgrade, once per round. and you have advantage on checks made to grapple or
• Spectral Dodge (1 Charge): When you take damage throw creatures that are smaller than you. You also deal
from an attack roll, you can use your Reaction to briefly double damage to structures, objects, and constructs.
become intangible for the attack, causing it to miss you • You have advantage on Strength and Dexterity skill
entirely. You cannot do this against critical hits and checks.
attacks that deal psychic damage. • Against Aberrations, Beasts, Constructs, Demons, Monstro
• Spectral Warp (1 Charge): You gain the ability to cast sities, Mutants, and Plants, you ignore resistance and
the Ninjutsu, Lightning Release: Lightning Step, at no treat immunity as resistance with damage rolls that
cost, regardless of whether you are able to cast it include any Armorer Upgrade or upgrade
normally or not. If you can already cast this jutsu, with "Armory" in the name.
double the distance you can travel with it when you use
this upgrade to cast it. Using this upgrade to cast
Lightning Step does not give you back a Charge for this
upgrade.
• Spectral Transposition (2 Charges): As an
action, you can become intangible, and move
through creatures or objects until the end of
your turn. If you end your turn inside a
creature or object, you are forced to
the nearest unoccupied
location, taking 10 force
damage for each foot you
are forced to move.
166
RED TECHNIQUE ~ PERFORMER PERFORMANCE OF 10 PUPPETS
Starting at 10th level, you learn of a legendary technique
Puppet Masters who practice the Red Technique are
of Puppet Master Chiyo, who through her White
known as Performers. Like traditional puppeteers, these
Technique, the former name of the Red technique, was
shinobi focus on commanding their Puppet Tools, with a
able to command up to 10 Puppets at once, each puppet
higher emphasis on the strength of numbers.
connected by a single thread from each finger. You learn
Performers are best known for creating a spectacle on
the secrets of this iconic technique and do your best to
the battlefield, commanding numerous puppets
emulate it.
simultaneously to tear enemy forces asunder.
You gain a special scroll of your description known as
RED TECHNIQUE PROFICIENCY the Performance Scroll. This Scroll can be used once per
long rest. When you use this scroll, you summon forth
When you choose this technique at 2nd level, you gain
copies of your existing puppets, up to 10 Puppets total.
proficiency in Performance and Insight.
You no longer command your Puppet Tools as normal
You have decided to invest in commanding multiple
and now command the Puppet Swarm statblock, listed
puppets. You gain a second Puppet Tool, however, both
on the following page. If the Puppet Swarm reaches 0 hit
Puppet's Tools maximum range is reduced to only 250ft,
points, it is unsummoned and your Puppet Tools fall to
and both Puppets have their hit points halved. When you
half their remaining hit points.
command one puppet, you may command another
puppet as well, though you can only command a specific
puppet once per turn. Your Puppets draw from the same
OVERWHELMING MIGHT
Starting at 14th level you have begun to start using your
upgrade pool for Puppet Upgrades. When you would
numbers more efficiently than before. When you would
spend your action to cast Mending on a Puppet, you can
force a creature to make a saving throw or make an
target another Puppet Tool, to receive the healing.
attack roll, you can make all of your puppets use the
You take precautions to protect your more fragile
technique overpowering them with sheer numbers.
Puppets. Each Puppet Tool you acquire gains 1 Wood Tier
For each puppet you make repeat this technique you
upgrade for free.
must make a DC 13 Chakra Control check, increasing the
Lastly, per rest, your Puppets gain four times your
DC by +2 for each additional puppet after the first, to a
proficiency bonus in temporary hit points.
maximum of 5. For each puppet after the first you
STRENGTH IN NUMBERS increase the initial attack roll by +1 and the damage by
+2. Alternatively, if this was used with a jutsu or upgrade
Also at 2nd level, all Puppets you acquire are crafted with
that requires a saving throw you increase the initial DC
a specific Puppet Role. Listed on the next page, these
by +1.
roles grant your puppets new abilities and ability score
You can use this feature a number of times equal to
increases.
your Proficiency Bonus per long rest.
You also gain access to Upgrades of the Theatre,
which are Upgrades exclusive to the Red Technique.
SYMPHONY OF PUPPETRY
PUPPET THEATRE Starting at 17th level, you have nearly reached the
Summit of the Red Technique, and you know what you
Starting at 6th level, you invest further time into your
must do next. But in order to prepare for that technique,
puppeteering skills, allowing for new techniques to be
you must enhance your existing portfolio. Select one of
made up on the fly. As a Reaction, when you would see a
the following options;
creature cast a jutsu one of your puppets has the ability
to cast you make a Performance check against the DC of • Expansion: You decide to add more to your
the jutsu. You may use Intelligence or Charisma for this repertoire. You gain the Expanded Puppetry upgrade
check. On a success, your puppet learns that jutsu until for free. If you have already taken this upgrade twice,
your next rest. (Follow the rules for casting as stated in the you gain an upgrade of bronze tier or lower.
Jutsu Specialization upgrade.) • Enhancement: You decide to make more out of what
Additionally, your knowledge of your puppets has you already have. The two Puppets you started with at
allowed you to emulate their fighting styles with 2nd level double their maximum hit points, and
frightening accuracy. As a Bonus Action you may change increase one of their ability scores by +2, each.
the Puppet Role of one of your puppets into a different
role you have access to, that your Puppet's are not MASTER OF THE RED TECHNIQUE
currently using. This role change lasts for 1 minute and Starting at 20th level, you achieve the pinnacle of the
can be canceled at any time as a free action. You may do Red Technique's teachings, gaining a small army's
this twice per long rest. worth of power at your fingertips, capable of
conquering an entire nation, all by itself. First
OVERTURE created by the legendary Puppet
Also at 6th level, your control over Master, Sasori of the Red Sand.
your puppets is so precise that even When you would use your
enemies get lost in the beauty of it. Performance of 10 Puppets
Twice per turn, when both of your feature, you can choose to
puppets damage to the same summon the Performance
creature, you add half your of 100 Puppets instead.
Puppet Master level to the damage. When you do, you gain
Also at 6th level, you learn the E- access to additional features
Rank Ninjutsu Sealing Art: String Light as noted on the Puppet Swarm
Formation. When you take the attack statblock.
action, you can cast Sealing Art: String Light
Formation as part of the same action.
167
Puppet Performance. When you command your Puppet Tool using your
Huge Swarm of Puppets, unaligned Action, you instead command the Puppet Swarm to take the following Special
Actions; These Special Actions take from a pool of Commands. While the
Armor Class (The Swarm has an AC equal to your Puppet Tool with the highest Performance of 10 Puppets is active, you have 5 Commands to spend. While
AC + 2) the Performance of 100 Puppets is active, you have 10 Commands to spend.
Hit Points (The Sum of all your Puppet’s Hit Points) x 1.5 You regain spent commands at the start of your next turn.
Speed 60ft.
168
PUPPET ROLES LURKER
Below are the available Puppet Roles. Each Role gives ASI: +2 to Dexterity score, Wisdom ability score starts at
your Puppets special abilities, increases their ability 11.
scores, and grants proficiency in one or more skills. Bonus Skill Proficiency: Stealth
If a Puppet is already proficient with any of the skills Role Effect: This Puppet has an unassuming appearance
provided by their role (or if the skills are chosen with but its blows strike harder than even the most combat
Generalized Skill), then the role grants them +1 ranks of oriented puppets. This puppet gains a +1 bonus to critical
Mastery in each qualifying skill. threat range for its attacks and upgrades that require an
When you select a role, your puppet gains a title at the attack roll. On a critical hit, add your Proficiency Bonus
end of their name of the chosen role. For example, if you to the damage dealt.
choose Defender and your Puppet's name Salamander,
your puppet's full name is "Salamander, the Defender".
S TRIKER
ASI: +2 to Strength or Dexterity score, +1 to Constitution
C ONTROLLER score
ASI: +2 to any ability score, +1 to any ability score Bonus Skill Proficiency: Acrobatics, Martial Arts
(Negative scores chosen become 10 before the +2 is Role Effect: This Puppet focuses on combat and
added). aggression. This Puppet gains a bonus to attack rolls
Bonus Skill Proficiency: Chakra Control with its upgrades and weapons equal to 1/3rd your
Role Effect: This Puppet is adept at controlling the Proficiency Bonus.
battlefield. When this puppet utilizes any of its upgrades
that require a saving throw, it gains a bonus to its Save
S UPPORTER
ASI: +2 to Constitution score. Intelligence or Wisdom
DC equal to 1/3rd your Proficiency Bonus, rounded up.
start at 10.
Once per rest, when you or an ally within 15 feet of this
Bonus Skill Proficiency: Medicine
puppet is targeted with a jutsu with the Clash keyword,
Role Effect: This Puppet is skilled in supporting its
your puppet can attempt to deflect the jutsu, initiating a
allies. Your Puppet increases all healing or temporary hit
clash.
points granted by upgrades, actions, or jutsu it casts by
This Puppet adds your Proficiency to its Clash checks.
your Proficiency Bonus.
If it already would, for any reason, then once per
combat, if your Puppet may reroll a failed Clash check. S URVEYOR
DEFENDER ASI: Wisdom starts at 16. +1 to another ability score.
ASI: +2 to Constitution score, +1 to Strength score Bonus Skill Proficiency: Perception, Insight,
Bonus Skill Proficiency: Athletics Investigation
Role Effect: This Puppet stands firm in battle, Role Effect: This Puppet is highly aware of its
withstanding even the strongest of blows. This Puppet surroundings and forewarns its allies ahead of time. This
gains a +3 bonus to Constitution skill checks and saving Puppet and has 60 feet of Darkvision. It may also use
throws. It also gains a bonus to its AC equal to 1/3rd your Wisdom in place of Intelligence for Investigation. Lastly,
Proficiency Bonus, rounded up. this Puppet may use Skill-Based actions associated with
skills that this role grants proficiency in, as a bonus
action, if the Skill-Based action requires an Action.
169
UPGRADES OF THE THEATRE Creatures who fail make a Charisma saving throw at
the end of their turns, ending the charmed condition on
All Upgrades of the Theatre use you or your Puppet’s,
a success. A creature can only be charmed by this
Ninjutsu or Genjutsu attack bonus and Save DC.
upgrade once every 24 hours.
WOOD TIER
You can only benefit from an upgrade unique to this
subclass with "Dance" in the name once per turn.
DECEITFUL D ANCE H EAVEN ATTACK
Techniques: Red
Techniques: Red, Perfect
One of the first lessons of the Red Technique which
On the head of one of your Puppets, you install a series of
teaches of a way to use the surroundings to mix in with
metallic tendrils along its scalp which grant your Puppet
the crowd. On your turn you can command your Puppets
the ability to attack numerous opponents with one
to hide. Your Puppets can hide even when lightly
strike. When you would command your Puppet Tools
obscured, or within 10ft. of 3 or more creatures as they
using your action, you can, using the Puppet's Reaction
sink into their shadows.
when the Puppet Tool with this upgrade scores a hit with
You can only benefit from an upgrade unique to this
an unarmed or weapon attack, activate this upgrade.
subclass with "Dance" in the name once per turn.
When you do, the target must succeed a Dexterity
BIRD ’S OPENING saving throw, or gain 2 ranks of Bleeding as the tendrils
Techniques: Red pierce through them. Regardless, take the attack roll
Your Puppets are able to capitalize on the shortcomings result and compare it to the AC of all creatures within a
of enemies in tandem with your allies. When a hostile set of five 10-foot long lines starting from the creature's
creature provokes an attack of opportunity from an ally space (but not including the creature). If the attack roll
within 15 feet of a Puppet Tool, that Puppet Tool may matches or exceeds their AC, they take the damage of
move up to 5 feet of the hostile creature and make a your Puppet's attack. These lines cannot overlap except
weapon or unarmed attack. at the origin point and must have 5 feet of space between
Also, while you have this upgrade, creatures that each other.
would begin their turn within the weapon's range of two Once you use this upgrade you must wait until the end
or more of your Puppets (including the Puppet Swarm) of your next turn to use it again.
count as being in difficult terrain. At Later Levels: For each tier you take this upgrade
PREEMPTIVE TUNING above Bronze, increase the length of the lines by 5 feet
and impose a -1 penalty to the triggering creature's
Techniques: Red, Perfect
Dexterity saving throw. If taken as a Platinum Upgrade,
You always keep your instruments of war in good
you can spend 5 chakra to make the attack roll as if you
shape, and your puppets are included in this care
had advantage before you create the five lines.
routine. On the first turn of combat your puppets have
advantage on the first attack roll or skill check they PIANO WIRE
make, and the first instance of damage your puppet Techniques: Red
takes after a long or full rest is reduced by your 5 + your As an action, while the Puppet Tool with this upgrade is
proficiency bonus. within 5ft of another Puppet Tool, you can command
At Later Levels: You can take this upgrade using a both Puppets to connect to each other using a special
higher tier upgrade slot. For each tier you take this sharper variation of the Chakra Threads technique by
upgrade beyond wood, this upgrade’s effects last for one spending 10 chakra. Both Puppet Tools then move up to
additional attack roll/skill check and damage instance. 20 feet away from each other and travel up to their
WATCHFUL EYE movement speed in the same direction in a straight line.
All creatures caught in between your Puppets are hit
Techniques: Red
by these threads, and must make a Dexterity saving
You modify your Puppets to instinctually follow your
throw. Success: Half damage, no effects. Failure: Xd6+X
lead when you aid your allies. When you take
slashing damage, 1d4 ranks of bleeding. Structures,
the Help action, all of your Puppets take the help action
Objects, and Constructs take double damage from this
simultaneously. If you have Helpful Tactics, you and your
upgrade. (X = your Proficiency Bonus).
Puppet Tools may grant the benefits of the Help action
even with a skill neither you or your Puppets are
proficient in.
BRONZE TIER
EVASIVE DANCE
Techniques: Red
While researching the history of the Red technique, you
find the notes of a legendary puppet master who could
control puppets to masterfully avoid attacks with a
beautiful dance.
On your turn you can make your Puppet's dance,
spending their Reactions. All attacks made against your
Puppets have disadvantage and your Puppets make
Dexterity saving throws at advantage. When a creature
would miss an attack or your Puppet passes a saving
throw as the result of this upgrade, you can make an
Intelligence or Charisma (Performance) check vs. a DC
equal to the enemy's level + 5. If you succeed, the
creature gains 1 rank of charmed for 1 minute.
170
SYNCHRONOUS S OUND WAVES GOLD TIER
Techniques: Red DECISIVE D ANCE
Your Puppets are fitted with special speakers that Techniques: Red
enhance the harmful echoes of Auditory Genjutsu. When Prerequisite: Quickfooted
you or your Puppets would cast a Genjutsu with the Throughout your journey as a puppet master you have
Auditory keyword, that can target more than one target uncovered more secrets of how to effectively maneuver
for its rank, and at least two of your Puppets are within your puppets. Your puppets movement speed is
20 feet of each other, you can make an additional increased by 15 feet and your puppet gains advantage on
Genjutsu attack if the Genjutsu makes an attack roll. This saving throws or skill checks that would lower its
attack must target a creature that has not already been movement in any way. Your puppet can now take the
targeted, and this attack inherits all of the jutsu’s Dash, Dodge, or Hide action as a Bonus Action. If your
effects. If the Genjutsu instead affects an area of effect, puppet makes a melee attack against a creature, you
you cause the area of effect to appear twice, affecting a don’t provoke opportunity attacks from that creature for
different area. The area of effects cannot overlap. the rest of the turn, whether you hit or not.
You can benefit from this upgrade no more than once You can only benefit from an upgrade unique to this
per round, and to activate this upgrade you must spend subclass with "Dance" in the name once per turn.
an amount of chakra equal to the Genjutsu’s rank (D-
Rank: 2, C-Rank: 5, B-Rank: 8, A-Rank: 11, S-Rank: 14).
SYMPHONY OF D ESTRUCTION
SILVER TIER Techniques: Red
As an action, you command your Puppets to perform a
GUARDIAN ANGELS Bukijutsu you or an allied creature knows to execute a
Techniques: Red
perfect symphony of destruction and ruin. The Bukijutsu
As an action you can command one or more Puppets you
cast cannot have a range of self.
possess to each move up to within 5ft of an ally, other
The Bukijutsu gains the Combination keyword and has its
than you, within range of their movement speed and
chakra cost tripled (its cost also becomes Special). All of your
begin protecting the creature. While protecting a
Puppet Tool's perform this jutsu simultaneously (The jutsu
creature, a Puppet gains an additional Reaction per
is treated as being cast once), and count as individual
round that they can only use to Reaction that would
casters. The jutsu cast gains the following text; You cannot
protect the creature. Any attacks, damage rolls, saving
participate in the combination yourself, though your allies
throws, or other effects that would target the creature
can and your Puppets treat your Charisma Modifier as their
being protected, enable your Puppet to use its Reactions
own.
to attempt to negate the effects, even if a Reaction they
use would normally only protect themselves. Combination: For every caster that participates in the
This upgrade requires you to maintain concentration casting of this jutsu, increase the damage die by +1. This
as if concentrating on a B-Rank jutsu, and you must jutsu gains additional benefits, based on the highest
spend your Bonus Action on consecutive turns to Charisma Modifier among the casters.
maintain this upgrade. • +0-1: No Change.
At Later Levels: You can take this upgrade as a Gold • +2-3: The jutsu gains a +2 bonus to attack rolls or Save
tier Upgrade to gain permanent advantage on checks to DC (pick one)
maintain concentration of this Upgrade • +4-5: The jutsu gains a +3 bonus to attack rolls or Save
DC (Pick one), and deals an extra 2 die of damage.
RIBBON D ANCE
Techniques: Red THREE JEWELS S UCTION CRUSHING
A technique that embodies one of the hardest hurdles Techniques: Red
for the Red Technique to face, tangling your chakra As an action, you can spend 15 chakra to command 3
threads. On your turn when two or more of your Puppets Puppets, or to use 3 Commands with the Puppet Swarm, you
would enter within 10ft. of a hostile creature, you can are able to form your Puppets into a triangle formation,
command them to enwrap the creature in your chakra with each vertex representing the 三宝 Sanbō (Literally
threads. The creature must succeed a Strength saving Meaning: Three Sacred Treatures).
throw or be grappled and restrained. While restrained At each vertex of the formation, your Puppets open a
this way, your Puppets gain a bonus to damage rolls on compartment revealing the symbols for Buddha (仏),
the creature equal to your Proficiency Bonus with Dharma (法), and Sangha (僧). In the middle of your
weapon attacks, up to twice per turn. Puppets, a 60-foot cone tornado forms. You cannot use this
At the start of each of their turns, an affected creature upgrade while your Puppets are within 15 feet of any
can repeat the saving throw at disadvantage to end these creature.
effects. You can only benefit from an upgrade unique to All creatures within range of the tornado must make a
this subclass with "Dance" in the name once per turn. Dexterity saving throw against your highest Save DC. On a
UNDERSTUDY failed save, creatures take 14d4 wind damage, gain 1 rank of
Techniques: Red bleeding and weakened, and are pulled 30 feet inside the
Select one Puppet Tool you possess. This Puppet Tool tornado, stopping at the center of the formation if they
gains the benefits of one Puppet Role another Puppet reach it. Constructs, structures, and objects have
Tool is using; however, it does not gain any increases to disadvantage on the saving throw and take double damage.
its ability scores. You can take this upgrade a second
time, placing it on another Puppet Tool picking another
role currently in use.
While using the Puppet Swarm, apply the ability score
increases that the Puppet Role selected normally applies
to the ability scores of the Puppet Swarm.
171
On a success, creatures take half damage
KING PUPPET
and are only moved 5 feet.
Techniques: Red
Creatures who start their turn within the center
This upgrade can only be activated while the Puppet
must succeed a Dexterity (Acrobatics) check against
Swarm is being utilized. You see battle as a chess
your highest Save DC to regain half their movement
board with your Puppets being your chess pieces, and
speed, otherwise, it is set to 0 until the start of their
you the grandmaster that controls their every move.
next turn.
While commanding your Puppet Swarm, you can declare
This upgrade counts as concentrating on an
a single Puppet to be denoted as the King Puppet. A King
A-Rank jutsu. At the start of each of your turns,
Puppet radiates with a white outline of chakra, and can be
you can immediately spend 8 chakra to maintain the
targeted specifically when the swarm would be targeted.
tornado and repeat the saving throw. Creatures who make
The King Puppet raises the statistics of the entire Swarm
their saving throw in the center do so at disadvantage and
by +1, and grants you an additional 3 Commands. The King
increase the damage taken by a step.
Puppet has an AC equal to the Swarm's AC -2, and 150 hit
PLATINUM TIER points (The King Puppet's hit points do not affect the
Swarm). The King Puppet has resistance to damage from
HALO D ANCE Area of Effects, and while the Puppet Swarm is not
Techniques: Red bloodied, imposes disadvantage on attack rolls made
Derived from blue technique, a technique normally against it. If the King Puppet is killed, this upgrade ends
considered almost impossible for your average shinobi, is and it cannot be used until you complete a long rest. This
effortlessly replicated in this technique. upgrade uses your highest Save DC for any saving throws.
As full turn action, you command all your puppets to While the King Puppet is active, it can direct the Swarm
strike your opponent repeatedly from multiple angles at in new ways, following your input. The Swarm can utilize
speeds incomprehensible to most shinobi, spending 20 the following Special Actions;
chakra as their action. You can only use this upgrade while
• Bishop's Cleave (2 Commands). The King Puppet
the Puppet Swarm is active. If the target creature would use a
commands puppets to briefly travel in a 90-foot long
Reaction in response to this upgrade’s effect, they must
line diagonally. Each creature within range must make a
spend an amount of additional chakra equal to your Puppet
Dexterity saving throw, taking thrice the weapon's
Master level (or twice your level if their Reaction does not
damage of the Swarm and being knocked prone on a
require them to spend chakra).
failure or half damage on a success.
Make 5 melee taijutsu attacks against a single target,
• Knight's Charge (2 Commands). The King Puppet
dealing your weapons damage + 2d8 slashing damage and
commands puppets to attack at 4 different 10-foot wide
the target must make a Constitution saving throw against
cubes within 120 feet. Make one weapon attack with the
your highest jutsu Save DC. These attacks treat any DR as
Swarm and compare the result towards the AC of each
the result of armor, features, or traits, as half. On a fail, the
creature within the cube. On a hit, creatures take the
target creature loses function of one of its arms for 24
weapon's damage of the swarm +1 damage die, and are
hours. A jutsu that removes conditions, cast at A-Rank or
knocked upwards 30 feet.
Higher can heal the target's arm(s), granting it mobility
• Rook's Assault (2 Commands). The King Puppet
and function.
commands puppets to move the swarm 60 feet in a
If a creature fails the Constitution Saving Throw by 10 or
straight line, without spending its movement speed. All
more, their arm is instead severed. If a creature has an arm
creatures that the Swarm would pass through, must
disabled, they make their Constitution Saving Throw at
make a Strength save, taking twice the weapon's damage
disadvantage for each arm disabled.
of the swarm, being Dazed, and moved with the swarm
You can only benefit from an upgrade unique to this
plus an additional 15 feet of knockback on a failed save,
subclass with "Dance" in the name once per turn.
or taking half damage on a success.
• Queen's Gambit (3 Commands). The King Puppet
commands puppets to take two of the Special Actions
granted by King Puppet at once (other than Queen’s
Gambit, ignoring command cost. Each time this special
action is used, you must make a DC 21 Chakra Control
check. On a failed save, the King Puppet loses an amount
of hit points equal to half its maximum hit points. The
DC increases by +4 each time this upgrade is used, per
long rest.
172
WHITE TECHNIQUE ~ WEAVER Also at 6th level, you learn the E-Rank Ninjutsu
Medical Release: Virtue. When you take the attack action
Some puppet masters focus on using their chakra
or command an ally to take the attack action, you can
threads to manipulate puppet tools or great suits of
cast Medical Release: Virtue as part of the same action,
mechanical armor. Weavers take their use of these
affecting all creatures you are connected to.
chakra threads to their limit, using them to manipulate
their allies and enemies to more directly control the flow DOUBLED THREAD
of battle. Starting at 10th level, your control over your threads has
Determining the proper flow of battle and how best to reached new heights, allowing for more precise
utilize their allies requires a cool head. Therefore, most movements. The range of your chakra threads is doubled
Weavers tend to be lawful, using their abilities to and you can take the help action as a Bonus Action to a
maintain a certain order that they envision. creature attached to your threads. (If you have Helpful
Tactics, you may help two creatures at once, provided
WHITE TECHNIQUE PROFICIENCY they are both connected to your threads).
Starting at 2nd level, you gain proficiency in the Martial
You can now connect your threads to 2 creatures at
Arts and Medicine skills. You gain the ability to more
once, including as a part of rolling initiative and if you
strongly manipulate the puppet master's signature
use your White Technique Proficiency feature, you can
ability: Chakra Threads. The distance of your chakra
make all creatures you are connected to take the same
threads is doubled, and these threads now last until they
general action (Dash, Dodge, Attack, Cast a Jutsu, etc).
are dispelled.
You can attach your threads to an ally within range of THREAD SAVANT
your Chakra Threads as a Bonus Action. You can detach Starting at 14th level, your ability to manipulate others
your chakra threads at any time. While connected to a with your chakra threads is practically unmatched.
creature with your threads, you can use your action or Select one jutsu that you know (including jutsu gained
Bonus Action to puppeteer your ally and make them take through an upgrade) that does not deal damage, does
any type of action that they themselves are able to take, not inflict a condition, and has a casting time of 1 action
using the same action economy. You can also move them or Bonus Action. When you connect your Chakra Threads
as a free action, using up their movement speed. to a creature, you can simultaneously cast your chosen
jutsu on the creature.
CHAKRA STRING AUGMENTS This feature cannot benefit from your Grandmaster
Also at 2nd level, you have decided that you have little
Manipulation feature and you may switch your chosen
use for your Puppet Tool, so you decide to shave off what
jutsu at the conclusion of a full rest.
you don't need. You lose the Puppet Tool class feature
and instead gain a set of Weaver Gloves. You are always GRANDMASTER MANIPULATION
adorned with these gloves as they enhance the potency Starting at 17th level, your ability with chakra threads is
of your Chakra Threads. Through these gloves, you are stronger than most. When you connect your Chakra
able to access the various upgrades of this class. Threads to another creature, you can connect your
Select one the following upgrades between Better threads to a number of creatures equal to half your
Bonds, Chakra Pathway, Defensive Manipulation, or Proficiency Bonus as part of the same action or Bonus
Thread Weapon. You gain this upgrade for free. Action.
You also gain access to Interwoven Upgrades, which You can control all creatures you are connected to with
are Upgrades exclusive to the White Technique. the same Action or Bonus Action. If you use your White
Also, you gain two additional Jutsu of a rank you Technique Proficiency, you can make all creatures you are
qualify for, not counting against your known. You gain 1 connected to take the same general action (Dash, Dodge,
more jutsu this way at 6th, 10th, and 14th levels. Attack, Cast a Jutsu, etc.)
Upgrades that affect one creature now apply to any
DIRECT CONNECTION number creatures of your choice that you are
Starting at 6th level, Your chakra threads can act as a
connected to as long as they can be affected by
perfect medium to deliver jutsu. While you are connected
that upgrade.
to another creature via Chakra Threads, you can cast a
Maintaining Grandmaster Manipulation
jutsu on that creature directly. You gain the following:
treats you as concentrating on an S-Rank
• You do not require line of sight, and you do not need to jutsu, and you must expend 8 chakra per
see the creature to cast the jutsu on them. creature after the second at the start of
• If the jutsu's range is touch, you are considered each of your turns to maintain it.
touching them while connected to them.
• If the jutsu requires an attack roll, you cannot roll at MASTER OF THE WHITE
disadvantage. TECHNIQUE
• If the jutsu forces the target to make a saving throw, Starting at 20th level, your
they cannot gain advantage. talent with your Chakra
• If the jutsu affects and area, you can choose to have it Threads has made you a
only affect the connected creature. paragon of the White
Technique. Your talents shall be
COMBAT ALERTNESS told to teach future generations
Also at 6th level, you are always on edge with your of Puppet Masters to come.
chakra threads at the ready. You have advantage on You gain an extra 2 Puppet
initiative checks, and you can connect your Chakra Upgrades that you qualify for and
Threads to an allied Creature as part of rolling initiative, double the specified ranges of any
you can also make one creature you are connected to White Technique Feature, as well as
move up to their full movement speed. your Chakra Threads.
173
INTERWOVEN UPGRADES Alternatively, if the target is Huge or larger, you can
choose to be pulled to it; this does not grapple the target.
All Interwoven Upgrades use your Ninjutsu, Taijutsu, or
You are automatically pulled toward a structure that is
Genjutsu attack bonus and Save DC.
larger than you.
174
D IRECTED D ISRUPTION
Techniques: White
Prerequisite: Antagonistic Connection
You use your connection to direct a pure pulse of
chakra into another creature. While you are connected to
a creature, you can use your Bonus Action to direct your
chakra to disturb the chakra flow of one creature you are
connected to, giving that creature the Weakened
condition until the end of their next turn, being
overwhelmed by your chakra.
FEEDBACK LOOP
Techniques: White
Your chakra threads can better connect to a creature's
chakra network. While you are connected to a creature
via chakra thread, you can cast one jutsu they know,
even if you don't have the required keyword
prerequisites (such as Medical or any Nature Release).
You cannot cast a jutsu with the Hijutsu keyword in this
way. You still expend the normal amount of chakra for
the jutsu. Once you cast a jutsu in this way, your
connection to that creature ends, as the threads took on
too much chakra to maintain their structure.
You can only use this upgrade a number of times equal
to your Constitution Modifier, and you regain any
expended uses when you complete a short or long rest.
BRONZE TIER POWERED PUPPETEERING
ANTAGONISTIC CONNECTION Techniques: White
Techniques: White Your chakra threads can imbue others with your own
When you use your chakra threads to connect to a chakra. When you use your White Technique Proficiency
creature, you can attempt to connect to unwilling or feature to make a creature use the Cast a Jutsu action,
hostile creatures as well as willing allied creatures. When you can spend your own chakra to make them cast the
you attempt to connect to an unwilling or hostile jutsu chosen, instead of letting the creature choose to
creature, the creature must make a Dexterity saving spend their own chakra. The chakra you expend is the
throw, avoiding the threads on a success. normal cost of the jutsu.
A creature you connected to this way can make a
QUICK T HINKING
Strength saving throw as an action, breaking out on a
Techniques: White
success.
As a Reaction to being hit by a melee or ranged attack,
While using this upgrade, you are considered to be
you can attempt to pull another creature in to take your
concentrating on a B-Rank jutsu
place. Select a creature within 30 feet of you. The
BOB AND WEAVE creature must make a Strength saving throw. On failure,
Techniques: White you pull them towards you whilst also simultaneously
When you take the help action on a creature connected pulling yourself to their previous position. The target of
to your strings, they can also get advantage on the first the attack becomes this new creature.
saving throw they make, instead of an attack roll or skill
S PIDER’S WEB
check. Additionally, they get the benefits of the
Techniques: White
Disengage action.
You can lay your strings out within a 90-foot radius to
This upgrade can't benefit from your Grandmaster
restrain other creatures. This action takes 1 minute to
Manipulation feature.
complete, and whenever a hostile creature steps on a
CHAKRA S LASH space that you are affecting, they are treated as surprised
Techniques: White, Perfect and must make a Dexterity saving throw at
Prerequisite: Thread Weapon disadvantage, becoming restrained and grappled on a
You can give more power to your Thread Weapon. failed save, or jumping back 20 feet on success as they
Increase the die step of your Thread Weapon by one step. avoid becoming grappled by your strings. Creatures who
(d4>d6>d8>d10>d12) possess Chakra Sight or True Sight cannot be surprised
Additionally, when you use your Thread Weapon, you by this upgrade and they do not roll at disadvantage.
may wrap it an existing weapon. When you do, that Target creatures can make a Strength (Athletics) as an
weapon gains all the benefits of the Thread Weapon action against your Ninjutsu/Genjutsu Save DC to end
upgrade. this effect.
Regardless of whether the creature passes or fails they
cannot be affected by this upgrade again. This upgrade
dissipates after 1 hour and can be used a number of times
equal to your Proficiency Bonus per long rest.
175
THREAD FORCE DEAD MANS ATONEMENT
Techniques: White Techniques: White
Prerequisite: Antagonistic Connection Prerequisites: Antagonistic Connection and one of the
While connected to a hostile creature via chakra thread, following: Forceful Suppression, Spider's Web, Judgement
you can force one creature to make a Constitution saving Chains
throw against your Ninjutsu or Genjutsu Save DC as a While you have a creature restrained by your threads
Bonus Action, as you force your chakra into their body. you can force them to atone, as an action, by hoisting
On a failed save, the target takes 3d10 force damage and them in the air by the neck, creating a painful noose out
is moved 5 feet in a direction of your choice or knocked of chakra. A creature restrained in this way must make a
prone. Constitution saving throw at the start of each of their
Additionally, you can spend chakra points to increase turns gaining one rank of exhaustion on a failed save.
the potency of this effect. You can only spend a number You can maintain this effect on each of your turns by
of chakra points on this upgrade equal to your spending your Bonus Action. Once a creature passes this
Proficiency Bonus. For every 3 chakra points you spend, saving throw they remove one rank of exhaustion gained
the target either takes 1d10 additional damage or gets from this upgrade, and if they make this saving throw
moved 10 additional feet in the same direction. while they have 0 ranks of exhaustion they desperately
Alternatively, by spending at least 6 chakra, you can escape your threads, ending the effect. If a creature fails
force the target to make a Constitution saving throw or this saving throw 3 times in a row they become
become restrained until the end of their next turn. unconscious until they take damage or a full turn action
is used to wake them.
VIRTUOUS S TRINGS
You may do this twice per long rest.
Techniques: White
You have modified your techniques to further support INEVITABLE FEAST
your allies. When you cast Virtue you add an additional Techniques: White
die to the result. This increases to 2 dice at 10th level, 3 Prerequisite: Spider’s Web
dice at 14th level, and 4 dice at 18th level. When a creature is restrained by your Spider's Web
upgrade, you can spend 10 chakra and place them under
SILVER TIER a genjutsu simultaneously on failure, at the cost of some
ASSISTED POWER of your string's integrity. At the start of each of their
Techniques: White turns, they can repeat the dexterity saving throw at
As an action while a creature is connected to your disadvantage to break free. On consecutive failures, they
strings, you can boost their power with your own begin to see and feel a creature (of your choosing) appear
manipulation. For the next minute, the creature can add from the shadows behind them, terrorizing them. The
1/3rd your Proficiency Bonus (rounded up) to any attack creatures take 3d6 psychic damage and gain 1 rank of
roll, skill check, or saving throw they make. They lose fear. If a creature gains 5 ranks of Fear while trapped by
this boost if you move your threads to another creature, this upgrade, they fall unconscious and this upgrade's
you become incapacitated, you die, or you lose effects end.
concentration, as if concentrating on a B-Rank jutsu.
This upgrade can't benefit from your Grandmaster
Manipulation feature.
COMBINED S TRENGTH
Techniques: White
Your connection with a creature allows you to innately
understand their thoughts. You do not need to use your
Reaction to cast a combination jutsu cast by a creature
you are connected to, once per turn. Additionally, you
can use intelligence instead of charisma for combination
effects.
FORCEFUL S UPPRESSION
Techniques: White
Prerequisite: Grappling Threads
When you grapple a creature with Grappling Threads
they become restrained for the duration. Additionally,
attempts to break out of your threads are made at
disadvantage.
176
MERCILESS THREADS LETHAL S TRINGS (NEW !)
Techniques: White Techniques: White
Prerequisite: Chakra Slash You are able to channel additional chakra through your
Your mastery over your threads is nearing its peak, and threads to grant allies a boon to their lethality, and
as such, so have your techniques. When you attack a further cripple opponents caught in your strings.
creature with one of your threads you may make an Once per round, when you command an Ally with your
additional attack as a Bonus Action. On a hit the target is strings or affect them with an Upgrade, you may grant
restrained and takes damage as normal. them a 2d10 bonus to their next damage roll before the
Additionally, whenever you would grapple a creature end of their next turn.
with your thread weapons they are instead restrained. Furthermore, if you have Antagonistic Connection, then
at the start of each of the affected creature’s turns, you
SEVER THE CONNECTION
may cause them to deal 2d10 necrotic damage
Techniques: White
immediately, which ignores passive damage reduction.
Prerequisite: Antagonistic Connection
You may also cause this affect to occur when creatures
While connected to a hostile creature via chakra thread,
fail a saving throw against one of your Interwoven
you can violently sever the connection. As a Bonus
Upgrades or an effect that uses your Thread Weapon. This
Action, you can spend 10 chakra to force a creature to
damage cannot be dealt to a single target no more than
make a Constitution Saving Throw dealing 6d8 force
once per round.
damage and inflicting a rank of lacerated on a failed
save, or half as much on a successful one. A creature who R ESILIENT S TRINGS
is forced to make a Concentration check as a result of Techniques: White
this upgrade, makes it at disadvantage. Prerequisite: Thread Force and Thread Weapons
Your minute control over creatures you are attached to
SYMBIOTIC MIND
allows them to narrowly escape dangerous situations.
Techniques: White
When a creature who is attached to one of your strings is
Creatures connected to your threads gain a bonus to gain
forced to make a saving throw or skill check or suffer
a Constitution (Chakra Control) made to maintain
from a Physical condition, they make saving throws or
concentration equal to your intelligence modifier.
skill checks at advantage.
Additionally, you can spend the cost of the jutsu again to
maintain concentration.
GOLD TIER
CHAKRA CHANNELER
Techniques: White
Prerequisite: Chakra Pathway
You can make any jutsu you cast that has a range of self
target a creature connected to your threads instead of
you. Jutsu that create constructs or summon creatures,
objects, or structures do not benefit from this upgrade.
Additionally, while connected to a creature you can
spend your Reaction to enable them to react unless they
are unconscious or petrified.
Finally, you can cast jutsu with the casting time of 1
Reaction, as if you were the connected creature. This
first time you do this on an ally other than yourself, per
round, does not cost your Reaction.
JUDGEMENT CHAINS
Techniques: White
You have learned to solidify your chakra strings into
chains to further execute your will. As an action, while
you are connected to a hostile creature you can force
them to make a Constitution saving throw at
disadvantage, removing their chakra molding and
restraining them on a failed save. Creatures who are
restrained by this upgrade can attempt to break out as an
action versus the listed Save DC at disadvantage.
You can maintain this upgrade for up to 1 minute, or
until you lose concentration on it, as if concentrating on
a jutsu.
177
PLATINUM TIER
AUGMENTED POWER
Techniques: White
Prerequisite: Assisted Power
You deepen your focus and bring your puppeteering
to a new level. As an action you infuse even more
chakra into your strings, almost overloading them
with power. Until the end of their next turn, creatures
of your choice attached to your strings make any attack
roll, skill check, or saving throw they make at advantage.
On subsequent turns you may maintain this feature as
a Bonus Action. They lose this boost if you move your
threads to another creature, you become incapacitated,
you die, or you lose concentration, as if concentrating on
an S-Rank jutsu.
DEVOUR PREY
Techniques: White
Prerequisite: Inevitable Feast
When a creature has 1 or more ranks of fear as a result of
Inevitable Feast you can begin to devour them.
As an action you can make a melee ninjutsu attack roll
while you are in the area created by Spider's Web dealing
6d12 force damage and reducing the
opponent’s chakra by half the damage dealt.
For each rank of fear a creature has as a result of
Inevitable Feast increases the damage by 1d12.
Creatures with 2 or more ranks of fear as a result
of Inevitable Feast count as surprised when
targeted by this attack.
MARIONETTE MANIPULATION
Techniques: White
You have learned to control your body with your own
strings, allowing you to perform flawless movements
free of error. As an action you can begin to puppeteer
your own body.
For the next minute, your speed is increased
by +30, you gain a +2 bonus to AC, you have
advantage on Dexterity saving throws and on a
successful save you take no damage and suffer no effect.
You gain the benefits of being connected to your own
threads. You also gain one additional Reaction and
Bonus Action. While you are puppeteering yourself, you
may not connect your strings to an allied creature. After
1 minute you become stunned until the end of your next
turn and suffer 1 rank of exhaustion.
178
PUPPET MASTER UPGRADES CHARISMATIC P RESENCE
Techniques: Black, Blue, Green, Purple, Red, Perfect
Using Upgrades: Any Upgrade that requires an attack roll
or imposes a saving throw, may use the Ninjutsu, You're skilled at using your Puppet Tool as a way to
Taijutsu, or Genjutsu attack bonus/Save DC of the get what you want out of a conversation. While engaged
Puppet Master, or of the Puppet with the upgrade. in a social conversation and your Puppet Tool is present
nearby (or you are wearing your Juggernaut Armor), you
WOOD TIER can choose to give yourself proficiency in Persuasion ,
Performance, and Intimidation temporarily. If you are
ARMORY : EXPLOSIVE LAUNCHER already proficient, gain +1 rank of Mastery to the roll. A
Techniques: All, Perfect
creature can be affected by this upgrade twice per hour.
An ideal armament for dealing with large crowds of
You must narrate the context for what you or your
foes or inconvenient structures, first crafted by Ajisai
Puppet is doing to gain the benefits of this upgrade (Ex.
Haruno. You install a launching mechanism of your own
Intimidating a foreign invader, your Puppet gives a
description in your Puppet Tool, Juggernaut Armor, or
threatening stare; You are trying to impress someone,
Weaver Gloves. This launcher can hold up to 3 Explosive
and your Puppet gives them a smile).
Tools. When the one equipped with this upgrade would
take the attack action, they can replace one attack to COUNTERMEASURES
launch one of these explosives at a creature within 60ft. Techniques: All, Perfect
Loading this upgrade with explosives takes an action. Your Puppet Tool is equipped with useful jutsu to aid
At Higher Levels: This upgrade can be taken using you or your allies in a pinch. Twice per rest, your Puppet
higher tier upgrade slots. For each tier this upgrade is Tool may cast the Release or Escape Technique on an
taken at above Wood tier, increase the number of allied creature within 30ft as an action or Bonus Action.
explosive tools this upgrade can hold by +1. Your Puppet Tool applies its proficiency bonus to skill
ARMORY : HOOK S HOT checks made with these jutsu (If it already would or
Techniques: All, Perfect these skills are under the effects of Generalized Skill,
A useful armament for getting around, created by apply +1 ranks of Mastery to the checks instead).
Araya Jiton. You install a small device that fires a chain For those who practice the White or Purple
with a spiked head onto your Puppet Tool, Juggernaut techniques, if you are the one being targeted for this
Armor, or Weaver Gloves, gaining the Hook Shot natural upgrade, as long as you are wearing your Weaver Gloves
weapon. This weapon can be used with an action or or Juggernaut Armor, you can use this upgrade at the
Bonus Action, once per turn. start of your turn (no action required), once per turn.
This weapon possesses the ammunition property.
