Genin/Chunin 1 Image

You were born into a society of great ninjas, raised there to become a shinobi. As a child, you were trained and shaped by the influence of others around you in the hopes that you would become a great ninja. Whether you choose to follow that lifestyle is your own choice. You have memories of both the good and bad times with your teammates. Memories like these are something you may cherish or despise. Regardless, you are and will always be a shinobi at heart.

 

 
Skill Proficiencies: Skill Proficiencies: Stealth and Deception

 

 

Tool Proficiencies: Tool Proficiencies: Poisoner’s Kit or Disguise Kit

 

Languages: Languages: One of your choice

 

Equipment: Equipment: 10 gp, a bingo book, a set of traveler's clothes, 3 blank scrolls, a vial of ink, a quill, and a pouch capable of holding 10 darts, 8 kunai, or 12 shuriken
 
Feature: Bingo Book

Feature: Bingo Book

A bingo book is a book most high ranking ninjas have. It reads a list of bounties of criminals and rogue ninja, having the book is extremely helpful when hunting down targets. Through the graces of your connections, you can usually have it updated at information hubs in most towns with little hassle. It includes information such as: Name, description, age, last seen location, bounty worth

Ninjutsu styles

Due to being born into a ninja community you will have already learned Basic Ninjutsu and have the option to choose one other Ninja Style

Basic Ninjustu

Basic Ninjutsu

The fundamentals of all nature-infused ninjutsu, basic ninjutsu molds the raw chakra of a shinobi outside or inside their body.

Hand Seal Jutsu

Shuriken Shadow Clone Jutsu

Cost: 1 chakra per weapon

Requirements: Shuriken Jutsu

When you use the shuriken jutsu, you may spend chakra to instantly create a copy of the weapon thrown. This weapon disappears at the end of your turn.


Explosive Seal

Cost: 1+ Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with damage cost)

Range: Touch

Duration: 1 minute + 1 for every additional chakra spent (stacks with damage cost)

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw an explosive seal on your chosen surface, then infuse it with chakra. The seal explodes after 1 minute of being placed, unless triggered by you as a bonus action. The seal can also be given a condition (such as being touched or a creature coming within 20 ft. of it) after which it will explode.

Any creature within 20 ft. of the seal when it detonates must attempt a Dexterity saving throw. On a failure, they take 2d6 fire damage and are pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage instead of a Dexterity saving throw. You may increase the damage this jutsu deals by 1d6 for every 2 chakra spent to a maximum of 4d6


Exploding Flame Formation

Requirements: Explosive Seal

Cost: 3 chakra

Range: 30 feet

When you detonate an explosive seal you created within range, you slam your hand into the ground, causing the seals to wrap around your target. You may move the seal up to 10 ft., and any creatures targeted by it must attempt a Strength saving throw instead of a Dexterity or Constitution saving throw.


Mutually Multiplying Explosive Tags

Requirements: Explosive Seal

Cost: 2 chakra

One creature of your choice that is controlled or charmed by you, including yourself, has their movement speed halved as they begin to exude explosive tag formulas. At the beginning of each of their turn until the creature is reduced to 0 hit points or ends this effect as an action, all creatures in a 10 foot radius of the creature, including the creature themselves, must attempt a Dexterity saving throw. On a failure, they take 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.


Transformation

Cost: 1+ chakra

Duration: 1 hour per chakra point spent

As an action, you transform into a person, creature or non-magical object you have seen before or have a basic idea of, and become identical visibly to that image. Creatures must make an Investigation check to notice that you aren't what you appear to be. If it saw you performing the Jutsu, it automatically succeeds. Your statistics remain the same. You can not become a light source, armor, tool, vehicle, or a creature with a different size category and you can not recreate a magical effect. You may undo this transformation as a bonus action.

When you gain the Ninja Speed feature, if you transform into a creature with a swimming or flying speed, you gain the speed up to your movement speed, however you do not gain any of the other characteristics of the creature.


Combined Transformation

Requirements: Transformation

Cost: 10 chakra

When you cast Transformation while touching a willing creature, you and the creature become a single creature or object. If you are a creature, you may choose either creature's size category to be the combined creature's, and the combined creature has the best of either creature's features, proficiencies, and proficiency bonus. The combined creature acts on your turn, and any damage it takes is dealt to whichever component creature has the highest hit points. Using this jutsu decreases the transformation from a number of hours to an equal number of minutes.


Body Flicker

Cost: 3 chakra

As an action, your movement speed doubles until the beginning of your next turn. This movement does not provoke attacks of opportunity.


Basic Clone

Cost: 3 chakra

Requirements: Body Flicker

Among the most basic jutsu taught to shinobi, the effects of this jutsu are more akin to afterimages than true clones. As a bonus action, any creature that can see you must attempt an Intelligence saving throw. On a failure, attacks against you have disadvantage, and you have advantage on any saving throws they force you to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra have advantage on this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.


Paralysis Seal

Cost: 2+ Chakra

Casting Time: 60 seconds + 10 for every 2 chakra spent (stacks with range cost)

Range: Touch + 2 for every additional 5 feet

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a paralysis seal on your chosen surface then infuse it with Chakra. The seal triggers when any creature other than you gets within range of the seal. When triggered, each creature other than you within range must pass a Constitution saving throw or be paralyzed for 1 minute. A creature touching the seal as it triggers must make a Constitution saving throw at disadvantage. At the end of each of its turns, the affected creature can make another Constitution saving throw. On a success, the creature is no longer affected by the seal.


Smoke Seal

Cost: 4+ Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with healing cost)

Range: Touch

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a smoke seal on your chosen surface, then infuse it with your chakra. As a bonus action, you may detonate the seal, causing a 20 ft. radius cloud of green smoke to appear centered on the tag that lasts for 1 minute. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft.


Healing Seal

Cost: 1+ Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with healing cost)

Range: Touch

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a healing seal on your chosen surface then infuse it with your Chakra. As a bonus action, you may cause one creature touching your seal receives healing pulse of chakra. When activated, each chosen creature within range heals for 1d6 hit points. You may increase this healing by 1d6 hit points for every 2 additional chakra spent to a maximum of 4d6.


Substitution

Cost: 3+ chakra

As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Shinobi Level and teleport up to 15 ft. in any direction to an unoccupied space during which you take the Hide action. A log or other generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.


Shadow Clone

Cost: 4+ chakra per clone

As an action, you create up to five clones, each clone created in this way counts as a different casting of the Jutsu, but still only requires one action. Each clone 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Shadow clones share your features and are identical to you.
  • Any effects affecting you when the clone is created carry over to the clone.
  • A shadow clone carries a copy of all your equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus).
  • When a shadow clone dissipates, the main body will receive any knowledge, experiences, and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), and gaining any reductions to its maximum hit points it gained, but it will not suffer negative effects such as curses, poison or anything of the like.


Clone Great Explosion

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may grant it a short timer, after which it explodes. This clone can exist for up to 4 rounds, as determined when you create it. It is most suggested to keep track of this with a d4. At the end of this clone's final turn, or when it is destroyed by any means other than being dispelled, every creature within 5 ft. of the clone must attempt a Dexterity saving throw. On a failure, they takes 2d8 fire damage. On a success, they take half as much damage. This also causes you to not regain the base chakra spent to create the clone.


Sealing Seal

Cost: 5+ Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with duration cost)

Duration: 1 minute + 1 for every 2 chakra spent

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a sealing seal on your chosen surface then infuse it with your Chakra. The seal activates once touched. A creature touched by this seal must pass an Intelligence saving throw or lose the ability to cast spells or spend any resource (such as Ki, Chakra, Psi etc.) for 1 minute + 1 for every 2 additional chakra spent. They may attempt a Constitution saving throw at the end of each of their turns after their first, ending this effect early on a success.


Summoning Jutsu

Cost: An amount of chakra equal to three times the CR of the creature (minimum of 1), or twice the creature's level or CR if using PECR

You gain the ability to form contracts with creatures in order for you to summon them to assist you in combat.

You make a contract with a creature of your choice. For the purpose of this contract, you have the ability to speak with the animal you wish to try and form the contract with. You may form contracts with a number of creatures equal to twice your Charisma modifier (minimum of 1). If you form a contract with a creature above this threshold, you must choose one creature to end your contract with.