Each time this weapon is used, roll your ammunition die. DECOY MODE
Once all ammunition is expended, it can only be Techniques: Black, Blue, Green, Purple, Red
recovered on a long rest. Your Puppet gains the ability to cast the Transform
Hook Shot. Ranged Weapon Attack: Range (40/120ft)., Genjutsu at no cost, as if it was your level. While it is
one target. Hit: 1d10 + your Proficiency Bonus in piercing transformed with this upgrade, it adds any skill bonus
damage. If the creature is of your size or smaller, it must the jutsu would give to Perception and Stealth checks,
succeed a Strength saving throw against the DC of your and your puppet is able to move without the use of
chosen attack type or be pulled to the nearest empty Strings, though it cannot attack, use any upgrade, and
adjacent to you. If they are larger than you, you are its range is halved.
pulled in a straight line to the nearest empty space
adjacent to it. Non-Sentient structures, objects, and DESTRUCTIVE HABITS
constructs that are targeted allow you to roll at Techniques: Black, Blue, Green, Purple
advantage, do not force you to roll for ammunition, and Your Puppet Tool must be Large to benefit from this
can move you/it without a save. upgrade. You fit your Puppet Tool with hydraulic
mechanisms that can allow it to put more force when
BULKY BUILD obstacles come in its way. Your Puppet Tool now deals
Techniques: Black, Blue, Green, Red double damage to constructs, structures, and objects
You add more material to your Puppet Tool to enhance with its Natural Weapons, Upgrades, and Jutsu. If your
its defenses. Your Puppet Tool gains a +1 to its AC, and Puppet already does this, it instead deals triple damage.
reduces all damage it receives by -2. You can take this For those who follow the Purple technique, this
upgrade up to 3 times, per Puppet Tool. upgrades benefits apply to you if you are wearing your
CHAKRA RESONANCE Juggernaut Armor and it is an Iron Shell or Steel
Techniques: Black, Blue, Green, Red Fortress.
You have developed a system to share your chakra to
your Puppet in place of yourself. When you cast a jutsu ENTRAPMENT MECHANISM
with a range of Self or Touch, you can, in place of Techniques: Black, Blue, Green, Red
yourself, originate the casting of the jutsu in your You install a mechanism to restrain its targets. When
Puppet's space, allowing it to benefit from the jutsu as if your puppet attempts to grapple a creature, it applies
you cast it. This Upgrade does not work with jutsu that your Proficiency Bonus to the roll. If it already would
would create objects, structures, or summon creatures. apply its proficiency bonus, through any effect, it gains a
(For those who follow the Green Technique, only one +3 bonus to the roll. When you successfully grapple a
Matryoshka body can gain the benefits of this Upgrade.) creature with this upgrade, the target creature is
At Later Levels: You can choose to take this upgrade as restrained, and your puppet still has the rest of its
a Silver tier upgrade. If you do, when you cast a jutsu appendages for other uses.
with a range of Self, you and your Puppet always Additionally, it can move its restrained target without
simultaneously benefit. any reduction of its movement speed.
179
EYE LIGHTS QUICKFOOTED
Techniques: Black, Blue, Green, Purple, Red, Perfect Techniques: Black, Blue, Green, Red, Perfect
You install small light producing mechanisms in your You invest in parts that are both light-weight and
Puppet's eyes. On your turn (no action required), you can flexible. Your Puppet increases its movement speed by 15
activate or deactivate these lights. While active, your feet, and gains proficiency in the Athletics and
Puppet emits 15 feet of bright light and 30 feet of Dim Acrobatics skills. If already proficient (or these skills are
Light, in the shape of a line or cone (you pick). While chosen with Generalized Skill, it gains +1 ranks of
these lights are active, your Puppet cannot be blinded Mastery). You can take this upgrade multiple times, once
and raises its Passive Perception by +2. You can take this for each Puppet.
upgrade multiple times, once for each Puppet you have. Additionally, your Puppet can take the dash action as a
Bonus Action. When your Puppet would Dash, its
GHILLIE COATING
jumping speed is doubled until it stops moving.
Techniques: Black, Blue, Green, Red, Perfect
You augment your puppet with a special coating to TRANSFORMING APPARATUS
make it harder to detect. Your puppet gains proficiency Techniques: Black, Blue, Green, Perfect
in the Stealth skill (or +1 ranks of Mastery, if already You install clever mechanisms to allow your Puppet
proficient or Stealth is chosen with Generalized Skill). Tool to change its size. As an action or Bonus Action on
Additionally, it can take the Hide action as a bonus your turn, you can have your Puppet become one size
action, or as a Reaction on its turn. smaller or one size larger, to a minimum of small and a
maximum of huge. Activating this upgrade again reverts
GO -PRO
your Puppet's size.
Techniques: Blue, Green, Purple
While your Puppet Tool is one size smaller, it gains a
You fit your Puppet Tool with a small device that can
+1 to Dexterity saves and can move through spaces
record what your Puppet Tool sees as well as what it
occupied by other creatures larger than it.
hears. Your Puppet Tool can record up to 1 hour of
While your Puppet Tool is one size bigger, it increases
footage (spread throughout one or multiple recordings),
its AC by +1 but lowers its movement speed by 5 feet.
before it begins to overwrite its stored data. As an action
on your turn, you can have your Puppet Tool project a W ARFARE AUGMENTATION
holographic render of what it has seen and play any Techniques: All
audio that would accompany it. Select one Fighting Stance from Chapter 13:
Customization options. Your Puppet Tool gains this
HONED EDGE
Fighting Stance. Puppets are able to use Bonus Action
Techniques: All, Perfect
stance abilities.
You have refined your technique with weapons,
For those who follow the Black or Green Technique,
allowing them to become far deadlier than normal.
you can select this upgrade multiple times, once for each
Choose one weapon property from the following:
Puppet Tool you have.
Blocking, Critical, Deadly, Disarm, Finesse, Multiattack
For those who follow the Red Technique, this upgrade
(enables the use of a Bonus Action), or Reach. One
is given to 2 Puppet Tools you possess when acquired
weapon you or your Puppet possesses gains this chosen
(though your Puppets can have two different Fighting
property. This upgrade can be taken multiple times,
Stances). You can select this upgrade again if you acquire
applying to a different weapon each time.
2 more Puppets.
JUTSU CHANNELER For those who follow the Purple or White Technique,
Techniques: Black, Blue, Green, Red you yourself gain a fighting stance, only when wearing
You learn how to displace your chakra through your your Juggernaut Armor or Weaver Gloves respectively.
threads when you cast a jutsu. When you cast a jutsu, you
can cast it as if you were in your Puppet Tool's space. BRONZE TIER
This upgrade cannot be used with jutsu that would cause
ARMORY : FIRE AND WATER BLASTER
the Puppet to fall to 0 hit points or die. You can take this
Techniques: All, Perfect
upgrade multiple times, once for each Puppet Tool you
An armament first created by the renowned puppet
have.
master, Shugi Gizo. You install a small blaster inside of
Alternatively, if your Puppet Tool would be affected by
your Puppet, Armor, or Weaver Gloves that can be fitted
an effect that would normally trigger a jutsu with a
with either oil or water to launch a blast of fire or water
casting time of 1 Reaction if you were affected by the
respectively. Choose one of the following options; You
effect, you can cast that jutsu, affecting the Puppet Tool
can select this upgrade a second time to gain the other
as well as yourself.
option. You can use this upgrade a number of times equal
If you cast a Bukijutsu, your Puppet must be equipped
to half your Proficiency Bonus per long rest. X is equal to
with a weapon that satisfies the jutsu's components.
your Proficiency Bonus.
Taijutsu and Bukijutsu can use the Puppet's casting
statistics. • Fire Ray. Ranged Weapon Attack: Range 120ft, one
target. Hit: Xd4 + Nin/Tai/Gen ability modifier in Fire
OBSERVANT GAZE damage. On a roll of a 18-20, inflict 1 rank of Burned
Techniques: Blue, Green, Red, Perfect
until the end of the creature's next turn. This weapon
The eyes/sensors of your Puppet Tool are able to move
can be refilled before resting by finding a source of oil.
quickly to analyze an incoming threat. When your • Water Ray. Ranged Weapon Attack: Range 120ft, one
Puppet Tools take the Read the Enemy action, they can
target. Hit: Xd4 + Nin/Tai/Gen ability modifier in Cold
use your skill proficiencies for whatever checks they
damage. On a roll of a 18-20, inflict 1 rank of Chilled
require, and spread any benefits they would receive to
until the end of the creature's next turn. This weapon
you, and any allies within 5 feet of them.
can be refilled before resting by finding a source of
If you take the Read the Enemy action, all of your
water, that does not come from a jutsu.
Puppets always gain its benefits.
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ARMORY : NEEDLE W AVE allied creatures within 30 feet of it. This effect persists
Techniques: All, Perfect as long as the allied creature remains within 120ft of
You fit your Puppet Tool, Armor, or Weaver Gloves the Puppet Tool. This lasts for 1 hour, or until your
with a senbon launcher that can fire eight waves of Puppet Tool enters combat.
Senbon with incredible speed, and with high precision.
ELEMENTAL INTEGRATION
As an action, your Puppet Tool can fire the Needle Wave,
Techniques: Black, Blue, Green, Purple, Red
either at a specific target or in a wide area of effect.
Prerequisite: You must have at least one Nature Release.
Choose one of the following attack types. Damage rolls
You construct your Puppet with special fibers/rods to
with this weapon ignore up to 5 DR on each affected
conduct elemental chakra better. Upon taking this
target. This upgrade can be taken multiple times, once
upgrade, select one nature release you possess. Your
per each Puppet Tool.
Puppet now appears to visually generate this release
This upgrade relies on the ammunition property. Each
while in use (Ex. Wind causes gusts to appear around the
time this upgrade is used, roll for your ammunition as
puppet, Earth manifests as dust/sand/debris, Fire makes
normal. Once you run out of ammunition, you cannot
tiny cinders, etc) and your puppet gains resistance to
use this upgrade again until you complete a long rest.
your element's damage type (water =cold) and immunity
• Single Target: Ranged Weapon Attack: Range 80ft, to its condition. (Earth=Bruised, Wind= Dazed,
one target. Hit: Xd12 + X piercing damage. X equals Fire=Burned, Water=Chilled, Lightning= Shocked).
half your Proficiency Bonus, rounded up. If you’ve chosen earth or water release your puppet is
• Multi-target: Ranged Area Attack: Dexterity Saving now classified as either a Quake Shard or a source of
Throw, 40ft Cone. Success: Half damage. Fail: Xd6 water respectively for allied creatures within 20ft of it in
piercing damage. X equals your full Proficiency Bonus. regards to jutsu only.
At Later Levels: You can select this upgrade as a Silver
CHAKRA D RAINING M ECHANISM
tier upgrade if you also have a second nature release. If
Techniques: Black, Blue, Green, Red
you do, your Puppet Tool now gains this Upgrade's
Your puppet is equipped with an absorbing seal meant
benefits for two nature releases.
to drain the energy from its enemies. As an action, while
your Puppet is grappling a creature it can attempt to ENHANCED D URABILITY
drain the creature's chakra. The creature must succeed Techniques: All
on a Constitution saving throw or lose 5d6 chakra. You You specialize in higher quality materials to improve
regain the amount of chakra they lost as chakra for the durability of your Puppet Tools. This Upgrade
yourself. You can use this upgrade a number of times changes depending on your chosen technique;
equal to half your Proficiency Bonus, per long rest. • Black/Blue/Green: Increase the hit points of your
At Higher Levels: You can take this Upgrade using a Puppet Tool by +10. For each level after 2nd level,
higher tier Upgrade slot. For each tier after Bronze, increase your Puppet's hit points by +2. You can take
increase the chakra drained by 1d6. this upgrade multiple times, once for each puppet tool
CHAKRA REGULATORS you have.
Techniques: Green, Purple, Red, White, Perfect • Purple: Your armor gains a +1 bonus to its AC
You install more chakra conducting material within calculation, and increases the Reinforced property by 3
your Puppets. Treat the Chakra Control skill as being • Red: Increase the hit points of all of your Puppet Tools
chosen for the Generalized Skill feature, and your Puppets by +5. For each level after 2nd level, increase their hit
no longer have disadvantage on checks to maintain points by +1.
concentration. • White: Increase your hit points by +1 for each level you
For those who practice the Purple or White have in this class. If your Weaver Gloves are ever
techniques, gain a +1d4 bonus to concentration checks removed, you lose this increase to your maximum hit
while wearing your Juggernaut Armor or Weaver Gloves points, though this cannot cause you to go below 1 hp.
respectively. Gain this bonus automatically if this
upgrade is chosen as a Perfect upgrade.
INTEGRATED S IGHT MECHANISM
Techniques: Black, Blue, Green, Red
CHAKRA S EALING T RAP You fit yourself and your Puppet Tool with a visual
Techniques: Black, Blue, Green, Red, Perfect connection mechanism. As an action on your turn, you
Your Puppet Tool is fitted with a device that allows it can blind yourself to your surroundings in order to be
to suppress the chakra of others, as well as its own. This able to see through your Puppet Tool's vision, gaining
upgrade can be used offensively or supportively. Once any special sight your Puppet Tool has, but losing any
you have used this upgrade you cannot use it again until you have yourself. You can maintain this visual
you take a rest. This ends early if your Puppet reaches 0 connection for up to 1 minute, or you can end it early as a
hp. Alternatively, this upgrade can be activated without Bonus Action on your turn.
taking a rest by spending 6 chakra.
Offensively: Your Puppet Tool emits a 30-foot JUTSU S PECIALIZATION
destabilizing aura for 1 minute. When a hostile Techniques: Black, Blue, Green, Red
creature within range would cast a jutsu, it must make You install a mechanism to enable your Puppet Tool to
a Constitution saving throw. On a failed save, they utilize jutsu. Your Puppet Tool gains access to two D-
spend an additional amount of chakra equal to half the Rank Ninjutsu, Taijutsu, or Bukijutsu that you know,
cost of the jutsu. Creatures who fail by 10 or more by once knew, or that one of your allies knows (as long as
double the cost. you can access the same keywords). The jutsu learned
Supportively: As an action, your Puppet Tool performs must have a casting time of 1 action, Bonus Action, or
the Suppress Chakra Skill Based Action, using your Reaction, and a duration of instant (Bonus Action jutsu
chakra control bonus, with a +1d4 bonus. When your use the Puppet's action to cast). You can change the jutsu
Puppet Tool does this, it suppresses the chakra of all the Puppet knows on a long rest.
181
For those who follow the Red or Green Technique, ARMORY : OVERDRIVE
Puppets that acquire this upgrade can also learn Techniques: Black, Green, Purple
Ninjutsu or Genjutsu, with a maximum duration of 1 An armament first crafted by the renowned puppet
minute. Your Puppet Tool has disadvantage on master, Kaito Sarutobi. You build special structures for
concentration checks, and shares your concentration your puppet to handle more demanding manipulations.
slots. Using your action, you can overcharge your puppet with
All jutsu your Puppet Tool casts uses your chakra. For chakra.
Ninjutsu and Genjutsu, it uses either your or its own For the next minute, its speed is increased by +30, it
Ninjutsu and Genjutsu ability modifier to calculate its gains a +2 bonus to AC, it has advantage on Dexterity
Ninjutsu and Genjutsu attack bonus and Save DC saving throws, and it gains an additional action on each
respectively. Taijutsu and Bukijutsu use only the of its turns. That action can be used only to make a single
Puppet’s statistics for calcuating its Taijutsu attack weapon attack, or take the Dash, Disengage, Hide, or Use
bonus and Save DC. an Object action. Once you use this upgrade, you cannot
This upgrade can be taken multiple times, either use it again until you complete a long rest. If you are
giving it to the same Puppet Tool for it to gain 2 more incapacitated, this upgrade ends early.
jutsu of a rank attributed to the upgrade tier, or to a
different Puppet. CHAKRA CANNON
At Later Levels: You can take this upgrade as a Silver, Techniques: All
Gold, or Platinum tier upgrade to grant your Puppet Tool You craft a cannon into a part of your puppet meant to
access to jutsu up to C-Rank, up to B-Rank, or up to A- channel your chakra into a single blast of destructive
Rank. power. As an Action, it can spend 15 of your chakra to
unleash a 60-foot line, 5-foot wide beam of pure chakra
LONG D ISTANCE RELATIONSHIP in a direction of your choice. Each creature caught in the
Techniques: Black, Blue, Green, Red line must make a Dexterity saving throw, taking 12d12
Your strings can command your Puppet Tool from force damage and being knocked prone on a failed save.
much farther. Double the distance your Puppet Tools can Or no damage on a successful save or effects.
be from you.
DEPLOYABLE S HIELD
TAG-TEAM Techniques: Black, Red
Techniques: Blue, Black, Red You integrate your puppet with a deployable shield, that
When you or one of your Puppets would cast a jutsu allows for cover at a moment’s notice. As an action you
with the Combo keyword, the other or one of your other can command your puppet to deploy this shield in all its
puppets, can target one affected creature with a jutsu glory. This shield has a number of hit points equal to 5
with the Finisher keyword, in the other's stead, using a times your puppet master level and an AC of 23. This
Reaction. This does not allow you to cast multiple shield is 15 feet wide, 1 foot thick, and 5 feet tall.
Finishers as Finishers within the same round. Deploying the shield as an action grants creatures within
At Higher Levels: You can take this Upgrade using 5 feet of it three-quarters cover.
higher tier Upgrade slots. For each tier taken above Alternatively, this shield can be deployed as Reaction.
Bronze, when a Puppet would perform a Finisher in Deploying the shield as a Reaction grants creatures
place of another allied creature, increase the damage within 5 feet of it half cover. A shield deployed as a
dealt by +1d10. This damage can trigger once per round. Reaction is 5 feet wide, 1 foot thick, and 5 feet tall but
If taken using a Gold tier Upgrade slot, your Puppets can maintains the same hit point and AC statistics. This
perform Finishers in place of any allied creature within shield can be deployed twice per short rest.
15 feet of them.
SILVER TIER
ARMORY : D EAFENING S PEAKER
Techniques: All
A weapon first created by Kurayami Nara. You craft a
chakra fueled speaker into your Puppet Tool. Your
Puppet Tool as an action can spend 6 chakra to release a
15-foot radius or 15-foot cone (pick one) of deafening
sound. All creatures within range must make a
Constitution saving throw, taking 6d10 force and
becoming Deafened on a failure, or half damage and no
effects on a success. A creature deafened by this upgrade
remakes the saving throw to remove the deafened
condition at the end of each of their turns. Creatures who
fail their saving throw by 7 or more are Stunned until the
start of their next turn.
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EXPANDED PUPPETRY GOLD TIER
Techniques: Black, Green, Red ACCUMULATED S TRENGTH
You have decided that more is better. You craft an Techniques: Blue, White, Perfect
additional Puppet. All Puppet Tools you create share a You have begun to see the strings that tie the world
single Reaction (unless otherwise specified), but each itself together, expanding your brain to adjust these
Puppet has its own action. When you craft a new Puppet strings to new possibilities. As a Bonus Action you can
Tool, you must redistribute your upgrades and Ability connect your strings to inanimate object(s) to increase
Score Improvements between both of your Puppets. your striking power.
Depending on your chosen Puppet Technique, this Make an Intelligence (Chakra Control) check based on
upgrade's effects change; This upgrade can be taken an the size of the object; small 10, medium 15, huge 20,
additional time (up to 2 times total). gargantuan 25 on a success you coalesce the mass into a
• Black/Green: Each new Puppet crafted increases one weapon you can use. When you or someone connected to
ability score by +2. (For those who follow the Green your strings would make a melee attack you can
technique, you cannot have more than one embolden it with your object(s), increasing the damage
Matryoshka). by an amount of die equal to the size, +1 small, +2
• Red: Each Puppet crafted is treated as gaining an equal medium etc. you can do this twice per round.
number of Ability Score Improvements, negating the You can maintain this mass of object(s) for a number
need to redistribute their ability scores. of rounds equal to your Proficiency Bonus. Each
application of extra damage as a result of this upgrade
EXPLODING PUPPET MECHANISM reduces the duration by 1 round. If you can no longer
Techniques: Black, Blue, Green, Purple, Red maintain this mass of objects(s) becomes too heavy to
Prerequisite: For those who practice the Purple bear and falls into an unusable glob of debris.
technique, your Armor Type must be a Steel Fortress.
You rig your puppet to explode in the event it is
ARMORY : BEHEADER’S BLADE
Techniques: All
destroyed to deal significant damage. When your puppet
A macabre upgrade first invented by the eccentric
tool is reduced to 0 hit points, the tags attached to it
Puppet Master Yu Igarashi. It uses one's own lifeforce to
explodes. Each creature within 30 feet of the puppet tool
enhance the user or their puppet's power. As a Bonus
must make a Dexterity saving throw, taking 15d4+15 fire
Action, you can activate this upgrade. When you do,
damage on a failed save, or half as much on a successful
select one of you or your puppet's melee weapons, losing
one. Once this happens the puppet and all its parts are
Hit Points equal to the weapon's damage + 2d8,
destroyed beyond repair.
transforming it into a large, bloody scythe, and gaining
For those who practice the Purple technique, you eject
the following benefits for 1 minute;
yourself 45 feet away from your Armor when you use
this upgrade. • This weapon deals an extra 2d8 necrotic damage,
twice per turn.
FORCE OF WILL
• The weapon's reach is increased by 5 feet.
Techniques: Blue, Green, Purple
• Attacks made with the weapon have a +1 to attack and
Your force of will continues to fuel your Puppets to
damage rolls.
battle even as your mind weakens and your body begins
• Once per round, when the wielder of the weapon
to wither. If you fall unconscious while commanding
scores a critical hit, the target must succeed a
your Puppet Tools, your Puppet Tools are still able to act
Constitution Saving throw or be stunned until the end
as if you were commanding them. You also do not need
of their next turn.
to make death saving throws at the start of each of your
• When a creature would be reduced to 0 hit points by
turns until all of your Puppets reach 0 hit points.
this weapon, they immediately die, being beheaded
For those who practice the Purple technique, this
and unable to be revived by any means short of an S-
upgrade can also apply while wearing your Juggernaut
Rank jutsu.
Armor, granting you the ability to continue moving and
taking actions on your turn, though you are unable to ARMORY : MIRAGE D ISC
cast jutsu not granted by an upgrade. If you also have the Techniques: All, Perfect
Juggernaut Slayer upgrade, this upgrade can trigger An upgrade that twists the perception of one-self to
after that upgrade ends. strike fear into the hearts of their enemies. Created by
HOVERING MECHANISM the mysterious puppet master, Sara. On your turn, you
Techniques: Black, Blue, Green, Purple, Red, Perfect may activate this upgrade. When you do, sound waves
You add a mechanism to allow your Puppet Tool to fly. begin to emit from this upgrade, distorting the
How exactly your Puppet Tool's mechanism appears is appearance of Puppet Tool/Juggernaut Armor/You for
up to you. Your Puppet Tool gains 30 feet of flying speed. the duration, making the one with this upgrade look
If your Puppet already has a flying speed, increase its absolutely terrifying.
flying speed by +20 feet. Effects that would multiply At the start of each of your turns, all hostile creatures
your movement speed, such as the Dash action, multiply within 30 feet of the one with this upgrade must make a
your Puppet's flying speed as well. Charisma saving throw at disadvantage. On a failed save,
For those who practice the Red Technique, two Puppet they gain 1 rank of Fear against them for the duration of
Tools gain the benefits of this upgrade when you acquire this upgrade. Creatures with Chakra Sight, or True Sight
it. do not roll at disadvantage. The one with this upgrade
For those who practice the Purple technique, if your gains extra benefits against frightened creatures
Juggernaut Armor is Weaved Mail or a Wooden Suit, • 1+ Ranks: +2 to damage rolls, per rank of Fear.
increase the flying speed by +10 feet. If it is a Steel • 2+ Ranks: You and your Puppet Tool have advantage
Fortress, decrease the flying speed by -10ft. on a number of attacks against a particular frightened
creature, per round, equal to their ranks of Fear.
183
• 3+ Ranks: Creatures make saving throws against you &
your Puppet with a penalty equal to half their Fear
ranks.
You may use this upgrade for up to 10 minutes per long
STUBBORN TARGET
rest and can deactivate it early as a bonus action.
Techniques: Black, Blue, Green, Red
EXPANDED FRAME Prerequisite: Quickfooted
Techniques: Black. Blue, Green, Red Your Puppet Tool instinctively knows how to protect
Prerequisite: Enhanced Durability itself from danger. When your Puppet Tool would make a
You reinforce and expand your Puppet Tool's frame. saving throw against a jutsu-based area of effect, it can
Your Puppet increases its size category by one, up to a choose to automatically succeed the saving throw,
maximum of Large. The Puppet gains advantage on suffering no damage or effects. A Puppet Tool can
Strength checks and Strength saving throws, and gains 5 benefit from this upgrade twice per rest. You can take
damage reduction against all damage types, excluding this upgrade multiple times, once for each Puppet Tool
fire. Additionally, if your Puppet is large after taking this you have.
upgrade, it increases the damage die of its weapons (and
upgrades) by +1.
THUNDERING MIGHT
Techniques: Black, Blue, Green, Red
You can take this upgrade multiple times, once for
Prerequisite: Destructive Habits
each Puppet Tool you have.
Your puppet can leverage its increased size and chakra
PERFECT S IGHT infused nature to unleash a crushing stomp of chakra,
Techniques: Black, Blue, Green, Purple, Red when it brings its weight down. Your puppet tool can
Prerequisite: Eye Lights replace any attack made with the attack action with the
You improve upon the light mechanisms within your Chakra Pulse Ninjutsu using your level and save DC.
Puppet's eyes. You can choose to double the areas of both Your Puppet can also attack twice, instead of once,
sources of light when your Puppet uses the Eye Light when it takes the attack action.
upgrade. Regardless of whether it is active, your Puppet
Tool can use your skill bonuses for Search action checks, U NDYING FORM
and also has advantage on Search action checks. Techniques: Black, Blue, Green, Red, White
Once per rest, on your turn (no action required) you Prerequisite: Countermeasures
can allow yourself to see through both your Puppet You install a tiny electronic device that surges your
Tool's perspective and your perspective simultaneously. Puppet Tool (or you if you practice the White Technique)
If either of you can see the other, you are both immune with chakra to restabilize itself. At the start of your next
to being surprised, blinded, and dazzled, and the first turn after they fell to 0 hit points, they can make a
attack roll made against either of you per turn is at Constitution saving throw against a DC equal to half the
disadvantage. This effect lasts for 1 minute or until you damage remaining after they fall to 0 hit points. On a
dismiss it on your turn. If you dismiss it early, you can success, they revive at 1 hit point instead.
reactivate it again later. For those that practice the White technique, you have
a +1d6 bonus to death saving throws for the next 3 death
saving throws you make after this upgrade activates.
Once this upgrade activates it cannot activate again until
you take a long rest.
184
COOKING-NIN CREATING A COOKING-NIN
An Akimichi at a fireplace, watching over his stew as it boils When creating a Cooking-Nin, think about your
and bubbles. A smile spreads across his face as he pulls out characters background and drive to be a shinobi. Does
an empty bowl, and pours some food inside. the character have a rival? What drove your character
His allies look at him in utter confusion. “It took you all of down the path of cooking? Is it about curiosity and
10 minutes to make that, are you sure it’s done?”, the female experimentation? Did you have a master or is it a family
asks. “Trust me” the cook says with a smile. She drinks it tradition?
down and remarks “I guess it was fine…Wait, do you hear Consider how your character interacts with the world,
that?”. Weapons and attacks of all types come flying from and what they represent. Consult your DM regarding
the surrounding area. The female team mate is able to brigades, guilds, or societies your character might
dodge or deflect the litany of attacks while saying “I have belong to.
never moved this fast before.”, the cook draws his blade with
a grin and says “It’s the salt, added a bit of pep to your step.” QUICK BUILD
These shinobi, different as they might be, are connected You can make a Cooking-Nin quickly by following these
by one common factor: Cooking. While not a form of combat suggestions. Make your highest ability Intelligence,
or even defense, Cooking-Ninja’s have a special place within followed by Constitution or Dexterity. Second choose
the ranks of the shinobi world, they occupy a special role on Akimichi, Uzumaki, Nara, or Non-Clan.
teams and within squads as the teams primary support and
secondary healer in some cases.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize food and other edible items to
allow them to support and protect them team in a variety
of unique ways. This class was almost entirely designed
by @Have a nice day Please#2982, also known as
@Habdu.
185
CLASS FEATURES COOKING TOOL INFUSION
As a Cooking-Nin, you gain the following class features. Beginning at 1st level, you learn to infuse a myriad of
cooking tools with chakra, allowing them to be used in
HIT POINTS combat.
Hit Dice: 1d8 per Cooking-Nin level You gain a Cooking Tool: a frying pan, or other item of
Hit Points at 1st Level: 8 + your constitution modifier your description that fits your personal way of cooking.
Hit Points at Higher Levels: 1d8 (or 5) + your You are proficient in cooking tools. Your cooking tool
Constitution modifier per Cooking-Nin level after 1st. deals damage equal to your Cooking Dice and you can
choose to use Intelligence in place of Strength when
CHAKRA POINTS determining your attack and damage rolls. creatures that
are not proficient with a cooking tool, cannot use their
Chakra Dice: 1d10 per Cooking-Nin level
features.
Chakra Points at 1st Level: 10 + your constitution
As this is your weapon, you get to customize it in a
modifier
variety of ways. At 1st level you can choose a damage
Chakra Points at Higher Levels: 1d10 (or 6) + your
type between Bludgeoning, Piercing or Slashing and one
Constitution modifier per Cooking-Nin level after 1st.
following properties:
PROFICIENCIES • Blocking
• Hidden
Armor: Light armor, Medium Armor
• Thrown (45/90)
weapons: Simple weapons
• Unarmed
Ninja Tools: Cooking Kit, Poison Kit
• Deadly
saving throws: C onstitution, Charisma, Intelligence.
Skills: Survival, Choose three from Athletics, At 6th level, your Cooking Tool gains an additional
weapon property of your choice:
Crafting, Deception, History, Insight,
• Light (You also gain an additional Cooking Tool, which
Intimidation, Investigation, Medicine, Nature,
is an exact copy of this Cooking Tool, and may only be
Perception, Sleight of Hand
used while wielding this Cooking Tool)
EQUIPMENT • Lethal 2
• Returning (This can only be taken if your Cooking Tool
You start with the following equipment, in addition to
the equipment granted by your background. If you select has the Thrown Property)
a ranged weapon you also gain 1 Stack of ammunition: • Critical
• Trip, Disarm, Grapple
• (a) Padded Cloth or (b) Combat Jacket
• One Simple weapon At 11th level, your Cooking Tool gains an additional
• (a) One Kunai Stack or (b) One Shuriken Stack weapon property of your choice:
• Cooking Tools, Flash Tag, Paper Bomb • Reach 3
• Multiattack
JUTSU CASTING • Tactical
• Critical 2 (This can only be taken if your Cooking Tool
NINJUTSU has the Critical Property)
SHINOBI SNACKS
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + At 1st level, when you would take a short or Long Rest,
your Intelligence modifier you can create a number of Shinobi Snacks equal to your
proficiency bonus plus your Intelligence. These Snacks
GENJUTSU are of any design of your choice, but they contain secret
Genjutsu save DC = 8 + your proficiency bonus + your ingredients that bestow a multitude of different effects.
Wisdom modifier (your choice) When you create a Snack, it contains the special
Genjutsu attack modifier = your proficiency bonus + properties of one secret ingredient and maintains its
your Wisdom modifier (your choice) potency for 24 hours or until your next Rest, which
causes it to spoil, losing its ability to impart its special
TAIJUTSU effect.
Most Snacks will utilize a special die called a Cooking
Taijutsu save DC = 8 + your proficiency bonus + your
Dice, which starts as a d4. This die grows in size as you
Strength modifier
gain levels in this class, which can be found on the
Taijutsu attack modifier = your proficiency bonus + your
Cooking-Nin class table, in the Cooking Dice column.
Strength modifier
Regardless, Snacks can only have one secret ingredient
at a time. You can then choose to distribute them among
yourself and willing and allied creatures. To consume,
you can spend an Object Interaction on your turn to eat a
Snack, or you can use your Bonus Action to feed the
Snack to someone else.
Finally, a creature cannot gain the benefit of more
than one Snack at a time. If a Snack has a duration of any
kind, a creature cannot gain the benefits of a second
Snack with a duration unless otherwise specified.
186
• Angry Peppers: This ingredient is hot to the touch.
FOOD FOR THE SOUL
The creature loses the ability to taste or smell for the
Starting at 2nd level, you have learned to nourish both
next hour. For the next minute, they increase the
the body and soul. Whenever you would complete a short
damage they deal with melee attacks by the result of
or Long Rest, select one ability score of your choice. All
the Cooking Dice, twice per turn. They cannot roll
willing allied creatures gain Advantage on their first
lower than your current charisma modifier.
•
Ability Check and saving throw that uses the chosen
Banana Slama: For a number of rounds equal to the
ability score.
result of your Cooking Dice, you become immune to a
TOOL EXPERTISE
condition that you are not currently inflicted with.
• Black Peppers: The creature gains a bonus to speed
equal 10 x the result of your Cooking Dice for the next Beginning at 3rd level, select one skill and one Ninja Tool
minute. that you are proficient in. You gain Mastery in the
• Chakra flowing Crème: The creature gains temporary chosen skill and tool.
chakra equal to the result of your Cooking Dice. The
result cannot be lower than your Charisma Modifier ABILITY SCORE IMPROVEMENT/FEAT
• Hearty Sauce: The creature regains Hit Points equal to
When you reach 4th and again at 8th, 12th, 16th, and
the 3 times the result of your Cooking Dice. At 11th
19th, level, you can increase one ability score by +1, gain
level, the result cannot be lower than your Charisma
1 rank of Mastery in a skill you are proficient in, & a Feat
Modifier
of your choice that they qualify for. As normal you can’t
• Trail Mix: The creature of this snack may, for a
increase an ability score above 20 using this feature.
number of rounds equal to the result of your Cooking
Dice, use any Skill Action that requires an action, as a
bonus action.
• Salty Pesto: The creature may consume this Snack as a
part of rolling initiative. They gain a bonus to their
initiative equal to the result of your Cooking Dice.
• Sodium Rocks: The creature adds the result
of your Cooking Dice to their next saving
throw. Credit: Antilous Chao on Artstation
• Spicy Curry: The creature adds half the
result of your Cooking Dice to their next
attack and damage rolls.
• Sushi Rice: The creature gains a bonus
to their swim speed, and movement
speed while running on water, equal
to 5 x the result of your Cooking Dice
for the next minute, you also gain the
ability to breath under water for the
next hour.
• Guava Juice: If used within 4 hours of
taking a short or Long Rest, the
creature can remain awake and
energized, and still gain the benefits of
the short or Long Rest without
requiring sleep. A creature who
attempts to gain this benefit twice
within a 24-hour period immediately
fall asleep and remain so for 16 straight
hours, unable to be awoken until they
complete this ingredient induced sleep.
• Veggie Paste: The creature chooses two
damage types, gaining resistance to one
and vulnerability to the other one, for a
number of their turns equal to the result
of your Cooking Dice.
COOKING STYLE
Beginning at 2nd level, you select a Style of
cooking that’s fits your niche. You try to
emulate this style of cooking to better assist
your allies or yourself. Your focus grants you
features at 2nd level and again at 5th, 9th,
13th and 17th levels. Alongside this style, you
learn additional secret ingredients which can
be infused into your Shinobi Snacks
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WANDERING AROMA IRON STOMACH
At 7th level, when a creature would eat one of your Beginning at 10th level, you have dealt with your fair
Snacks you may, as a Reaction, activate one of your share of rotten or out-of-date food. You can identify
Auras, centered on them, for the duration of the Snack. poisonous food or drink from a glance along.
Auras have a range of 15ft, and a creature can only You also gain advantage on saving throws made to resist
benefit from one Aura at a time. the envenomed condition.
You may activate an Aura in this way number of times Beginning at 14th level, your allies have also
per long rest equal to your proficiency bonus. experienced a series of different dishes of your make and
Additionally, starting at 13th level, the result of your have developed a refined pallet. Whenever an allied
Cooking Dice, when used as a part of an Aura, cannot be creature would complete a rest of any type while within
lower than your charisma modifier. 30 feet of you, they gain advantage on saving throws
• Bolstering Scent: Allied creatures who enter, or start made to resist the envenomed condition for the next 8
hours.
their turns within, this Aura gain, or increase their
PEERLESS TASTE
current, THP equal to the result of your Cooking Dice
(rounded up), until the start of their next turn.
Additionally, when you activate this Aura, choose 1 Beginning at 20th level, you have learned to create
damage type when you activate this aura, which the perfect dishes and unmatched flavors. When you would
THP granted by it is resistant to. gain the benefits of Shinobi Snacks as a result of a rest,
• Enraging Scent: Allied creatures who enter, or start the first time a creature would gain the benefit of a snack
their turns within, this Aura, increase the next damage per rest, they gain the following bonus effects.
they deal until the end of their turn, with an attack, by • User regains hit points equal to twice the result.
your Cooking Dice + half your charisma modifier, once • User gains temporary chakra points equal to twice the
per Turn.
result.
• Motivating Scent: Allied creatures who enter, or start
• User gain a +2 bonus to AC for the next minute.
their turns within, this Aura increase their skill checks
• User gains advantage to all saving throws they do not
by half the result of your Cooking Dice until the start
have proficiency in for the next minute.
of their next turn. Additionally, while benefiting from
• User gains an additional Bonus Action on each of its
this Aura a creature cannot have disadvantage on
turns for the next minute
saving throws. Finally, once per Aura activation, they
may increase one saving throw they make by half the
average result of your Cooking Dice.
• Rallying Scent: Allied creatures who enter, or start
their turns within, this Aura increase their movement
speeds by +15 feet and, when they would enter difficult
terrain for the first time while benefiting from this
Aura, they ignore your Cooking Dice x 5 feet of
difficult terrain, until the start of their next turn.
Additionally, while benefiting from this Aura, they
cannot be moved or teleported against their will.
188
COOKING FOCUS Starting at 6th level, your cooking tool gains one
additional weapon property of your choice;
EXPERT COMBATANT
• Elemental Spit: When you would make a Taijutsu or
weapon attack against a creature, using this cooking
Your combat training has allowed you to use your
tool, you can as a Reaction spit an elemental salve onto
cooking tools in ways that others could never even
your weapon, changing the damage to lightning, fire,
dream of.
earth, or cold, and increasing the attacks damage by
Beginning at 2nd level, choose one martial or simple
2d10, 3d10 at 7th level, or 4d10 at 14th level.
weapon, your Cooking Tools are considered to be this
weapon for the purpose of Bukijutsu, including fulfilling Beginning at 11th level, your cooking tool gains one
keyword requirements. additional weapon property of your choice;
190
ENTREMETIER CHEF • Proscuitto Bushetta: If used as a part of initiative, the
creature adds the result of your Cooking Dice to their
Cooking-Nin who focus on becoming entremetier learn
initiative check and gain a bonus to speed equal to 5 x
to cook with different soft and hard doughs and move
the result until the end of their first turn in combat. If
with unmatched speed as they do so.
used at any other time increase their current initiative
BONUS TOOL INFUSION: SKEWER half the result of your Cooking Dice against the
selected creature, until the end of the chosen
You gain a second Cooking Tool Infusion weapon,
creature’s second turn in combat. If used at any other
following the same structure as your original one, but
time, they can add half the result of your Cooking Dice
with some custom unique features. You gain a cooking
to their next weapon attack.
tool; this Weapon is light and easy to use not slowing
• Spicy Bocconcini: If used as a part of initiative the
you down at all.
creature gains one additional Reaction, total, which
At 2nd level, you can choose a damage type between
can be used as normal for a number of rounds equal to
Bludgeoning, Piercing or Slashing and one following
half the result of your Cooking Dice. If used at any
properties. your cooking tool deals damage equal to your
other time, the creature instead gains temporary hit
Cooking Dice and you can also use Intelligence in place
and chakra points equal to the result.
of Strength when determining your attack and damage:
• Hot Cocoa: If used as a part of initiative the creatures
• Light.
body becomes hot to the touch, from the pure speed of
• Charge: When you take the Dash Action, you may until
their movements. The creature gains resistance to fire
the end of your Turn, as a Bonus Action, make an and wind damage, and Inflicts a number of Ranks of
attack with this cooking tool, at Advantage. Bleed and Burned equal to half the result of your
• Speed Demon: You gain +10 movement speed and, cooking dice on the first creature they damage before
when you move at least 10ft in a straight line before the end of their first turn. If used at any other time,
making an attack, deal an extra 1d8 damage with this the creature instead can reroll their initiative, adding
cooking tool, once per creature, up to thrice per turn. the twice to the result of your Cooking Dice and
Starting at 6th level, your Cooking Tool gains an treating this turn as if it were their first this combat.
additional weapon property of your choice;
• Critical Draw: During the first round of combat your
FIRST IN LINE
Beginning at 5th level, you learn to become ready at a
melee weapon attacks score a critical hit on a roll of 17 moment’s notice. Whenever you would roll initiative add
or higher on any creature that hasn't acted this a +5 to your result. Starting at 11th level, this becomes a
combat. +10. You also have Advantage on attacks against
• Archdemon Speed: You gain +15 movement speed and,
creatures that have not acted this combat.
when you move at least 20ft in straight line before
making an attack, deal an extra 1d10 damage with this SPEEDY AURA
cooking tool, once per creature, up to thrice per turn. At 9th level, your snacks speed enhancing effects extend
• Precision: Increase the attack and damage rolls of to their aroma, granting you an additional Aura. You may
attacks you make, with this cooking tool, against activate this Aura once, then twice at 14th level, per Long
creatures who haven’t acted this combat by +2. Rest without spending a use of your Auras.
Beginning at 11th level, your Cooking Tool gains one • Expediting Scent: Allied creatures who enter, or start
additional weapon property of your choice; their turns within, this Aura gain the benefits of the
• Punish Draw: During the first round of combat, when disengage action, and have advantage on saving
you would damage a creature who hasn’t acted this throws as a result of entering or starting their turns
combat, with this cooking tool, they have within an area, until the end of their turn.
Disadvantage on saving throws, and other creatures Additionally, when you eat a Snack as a part of rolling
have Advantage against them, until the start of their Initiative, you may activate this Aura as a reaction,
turn. giving each creature, of your choice, within the Aura
• Goddemon Speed: You gain +10 movement speed and, advantage on their Initiative check.
when you move at least 30ft before making an attack,
you deal an extra 1d12 damage with this cooking tool, SET THE TABLE
once per turn, up to thrice per turn. Beginning at 13th level, you’ve mastered the art of
• Weakness Exploit: During the first round of combat, preparation. When you take a Ready Action, you
the first creature who you would critically hit, with can choose to ready a Bonus Action, or an
this cooking tool, who hasn’t acted this combat, Action.
cannot benefit from DR, THP, or resistance, against You can choose to forgo spending a
the damage you deal Reaction to trigger your Ready Action, at the
cost of 1 Snack.
SWIFT SNACKS
When you choose this Focus beginning at 2nd level, you BEFORE ALL
learn to cook with additional secret ingredients that can Beginning at 17th level, Once per rest, you
be used with your Shinobi Snacks class feature. All can choose to add a +20 to your
Snacks granted by this subclass can be taken as both a initiative score. You can choose to do
Free Action on your turn or as a part of initiative, when this before or after rolling initiative.
you would make an Initiative roll.
191
Credit: Kidcurious on DeviantArt
PATISSIER CHEF • Take the lead: You may, as a Reaction give a creature
an additional Reaction, until the end of the current
Cooking-Nin who become Patissers focus on creating
turn.
sugary pastries that fill your allies with a healing delight. • Pat on the Back: As an Action, you may instead target
SWEET SMELL
a willing teammate within your cooking tools range
and give them a pat on the back, infusing chakra
When you choose this Focus beginning at 2 nd Level, your
through your weapon into them. The creature gains a
constant experimentation with sweet flavors, has left
number of Temporary Hit Points equal to triple your
you with an overpowering and unique scent. Once per
Cooking Dice. You can only use this feature a number
hour, you gain advantage on your first charisma-based
of times equal to your charisma modifier per Long
skill check against a creature who has eaten a snack, or
Rest.
other food you’ve created, in the last hour.
FLUFFY SNACKS
COOKING TOOL INFUSION: LADLE Also, at 2nd level, you learn to cook with additional
You gain a second Cooking Tool Infusion weapon, secret ingredients that can be used with your Shinobi
following the same structure as your original one, but Snacks class feature.
with some custom unique features. You gain a cooking
• Strawberry Vanilla Bean Paste: This sweet sauce
tool, something big, cool, and protective.
enhances your Snacks flavor. A creature can consume
At 2nd level, you can choose a damage type between
this Snack as a Reaction when you would take damage.
Bludgeoning, Piercing or Slashing and one following
When you do, you reduce the triggering damage by the
properties. your cooking tool deals damage equal to your
result by 4 times your Cooking Dice.
Cooking Dice and you can also use Intelligence in place
• Lemon Tart: This tangy sauce sours your Snacks
of Strength when determining your attack and damage
flavor. The creature can consume this Snack as a
rolls:
Reaction when they take damage from a creature
• Blocking
within 5 feet of them, bouncing the attacking creature
• Healing Focus: While you are holding this Weapon you back a number of feet equal to 5 x the result of your
can charge your healing through it, when a creature cooking dice.
would recover Hit Points from a Jutsu or feature you • Passionfruit: A creature can consume this Snack as a
use, they recover extra Hit Points equal to your Reaction when you would be reduced to 0 Hit Points,
Cooking Dice. they are instead reduced to 1, and then regain Hit
• Standing Leap: As a Points equal to the result of your Cooking Dice. A
Reaction to being attacked, while not wearing heavy creature can only gain the effects of this Snack twice
armor, you can move a number of feet equal 5 times per Long Rest.
your Proficiency Bonus, causing the attack to miss if • Orange Salt: The creature gains Hit Points equal to the
you move outside of its range. result of your twice the result of your Cooking Dice +
You may use this your charisma Modifier. You also gain Hit Points equal
feature twice per to half the result.
long rest.
• Wide Guard: When a creature within 10ft. of you would GOTTA DO THE COOKING BY THE BOOK
be the Target of an attack, or would make a Strength Beginning at 5th level, thanks to your desire to help
or Dexterity Saving Throw, you may, as a Reaction, others you have a natural knack for healing.
move up to them and give Disadvantage on the attack, You can learn any Jutsu with the Medical release that
and all attacks made by the attacking creature against recovers Hit Points, or gives temp Hit Points, and may
the creature you're defending, or Advantage on their use Charisma as your Jutsu Modifier for them. When you
saving throw, until the Start of your next Turn, or would heal a creature using Jutsu you may, as a part of
until they move more than 10ft. away from you. the same Action, feed them a Snack
192
SUGARY AURA
At 9th level, your snacks tooth-rotting sweetness extend
to their aroma, granting you an additional Aura.
You may activate this Aura once, then twice at 14th level,
per Long Rest without spending a use of your Auras.
• Super Sweet Scent: Allied creatures within this Aura
increase healing they receive by your Cooking Dice +
half your charisma modifier, once per turn.
SUGAR RUSH
Starting at 13th level, when a creature eats on of your
snacks, they gain a rush of energy. In addition to the
Snacks listed effects, the creature also gains an
additional Action on their next turn. This Action can be
used to make one weapon attack, dash, disengage, hide
or use an object. You can use this feature a number of
times per Long Rest equal to your charisma modifier
(with a minimum bonus of +1).
SWEET MIASMA
Beginning at 17th level, you gain an additional
benefit to your Charming Aura: Whenever a
hostile creature would attack a creature while
inside your aura, you may reduce their attack
roll by half the result of your Cooking Dice, once
per Round.
193
HERBALIST HERBAL SNACKS
When you choose this Focus beginning at 2nd level, you
Cooking-Nin who focus on becoming an Herbalist learn
learn to cook with additional secret ingredients that can be
about the wonders of using herbs and plants to enhance
used with your Shinobi Snacks class feature.
their foods with the power of natural ingredients.
• Indica Butter: When a creature consumes this Snack,
GASEOUS HAZE they gain the ability to release generate and release a
You may use Charisma in place of Wisdom for thick cloud of smoke as an Action on their turn. When
calculating your Genjutsu attack bonus and DC. they do, they release the cloud in a 30-foot cone,
originating from themselves. All creatures in the cones
BONUS TOOL INFUSION: PIPE range must make a constitution saving throw vs your
Beginning at 3rd level, you have augmented your body in Genjutsu save DC. On a failed save the targets become
such a You gain a second Cooking Tool Infusion weapon, intoxicated. An intoxicated creature is Envenomed,
following the same structure as your original one, but with Slowed, and Dazed for the next minute; the target can
some custom unique features. You gain a cooking tool, this remake the save at the start of each of their turns.
Weapon is some kind of smoking implement. When a creature uses this ability, they cannot do so
At 2nd level, you can choose a damage type between again until they consume another Snack using this
Bludgeoning, Piercing or Slashing and one following ingredient.
properties. your cooking tool deals damage equal to your • Sativa Juice: When a creature who consumes this
Cooking Dice and you can also use Intelligence in place Snack, they immediately end the Berserked, Charmed,
of Strength when determining your attack and damage Feared, Dazed and Weakened conditions.
rolls: • Hybrid Liquor: When a creature consumes this Snack
• Deep Breath: As a bonus action when you would cast a their body experiences a sudden euphoria, as they gain
Genjutsu with the inhaled keyword and a range other the 5 times the result of your Cooking Dice as
than Self, you can take a deep breath from your tool Temporary Hit Points for the next minute. While a
before blowing it out around you, the Genjutsu’s creature has temporary Hit Points granted by this
Range becomes a 15ft Radius Sphere centered on feature, they also cannot be Slowed or have their
yourself. movement speed reduced by any means.
• Conicoid Salt: A creature can only take this
• Didn’t Know You Was Chill Like That: This tool counts
as a Poison Kit, with 3 Charges, which it regains at the Snack when they would complete a Short
end of a Long Rest, for the purpose of casting Genjutsu Rest. When they do, they instead gain the
with the inhale keyword. benefits of a Long Rest. A creature can
• Herb In the Pipe: When you would take a Long or only gain the benefit of this
Snack once per Week.
Short Rest, you may choose two Jutsu with the Inhaled
Keyword of a rank that you can cast. While wielding
this Weapon, you may cast those Jutsu, once each,
reducing their Chakra Costs by half, unless they have
Special Cost.
194
REST AND RELAXATION
Beginning at 5th level you have found a
special strain of an herbal spice, that can
calm the aggressive tendencies of another
creature if needed, by simply burning it.
Alternatively, you can choose to burn it
during a Rest of any type, after which you
and all creatures who participated in the
same Rest gain additional benefits for the
next hour. These two abilities are named Rest
and Relaxation respectively.
195
FRY COOKS Starting at 6th level, your Cooking Tool gains an
additional weapon property of your choice.
Cooking-Nin who focus on becoming Fry Cooks
• Enhanced Oil: Whenever you cast a Jutsu with the
prioritize flavor over anything else. Their food, while
scrumptious, wears the body down overtime, and these Water release Keyword while this item is in your hand,
cooks utilize this to their advantage in battle. (This you may as a bonus action increase its DC by +1.
subclass was made by Blasteroid) • Acid Absorb: You can use Acid or any other oil-like
substance in the place of water when casting Water
WATER AND OIL, DO MIX release Jutsu, or creating an area of Acid. When you do
Starting at 2nd level, you learn exactly how to handle the so the Acid, or Jutsu’s, damage Dice Size is increased
dangerous endeavor of mixing water with hot oil. by +1
You gain the Water Nature release and can add Jutsu with • Acid Sting: Whenever you deal the Corroded condition,
this Water release Keyword to your Jutsu known list. You increase the damage to a D8 and increase the removal
also gain the ability to learn and cast Medical release Jutsu DC by +3, lastly it cannot longer be removed by going
but they must deal Acid damage. If you already have access into water.
to Water or Medical release Jutsu, you instead learn a Beginning at 11th level, your Cooking Tool gains one
combined number of Jutsu of these releases equal to half additional weapon property of your choice.
your Proficiency Bonus.
• Acid Explosion: When you cast a Jutsu with the Water
BONUS TOOL INFUSION release Keyword that deals Acid damage, you may,
You gain a second Cooking Tool Infusion weapon, twice per Long Rest, release a small, 15-foot Radius
following the same structure as your original one, but Sphere, cloud of Acidic haze that lasts until the end of
with some custom unique features. You gain a cooking your next turn. Allied creatures inside this haze treat
tool; this Weapon is a form of a pair of tight-fitting Fryer Water release Jutsu they cast as if there was a source of
Gloves. water nearby and reduce the cost of Jutsu with the
At 2nd level, this Weapon deals Acid damage and gains Water release Keyword by -2 (Min. half cost).
one of the following properties. your cooking tool deals • Acid Obliteration: When you would cast a Taijutsu
damage equal to your Cooking Dice and you can also use using this Weapon that deals Acid damage you can use
Constitution in place of Strength when determining your Constitution instead of its normal casting stat.
attack and damage rolls, lastly this Weapon starts out
with the Unarmed trait: FRIED SNACKS
When you choose this Focus beginning at 2nd level, you
• Convert: While holding this Weapon, when you deal
learn to cook with additional secret ingredients that can
cold or fire damage, you can change the damage type be used with your Shinobi Snacks class feature.
to acid, increasing the damage dice by +1, once per
• Cinnamon Fried Dough: When eaten, roll 1 Cooking
turn. If you use this ability on a Jutsu or feature that
would also give a condition, you can choose for the Dice, rerolling any 1s or 2s, taking the second result.
condition to instead become Corroded. Attacks made against the creature are made at
• Frying Fist: When you would deal damage with a Disadvantage for a number of attacks equal to half the
Taijutsu you can change the damage type to Acid and result.
• Deep Fried Takoyaki: After consuming this Snack, the
increase the damage dice by +1, once per turn.
• Fry Flip: When you cast a Jutsu with the Water release creature leaves behind a slippery coating of oil in each
Keyword you can fry and flip it, increase the range of space they pass, for a number of Turns equal to the
the Jutsu by 15ft and the damage dice by +1, once per result of your Cooking Dice, which lasts until the end
turn. of their next Turn. Whenever a creature attempts to
pass through a space coated in oil, they must make a
Dexterity saving throw vs your Ninjutsu Save DC. On a
failed save, the creature takes Acid damage equal to 1
Cooking Dice, falls prone and is coated in oil, causing
them to lose resistance to Acid and Fire damage, and
be coated in oil, unable to stand until they succeed a
dexterity saving throw, or the end of their next turn.
• Fried Rice: The creature can eat this Snack as a
Reaction, when they would make a saving throw. The
Credit: @-109h on Twitter
creature selects two saving throws. For a number of
rounds equal the result of your Cooking Dice, they add
half the result of 1 Cooking Dice to their chosen saves.
A creature can choose to select the same save twice.
When they do, they also gain Advantage to chosen
saving throw. creatures can only benefit from this
Snack twice per Rest.
• Tonkatsu Cutlet: When eaten, for a number of rounds
equal the result of your Cooking Dice, the creature
gains an extra Bonus Action on each of their turns,
which can only be used to take make an unarmed or
weapon attack or take the Disengage or Dash Actions.
The creature's movement speed also increases by 5
times the result of one Cooking Dice. A creature can
only gain the benefits of this Snack twice per Rest.
196
REVV UP THOSE FRIERS
Starting at 5th level, you begin to realize that oil just
makes things taste better, and your comrades couldn't
agree more. During a Short Rest, you can fry a number of
pills which can be Chakra, Blood pills or militarily ration
pills equal to your proficiency bonus to improve their
taste. These pills gain the "Fried" prefix and when
consuming a pill, the creature gains an additional
amount of the resource the pill Restores equal to the
average of 2 of your 2 Cooking Dice.
After 12 hours, "Fried" pills lose their crispiness and
become slightly inedible, as such, when eaten, the result
is halved. "Fried" pills cannot be refried.
Lastly you double the amount of ranks a Corroded
creature can have at a time.
SUNNY SIDE UP
At 9th level, your fresh fried snacks pop boiling hot
grease all over your foes relaxing, granting you an
additional Aura which you can activate for free once per
long rest.
• Deep-Fried Scent: Creatures of your choice within this
Aura can only attempt to remove ranks of corroded
with a Constitution Ability Check. Additionally, if they
would be inflicted with a condition other than
corroded, must succeed a Constitution saving throw or
be inflicted with 1 rank of corroded, once per turn.
ALWAYS READY
Starting at 17th level, your confidence in your food has
reached its summit, and now, you’re always ready. You
are immune to the Surprised condition and when you
would roll initiative, you can consume one of your Fried
Snacks or “Fried” pills, or toss it to an allied creature
within 30 feet and have them immediately consume it.
197
GASTROCHEMIST BONUS TOOL INFUSION
At 2nd Level, you gain a second Cooking Tool Infusion
Gastrochemist learn to twist chakra to their whim,
weapon, following the same structure as your original
making potions, manipulating elements, and even
one, but with some custom unique features. You gain a
changing your own body.
new cooking tool as your Gastrochemist weapon.
EYE OF THE STORM Gastrochemist weapons can be anything that fits its
mechanics, it can be a metal fist, a lightning lighter,
Beginning at 2nd Level, you’re ability to mold natural
flamethrowing pistol, etc.
energy allows you to calm even the wildest elemental
Your cooking tool deals damage equal to your Cooking
hurricane.
Dice and you can also use Intelligence in place of
You ignore difficult terrain created by jutsu of your
Strength when determining your attack and damage
Nature’s Blend release, and may, once per long rest,
rolls. Your weapon damage type becomes that of your
reroll any saving throw you make, or attack targeting
chosen Nature, and it gains one of the following
you, caused by jutsu of your Nature’s Blend release.
properties:
NATURE’S BLEND • Reactive Element: When you would cast a Jutsu that
Instead of learning new Snacks, learn how to twist and deals the damage of the same damage type as your
shape the elements at play into your Jutsu and Snacks. Gastrochemist weapon you may add your Cooking Dice
At 2nd Level, choose one Nature release, which becomes to the damage, once per turn.
your Nature’s Blend release. You may learn Jutsu from • Evocation
that release normally but may only cast them if you are • Hidden
wielding your Gastrochemist weapon (the Cooking Tool • Chakra Storage: You can store chakra into your
gained from this Subclass. Gastrochemist weapon. You may spend Chakra at the
Additionally, at 2nd Level choose a Jutsu of your end of a Long Rest to Store Chakra into this Weapon,
Nature’s Blend release, and give it one of the following with a maximum stored Chakra of 5, which is Stored
Enhancements, which you may use while wielding your until spent. Chakra stored in this Weapon can only be
Gastrochemist weapon. You may choose an additional used to cast Jutsu of your Natures Blend Element.
Jutsu to gain an Enhancement at 3 rd, 5th, 9thh, 13th, and • Quality Guaranteed, Probably: When you would roll
17th Level. your Cooking Dice as a part of an effect gained by the
• Enhance Texture: When you cast the Jutsu you may Nature’s Blend Feature, if your result of your Cooking
spend Chakra equal to half the amount you spent to Dice would be less than the maximum result, increase
cast the Jutsu, and any Snack that you, or anyone it by +1, once per turn.
within 5ft of you, have to increase the Jutsu’s DC by Starting at 6th level, your cooking tool gains a additional
half the result of your Cooking Dice, up to a maximum weapon property of your choice;
based on the Justus Rank (D/C-1, B/A- 2, S-3).
• Extra Chakra Storage: You can store chakra into your
• Enhance Kick: When you deal damage with the Jutsu
Gastrochemist weapon. You may spend Chakra at the
you may spend Chakra equal to half the amount you
end of a Long Rest to Store Chakra into this Weapon,
spent to cast the Jutsu, and any Snack that you, or
with a maximum stored Chakra of 10, which is Stored
anyone within 5ft or you, have to increase the Jutsu’s
until spent. Chakra stored in this Weapon can only be
damage dice by a number of your Cooking Dice equal
used to cast Jutsu of your Natures Blend Element. If
to the Jutsu’s Rank (D/C-1, B/A- 2, S-3), or deal the
this Gastrochemist weapon has the Chakra Store
same amount of damage to creatures who fail a saving
Property, replace it with this Property, which does not
throw against the jutsu if it doesn’t have damage Dice,
grant you an additional 2nd Level Property, and
once per casting.
increase this Property’s maximum Stored Chakra to
• Enhance Temperature: When you would provide
15.
Healing, THP, or DR to a creature with the Jutsu, you
• Ranged (60/120ft)
may spend Chakra equal to half the amount you spent
to cast the Jutsu, and any Snack that you, or anyone
within 5ft of you, have to increase the amount
provided by twice the result of your Cooking Dice
times the Jutsu’s rank (D/C-1, B/A- 2, S-3), or by half
the result of one of your Cooking Dice if the Jutsu has a
duration longer than instant.
• Enhance Aroma: When you would cast this Jutsu, you
may spend Chakra equal to half the amount you spent
to cast the Jutsu, and any Snack that you, or anyone
within 5ft of you, have to increase the Jutsu’s Range,
including the size of any Areas Of Effect the Jutsu
creates, by 5 x half the result of your Cooking Dice.
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• A Little Extra: When you would cast a Jutsu of your • Soak Your Mind: When Eaten, this Snack heals the
Nature’s Blend Element, you may, as a bonus action, creature for a number of Hit Points equal to twice the
make an attack against a creature who would be result of your Cooking Dice.
effected by the Jutsu, with your Gastrochemist weapon • Scorch Your Foes: When Eaten, this Snack increases
as an Action or Bonus Action. On a Hit, you deal the next damage the creature deals by your Cooking
weapon damage as normal, and give the creature Dice, in Fire damage.
Disadvantage on all saving throws resulting from the • Steel Your Body: When Eaten, this Snack provides the
Jutsu, or gain Advantage on all attacks, resulting from creature with THP equal to twice the result of your
the Jutsu, against the creature. Cooking Dice, or increases any THP the creature
• The Ol’ Switcheroo: When the damage of a Jutsu, of already has by half as much, and makes them and
your Natures Blend Element, would be reduced, you Earthen Construct.
may increase its damage by twice your Gastronomist • Sail Your Sky: When Eaten, this Snack increases the
weapon’s damage Dice. Immunity is considered creatures Walking Speed by 10ft, and provides them
damage Reduction for the purposes of this Property. with a Flying Speed equal to half their Walking Speed,
for the duration of the Snack.
Beginning at 11th level, your cooking tool gains one
• Strike Your Earth: When Eaten, this Snack provides
additional weapon property of your choice.
the benefits of the Dash Action, and increases the
• Chemical Control: When you would cast a Jutsu of
Critical Threat Range of their next attack by +1.
your Nature’s Blend release, you may reduce its Cost
by -2, or -4 if it’s above A-Rank (This is applied
AURA OF EQUIVALENT EXCHANGE
regardless of other Features, Traits, Jutsu, or Cost At 9th level, your snacks naturally relaxing effects
Reduction effects, other than the Special Cost) extends to their aroma, granting you an additional Aura.
• Mega Chakra Store: You can store chakra into your
You may activate this Aura once, then twice at 14th
Gastrochemist weapon. You may spend Chakra at the level, per Long Rest without spending a use of your
end of a Long Rest to Store Chakra into this Weapon, Auras.
with a maximum stored Chakra of 15, which is Stored
• Transmutative Scent: Allied creatures within this Aura
until spent. Chakra stored in this Weapon can only be
used to cast Jutsu of your Natures Blend Element. If may treat jutsu they cast as both its original release,
this Gastrochemist weapon has the Chakra Store and one of your Nature’s Blend releases, using the
Property, or Extra Chakra Storage Property, replace it release of the casters choice for the purpose of effects
with this Property, granting you one additional 2 nd or involving releases (Clashes, Jutsu, Features, Traits,
6th level Property, and increasing this Property’s etc.), and its damage Type (Water-Cold).
maximum Stored Chakra to 20, if you have one, or 25 Additionally, creatures of your choice who enter, or
if you have both. start their turns within, this Aura, must succeed a
• Double Tap: Once per Turn, when you would cast a Dexterity saving throw or be inflicted with 1 rank of your
Jutsu of your Nature’s Blend Element, that has a Nature's Blend releases condition (Fire-Burned, Water-
casting Time of 1 Action, you may instead cast it as a Chilled, Earth-Bruised, Wind-Bleed, Lightning-
Bonus Action, or a Free Action if you’ve hit with an Shocked).
attack made using the A Little Extra weapon Property
this Turn. MANY COLORED BLEND
At 13th level you may choose a 2nd Nature release to be
COME ON, JUST TRY IT! considered as a Nature’s Blend release. When you would
At 5th Level you have not only learned how to use these use any Feature from this Subclass that requires you to
elements, but how to infuse them into your Snacks, use your Nature’s Blend release, you may choose either
swapping out properties to improve it, let’s just hope of your chosen releases.
they don’t ask why that sandwich has such an “earthy”
taste. When you make Snacks at the end of a short or IN TOUCH
Long Rest, you can pick a number of Snacks equal to At 17th Level, When you take a Long Rest, you turn
your Intelligence Modifier to apply one of the following yourself to your surroundings, manipulating energy,
Effects to. elements, and the world itself, granting you it’s power.
As a Full Turn Action, you may release this gathered
energy, entering Philosopher’s Form and grant yourself
the following benefits for the next 10 Minutes.
• You gain 10 Chemic Points, which when spent, reduce
the number of remaining Minutes that you can remain
in your Philosopher’s Form by the number spent.
• You gain a Flight Speed equal to twice your Walking
Speed, the benefits of the Disengage Action,
Advantage on 2 saving throws of your choice,
Advantage on your first attack each Turn, and 40 THP.
• You may, once per Jutsu, Spend 1 Chemic Point to use
any Nature’s Blend Enhancement without needing to
consume a Snack and may apply a Nature’s Blend
Enhancement to Jutsu already benefitting from one,
even the same one, in this way.
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SHOW COOK • Caviar Taco: When a creature observes this Snack,
they DR equal gain DR equal to half result of the
Cooking-Nin who focus on becoming show cooks strive
Cooking Dice, for a number of damage instances equal
to please all the senses through impressive displays of
to the result of your Cooking Dice.
cooking prowess exciting the viewers, further enticing
• Black Truffle: When a creature observes this Snack,
them to the meal to come.
they gain 60 feet of chakra sight for 1 minute.
GIVE THEM A SHOW • Gold Leaf Cherry Ice Cream: When a creature observes
When you select this focus at 2nd level, you have learned this Snack, they may take the Dash and Disengage
to spice up your cooking with a little dramatic flair. Actions as a Bonus Action, for a number of rounds
Instead of creating a Snack in the kitchen, you make it in equal to the result of your Cooking Dice.
front of those who will eat it, and just seeing your • Coconut Macaroons: When a creature observes this
display bolsters them. You can use an Action to give the Snack, the gain Advantage on the next saving throw
benefits of a Snack to two creatures who can see you they make, for a number of rounds equal to the result
within 30 feet. Expending the Snack in the process
of your Cooking Dice.
Starting at 9th level, this can be used as a Bonus Action.
• Swirly Cakes: When a creature observes this Snack,
BONUS TOOL INFUSION while under the effects of a sensory condition, they
You gain a second Cooking Tool Infusion weapon, have disadvantage on their next saving throw against
following the same structure as your original one, but a Genjutsu you cast, for a number of rounds equal to
with some custom unique features. You gain a cooking your cooking dice.
tool, this Weapon is a smoking pipe, or some kind of
smoking object. At 2nd Level, you can choose a damage A FEAST FOR THE EYES
type between Bludgeoning, Piercing or Slashing and one Beginning at 5th level, you have learned to make even
following properties. your cooking tool deals damage grander displays, when you would Give Them A Show
equal to your Cooking Dice and you can also use enemies within range must make a Wisdom saving
Intelligence in place of Strength when determining your throw against your Genjutsu Save DC as if they were
attack and damage rolls: targeted by a Genjutsu with the Visual Keyword, being
• Flashy Show: While holding this Weapon you can use Blinded until the end of their next turn on a failed save.
Additionally, you may still affect Blinded creatures with
Intelligence for Performance, Athletics, and
Effects that would normally require them to be able to
Acrobatics Checks
see, such as Visual Genjutsu.
• Flashy Bang: When you would cast a Genjutsu with the
Visual Keyword that targets one or more creatures you A SATISFYING DISPLAY
can cause a flashy explosion! All hostile creatures At 9th level, the astonishing visuals of your snacks
within 5ft of the original Target must also make the creates an aura of awe, granting you an additional Aura.
saving throw as if they were targeted by the Genjutsu. You may activate this Aura once, then twice at 14 th level,
• Showtime: Increase the Range of your Give Them A per Long Rest without spending a use of your Auras.
Show Feature by 15ft. Tantalizing Visuals: Creatures of your choice within this
Aura, who would fail a saving throw against being
Starting at 6th level, your Cooking Tool gains an inflicted with a Mental or Sensory condition, are also
additional weapon property of your choice; inflicted with 1 rank of the dazzled, deafened,
• Flashy Explosion: When you would use Give Them A demoralized, concussed, or confused condition, if they
Show, you may choose an additional creature to gain did not condition from failing their saving throw.
the benefit of the Snack. Additionally, the creature this Aura is centered on may,
as a reaction, end this Aura to force creatures of their
• Now You See It: When you would cast a Genjutsu
choice within the Aura to make a Wisdom saving throw.
without the Visual Keyword, you may give it the Visual
On a failure, for 1 round, the next time they make a
Keyword. Additionally, you may, as a Bonus Action saving throw against a Genjutsu, reduce their success
increase the DC of a Genjutsu you cast by +1. level by 1 (Critical Success -> Success -> Failure, etc.)
• Flashy Smack: When you would make an attack Roll A creature who fails their saving throw against this
with this Weapon you can use your Genjutsu casting effect is immune to it for the next hour.
Modifier instead of your Intelligence.
GRAND FINALE
Beginning at 11th level, your Cooking Tool gains one
Beginning at 13th level, you have begun to start doing
additional weapon property of your choice;
riskier tricks, that will make or break your routine. When
• Flashy Armageddon: When you would cast you use Give Them A Show you can make magnificent
a Genjutsu with the Visual Keyword, motion captivating your audience.
you may instantly feed one of the creatures other than you gain the benefits of the
Effected creatures a Snack Snack as if you had rolled the maximum of one
• Blinding Style: When you would
Snack die, Hostile creatures within this range
effected by "A feast for the eyes" make this check at
Blind a creature the mere sight of
Disadvantage. You can do this once per Long Rest.
you causes their retinas to burn! At You gain an additional use of this feature at 17th
the end of a Blinded creatures turn level.
they take a number of Fire damage
equal to double your Cooking Dice. CROWD PLEASER
Beginning at 17th level, people from around the world
GRANDIOSE PRESENTATION will come in person just to see you cook, eating is
When you choose this focus beginning at 2nd icing on the cake. The range of Give Them A Show has
level, you learn to cook with additional secret increased to 60 feet and enemies in who fail their
ingredients that can be used with your Shinobi saving throw are also dazzled
Snacks class feature. These Snacks can only be used Additionally, When you would use Give Them A Show,
through your Give Them A Show Feature. you may choose an additional creature to gain the
benefit of the Snack.
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Credit: Unknown, World Flipper
SOUR TASTE POISONED SNACKS
At 2nd level, you learn to cook with additional secret
Cooking-Nin who focus on becoming Sour Tastes do not
ingredients that can be used with your Shinobi Snacks
cook to entertain or survive. Instead, these cooks come class feature.
up with toxic concoctions to discretely exterminate their
• Cyanide: This ingredient cannot be used during
enemies. Similar to the work of Hunter-Nin, Spectre
combat, instead it must be infused with an already
Cooks assassinate from the shadows.
prepared meal or beverage. This can be done secretly
I EXPECT YOU TO DIE by succeeding a Stealth check against a DC determined
Starting at 2nd Level, You gain the ability to learn Jutsu by the DM. When you infuse this ingredient into a
with the Medical Keyword, that deal Poison damage, meal, that meal can be eaten by a number of creatures
inflict the Envenomed condition, and that cure or assist up to your proficiency bonus. A creature that
with curing conditions. consumes this Snack must make a Constitution saving
Additionally, you gain Proficiency in Poison Kits, throw. A creature that succeeds suffers no ill effects
reduce the DC of all Poisons you attempt to create by half and does not notice the attempted poison other than a
your Proficiency Bonus, and reduce the uses of a Poison strange sour taste in the meal. On a failure, its inflicted
Kit required to create a poison by -1. with 3 ranks of Envenomed, and begins to experience
difficulty breathing. A creature that consumes this
BONUS TOOL INFUSION: SYRINGE Snack is unaware it has been poisoned until the
You gain a second Cooking Tool Infusion weapon, beginning of its turn after 2 rounds have passed. After
following the same structure as your original one, but 1 minute while the creature remains with these
conditions, it then falls Unconscious and must make a
with some custom unique features. You gain a
death saving throw each time it takes damage from
cooking tool; a deadly weapon, with the ability to
the Envenomed condition as it suffocates. This poison
deliver sickening poisons.
is considered a B-Rank Jutsu and is hidden from Jutsu
At 2nd level, you can choose a damage type between
cast at C-Rank or lower that would detect poison. This
Bludgeoning, Piercing or Slashing and one following
poison carries no chakra signature, making it unable
properties. your cooking tool deals damage equal to your
to be traced to you.
Cooking Dice and you can also use Intelligence in place
• Coffee Treat: The creature of this Snack may, for the
of Strength when determining your attack and damage
next Minute, as a Bonus Action, allow themselves to
rolls:
take the Dash, Disengage, and Hide Actions, as a Free
• Venom's Blade: Any damage dealt with this weapon, Action, until the end of their turn. The following turn
or by Bukijutsu cast with this weapon, may deal poison the creature is dazed and this snacks effects end.
damage instead of their original damage type. • Revitalizing Mushrooms: The creature of this Snack is
• Two-Faced: When you deal damage with this Weapon, cured of all ranks of the Envenomed or Weakened
you prevent the damaged creature from regaining Hit conditions. Additionally, if the creature was at 0 Hit
Points or ending the envenomed condition, until the Points, they recover 1 hit point and cannot fall below 1
end of its next turn. hit point until the end of their next turn.
• Tactical 2, Lethal 2. • Toxic Mint: The creature of this Snack immediately
takes 2 Cooking Dice of poison damage. For the next
Starting at 6th level, your Cooking Tool gains an
minute, the creature may cast Medical release: Poison
additional weapon property of your choice;
Mist as a Bonus Action. When cast in this way, the
• Multiattack.
creature becomes the center of the jutsu’s area, with it
• Coated Blade: As a part of making an attack with this
following them, and are immune to the jutsu’s effects.
Weapon, you may apply any Poison you have to it.
Additionally, regardless of whether or not you apply
Poison to your weapon, once per creature, per Turn
you may force a creature you Hit with this Weapon to
Succeed a Constitution saving throw or be inflicted
with 1 Rank of the Envenomed Condition
• Stab To Death: Once per Turn, when you damage a
creature with this weapon while within 5ft of an allied
creature, you may cause them to instantly take
damage from any ranks of the envenomed condition
they’re inflicted with.
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LICENSE TO KILL POISONED SNACKS
Starting at 5th level, once per turn when you deal 15 or Starting at 13th level, when an allied creature consumes
more Poison damage to a creature in a single instance, one of your Sour Snacks, they gain resistance to Poison
you can impose a Constitution saving throw against your damage and Advantage against the Poison and
Ninjutsu or Taijutsu Save DC. On a failed save, the Envenomed conditions for the next Minute.
creature becomes Envenomed for 1 minute. Additionally, when you would inflict the Envenomed
At 13th level, you ignore Resistance to the Envenomed or Weakened Conditions, you may increase the number
condition, as well as Poison damage, with your Sour of Ranks inflicted by +1.
Snacks, and treat Immunity as Resistance. Finally, twice per Long Rest, when a creature succeeds
Additionally, when you deal Poison damage to a a saving throw against a Jutsu with the medical Keyword
creature with 2 or more ranks of Envenomed and they that deals Poison damage, or against a Poison
would fail the Constitution saving throw imposed by this placed/created by you, you may cause them to take
feature, you can choose to make them Dazed alongside damage from the envenomed condition as though they
being Envenomed, or increase the Envenomed had started their turn .
condition's damage by 1 step for the duration.
PERFECTED FORMULA
POISONED SNACKS Starting at 17th level, you are able to pierce even the
At 9th level, the poisonous effects of your snacks extends strongest immune systems.
to a gaseous haze, granting you an additional Aura. Additionally, during a Short Rest, select Toxic Mint,
You may activate this Aura once, then twice at 14th level, Revitalizing Mushrooms, or Toxic Mint. A number of
per Long Rest without spending a use of your Auras. times per rest equal to your Charisma Modifier, you may,
• Toxic Haze: Creatures of your choice who start their as a Bonus Action, grant one creature, who has ranks of
envemoed, within your Aura, the effects of your chosen
turns within this Aura, must succeed a Constitution
Sour Snack.
saving throw or be inflicted with 1 rank of envenomed.
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HEAT MASTER SPICY SNACKS
When you choose this focus beginning at 2 nd level, you
Cooking-Nin who become a Heat Master focus on
learn to cook with additional secret ingredients that can
creating the spiciest foods, with the most kick. be used with your Shinobi Snacks class feature.
IF YOU CAN’T HANDLE THE HEAT… • Spicy Wonton: When you eat this Snack, you gain
When you select this focus at 2nd level, your Resistance to Cold and Fire damage and may
experimentation with heat has left granted you access to immediately cast Medical release: Acid Armor, at a
flames. You gain the Fire release Keyword and may learn Rank you can cast, at half Cost. However, it loses the
Fire release Jutsu. If you already have access to Fire Medical Keyword, gaining the Fire release Keyword,
release Jutsu, you instead learn a number of Fire release and deals Fire damage instead of Acid damage. gains 2
Jutsu equal to half your Proficiency Bonus. Ranks of Burned, and must Succeed a Constitution
saving throw or gain an additional +2 Ranks of Burned
BONUS TOOL INFUSION: HOT PLATE • Piri-Piri Chicken: You may eat this Snack as a
At 2nd Level, you gain a second Cooking Tool Infusion Reaction when you hit a creature with an Attack,
weapon, following the same structure as your original increasing the attacks damage you by the Chef's
one, but with some custom unique features. This weapon Cooking Dice, and, until the start of your next Turn,
is in some way fire focused, it could be some kind of granting Creatures Advantage on their first attack
cooking device like a hot pan, or a flame thrower. This targeting the creature.
weapon deals Fire damage and gains one of the following • Sichuan Hot Pot: You may eat this Snack as a Reaction
properties. your cooking tool deals damage equal to your when you hit a creature with an attack, increasing
Cooking Dice and you can also use Intelligence in place • the attacks damage by 2 of the Chef's Cooking Dice
of Strength when determining your attack and damage: and removing any DR the creature has until the start
of your next Turn.
• Burn: When you Hit a creature, who has Ranks of
• Thai Red Curry. You may eat this Snack as a Reaction
Burned, with this Weapon, you may increase this
when you hit a creature with an attack, increasing the
Weapons damage by +1 for Rank of Burned the
attacks damage by 3 of the Chef's Cooking Dice, and
creature is inflicted with, once per turn,
forcing the creature to make a Constitution saving
• Flame On: Once per Turn when you make an attack
throw against your Taijutsu or Ninjutsu DC, being
with this Weapon, you may instead force each
inflicted by +2 Ranks of Burned on a Failure.
creature, of your choice, within a 20ft Cone
• Fireball Zip Sauce: This spicy sauce forces your chakra
originating from you to make a Dexterity saving throw
to take on a similar nature to that of fire release. You
against your Taijutsu or Ninjutsu Save DC, taking
may, at any point for the next Minute, cast the Fire
twice this Weapons damage dice Fire damage and
release: Fireball Jutsu at C-Rank, ignoring the CM and
being inflicted with +1 Rank of Burned on a failure, or
HS Components. If, after a Minute, you do not cast the
half as much damage on a successful save.
Jutsu, you take 6d6 Fire damage.
• Unarmed
You may also, as an Action, attempt to force a
• Rigorous Flame: When you would deal Fire damage to
creature to eat this Snack, making a Melee Ninjutsu
a creature, you may make an attack with this Weapon
Attack. On a hit the creature immediately takes xd6
as a Bonus Action, until the end of your Turn.
Fire damage, where X equals your Proficiency Bonus,
Starting at 6th level, your Cooking Tool gains an gains 2 Ranks of Burned, and must Succeed a
additional weapon property of your choice; Constitution saving throw or gain an additional +2
• Marked In Flame: When you deal Fire damage to a Ranks of Burned
creature you may Flamemark them. A Flamemarked
creature sheds 10ft of Dim, and Bright, Light, cannot
be Hidden from you, and increases Fire damage they
take by your Cooking Dice, once per Turn. Only one
creature can be Flamemarked at a time.
• My Kitchen: You may spend half your Movement to
Teleport to any Fire/burning Object/Space, or within
5ft of a Burned target, within 30ft, once per Turn.
• Defensive Burn: Once per Round, when a creature
misses you with an attack you may punish them by
setting the creature ablaze. They gain +1 Rank of
Burned, +2 Ranks if they missed by 3 or more, or +3
Ranks if they missed by 6 or more. You may use this
Feature a number of times equal to your Charisma
Modifier per Long Rest.
203
TOO HOT TO HANDLE
Starting at 5th Level your affinity for fire melts into your
very body and allowing you to become one with the very
flames. When you miss with an attack, the Target takes 1
Fire damage for each damage Dice that would’ve been
rolled.
NOVA AURA
At 9th level, your snacks naturally relaxing effects
extends to their aroma, granting you an additional Aura.
You may activate this Aura once, then twice at 14th
level, per Long Rest without spending a use of your
Auras.
Smoldering Scent: When a creature within this Aura
would be inflicted with any number of ranks of burned,
the creature this Aura is centered on gains 1 Nova Point,
up to twice per turn. Additionally, they gain the
following abilities, for the next minute, or until they
have no Nova Points, even after this Aura ends:
• 2: Reduce the Cost a Fire release Jutsu you would cast
by -2.
• 3: Change the damage type of an attack you would
make to fire, and, if the attack doesn't have
the Blaze property, it gains it.
• 4: When you damage a creature
within 5 feet of you, you may
force a creature within 5 feet of
them to make a Dexterity
saving throw or take half the
damage the original
creature did on a failure.
HEAT OF MY SOUL
Beginning at 13th level, the heat has
melted into your soul, making your heart rush
with the sound of flames.
While Concentrating on a Jutsu with the Fire
release Keyword you gain the following effects, as the
heat bolsters you.
• You gain Advantage on Concentrating saving throws,
for Fire release Jutsu.
• You may make 2 attacks with your Cooking Tool
weapons as a Bonus Action.
• At the Start of your Turn, you may inflict +1 Rank of
Burned on yourself. Additionally, Fire damage cannot
force you to make a Concentration Check.
HEAVENLY FLAME
Beginning at 17th level, you gain Resistance to Fire
damage, or Immunity if you already have Resistance.
Additionally, when you would inflict a Rank of Burned
on yourself, you may increase the Ranks inflicted by +1.
Finally, once per Long Rest, you may immediately give
yourself, and each creature within 15ft of you, 4 Nova
Points.
204
SCIENCE-NIN CREATING A SCIENCE-NIN
A Nara waits in the shadows, usually their weakness. When creating a Science-Nin consider a few things
However, as his targets let their guards down he throws an about the character when they are on a team with others.
enhanced flash tag and binds them in the light, a light that What made them chose the path of creating the future?
remains to shine past its usual expiration. Are they the protector of tomorrow, at the front with the
An Uchiha looks his victim in the eyes, their infamous newest weapons and armor or the guy in the chair, the
Dojutsu now upgraded to scan his enemies even further than one who builds the tools the fighter use?
before.
A Sarutobi, famous for their multitude of jutsu, shows off QUICK BUILD
a metal gauntlet. It spits out a scroll and suddenly, with no You can make a Science-Nin quickly by following these
signs, a Rasengan appears in her hand. suggestions. First, put your highest ability score in
These shinobi all share one common ideal, that with Intelligence, followed by Constitution. Second, choose
technology they can improve their ninja prowess. While either the Nara, Sarutobi, or Uchiha.
other ninja master the blade or jutsu, they use their wits to
build tools that always will put them ahead..
CHARACTER INSPIRATIONS
When designing this class, It was designed with the
intent of using and creating the tools of the future. A
player would be the inventor of the party, always making
sure they had the tools for the mission. Characters whom
this class was designed after are as follows; Denki,
Kawaki, Ao, Boruto. This class was entirely designed by
@ Artemys#2642, also known as @ Lord First, Artemys
Yuki.
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CLASS FEATURES CHAKRA CELL ENHANCEMENT
As a Science-Nin, you gain the following class features. Also at Level 1, you have undergone the first step all
Science Nin take when they begin their studies; Chakra
HIT POINTS Cell Enhancement, a genetic modification to improve
Hit Dice: 1d8 per Science-Nin level and better control your chakra flow. You learn E-Rank
Hit Points at 1st Level and beyond: 8 + your constitution jutsu equal to your Intelligence Modifer. You can change
modifier these jutsu over the course of a rest
EXTRA ATTACK
Taijutsu save DC = 8 + your Proficiency Bonus + your
Strength Modifier
Taijutsu attack modifier = your Proficiency Bonus + your Beginning, at 5th Level, you can attack twice, instead of
Strength Modifier once, whenever you take the Attack action on your turn.
206
YHPRUM’S LAW
Starting at 7th level, you understand that Reality is
simply a chance of probabilities. Most follow Murphy’s,
saying what can go wrong will. You follow Yhprum's
Law. What can work, will work. You can add
half your Proficiency bonus, rounded down, to any
Skill check you make that doesn’t already include it.
CALCULATED RESPONSE
Starting at 10th level, you've gained the ability to come up
with solutions under pressure. When you or another
creature you can see within 30 feet of you makes a Skill
check or a saving throw, you can use your reaction to add
your Intelligence modifier to the roll.
At Level 15, you also use this feature to subtract your
Intelligence Modifier from an enemy creature's Skill check
or saving throw.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain all
expended uses when you finish a long rest.
INFUSED GENIUS
Starting at the 11th Level, you being to outfit your
tools with better tools. You can select one Scientific
Ninja Tool of Creation Point Cost 8 or lower. The
selected tool is then attached to one weapon or
armor of your choice. Twice per long rest the holder
of this weapon or wearer of the armor can use the
tool, as if it was wielded by you, at no chakra cost.
You can have anumber of Infused Tools equal to
your Intelligence modifer. During a Long rest you
can switch the Scientific Ninja Tool, or reattach it
to a new weapon or armor.
MIXED STUDIES
At the 18th Level you expand your field of study to
encompass another Inquiry. You gain the 3rd Level features
of another Scientific Inquiry. You cannot select the one you
chose at 3rd Level.
207
SCIENTIFIC INQUIRY If your S.N.B is destroyed you can build a new one over
the course of a full rest. When you would gain an Ability
S.N.B SPECIALIST
Score increase from this class, you increase one of its
ability scores by 2, and two other scores by 1. Your S.N.B
These Science-Nin have devoted their time to crafting a has a number of Hit Die (d8) equal to your Science-Nin
companion whether it was because they thought they level.
could create something far greater than themselves or
they were simply lonely. S.N.B UPGRADES
Also at 3rd level, you gain access to special upgrades for
SCIENTIFIC NINJA BEAST your Scientific Ninja Beast, you can install a number of
When you choose this Inquiry at 3rd level, you gain a upgrades into your S.N.B equal to your Proficiency Bonus
companion in the form of a synthetic animal of some and you can install any upgrades you meet the
variety. This companion has the following statistics: requirements for during a long rest. Any upgrades that
cost chakra are paid through your C.C.D. When you reach
9th level, your S.N.B can instead use its own C.C.D to pay
the chakra costs.