As an action, you form the correct seals, take some of your own blood (often by biting the thumb), and place your hand on the ground. When done, your selected summon appears in the space you were in or a space within 5 ft. of you. The creature returns to where it was when it was summoned after 1 minute or when it is dismissed as an action.

If the creature is of size category Large or higher, it appears in the spot where you were standing and you are teleported on top of it. For instance, if you form a contract with a young red dragon or storm giant, you would be placed on the dragons back, the storm giants shoulder, or beside your summon.


Summoning: Quick Beheading

Requirements: Summoning Jutsu

Cost: 10 chakra

When you summon a creature using Summoning Jutsu, you accelerate it during the teleportation, allowing it to take one action the moment it is summoned.


Summoning: Food Cart Destroyer

Requirements: Summoning: Quick Beheading

Cost: 10 chakra

When you summon a creature using Summoning: Quick Beheading, you not only accelerate it, but summon the creature above the target. The chosen space the creature is summoned in can be occupied by a creature with a size category smaller than the summon. The action the summon takes must be able to deal damage to this creature, and the summon has advantage if it is an attack roll or skill check, and the target has disadvantage on any saving throws the action causes. Regardless of if the action succeeds, the target is moved to the closest open space.


*Wicked Summoning Shield*

Requirements: Summoning Jutsu

Cost: 6 chakra and 5 hit points

This jutsu has ended more than one summoning contract, either as a result of death or distrust. As a reaction immediately before you would take damage, you quickly form your summoning seal, using the Summoning Jutsu while taking more damage than necessary in your rush. The summoned creature must be at least 1 size category larger than you. You summon it around yourself, effectively making the summon swallow you, causing it to automatically take the damage instead. If the creature does not have unique rules for swallowing creatures, you are blinded, restrained, and gain full cover from effects outside of the creature. The creature may regurgitate you as an action. If the creature dies while you are swallowed by it, you are no longer restrained.


Empty Cicada Shell

Cost: 3+ chakra

Range: 60 feet

Duration: 1 minute

As a bonus action, you lace your voice with chakra, causing any sound you speak to come from one location of your choice within range until this jutsu ends. You may move the location it comes from to any other location within range instantly as a bonus action. If the location is no longer within 60 ft., this jutsu does not function until it is moved. You may increase this jutsu's range by 15 ft. or its duration by 1 minute for every 2 additional chakra points.


Fury

Range: 5 mile radius

Cost: 100 chakra

You release a massive blast of pure chakra. Every creature within range must succeed a Constitution saving throw with disadvantage. On a failure, they take 20d10 force damage. On a success, they take half as much.


Sannin Mode

Cost: 12 chakra

Duration: Concentration, up to 1 minute

As an action, you temporarily focus your chakra and mind into the legend of the Sannin, deepening your talent for a moment. Choose a number of jutsu you do not know, but have the nature of, equal to the number of natures you know. You can not change the chosen jutsu, but may choose a new one when you gain a new chakra nature. For the duration of this jutsu, you may cast these jutsu, their costs are halved, and you may roll an additional damage die with these jutsu.


Destruction of Evil Seal

Cost: 1 chakra

Range: 15 feet

As an action, you form a simple seal somewhere between fuinjutsu and chakra absorption, but simple enough for any shinobi to master. One creature within range loses 1 special chakra point of your choice.


Tracking Technique

Cost: 7 chakra

As a bonus action, you imbue your eyes with chakra, allowing them to pick up on the faintest trace of a creature and causing your pupils to glow a bright yellow. Until the end of your turn, you can see invisible creatures and have advantage on Survival checks.

Non-Hand Seal Jutsu[edit]

Basic Ninjutsu Technique

Cost: 1 chakra

Duration: 10 minutes

As a bonus action, you gain the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round.


Rope Escape

Cost: 6 chakra

When you attempt a saving throw or skill check to remove an object from your person, including escaping the restrained condition from a physical restraint, you automatically roll a 20 as you enhance your ability to reach for the object, often extending fingers and dislocating joints with little repercussions.


Cloak of Invisibility

Cost: 5 chakra

Duration: 1 minute

Components: 1 piece of cloth

As an action, you cover the cloth in a layer of chakra, causing its surface to resemble one environment of your choice (i.e. forest, marsh, desert, mountains, tundra, urban, etc.). While still and covered by this cloak within said environment, you have advantage on Stealth checks.


Shuriken Jutsu

Cost: 1+ chakra

Range: 60 ft

As an action, you throw multiple simple thrown weapons. At 1 chakra, you throw two. For every additional chakra, you throw one more. Make a separate thrown weapon attack for each projectile. Only the first attack that hits adds your Dexterity or Strength modifier to damage (minimum 1). All additional thrown attacks deal +1 piercing damage as their damage modifier.


Flying Nail Mist Soaring

Requirements: Shuriken Jutsu

Cost: 3 Chakra

Range: 30 feet

As an action while you have a light thrown weapon in your mouth, you manipulate your chakra to launch it with more force than your mouth would be able to, allowing you to make a thrown attack with the weapon. This jutsu can be used even if the user is restrained or incapacitated, but not unconscious.


Torpedo Nails

Requirements: Shuriken Jutsu

Cost: 5 Chakra

Duration: 1 minute

As a bonus action immediately after you do not hit a creature with a light thrown weapon that doesn't deal bludgeoning damage, you use chakra to cause it to land sharp end up. Chose an unoccupied 5 ft. area of one surface within 5 ft. of the weapon, even if you made a thrown attack with it. When a creature takes the search action, they may attempt a Perception check to locate the weapon. If a creature that has not located the weapon passes through the area targeted by this jutsu, they must attempt a Dexterity saving throw. On a failure, their movement speed drops to 0 as the weapon holds them to the ground until they use their action to end this effect or this jutsu ends. As a bonus action while this is effecting a creature, you may end this jutsu to automatically deal the weapon's damage to the creature. A creature that has located this jutsu's weapon may end this jutsu as an action while touching it.


Chakra Transfer Technique

Cost: 1+ chakra

Range: Touch

The first developed ninjutsu ever, created back when it was still the pseudo-religion Ninshu, you transfer chakra from your network directly into another's, often with a bluish glow that becomes brighter with volume. You give a willing creature within range a number of chakra points equal to the chakra points spent. This chakra can extend above the target's maximum, and you may grant them the ability to cast 1 jutsu that you know until they lose any chakra you granted them, but they must spend at least 1 chakra you granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.


Chakra Suppression

Cost: 0+ chakra

Duration: Concentration, up to 1 minute

As an action, you suppress your chakra, making yourself far more difficult to detect. Until this jutsu ends, you can not be sensed by chakra sense, but you can not cast jutsu. You may end this jutsu early as an action. When you cast this jutsu, you may spend 3 additional chakra to target one additional willing creature you can touch with this jutsu.


*Jutsu Transfer Technique*

Requirements: Chakra Transfer Technique

Cost: 2 chakra

As a bonus while you are concentrating on or spending chakra to maintain a jutsu, you transfer control of the molded chakra to one willing creature within your reach. The jutsu counts as having been cast by them for the sake of concentration checks, and they spend the jutsu's maintenance cost instead of you. They may transfer control of the jutsu back to you as a bonus action or reaction to taking damage.


Hidden Jutsu: Stone Needles

Cost: 8 chakra

Duration 1 minute

Requirements: Shuriken Jutsu

As a bonus action after you hit a creature with an attack from the Shuriken Jutsu, the target must attempt a Wisdom saving throw. On a failure, they take the weapon's damage an additional time and are paralyzed for one minute. On a success, they take half as much damage and are not paralyzed. A creature may retry this saving throw at the end of each of their turns, ending the effect early on a success.


Rasengan

Cost: 10 chakra

Range: Touch

The Rasengan is a spinning ball of chakra formed and held in your palm. As an action, you thrusts your hand into the target. Make a melee spell attack. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. The target has a mark on its body in the shape of multiple swirls scratching its skin.


Giant Rasengan

Requirements: Rasengan

Cost: 12+ chakra

Range: 10 foot radius

The edge of this jutsu's range is 5 feet from you. As an action, you make a melee spell attack against every creature in range. On a hit, they take 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The targets must make a Strength saving throw or be pushed 20 feet away. You may spend 5 additional chakra to increase this jutsu's range by 5 feet.