Medium Construct
COMBO ATTACK
Armor Class 10 + Your Proficiency Bonus (Natural Armor)
At 6th level, once per round, when you or an ally take
Hit Points Your Intelligence modifier + your Science-Nin level times 5
the attack action, and your Scientific Ninja Beast is
Speed 30 ft. within 5 feet of the target it may also make an attack on
the same creature.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 8 (-1) 5 (-3) 5 (-3)
COMBAT PROGRAMMING
Also at 6th level, you have improved upon your
Damage Immunity Psychic, Poison Scientific Ninja Beast’s programing giving it a definitive
Damage Resistances Acid roll in combat. Choose one of the following:
Damage Resistances Charmed, Exhaustion, Frightened, Poisoned
• Striker: Your S.N.B gains the Multiattack trait,
Senses Dark Vision(30 feet) passive Perception 7
allowing it to make two attacks using its natural
weapons.
Artificial Intelligence. The Scientific Ninja Beast is programmed to
• Caster: Your S.N.B gains the ability to learn jutsu and a
respond only to its creator; however, it can still perform basic functions
number of Jutsu Slots equal to 1/4th your Science-Nin
when not commanded. If the Scientific Ninja Beast has not received any
level (rounded down). You can spend 3 Weeks of
commands on a turn, it will take the dodge action. If its master is
downtime programing a jutsu into your S.N.B and it
incapacitated in any way it will choose an ally of theirs who can now use
can learn a number of jutsu equal to half your
their bonus action to direct the Scientific Ninja Beast.
proficiency bonus. The highest ranked jutsu your S.N.B
Bio-Organic Identifier Your S.N.B can spend 1 minute analyzing a can learn is always one rank lower than your current
sample of a substance that is organic in nature, it can identify what the highest rank jutsu known as indicated by your class
substance is, its regional origin, and how old it is. Beginning at 15th table.
level, you have connected your S.N.B to a DNA database. At DM • Defensive: Your S.N.B gains a bonus to its AC equal to
discretion, when your S.N.B successfully identifies a substance as blood, 1/3rd your Proficiency bonus (rounded down)
it may be able to determine who the blood belongs to. If your S.N.B has • Lurker: Your S.N.B gains the Lethal Attack trait. Once
successfully hit the creature with a melee Bite attack and has dealt per turn, your S.N.B can deal extra damage to one
damage to the targets Hit Points, it can automatically recognize the creature it hits with an attack if another enemy of the
blood. target is within 5 feet of it. This
Internal Radio Link You can issue orders to your S.N.B as long as you extra damage is Xd8. (X =
are within 1 mile of it. Half your Science-Nin
Level)
Bite. Melee Weapon Attack: Your Intelligence modifier + Your Prof Bonus
to hit, reach 5 ft., one target. Hit: 1d6 + Your Intelligence modifier
piercing damage. The damage die for this attack increases to a d8 at
Level 9 and then a d10 at Level 14.
208
SECONDARY C.C.D
Beginning at 9th level, you have outfitted your Scientific
Ninja Beast with its own Chakra Containment Device,
when you would regain chakra into your C.C.D you may
choose to instead store it into your Scientific Ninja Beast.
When you are within 5 feet of your S.N.B you can use a
bonus action to withdraw any amount of chakra stored
in its C.C.D. Your S.N.B’s Chakra Containment Device can
hold an amount of chakra equal to your Science-Nin
level x 5.
IMPROVED SERVOS
Also at 9th level, you have built upon the foundation of
your Scientific Ninja Beast. Your Scientific Ninja Beast
can now take both an Action and Bonus Action instead of
one or the other.
ARTIFICIAL SENTIENCE
Starting at 14th level, you have upgraded the Artificial
Intelligence in your Scientific Ninja Beast allowing it to
act of its own volition and communicate freely, it now
enters initiative directly after your turn instead of you
needing to command it as a bonus action, and can speak
any language you know.
REGENERATIVE ARMOR
At 17th level, you have installed nano-machines in your
S.N.B that can heal its injuries. As a bonus action your
S.N.B can spend any number of Hit Die to heal itself, for
each Hit Die spent this way roll the die and add your
S.N.B’s Constitution modifier to the result. When you use
this ability, you can choose to spend any number of
creation points you have remaining, for each creation
point spent this way add an additional 1d4 to the amount
of hit points regained. Additionally, when your S.N.B is
reduced to 0 hit points you may spend 2 creation points,
it instead stops at 1 and cant fall below 1 until the end of
its next turn.
209
S.N.B UPGRADES
If an upgrade has prerequisites, you must meet
them to install it. You can install the
modification at the same time that you meet
its prerequisites.
MINOR
A RMORED EXTERIOR
Cost: 2 Creation Points
Drain: 5 CCD Chakra
Increase the cost of activating your S.N.B by the CCD
Drain of this Upgrade. You add much needed
reinforcement to your Scientific Ninja Beast. Your
S.N.B’s AC calculation now begins at 12, this increase
to 13 at 9th level and 14 at 17th level.
C HAKRA C ANNON
Cost: 2 Creation Points
Drain: 5 CCD Chakra
REFINED
You modify your Scientific Ninja Beast with the ability to
fire raw chakra from its maw. Your S.N.B can spend the A SSISTANCE P ROTOCOL
CCD Drain to make a ranged attack using its bite attack Cost: 4 Creation Points
bonus against a target within 60 feet dealing Force Drain: 5 CCD Chakra
damage equal to its bite damage. Increase the cost of activating your S.N.B by the CCD
Drain of this Upgrade. You have upgraded your Scientific
IMPROVED A CCURACY
Ninja Beast’s protocol allowing it to better assist you and
Cost: 2 Creation Points your allies. Your S.N.B can use the help action from 30
Drain: 5 CCD Chakra
feet. When you reach level 14th your S.N.B can use the
Increase the cost of activating your S.N.B by the CCD
help action as a bonus action.
Drain of this Upgrade. You upgrade your Scientific Ninja
Beast to hit its targets better. Your S.N.B gains a +1 to C HAKRA D ETECTION R ADAR
attack rolls. This bonus increases to a +2 at 9th level and
Cost: 4 Creation Points
a +3 at 17th level.
Drain: 5 CCD Chakra
K UNAI /S HURIKEN LAUNCHER Increase the cost of activating your S.N.B by the CCD
Cost: 2 Creation Points Drain of this Upgrade. You install chakra detection
Drain: 5 CCD Chakra hardware into your Scientific Ninja Beast. Your S.N.B
You install a mechanism in your Scientific Ninja Beast gains 30 feet of Chakra Sight. If it detects a creature
that allows it to launch a stack of kunai or shuriken over using this chakra sight you are immediately notified.
a large area. When you complete a rest, you can put any
number of kunai/shuriken stacks into your S.N.B, your D ANGER R ADAR
S.N.B can hold a number of kunai/shuriken stacks equal Cost: 4 Creation Points
to your intelligence modifier. As an action, your S.N.B Drain: 5 CCD Chakra
can the CCD Drain to use any amount of kunai/shuriken
Increase the cost of activating your S.N.B by the CCD
stacks to target a 30-foot area within 60 feet, each
Drain of this Upgrade. You modify your Scientific Ninja
creature in the area must make a Dexterity saving throw,
taking 4d4 piercing/slashing damage for each stack of Beast with software able to detect when an enemy is
ammunition consumed on a failed or half as much on a approaching. Your S.N.B can detect any hostile creature
successful save. within 30 feet of it. If a creature is hidden this does not
mean that it knows exactly where it is just that it is
PISTON L EGS nearby.
Cost: 2 Creation Points
Drain: 5 CCD Chakra E NHANCED S IZE
Increase the cost of activating your S.N.B by the CCD Cost: 4 Creation Points
Drain of this Upgrade. You outfit your Scientific Ninja Drain: 5 CCD Chakra
Beast with extremely powerful legs increasing its speed Increase the cost of activating your S.N.B by the CCD
and jump distance. Your S.N.B’s movement speed Drain of this Upgrade. You decide your S.N.B is due for an
becomes 60 fee, its jump distance is tripled and your upgrade and reconstruct it to increase its size. Your
S.N.B can take the dash action as a Bonus Action. Scientific Ninja Beast size increases to Large.
210
GREATER
I NTEGRATED P OISON C OMPARTMENT S UPERCOOLED F ANGS
Cost: 8 Creation Points Cost: 8 Creation Points
Drain: 10 CCD Chakra Drain: 10 CCD Chakra
You install a system for administrating poison into your You modify your Scientific Ninja Beast to be able to chill
Scientific Ninja Beast, you can use a bonus action to its fangs to almost absolute zero. Your S.N.B can spend
store a poison in your possession into your S.N.B. When the CCD Drain as a bonus action to supercool its fangs.
your S.N.B makes a bite attack you can the CCD Drain to While its fangs are supercooled, they deal an additional
choose for it to administer the poison. When 1d8 Cold damage. This increases to 2d8 at 13th level and
administered this way the Save DC of the poison 3d8 at 17th level. This overcharge lasts for 1 minute.
increases by +1. This bonus increases to +2 at 9th level Additionally, when you reach 13th level, when you hit a
and +3 at 17th Level. creature with a fang attack you can choose to apply a
rank of Chilled instead of dealing damage. Your S.N.B can
R EGENERATING C HAKRA S HIELD only benefit from one fang upgrade at a time.
Cost: 8 Creation Points
Drain: 10 CCD Chakra S UPERHEATED F ANGS
You install a small shield generator that runs on chakra Cost: 8 Creation Points
into your Scientific Ninja Beast. At the beginning of each Drain: 10 CCD Chakra
turn your S.N.B may spend the CCD Drain to gain a You modify your Scientific Ninja Beast to be able to heat
number of temporary hit points equal to your Science- its fangs to extreme temperatures. Your S.N.B can spend
Nin level. the CCD Drain as a bonus action to superheat its fangs.
While its fangs are superheated, they deal an additional
S TURDY 1d8 Fire damage. This increases to 2d8 at 13th level and
Cost: 8 Creation Points 3d8 at 17th level. This overcharge lasts for 1 minute.
Drain: 10 CCD Chakra Additionally, when you reach 13th level, when you hit a
Increase the cost of activating your S.N.B by the CCD creature with a fang attack you can choose to apply a
Drain of this Upgrade. You modify your Scientific Ninja rank of Burn instead of dealing damage. Your S.N.B can
Beast’s chassis to resist more damage. Your S.N.B’s hit only benefit from one fang upgrade at a time.
points increase by an amount equal to 5 times your
Science-Nin level, each Science-Nin level thereafter SUPERIOR
your S.N.B gains an additional 5 hit points.
S ELF-D ESTRUCT P ROTOCOL
O VERCHARGED F ANGS Cost: 16 Creation Points
Cost: 8 Creation Points Drain: 15 CCD Chakra
Drain: 10 CCD Chakra You have installed a large bomb into your Scientific
You modify your Scientific Ninja Beast to be able to send Ninja Beast. As an action your Scientific Ninja Beast can
an electric current to its fangs. Your S.N.B can spend the spend the CCD Drain to initiate a self-destruct sequence,
CCD Drain as a bonus action to overcharge its fangs. at the end of 1 minute the S.N.B will explode. Each
While its fangs are overcharged, they deal an additional creature within a 60-foot radius of the S.N.B must make
1d8 Lightning damage. This increases to 2d8 at 13th level a dexterity saving throw, taking 20d8 + 1 for each point
and 3d8 at 17th level. This overcharge lasts for 1 minute. of chakra remaining in the C.C.D of the S.N.B or half as
Additionally, when you reach 13th level, when you hit a much on a successful save. At any point during the 1-
creature with a fang attack you can choose to apply a minute countdown the S.N.B may use its action to
rank of Shocked instead of dealing damage. Your S.N.B immediately explode. You lose any creation points spent
can only benefit from one fang upgrade at a time. on S.N.B upgrades until you finish a full rest.
Alternatively, when your S.N.B is reduced to 0 hit points
S ERRATED F ANGS
you may use your reaction to trigger the explosion.
Cost: 8 Creation Points
Drain: 10 CCD Chakra I NTEGRATED F LAMETHROWER
You modify your Scientific Ninja Beast to be able to coat Cost: 16 Creation Points
its fangs in spiraling wind. Your S.N.B can spend the CCD Drain: 15 CCD Chakra
Drain as a bonus action to coat its fangs. While its fangs You install a small but powerful flamethrower into your
are coated, they deal an additional 1d8 Wind damage. Scientific Ninja Beast. As an action your S.N.B may spend
This increases to 2d8 at 13th level and 3d8 at 17th level. the CCD Drain to spew a flame in a 30-foot cone.
This overcharge lasts for 1 minute. Additionally, when Creatures caught in the cone must make a Dexterity
you reach 13th level, when you hit a creature with a fang saving throw taking Xd6 Fire damage on a failed save or
attack you can choose to apply a rank of Bleed instead of half as much on a successful save where X equals your
dealing damage. Your S.N.B can only benefit from one Science-Nin level (Rounded Down).
fang upgrade at a time.
F LIGHT A PPARATUS
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Increase the cost of activating your S.N.B by the CCD
Drain of this Upgrade. You upgrade your Scientific Ninja
Beast with some form of flying ability whether that be
mechanical wings or jets in its feet. Your S.N.B gains a
flying speed equal to its movement speed.
211
SUPREME
DISPLACEMENT HOLOGRAM
Cost: 24 Creation Points
Drain: 20 CCD Chakra
Increase the cost of activating your S.N.B by the CCD
Drain of this Upgrade. You install a holographic projector
into your Scientific Ninja Beast making it seem to be
standing slightly further than it actually is. Attack rolls
against your S.N.B are made at disadvantage, if it is hit
by an attack, it doesn’t gain the benefit of this upgrade
until the start of its next turn. This upgrade also doesn’t
function if your S.N.B is incapacitated.
D EFIBRILLATOR P AWS
Cost: 24 Creation Points
Drain: 20 CCD Chakra
You add a protocol to your Scientific
Ninja Beast directing it to assist you
when your life is in danger by
jumpstarting your heart. When you fall
unconscious, your S.N.B can use your
reaction and spend the CCD Drain to
move its full movement towards
you and attempt to resuscitate
you. You regain 1 temporary hit
point and will fall unconscious at
the end of your next turn
unless you are healed in
some way.
MASTERCRAFT
GIANT S IZE
Prerequisite: Enhanced Size
Cost: 32 Creation Points
Drain: 30 CCD Chakra
Increase the cost of activating your S.N.B by the
CCD Drain of this Upgrade. You have reconstructed your
Scientific Ninja Beast, greatly increasing its size. Your
S.N.B’s size becomes huge and it deals an additional die
of damage with its bite attack.
212
SHINOBI-WARE THE FUTURE OF SHINOBI: SHINOBI-WARE
At Level 20, you have realized that Shinobi-Ware is the
The Science-Nin who follow this path understand that a
future of Shinobi. You gain extra upgrade slots equal to
Shinobi is only as strong as their body. So, they have your Intelligence Modifier. You also double your maximum
turned their own body into a Scientific Ninja Tool. creation points.
FULL-METAL SHINOBI
When you choose this Inquiry at 3rd Level you replace the
skin of your body with flexible chakra material that allows
for easier experiments.
Your AC calculation while unarmored is now 10 + your
Proficiency Bonus +Intelligence Modifier. You can also
spend chakra from your CCD to heal yourself as a Bonus
Action. You heal at a rate of 10 CCD chakra to 5 health. At
Level 6 you choose to gain resistance to either
Bludgeoning, Piercing, or Slashing damage. At Level 9 you
can choose another. At Level 14 you gain the last that you
did not choose.
EDGE RUNNER
Also, at 3rd Level you gain Mastery in Armorsmith
Toolkits. This toolkit gains additional charges equal to
your Intelligence Modifier. Your body also comes with a
number of upgrade slots equal to your Proficiency Bonus.
During a Long Rest you can install any upgrade, besides a
Shinjutsu, that you meet the requirements for. These
Shinobi-Ware Upgrades will be detailed at the end for this
subclass.
GLORIOUS EVOLUTION
Starting at 6th level, you have expanded upon the simple
science of the era and have embraced your body as the start
of the new era. During a rest of any type, you can use 2
charges of your Armorsmith Kit to evolve a Refined
upgrade. You can only have two Evolved Upgrades at a
time. An Evolved Upgrade does not count against your slot
limits and has its Creation point cost reduced by 2. At 9 th
Level you can instead choose a Greater Upgrade. At Level 14
you can chose a Superior Upgrade.
IN HIS IMAGE
Beginning at 9th level, You further enhance your body to
copy the peak of shinobi-kind: the Ōtsutsuki. You create a
seal of your design and place it on the palm of your hand.
As an Action you can spend 20 CCD chakra and activate this
seal. You must pay 5 CCD chakra at the start of your turns
to keep the seal active. The seal remains active for 1 minute
or until you do not pay the CCD chakra cost, whichever
comes first. While this seal is active you gain the following
benefits;
• Your AC of your Full Metal Shinobi AC is increased by 2
• Your Jutsu attack rolls have an increased critical threat
range of +1
• You have driven your human body to the edge of
present and future, and run that edge beautifully. You
gain 1 Shinjutsu Upgrade the first time you activate
this ability. You can not change this later. You can only
use this Shinjutsu while your seal is active.
EVER EVOLVING
Beginning at 14th level, you have further upgraded your
seal to always be improving, always evolving. You can
spend Creation Points equal to the rank of an Armor Seal to
instantly apply it to your Full Metal Shinobi armor. You can
change this seal with a Full turn Action, including choosing
no seal to gain the creation points back and remove the
seal.
213
SHINOBI-WARE UPGRADES REFINED
C HAKRA -P OWERED G RAPPLING H AND
MINOR Prerequisite: Grappling Hand
S COTOPIC V ISION Cost: 4 Creation Points
Cost: 2 Creation Points Drain: 5 CCD Chakra
Drain: 5 CCD Chakra While your grappling hand is deployed, when you cast a
You upgrade the rod cells in your eyes to new heights. You Ninjutsu with a range of touch you can pay the Drain of
can spend a bonus action to activate this vision and gain this upgrade and have your hand deliver the jutsu as if you
Darkvision to a range of 30 feet for a minute. If you had cast it from its location. After this the hand is made
already have Darkvision, this modification increases its inert and must be recovered
range by 30 feet. S YNTHWEAVE S KIN
M ECHANICAL ARM Cost: 4 Creation Points
Cost: 2 Creation Points Drain: 5 CCD Chakra
Drain: 5 CCD Chakra As an Action, You can spend the drain of this upgrade and
for the next minute reduce all bludgeoning, piercing, and
You create a mechanical arm which mounts to your
slashing damage by your Intelligence Modifier for the next
shoulder, which you can use independently. This arm
cannot hold weapons however can be used to block minute.
attacks and accomplish small tasks with the Object A CCELERATED M OVEMENT
interact action even if both hands are full. You can deploy
Cost: 4 Creation Points
the arm as a reaction or object interaction action to gain
Drain: 5 CCD Chakra
+1 AC however if you are hit with a melee attack while the
You improve your body's cardio-physiology to allow you to
arm is out. You must spend 5 CCD chakra to repair the
move quicker in short bursts. When you activate this
arm. You can choose this modification twice, increasing
upgrade your speed increases by 10 feet for the next minute.
the AC bonus to 2 and gaining an additional Object
This applies to all movement speeds you have.
interaction action.
G RAPPLING H AND B ODY M ASS I NCREASE
Cost: 4 Creation Points
Cost: 2 Creation Points
Drain: 5 CCD Chakra
Drain: 5 CCD Chakra
You enhance Body Mass Index to increase at a moment's
You turn your hand into a grappling hook. With this
notice.. As a bonus action, you can activate this upgrade and
modification, you can spend the CCD chakra drain to
anchor your feet to the ground. While anchored, your speed
make a ranged weapon attack as a Bonus Action with a
is 0, you have advantage on Strength checks and Strength
range of 30/60. On a hit, it deals 1d4+your Intelligence
saving throws, and your carrying capacity and the weight
modifier in piercing damage. This attack can target a
you can push, drag, or lift doubles. If it would already
surface, object, or creature.
double, it instead triples. You can also as a reaction activate
A creature struck by this attack is impaled by the hook.
this upgrade while falling. If you do, you instead take falling
As an action, a creature can attempt to remove the hook.
damage for every 20 feet fell and if you land on an enemy
Removing the hook requires an Athletics skill check vs
they must make a Dexterity Saving Throw against you
your Ninjutsu Save DC. While the hook is stuck in the
Ninjutsu or Taijutsu Save DC, whichever is higher. On a fail
target, you are connected to the target by a 30-foot cable.
they take damage equal to the amount of falling damage you
While the hook is deployed, you can use your bonus
take.
action to activate the reel, pulling yourself to the location
GREATER
if the target is your size or larger. A creature or object
smaller than you is pulled to you. Alternatively, you can
opt to release the cable (no action required). J ET P ROPULSION LEGS
Once you’ve used this feature, you can’t use it again
Cost: 8 Creation Points
until you recover and reinsert the hand as a bonus action.
Drain: 10 CCD Chakra
P OWER K NUCKLES You add chakra powered jet thrusters to the soles of your
Cost: 2 Creation Points feet, granting you temporary, limited flight. Activating or
Drain: 5 CCD Chakra deactivating the boots requires a bonus action and, while
You modify your knuckles with increased reinforcement and active, you have a flying speed of 30 feet. You must pay 5
weight. Your unarmed strike deals 1d6 of Lightning damage. CCD Chakra at the start of your turn or the flight will end
You can now use Intelligence for Attack Rolls and Damage and you will begin falling to the ground at the end of the
Rolls for your unarmed strikes Additionally, when you take turn. The rocket boots last for 1 minute before
the Attack action and make an unarmed attack, you can deactivating. Themselves.
spend this upgrade’s drain to make an additional unarmed I NTEGRATED W EAPON
attack as a bonus action.
Cost: 8 Creation Points
T ACTILE B OOST Drain: 10 CCD Chakra
Cost: 2 Creation Points You can integrate a one-handed weapon into your arm.
Drain: 5 CCD Chakra You are considered proficient in this weapon while it is
You add a new upgrade that boosts your sense of touch. As installed. As a Bonus action you can spend the drain of
a Bonus action you can spend the Drain of this feature to this upgrade and have it pop out of your arm for the next
gain Tremorsense within 20 feet of you, as long as some minute.. While it is activated, you must spend 5 CCD
limb is touching the ground. chakra at the start of your turn or the weapon will
deactivate. While activated you gain a +1 to Attack and
Damage rolls with the weapon and can use your
Intelligence Modifier for weapon attack rolls.
214
M ICROSCOPIC SCIENTIFIC NINJA TOOLS S PEEDWARE E MULATOR
Cost: 8 Creation Points Cost: 16 Creation Points
Drain: 10 CCD Chakra Drain: 20 CCD Chakra
You have gone beyond the normal limits of Shinobi-Ware. You force yourself outside the normal timeline through
Choose Two Scientific Ninja Tools of 4 Creation Point cost sheer speed alone, a rudimentary implant. You can
or lower. You now have permanent access to them and activate this upgrade as a Bonus Action and if you do you
they do not cost Creation Points. If they cost Chakra from gain an additional action this turn. At the end of your
your CCD you can now pay them with your own chakra. turns, you lose 2 hit dice, rolling them and losing that
Additionally. You can spend the CCD Drain of this upgrade much current and maximum health until you take a full
to add a spent charge to a Toolkit. You can only do this rest.
twice per Toolkit.
C HAKRA FIBER B ARRIER SHINJUTSU
Cost: 8 Creation Points S ENRIGAN
Drain: 10 CCD Chakra Drain: 15 CCD Chakra
You modify your Full Metal Shinobi Armor to block You modify your eyes and discover the world's first
incoming damage using a razor thin barrier of Chakra. As a Scientific Dojutsu: The Senrigan. However, it is in an
reaction to taking damage you can activate this upgrade to incomplete state. As a bonus action, you can activate this
reduce the damage you take by an amount of d4 equal to upgrade in one of your eyes. When toggled on, for the
your Intelligence Modifier. next minute you gain+1 to your AC, truesight for 250ft
and have advantage on all Genjutsu saving throws. Once
SUPERIOR per round you gain an additional reaction which can only
be used to take the Read the Enemy action.
J UTSU M EMORIZATION C HIP Mastered: With Science you have finally achieved a full
Cost: 16 Creation Points Senrigan, however it is still a pale copy of the true
Drain: 15 CCD Chakra Shinjutsu. As a Bonus Action you can activate this
You install the detailed memory of a specific combat Shinjutsu in both of your eyes for the next minute. While
routine. Choose 1 Jutsu between Taijutsu, Bukijutsu or this is active, you gain +2 AC and a +1 to all attack rolls
Genjutsu of a rank that you can learn. You learn that jutsu and the benefits of a Quasi-Senrigan.
and can pay its cost and this drain to cast it using your Additionally, for the duration you are always under the
Intelligence Modifier. effects of Kagura's Mind Eye.
Once per day you can cast SEALING ART: DIVINATION
P AIN E DITOR TECHNIQUE When cast this way you cannot ask about the
Cost: 16 Creation Points future, but can ask any question about the present or
Drain: 15 CCD Chakra past.
You modify your body with a switch that shuts off your
pain receptors dynamically. As a reaction to taking
damage you may spend the Drain of this upgrade to delay S PACE-T IME C LAWS
all damage you take this round until the end of your next
Drain: 20 CCD Chakra
turn
You can leave marks of studded black bands across any
surface. You always have the Chakra Mark Ninjutsu in
B IJUU K NUCKLES your jutsu known list. You can pay the drain of this
Shinjutsu when you cast Chakra Mark to instead have
Prerequisite: Power Knuckles
Your seals take the shape of these black bands. You can
Cost: 16 Creation Points
have up to a number of them active at one time equal to
Drain: 15 CCD Chakra
your Intelligence Modifier. These black bands cannot be
You further modify your knuckles with increased
dispelled and last forever unless dismissed by you. While
reinforcement and weight. Your unarmed strike now deals
a creature is marked this way while you are within 30 ft of
1d8 Lightning damage. If you move at least 10 feet in a
them you can pay half this Shinjutsu’s drain to cast jutsu
straight line immediately before making an unarmed attack,
and attack as if you were within 5ft of them. You can also,
you can activate this upgrade to additional 2d6 force
as a bonus action, teleport to a claw within 60 feet of you.
damage
Mastered: You have mastered your claws and can use
SUPREME them flawlessly. You can teleport to a claw regardless of
range, and attacks made through a claw within 120 feet of
NINJUTSU A BSORPTION AND AMPLIFICATION you are made at advantage.
Cost: 16 Creation Points
Drain: 20 CCD Chakra
You can absorb Ninjutsu with your left arm or eye. As A
reaction when you are targeted with a Ninjutsu you can
spend the CCD chakra drain and initiate a clash. If you win
you absorb the Ninjutsu cast, negating it. You then can
either immediately attack with it using your right eye or
arm, but upcasted it one rank higher than it was cast, or
add it to your jutsu list until you use it, upcasted to one
rank higher than it was cast. You can only have one stored
Ninjutsu at a time and either way when it is cast you pay
the cost with your CCD rounded up to the nearest interval
of 5.
215
A BSOLUTE R EFLECTION S UKUNAHIKONA
Drain: 30 CCD Chakra Drain: 10 CCD Chakra
You copy the pinnacle of defense worthy of a god. As a You exert your control over all matter with your near
reaction to being targeted with an attack while you are divine chakra. When you are a allied creature you can see
within 5 feet of an allied creature or restrained or makes a Ranged attack roll. You can spend the drain of
grappled hostile creature, you can initiate the Reflect. If this Shinjutsu to Shrink or Enlarge the attack.
you are within 5 feet of a hostile creature who does not • Shrink: Attack gains advantage and any reaction needs
meet the criteria, you can make an unarmed strike against
a perception roll against your Ninjutsu Save DC. On a
them. On a success you initiate the Reflect. Spend the
Drain of this Shinjutsu and the triggering creature must failure the reaction is not taken.
• Enlarge: Increase damage die of the attack by a step. If
make a Wisdom Saving Throw against your highest Save
DC. On a failure they become the new attack target and it cannot be increased by a step, you instead add your
must make the attack against themselves at advantage, proficiency bonus. The attack also now targets all
On a success they still target you but the attack is made at creatures within 10 feet of the orginal target.
disadvantage. Mastered: You have perfected your control over
Mastered: You have mastered your ability to reflect the matter, You can now use Sukunahikona for any attack,
intentions of your foes. When a creature would fail ranged or melee. When used on a melee attack, this
against this Shinjutsu, they instead automatically hit
also also shrinks and enlarges the creature until the
themselves with the triggering attack. On a success they
attack is resolved.
instead roll to hit themselves at disadvantage.
• Shrink now makes the perception check a crature
makes to react made at disadvantage.
J OUGAN • Enlarge now increase by 2 steps or twice your
Drain: 20 CCD Chakra proficiency bonus
You have begun to awaken a new Shinjutsu, one that looks
forward and not back. However, it is not a power easily
controlled. As an Action you can spend the drain of this
Shinjutsu and attempt to peer into the future. Make an
Intelligence ability check against the Jougan Table, the
result is what happens.
Mastered: You have finally awakened the full power of
the future and it rules! When you would use the Jougan
ability you can spend double this
Shinjutsu’s Drain to skip the roll
and get the benefits of a 25.
J OUGAN T ABLE
Roll Result Effect
10-15 You gain a vision of the emotions of all around. You can immediately know the way creatures within 60 feet view you,
either as an ally or enemy.
16-20 You gain a short glimpse of the future. For the next minute, you automatically gain the benefits of the Read the Enemy
action.
21-24 The future you see is one that is further away. However, it gives you insight into the current day. You have advantage on
saving throws for the next minute.
25 You gain all the previous benefits for the next minute.
216
SPYWARE BOLTZMANN BRAIN
At 17th level, you have added a new subroutine to your
The Science-Nin who follow the path of Spyware fully
Hacker’s Kit. Your victims senses become putty in your
embrace what it means to be a Shinobi. the job gets done, hand, as you take control of their Nervous system. When
and no one knows who did it. A job well done is enough you cast a Genjutsu with a Hackers Kit that has a casting
credit for you. time of an Action or Bonus Action, you can increase the
casting time to a full turn action. If you do it loses all
GHOST IN THE SHELL sensory keywords and gains the Tactile keyword as you
When you choose this Inquiry at 3rd Level,, you gain hack their brain directly. A creature who fails a saving
Mastery in Hackers and Forgery Toolkits. These Toolkits throw against a Genjutsu cast in this way is always treated
gain additional charges equal to your Intelligence modifier. as if they critically failed.
When you would spend a charge of your Hackers Kit and
succeed hacking into a system, you can spend 5 CCD Chakra.
If you do, you can cast Beast Sense on the target as if it were THE FUTURE OF SHINOBI: PROGRAMS
an animal. Any cameras in the system become your eyes, At Level 20, you have realized that Programs are the
any microphones become your ears. future of shinobi. As a Full turn action, you can expend 7
or more charges of a Hacker’s kit and spend 75 CCD
CRUEL ANGEL’S THESIS Chakra. If you do, you let your chakra explode outwards,
Also, at 3rd Level you have discovered how to treat a chakra its manifestation mimicking that of computer wires as
network just like a computer system. You can use your they seek out all hostile creatures within 60 feet of you.
Intelligence Modifier as your Genjutsu ability All hostile creatures must make a Constitution saving
modifier. Over the course of a long rest, you can spend Throw against your Genjutsu save DC. You increase the DC
Creation Points to make Programs. You can use Programs by 1 for every charge spent past 7. On a failure they cannot
when you would affect a creature with a Genjutsu by paying mold chakra for 1d4+2 turns. On a success they cannot
their CCD cost when you cast the Genjutsu. A creature can mold chakra until the end of their next turn
only be affected by one Program per turn and you can only
hold a number of Programs at a single time equal to your
Proficiency Bonus.
FAMILIAR FACES
Starting at 9th level, you have come to the
understanding that a face is nothing but a shell. You
gain Mastery in a Disguise Kit. You can spend 1 charge
of a disguise kit to cast the Transform Genjutsu as if it
were on your jutsu list. You can spend 5 charges to cast
the Advanced Transformation Ninjutsu as if it were on
your jutsu list, paying 5 CCD chakra.
Additionally, you have mastered the perfect fusion of
Technology and Forgery. When you would make an
Exquisite Forgery, you can spend 2 charges of your
Hackers Kit and your Forgery Kit and increase the time
to 1 week of downtime. If you do, you instead make a
Mastercraft Forgery. This Forgery can pass as authentic
to any human eye. If there is a chakra or electronic
component to a security check, you can make a
Hacker’s Kit check vs the DC of the security check to
have it pass as authentic.
NETRUNNER
At 14th Level you learn how to reroute the chakra from
the CCD into your Hackers Kit. Select one Program.
This becomes your Quick hack. You always have this
program prepared and it does not count against your
slot limit or Creation points. You can now use this
program as a Bonus Action wit hout using a Genjutsu,
making a Genjutsu Attack roll instead. If you would use
this program while casting a Genjutsu, you reduce its CCD
chakra cost by 5.
217
SPYWARE PROGRAMS S ONIC S HOCK
Cost: 4 Creation Points
MINOR Drain: 5 CCD Chakra
You augment your Genjutsu to throw off the equilibrium
A SSIST of the target creature. On a failure or on a hit with a
Cost: 2 Creation Points Genjutsu attack,, they become Deafened until the start of
Drain: 5 CCD Chakra their next turn. On a critical failure, they gain a rank of
If your Genjutsu affects an ally creature they gain bleeding and become Deafened until the end of their next
advantage on their next attack roll. turn as their eardrums rupture. If the Genjutsu would
already deafen, the duration of the deafen is doubled.
PING
Cost: 2 Creation Points B YPASS D EFENSES
Drain: 5 CCD Chakra Cost: 4 Creation Point
If your Genjutsu would affect an enemy creature, on a Drain: 5 CCD Chakra
failure or on hit you learn one random resistance, The Genjutsu you cast cannot be countered or negated the
vulnerability, or immunity they have. On a Critical turn its cast by the target creature.
Failure you can choose which of the three you learn.
V ITALITY B OOST
C RIPPLE M OVEMENT Cost: 4 Creation Points
Cost: 2 Creation Points Drain: 5 CCD Chakra
Drain: 5 CCD Chakra You restart the healing properties of an allied creature. If
If you Genjutsu would affect a single enemy creature, on a you Genjutsu would affect an ally, it also heals them 2d4
failure or on a hit with a Genjutsu attack, their movement Hit Points.
speed is reduced by half until the end of their next turn.
On a critical failure it is set to 5 feet. GREATER
O VERHEAT S YSTEM R ESET
Cost: 2 Creation Points Cost: 8 Creation Points
Drain: 5 CCD Chakra Drain: 10 CCD Chakra
If you Genjutsu would affect an enemy creature, on a If you Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack, they gain one failure or on a hit with a Genjutsu attack, they think they
rank of Burned until the end of their next turn. On a have not accomplished their previous turn yet. On their
critical failure they gain 2 ranks of Burned that last for its next turn they must do the exact same actions and bonus
usual duration. actions, even if they are not applicable anymore (such as
S HORT C IRCUIT healing even if they are at full health)
218
C HAKRA R EBOOT
Cost: 16 Creation Points
Drain: 15 CCD Chakra
If your Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack, you can end the
enemy creature's lowest cost Concentration jutsu. On
critical failure you instead end the Highest cost
concentration jutsu.
S CINTILLATING S COTOMAS
Cost: 16 Creation Points
Drain: 15 CCD Chakra
If you Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack, you can induce a
blind spot in their vision, perfectly shaped like you. Until
the end of their next turn, you are Invisible to them. On a
critical failure this lasts until the end of your next turn
and you are also unable to be seen by any chakra sight
from the target creature for the duration.
SUPREME
S YNAPSE B URNOUT
Cost: 24 Creation Points
Drain: 20 CCD Chakra
You induce stroke-like symptoms onto a hostile creature
who fails your Genjutsu.. On a failure or on a hit with a
Genjutsu attack, they take xd8 psychic damage, where X
equals your Intelligence modifier. They take half of a
success.
C YBERPSYCHOSIS
Cost: 24 Creation Points
Drain: 20 CCD Chakra
You are the last straw on the back of the camel and break
it you shall. On a failure or on a hit with a Genjutsu attack,
the hostile creature gains 3 ranks of the Berserk
Condition. They remake the save at the end of their turn.
On a critical failure they instead gain 5 ranks.
MASTERCRAFT
O VERCHARGE
Cost: 32 Creation Points
Drain: 30 CCD Chakra
If your Genjutsu would affect an ally. They gain an
additional action on their turn. If they use it they gain a
rank of Exhaustion at the end of the turn as their mind
catches back up. For every additional use without a Full
Rest, they gain an additional rank of Exhaustion
219
TECHNOBI S.E.N. TAGS
Starting at 9th level,, you have learned to condense your
The Science-Nin who follow the path of the Technobi
Kote scrolls down into your Ninja Tools. During a short or
specialize in Scientific Ninja Tools as their main tool in long rest, you can store a Kote Scroll into S.E.N Tag. You
combat. They focus on improving the standard tools such can have a number of S.E.N Tags equal to your proficiency
as Kunai, Shuriken, and Paper Bombs to make them as bonus at a time. They do not count against your Kote
devastating as a jutsu. Scroll limit. Ninjutsu stored in S.E.N Tags retain their
ninjutsu benefits and range, use your Ninjutsu Save DC
THE BEST LAID TRAP and Attack Modifier, and count as a Ninja Tool for the
When you choose this Inquiry at 3rd Level you gain purposes of Science Nin features and Mechanizations.
Mastery in Demolitions and Trappers Kits. They each You have also learned to store explosive ninja tools into
gain additional charges equal to your Intelligence S.E.N Tags, increasing their range and effectiveness.
Modifier. When you make a Ninja Tool with your During a short or long rest, you can expend 2 charges of
Demolitions Kit you can expend an additional charge per your demolitions kit to seal an explosive ninja tool, other
Ninja Tool made and increase the damage die and save DC than a Breaching Tag, into a S.E.N Tag.. The range and DC
by 1. When you create a Trap with your Trappers Kit, you of the S.E.N Tag is changed to that of the explosive tool
can spend an additional charge to increase the damage die and retains both effects.
and save DC by 2. You also learn how to infuse Ninjutsu into the traps you
Additionally, you use your wits to create unique effects lay. When you are creating a trap with your Trappers Kit,
for your tools and traps. When you create a Ninja Tool or a you can spend an additional charge and 20 CCD Chakra. If
trap with your toolkits, you can spend any remaining you do, you can store one Kote Scroll into the trap. A
Creation Points to upgrade its effect with a creature who fails the Save DC or dismantle DC for the
Mechanization. You can have a number of Mechanizations trap also suffers the effect of the jutsu.
equal to your Proficiency Bonus. These Mechanizations
use your Ninjutsu Save DC and require you to spend a OVERCHARGED GAUNTLET
bonus action to arm and activate, spending the CCD Drain. Beginning at 14th level, you can siphon more chakra from
A Mechanization remains armed for one your CCD into your Kote. When you cast a jutsu from your
minute. Mechanization are listed at the end of this scroll you can upcast it however increase the cost of the
subclass and The creation points spent on a upcast by 2. When you do this you can upcast 1 rank
Mechanization are returned once it is consumed or higher than normally allowed. If this would raise its rank
dismantled. above S rank, apply its At higher ranks effects again.
220
TECHNOBI MECHANIZATIONS LAST RESORT T RIGGER
Cost: 4 Creation Points
MINOR Drain: 5 CCD Chakra
You integrate a hidden trigger in your armor allowing you
B LINDING A RRAY to take one last person with you. As a reaction when you
Cost: 2 Creation Points are reduced to 0 hit points you may choose to instantly
Drain: 5 CCD Chakra activate this tool or trap, ignoring any activation rules.
You rig your creation to emit a blinding white light. Each This creation explodes on your body and shields you from
creature within 30 feet of the creation must make a Wisdom these effects completely.
saving throw. A creature becomes blind until the end of their
turn on a failed save. V IRAL S MOG
Cost: 4 Creation Points
F RAGMENTATION T RIGGER Drain: 5 CCD Chakra
Cost: 2 Creation Points You add an extra component to your creation that makes
Drain: 5 CCD Chakra it spew a noxious gas on activation. After this creation
You design your creation to fragment and maim any activates it leaves behind a 15-foot radius cloud. Creatures
creatures unlucky enough to be standing near it. Creatures who are in the cloud when it appears, start their turn in
within a 10-foot-radius sphere must make a Dexterity the cloud, or enter the cloud on their turn, must make a
saving throw, taking 2d8 piercing damage and suffering 1 Constitution Saving throw, becoming Poisoned on a failed
rank of bleed on a failed save, or half as much damage and save.
no additional effects on a successful one.
F LASHBANG
N ET D EPLOYMENT Cost: 4 Creation Points
Cost: 2 Creation Points Drain: 5 CCD Chakra
Drain: 5 CCD Chakra Your creation is made to discombobulate an enemy
You add a new component to the creation, unleashing a combatant. Creatures within 15 feet of the creation and
reinforced nylon net to restrain them. Creatures within 20 have a clear line of sight when it is activated must make a
feet of the creation when it detonates must make a Dexterity Constitution Saving throw. On a failed save they gain a
saving throw or be tangled in the net. A Large or smaller rank of Concussed until the end of their next turn.
creature who fails the saving throw is restrained until the
end of your next turn.. A net has no effect on creatures that
are formless, or creatures that are Huge or larger. A creature
can use its action to make an athletics check against your
Ninjutsu save DC freeing itself or another creature within its
reach on a success. Dealing 10 slashing damage to the net
(AC 15) also frees the creature without harming it, ending
the effect and destroying the net.
C ALTROP Z ONE
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You modify your creation so that when it explodes it deploys
caltrops that cover the ground. The ground is covered in a
20-foot radius of caltrops on a point within range. The area
becomes difficult terrain for the duration. When a creature
moves into or within the area, it takes 2d4 piercing damage
for every 5 feet it travels. These caltrops last until the end of
your next turn.
H IDDEN M ECHANISMS
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You add an extra layer of care to your creation. If this
is placed on a Ninja Tool you increase the radius by 10
feet. If this is placed on a Trap the dismantle DC is
increased by 2.
REFINED
M ALICIOUS I NTELLIGENCE
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Damage you deal with this creation adds your Intelligence
Modifier to the damage rolls.
E LECTRIC P ULSE
Cost: 4 Creation Points
Drain: 5 CCD Chakra
you add a shock device to your creation so that when it goes
off it unleashes a discharge of electricity that envelops all
around. Each creature within 15 feet must make a
Constitution saving throw. On a failed save, a creature takes
3d6 lightning damage and gains 1 rank of Shocked or half as
much damage and no additional effects on a successful one.
221
GREATER SUPREME
A DHESIVE C OATING E RADICATION T RIGGER
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 CCD Chakra
You add a coating of adhesive to the creation. If this is You craft the tool or trap to go off in a unique X shape that
applied to a Ninja Tool instead of a saving throw you can is filled with burning acidic gas. Your creation expands
make an attack roll. If this is applied to a Trap, if into 2 lines of acidic flames made in an X formation.
someone attempts to dismantle it and fails they These lines of flames are 10 feet thick, 90 feet long, and
automatically fail the Save DC for the trap. 30 feet tall. When the walls appear, each creature within
its area must make a Dexterity saving throw. On a failed
B LAZING G AS T RIGGER save, a creature takes 3d6 acid damage and 3d6 fire
Cost: 8 Creation Points damage, and gains 1 rank of burned and corroded on a
Drain: 10 CCD Chakra failed save, or half as much damage and no additional
You add an extra trigger to your creation so that when it effects on a successful one. The walls continue to burn,
goes off it also explodes in a gas that burns at the skin. losing 1d6 acid and fire damage at the end of each of your
Creatures who suffer the effects also take 2d12 fire turns as it cools down. Once there are no more
damage and gain 1 rank of burn on a failed save or half as damage dice, this creation ceases function.
much damage and no further effects on a success.