Planetary Rasengan

Requirements: Rasengan

Cost: 25 chakra

Range: 15 feet

On your next turn, as an action, you make a ranged spell attack with a large Rasengan surrounded by 3 smaller Rasengan. On a hit, you deal 12d10 + your Intelligence modifier force damage. The target must make a Strength saving throw or be pushed away 60 feet away.


Compression Rasengan

Requirements: Rasengan

Cost: 12-20 chakra

Range: Touch

Creating a Rasengan in one hand, the user covers it with their other hand, compressing it into a fraction of the size with the same level of force. As an action, you thrust your hand into the target. Make a melee spell attack. On a hit, the target takes 4d10 + your Intelligence modifier force damage. This jutsu has a +2 bonus to its attack roll and damage that increases by +1 for every 2 additional chakra spent. The target must make a Strength saving throw or be pushed 20 feet away.


Twin Rasengan

Requirements: Rasengan

Cost: 10+ chakra

Range: Touch

With intense training, a shinobi is capable of forming a Rasengan in each of their hands. As an action, you thrust your hand into the target. Make a melee spell attack. The target takes 3d10 + your Intelligence modifier force damage and they are pushed 5 ft. from you. For every 5 additional chakra spent, you may make 1 additional attack up to the number of hands you have.


Amenomihashira

Requirements: Rasengan

Cost: 30 chakra

Range: 60 ft.

The predecessor of the Rasengan, the user creates a barrier filled with swirling spheres of chakra. Make 4 ranged spell attacks. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning + 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. If all attacks hit, the target is paralyzed for 1 minute. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.


Rasengan: Flash

Requirements: Rasengan

Cost: 10 chakra

Range: 40 ft. line

You master the Rasengan for what it truly is; a false Tailed Beast Ball. Make a melee spell attack against every target in range. On a hit, the target takes 2d8 + your Intelligence modifier bludgeoning plus 2d8 force damage. The target must make a Strength saving throw or be pushed 10 feet away.


Rasengan: Flare

Requirements: Rasengan

Cost: 10 chakra

Range: 60 feet

As a reaction, when you are targeted by a feature, jutsu or attack, you may choose to shoot a less dense but brighter rasengan at the creature's face aiming to disrupt their effect, forcing them to roll a Wisdom saving throw using their spell casting modifier. On failure, they do not use the effect and exhaust the resources that they used.


*Thrown Rasengan*

Requirements: Rasengan

Cost: 10 chakra

Range: 30/60 ft.

Just like its predecessor, a Rasengan can be thrown with enough practice. Make a melee spell attack. On a hit, the target takes 2d8 + your Intelligence modifier bludgeoning plus 2d8 force damage. The target must make a Strength saving throw or be pushed 20 feet away.


*Continuous Thrown Rasengan*

Requirements: Rasengan

Cost: 5+ chakra

Range: 30/60 ft.

You throw a barrage of low-power Rasengan. Make a melee spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning plus 2d4 force damage. The target must make a Strength saving throw or be pushed 10 feet away. You may make 1 additional attack every 3 additional chakra spent. This cost increases by 1 for every additional attack made.


Wild Lion's Mane

Duration: 1 hour

Cost: 5 chakra

You are immune to one instance of the restrained condition that is not from genjutsu each round.


Needle Jizō

Requirements: Wild Lion's Mane

Cost: 2 chakra

As a reaction when you are injured by a creature within 5 ft. of you while Wild Lion's Mane is active, they take 1d6 slashing damage.


Transparent Escape Jutsu

Cost: 7 Chakra

As an action, you cover yourself in a layer of chakra that appears as anything on the other side of you, becoming invisible until the beginning of your next turn.


Sexy Jutsu

Cost: 2 chakra

Range: 10 ft.

Prerequisites: Transformation

As an action, you cast a variant of the transformation jutsu in order to catch your target off guard. They must make a Charisma saving throw. On a failure, they take 1d4 psychic damage as their nose leaks blood and they are stunned until the end of their turn.


Body Elimination Jutsu

Cost: 5 chakra

Range: Touch

As an action, you touch a creature that has 1 or fewer hit points, enveloping their body in blue, fire-like chakra. If the creature was alive, they are killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.


One's Own Life Reincarnation

Cost: 80 chakra

The caster weaves a massive amount of chakra into a creature that has been dead for no longer than 72 hours. The creature is no longer dead and is returned to its maximum hit points. The caster may replace this jutsu's chakra cost with dying instantly after the jutsu is cast.

 

Fire Style

The most aggressive of the basic natures, with even its defensive applications typically stopping attacks through the threat of damage.

Hand Seal Jutsu

Basic Fire Style Technique

Range: 60 feet

Duration: Instantaneous or 1 hour (see below)

As an action, you choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this Jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Alternatively, when you cast this Jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment.


Flame Whirlwind

Cost: 1 chakra

Range: 30 feet

As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.


Exploding Flame Shot

Cost: 4 chakra

Range: 60 feet

As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.


Fire Rat

Requirements: Exploding Flame Shot

Cost: 5 chakra

Range: 60 feet

Duration: 1 minute

As an action, you can create three rat-like balls of fire that land anywhere within range. Each fire rat has 5 hit points and 12 AC, and occupies a 5 ft. cube. When a creature moves through a fire rat's space or a fire rat drops to 0 hit points, it detonates. You may detonate up to 3 fire rats as a bonus action. When a fire rat detonates, every creature within 5 ft. of the fire rat must attempt a Dexterity saving throw. On a failure, they take 2d8 + your Intelligence modifier fire damage.


Fox Fire

Cost: 6 chakra

Range: 30 feet

Duration: 1 minute

As an action, you create 10 hand-sized fireballs that form a circle in front of you that last for this jutsu's duration. As a bonus action, you may direct up to 5 of these fireballs at a creature within range, dealing 1 fire damage per fireball.


Great Fireball

Cost: 8+ chakra

Range: 150 feet

As an action, you expel fire from your mouth, shaping it into a massive orb of roaring flame. The flames engulf the target and leave a crater in the ground. Every creature in a 10 ft. radius centered on one point within range must make a Dexterity saving throw. On a failure, they take 8d6 + your Intelligence modifier fire damage. On a success, they take half as much damage. You may increase this jutsu's radius by 5 ft. or increase its damage by 1d6 for every 2 additional chakra points spent.


Intelligent Hard Work

Cost: 8+ chakra

As an action, you expel a wave of fire from your mouth. Make a ranged spell attack against every creature within a 30 ft. cone. On a hit, the target takes 6d8 + your Intelligence modifier fire damage. You may increase this jutsu's range by 10 ft. or increase its damage by 1d6 for every 2 additional chakra points spent.


Great Fire Annihilation

Cost: 14 chakra

Range: 30 foot wide, 60 foot line

Duration: Concentration, up to 1 minute

As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 6d6 + your Intelligence modifier fire damage on a failure, or half as much damage on a success. The targets cannot benefit from Evasion. For this jutsu's duration, as a bonus action while you are within 15 ft. of the same area, you can deal an additional 2d6 fire damage in the same area.


Immortal Heated Pursuit

Requirements: Great Fire Annihilation

Cost: 5-10 chakra

As a bonus action immediately after casting Great Fire Annihilation, or as an action immediately after dealing its additional damage, you shape your flames to propel a creature. One creature of your choice within the area takes half as much damage and moves 60 ft. in one direction, and 30 ft. in another. You may spend an additional 7 chakra to allow the target to take the attack action.


Phoenix Sage Fire

Cost: 8 chakra

Range: 60 feet

Duration: 1 minute (concentration)

As an action, you expel a burst of fire that occupies a 5 ft. cube area. You may move this fire burst up to 30 ft. at the end of each of your turns, and it moves in relation to you automatically when you move. The first time the fireball enters a creature's space on each of your turns, and each time a creature passes through or ends their turn within the fireball, they must attempt a Dexterity saving throw. On a failure, the target takes 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.

Each fire burst has 5 hit points, and can not act in any way other than moving, but is otherwise mechanically identical to you. If a fire burst exits this jutsu's range, it automatically is destroyed. You may concentrate on a number of casts of this jutsu up to your Intelligence modifier at a time.