E VENT H ORIZON M ATRIX
A RCTIC S NAP Cost: 24 Creation Points
Cost: 8 Creation Points Drain: 20 CCD Chakra
Drain: 10 CCD Chakra You design your creation to pull creatures toward their
You super chill the components of this creation. When demise, before imploding. When the creation activates
activated all creatures within a 20-foot radius must creatures within a 30-foot-radius sphere must succeed a
succeed a Dexterity Saving throw. On a failure they are Strength saving throw or be pulled 15 feet towards the
caught in the flash freeze after the activation and gain 1 epicenter of this creation. After pulling creatures in, it
rank of Slowed until the end of their next turn. then explodes forcing creatures with 15-foot-radius
sphere to make a Dexterity saving throw dealing 4d8
S TATIC S HOCK T RIGGER force damage on a failed save. If a creature fails this
Cost: 8 Creation Points saving throw by 5 or more, they take double damage.
Drain: 10 CCD Chakra
You add an extra trigger to your creation so that when it MASTERCRAFT
goes off it also re-wires a creature's nerves. Creatures
who suffer the effects also have a -5 penalty to their next S TUNNING B LAST
initiative roll. If they are already in initiative they are Cost: 32 Creation Points
moved down one. Drain: 30 CCD Chakra
You modify this creation meticulously to disable and
SUPERIOR disorient. When it activates creatures within a 5-foot-
radius sphere must make a Constitution saving throw. On
S TONE R EGALIA a failed save they are stunned and deafened until the end
Cost: 16 Creation Points of your next turn.
Drain: 15 CCD Chakra
You modify your creation to weaken creatures enough
that they surrender, or that dispatching them becomes a
trivial task. Each creature within 15 feet must make a
Constitution saving throw. On a failed save, a creature
takes 8d4 bludgeoning damage and gains 1 rank of
bruised or half as much damage and no additional effects
on a successful one.
R EPEATER N ODE
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You add an extra trigger to your creation so that when it
goes off it immediately sets itself off again. Apply the
effects of this creation again..
S ENSOR T AG
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You add an extra component to your creation to mark
your target. Creatures who fail the save of the creation
also are marked with the Chakra Mark Ninjutsu as if cast
at B-Rank.
222
NINJANEER SEALSMITH EXPERT
Beginning at 14th level, , you have further studied the art
The Science-Nin who follow the path of the Ninjaneer
of war, and your weapons show that. An Enhanced
specialize in Scientific Weaponry as their main tool in Weapon increases its quality by one step. When applying a
combat. They focus on improving their armor or weapon Weapon seal to an Enhanced Weapon, you can spend
for both offensive and defensive capabilities Creation points equal to its rank (Minor=2, Refined=4,
Greater =8.) to apply it in a single week of Downtime. You
ENHANCED ARSENAL can remove the seal to regain the Creation Points.
When you choose this Inquiry at 3rd Level you gain
proficiency in Martial Weapons and Mastery in KINETIC OVERFLOW
Weaponsmith Kit and Crafting. At 17th level, you have added a new subroutine to your
During a Long Rest you can work on your weapons and CCD. Your Enhanced Weapons gain a new special
make an Enhanced Weapon. You can use your Intelligence property. When you deal damage with a weapon attack
Modifier in place of Dexterity for weapon attacks and and roll the maximum or minimum damage on the
Bukijutsu using Enhanced Finesse weapons. This weapon damage die, you can spend 10 CCD chakra and roll
Enhanced Arsenal gains a number of Upgrade Slots equal that die again and add it to the damage. You can only
to your Proficiency Bonus split between any weapon you trigger this feature twice per attack
turn into an Enhanced Weapon. Your Enhanced Weapons
cannot be broken or damaged by any means During a THE FUTURE OF SHINOBI: WEAPONS
Long Rest you can spend creation points to install an At Level 20, you have realized that an Enhanced Arsenal is
upgrade that you meet the requirements for into the gear. the future of Shinobi. You gain additional upgrade slots
If a modification has prerequisites, you must meet them for your Enhanced Arsenal equal to your Intelligence
to install it. You can install the modification at the same modifier. Your Enhanced Weapons add your proficiency
time that you meet its prerequisites. These upgrades will bonus to all damage rolls. Legendary Weapons add twice
be shown at the end of this Inquiry page. your proficiency bonus to all damage rolls. Perfected
Weapons add your Intelligence Modifier to all damage
A WEAPON TO SURPASS rolls.
Also, at 3rd Level, you have begun to see the joy in making
weapons. You can work on an allies weapon during a Long
Rest and turn it into a Perfected Weapon. A Perfected
Weapon increases its quality by one step and gains 1
Minor Modification of your choice at no creation point
cost You can only have a number of Perfected Weapons
equal to your Intelligence Modifier at a single time.
WARRIOR OF SCIENCE
Starting at 9th level, you have upgraded your CCD to turn
any weapon you wield into one of legend. As an Action you
can spend 20 CCD chakra and turn an Enhanced Weapon
you are holding into a Legendary Weapon. You must pay
10 CCD chakra at the start of your turn to maintain this
benefit. A Legendary Weapon you are holding gains the
following benefits for one minute;
• It gains a +2 to Weapon and Taijutsu Attack Rolls
• Once per turn, when it deals damage to a creature, you
can have it ignore all THP and Damage reduction
• You can select one Weapon Property (Besides Heavy,
Two-Handed) it has and double its benefits. In the
case of Thrown it doubles its range. In the case of
Versatile, increase the damage die by an additional
step.
• When you cast a Bukijutsu with the weapon as a
component you can double the cost of the Bukijutsu
and round up to the nearest interval of 5 and pay it
with your CCD. If you do the damage is converted to
force.
223
ARSENAL MODIFICATIONS A CCURACY E NHANCER
If a modification has prerequisites, you must meet them to Cost: 4 Creation Points
install it. You can install the modification at the same time Drain: 5 CCD Chakra
that you meet its prerequisites. You can activate this accuracy enhancement device as a
Bonus Action. For the next minute you gain a +1 bonus to
MINOR weapon attack rolls made with this weapon.
S UPERSONIC E DGE
C HAKRA B LAST
Prerequisite: Vibrosteel Edge
Cost: 2 Creation Points
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Drain: 5 CCD Chakra
You modify your weapon with a blaster with which you are
You replace the metal in the weapon with pure chakra alloy
proficient. The weapon uses your Intelligence modifier for
that vibrates at supersonic speeds when it is powered on.
its attack and damage rolls, and deals 1d6+Intelligence
While the weapon is activated with Vibrosteel Edge, you can
Modifier Force damage on a hit. It has a normal range of 30
pay this drain in addition to pour more chakra into the steel.
feet and a long range of 120 feet. You must spend the CCD
Its benefits now affects both weapon and Taijutsu attack
chakra drain for each attack.
rolls.
C AMOUFLAGE P ROTOCOL E NHANCED F RAME
Cost: 2 Creation Points
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Drain: 5 CCD Chakra
You install a cloaking device in your modified weapon. As an
You install a new frame in your modified weapon. As a part
action you can activate this device to cast Body Camouflage
of rolling initiative or as a bonus action you can activate this
on yourself.
upgrade, removing the Heavy property from the weapon for
C HAIN H ILT the next minute.
Cost: 2 Creation Points S TAGGERING B LOW
You install an expandable hilt on your modified weapon. If it
Cost: 4 Creation Points
is a melee weapon it extends its range by 5 feet. If it is a
Drain: 5 CCD Chakra
thrown weapon it gains the returning property within its
When you hit with the weapon, you can activate this
normal range. If it is a ranged weapon it gains 30 feet to its
upgrade to force the target to make a Strength saving throw.
long range.
On a failed save, the creature is pushed back 15 feet and
H ARPOON R EEL knocked prone. If they hit a wall instead of being knocked
prone they take an extra 3d4 force damage. This can only
Cost: 2 Creation Points
trigger once per turn.
Drain: 5 CCD Chakra
You install a secondary fire mode that launches a harpoon
attached to a tightly coiled cord. With this harpoon, you can
GREATER
make a ranged weapon attack with a range of 30/60. On a A RTIFICIAL I NTELLIGENCE
hit, it deals 1d6 piercing damage. This attack can target a
Cost: 8 Creation Points
surface, object, or creature.
Drain: 10 CCD Chakra
A creature struck by this attack is impaled by the harpoon.
You install an artificial intelligence into your weapon. When
As an action, a creature can attempt to remove the
you make a weapon attack Roll with this weapon, You can
harpoon. Removing the harpoon requires a Strength
spend the Drain of this CCD to gain advantage as your
ability check vs a DC 8+your Intelligence Modifier. While
artificial intelligence takes the Help action.
the harpoon is stuck in the target, you are connected to
the target by a 60-foot cable. C HAKRA S ABRE W EAPON
While connected in this manner, you can use your bonus
Cost: 8 Creation Points
action to activate the reel, pulling yourself to the location
Drain: 10 CCD Chakra
if the target is your size or larger. A creature or object
You replace the striking portion of your weapon with a
smaller than you is pulled to you. Alternatively, you can
device that forms the weapon with your own chakra. To
opt to release the cable (no action required).
activate your weapon takes a Bonus action and you must
Once you’ve used this feature, you can’t use it again until
spend half of the Drain at the start of your turn to keep the
you recover and reinsert the harpoon as an action.
weapon activated. The weapon deals an additional die of
V IBROSTEEL E DGE damage, and all damage it deals is now considered Force
damage.
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You replace the metal in the weapon with pure chakra alloy
that vibrates at supersonic speeds when it is powered on. As
an Action or bonus action you can activate the weapon.
While it is active you increase your critical threat range with
weapon attacks by 1. When you critically hit with this
weapon on a weapon attack, you deal an additional 2
damage dice.
REFINED
E LECTRIC P ULSE P ROTOCOL
Cost: 4 Creation Points
Drain: 5 CCD Chakra
You install electro shockers in your weapon. Whenever you
score a hit with a melee attack, you can spend the Drain of
this upgrade and an extra deal 1d6 lightning damage to the
attacker.
224
S ONIC S TRIKE M ETAL G EAR
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 CCD Chakra
You pack extra power into your modified weapon. Once per You modifier your weapon so that no other may surpass it.
turn, when you hit with the weapon, you can spend the CCD As a reaction, You can cast Weapon Break through the
Chakra Drain to deal an additional 1d8 damage. If you do so, weapon as if you know it, ignoring components and paying
the weapon makes a loud boom which can be heard 100 feet this upgrade drain instead. You can pay twice its cost to
away. If you are hidden, Intelligence (Investigation) and force the triggering creature to roll its Dexterity Saving
Wisdom (Perception) checks made to locate you that rely on throw at disadvantage. It can break any weapon, regardless
sound have advantage. You can only use this 3 times in a of quality.
single attack.
D OUBLE W EAPON MASTERCRAFT
Cost: 8 Creation Points C-D RIVE
Drain: 10 CCD Chakra Cost: 32 Creation Points
Prerequisite: One Handed Melee Weapon Drain: 30 CCD Chakra
You add an extra blade to a tool of war. After all, death A tool that lets you split the timeline, and jump backwards
comes in pairs. As a Bonus action you can pay the Drain cost in time, a technique on par with that of a high-ranking
and Your weapon gains the Double property for the next Space Time Ninjutsu. You install a C-Drive into the center of
minute. A weapon with this property can be used with one or your weapon. You can activate this tool as a reaction at the
two hands like a versatile weapon however its two-handed end of your turn. Once activated, the gadget alters the flow
die is one lower than its single-handed die. Once per turn, of time, reversing any events or actions that took place
When you make a weapon attack with a Double weapon, you during that turn. You can take your turn again and can
can make an additional attack using its Doubled die as a part choose to take different actions or the same actions as
of the same action. It also is considered two different previously, possibly with different results. Other creatures
weapons for two-weapon fighting. must do the same thing they did before, even if it doesn't
make sense now, as you seem to have predicted their exact
SUPERIOR action. Once used, this effect must be recharged and cannot
be used again for 1d4 rounds.
S UPERIOR C HAKRA W EAPON
Prerequisite: Chakra Sabre Weapon
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You have enhanced your chakra Sabre far beyond its limits.
While a Chakra Sabre Weapon is active you can activate this
upgrade to make it a Superior weapon for the next minute as
an object interaction. While it is Superior it ignores Damage
reduction and Temporary Hit Points from Armor and Jutsu
sources. While this is active you increase the CCD Drain cost
at the start of your turn by an additional 5 CCD Chakra.
S PLIT W EAPON
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Prerequisite: Two-Handed Melee Weapon
You modify your weapon to split into two light
weapons with the same properties, seals, and
enhancements as the original, however both of their
damage dice are one step lower than the original. You
can split the weapon for the next minute as a Bonus
action by paying the Drain cost.
P ENETRATING P OINT
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Prerequisite: Ranged Weapon
You modifier your weapon to follow its line of attack till the
end. When you make a ranged weapon attack you can pay
the drain and turn it into a Penetrating Attack. All enemies
in a 5 wide line between you and the normal range of the
weapon become the target for the ranged weapon attack
SUPREME
H IDDEN B LADE
Cost: 24 Creation Points
Drain: 20 CCD Chakra
You modify your weapon so that it becomes hidden to the
untrained. Your weapon gains the Hidden property. As a part
of initiative, you can activate this upgrade and when you do
for the next 1d4 turns, enemies cannot react to Weapon or
Taijutsu attacks you make with the weapon without a
Perception check greater than the attack roll.
225
MAD SCIENTIST MEND AND M AIM
The Science-Nin who follow the path of the Mad Scientist Starting at 14th Level you can quickly create either a
find the small joys in healing their allies, or they ignore healing beam of life, or a harmful ray of death.
the large sins of destroying their enemies.
• Mend: When you would cast a beneficial jutsu, you can
BIOTIC MASTERY spend 15 Mending CCD and X charges of your Medicine
When you choose this Inquiry at 3rd Level you gain Kit to add Xd6 healing to the affected creatures.
Mastery in Poison and Medicine Toolkits. Each Toolkit
gains additional charges equal to your Intelligence • Maim: When you would cast a harmful jutsu, you can
Modifier. Additionally, you split your CCD into two, each spend 15 Mending CCD and X charges of your Poison Kit
leading into an outlet on the palms of your hand. One to deal Xd6 necrotic damage to the affected creatures.
hand contains your Mending Device, the other contains
your Maiming Device. your CCD is split into two pools. THE SHEEP AND THE SHEPHERD
You can change the ratio of the two Devices during a long At 17th level, you have gone further than anyone in your
rest in intervals of 5. For generic Scientific Ninja Tools field of study. Select one Inversion Serum with dual
you can spend the cost from either pool but cannot split effects. When you cast a Medical Ninjutsu that restores
the cost between them. Mending abilities can only spend hit points, also applies to the Mend effects of the chosen
Mending CCD. Maiming abilities can only spend Inversion Serum. If you cast a Medical Ninjutsu that
Maiming CCD. would deal damage, it also applies the Maim effects of
You also gain limited access to the Medical Keyword. the chosen Inversion Serum. You can change this Serum
You can learn and cast any D-Rank Medical Ninjutsu.. on a Long Rest.
This increases to any C-Rank Medical Ninjutsu at Level 9
and B-Rank Medical Ninjutsu at Level 14. THE FUTURE OF SHINOBI: BIOLOGY
At Level 20, you have realized that Biology is the future
INVERSION SERUMS of Shinobi. You can Select one Medical Ninjutsu of S-
Beginning at 3th level you have created a new type of Rank or lower. Once per Long rest you can cast the jutsu
chemical called Inversion Serums. When activated with using CCD chakra with its cost rounded up to the nearest
CCD chakra they become tools for life and death. During interval of 10. If it restores hit points you must use
a Long Rest you can spend Creation Points to create Mending CCD Chakra. if it deals damage, you must use
Inversion Serums. You can hold a number of Serums Maiming CCD Chakra. If it does both you must split the
equal to your Intelligence modifier at a single time. Each cost in between Maiming and Mending CCD chakra
Serum has a different effect depending on which CCD evenly.
chakra was used to pay its cost.
FADE AWAY
At 6th Level you understand that your life is worth more
than others. As a Bonus action you can spend 15 CCD
chakra to move behind an ally within 60 feet of you. This
movement does not trigger attacks of opportunity. If you
or the targeted ally are suffering from any Elemental
Conditions, you can spend the cost in Mending CCD to
remove up to two ranks of the conditions or the cost in
Maiming CCD to give the conditions to an enemy in
between you and the targeted ally.
226
INVERSION SERUMS N OXIOUS A URA
Cost: 4 Creation Points
MINOR Drain: 5 Maiming CCD Chakra
As an action, You throw a canister of Inversion Serum that
B IOTIC D ART can turn the area around you into one no living creature
Cost: 2 Creation Points can survive for long. You cast Acid String at D-Rank. It
Drain: 5 CCD Chakra does not take a concentration slot but only lasts for 1d4+1
As an Action, You fire a dart filled with Inversion Serum rounds.
that can either heal your allies or harm your enemies.
Make a Ranged weapon attack on a creature within 60
A NATOMICAL R ESTRUCTURE
feet. A creature can choose to get hit. On hit: Cost: 4 Creation Points
If Paid with Mending: The target creature heals Drain: 5 Mending CCD Chakra
As a Bonus action, You throw a canister of Inversion
1d6+Intelligence modifier
Serum at an ally that temporarily bolsters their
If Paid with Maiming: the Target creature takes
immunoglobulins. You can target an ally within 30 feet
1d6+Intelligence Modifier in Necrotic damage. and end one Physical Condition of C-Rank or lower.
F OR/A GAINST B IO LIFE P ROCEDURE
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 Mending CCD Chakra
As a reaction to a creature making a saving throw, You As an action, You pour your life energy into another. You
send a beam of Inversion Serum that can either be for or can roll a number of your hit dice, up to half. and give that
against success. Make a Ranged Ninjutsu attack. amount of hit points to an ally creature you can touch.
If Paid with Mending: The target creature adds a d4 to
WAR OR P EACE
the saving throw.
If Paid with Maiming: the Target creature subtracts a Cost: 4 Creation Points
Drain: 5 CCD Chakra
d4 from the saving throw.
As a Bonus action, You throw a canister of Inversion
GIVE /T AKE Serum that can either induce a state of calm, or a state of
Cost: 2 Creation Points frenzy.
Drain: 5 CCD Chakra If Paid with Mending: You cast Song of Courage. You
As an Action, you throw a canister of Inversion Serum can use your Intelligence modifier for this Genjutsu.
that can either give an ally support and take the life of an If Paid with Maiming: You cast Song of Ancients. You
enemy. Select a point within 30 feet. all creatures within can use your Intelligence modifier for this Genjutsu.
10 feet.
If Paid with Mending: The creatures gain 5 Temporary GREATER
hit points.
If Paid with Maiming: Enemy creature loses 5 S LEEP D ART
Temporary Hit points. Cost: 8 Creation Points
Drain: 10 Maiming CCD Chakra
B IOMONITOR As an Action you shoot a sleep dart at an enemy creature
Cost: 2 Creation Points within 30 feet of you. Make a Ranged Ninjutsu attack. On a
Drain: 5 CCD Chakra hit they become incapacitated until the start of their next
As a Bonus action, you can scan an ally creature. For the turn or until they take damage, whichever comes first.
next minute you know any conditions they are under and
their exact remaining hit points.
R AVENOUS V ORTEX
Cost: 8 Creation Points
DISCORD AND H ARMONY Drain: 10 Maiming CCD Chakra
Cost: 2 Creation Points As a Bonus action, You throw a canister of Inversion
Drain: 5 CCD Chakra Serum that creates a no-fly zone. Select a point within 30
As a Bonus action, You throw a canister of Inversion feet. From that spot all creatures within a 15 radius, 30-
Serum at an enemy or ally. foot-high Cylinder that tries to fly need to make a
If Paid with Mending: The target creature gains the Strength Save versus your Ninjutsu Save DC. On a failure
effects of Water Release: Medical Jellyfish for 1d4 their fly speed is set to 0 until the end of the current turn.
rounds. B IOTIC B ARRIER
If Paid with Maiming: the Target creature suffers the Cost: 8 Creation Points
effects of the Pain Genjutsu at 5th Level for the next 1d4 Drain: 10 Maiming CCD Chakra
instances of damage As a reaction to you being an ally within 15 feet being
targeted by an attack you drop a canister of Inversion
REFINED Serum meant to avoid the damage.
WOUNDING C ARNAGE If Paid with Mending: You create a protective barrier
that reduces the damage by 2d10.
Cost: 4 Creation Points
If Paid with Maiming: You create a shockwave that
Drain: 5 Maiming CCD Chakra
As an action, You send out a slash of Inversion Serum that forces the triggering creature to make a Strength saving
disrupts the blood flow of enemies. Make a melee ninjutsu throw. Ona failure they take 2d10 Force damage and are
attack on an enemy creature within 10 feet of you. On a hit knocked back 15 feet.
they gain a rank of bleeding for a number of rounds equal
to your Intelligence Modifier. When they take damage
from bleeding from this ability, you heal the amount
dealt.
227
B IOTIC G RENADE A NNIHILATION
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 Maiming CCD Chakra
As a Bonus action, You throw a canister of Inversion As an Action you create a field of death around you. For
Serum that can either bolster your allies healing or the next 1d4 rounds enemies who start their turns within
hamper your enemies. Select a point within 30 ft 30 feet of you must succeed a Constitution Saving Throw.
If Paid with Mending: All allies within 15 feet of the On a failed save they take 3d12 Necrotic Damage and all
damage they deal that turn is reduced by an amount equal
selected point gain boosted healing for the next minute.
to your Intelligence Modifier. If 3 creatures fail this save
Whenever they would regain health they gain 1.5x the
in a single round, its duration is increased by a round.
amount.
If Paid with Maiming: All enemies within 20 feet must MASTERCRAFT
make a Constitution Saving throw against your highest
save DC. On a failed save for the next 1d6 rounds all A MPLIFICATION M ATRIX
healing they receive is halved. Cost: 32 Creation Points
Drain: 15 Maiming CCD Chakra and 15 Mending CCD Chakra
SUPERIOR As a Bonus action, You throw a canister of Inversion
Serum that is a mix of both worlds. A field of living chakra
B IOTIC O RB energy that boosts all damage coming out and reduces all
Cost: 16 Creation Points damage coming in. You create a 20-foot radius around
Drain: 15 CCD Chakra you for a number of rounds equal to your Intelligence
As an Action, you throw out an orb of life or death. Modifier. All damage that an ally does within range adds
If Paid with Mending: You throw out a healing orb. an additional 2 damage die. All damage that an ally takes
You cast Aura of Life. It is not considered concentrated within range is reduced by twice your Intelligence
on However it only last until the end of your next turn modifier. You can only use this feature once per combat.
If Paid with Maiming: You throw out a damage orb. 30 feet of you must succeed a Constitution Saving Throw.
On a failed save they take 3d12 Necrotic Damage and all
You cast Vitriolic Sphere. It is not considered
damage they deal that turn is reduced by an amount equal
concentrated on However it only lasts until the end of to your Intelligence Modifier. If 3 creatures fail this save
your next turn. in a single round, its duration is increased by a round.
B IOTIC R ALLY
Cost: 16 Creation Points
Drain: 15 Mending CCD Chakra
As an Action, You release an aura of Inversion Serum that
can bolster the defenses of your allies. You cast Circle of
Defiance, however when cast this way you would give an
ally the benefits of Circle of Defiance you instead and give
it to all allies within 20 feet of you.
V ENOM M INE
Cost: 16 Creation Points
Drain: 15 Maiming CCD Chakra
As a Bonus action, You throw down a canister of Inversion
Chakra set to go off when an enemy enters within 15 feet.
Choose one Poison of B-Rank or lower. It remains active
for 1 minute before going inert. If it is triggered within the
time, it emits an Aerosolized version of the chosen poison
in a 15-radius cloud that remains for a number of rounds
equal to your Intelligence Modifier. Enemies who are in
the area when it appears, ends their turn inside the cloud,
or enters the cloud for the first time suffers the effects of
the poison, making their save against your Ninjutsu Save
Dc or the Poisons DC, whichever is higher.
SUPREME
N ANO B OOST
Cost: 24 Creation Points
Drain: 20 Mending CCD Chakra
As an Action, you supercharge an ally's chakra and body.
Choose an ally within 60 feet that you have a clear line of
sight towards. For the next 1d4 Rounds, they become
Supercharged. They heal 2d12 hit points at the start of
their turn, They add your Intelligence Modifier to up to
two damage rolls they make on their turn and reduce all
damage they take by an amount equal to your Intelligence
Modifier. A creature can only benefit from this ability
once every minute.
228
GRENADIER SUPERCHARGE
Beginning at 14th level, your mastery over [Link] has
The Science-Nin who follow the path of the Grenadier
grown to new heights, further refining your creation
specialize in area denial and making space for their team
process and throwing technique. You can now create
by any means necessary.
[Link] on a short rest and can throw them up to 90 feet.
EXPLOSIVE TENDENCIES
Also at 14th level, you can supercharge your [Link] with
chakra from your CCD enhancing their effects. By
Starting at 3rd level, you have begun to create, admire, spending chakra from your CCD equal to the Creation
and understand explosives more deeply than your peers. Point cost you can increase the damage dice or save DC
You gain proficiency with a Demolitions Kit. If you by 2. When you supercharge a B.I.M if a creature would
already have proficiency, you instead gain Mastery. take no damage when they pass a saving throw, or half
Additionally, you have advantage on saving throws damage when they would fail a saving throw, they
against ninja tools with an area of effect, and you have instead take a quarter damage.
advantage on searching for them.
DOUBLE DOWN
B.I.M At 17th level, normal [Link] sometimes just aren't
Also at level 3rd level, learn to create a special type of enough for you. As an action you can make an
ninja tool called a Bomb Integrated Machine or B.I.M. Intelligence (Crafting) check vs your Ninjutsu save DC or
[Link] function similarly to bombs and come in unique expend a charge of your Demolitions Kit to combine 2
forms. Each B.I.M only has 1 use unless otherwise stated [Link] into 1 B.I.M. If a B.I.M has a special effect, such as
and you can pick any modification with "B.I.M" in the locking onto a creature or having a timer you choose 1.
name more than once, other than the Barrier B.I.M. You These [Link] do both their original damage type, and the
can create these [Link] and change how many of each damage type of the other B.I.M.
B.I.M type you hold a on long rest. If you select a B.I.M This feature is incompatible with the Barrier B.I.M.
you are already carrying, you pay the initial cost of the
B.I.M. These [Link] are held in a bandolier and the
bandolier has 2 bulk. You can throw a B.I.M as an action
THE FUTURE OF SHINOBI: DESTRUCTION
At 20th level, you have realized that destruction is the
up to 60 feet away.
only way to make new room to create a better world for
Any creature who is forced to make a saving throw
the future of shinobi. During a short rest or long rest,
because of one of your [Link] must succeed their saving
you can modify a B.I.M to be a superior version of itself,
throw listed in the [Link] description vs your Ninjutsu further elevating its destructive capabilities.
save DC. Your infatuation explosives with allows you to
A B.I.M gains one of the following effects:
further improve [Link] and your creations relating to
them using additional creation points. • The area of effect of the B.I.M is tripled, and it ignores
Your bandolier holds a number of [Link] equal to your all but full cover.
proficiency bonus. These upgrades will be shown at the • The B.I.M ignores resistance, immunity, and
end of this Inquiry page. temporary hit points and rerolls all 1’s and 2’s, taking
Starting at 9th level you can throw [Link] as an action the second result.
or bonus action, and you can throw them twice as far. • The B.I.M has its damage die increased by 1 step and
Additionally, your [Link] do double damage to
creatures have disadvantage on the saving throw.
structures, constructs, and objects.
• The B.I.M increases its save DC by 3 and creatures who
B.I.M SPECIALIST
Starting at 9th level, you have managed to almost
master the creation process of a single type of B.I.M.
Choose 1 modification with "B.I.M" in the name that you
own. [Link] of that type cost half as many creation
points to upgrade. If it does not have an upgrade cost,
the cost is reduced by half.
Additionally, your understanding of the mechanisms
of that B.I.M has allowed you to create them on the fly.
The same B.I.M that you initially choose with this feature
can be created as a bonus action using metal scraps and
paying twice the maximum cost of the B.I.M with chakra
from your CCD. [Link] created this way are treated as if
they were Upgraded
229
EXPLOSIVE MODIFICATIONS REFINED
If a modification has prerequisites, you must meet them R EMOTE B.I.M
to create it. You can install the modification at the same Cost: 4 Creation Points
time that you meet its prerequisites. This B.I.M can be set on the floor or a flat wall, allowing
for it to be placed in a location and triggered remotely.
MINOR This B.I.M takes a bonus action to place and as a part of
B LINDING B.I.M that action you can make an Intelligence (Stealth) check
to hide the B.I.M. You may active this B.I.M as a bonus
Cost: 2-6 Creation Points action or a reaction. Alternatively, you can spend an
You throw your B.I.M and it emits a blinding white light. action to rig it to automatically explode when a creature
Each creature within 30 feet must make a Wisdom saving enters with 10 feet of the B.I.M. When denotated
throw. On a failed save creature becomes blind until the creatures within a 5-foot-radius sphere of the B.I.M
end of their turn on a failed save. must make a Dexterity saving throw dealing 10d4 fire
Upgraded: For every 1 Creation Point after the damage on a failed save, or half as much on a successful
minimum initial cost increase the amount of turns a one.
creature is blinded by 1. A creature can spend an action to
remake the save to end the condition early. S PIKED B.I.M
E LECTRIC B.I.M Cost: 4-8 Creation Points
You throw your B.I.M and it explodes with spikes that
Cost: 2-8 Creation Points cover the ground. The ground is covered in a 20-foot
You throw a B.I.M and it unleashes a discharge of radius of spikes on a point within range. The area
electricity that envelops all around. Each creature within becomes difficult terrain for the duration. When a
15 feet must make a Constitution saving throw. On a creature moves into or within the area, it takes 2d4
failed save, a creature takes 3d6 lightning damage and piercing damage for every 5 feet it travels.
gains 1 rank of shocked or half as much damage and no Upgraded: For every 2 Creation Points after the
additional effects on a successful one. minimum initial cost increase the damage dice by 1 and
Upgraded: For every 2 Creation Points after the increase the radius by 5 feet.
minimum initial cost increase the damage dice by 1 or
increase the ranks of shocked by 1. S TICKY B.I.M
F RAGMENTATION B.I.M Cost: 4-10 Creation Points
You throw a B.I.M with specialized gloves that has an
Cost: 2-8 Creation Points adhesive substance and an automatic timer that sticks to
You throw a B.I.M designed to fragment and maim any the first thing it touches. Make a ranged ninjutsu attack
creatures unlucky enough to be standing near it. roll against a creature within the range you can throw
Creatures within a 10-foot-radius sphere must make a [Link]. On a hit, the creature automatically fails the
Dexterity saving throw, taking 2d10 piercing damage saving throw against this B.I.M. On a miss it sticks to the
and suffering 1 rank of bleed on a failed save, or half as ground under the target. After sticking, it will explode at
much damage and no additional effects on a successful the end of the initiative. Creatures within a 15-foot-
one. radius sphere of this B.I.M when it explodes must a
Upgraded: For every 3 Creation Points after the Dexterity saving throw dealing 4d6 fire damage on a
minimum initial cost increase the damage dice by 1 or failed save or half as much on a successful one. A
increase the radius of the explosion by 10 feet. creature can attempt to remove the B.I.M as a action by
N ET B.I.M making a Athletics check versus your Ninjutsu Save DC.
On a success they remove the B.I.M and can remake the
Cost: 2 Creation Points attack roll against another creature within 30 feet of
You throw your B.I.M, unleashing a reinforced nylon net them.
to restrain them. Creatures within 10 feet of the B.I.M Upgraded: For every 2 Creation Points after the
when it detonates must make a Dexterity saving throw. A minimum initial cost increase the damage dice by 2 or
Large or smaller creature who fails the saving throw is increase the radius by 5 feet.
restrained until it is freed. A creature can use its action to
make an Athletics check against your Ninjutsu save DC S TING B.I.M
freeing itself or another creature within its reach on a Cost: 4-6 Creation Points
success. Dealing 10 slashing damage to the net (AC 15) You throw a B.I.M designed to weaken creatures enough
also frees the creature without harming it, ending the that they surrender, or that dispatching them becomes a
effect and destroying the net. trivial task. Each creature within 15 feet of the target
T IMER B.I.M space must make a Constitution saving throw. On a
failed save, a creature takes 4d4 bludgeoning damage
Cost: 4-8 Creation Points and gains 1 rank of Bruised or half as much damage and
You pull out your B.I.M and set the timer allowing for no additional effects on a successful one.
timed explosion. You can start the timer as an action or Upgraded: For every 1 Creation Point after the
bonus action and it will explode on the end of the next minimum initial cost increase the damage dice by 1 or
hostile creature's turns. Alternatively, you can hold the the ranks of Bruised by 1
B.I.M and throw it at the start of your next turn where it
explodes on contact. If you hold onto the B.I.M for 2 D UD B.I.M
turns it explodes in your hand. Creatures within a 20- Cost: 4 Creation Points
foot-radius sphere of this B.I.M when it explodes must a You throw a dud B.I.M that looks identical to a real one,
Dexterity saving throw dealing 5d8 fire damage on a making creatures flinch. You throw your B.I.M and
failed save or half as much on a successful one. hostile creatures within 30 feet must make a Wisdom
Upgraded For every 1 Creation Point after the minimum saving throw. On a fail they spend their reaction
initial cost increase the maximum turns until it explodes ducking, not realizing it’s a fake bomb.
by 1.
230
GREATER SUPERIOR
H OMING B.I.M B ARRIER B.I.M
Cost: 8-12 Creation Points Cost: 12-16 Creation Points
You pull out a B.I.M that has a small propeller and a The Barrier B.I.M is a B.I.M made for defense, and is
camera attached allowing the B.I.M to track creatures typically worn as a necklace around a creature's neck,
around corners. You may lock onto a creature as an but it can be thrown at half the normal range. As a
action or bonus action and at the start of the creature's reaction, a creature in possession of this B.I.M can emit a
turns it begins moving towards them at 30 feet per turn, barrier of force that intercepts harm that would be
exploding if it collides with an object. If a creature takes inflicted in the user. Until the start of the user's next
the hide action behind full cover before the end of their turn they are encapsulated in a barrier that has 20 hit
turn they can evade the blast. points, and is resistant to all damage, other than psychic
If the B.I.M is not in range of the creature it continues damage. While inside the barrier, the user has full cover,
to follow the creature until it is explodes. When the B.I.M but creatures on either side can still see inside the
explodes, it dealing 6d6 fire damage in a 5-foot-radius barrier.
sphere explosion. Creatures within the radius of the When this BIM is thrown, it creates a transparent dome
explosion other than the creature that was locked on to around a 15 foot radius sphere. Any creature inside this
must make a Dexterity saving throw taking the same sphere gains the effects as if they possessed the B.I.M.
damage on a failed save, or half as much on a successful Upgraded: For every 1 Creation Point after the
one. The B.I.M can be destroyed if targeted by an attack, minimum initial cost the barrier gains 5 extra hit points.
it has 1 hit point and an AC equal to your Ninjutsu save
DC.
IMPLOSION B.I.M
Upgraded: For every 2 Creation Points after the Cost: 12-18 Creation Points
minimum initial cost increase the damage dice by 1 or You throw a B.I.M designed to pull creatures toward their
increase the speed by 15 feet. demise, before imploding. When the B.I.M opens
creatures within a 30-foot-radius sphere must make a
B LAZING G AS B.I.M Strength or Dexterity saving throw (their choice) or be
Cost: 8-10 Creation Points pulled 15 feet towards the epicenter of this B.I.M. After
You throw your B.I.M and it explodes in a gas that burns pulling creatures in, this B.I.M then explodes, forcing
at the skin. Creatures within a 20-foot-radius sphere of creatures with 15-foot-radius sphere to make a
this B.I.M when it explodes must a Constitution saving Dexterity saving throw dealing 8d8 force damage on a
throw dealing 3d12 fire damage and gaining 1 rank of failed save. A creature who fails the first saving throw
Burned on a failed save or half as much damage and no and is pulled within 5 feet of the epicenter has
further effects on a success. disadvantage on the second saving throw. If a creature
Upgraded: For every 1 Creation Points after the fails this saving throw by 5 or more, they take double
minimum initial cost increase the damage die by 1 or damage.
increase the ranks of burned by 1. Upgraded: For every 2 Creation Points after the
minimum initial cost creatures increase the area of
S HOCKING B.I.M effects by 10 and 5 feet respectively.
Cost: 8-10 Creation Points
You throw your BIM and it explodes in on impact making
C HOKING G AS B.I.M
an audible and distinct cracking sound. Make a ranged Cost: 12-14 Creation Points
ninjutsu attack roll against a creature within the range You throw a B.I.M that releases a toxic gas, corrosive to
you can throw [Link]. On a hit, the creature both body and armor. Creatures within a 20-foot-radius
automatically fails the saving throw against this B.I.M. sphere must make a Constitution saving throw. On a
Creatures within a 15-foot-radius sphere must make a failed save, they take 6d10 poison damage and gain 2
Dexterity saving throw. Dealing 3d8 lightning damage ranks of Envenomed. On a successful save, they take half
and gain 1 rank of Shocked on a failed save or half as as much damage and no futher effects.
much damage on a successful one. Upgraded: For every 1 Creation Point
Upgraded: For every 1 Creation Point after the after the minimum initial cost
minimum initial cost increase the damage dice by 1 or increase the damage dice by 1
the ranks of Shocked by 1. or the ranks of Envenomed by
R AZOR S HARD B.I.M 1.
Cost: 8-10 Creation Points
You throw a B.I.M that explodes into a cloud of razor-
sharp shrapnel. Creatures within a 10-foot-radius
sphere must make a Dexterity saving throw. On a failed
save, they take 4d6 slashing damage and gain 1 rank of
bleed. On a successful save, they take half damage and no
further effects.
Upgraded: For every 1 Creation Points after the
minimum initial cost increase the damage dice by 1 or
the ranks of bleed by 1.
231
SUPREME
I NCENDIARY B.I.M
Cost: 24 Creation Points
You throw a B.I.M that is designed in a unique X shape
that is filled with burning acidic gas. Your B.I.M expands
into 2 lines of acidic flames made in an X formation at a
45 degree angle. This line of flames is 10 feet thick, 90
feet long, and 30 feet tall. When the wall appears, each
creature within its area must make a Dexterity saving
throw. On a failed save, a creature takes 5d6 acid damage
and 5d6 fire damage, and gaining 1 rank of burned and
corroded on a failed save, or half as much damage and no
additional effects on a successful one. This B.I.M
continues to burn losing 1d6 acid and fire damage at the
end of each of your turns as it cools down. Once there are
no more damage dice, this B.I.M ceases function.
G RAVITY W ELL B.I.M
Cost: 24 Creation Points
You throw a B.I.M that detonates and creates a localized
gravitational anomaly, pulling in matter and creatures.
The Gravity Well B.I.M opens into a 40-foot-radius
sphere and last for 1 minute, warping gravity in the area.
Each creature within that starts their turn within the
radius must make a Strength saving throw. On a failed
save, creatures are pulled 20 feet toward the epicenter
and if they are pulled within 5 feet are restrained for the
remaining duration as they struggle against the crushing
gravity. On a successful save, they are only pulled 10 feet
and are not restrained, even if they are in the epicenter.
While the well is active, all creatures spend three times
as much movement to move within the effected
area. t the start of each of your turns, any
restrained creatures take 5d8 force damage
as the gravitational pressure builds. A
creature can attempt to break free of the
restraint at the end of each of their turns by
making a Strength saving throw.
MASTERCRAFT
S TUN B.I.M
Cost: 32 Creation Points
You throw a B.I.M designed disable and
disoriente. On contact, it explodes creatures
within a 15-foot-radius sphere must make a
Constitution saving throw. On a failed
save they are incapacitated until the
end of their next turn.
232
MECH CRAFTER ENDLESS WORK
At 6th level, you unlock the ability to integrate an Exo-
The 5 nations fear the power, size and scale of the tailed
Suit into your combat style. This Exo-Suit can be
beasts so those known as the mech crafters forged their
equipped with a Greater or lower Mech keyword upgrade,
giants of metal and chakra to attempt to stand up to
which you can install during a long rest. You can use
these large creatures.
these upgrades even without being inside your Titan. You
ORDNANCE TRAINING
can add second upgrade to your Exo-Suit at level 14.
When you choose this Inquiry at 3 rd Level you gain SPATIAL WARPING
proficiency in Armorsmith Kit. If you are already
At 9th level, when using and crafting scrolls, the scrolls
proficient, you instead gain Mastery. You also reduce the
gain the following effects:
time it takes to seal things in scrolls. You can seal things
in a Weapon and Item Scroll in half the time. You treat • Jutsu scrolls you craft now have 2 charges of the jutsu
jutsu scrolls as a rank lower when determining the stored within
Downtime cost to create them(1-Day minimum) • Item scrolls you use can hold twice as much bulk
Additionally, you begin to delve into the art that your • You can retrieve weapons from a Weapon Scroll as a
Inquiry is best known for, Titan Crafting. During a long free action once per turn.
rest, you can craft a Titan, using the listed statistics on Also, when your Mech would fall to 0 Hit Points, you can
the next page. Your Titan is stored within a large scroll
spend a reaction to instead quickly reseal it in your
on your back known as a Respawn Scroll. You can spend 5
Respawn Scroll and restore a number of Hit Points equal
CCD to summon your Titan from this scroll as an action.
While within 5 feet of your Titan on your turn, you can three times your Science Nin level. You can use this
enter it as an object interaction, gaining the following reaction once per rest.
benefits; If your Titan reaches 0 hit points, it ejects you
to a space within 30 feet that can hold you and is SPECIALIST CRAFTING
destroyed. It then fully reforms in your Respawn Scroll at At 14th level, you have spent so much time tinkering on
thr end of a rest. your Titan you found a way to create some of its core
• While inside your Titan, you can command it using
mechanics using less part. You can choose between the
Mech or Weapon keywords. Upgrades of that keyword
action, bonus action, and reaction.
cost 2 less creation points(min. 1). You can change which
• Anything that would target you instead targets your
keyword benefits from this feature during a long rest.
Titan, and your Titan interposes any damage and
effects you would take. Your Titan also makes TITANIC ARSENAL
Strength, Dexterity, and Constitution saving throws in Starting at 17th level, you expand on your Titans arsenal,
your place, using its own statistics. Effects that would whilst simultaneously improving the strength of its
target mental saving throws still use your statistics arsenal. Damage your Titan deals using its weapons
and can still affect and target you. ignores resistance and treats immunity as resistance.
• Your Titan can cast any Taijutsu or Bukijutsu you Additionally, it gains an additional amount of HP equal
to your Science-Nin Level.
know, using its own ability scores in place of your
own. You cannot cast Ninjutsu or Genjutsu through
your Titan that would affect another creature other
THE FUTURE OF SHINOBI: MECHA
At 20th level, your mech is fine tuned to perfection.
than itself or you. When your Titan falls to 0 HP for the first time in
• Jutsu that you cast that have a range of self or touch, combat, you can spend 30 CCD to instead have it fall to 1
can also affect the Titan. HP and it cannot fall below 1 HP until the end of your
• You can only have 1 Titan created at a time. next turn.