Fire Dragon Flame Bullet

Cost: 22 chakra

Range: 150 ft. long, 10 ft. wide line

Duration: 1 minute

As an action, you spit a long snake of fire, with its mouth "roaring" like a dragon. Each creature in the area must make a Dexterity saving throw, taking 10d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.


Dragon Flame Caterwaul

Requirements: Fire Dragon Flame Bullet

Cost: 3-8 chakra

When you cast Fire Dragon Flame Bullet, you split the dragon into multiple smaller mouths of fire. Fire Dragon Flame Bullet only targets one creature within range, but they have disadvantage or do not benefit from Evasion, your choice. You may spend 5 additional chakra to cause both of these effects.


Pheasant Hunter

Requirements: Fire Dragon Flame Bullet

Cost: 32 chakra

As an action, you shape Fire Style chakra into a single massive pheasant capable of temporarily fighting off even the tailed beasts. A pheasant hunter appears 10 feet in front of you, and you may control it as a bonus action on the turn you summon it.


Burning Ash

Cost: 14 chakra

Range: 30 feet

Duration: 1 minute

As an action, you exhale a 20-foot sphere of ash. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction.

If the cloud comes in contact with fire, it ignites. The cloud is destroyed, and every creature within the cloud must attempt a Dexterity saving throw, taking 8d10 fire damage on a failure.


Flint Yagura

Cost: 30 chakra

Range: 120 feet

Duration: 1 minute

As an action, you lace a 1000 ft. tall, 15 ft. radius cylinder of air with volatile, dormant Fire Style chakra. If even a spark or ember of fire comes in contact with this area must make a Dexterity saving throw. On a failure, they take 10d6 + your Intelligence modifier fire damage, or half as much on a success. After this occurs, the Fire Style chakra is destroyed.


Concealed Mouth Ember

Cost: 5 chakra

Duration: 24 hours

When you cast a Fire Style jutsu, you may use this jutsu to compress it into a barely-stable ember that is slightly warm to the touch in the possession of one willing creature you can touch of your choice. The jutsu's normal effects are forgone. When the ember takes at least 1 damage, the creature that dealt the damage automatically uses the jutsu, using your jutsu save DC and attack roll and forgoing its chakra cost. If this jutsu's duration ends, the creature in possession of the ember is targeted by the jutsu stored within it, and the ember is destroyed.


Vanishing Smoke Prison

Cost: 8 chakra

Range: 40 ft. radius

Duration: 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You create a cloud of smoke around you. For any creature that doesn't have levels in the [Path_of_the_Assassin (Shinobi World Supplement)|Path of the Assassin]], this area is considered heavily obscured beyond 10 feet, and any scents and sounds can not be detected within this cloud. Additionally, any creatures who are breathing when this jutsu is cast must attempt a Constitution saving throw, being stunned until the end of their turn on a failure.


Hiding in Ash

Requirements: Vanishing Smoke Prison

Cost: 2 chakra

When you cast Vanishing Smoke Prison, you convert its smoke into red hot embers. When a creature ends their turn in the cloud, they automatically take 2 fire damage.


Smoke Clone

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you fill its body with a small, putrid flame that produces a thick smoke. When a smoke clone is reduced to 0 hit points or dispelled, its surroundings in a 10 ft. radius, which spreads around corners, becomes heavily obscured by smoke until the end of your next turn. This also causes you to not regain the 4 chakra spent to create the clone.


Multiple Smoke Clone

Requirements: Smoke Clone

Cost: 2+ chakra

Range: 60 ft.

As a reaction when one of your smoke clones within range is reduced to 0 hit points or dispelled, you reform its smoke into more smoke clones within the original's smoke cloud. You must spend 2 additional chakra per clone created in this way.


Binding Smoke Prison

Requirements: Smoke Clone

Cost: 3 chakra

Range: 60 ft.

As a reaction when one of your smoke clones within range is reduced to 0 hit points, you reform its smoke into a thick band of chakra around one creature within its smoke cloud. The target must attempt a Strength saving throw. On a failure, they become restrained for 1 minute. They or a creature that can touch them may retry this saving throw as an action, ending this effect early on a success.