Additionally, you can spend 5 charges of a Armorsmith
You also create ways to improve your new Mech, your
Kit to immediately rebuild a Titan inside your Respawn
mech has a number of Titan Slots equal to your
Scroll. You can do this once per long rest.
Proficiency Bonus, which can be filled during a long rest
with upgrades with the Mech or Weapon keywords.
Mech upgrades increase initial cost of summoning your
Titan by an amount equal to its CCD Drain and upgrades
with the Mech or Weapon keywords do not work when
outside of the Titan.
ADAPTIVE MOVEMENT
Also at 3rd level, to complement your fighting style you
are always moving to either keep your distance or put on
the pressure. You learn the Body Flicker and Chakra
Leaping Ninjutsu. This does not count against your
known jutsu. You can cast these jutsu using chakra from
your CCD.
When you cast one of these jutsu, you automatically
gain the benefits of other jutsu you did not cast (You are
considered as casting both). While under either jutsu's
effect, you ignore difficult terrain, can walk on walls and
water without reduction to your speed and can use
Intelligence in place of Strength for calculating your
jump distance.
233
TITAN
LEGION SPECIALIZATION
Legion Titans, also sometimes referred to as Ogre X Construct, Proficiency bonus = your proficiency bonus, unaligned
Titans, are meant to act as pillars on the battlefield,
leading the charge for its allies. These Titans gain the
following benefits;
Hit Points 20+[2*Titan’s Constitution Modifer x Science Nin level]
• The Legion Titan has a movement speed of 30 feet. Speed 30 ft.
• The Legion Titan increases its two ability scores by +2.
The maximums also increase by +2.
• The Legion Titan provides allies within 10 feet of it, 15 (+2) 13 (+1) 13 (+1) 5 (-3) 5 (-3) 5 (-3)
excluding itself, the benefits of half cover.
MONARCH SPECIALIZATION
Monarch Titans are built to go the distance, past the
point where most Shinobi or other Titans would've fallen
or collapsed. These Titans gain the following benefits;
• The Monarch Titan has a movement speed of 30 feet.
Senses Darkvision(30 feet), Passive Perception( Yours + Intelligence Modifer)
• The Monarch Titan increases its Constitution ability
score by 4. The maximum also increase by +4. Battery Powered Barrier: All Titans are fitted with a barrier that protects the
• The Monarch Titan's Battery Enhanced Barrier gains 15 titan from damage. When a Titan is damaged, it subtracts hit points from its
hit points for every 5 chakra spent, as opposed to 10. barrier first. The Battery Powered Barrier has a maximum number of hit
• The Monarch Titan gains the Reinforced Property, points equal to twice your Science-Nin level, and on your turn, you can
with a amount equal to your Intelligence Modifier. spend increments of 5 chakra from your CCD to replenish 10 of the barrier's
hit points.
RONIN SPECIALIZATION Extra Attack. Your Titan can attack twice with the attack action.
The Ronin Titans, also sometimes referred to as Stryder
Titans, focus on mobility, able to move around the Gradual Expansion. Your Titan starts off as Large, becoming Huge at 14th level.
battlefield at breakneck speeds and locate what can Ninja Tool Integration. The Titan's attacks are chakra enhanced.
normally not be seen. These Titans gain the following
benefits; Steady Improvement. The Titan gains an additional number of ASI points
equal to 1 + your proficiency bonus. You distribute these points when you
• The Ronin Titan has a movement speed of 35 feet.
craft your Titan, and you can redistribute them during a long rest.
• The Ronin Titan increases its Dexterity score by +4.
The maximum for this score also increases by +4. Titan Specialization. When you craft your Titan, you choose a Titan
• The Ronin Titan can take the Dash or Disengage Specialization for it to following, picking between a Legion Titan,
actions as a bonus action. When performing either a Monarch Titan, or a Ronin Titan, which grant your Titan additional abilities.
action, the Ronin Titan ignores land-based difficult
terrain.
• The Ronin Titan has an increased critical threat range Bash. Melee Weapon Attack: reach 10 ft., one target. Hit: 1d6+ Str + Dex in
of +1 on melee weapon and Taijutsu attacks. bludgeoning damage. This weapon can be used for the unarmed damage of
Taijutsu.
Any other upgrades you have with the Weapon Keyword
234
TITAN UPGRADES S HINOBIFALL
Cost: 2 Creation Points
If a modification has prerequisites, you must meet them
Keyword: Mech
to create it. You can install the modification at the same
Drain: 5 CCD Chakra
time that you meet its prerequisites.
When you would summon your Titan, instead of
MINOR appearing in front of you on the ground, You can spend 5
CCD chakra and make it appear 30 feet above you in a
I ON S WORD space up to 30 feet away from you. Your Titan falls down
Cost: 2 Creation Points to earth with incredible speed. Each creature underneath
Keyword: Weapon the Titan must make a Dexterity saving throw, taking
Drain: 5 CCD Chakra Xd4 bludgeoning damage, where X equals your
A large katana-like blade made industrialized steel. It is Proficiency Bonus, and falling prone on a failure and half
a Melee Blade Weapon with a Reach of 10ft and deals: 1d8 on a success. The Titan itself does not take fall damage.
+ Dex in slashing damage on a hit. On your turn, you can If the Titan is Huge, it instead deals xd8.
spend the CCD Drain and send an arc of electricity
through the blade. Until the end of your next turn, the REFINED
Ion Sword's damage die increases by 1 step and deals
LEADWALL
lightning damage. It also gains +1 to attack and damage
Cost: 4 Creation Points
rolls.
Keyword: Weapon
P REDATOR C ANNON Drain: 5 CCD Chakra
Cost: 2 Creation Points A large cartridge trench gun that has two firing modes
Keyword: Weapon and a bayonet attachment. It is a both a Melee Blade
Drain: 5 CCD Chakra Weapon with a Reach of 10ft and deals: 1d6 + Dex in
A large rotary cannon with multiple barrels that fire piercing damage on a hit and a Ranged Ammunition
piercing rounds to devastate foes. It is a Weapon with a Range of (15/30), and deals 2d6 + Dex in
Ranged Ammunition Weapon with a Range of (90/180), bludgeoning damage on a hit. Its Ammunition die starts
and deals 1d10 + Str in piercing damage. Its Ammunition as a d8 and can be replenished by spending 10 CCD
die starts as a d10 and can be replenished by spending 5 Chakra. As an action. You can spend the CCD Drain and
CCD Chakra. As a bonus action, you can spend the CCD make a ranged weapon attack with the Leadwall,
Drain and cause the rifle to spin rapidly. When you do, targeting 1 creature within a 15-foot cone originating
your speed is halved, and the damage die of the Predator from you for every 5 CCD chakra spent.
Cannon increases by 1 step and it doubles its ranges until
T HERMITE L AUNCHER
the end of the turn.
Cost: 4 Creation Points
Q UAD R OCKET Keyword: Weapon
Cost: 2 Creation Points Drain: 5 CCD Chakra
Keyword: Weapon A large tubular launcher which fires thermite projectiles.
Drain: 5 CCD Chakra While equipped with this weapon, your Titan is resistant
A large platform with 4 chambers capable of firing to Fire and Acid damage and has advantage on saving
rockets together or alone. It is a Ranged Ammunition throws to resist the Burned and Corroded conditions. As
Weapon with a Range of (60/120), and deals 2d4 + Str in an action, you can spend the CCD Drain and shoot
force damage on a hit. Its Ammunition die starts as a d10 a Thermite Grenade at a space within 60 feet. Each
and can be replenished by spending 5 CCD Chakra. As an creature within 15 feet of the grenade must make a
action, you can spend the CCD Drain and pick 4 spaces Dexterity saving throw, taking Xd8 fire damage and
within your Quad Rocket's normal range. These spaces becoming Burned on a failed save, or half as much on a
cannot overlap. You launch 4 rockets from your Quad success, where X equals half your proficiency bonus,
Rocket, which hover over these spaces. If a hostile rounded up.
creature walks over a space you selected or ends their
XO-16 G ATLING
turn there, they must make a Dexterity saving throw,
Cost: 4 Creation Points
taking twice your weapon's damage and being knocked
Keyword: Weapon
prone, or half damage and no further effects on a
Drain: 5 CCD Chakra
success. If you use ability while you still have rockets in
A large assault rifle that focuses fire as it ramps up its
place, the existing rockets are destroyed.
fire-rate. As an action, you can spend the CCD Drain up
B OOST S YSTEM to 5 times and select a creature within 60 feet of you.
Cost: 2 Creation Points You can make a ranged weapon attack for every 5 CCD
Keyword: Mech chakra spent, dealing 1d6+1 force damage on each hit.
Drain: 5 CCD Chakra Each successful hit after the first on the same target
You install jets into your Titan to increase its mobility. adds a stacking +1 bonus to attack and damage rolls
As a reaction when your Titan would make a Physical made with the X0-16 until the beginning of your next
Saving Throw you can spend 5 CCD chakra and if you do, turn.
your Titan can dash 15 feet to the side in a straight line
B ATTLE T OWER
into a space that can hold it and it gains advantage on
Cost: 4 Creation Points
the saving throw. If this would take them out of the
Keyword: Mech
range of the saving throw, then on a success they take no
Drain: 5 CCD Chakra
damage and no effects. . You can also use this upgrade
You install handlebars along the sides of your Titan to
once on your turn to dash 15ft (no action required).
allow up to 2 allies of medium size or smaller to mount it
as an action or reaction on their turns while they are
within 5 feet of it. While mounted on you, they move
with you and gain a bonus to ranged attacks and
Strength and Dexterity saving throws equal to half your
Intelligence modifier. When you eject from your Titan,
those mounted can also eject with you, landing within
the nearest space to you that can hold them.
235
S CROLL A RRAY SUPERIOR
Cost: 4 Creation Points E NHANCED A TTACK P ROTOCOL
Keyword: Mech Cost: 16 Creation Points
Drain: 5 CCD Chakra Keyword: Weapon
You gain a number of special Scroll Slots equal to your Drain: 10 CCD Chakra
Intelligence modifier that can hold jutsu scrolls. It can Your Titan attacks faster than any other Titan. When
only hold Jutsu Scrolls that would make an attack roll or your Titan takes the attack action, it can attack three
force saving throw. It takes 10 minutes to load scrolls times, instead of only two times.
into the Titan. As Action you can have your Titan cast a
B ACKUP P ROTOCOL
jutsu inside the scroll. If it needs to make a check to cast
Cost: 16 Creation Points
the jutsu, it can make the check at advantage using your
Keyword: Mech
skill bonus.
Drain: 10 CCD Chakra
GREATER You install multiple fail safes into your Titan to ensure
your survivability, as well as its own. When your Titan
M ISSILE R ACKS falls below 50% hit points, it can immediately replenish
Cost: 8 Creation Points its Battery Enhanced Barrier to its full hit points, and
Keyword: Weapon gains resistance to the first instance of damage it takes
Drain: 10 CCD Chakra per turn and a +1d4 bonus to saving throws for the next
You equip your Titan with several mounts for missiles minute. This effect can only trigger once per rest.
on its shoulders. As a bonus action, you can spend the H EALING C ORE
CCD Drain to fire a barrage of missiles at a single target Cost: 16 Creation Points
or creatures within a 60-foot long, 5-foot wide line. If Keyword: Mech
you pick a single target, make 3 ranged Ninjutsu attacks, Drain: 10 CCD Chakra
dealing 1d6 fire and 1d6 force damage on hit. If you pick You integrate a mechanism into your Titan to rejuvenate
creatures within a line, each creature must make a your body while inside of it. During combat, while you
Dexterity saving throw, taking 3d6+3 fire and 3d6+3 are inside your Titan and it possesses hit points from
force damage on a failed save, or half as much damage its Battery Powered Barrier, you recover 1d6 hit points at
on a success. the start of each of your turns.
C RITICAL EJECTION
Cost: 8 Creation Points SUPREME
Keyword: Weapon H ULKING S TRENGTH
Drain: 10 CCD Chakra
Cost: 24 Creation Points
You equip your Titan with explosive tools in the event of
Keyword: Mech
a disaster. When your Titan reaches 0 hit points and you
Drain: 20 CCD Chakra
would eject from it, you can spend the CCD Drain to
Your Titan is immune to the Grappled and Restrained
cause the Titan to explode. When you do this, you are
conditions, and increases the damage of its Bash attack
ejected 90 feet away from the mech instead.
by 1 damage die. Lastly, this Titan is immune to effects
All creatures within a 30-foot radius of the Titan must
that would cause it to move against its will and
make a Dexterity saving throw, taking Xd10 fire damage
multiplies the amount of weight it can lift by 50 times.
(where X is your proficiency bonus) on a failed save, or
half as much on a success. S HINOBI FORTRESS
Cost: 24 Creation Points
S EIGE E NGINE Keyword: Mech
Cost: 8 Creation Points
Drain: 20 CCD Chakra
Keyword: Mech
When your Titan is summoned, it gains Xd4 temporary
Drain: 10 CCD Chakra
hit points, where X is equal to its proficiency bonus. If
Your Titan deals double damage to constructs, objects,
you have the Battle Tower upgrade, if your allies take
and structures. It also ignores up to three quarters cover
damage while mounted on your Titan, you can choose to
with its attacks and jutsu.
have your Titan take damage they would've received
S TURDY F RAME instead.
Cost: 8 Creation Points
Keyword: Mech MASTERCRAFT
Your Titan is exceptionally durable. Your Titan reduces
B IJUU S LAYER
all damage it receives by -3. Additionally, you can add
Cost: 32 Creation Points
half your Intelligence modifier to Physical saving throws
Keyword: Mech
that you are not proficient in.
Drain: 30 CCD Chakra
You fortify your Titan's framework, making it capable of
bringing down even the strongest of demons. Your
Titan's size becomes Gargantuan, and it deals an
additional two die of damage with its weapons against
Demons, twice per turn.
Additionally, once per turn, when your Titan deals
damage, it deals an additional +2 damage for every size
category the Titan is above the creature being damaged.
If you have the Shinobifall upgrade, its damage die
becomes a d12
236
STORM RIDER TRICK PATHS
Starting at level 6th level, you can see the world how it
The Science-Nin who follow the path of the Storm Rider
is, understanding intricate and detailed information
value freedom above all else. They carve the way for the
almost innately due to your precise sense of the wind.
future, igniting passion along the way.
You are immune to being surprised while you are
AIR TRECKS
conscious and when you roll initiative you can use your
Intelligence modifier instead of Dexterity modifier.
Starting at 3rd level, you have created a highly efficient Once per round, when you jump or fall you can hover
pair of skates called Air Trecks or A.T. These [Link] have a
until the start of your next turn. While hovering in this
design of your choice, are Greater quality, and take up 1
way you must move in a straight line for a number of feet
bulk. If your Air Trecks are ever destroyed you can make
another pair during a Long Rest. Starting at the 9th level equal to half your movement speed. You can choose to
of this your [Link] they cannot be broken and your [Link] are stop hovering at any time while moving forward.
Superior quality.
Your Air Trecks come with a number of enhancement GRAVITY CHILD
slots equal to your proficiency bonus. During a Long rest Starting at 9th level, gravity itself will sometimes bend
you can install enhancements that you meet the to your unbreakable will. Your body becomes much more
requirements for. These A.T enhancements will be resilient to the gravitational forces imposed upon it and
detailed at the end for this subclass. you become much tougher as a result. You gain
While equipped with these Air Trecks you can spend 5 advantage on saving throws that would move you
CCD Chakra at the start of initiative or as a Bonus action against your will as well as any saving throw that would
on your turn to activate them and gain the following knock you prone.
benefits: Twice per long rest, as an action and 15 CCD chakra to
gain the benefits of Wind Friction Shatter for 5 rounds
• Your movement speed is increased by +30 feet.
without needing concentration. While benefitting from
• You can chakra walk without spending chakra and
WFS this way, gain 120 feet of dark vision and 60 feet of
your movement speed is not reduced. chakra sight.
• You ignore naturally occurring difficult terrain.
• Your jump distance can be calculated with Dexterity or KING'S ROAD
Intelligence and any skill checks made to jump can be Beginning at 14th level, you have taken full control over
made with an Intelligence (Acrobatics) check. the road and have turned it into your own. You take your
• You can take the dash or disengage actions as a bonus own path, and it is others who may try to follow you.
action. Choose one Regalia. This Regalia is proof of your power
• At the end of combat, your Air Trecks deactivate. and shows the world that your road can show them the
way to the sky. Regalia are listed at the end of this
Your Air Trecks are more than just a tool to getting from Inquiry. You can change your Regalia over the course of a
point A to point B, they are also potent weapons that can week of downtime.
be used in combat, should the situation present itself.
While your Air Trecks are activated they count as simple PERFECT TRICKS
melee weapons that belong to the Power weapon group. At 17th level, your mastery over [Link] has reached a level
You can make weapon attacks using your Air of complete control over the air around you. When you
Trecks using your Intelligence Ability Modifier, and you use a Enhancement with the Trick: Prefix, you can reduce
can Intelligence as your Taijutsu Ability Modifier when the CCD drain cost by 5(Min. 1), gain advantage on the
casting Taijutsu or Bukijutsu with your Air Trecks as the attack roll, or give a creature disadvantage on the saving
only component. Your [Link] damage cannot be increased throw.
in any way outside of this subclass. That includes extra
die to weapon damage or increasing damage die steps. THE FUTURE OF SHINOBI: SKY KEEPER
At 20th level, you become the keeper of the sky, the one
A IR TRECKS that holds humanity’s hope in the palm of your hand.
Damage Choose another Regalia. This Regalia can be used in
Cost Damage Type Weapon Properties Bulk conjunction with the other and Regalia can now be
swapped on a full rest.
100 Unarmed, Finesse, Light, Addtionally, your Air Trecks gain the following benefits:
Ryo 1d6 Slashing Multiattack 1
• Your movement speed is increased by +60 feet.
WING ROAD
• You gain a flying speed equal to your walking speed
and you can hover.
Beginning at 3rd level, you have gained the ability to ride
• You ignore difficult terrain and any effects that would
on the wind itself, both in and out of combat. When you
are forced to make a Strength, Dexterity, or Constitution lower your movement speed.
saving throw you learn the size of the area of effect, if • You become immune to falling
applicable and you can spend your reaction to get damage.
advantage on the saving throw. • Your Air Trecks do
You also gain proficiency in Forensics Kits. If you are an additional die of
already proficient you instead gain Mastery. While you damage.
are within 500 feet of a battle that has taken place in the • Your Air
last 24 hours. As an action you may survey the area in a
Trecks increase
500-foot cube. Surveying the area in this way requires
their quality by
one charge of your kit and using your knowledge of
movement patterns you can determine the number of one rank.
creatures on each side of combat as well as their Roles,
movement speeds, and the most expensive jutsu they
used during that combat.
Additionally, when traveling long distances you cannot
be lost other than by chakra or jutsu based means and
your travel pace is doubled.
237
AIR TRECK ENHANCEMENTS
MINOR REFINED
R EVERSING W HEELS E NHANCED M OTOR
Cost: 2 Creation Points
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Drain: 5 CCD Chakra
Increase the cost of activating your Air Trecks by the CCD
Increase the cost of activating your Air Trecks by the CCD
Drain of this Enhancement. You outfit your [Link] with a
Drain of this Enhancement. You improve the motor on
device that allows you to reverse and build power with
your [Link] allowing for more power. You ignore all
much more ease. It only costs 5 feet of movement to
difficult terrain, and the damage die of your [Link] is
stand up from being prone
increased by 1 step.
T ANK T READS R EINFORCED F RAME
Cost: 2 Creation Points
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Drain: 5 CCD Chakra
Increase the cost of activating your Air Trecks by the CCD
Increase the cost of activating your Air Trecks by the CCD
Drain of this Enhancement. You replace your stock
Drain of this Enhancement. You use more durable
wheels with tank treads that increase power while
materials to make your frame, allowing it to take more
sacrificing speed. Your movement speed is only
blows. Your A.T gains the Blocking property
increased by half while using [Link] with this upgrade but
you gain advantage on Strength (Athletics) checks and S HOCK A BSORBERS
your [Link] lose the light property and gain the heavy Cost: 4 Creation Points
property. This upgrade is incompatible with Bow Rollers. Drain: 5 CCD Chakra
Increase the cost of activating your Air Trecks by the CCD
T RICK : M OONRIDE
Drain of this Enhancement. You install better shock
Cost: 2 Creation Points
absorbers into your [Link], allowing you to fly much
Drain: 5 CCD Chakra
higher within being at risk. You only take falling damage
As an action you spend the CCD Drain of this
if it is greater than your maximum movement speed.
enhancement to leap gracefully, shifting your rotational
Whenever you take fall damage you remain standing
axis in a move that makes it seem as if you could ride on
instead of falling prone.
the moon itself. Select a space within 30 feet to land with
your trick. All creatures who you would have passed T RICK : S HARK F ANG
through if you did not jump over them must make a Cost: 4 Creation Points
Strength saving throw or take your [Link] [Weapon Drain: 5 CCD Chakra
Damage] + 3d6 and be knocked prone. As an action you spend the CCD Drain of this
enhancement to let loose a shockwave of sharp wind to
T RICK : T WISTING A RROW
decimate your foes. Make a ranged taijutsu attack with
Cost: 2 Creation Points
your [Link] against a creature you can see within 60 feet.
Drain: 5 CCD Chakra
On a hit they take your [Weapons Damage] +5d4
As a requirement for using this trick you must have
slashing damage and gain a rank of bleed.
moved at least 15 feet in a straight line. As a bonus action
you spend the CCD Drain of this enhancement to slide T RICK : A XLE D ROP
across the ground in a low position preparing to follow Cost: 4 Creation Points
up the attack with a big strike. Make a melee taijutsu Drain: 5 CCD Chakra
attack with your [Link] dealing your [Weapon's Damage] As an action you spend the CCD Drain of this
+ 2d8. enhancement to slam your [Link] on someone’s shoulder,
disabling them for a brief moment. Make a melee
WATERPROOFING
taijutsu attack with your [Link] dealing your weapon's
Cost: 2 Creation Points
damage + 3d10. On a hit, a creature must make a
Drain: 5 CCD Chakra
Constitution saving throw or be dazed.
Increase the cost of activating your Air Trecks by the CCD
Drain of this Enhancement. You have waterproofed your
[Link] allowing you to ride even underwater. You gain a
swimming speed equal to your walking speed while you
are wearing your [Link].
238
GREATER SUPERIOR
B OW R OLLERS T RICK : S TONE C ROWN
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 CCD Chakra
Increase the cost of activating your Air Trecks by the CCD As a reaction when you would take non-psychic damage
Drain of this Enhancement. You replace your stock , you spend the CCD Drain of this enhancement to create
wheels with a new form of riding entirely, 8 small 360 a ring of earth around your body by forcing the ground to
degree wheels are added to the bottom of your Air raise. You create a circular barrier of earth that has 7d10
Trecks, making them look like normal shoes. Your [Link] hit points and resistance to bludgeoning, piercing, and
gain the hidden property. This upgrade is incompatible slashing damage. The barrier lasts until it reaches 0 hit
with Tank Treads. points or until the start of your next turn.
RIDER ' S S HADOW T RICK : RISING S OUL
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 CCD Chakra
Increase the cost of activating your Air Trecks by the CCD As an action you spend the CCD Drain of this
Drain of this Enhancement. You gain access to your enhancement to ride your opponent’s body like a rail,
“shadow”, the pressure of chakra and air that follows rising upward and cutting them on your ascent. Make a
you wherever you go that symbolizes your riding. You melee taijutsu attack dealing your [Weapon's Damage] +
can manifest this “shadow” as a Bonus Action when you 6d12 and inflicting a rank of lacerated.
do so all hostile creatures within 30 feet of you must
make a Wisdom saving throw against your Ninjutsu Save MASTERCRAFT
DC or gain 1 rank of fear for the next minute. A creature T RICK : I NFINITY A TMOSPHERE
can only gain 3 ranks of fear from this Enhancement.
Cost: 32 Creation Points
T RICK : T RAILBLAZER Drain: 50 CCD Chakra
Cost: 8 Creation Points As a reaction when you would be targeted by an attack or
Drain: 10 CCD Chakra forced to make a Strength, Dexterity, or Constitution
As an action you spend the CCD Drain of this saving throw , you spend the CCD Drain of this
enhancement to move up to your full movement speed in enhancement to create a barrier of almost infinite air
a straight line, creating friction causing a fire to be lit density using your [Link]. When you create this barrier,
ablaze behind you. All creatures you pass through must you gain immunity to the triggering attack or saving
make a Dexterity saving throw or take 5d10 fire damage throw, taking no effects.
and gain a rank of burned on a failed save.
T RICK : W HIRLWIND REGALIA
Cost: 8 Creation Points G EM R EGALIA
Drain: 10 CCD Chakra The pinnacle part of all defensive type riders, the Gem
As an Bonus action you spend the CCD Drain of this Regalia. While equipped with the Gem Regalia you can
enhancement to spin and create a massive force of cast ninjutsu with the Earth Release keyword without
energy that destroys in all directions. All creatures needing the HS component. Your [Link] now deal earth
within a 5-foot-radius, 60-foot-high cylinder centered damage and all earth damage you deal ignores
on you, other than you must make a Strength saving resistance.
throw or take your [Weapon's Damage] + 7d6 and be Additionally, while equipped with this Regalia you
knocked up 30 feet on a failed save, or half as much reduce all damage you take by an amount equal to your
damage and no additional effects on a successful one. Constitution modifier.
F ANG R EGALIA
SUPERIOR The pinnacle part of all battle type riders, the Fang
N EW P ARTS Regalia. While equipped with the Fang Regalia you can
Cost: 16 Creation Points cast bukijutsu with the slashing component without
Drain: 15 CCD Chakra needing the mobility component. Your [Link] have their
Increase the cost of activating your Air Trecks by the CCD damage die increased by 1 step and all slashing damage
Drain of this Enhancement. You reinforce your [Link] with you deal ignores resistance.
higher quality materials, greatly increasing their Additionally, while equipped with this Regalia once
durability and performance. Your [Link] become supreme per turn when you deal slashing damage you can inflict a
quality, and they have their damage die increased by 1 rank of bleed.
step. F LAME R EGALIA
T RICK : AIR PILEDRIVER The pinnacle part of all speed type riders, the Flame
Cost: 16 Creation Points Regalia. While equipped with the Flame Regalia you can
Drain: 15 CCD Chakra cast ninjutsu with the Fire Release keyword without
As an action you spend the CCD Drain of this needing the HS component. Your [Link] now deal fire
enhancement to fire a beam of hyper compressed air, damage and all fire damage you deal ignores resistance.
tearing them to shreds. line. Creatures in a 10- foot wide, Additionally, while equipped with this Regalia once per
60-foot-long line must succeed a Dexterity saving turn when you deal fire damage you can inflict a rank of
throw or take 8d8 wind damage and be knocked back 60 burned.
feet on a failed save. LIGHTNING R EGALIA
T RICK : R EVERSAL T WIST The pinnacle part of all lightning type riders, the Flame
Cost: 16 Creation Points Regalia. While equipped with the Lightning Regalia you
Drain: 15 CCD Chakra can cast ninjutsu with the Lightning Release keyword
As a reaction when you would be hit with a ranged attack without needing the HS component. Your [Link] now deal
you spend the CCD Drain of this enhancement to twist lightning damage and all lightning damage you deal
the attack around your body, redirecting it back at your ignores resistance.
target. Make a ranged taijutsu attack with your [Link] Additionally, while equipped with this Regalia once
contested by your target's attack roll. If your attack roll per turn when you deal lightning damage you can inflict
is higher the attack automatically hits your attacker, and a rank of shocked.
it deals an additional 2 dice of damage.
239
R OAR R EGALIA WATER R EGALIA
The pinnacle part of all vibration type riders, the Roar The pinnacle part of all water type riders, the Water
Regalia. While equipped with the Roar Regalia you can Regalia. While equipped with the Water Regalia you can
cast genjutsu with the Auditory keyword without cast ninjutsu with the Water Release keyword without
needing the HS component. Your [Link] now deal force needing the HS component. Your [Link] now deal cold
damage and all force damage you deal ignores damage and all cold damage you deal ignores resistance.
resistance. Additionally, while equipped with this Regalia you can
Additionally, while equipped with this Regalia once spend 5 CCD chakra to gain the benefits of having a
per turn when you deal force damage you can inflict a source of water when you cast a jutsu with the Water
rank of Bruised. Release Keyword.
240
ELEMENTAL INNOVATIONIST PERMA PERK
Starting at 14th level, you've made several
The Science-Nin who become Elemental Innovationists
advancements in your research of your element,
have discovered something profound, a brand-new
allowing you to create a special version of E.I.P fluid that
periodic element which you name. With this new
is safe for human consumption.
element, these shinobi seek to innovate as much as they
Select one Perk. You or an ally you choose may drink
can with their element and its seemingly otherworldly
this Perk, allowing gaining its benefits
properties.
without Exoskeleton armor and without needing to
ELEMENTAL INFUSED PERKS ([Link]) damage rolls from an Ascended W.o.W ignore resistance
and treat immunity as resistance.
Also at 3rd level, you gain proficiency in Alchemist kits.
Additionally, once per long rest, you
If you are already proficient, you instead gain Mastery in
may Overcharge your Exoskeleton by spending 20 chakra
Alchemist kits.
from your CCD as a bonus action. When you do, gain a
You begin forging special medallions using your newly
number of temporary hit points equal to your
discovered element, known as Elemental Infused Perks
Intelligence ability score at the start of each of your
([Link]) (also known as Perks). You fit these Perk
turns (These temporary hit points have resistance to
medallions into your armor, which provide you with a
bludgeoning, piercing, and slashing, and cannot be
special abilities. Your Exoskeleton begins with two slots
ignored by Genjutsu). You also may gain your
for your [Link], and gains additional slots at 6th and 9th
Exoskeleton's bonus to saving throws at no cost and up
levels. Each E.I.P increases the bulk of your Exoskeleton
to three times per round, and you treat your size
by a specified amount. You may exchange one [Link] on a
category as +2 larger, and your movement
short rest, and may change all [Link] on a long rest.
speed is increased by +30 and double your
To gain the benefits of your chosen Perks, as part of
jump height.
rolling initiative you may spend an amount of chakra
from your CCD to gain their effects for the remainder of
combat. You may also do this outside of combat,
THE FUTURE OF SHINOBI: AETHER
Starting at 20th level, you realize that
gaining their benefits for 1 hour.
your element is the future of Shinobi.
241
[Link] REFINED
Below are the available [Link], listed in alphabetical E LECTRIC E.I.P
order; All Perks use your Ninjutsu or Taijutsu attack Cost: 4 Creation Points
bonus and Save DC (whichever is higher). CCD Drain: 10 Chakra || Bulk: 2
When you select this perk, you fit your medallion with a
MINOR light red substance that smells of sweet cherries.
D OUBLE-T AP E.I.P Twice per round, when a creature would take an attack
of opportunity against you or you would reload/return a
Cost: 2 Creation Points
weapon to yourself (or replenish the Ammo of
CCD Drain: 5 Chakra || Bulk: 1
your Weapon of Wonder), you may spend 5 chakra from
Effect: When you select this perk, you fit your medallion
your CCD to send a pulse of electricity to protect you in a
with an orange fluid, smelling of root beer.
5-foot radius. Hostile creatures in range must make a
Twice per round, when you roll to deal damage to a
Strength saving throw, being Shocked and Slowed until
target, you may reroll one group of damage dice added to
the end of their next turn on a failed save.
the damage dealt, or all damage dice rolled, taking the
If this pulse is used on an attack of opportunity
highest result.
against you, you may spend an additional 10 Chakra
A group of damage dice is a set of die rolled that
from your CCD and if you do the triggering creature, on a
originates from a single source (Ex. Casting a Bukijutsu,
failure, is Stunned until the end of the current turn.
while under the effects of Flame Coat Ninjutsu, causes
you to roll three groups of damage die. The weapon's
damage die, the Bukijutsu's damage die, and the damage D EADSHOT E.I.P
die of Flame Coat). Cost: 4 Creation Points
S PEED E.I.P CCD Drain: 10 Chakra || Bulk: 3
Effect: When you select this perk, you fit your medallion
Cost: 2 Creation Points
with a black fluid, smelling of fruit mixed with alcohol.
CCD Drain: 5 Chakra || Bulk: 1
When you make a ranged attack, you cannot suffer
Effect: When you select this perk, you fit your medallion
from any penalties to your attack roll, and may ignore
with a green fluid smelling of lime.
half cover. Additionally, once per round, when you make
You may use Intelligence in place of Dexterity to
a ranged attack roll, you may make a Deadshot.
calculate your initiative checks, and gain advantage on
your initiative check. You also may now apply the saving Deadshot. You aim for a specific body part on a target to
throw bonus provided by your Exoskeleton to Dexterity inflict a lethal effect, in exchange for treating their AC
saving throws. as higher by a specified amount. When you hit with a
Once per round, when wielding a weapon with the Deadshot, increase the damage dealt by +1 damage die
Loading or Returning properties, you may spend 5 and the target must make a Constitution saving throw
chakra from your CCD to reload/return the weapon against your Taijutsu or Ninjutsu Save DC. On a critical
without expending a Use an Object action (If you have hit, the target makes their saving throw at
a Weapon of Wonder, you may instead replenish its disadvantage and also suffers from the Critical effect
Ammo with this effect, without a bonus action). on a failure.
S TAMINA E.I.P o Arm [+2 AC]: On a failed save, the target drops
anything it is holding and suffers a -2 penalty to melee
Cost: 2 Creation Points
attack rolls until the end of their next turn.
CCD Drain: 5 Chakra || Bulk: 2
Critical Effect: When the target uses a jutsu with the
Effect: When you select this perk, you fit your medallion
HS before the end of their next turn, the cost is
with a yellow fluid that smells of bananas.
doubled, they suffer a -2 penalty to their DC, and have
While not in difficult terrain, increase your movement
disadvantage on its attack rolls.
speed by +5 feet. You may also Dash or Disengage as a
o Leg [+2 AC]: On a failed save, until the end of their
bonus action, and ignore the first rank of Exhaustion.
next turn the target has their movement speed
Once per round, on your turn you may spend 10 chakra
reduced by -10ft., cannot Dash, Disengage, or Dodge,
from your CCD to gain the benefits of the Dash or
and counts as being in difficult terrain.
Disengage action (no action required).
Critical Effect: When the target uses a jutsu with the
R EVIVAL E.I.P M before the end of their next turn, the cost is
Cost: 2 Creation Points doubled, they suffer a -2 penalty to their DC, and have
CCD Drain: 5 Chakra || Bulk: 2 disadvantage on its attack rolls.
When you select this perk, you fit your o Head [+3 AC]: On a failed save, until the end of their
medallion with a blue fluid which next turn, they gain 1 rank of Dazzled and Concussed.
reeks of fish. Critical Effect: The target gains an additional rank of
You have advantage on checks to Concussed and is also Confused for the duration.
Stabilize a creature and may Lastly, once per round, when you make a Deadshot,
Stabilize a creature as a bonus you may spend 5 chakra from your CCD to gain a +1
action. bonus to critical threat range.
When you successfully
stabilize a creature, they gain a
number of hit points and
temporary hit points equal to
your Science-Nin level, and
resistance to the next instance of
damage they take.
242
J UGGERNAUT E.I.P M ULE E.I.P
Cost: 4 Creation Points Cost: 8 Creation Points
CCD Drain: 10 Chakra || Bulk: 2 CCD Drain: 15 Chakra || Bulk: 4
Effect: When you select this perk, you fit your medallion Effect: When you select this perk, you fit your medallion
with a red substance which smells of strawberries. with a strange green fluid that smells completely
Increase your maximum hit points by 10 + your foreign.
Science-Nin level (immediately increasing your current You may wield two weapons as if they had the Light
hit points as well). You also gain an amount of DR property, so long as neither weapon has the Two-
against B/P/S equal to your Intelligence modifier if Handed or Heavy properties. You do not need to wield a
wearing light armor, or half your Intelligence modifier if weapon with the Versatile property with two hands to
wearing medium armor (rounded up). gain the benefits of the property, and wielding a weapon
Once per round, when you would experience in two hands does not prevent you from using Hand
knockback or an effect that would reduce your maximum Signs. Lastly, you may gain the benefits of two Bukijutsu
hit points, you may spend 5 chakra from your CCD to or Taijutsu stances at the same time (Both stances must
halve the knockback or nullify the reduction be the same type of stance). You do not increase your
respectively. Unarmed Damage die multiple times when using stances
this way.
P AROXYSM E.I.P
Once per round, you may use a Ninja Tool as a Use an
Cost: 4 Creation Points Object action. You cannot use Explosive Tools or Traps
CCD Drain: 10 Chakra || Bulk: 1 this way.
Effect: When you select this perk, you fit your medallion
with a purple fluid which smells like grapes. R AZOR E.I.P
Against Ninja Tools and Traps, you have advantage on Cost: 8 Creation Points
saving throws imposed and resistance to their damage. CCD Drain: 15 Chakra || Bulk: 4
As a bonus action, if you've moved at least 20 feet in a Effect: When you select this perk, you fit your medallion
turn, you can dive like a dolphin into a space, releasing a with a dark red and bright blue liquid that smells of oral
small purple explosion affecting creatures within a 10- hygiene.
foot radius. Each creature must make a Dexterity saving Increase your critical threat range with your Unarmed
throw, taking 2d4 force damage on failure. The damage Strike and Weapon Attacks by +1. On a critical hit with
increases by 1d4 at 6th (3d4), 9th (4d4), 14th (5d4), and these attack types, you deal an additional die of damage,
17th (6d4) levels. and regain hit points equal to the highest damage die
When you use this bonus action, you may spend rolled, no more than twice per round.
increments of 5 chakra from your CCD, up to 10 chakra Once per round, when you would make an Unarmed or
total, to increase the radius by +5ft and the damage die Weapon attack, you may spend 15 chakra from
size by +1 (d4->d6->d8). your CCD to move up to 5 feet without expending your
movement speed and attack all creatures within a 5-foot
GREATER Cone, dealing half damage to each additional target that
is not the initial creature you targeted.
B ANDOLIER E.I.P
Cost: 8 Creation Points V ULTURE E.I.P
CCD Drain: 15 Chakra || Bulk: 5 Cost: 8 Creation Points
Effect: When you select this perk, you fit your medallion CCD Drain: 15 Chakra || Bulk: 3
with an amber fluid which reeks of metal and smoke. Effect: When you select this perk, you fit your medallion
While you have this Perk, increase the Clip Size and with a dark orange liquid that smells of orange soda.
Reserve of any Weapons of Wonder you possess by half. Increase your Passive Perception by your Intelligence
You always gain this benefit while you have this Perk, modifier, and you may take the Hide action as a bonus
regardless of whether you have spent chakra to activate action. You also have advantage on checks made to find
it. food or ammunition from the environment
While this Perk is activated, reduce the chakra or when looting unconscious/dead
cost of all Scientific Ninja Tools you possess by an creatures, and gain twice as much
amount equal to their rank (Minor: -2, Refined: ammunition and food as you
-3, Greater: -4, Superior: -5, Supreme: -6). normally would.
Perks, other than this one, reduce their Lastly, once per round, up to 3
chakra cost by half as much. Weapons times per long rest you may do one of
of Wonder, that do not use Ammo, the following:
reduce their chakra costs by -4 (Min.
• On your turn (no action required), you
2).
may gain the benefits of the Sensing
Additionally, as a Full Turn Action
Technique until the end of your next turn,
you may spend increments of 5
spending 10 chakra from your CCD.
chakra from your CCD to gain 1
• When you kill a creature while within 5
Ammo of for Weapon of Wonder
feet, you may as a reaction splay their blood
you possess, up to an amount
in a cloaking mist around yourself, spending
equal to half its Clip Size. Ammo
10 chakra from your CCD. Until the start of
created this way lasts for 1 hour
your next turn, or when you would affect
or until the end of combat, and
another creature, you gain the benefits of
may be used to create Ammo for
the Invisibility Ninjutsu at B-Rank.
a particular W.o.W twice per rest.
243
SUPERIOR • Shockwire: Select one target affected by your damage
roll. That target must succeed a Constitution saving
A NGEL E.I.P throw as a jolt of ethereal lightning sparks from their
Cost: 20 Creation Points body. On a failure, the target takes 2d10 lightning
CCD Drain: 16 Chakra || Bulk: 5 damage, ignoring DR and THP, and becomes shocked.
When you select this perk, you fit your medallion with a Also on a failure, all creatures within a 15-foot cone
gray fluid that reeks of a smell akin to sour milk. originating from the target’s space must make the
Once per long rest, when you would be reduced to 0 hit same Constitution saving throw, suffering the same
points, you may cause a Spectre to appear within 60 feet effects (allowing the lightning to continue to spread).
of you. This Spectre appears like a ghostly version of • Thunderclap: From a space your damage roll affects, a
yourself, possessing all of your equipment, jutsu, and clap of thunder erupts in a 10-foot radius. All creatures
features, excluding other Perks (aside from the Revival within 10 feet of the chosen space must succeed a
E.I.P). Your Spectre has 10 hit points, 3d10 chakra points, Strength saving throw or be Dazed, Concussed, and
and has resistance to all damage. Your Spectre acts at the knocked back 15 feet.
end of initiative order, and their goal is to stabilize you • Fireworks: If your damage roll used a ranged weapon
(you control the Spectre). This Spectre lasts for 3 rounds, and reduced at least one target to 0 hit points, then
and gains the benefits of the Non-Detection and you may cause an ethereal duplicate of your weapon to
Invisibility Ninjutsu for the first round it is active. When appear above the creature reduced to 0 hit points and
your Spectre goes to stabilize you, it automatically target up to 4 different creatures within the weapon’s
succeeds the check and you regain 5 times your range +30ft with a ranged weapon attack. On a hit, a
Intelligence modifier in hit points. target takes half the damage dealt and no effects.
Your Spectre disappears once it stabilizes you or it
reaches 0 hit points, whichever occurs first. MASTERCRAFT
While your Spectre is active, you have advantage on
Death Saving Throws and do not automatically fail Death
WONDER E.I.P
Saving Throws as the result of taking damage. Cost: 32 Creation Points
CCD Drain: X Chakra || Bulk: 8
T RIPLE-T AP E.I.P When you select this perk, you fit your medallion with a
Cost: 16 Creation Points prismatic fluid that smells different to each person.
CCD Drain: 20 Chakra || Bulk: 4 Upon acquiring this E.I.P, select one E.I.P that you do
Effect: When you select this perk, you fit your medallion not possess. This E.I.P assumes half the chakra cost of
with a brown fluid, smelling of orange soda. the chosen E.I.P, and gains its effects. Any effects that
A number of times equal to your Intelligence modifier the chosen E.I.P possesses that cost chakra from
per round, when you make a damage roll, you may reroll your CCD to activate, have their chakra cost halved. The
any damage die used in the roll. If you roll the highest Wonder E.I.P does not allow you to circumvent effects
possible value on a die, increase the damage dealt by +2. that an E.I.P possess that have rest limitations.
If you have the Double-Tap E.I.P, increase the value As a bonus action or reaction, you may change the
added to the damage dealt if you roll the highest possible chosen E.I.P to a different E.I.P for the Wonder E.I.P to
value on a die to +3 instead of +2, and anytime you would imitate, at paying half its chakra cost.
reroll a group of damage die with the Double-Tap E.I.P,
you may increase the damage die by 1 step. W.O.W (WEAPONS OF WONDER)
Once per round, when you would add a +6 to your
Below are the available Weapon of Wonder; Weapons of
damage roll with this E.I.P, you may spend 5 chakra from
Wonder cannot be used as components in Jutsu (unless
your CCD to apply one of the following effects:
specified otherwise) and use your Ninjutsu attack bonus
• Corruption: Select one target your damage roll effects. and Save DC. W.o.W cannot be broken or destroyed.
The target must pass a Constitution save or become
Ammo. Weapons of Wonder with this property use a
Envenomed by ethereal poison. A target envenomed
special form of Ammunition known simply as Ammo
this way must pass a Wisdom save the next time they
each time it is used. W.o.W that use the Ammo
make an attack roll before the end of their next turn,
mechanic will have a Clip Size and Reserve listed.
having their senses highjacked and forcing them to
Clip Size: This value determines the amount of Ammo
target a creature allied to them or else lose the attack.
that can be used on a Weapon of Wonder before it
Alternatively, if the target is classified as a Minion
must be reloaded as a bonus action or reaction.
or Standard, and is reduced to 0 hit points from your
When you take a long rest, you regain Ammo for
damage roll, you impose this Constitution save at
Weapon of Wonder equal to its Clip Size. You
disadvantage. On a failure, the target becomes Turned
regain half as much Ammo on a short rest.
until the end of your next turn, becoming an Undead
Reserve: Listed next to a Weapon of Wonder’s Clip
creature at 1 hit point under your control. On the
Size in brackets, this value determines the
creatures turn, you take control of its actions and
amount of additional Ammo you can create for a
movement. On your turn, you may expend your bonus
W.o.W to reload when you have expended the
action to command it to move and take one action. At
Ammo in its clip. You can craft this Reserve Ammo
the end of your next turn, a Turned creature dies.
during a rest of any type, gaining 2 Reserve Ammo
• Furnace: Select one space affected by your damage
for every 1 Creation Point dedicated. You regain
roll. All creatures within a 15-foot wide, 30-foot
half of your W.o.W’s Reserve Ammo on a long rest,
cylinder must make a Dexterity saving throw as the
and all on a full rest. During a long or full rest, you
space erupts into ethereal flames and cinders. On a
may change the Reserve Ammo allocated to a
failure, creatures gain 2 ranks of Burned and take
W.o.W to a different W.o.W you possess.
4d4+4 fire damage. Creatures within 5 feet of a target
who fails, must also make the Dexterity saving throw
even if they are outside the AoE as the fire spreads.
244
ALCHEMICAL STAFF BLUNDERBUSS
Clip Size: 6 [12] Clip Size: 8 [16]
You forge an intricate staff fitted with a crystal made of You make a large double-barreled exotic rifle with a
your element which is able to miraculously conduct rustic appearance using your element. The Blunderbuss
nature release chakra even if you cannot. Select one of possesses the Critical, Two-Handed, Heavy, and Range
the following Alchemical Staffs below. (15/45) properties, and deals 5d8 piercing damage on a
Each staff is a ranged weapon with the Two-Handed, hit. Ranged attacks with the Blunderbuss do not have
Range (60/120), and Ammo properties. Alchemical Staffs disadvantage when used in melee range, and you have
can be used to make ranged weapon attacks dealing 4d8 advantage on ranged attacks made with this weapon
[Elemental Damage] on hit and spending 1 Ammo each against targets within its normal range. You cannot
time. All Alchemical Staffs can also make a Charged Shot. make more than 2 attacks with the Blunderbuss per
Charged Shot (3 Ammo): As an Action, you may fire a action as you must briefly refill it with Ammo you
Charged Shot from your Alchemical Staff, inflicting its possess after each shot. Each shot costs 1 Ammo.
Charged Shot effects. When you fire a Charged Shot, you
A SCENSION : B LUNDERBUSS
may spend your bonus action and/or reaction, and 10
chakra from your CCD for each action type taken aside If the Blunderbuss is Ascended, it gains one of the
from your Action, to increase the damage dealt by +1 following custom properties, granting it new effects. You
damage die and increase any area of effects from your may change this property on a short rest.
Charged Shot by 5 feet in all directions. • Sweeping: The normal and maximum ranged of the
Blunderbuss doubles, it deals an additional die of
A SCENSION : A LCHEMICAL S TAFF
damage, its damage die becomes d10s, ignores
If the Alchemical Staff is Ascended, increase the damage
resistance, and treats immunity as resistance.
of the Alchemical Staff’s ranged attacks to 5d12. You may • Vitriolic: The Blunderbuss’ damage becomes Acid and
now use the Alchemical Staffs to make melee weapon
once per round, when you hit a creature with the
attacks with the attack action, dealing 3d8 slashing
Blunderbuss you may expend an additional 2 Ammo to
damage on hit. Also, reduce the Ammo cost of the
roll a 1d4 as you fire dozens of small canisters of a
Charged Shot by 1 (2 Ammo). Lastly, you gain access to
poisonous variation of your element which explode.
the Alchemical Vigor ability;
The target must make a Constitution saving throw,
Alchemical Vigor: Twice per long rest, as an action,
with a -X penalty, taking Xd6 acid damage and
you may make a ranged attack at a creature in the Dying
gaining a number of ranks of Corroded equal to half
Condition within 120 feet. As opposed to harming the
the result of X on a failed save, or half as much damage
creature on a hit, the
and no ranks of Corroded on a success. (X = 1d4 result).
creature is immediately
Also, all creatures within 10 feet of target must make
stabilized and regains
the same Constitution saving throw, taking half as
4d10+5 hit points.
much damage and gaining half as many ranks of
Additionally, if this
Corroded on a failure, or no damage/effects on a pass.
creature was gaining the
If you are in range, you have advantage on the save.
benefits of a Permaperk, • Withering: The Blunderbuss’ damage becomes Fire and
they immediately regain
is increased by +5. When you shoot with this weapon
its effects.
you may spend 1 additional Ammo twice per round. If
you do, regardless of a hit or miss, a pool of magma
forms from where your shot lands. The lava spreads in
a 10-foot radius and lasts for 1 minute, imposing a
Constitution save for creatures who enter or start their
turn within the lava, gaining 1 rank of Burned and
Corroded on a failure. You are immune to this lava.
A LCHEMICAL S TAFFS
Alchemical Damage
Staff Type Charged Shot
Staff of Earth Earth On a hit, the ground beneath the target hit in a 5-foot radius cracks and spews mud. Targets within range must succeed a Strength
Damage saving throw or become Restrained and Bruised until the end of their next turn as they are buried in mud.
Staff of Wind Wind You create a 20-foot tall, 10-foot wide tornado upon hitting a target. Each creature within range must succeed a Dexterity saving
Damage throw or gain 1 rank of Bleeding and be knocked up 45 feet into the air. At the end of each turn, the tornado moves 10 feet i n any
direction of your choice, prompting the same saving throw. The tornado disappears at the start of your next turn. A creature cannot
be affected by this tornado more than once for the duration of its existence.
Staff of Fire Fire You fire a ball of condensed magma which spews across the ground on a hit. Record the damage dealt with the Alchemical Staff’s
Damage [Weapon’s Damage Die]. All creatures within a 15-foot radius must make a Dexterity saving throw, taking half the damage recorded as
fire damage and gain 1 rank of Burned on a failure, or half as much damage and no further effects on a success. This magma lasts until
the end of your next turn, and counts as difficult terrain. A creature that attempts to move in this magma takes half the damage
recorded as fire damage. Damage from this Charged Shot pierces DR.
Staff of Cold On a hit, the water fired crystalizes and explodes, creating a small blizzard. All creatures within a 30-foot cube must make a Strength
Water Damage saving throw, gaining 1 rank of Chilled and taking 3d8 cold damage on a failure, or half as much damage and no chilled o n a success.
Creatures reduced to 0 hit points by this effect, instead fall to 1 hit point and become Petrified in ice. A cloud of ice particles covers the
affected area for the next minute as with a Smoke Bomb.
Staff of Lightning You fire a large ball of electricity which rapidly jolts to creatures near it. On a hit, the target must succeed a Constituti on saving throw
Lightning Damage or gain 1 rank of Shocked and Dazzled. Regardless, a large 10 by 10-foot sphere is created next to the target, causing all hostile
creatures who start their turn within 30 feet of it to 245
be targeted by a new ranged Ninjutsu attack, taking 5d4 lightning dama ge and
gaining 1 rank of Shocked on a hit. This sphere lasts until the start of your next turn or until destroyed (the sphere has 10 AC and 1 HP)
Small Beast, Proficiency = Equal to yours
246
GHOST OF KONOHA When you take this Action, you may spend increments
You take a standard katana and reinforce its metals with of 10 chakra from your CCD, up to 30 chakra, increasing
your element. This weapon possesses the Critical, the radius by +10ft, the damage die size by +1 steps (d6 →
Deadly, Finesse, and Versatile (2d8) properties, and d8 → d10 →d12), and imposing a -1 penalty to creatures
deals 2d6 slashing damage. This weapon’s saving throws for every 10 chakra spent this way.
damage counts as force damage, for the purpose You may use this W.o.W twice per long rest, regaining
of overcoming resistance and immunity. one use on a short rest. Alternatively, you may spend
When you cast a Bukijutsu, you may use this 20 chakra from your CCD to use it without taking a
Weapon of Wonder as a component. If you do, rest.
you can double the cost of the Bukijutsu and
A SCENSION : T ERRA S PIKES
round up to the nearest interval of 5 and pay it
with your CCD. If you do, you may use If the Terra Spikes are Ascended, when a creature
Intelligence as your Taijutsu casting modifier fails the Strength imposed by the Terra Spikes,
for the duration of the casting. they have disadvantage on the Dexterity saving
Lastly, as an Action, you may spend 15 throw.
chakra from your CCD to jump to half your Also, when you take the attack action, in place
movement speed and slam your katana on of your attacks you may use the Terra Spikes up to
the ground, producing a shockwave. All two times, decreasing the damage die to d4s when
creatures within a 60-foot cone must make used this way.
a Constitution saving throw, taking twice Lastly as a bonus action you may place the Terra
the [Weapon’s Damage] of the Ghost of Spikes on the ground to create a distinguishing barrier
Konoha as force damage, being knocked of protection and destruction in a 15-foot radius. The
back 30 feet, and falling prone on a failed effects of this barrier depending on whether the
saving throw, or taking half as much creature is allied or hostile to you and within range. You
damage and only 5 feet of knockback on a may use the Terra Spikes this way once per long rest and
success. Structures and Objects take three the barriers effects last for 5 rounds (or 1 minute, if out
times as much damage from this attack. of combat) you use an Object Interaction to end it. While
the barrier is active, you cannot use the Terra Spikes in
A SCENSION : G HOST OF K ONOHA any other way.
If the Ghost of Konoha is Ascended, its [Weapon’s • Allied: Ranged attacks made against allies have
Damage Die] to 2d8 (Versatile property now grants it’s a disadvantage, and all allies gain 5d10+5 temporary hit
2d10 damage die). Additionally, a veil of ethereal chakra points at the start of each of their turns. All allies gain
now surrounds the katana while in use. As a bonus action resistance to the saving throws and damage rolls from
and 20 chakra from your CCD, you may summon a area of effects that originate from outside this barrier.
spectral duplicate of the Ghost of Konoha, a 2 nd katana • Hostile: When this barrier is first placed, hostile
known as the Resonant Katana that floats by your side for creatures are pushed outside of its effect radius into a
5 rounds. The Resonant Katana shares the same statistics space that can hold them. If a hostile creature
as the Ghost of Konoha and cannot be damaged. When attempts to enter this barrier or starts their turn in it,
you summon this 2nd katana and at the start of each of they must succeed a Strength saving throw at
your consecutive turns, you may command the Resonant disadvantage, or else take 8d8 force damage and be
Katana to do the following; thrown 30 feet into air and knocked back 30 feet.
Konzetsu. The Resonant Katana flies to a target within 120 Hostile creatures take 5 force damage for every action
feet. When you make attacks with the Ghost of and for every 5 feet they move while inside the barrier.
Konoha, the Resonant Katana makes the same number
of melee weapon attacks against its target. If both
your target and its target are the same, the Resonant
Katana can only attack a maximum of twice.
Sapōto. The Resonant Katana attacks alongside you,
granting you advantage on all attack rolls you make
with the Ghost of Konoha and allowing you to ignore
up to three-quarters cover.
TERRA SPIKES
You create two large electrically charged spikes with
handles that capable of producing powerful shockwaves.
As an Action on your turn, you can jump to a space
within 60 feet, without expending your movement speed
and slam the Terra Spikes down onto the ground,
producing a shockwave in a 15-foot radius. All creatures
within range, other than you, must make a Strength
saving throw and Dexterity saving throw. X = half your
proficiency bonus, rounded up. Structures, Constructs,
and Objects are vulnerable to the damage of this W.o.W.
Strength Saving Throw: Success: half damage, no
effects. Failure: Xd6 force damage, Dazed, 15 feet of
knockback.
Dexterity Saving Throw: Success: Half damage, no
effects. Failure: Xd6 force damage, knocked upward 1ft.
247
P RIMEVAL B OW A WAKENINGS
Awakening Effects
PRIMEVAL BOW Primeval Bow The rocks of your Primeval Bow crack and burst, and the magma of
Clip Size: 7 [14] of the Ancient the ancient world courses through.
You infuse your element into multiple Earth • Increase your Bow’s [Weapon’s Damage] by +2.
stones that come together and form a • When you would increase your Bow’s Potency, you may spend 1
strange, primeval bow, coupled with a additional Ammo. If you do, the target hit by your attack must
drawstring made of pure chakra. Those who succeed a Strength saving throw or become Restrained in a
wield this bow feel various emotions emanating stalactite of rock. At the start of each of their turns, a volcanic
from it, as if the emotions and stories buried within eruption occurs within the rock formation, causing the creature to
the earth from eons past manifest within this weapon. take 4d10+4 fire damage and gain +1 ranks of Burned and
This weapon possesses Range (200/500), Tactical, and Weakened. They take this damage at the start of each of their turns.
Two-Handed properties and deals 1d10 piercing/fire At the end of each of their turns they may remake the Strength
damage. This weapon counts as a Bow, and can be used saving throw to escape.
as a component in Bukijutsu. If you do, you can double Primeval Bow The rocks of your Primeval Bow crack and burst, and everlasting
the cost of the Bukijutsu and round up to the nearest of the Eternal winds and lightning now swirl around it.
interval of 5 and pay it with your CCD. If you do, you may Storm • This bow now deals piercing and lightning damage. When you
use Intelligence as your Taijutsu casting modifier for the make an attack with this Bow, that does not hit a creature, you may
duration of the casting Each attack with the Bow spend 5 chakra from your CCD to leave behind a floating orb of
expends 1 Ammo. lightning until the start of your next turn. This orb of lightning deals
Once per turn, when you make an attack with the 15 lightning damage to any creature that walks through it, once per
Primeval Bow, you can spend 7 chakra from your CCD to turn. The orb emits 15 feet of bright light and 30 feet of dim light.
increase the Bow’s potency before you attack. When you • When you would increase your Bow’s Potency, you may spend 1
do, your next attack before the end of the turn has additional Ammo. If you do, a small, electrified storm forms where
advantage, does not break stealth, gains a +1 bonus to your attack lands (10-foot wide, 30-foot tall cylinder). The storm
critical threat range, and deals an extra 4d4 damage on a travels up to 20 feet in any direction of your choice in a straight line.
hit. Any creature that comes in contact with the storm must make a
Dexterity saving throw, taking 3d10 wind and 3d10 lightning
A SCENSION : P RIMEVAL B OW
damage and gaining 1 rank of Shocked on a failure, or half as much
If the Primeval Bow is Ascended, its [Weapon’s Damage] damage and no effects on a success. The storm disappears at the
becomes 2d10, and the stories buried deep within its end of the turn.
stones manifest. Gain one of the following Awakenings
Primeval Bow The rocks of your Primeval Bow crack and burst, and a misty doorway
above.
of the Lost to another realm seeps through it.
RAY GUN Void • This bow now deals piercing and psychic damage. When you make
an attack with your bow, you may spend 10 chakra from your CCD
Clip Size: 10 [20]
to open a small rift in time and space, forcing all creatures within 5
You forge a small exotic handgun,
feet of where your attack lands to succeed a Charisma saving throw
fitted with gas canisters of your element
or be teleported to different spaces within 20 feet that can hold
and a tesla coil-like muzzle at the end that
them (you decide for each creature). On a critical hit, the target hit
transmogrifies the gaseous elements into
makes this saving throw at disadvantage. A creature can only be
plasma electrified blasts.
targeted by a rift once per turn.
This Weapon of Wonder possesses the Light
• When you increase your Bow’s Potency, you may spend 1
and Range (30/60) properties, and deals 3d4 force
additional Ammo. If you do, you open a large rift and 1d4+1
damage Pierce (10). You do not add your ability
“Otherworldly Aberrations” appear and begin attacking targets of
modifier to the damage dealt with the Raygun. Each
your choice within 60 feet. These creatures float to their targets and
shot from the Ray Gun takes 1 Ammo. This W.o.W deals
cannot be damaged. At the start of a targeted creature’s turn, they
a +1 die of damage against Undead and Monstrosities.
must succeed a Wisdom saving throw or take Xd12 psychic damage
Blast Away. When you take the attack action with the
and gain a number of ranks of Demoralized ranks against you equal
Ray Gun, you may spend 15 chakra from your CCD to
to half of X (Min. 1), where X equals the number of skulls targeting
forgo all attacks you would make and instead make a
them +1. The skulls then disappear.
number of ranged weapon attacks with the Ray Gun
equal to your Intelligence modifier (Max. 5) Primeval Bow The rocks of your Primeval Bow crack and burst as royal chakra and
Splash Damage. All creatures within 5 feet of where a of the Royal deep sorrows now emanate from its form. When you lay hands on this
blast from the Ray Gun lands (excluding a target hit by Family bow, the mournful roar of a lion echoes through your mind.
the Ray Gun), become targets of the Ray Gun’s attack roll • This bow now deals piercing and force damage. This Bow gains the
taking half the [Weapon’s Damage] of the Ray Gun if the Splash Damage effect of the Ray Gun Weapon of Wonder, once per
attack roll exceeds or matches their AC. turn.
• When you would increase your Bow’s Potency, you may spend 1
A SCENSION : R AY G UN additional Ammo. If you do, the spirit of a lion manifests as you fire,
If the Ray Gun is Ascended, you gain one of the Industrial causing you to target all creatures within a 30-foot long, 10-foot
or Otherworldly variants of the Ray Gun, focusing more wide line with your attack roll. All affected creatures must also
on improving the Ray Gun with traditional methods and make a Dexterity saving throw, being knocked back 30 feet and
your element with the former, or choosing to delve more falling prone on a failed save. If you score a critical hit with this
into the mysterious of your element and innovate attack, only the first target affected suffers the effects of the critical
something new with the latter. hit and makes their saving throw at disadvantage.
• Industrial: The Ray Gun elongates into a rifle,
the normal and long ranges of the Ray Gun by +30ft
becoming more efficient and precise whilst partially (Range (60/90)). To gain the benefits of Splash
sacrificing its coverage. You may make an additional Damage on a blast from the Ray Gun, you must expend
attack with Blast Away and only spend Ammo for every 3 chakra from your CCD per blast.
2 blasts fired from the Ray Gun. Additionally, increase
248
• Otherworldly: The Ray Gun is split into two different remake the saving throw to end this effect on
weapons, granting it new versatility at the cost of its themselves. Creatures reduced to 0 hit points from
lethality. You wield both of the following weapons this effect are turned into ash.
when using the Ray Gun at a given time.
o Blaster Gun: A thinner more metallic version of the A SCENSION : S INISTER S KULL
Ray Gun you are used to. This weapon inherits the If the Sinister Skull is Ascended, you gain access to both
features of the base Ray Gun. Reduce the chakra variants of the Sinister Skull, however, you may only use
required to you use Blast Away by -5 and ignore any one effect at a time. When you spend chakra and your
penalties from hostile creatures to your attack rolls bonus action to maintain a Skull’s effect, you may switch
with this weapon. The damage die of this weapon is its effect.
reduced to 2d6.
o Wave Gun: A larger more conductive weapon than THUNDER CANNON
you are used to. When you make an attack with your Clip Size: 2 [6]
Blaster Gun, you may make an attack with this weapon You create a ginormous weapon capable of generating
instead, spending 10 chakra from your CCD. This immense propulsion using your element.
weapon fires out a small 10-foot orb of yellow mist at This weapon possesses the Heavy and Two-Handed
a space up to 60 feet away, automatically giving properties. As an Action, you may fire a blast from the
creatures within it 1 rank of Slowed while inside it. Thunder Cannon, causing all creatures within a 20-foot
This orb lasts until the start of your next turn. Each cone to make a Strength saving throw at disadvantage,
shot from the Wave Gun takes 2 Ammo. being knocked back a certain distance depending on
If you fire a shot from your Blaster Gun at the orb their distance to you (Within 15ft: 30ft of knockback,
(No attack roll needed), once per round the orb erupts Within 10ft: 60ft of knockback, Within 5ft: 90ft of
into a singularity. The yellow orb disappears, and all knockback). Also, on a failed save, creatures become
creatures within 10 feet of the orb must succeed a Dazed. Creatures who fail by 5 or more are also knocked
Strength saving throw taking 5d8+5 force damage and prone. On a successful saving throw, creatures take 3d10
becoming Incapacitated until the end of their next wind damage as they take the full brunt of the blast and
turn on a failure, or half as much damage and no are knocked back 10 feet.
effects on a success. Creatures reduced to 0 hit points You may also use this weapon as part of taking the
by the singularity are completely atomized. attack action, replacing up to one attack with the attack
action with a blast from the Thunder Cannon. The cone of
SINISTER SKULL the Thunder Cannon when used this way is 10 feet.
You take the skull of a deceased creature Also, you may fire a blast from the Thunder Cannon as
and spruce it up with your element, a reaction when you would be targeted by an attack roll,
imputing it with the psychological and affecting a 5-foot cone instead. If the triggering creature
psychological properties of your is within range, they are knocked back an additional
element. +30ft on a failure. If a ranged attack was made against
Select one of the following effects. you, make a ranged Ninjutsu attack against it. If you
You may use the Sinister Skull as an match or exceed the triggering attack roll by 1-4, the
Action, spending 15 chakra from your CCD attack stops in midair and fails. If you exceed the attack
to trigger these effects. Using any of these roll by 5 or more, the attack roll is redirected to the
effects takes one concentration slot and closest hostile creature within 60 feet of you.
requires you to spend 7 chakra as a bonus action at the
A SCENSION : T HUNDER C ANNON
beginning of each of your turns to maintain its effects.
If the Thunder Cannon is Ascended, the Thunder Cannon
• Mesmerizing Skull: When you activate the Sinister
now ignores effects that would prevent a creature from
Skull it begins to gently glow while and produce an being knocked back, and increases the length of its cone
numbing psychedelic mist. All creatures of your choice becomes 30 feet when used as an Action, 20 feet when
within a 15-foot cone must succeed a Wisdom saving used as part of the attack action, and 10 feet when used
throw or enter a deep trance, dropping any items they as a Reaction.
are wielding and being treated as being Unconscious. Additionally, the Thunder Cannon now deals 3d12
While “Unconscious” this way, you may issue wind damage on a success or failure, and increases its
commands any particular affected creatures to follow knockback by +10ft.
as if you used the Command Genjutsu on your turn (no Lastly, when used as a Reaction, you gain advantage
action require). At the end of each of a creature’s on an attack rolls made to contest ranged attacks used
turns, they may remake this saving throw, ending this against you (and may blast the attack back to any hostile
effect on them. If a creature is damaged while creature you can see, if you exceed the triggering attack
Unconscious this way, this effect immediately ends on by 5 or more), and may use the Reaction in response to
them and they become immune to its effects until you or an allied creature within 15 feet being targeted by
their next rest. an attack roll (sparing any allies from the Thunder
• Vaporizing Skull: When you activate the Sinister Skull,
Cannon’s Blast)
it lets out a loud screech and begins emitting a toxic
blue smoke in a 15-foot radius. All creatures of your
choice within range must make a Charisma saving
throw, becoming Stunned and taking Xd4 psychic
damage (X = your proficiency bonus) as they begin to
levitate in the air writhing in pain at the start of each
of their turns on a failed save, or taking half damage
and no effects on a success.
At the start of each of their turns creatures may
249
SCIENTIFIC NINJA TOOLS EXPLOSIVE AMPLIFIER
Cost: 2 Creation Point
MINOR Drain: 5 CCD Chakra
You integrate a booster in your body that enhances your
A ERO A MPLIFIER jutsu’s that deal fire damage. While wielding this
Cost: 2 Creation Point amplifier, when a creature takes fire damage from a jutsu
Drain: 5 CCD Chakra you cast, you can activate this amplifier. The target
You integrate a booster in your body that enhances your creature takes additional fire damage equal to your
jutsu’s that deal wind damage. While wielding this amplifier, Intelligence modifier. You can use this amplifier a number
when a creature takes wind damage from a jutsu you cast, of times equal to your Intelligence modifier (a minimum
you can activate this amplifier. The target creature takes of once). You regain all expended uses when you complete
additional wind damage equal to your Intelligence modifier. a short or long rest
You can use this amplifier a number of times equal to your
Intelligence modifier (a minimum of once). You regain all
SCUBA E QUIPMENT
expended uses when you complete a short or long rest. Cost: 2 Creation Point
Drain: 5 CCD Chakra
B IOTIC AMPLIFIER You can activate this ability for a total time of 1 hour per long
Cost: 2 Creation Point rest. You gain a swim speed equal to your walking speed and
Drain: 5 CCD Chakra you can breathe underwater.
You integrate a booster in your body. While wielding this
C HAKRA RADAR
amplifier, when a creature regains Hit Points from a jutsu
you cast, you can activate this amplifier. The target Cost: 2 Creation Point
creature gains additional Hit Points equal to your Drain: 5 CCD Chakra
Intelligence modifier. You can use this amplifier a number You can activate this radar for a total time of 1 minute per
of times equal to your Intelligence modifier (a minimum short rest. When active This tool has a sensor that begins to
of once). You regain all expended uses when you complete vibrate or glow when a chakra source similar in size to
a short or long rest parameters given is nearby. This can be set to also ignore
certain creatures' chakra and instead pick up all chakra
G EO AMPLIFIER within a 30 ft Radius.
Cost: 2 Creation Point
S COUT L ENS
Drain: 5 CCD Chakra
You integrate a booster in your body that enhances your Cost: 2 Creation Point
jutsu’s that deal Earth damage. While wielding this amplifier, Drain: 5 CCD Chakra
when a creature takes Earth damage from a jutsu you cast, You can activate this tool for a total time of 1 minute per rest.
you can activate this amplifier. The target creature takes The lenses can magnify objects viewed to twice their size. You
additional Earth damage equal to your Intelligence modifier. can have advantage on perception checks on items within 20
You can use this amplifier a number of times equal to your ft of you. You can also instantly detect any physical
Intelligence modifier (a minimum of once). You regain all deformities
expended uses when you complete a short or long rest
E NHANCED N INJA T ABI
C RYO AMPLIFIER Cost: 2 Creation Point
Cost: 2 Creation Point Drain: 5 CCD Chakra
Drain: 5 CCD Chakra You enhanced the standard tabi given to shinobi. You can
You integrate a booster in your body that enhances your activate this tool for a total time of 1 minute per hour. As a
jutsu’s that deal Cold damage. While wielding this amplifier, Bonus action you can Increase your walking speed by 10 feet.
when a creature takes Cold damage from a jutsu you cast, you Jump distance and height are doubled and use your Int score
can activate this amplifier. The target creature takes and modifier instead of Str. Whenever you take fall damage,
additional Cold damage equal to your Intelligence modifier. you can activate this as a reaction. You instead take 1d6 for
You can use this amplifier a number of times equal to your every 20 feet instead of 10
Intelligence modifier (a minimum of once). You regain all
H OLOGRAPHIC C LOAK
expended uses when you complete a short or long rest
Cost: 2 Creation Point
Drain: 5 CCD Chakra
E LECTRO A MPLIFIER As a reaction whenever you become incapacitated or as
part of a Disengage action you can cast Body Camouflage
Cost: 2 Creation Point
and immediately make a Stealth check. When cast this
Drain: 5 CCD Chakra
way the jutsu remains active until the start of your next
You integrate a booster in your body that enhances your
turn or until you do anything besides take the move
jutsu’s that deal Lightning damage. While wielding this
action
amplifier, when a creature takes Lightning damage from a
jutsu you cast, you can activate this amplifier. The target V OICE C HANGER AND A MPLIFIER
creature takes additional Lightning damage equal to your
Cost: 2 Creation Point
Intelligence modifier. You can use this amplifier a number of
Drain: 5 CCD Chakra
times equal to your Intelligence modifier (a minimum of
If you have spent a minute or more hearing a creature speak,
once). You regain all expended uses when you complete a
you can mimic their voice unerringly. You can activate this
short or long rest
tool to say something in a voice you have studied. A Wisdom
(Insight) check vs your Ninjutsu Save DC is required to
discern that the voice is false. You can also increase the
volume of your voice to 10 times as much.
250
REFINED E NHANCED E LECTRO A MPLIFIER
A UTONOMOUS NINJA T OOLS Prerequisite: Electro Amplifier
Cost: 4 Creation Points
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Drain: 5 CCD Chakra
You fine tune your Electro amplifier. When you activate this
You learn how to craft small sentry turrets shaped like
amplifier you can spend additional CCD Chakra. The target
globes that can adhere to any surface, called [Link]. As an
creature gains 1 Rank of Shocked until the end of your next
action or bonus action (your choice), you can spend the
turn. If you reapply shock by this amplifier the duration is
Drain of this upgrade and throw a sentry to a point you
reset.
can see within 60 ft. At the end of each of your turns, a
deployed sentry automatically targets a hostile creature C HAKRA FLOW DISTRIBUTION D EVICE
within 30 feet of it. If multiple targets are available, one is
Cost: 4 Creation Points
chosen at random. The target must make a Dexterity
Drain: 5 CCD Chakra
saving throw. On a failed save, it takes 1d6 damage of your
As an Action, You can make a ranged attack and throw this
choice (decided when thrown)
device at a target within 30 feet of you. On a hit it affixes to
A.N. Ts have 1 hit point, an AC equal to your Ninjutsu Save
them. They can remove it as an Action by making a Strength
DC, and can be repaired over the course of a long rest.
ability Check contested by your Intelligence ability Check.
Each sentry lasts for 1 minute before deactivating. You can
While this is affixed to a target, they cannot upcast jutsu.
maintain a number of sentries equal to your Intelligence
modifier. If a Sentry is destroyed until it is repaired your M INING D RILL
limit is decreased by 1 for every destroyed sentry. Cost: 4 Creation Points
E NHANCED BIOTIC AMPLIFIER Drain: 5 CCD Chakra
As an action you can activate this gadget. It can remain active
Prerequisite: Biotic Amplifier
for a total time of 1 minute per short rest. While active, you
Cost: 4 Creation Points
gain a burrowing speed of 15 feet. You leave a tunnel 5’ wide
Drain: 5 CCD Chakra
and as high as you are tall in your wake.
You fine tune your biotic amplifier. While wielding this
amplifier, when a creature gains hit points from your E LEMENT E ATER
biotic amplifier you can spend additional CCD
Cost: 4 Creation Points
Chakra. The target creature gains twice as many. This
Drain: 5 CCD Chakra
amount can’t exceed the number of hit points regained. You create a device capable of absorbing incoming damage.
E NHANCED G EO AMPLIFIER You can cast Absorb Heat as a reaction to taking Elemental
damage, paying the CCD drain.
Prerequisite: Geo Amplifier
Cost: 4 Creation Points LAYERED C HAKRA B ARRIER
Drain: 5 CCD Chakra Cost: 4 Creation Points
You fine tune your Geo Amplifier. When you activate this Drain: 5 CCD Chakra
amplifier, you can spend additional CCD Chakra. The next As a reaction to being attacked, a spherical shield appears
attack roll made against that creature before the end of its around you and moves with you. The shield has an AC of
next turn has advantage. 10+Int Mod and HP 25. It disappears at the end of the
E NHANCED CRYO AMPLIFIER current turn and does not regain missing HP until the end
of your next long rest.
Prerequisite: Cryo Amplifier
Cost: 4 Creation Points S EMTEX S ERUM
Drain: 5 CCD Chakra Cost: 4 Creation Points
You fine tune your Cryo Amplifier. When you activate this Drain: 5 CCD Chakra
amplifier, you can spend additional CCD Chakra. The As a reaction to being grappled you release an ooze of
target creature gains 1 rank of Chilled.
explosive jelly around you. You immediately can make a
E NHANCED EXPLOSIVE AMPLIFIER check to escape the grapple using Intelligence for
Athletics or Acrobatics, and on a successful escape the
Prerequisite: Explosive Amplifier
triggering creature takes 3d4 fire damage and is knocked
Cost: 4 Creation Points
back 15 feet.
Drain: 5 CCD Chakra
You fine tune your Explosive Amplifier. When you activate
this amplifier, you can spend additional CCD Chakra. The
GREATER
target creature is also ignited for 1 minute. At the start of A DVANCED BIOTIC AMPLIFIER
each of its turns, the creature takes additional fire
Prerequisite: Enhanced Biotic Amplifier
damage equal to your Intelligence modifier and then
Cost: 8 Creation Points
makes a Dexterity saving throw against your Ninjutsu
Drain: 10 CCD Chakra
Save DC, ending this effect on a success. If the target or a
You further fine tune your biotic amplifier. While wielding
creature within 5 feet of it uses an action to put out the
this amplifier, when a creature gains hit points from your
flames, or if some other effect douses the flames, the
biotic amplifier you can spend additional CCD
effect ends.
Chakra. they instead gain four times as many. This
E NHANCED A ERO A MPLIFIER amount can’t exceed the number of hit points regained.
Prerequisite: Pyro Amplifier A DVANCED G EO AMPLIFIER
Cost: 4 Creation Points
Prerequisite: Enhanced Geo Amplifier
Drain: 5 CCD Chakra
Cost: 8 Creation Points
You fine tune your Aero Amplifier. When you activate this
Drain: 10 CCD Chakra
amplifier you can spend additional CCD Chakra. The target
You further fine tune your Geo Amplifier. When you
creature gains 1 rank of Bleed.
activate this amplifier you can spend additional CCD
Chakra, the next attack roll made by the target creature
before the end of its next turn has disadvantage.
251
A DVANCED CRYO AMPLIFIER SUPERIOR
Prerequisite: Enhanced Cryo Amplifier C HAKRA DISINTEGRATOR
Cost: 8 Creation Points
Cost: 16 Creation Points
Drain: 10 CCD Chakra
Drain: 15 CCD Chakra
You further fine tune your Cryo Amplifier. When you
As an action, you force a target within 120ft to make
activate this amplifier you can spend additional CCD
Dexterity Saving throw. If the saving throw succeeds, the
Chakra.. The target creature is restrained until the end of
gadget has no effect. If the saving throw fails, the target
their next turn.
takes 8d10 Fire damage. If this damage reduces the target
A DVANCED EXPLOSIVE AMPLIFIER to 0 hit points, it is disintegrated. A disintegrated creature
and mundane items it is wearing and carrying, are
Prerequisite: Enhanced Explosive Amplifier
reduced to a pile of fine gray dust.
Cost: 8 Creation Points
Drain: 10 CCD Chakra F REEZE R AY
You further fine tune your Explosive Amplifier. When a
creature takes fire damage while ignited, you can spend Cost: 16 Creation Points
additional CCD. The creature has disadvantage on the next Drain: 15 CCD Chakra
Dexterity saving throw it makes before the start of your As an action, you spray a large mist of ice in a 30 ft cone,
next turn. all creatures in the area must make a Dexterity Saving
Throw, on a fail they will take 4d6 Cold damage and will
A DVANCED A ERO A MPLIFIER be restrained by ice until the start of your next turn, if
Prerequisite: Enhanced Aero Amplifier they take damage before then, the ice is broken and they
Cost: 8 Creation Points are freed. On a pass they instead take half damage and no
Drain: 10 CCD Chakra additional effects.
You further fine tune your Aero Amplifier. When you activate S ECONDARY C HAKRA C ONTAINMENT D EVICE
this amplifier you can spend additional CCD Chakra. The
target creature is Dazed until the end of their next turn. Cost: 16 Creation Points
You gain an additional CCD Chakra equal to yout Level x
A DVANCED E LECTRO A MPLIFIER 5.
Prerequisite: Enhanced Electro Amplifier
Cost: 8 Creation Points SUPREME
Drain: 10 CCD Chakra
You further fine tune your Electro amplifier. When you
LIGHTWEIGHT A RTILLERY C HAKRA M ATRIX
activate this amplifier you can spend additional CCD Cost: 24 Creation Points
Chakra. The target creature is Dazed for the duration they are Drain: 20 CCD Chakra
shocked by this amplifier. As an action, you can cast Delayed Fire Missile. Holding it
does not cost chakra to concentrate however If you are
F LOATING S HOES attacked and fail the concentration check it goes off
Prerequisite: Enhanced Ninja Tabi immediately.
Cost: 8 Creation Points
Drain: 10 CCD Chakra
N EUROADAPTABLE H EADGEAR
You can spend additional CCD Chakra when you activate Cost: 24 Creation Points
Enhanced Ninja Tabi. For the same duration You can walk or Drain: 20 CCD Chakra
run across any liquid as if it were solid stone. Any damaging You gain resistance to Psychic Damage as you modifier your
liquids (lava, acid, etc.) cause you 2d4 damage of the head gear to resist outside influences. You can activate this
appropriate type every round you end your turn on them, tool as a bonus action. For the next hour, your thoughts
unless the damage amount is specified to be lower. cannot be read, and attempts to detect your presence through
your consciousness fail. Once per long rest while it is active,
RICOCHETING W EAPON you can spend the CCD Drain again and if you do You cast
Prerequisite: Thrown Weapon (consumed on creation) Geas as an Action
Cost: 8 Creation Points
Drain: 10 CCD Chakra
M ASS C HAKRA A BSORPTION
You create a ranged weapon engineered to ricochet of its Cost: 24 Creation Points
targets You have proficiency in this weapon, and it has the Drain: 20 CCD Chakra
Finesse, Thrown (30/90), and Special properties, and deals As an action, You can force all living creatures within 60ft,
2d8 bludgeoning, piercing or slashing damage (chosen at the including yourself, to make a Constitution check, DC 15. On a
time you select this upgrade). You do not add any modifiers Fail they lose 8d12 Chakra and your CCD absorbs half of the
to any damage rolls with this weapon. rolled amount (This is not per creature). If they do not have
Special: When this weapon is thrown you can spend enough chakra to pay the cost they lose HP instead. You can
the CCD Chakra Drain target two creatures within 20 ft of do this once per Long rest.
the original target, making a separate attack roll against
each target. You can add your Intelligence modifier to
damage rolls while it is ricocheting. The weapon shatters
after the third attack roll and you regain the Creation
Points Spent.
252
MASTERCRAFT
S UPER E NHANCED D EFENSE P ROTOCOL
Cost: 32 Creation Points
Drain: 30 CCD Chakra
You gain a barrier of HP equal to your Intelligence modifier.
You regain this HP at the start of your turn. You can use your
reaction to deflect a ranged attack. When you are hit by a
ranged attack, you can reduce the damage by 3d12+Int Mod.
If you reduce the damage to 0, you can spend an additional 15
CCD Chakra to reflect the projectile back at the attacker, who
must make a Dexterity saving throw. On a failure, the
attacker takes the initial full damage and half on a success.
S UPER E NHANCED O FFENSE P ROTOCOL
Cost: 32 Creation Points
Drain: 30 CCD Chakra
As a bonus action you may enhance all weapons within 30 ft
with energy from the system. Choose between acid, cold, fire,
lightning, poison or wind. Weapon attacks deal an additional
2d6 damage of this type for a minute. You must pay 10 CCD
Chakra at the start of your turn to maintain this effect.
As an action you may shoot a chakra beam at a target within
30ft. Make a Ninjutsu Attack roll This attack deals Force
damage equal to 6d6 + your Intelligence modifier. On a
Successful attack you can spend 10 additional Chakra to force
the target to make a Strength save. On a failure, it is sent
flying back a number of feet equal to 5 x your Intelligence
modifier, taking appropriate falling damage if it collides with
an obstacle. Huge or larger creatures gain advantage on this
saving throw and are only pushed back half the distance.
253
CLASS FEATS HUNTER-NIN
ARCHETYPE CLASS FEATS HUNTERS TRAINING
Category: Archetype
GENJUTSU SPECIALIST Archetype: Hunter-Nin
Prerequisite: Level 5+, Dexterity 15+, You cannot have
ILLUSIONIST TRAINING class levels in Hunter-Nin
You have begun to training to better master the art of
Category: Archetype Assassination. While training you begin to imitate your
Archetype: Genjutsu Specialist masters, trainers or inspirations to the best of your
Prerequisite: Level 5+, Genjutsu Modifer is 15+, You ability. You learn how to exploit a foes distraction, drop
cannot have class levels in Genjutsu Specialist in guard and moment of hesitation. You gain the
You have begun to train to better master the art of following benefits;
Genjutsu. While training you have learned how to best
• You gain Proficiency in Stealth.
enable your current Genjutsu casting abilities and bring
• You learn one Hunters Exploit that you qualify for. You
them to a new level with enhanced chakra molding
techniques. can use Exploits twice per rest.
• You gain the Lethal Attack feature, but you instead only
• You gain Proficiency in Illusions.
deal 2d6 additional damage. You do not increase the
• You learn one Malleable Mirage that you qualify for, as
number of dice as you gain levels.
if you were a 2nd level Genjutsu Specialist.
• Select one effect granted by Real World Conversion. You
HUNTERS EXPERT
gain the chosen ability.
Category: Archetype
• You gain 2 Actualization Die, which is represented as a
Archetype: Hunter-Nin
D4, which you can spend only on effects granted by Real
Prerequisite: Hunters Training, Level 10+
World Conversion or by spending 1, you can increase a
You have continued to training to better master the art
Genjutsu you casts DC by +1, once per turn. You regain
of Assassination. This training has culminated into you
spent Actualization Die when you complete a rest.
being defined as an expert;
HUNTER SPECIALIST
Archetype: Genjutsu Specialist
Prerequisite: Illusionist Expert
You continue your training to learn more of the secrets Category: Archetype
of Illusion, but this time specializing into a specific Archetype: Hunter-Nin
Pledge. This training has culminated into you being Prerequisite: Hunter Expert, Level 15+
defined as an Enthusiast. You have continued to training to better master the art
of Assassination. This training has culminated into you
• Select one Genjutsu Specialist Class, Genjutsu Pledge
being defined as a specialist.
(Subclass). You gain the 6th Level feature it has.
• You gain the Primary Target class feature. You cannot
ILLUSIONIST SPECIALIST mark a creature as part of your initiative roll.
• You learn one Hunters Exploit that you qualify for.
Category: Archetype
Archetype: Genjutsu Specialist Increase the number of exploits you can use per rest,
Prerequisite: Illusionist Expert, Level 15+ by 1.
• Your Lethal Attack bonus damage increases to 6d6.
You have continued to train to better master the art of
Genjutsu. This training has culminated into you being
defined as a Specialist.
• You gain 1 additional Actualization Die.
• You learn one Malleable Mirage that you qualify for, as
if you were a 5th level Genjutsu Specialist.
• Select one Genjutsu Inception. You gain it as if you were
a 9th level Genjutsu Specialist
254
INTELLIGENCE OPERATIVE OPERATIVE SPECIALIST
Category: Archetype
OPERATIVE TRAINING Archetype: Intelligence Operative
Category: Archetype Prerequisite: Operative Expert, Level 15+
Archetype: Intelligence Operative You have continued to training to better master the art
Prerequisite: Level 5+, Intelligence 13+, Wisdom 13+, of Assassination. This training has culminated into you
You cannot have class levels in Intelligence Operative being defined as a specialist.
You have begun to training to better master the art of • You gain the Tactical Scheme class feature.
strategy and planning. While training you begin to • You gain the Exploit Weakness class feature. You do not
imitate your masters, trainers or inspirations to the best gain the 7th level advancement.
of your ability. You learn how to analyze a target and • You learn 1 Plan from those listed within the Operative
develop plans to defeat them. You gain the following Training Feat.
benefits;
• You gain Proficiency in Investigation. MEDICAL-NIN
• You gain 2 Brave Orders, which you can only spend to
activate Plans. You regain spent Brave orders when you MEDICAL TRAINING
complete a rest. Category: Archetype
• You learn 1 Plan from the following list
Archetype: Medical-Nin
o Breaking Bad Prerequisite: Level 5+, Intelligence or Wisdom 15+, You
o Conditional Awareness cannot have class levels in Medical-Nin
o Controlled Aggression You have begun to training to better master the art of
o Detrimental Retreat medicine. While training you begin to imitate your
o Easy Escape masters, trainers or inspirations to the best of your
o Flow of Battle ability. You learn how to both heal and harm in a
o Mobility Advantage beautiful display of medicine. You gain the following
o Supportive Conflicts benefits;
o Victory Through Knowledge
• You gain Proficiency in Medicine.
• You gain the Medical keyword, and the ability to cast
OPERATIVE ENTHUSIAST • You gain the Chakra Scalpel feature as if you were a 3 rd
level Medical-Nin. You gain 3 charges per long rest.
Category: Archetype • You can learn jutsu with the Medical keyword, up to B-
Archetype: Intelligence Operative
Rank.
Prerequisite: Operative Expert • You gain the Preserve/Take Life class feature as if you
You continue your training to learn more of the secrets
were a 5th level Medical Nin. You do not gain any
of strategy and planning, but this time specializing into
benefits as a result of being higher level. You can use
a specific Strategy. This training has culminated into you
this feature, twice per rest.
being defined as an Enthusiast.
• Select one Intelligence Operative Class, Master
Strategy (Subclass). You gain their first 3 rd Level
feature. You do not gain any higher-level
advancements it may present. Additionally, you
cannot gain the benefits of the Grave Controller or
Shadowhand subclasses.
255
MEDICAL ENTHUSIAST NINSHOU EXPERT
Category: Archetype Category: Archetype
Archetype: Medical-Nin Archetype: Ninjutsu Specialist
Prerequisite: Medical Expert Prerequisite: Ninshou Training, Level 10+
You continue your training to learn more of the secrets You continue your training to learn more of the secrets
of medicine, but this time specializing into a specific of Ninshou. This training has culminated into you being
Tenet of Medicine. This training has culminated into you defined as an Expert.
being defined as an Enthusiast. • Select one Ninjutsu you know, this Ninjutsu becomes
• Select one Medical-Nin Class, Tenet of Medicine Refined for you.
(Subclass). You gain their first 6th level Preserve Life or • Every 3-character levels after you gain this Archetype
Take Life feature. You do not gain any higher-level feat, you learn 1 additional Ninjutsu of a Rank you
advancements it may present. Additionally, you qualify for.
cannot gain the benefits of the Shaman subclass. • Efficient Moldings you have gain 1 additional use per
rest.
MEDICAL SPECIALIST • Select one Efficient Molding, you do not currently
Category: Archetype have between the following, you gain the chosen
Archetype: Medical-Nin Molding;
Prerequisite: Medical Expert, Level 15+ o Careful Ninjutsu
You have continued to training to better master the art o Distant Ninjutsu
of Medicine. This training has culminated into you being o Doubled Ninjutsu
defined as a specialist. o Heightened Ninjutsu
o Tenacious Ninjutsu
• You gain the 7th level benefits of the Chakra Scalpel class
o Subtle Ninjutsu
feature.
o Widened Ninjutsu
• You gain one doctrine from the Medical Doctrine class
feature.
NINSHOU ENTHUSIAST
• You can learn jutsu with the Medical keyword, up to A-
Rank. Category: Archetype
Archetype: Ninjutsu Specialist
256
SCOUT-NIN TAIJUTSU SPECIALIST
SCOUT TRAINING MARTIAL ARTS TRAINING
Category: Archetype Category: Archetype
Archetype: Scout-Nin Archetype: Taijutsu Specialist
Prerequisite: Level 5+, Any two of the following three Prerequisite: Level 5+, Strength or Dexterity 15+, You
ability scores must be 14+ (Strength, Dexterity, cannot have class levels in Taijutsu Specialist
Intelligence, Wisdom), You cannot have class levels in You have begun to train to better master the art of Mixed
Scout-Nin Martial Arts. While training you have learned how to
You have begun to training to better Generalize your fight in ways you couldn’t prior. You gain the following
skills. While training you begin to imitate your masters, benefits;
trainers or inspirations to the best of your ability. You • You gain Proficiency in Martial Arts.
learn how become a jack of all, master of none. You gain • Select one Taijutsu Stance located in Chapter 13:
the following benefits;
Customization Options. You cannot take a Taijutsu
• You gain Proficiency in two toolkits of your choice. Stance more than once.
• Select one Scout-Nin class, Scouting Technique • Your speed is increased by 5 feet.
(Subclass). All Archetype feats that refer to any • You gain 1 Martial Dice, which is a d4. You regain spent
features gains at specific levels are in reference to the Martial Dice at the end of your following turn.
scouting technique chosen. You cannot choose • You gain 1 Martial Technique of your choice.
Trickster Scout.
• You gain 2 Superiority Die, which are d4’s. Which you MARTIAL ARTS EXPERT
can spend on maneuvers. You regain spent Superiority Category: Archetype
Die when you complete a rest. Archetype: Taijutsu Specialist
• You gain 1 Maneuver granted by your Scouting
Prerequisite: Martial Arts Training, Level 10+
Technique. You have continued to train to better master the art of
Taijutsu. This training has culminated into you being
SCOUT EXPERT defined as an Expert.
Category: Archetype • You gain 1 additional Martial Dice.
Archetype: Scout-Nin • You learn one Martial Technique.
Prerequisite: Scout Training, Level 10+ • Your Speed is increased by an additional +5 feet.
You have continued to training to better master the art
of skill generalization. This training has culminated into
MARTIAL ARTS ENTHUSIAST
you being defined as an expert;
Category: Archetype
• You gain your second 3 rd level Scouting Technique
Archetype: Taijutsu Specialist
feature. You do not gain any higher-level Prerequisite: Martial Arts Expert
advancements it may present. If the gained Scout-Nin You continue your training to learn more of the secrets
Class feature scales based on your class level, you are of Taijutsu, but this time specializing into a specific
treated as a 3rd level scout. Style. This training has culminated into you being
• You gain 1 Superiority Die.
defined as an Enthusiast.
• You gain 1 Maneuver granted by your Scouting
• Select one Taijutsu Specialist Class, Taijutsu Style
Technique.
(Subclass). You gain its 3 rd Level Martial Techniques.
SCOUT ENTHUSIAST
MARTIAL ARTS SPECIALIST
Category: Archetype
Archetype: Scout-Nin Category: Archetype
Prerequisite: Scout Expert Archetype: Taijutsu Specialist
You continue your training , this time specializing into a Prerequisite: Martial Arts Expert, Level 15+
specific Technique. This training has culminated into you You have continued to train to better master the art of
being defined as an Enthusiast. Taijutsu. This training has culminated into you being
defined as a Specialist.
• You gain the 6th level Scouting Technique feature. You
• You gain 1 additional Martial Dice.
do not gain any higher-level advancements it may
• You gain 1 additional Martial Technique.
present.
• You gain the Evasion or Chakra Enhanced Strikes class
Category: Archetype
Archetype: Scout-Nin
Prerequisite: Scout Expert, Level 15+
You have continued to training to better master the art
of skill generalization. This training has culminated into
you being defined as a specialist.
• You gain the 9th level Scouting Technique feature. You
do not gain any higher-level advancements it may
present.
• You gain 1 Superiority Die.
• You gain 1 Maneuver granted by your Scouting
Technique.
257
WEAPON SPECIALIST WITCH ARCHETYPE
WEAPON ARTS TRAINING WITCHES TRAINING
Category: Archetype Category: Archetype
Archetype: Weapon Specialist Archetype: Witch
Prerequisite: Level 5+, Strength or Dexterity 15+, You Prerequisite: Level 5+, Intelligence 14+ or Wisdom 14+
cannot have class levels in Weapon Specialist You have studied in the ways of Esoterica, the Witch covens
You have begun to train to better master the art of unique form of Ninshou. While studying you have found
Bukijutsu. While training you have learned how to fight new ways to utilize free flowing chakra particles often called
in ways you couldn’t prior. You gain the following mana in the land of Cackles;
benefits; • You gain Proficiency in Nature. If you already have
• You gain Proficiency in Martial Arts. Proficiency, you instead gain one rank of Mastery.
• Select one Weapon Stance located in Chapter 13: • Select two Ninjutsu or Genjutsu you know of C-Rank or
Customization Options. You cannot take a Weapon lower. These jutsu gain the Spell keyword and are treated
Stance more than once. as Spells for other features and abilities from the Witch
• You gain a Flurry die, represented as a d4. Archetype line of feats. You can change which jutsu have
• Select one Flurry Technique from the 2nd level Weapon the Spell keyword whenever your class would allow you to
Flurry class feature. You gain the ability to use the gain a new jutsu, as noted in your Jutsu Known column of
chosen Flurry Technique. your class table.
• Spells you know with a duration of at least 1 minute that
WEAPON ARTS EXPERT do not deal damage, heal, or affect a hostile creature in
Category: Archetype any way gain the Ritual keyword as well. Spells with the
Archetype: Weapon Specialist Ritual keyword can be cast at half its chakra cost by
Prerequisite: Weapon Arts Training, Level 10+ increasing the casting time to 10 minutes, or by
You have continued to train to better master the art of multiplying the casting time by 10, whichever is longer.
• You gain an ability from one of the following 4 schools of
Bukijutsu. This training has culminated into you being
defined as an Expert. Esoterica from within the Land of Cackles.
o School of Psionics. You learn to manifest mana into a
• Select one Flurry Technique from the 2nd level Weapon
destructive bolt of pure energy called a Witch Bolt.
Flurry class feature that you did not select prior. You In place of an attack made with the attack action,
gain the ability to use the chosen Flurry Technique.
you can attack with your Witch Bolt. It has the
• Select one weapon type you have proficiency with such
following statistics: Ranged Ninjutsu or Genjutsu
as Katana’s, Short Swords, etc. The chosen weapon Attack: Reach 60ft, Hit. 1d6+Ninjutsu or Genjutsu
becomes your Weapon Focus. Your Weapon Focus gains ability modifier force or psychic damage. This
a +1 bonus to attack and damage rolls, if it doesn’t damage increases by +1d6 at 10th and 15th character
already. levels.
• Select one Weapon Trait found on the chart under the
o School of Blades. You learn to manifest mana into a
Weapon Focus class feature. Your Weapon Focus gains solid weapon for melee combat called a Witch
the chosen trait, following the set requirements. Weapon. In place of an attack made with the Attack
258
WITCHES EXPERT
Category: Archetype
Archetype: Witch
Prerequisite: Witches Training, Level 10+
You have studied in the ways of Esoterica and your
studies into the spells of the Land of Cackles have
revealed further insight into their unique form of
Ninshou.
• Select two Ninjutsu or Genjutsu you know, one of B-
Rank or lower and one of C-Rank or lower. These jutsu
gain the Spell keyword and are treated as spells for
other features and abilities from the Witch Archetype
line of feats. You can change which jutsu have the Spell
keyword whenever your class would allow you to gain
a new jutsu, as noted in your Jutsu Known column of WITCHES ENTHUSIAST
your class table.
Category: Archetype
• You gain the Spellcaster feature.
Archetype: Witch
• You gain a unique ability to augment your spells based
Prerequisite: Witches Expert
on the School of Esoterica you chose with the Witches
You continue your studies, gaining further control over
Training feat
your School's abilities.
o School of Psionics. For the duration of your
spells, your Witch Bolt can originate from any • Select two Ninjutsu or Genjutsu you know of C-Rank
space within the area of your spell's effect or or lower. These jutsu gain the Spell keyword and are
from any creature affected by your spell. You treated as spells for other features and abilities from
must still use your senses to target creatures. the Witch Archetype line of feats. You can change
o School of Blades. For the duration of your spells, which jutsu have the Spell keyword whenever your
your Witch Weapon can attack any creature class would allow you to gain a new jutsu, as noted in
affected by your spell, regardless of range, your Jutsu Known column of your class table.
ignoring any interposing structures between • When you cast a Spell, you can augment its abilities by
you and your target. spending a bonus action. When you do, you can either
o School of Shadows. For the duration of your increase the range of the Spell by your movement
spells, as an action, you can teleport any speed, or you can add your Proficiency Bonus to the
creatures or objects affected by your spell as if damage, damage reduction, healing, or temporary hit
they had Witch Walk. If you teleport a group of points given, once per casting.
creatures or objects, you must teleport them all • You gain a unique ability to augment your spells based
to the same area, which must be capable of on the School of Esoterica you chose with the Witches
holding them. Training feat
o School of Enhancements. You can augment your o School of Psionics. Spells you cast can increase
spells with your Witches Aura, adding its effect their range to the range of your Witch Bolt. If
to your spell's effect. Its duration changes to you do so, melee jutsu attacks instead become
match your spell's duration or for up to 1 ranged jutsu attacks, and, once per casting, the
minute, whichever is shorter. You do not have spell increases the damage dealt by your Witch
to maintain concentration on your Witches Bolt's damage.
Aura while it is augmenting a spell. You can o School of Blades. Spells you cast can reduce their
only augment one spell with your Witches Aura range to the range of your Witch Weapon. If you
at a time. do so, ranged jutsu attacks become melee jutsu
attacks, and, once per casting, the spell
increases the damage dealt by your Witch
Weapon's damage.
o School of Shadows. When you cast a spell, you
can mark a space within the spell's range to
become chakra enhanced until the end of your
next turn.
o School of Enhancements. When you cast a spell
with your action, you can manifest your Witch
Aura as a bonus action, centered on the target
of your spell.
259
WITCHES SPECIALIST [NEW]
Category: Archetype
Archetype: Witch
Prerequisite: Witches Enthusiast, Level 15+
Your studies have brought you to the realm of mastery in
the "spellcraft" of your School.
• Select two Ninjutsu or Genjutsu you know, one of A-
Rank or lower and one of B-Rank or lower. These jutsu
gain the Spell keyword and are treated as spells for
other features and abilities from the Witch Archetype
line of feats. You can change which jutsu have the Spell
keyword whenever your class would allow you to gain
a new jutsu, as noted in your Jutsu Known column of
your class table.
• Jutsu with the Spell keyword can now be upcast using
your reaction four times per rest, instead of twice per
rest. You must still follow the same rules as stated in
Spellcaster. Alternatively, you can spend 3 chakra to
remove the reaction cost of this ability.
• You gain a unique ability to augment your spells based
on the School of Esoterica you chose with the Witches
Training feat
o School of Psionics. Spells you cast that make
ranged jutsu attacks can add your Witch Bolt's
damage to the spell's damage regardless of if
you change the range. This ability can still only
be applied once per casting. Additionally, you
can make one additional attack with your Witch
Bolt when you take the Attack action.
o School of Blades. Spells you cast that make
melee jutsu attacks can add your Witch
Weapon's damage to the spell's damage
regardless of if you change the range. This
ability can still only apply once per casting.
Additionally, you can make one additional
attack with your Witch Weapon when you take
the Attack action.
o School of Shadows. As a bonus action when you
teleport with Witch Walk, you can mark your
starting and ending locations. Until the end of
your next turn, allies can enter one of these
locations and immediately teleport to the other
location, once per turn.
o School of Enhancements. Increase the radius of
your Witch Aura to a 20-foot-radius sphere,
allies within the aura instead gain a +2 bonus to
saving throws, and enemies instead reduce
their attack rolls and saving throws by -2.
260
KNIGHTS ARCHETYPE [NEW]
KNIGHTS TRAINING [NEW] KNIGHTS EXPERT[NEW]
Category: Archetype Category: Archetype
Archetype: Knight
Archetype: Knight
Prerequisite: Level 10+,
Prerequisite: Level 5+, Strength or Dexterity 14+,
Charisma 14+ You have begun to truly live by the Chivalrous Code, and
You have studied the codes and martial prowess of the you have begun to realize the meaning of Honour;
Orders of Old from the Land of Chivalry. While learning, • You gain Mastery in Martial Arts.
you have found new ways to vanquish your foes. • You gain an enhanced effect from the Order of Old you
261
KNIGHTS ENTHUSIAST[NEW] KNIGHTS SPECIALIST [NEW]
Category: Archetype Category: Archetype
Archetype: Knight Archetype: Knight
Prerequisite: Knights Expert Prerequisite: Knights Enthusiast, Level 15+
You fully devote yourself to the Chivalrous Code, You live, breath, and die by your Chivalrous Code, You
throwing yourself into mastering your art. are the personification of Chivalry.
• Select two Bukijutsu C-Rank or lower. These jutsu gain • Select two Bukijutsu, one of A-Rank or lower and one
the Technique keyword and are treated as Techniques of B-Rank or lower. These jutsu gain the Technique
for other features and abilities from the Knight keyword and are treated as Techniques for other
Archetype line of feats. You can switch these jutsu features and abilities from the Knight Archetype line
when you level up in a class. of feats. You can switch these jutsu when you level up
o Order of The Blade. You have studied the blade in a class.
and imprinted the feeling of the swing into your o Order of The Blade. You are the Blade. You
instincts. When you cast a Bukijutsu reaction increase the damage die of all Weapons in the
and make an attack miss, you can cast a Blade Weapon group by 1 step. If it cannot
Technique with a weapon in the Blade Weapon increase, you instead add a +2 to damage rolls.
Group as apart of that reaction. You can use this o Order of The Spear. You are the Spear. You
feature once per long rest. When you would gain increase the damage die of all Weapons in the
the Victorious condition, you can instead choose Polearm Weapon group by 1 step. If it cannot
to refresh this ability. increase, you instead add a +2 to damage rolls.
o Order of The Spear. Anything in your spears o Order of The Hammer. You are the Hammer. You
range is in your domain, and you let none forget increase the damage die of all Weapons in the
it. When a creature deals damage while inside Power Weapon group by 1 step. If it cannot
the range of your weapon in the Polearm increase, you instead add a +2 to damage rolls.
Weapon Group, you can spend a reaction to o Order of The Morningstar You are the
reduce the damage dealt by your weapons Morningstar. You increase the damage die of all
damage die. You can use this feature once per Weapons in the Flail Weapon group by 1 step. If
long rest. When you would gain the Victorious it cannot increase, you instead add a +2 to
condition, you can instead choose to refresh damage rolls.
this ability. o Order of the Bow. You are the Bow. You increase
o Order of The Hammer. The Hammer does not the damage die of all Weapons in the Thrown
break before the Anvil. When you would fall to 0 and Ammunition Weapon group by 1 step. If it
HP, you can spend a reaction to cast a cannot increase, you instead add a +2 to
Technique with a weapon in the Power Weapon damage rolls.
Group that can only target the triggering hostile
creature. You can use this feature once per long
rest. When you would gain the Victorious
condition, you can instead choose to refresh
this ability.
o Order of The Morningstar Speed is Power, you
have read it every day as it is a key Maxim of
your Code. When you cast a Technique with a
weapon in the Flail Group, you can reduce your
movement speed in multiples of 10. Your
Technique deals an additional xd4 damage once
per casting, equal to the number of multiples of
10 reduced, to a maximum of 5d4. You can use
this feature once per long rest. When you would
gain the Victorious condition, you can instead
choose to refresh this ability.
o Order of the Bow. Where you aim is where you
hit, always. When you would miss a ranged
attack with a weapon in the Thrown or
Ammunition Weapon Group, you can reroll the
attack. You can use this feature once per long
rest. When you would gain the Victorious
condition, you can instead choose to refresh
this ability.
262
COOKING NIN PUPPET MASTER
CHEF TRAINEE PUPPETEER TRAINING
Category: Archetype Category: Archetype
Archetype: Cooking-Ninja Archetype: Puppet Master
Prerequisite: Intelligence 15 +, Level 5+, You cannot Prerequisite: Strength or Dexterity 15 & Intelligence 15,
have Levels in the Cooking-Nin Class. Level 5+,
You have begun to train under the best of the best to You cannot have levels in the Puppet Master Class. You
master the art of Cooking. While training you begin to
have begun to study under the ancient scholars of the
imitate them to the best of your ability. You begin to
learn to cook in ways you couldn’t prior. You gain the Puppet Master technique from the outskirts of the
following benefits. Sunagakure and do your best to adopt their knowledge of
• You gain Proficiency in Cooking Tools. puppetry into your current skill set.
• You gain a Cooking Dice Equal to 1d4. • You gain proficiency in Crafting.
• You Can create 3 Snacks as if you had used the • You gain the Puppet Tool feature of the Puppet Master
Shinobi Snacks feature and you regain these Snacks
class. Use your character level as your Puppet Master
at the end of a short rest.
level for your Puppet Tool’s hit points. The range of
• You gain the Cooking Tool Infusion feature as
though you were a Level 1 Cooking Nin. your Puppet’s Bound feature by half. You do not gain
this feature’s 6th level benefit. You also do not gain
CHEFS EXPERT Mending. This Puppet increases one ability score by
Category: Archetype +2, or two ability scores by +1. This occurs again for
Archetype: Cooking-Ninja each Puppet Master Archetype feat you acquire.
Prerequisite: Chef Trainee, Level 10. • You gain two Wood tier Puppet Upgrades. You can
You have continued to train to better master the art of exchange any number of upgrades with 1 week of
Cooking. This training has culminated into you being downtime.
defined as an Expert. • Select one Puppet Master class, Puppet Technique
(Subclass). You gain the 2nd second level feature of
• You may create an additional Snack.
your chosen Puppet Technique. You qualify as your
• Your Cooking Dice becomes 1d6.
• Your Cooking Tool gains a 6th Level Property. chosen Puppet Master technique for all Puppet Master
Archetype feats and for any Puppet Upgrades you
CHEFS ENTHUSIAST acquire. You cannot select the Weaver Puppet
Category: Archetype Technique.
Archetype: Cooking-Ninja
Prerequisite: Chefs Expert. PUPPETEER EXPERT
You continue your training to learn more of the secrets Category: Archetype
of cooking, but this time specializing in a specific focus. Archetype: Puppet Master
This training has culminated in you being defined as an Prerequisite: Puppeteer Training, Level 10+
Enthusiast. You religiously dedicate your free time to studying the
meticulous string movements needed to control your
• Select one cooking focus, you gain its Snacks and puppet. This training has culminated into you being
Features as though you were a second level Cooking defined as an Expert.
Nin. • You gain one Puppet Upgrade of Bronze tier or lower.
CHEFS SPECIALIST
• You gain the other 2nd level feature of your chosen
Puppet Technique.
Category: Archetype • You gain the 6th and 9th level advancements for your
Archetype: Cooking-Ninja Puppet Tool feature.
Prerequisite: Chefs Expert, Level 15+. • Your Puppet Tool gains 5 slots for Enhancement Seals.
You have continued to train to better master the art of
Cooking. This training has culminated in you being PUPPETEER ENTHUSIAST
defined as a specialist. Category: Archetype
Archetype: Puppet Master
• You may create an additional Snack. Prerequisite: Puppeteer Expert
• Your Cooking Dice becomes 1d8. You learn more of the history of how the Puppet Master
• Your Cooking Tool gains an 11 th level property. form developed. Multiple generations of masters defined
• You gain the Food for the Soul class feature. under various color-based techniques passing down
their work so that the next generation can continue. You
decide to study the secrets of a particular Technique.
This training has culminated into you being defined as
an Enthusiast.
• You gain one Puppet Upgrade of Silver tier or lower.
• You gain the first 6th level feature of your chosen
Puppet Technique. You do not gain any higher-level
advancements it may present. You also gain one
Puppet Upgrade exclusive to your Puppet Technique of
the highest tier available to you (The highest tier of
upgrade available to you is determined by the tier of
upgrade each Puppet Master Archetype grants you in
ascending order).
263
PUPPETEER SPECIALIST SCIENTIST SPECIALIST
Category: Archetype
Category: Archetype
Archetype: Puppet Master
Archetype: Science-Nin
Prerequisite: Puppeteer Expert, Level 15+
Prerequisite: Scientist Expert, Level 15+
Your study under the elders of the Sunagakure's
The universe sings to you, and you must study tis opera
renowned Puppet Masters has come to a close, and what
in great detail. This training has culminated into you
you have accomplished in such a short span of time is
being defined as an Expert.
exemplary. Though not a true Puppeteer, your work shall
• You gain 10 more Creation Points.
be recorded to aid in training the next generation of
• You can select two Scientific Ninja Tools that cost 8
curious shinobi such as yourself. Your training has
culminated into you being defined as a specialist. Creation Points or lower and make them your favored
tools. Their Creation Point cost is reduced by 2 and
• You gain one Puppet Upgrade of Gold tier or lower.
their CCD Chakra Drain is reduced by 5.
• You gain the 15th level advancement for the Puppet
Tool feature.
• You gain the second 6th level feature of your chosen
Puppet Technique. You do not gain any higher-level
advancements it may present.
SCIENCE-NIN
SCIENTIST TRAINING
Category: Archetype
Archetype: Science-Nin
Prerequisite: Level 5+, Intelligence 15+, You cannot have
class levels in Science-Nin
You have begun to enhance your understanding of the
universe. While studying you have found new ways to
utilize chakra in and out of combat. You gain the
following benefits;
• You gain Proficiency in Crafting.
• You gain the Chakra Containment Device feature. It can
instead hold your level x 5, in CCD Chakra..
• You gain the Scientific Ninja Tool feature.
• You gain 10 Creation Points
SCIENTIST EXPERT
Category: Archetype
Archetype: Science-Nin
Prerequisite: Scientist Training, Level 10+
You have delved deeper into the wonders of chakra. This
training has culminated into you being defined as an
Expert.
• You gain the Yhprum’s Law feature.
• You gain the 3 rd level features of 1 Scientific Inquiry
(Subclass)
• You gain 10 more Creation Points
SCIENTIST ENTHUSIAST
Category: Archetype
Archetype: Science-Nin
Prerequisite: Scientist Expert
You have given your life to the pursuit of the future. This
training has culminated into you being defined as an
Enthusiast.
• You gain the Calculated Response feature
• You gain Infused Genius feature.
264
CASTER CLASS FEATS MEDICAL-NIN
GENJUTSU SPECIALIST BAD MEDICINE
Category: Class
MIRAGE EXHIBITION Prerequisite: Medical-Nin, Level 8+
Category: Class You take the more combative aspects of medical ninjutsu
Prerequisite: At least 4+ levels in Genjutsu Specialist to heart as you focus on trying to take down your
enemies faster than they can harm your allies. You gain
You begin to tap into a deep pool of hallucinations
the following benefits;
you’ve been having or have dreamt up. You then begin to
manifest them into a more permanent form. You gain • Your Chakra Scalpel class feature gains +2 additional
the following benefits; uses, per long rest.
• Your Take Life class feature now deals additional
• You gain 1 Additional Malleable Mirage that you
qualify for. damage equal to 5+ Three times your Medical-Nin
• You gain an additional Malleable Mirage at 5 th and 17th level.
FOCUSED HEALING
Genjutsu Specialist levels.
REFINED, REFINEMENT
You learn from your peers how to manage your chakra,
allowing you to better utilize your healing potential,
Category: Class
allowing you to become more flexible in your restorative
Prerequisite: At least 4+ levels in Ninjutsu Specialist
techniques. You gain the following benefits;
You learn to refine ninjutsu in such a way that it becomes
almost unrecognizable when compared to other, similar • Your Rejuvenating Rest class feature, healing die is
casters. You gain the following benefits; increased to d10’s.
• Jutsu with the Medical Keyword that would benefit
• You can Refine 1 additional Ninjutsu.
from your Channeled Healing class feature heals
• You can Refine additional Ninjutsu at 12 th and 20th
additional hit points equal to your Ninjutsu ability
Ninjutsu Specialist levels.
modifier, if it doesn’t already.
INTELLIGENCE OPERATIVE
EXPLOIT K NOWLEDGE T ABLE
EXPLOIT KNOWLEDGE
Category: Class Success Severity Learned Information (Offensive)
Prerequisite: At least 4+ levels in Intelligence Operative Meets or Exceeds DC Creatures Rank, Role, Level
After countless hours of studying, researching and using
Exceeds DC by +5 Unarmed Attack Bonus
your investigative Skill, you develop a well of knowledge
that most other operative wish they had. You gain the Weapon Attack Bonus
following benefits; Ninjutsu Attack Bonus
Genjutsu Attack Bonus
• As an action, you can end your Exploit Weakness class
Taijutsu Attack Bonus
feature on an analyzed creature. When you do, make
Ninjutsu Save DC
an Intelligence (Investigation) or (History) check vs a
Genjutsu Save DC
DC 8 + The creatures Level. On a success, based on the
severity of the success, you gain the Meets or Exceeds Taijutsu Save DC.
result and 1 of the following pieces of information if Exceeds DC by +10 Strength Save Bonus
you Exceed the DC by 5 or more; Dexterity Save Bonus
Constitution Save Bonus
COURAGEOUS ORDERS Intelligence Save Bonus
Category: Class Wisdom Save Bonus
Prerequisite: At least 4+ levels in Intelligence Operative
Charisma Save Bonus
You learn from your peers how to manage and utilize
more plans mid battle in different ways, allowing you to Exceeds DC by +15 General Traits (If any)
become more flexible in your thinking and in how you Role Traits (If any)
respond to danger. You gain the following benefits; Clan Traits (If any)
• You gain 1 Additional Brave order.
# Of Tenacity Die. (If any)
• You gain an additional Brave Order at 11 th and 17th
# Of Legendary Resistances. (If any)
Intelligence Operative levels.
265
MARTIAL CLASS FEATS SCOUTING VETERAN
Category: Class
EXPLOITING EXPLOITS
granted you valuable knowledge in how to handle
yourself both in and out of Combat. You gain the
Category: Class
following benefits;
Prerequisite: Hunter-Nin, Level 4+
You learn to draw on the wide array of Exploits available • You gain 2 Superiority Die.
to you. You gain the following benefits; • You learn two maneuvers that you qualify for.
TAIJUTSU SPECIALIST
• You gain 1 Additional Hunters Exploit.
• You gain an additional Hunters Exploit at 7th and 15th
COMBO EXPERT
Hunter-Nin levels.
MARTIAL MASTER
bonus to your first attacks critical threat range against
all creatures who have not acted yet.
Category: Class
• If you score a hit against a creature who has yet to act
Prerequisite: Taijutsu Specialist, Level 8+
in the initiative during the first round of combat, you
Learning through trial and error is your way of life. You
can trigger Lethal attack ignoring its normal
become competent in techniques that you normally
activation requirements.
wouldn’t be able to use due to this mentality. You gain
WEAPON SPECIALIST
• When you end a rest, you may mark your Secondary
Target so long as you know their name and/or how
they look. You may also a Reaction on your turn mark
a creature you can see within 90 feet of you using this EXPANDED FOCUS
feature. Until your next rest, you gain the following Category: Class
benefits: Prerequisite: At least 4+ levels in Weapon Specialist
o You gain the same benefits against creatures You become able to focus on more than your current
marked by Secondary Target as you would limitation of weapon focuses. You gain the following
against your Primary Target. benefits;
• The first Hunters Exploit you use against your • Select one weapon type, such as Katana’s or Kunai,
Primary or Secondary Target(s) does not count that you have not already marked as a Weapon Focus.
against your use limit. This chosen weapon becomes known as your Weapon
Focus granting it a +1 bonus to Attack and Damage
SCOUT-NIN rolls and a trait.
• A Weapon Focus can only have a +3 bonus to Attack
SCOUTING ADEPT and Damage rolls as a result of being a Weapon Focus.
Category: Class • You can take this Feat more than once, selecting either
Prerequisite: At least 4+ levels in Scout-Nin a new weapon type, or the same weapon you previous
Unlike other Scouts, you have pushed your Martial selected with this Feat.
prowess toa new level, evolving, becoming more adept in
your style of combat. You gain the following benefits; FREE FLOWING STYLE[CHANGED]
• You learn two maneuver that you qualify for.
Category: Class
Prerequisite: At least 8+ levels in Weapon Specialist
• You gain 1 Superiority Die.
You learn to meld your Flurry Techniques with your
Bukijutsu. You gain the following benefits;
• You learn One Style that you qualify for from your
Weapon Form
• You learn One Style that you qualify for from a
different Weapon Form.
266
COOKING NIN • You gain an additional Silver tier upgrade at 14th Level
of Puppet Master.
BATCH COOK • You gain an additional Gold or Platinum tier upgrade
WAR COOK
Category: Class
Prerequisite: At least 4+ levels in Cooking-Nin. THE MOMENT I UNDERSTOOD
Your time working with your cooking tool allows you to Category: Class
enhance its potential. you gain the following benefits: Prerequisites: At least 8+ Levels in Puppet Master
• Choose one of your Cooking Tools, and a Property
Through necessity or drive you’ve found that your body
can no longer upkeep with what you need of it, by adding
which it could currently gain from its respective Tool
or outright replacing body parts with chakra enhanced
Infusion feature. The Cooking Tool gains the chosen
items you’ve opened the path that very few puppet
Property, then, at 8th and 12th Level, you may choose
masters have. You gain the following benefits;
an additional Property, and Cooking Tool.
• Choose a Martial or Simple Weapon, and one of your • While you have at least 1 hit point at the start of your
Cooking Tools. That Cooking Tool is considered to be turn, you may spend a hit die and regain hit points
in that Weapon's Group for the purpose of casting equal to the result + your Constitution Modifier. If you
Jutsu with the W Component. have 0 hit points, you may use this feature at the end
• You may take this Feat up to twice, though you must of your turn.
choose a different Cooking Tool for the above feature. • You may now integrate any Upgrade with the
Techniques: Perfect tag on it into yourself. These
EFFICIENT CHEF upgrades count you as a puppet and utilize you for any
Category: Class calculations asked for. You can always take Upgrades
Prerequisite: At least 14+ levels in Cooking-Nin. with the Perfect tag, even from Puppet Techniques you
You have learnt how to use the chakra inside your Snacks do not have.
to power your own Jutsu, working as a catalyst for them. • You can choose to delegate half of the seal slots you
• Twice per Longer Rest, when you would cast a Jutsu, would gain for your Puppet Tool with your Chakra
you may spend any number of Snack to give it one of Enhanced Retrofit feature to yourself instead.
the following bonuses:
o Reduce its Cost by half the result of 1 THE CERTAINTY OF STEEL
Cooking Dice. Category: Class
o Increase its attack and damage rolls by the
Prerequisites: At least 12+ Levels in Puppet Master, The
number of Snacks you spend (Max 3)
Moment I Understood class feat, 16+ Constitution
o Increase the Jutsus DC by half the number
of Snacks spent (Max 3). You’ve finally managed it, a way to be unending, by
o Apply the effects of each Snack spent to sealing your heart and soul into a container your body
creatures effected by the Jutsu, though will no longer ever be a detriment to you. You’ve become
each Snack can only be applied to one a living puppet. You gain the following benefits;
creature • You gain 2 additional upgrades that can be up to Silver
267
BACKUP PLAN (NEW) alongside your normal Weaver Gloves. Your
Category: Class Spare Weaver glove have access to half as many
Prerequisites: At least 10+ Levels in the Puppet Master upgrades that you normally possess, but cannot
class gain upgrades of Gold or Higher. You can only
Your primary way of fighting relies heavily on complex have one Prototype Weaver Glove at a time.
external tools, meaning that if you were to ever lose
access to your tools, you would be a sitting duck in
battle. As such, you decide to repurpose unfinished SCIENCE-NIN
creations and prototypes to make a less powerful but
reliable rendition of your existing toolkit to use for SECONDARY STORAGE DEVICE
emergencies. You gain the following benefits; Category: Class
• Increase your maximum bulk by half your Puppet Prerequisite: At least 4+ levels in Science-Nin
You learn to create a Secondary Storage device, or SSD,
Master class level.
• Depending on your chosen Puppet Technique
for your tools. You gain the following benefits;
(Subclass), you gain the following; • You gain an additional 5 CCD chakra per Science-Nin
o Black/Blue/Green/Red: level.
On a full rest, you spend 1 charge of either • You gain an additional 8 creation Points.
Armorsmith or Weaponsmith kit to create a
Prototype Puppet Tool, which is stored in a A TOOL FOR EVERY OCCASION
special scroll. You may also use one charge of Category: Class
both kits, or two charges, to craft a Prototype Prerequisite: At least 8+ levels in Science-Nin
Puppet on a long or short rest respectively. You make sure you have the right tool for the right job,
Prototype Puppet Tools have the same number the first rule of being the smartest in the room. You gain
of ability score improvements as a normal the following benefits;
puppet, though they do not receive the benefits • You can spend a Full Turn Action, to swap a Scientific
of Chakra Enhanced Retrofit. You may possess Ninja Tool for another. You can do this twice per rest.
up to two Prototype Puppets at a time before • When you would use Calculated Response on an allied
you must scrap an existing to create another. creature, you can also use a Scientific Ninja tool as
Prototype Puppet Tools share their own part of the same action.
distinct upgrade pool, but Prototype Puppet
Tools only have access to the amount (and tier RENAISSANCE SHINOBI
rank) of upgrades you would possess as a 10th Category: Class
level Puppet Master. Puppet Master Prerequisite: At least 12+ levels in Science-Nin
features/feats that grant specific upgrades or You want to learn the other paths of science, not just
upgrade slots, increase the upgrade pool of your your own major. You gain the following benefits;
Prototype Puppets as normal.
• You can select one other Scientific Ninja Tool from
You cannot use a Prototype Puppet Tool
another subclass, that you do not have, of Creation
alongside one of your standard Puppets. As a
point cost 8 or lower, gaining access to it. You cannot
reaction to one of your Puppets being
change this choice, once made.
destroyed, you may open one of your Prototype
• You can take this feat multiple times, selecting a
Puppet Scrolls and begin immediately
different subclass and Scientific Ninja tool with each
commanding your Prototype Puppet.
selection..
o Purple:
You craft an additional set of Puppet Armor
known as your Backup Armor. You may craft
your Backup Armor by spending 1 charge of a
Weaponsmith or Armorsmith kit on a full rest, or
1 charge of both kits on a long rest, or 2 charges
of both kits on a short rest.
Your Backup Armor cannot be used as a
traditional puppet and can only be used as
armor. Your Backup Armor also cannot be the of
the Armor Chasis as your standard Puppet
Armor, nor can it possess the same upgrade
chosen through Purple Technique Proficiency.
Your Backup Armor possess half as many
upgrades as your Standard Puppet Armor, but
cannot gain upgrades of Silver Tier or Higher.
Lastly, you cannot use your Backup Armor
alongside your standard Puppet Armor.
o White:
You craft a single extra Weaver Glove, known
as the Spare Weaver Glove. You may craft your
Spare Weaver Glove by spending 1 charge of a
Weaponsmith or Armorsmith kit on a full rest, or
1 charge of both kits on a long rest, or 2 charges
of both kits on a short rest.
Your Spare Weaver Glove cannot be used
268
LEGACY CONTENT Chakra Enhanced Blows. You channel Chakra into your hands
enhancing your blows even further. You can spend 1
Martial Dice to adding the result to all unarmed attacks
Below you will find Subclasses that no longer will be made until the beginning of your next turn.
supported by normal means. I and the team did not want
to remove them to give people the ability to play them, 8 INNER GATES
but they have not been updated and will no longer be Starting at 6th Level, you learn how to access the 8 inner
updated by myself, but instead placed here for historical gates. This is an extremely dangerous technique but the
reasons. benefits sure balance out with the risks. You gain the ability
Developers and other people can take this concepts to unlock 3 gates of the 8 that exist. You learn to unlock
and do what they wish. The original creators of these more gates at 10th, 14th, and 17th Levels.
subclasses or classes will have links appended to them Each Gate is released on its own, and provides its own
pointing to their current most recent version where their benefits and detriments. Each Inner gate has a maximum
creative vision can be seen without any input from duration of 1 minute after which you immediately end the
myself. gates activation and gain any detriments you would
normally gain.
PASSIONATE YOUTH [LEGACY While active you cannot cast or maintain concentration
CONTENT]
on any Ninjutsu or Genjutsu.
Please Refer to the 8 Inner Gate Chart to See which Gates are
Taijutsu Specialists who blend their style with the Passion unlocked at which levels and the benefits/detriments they
of Youth exude a level of charisma unmatched by most in bring with each gate.
the world of Taijutsu, but they also have a level of dedication Benefits and detriments stack both while active and upon
that overshadows most. With the Conviction to master the 8 ending the forms. You can end the activation of any gate but
Gates, the Passion of Youth is never to be underestimated. the 8th gate as a Bonus Action, taking on accumulated
exhaustion from each previous gate all at once.
FISTS OF IRON When you would end the 8th gate of Death, you turn to
When you choose this Style starting at 3rd level, you focus ash, unable to be revived by any means.
all of your effort on mastering hardening your fists, elbows,
and other parts of your body until they feel like Iron while in IRON HEART FORTITUDE
combat. Once per turn, your Unarmed Strike deal an Beginning at 10th Level, while gaining the benefits of your 8
additional die of damage. This damage increases as you gain Inner gates feature, and you are in the 3rd Gate of Life or
levels in this class based on the Fists of Iron Strike damage above, you are immune to the Effects of Exhaustion,
chart. Weakened and Slowed. You suffer the effects whenever you
FIST OF I RON B ONUS DAMAGE C HART are no longer gaining the benefits of the 8 Inner gates.
Also, at 10th level, as a Full Turn Action, and by reducing
Level damage Die your movement speed to 0, you can immediately assume up
3rd 1d8 to the 5th gate, gaining all previous gates benefits and
detriments as well. You can do this twice per long rest.
6th 1d10
10th 1d12 PASSIONATE NAPS
17th 2d6 Beginning at 14th Level, when you would take a short rest,
you recover 1 rank of exhaustion, Weakened and Slowed.
ENHANCED FLURRY [LEGACY UPDATE] You gain the benefit of this feature twice, before you need a
Also, you learn to accomplish powerful attacks long rest.
through a series of Martial Techniques, unique to you and
your style of combat. You learn the following two Martial TRIED AND TRUE RESTS
Beginning at 17th level, when you would gain the benefit of
Techniques.
a long rest, you recover up to two ranks of exhaustion,
Open hand Technique. Whenever you hit a creature with at Slowed, and Weakened instead of one.
least one unarmed attack, you can spend 1 Martial Dice,
forcing them to make a Constitution saving throw or be
knocked prone and bruised.
8 I NNER G ATES
Level Gates Casting Time Benefit Detriment
6th 1st Gate of Opening Action STR +2, Speed +10 -
6th 2nd Gate of Healing Bonus Action STR +2, Heal 2 Hit Die -
6th 3rd Gate of Life Action STR +4, Speed +10, AC +1 Exhaustion +1, Weakened 1 Hour
10th 4th Gate of Pain Action CON +2, Speed +10 Exhaustion +1, Slowed 1 Hour
10th 5th Gate of Limit Bonus Action STR +4, Speed +10, AC+1, Extra Action Exhaustion +1, 1d12+1 damage each round while active
14th 6th Gate of View Action STR +6, Con +2 Exhaustion +1. 1d12+3 damage end of turn while active
14th 7th Gate of Wonder Bonus Action STR +6, AC +1 Exhaustion +1, 1d12+5 damage end of turn while active.
17th 8th Gate of Death Action STR +6, Con +2, Double Speed, AC +2, Extra Exhaustion +1, 1d12+7 damage end of turn while active.
Action. Remains in form a Number of rounds Equal to Con Modifier
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