*Fire-Storm Shuriken*

Cost: 8+ chakra

Range: 120 feet

As an action, you create a storm of shuriken made of fire within 120 feet centered on a point you can see. The flame-shuriken shower down in a 20-foot radius cylinder that reaches 120 feet high. All creatures within range must attempt a Dexterity Saving Throw. On a failure, they take 5d6 + your Intelligence modifier fire damage. On a success, they take half as much. You may deal an additional 1d6 fire damage for every 2 additional chakra points expended.

Non-Hand Seal Jutsu[edit]

Cloud-Style Flame Beheading

Cost: 3+ chakra

Range: 5 foot radius

Duration: Concentration, up to 1 minute

Jutsu Type: Bukijutsu

As an action, you coat your blade in fire, sweeping the area in flames. You may make an attack against any creatures of your choice within range, dealing an additional 1d10 fire damage on a hit. You may increase this jutsu's range by 5 feet for every 4 additional chakra spent. You may target creatures with this attack in the same way at the end of each of your turns. You must spend half this jutsu's cost, rounded down, at the end of each turn you concentrate on this jutsu. If you move more than 5 feet after maintaining this jutsu, you lose concentration.


Five Fire Gods' Fan Flames

Cost: 14 chakra

Range: 30 foot radius

As an action, you summon a massive wall of fire. Each creature in the area must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of your next turn.


Nail Crimson Crow Leap

Cost: 3 chakra

Jutsu Type: Bukijutsu

When you make a thrown weapon attack, the projectile leaves a trail of flames behind it. On a hit, the weapon deals twice as much fire damage instead of its normal damage, but the weapon is destroyed.


Uchiha Style: Dance of the Sun Halo

Cost: 8 chakra

Range: 15 ft.

Jutsu Type: Bukijutsu

As an action, you coat a melee weapon you are wielding in flame and move this jutsu's range, making an attack against one creature within your reach. On a hit, you deal your weapon's damage along with an additional 4d6 + your Intelligence modifier fire damage.


Flame Attack

Cost: 10 chakra

Duration: 1 minute

As an action, you cloak your fist in flame, transferring it to the target on contact. Make a melee spell attack against one creature within your reach. On a hit, they are set on fire, taking 2d10 fire damage at the start of each of their turns. At the end of each of their turns, they may make a Constitution saving throw. On a successful save, they are no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), they are no longer on fire.


True Fire of Samadhi

Requirements: Flame Attack

Cost: 10 chakra

When you use Flame Attack, you must concentrate on it, but its fire can not be extinguished by any means while you are concentrating it and the target automatically fails the saving throw to avoid damage.


Flame Capture

Requirements: Flame Attack

Cost: 10 chakra

When you use Flame Attack, you shape your fire into a long whip. You may target a creature within twice your reach, and the target is thrown up to twice this jutsu's remaining reach or restrained until they succeed the saving throw to end Flame Attack.


*Fire Style: Bursting Rasengan*

Requirements: Rasengan

Cost: 15 chakra

Range: 15 ft cone

As an action, you form a Rasengan out of fire style chakra and burst it into dozens of much smaller Rasengan. You make a ranged spell attack against every creature within range, dealing 3d10 + your Intelligence modifier fire. The target must succeed on a Dexterity saving throw or become burning.


*Heated Aura*

Cost: 2 chakra + 1 chakra per round after the first.

Range: Self

Duration: Conc. Up to 1 minute.

As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feel comforting and soothing to allies, but they cause great pain and anguish for your enemies. You may cause any creatures that end their turn within range to either attempt a Constitution saving throw or regain 1 hit point. On a failure of the saving throw, they take 1d10 + your Intelligence modifier fire damage and being pushed out of range on a failure, taking half as much damage on a success.

*Flame Incarnation*

Cost: 8 chakra

Range: Self

Duration: 1 minute.

You wreathe yourself in flames as a bonus action. You become immune to fire damage and resistant to cold damage. Creatures that make successful melee attacks against you take 1d6 + your Intelligence modifier fire damage.


*Flame-Burst Shot*

Cost: 5 chakra

Range: 60-foot line.

As an action, you summon a beam of fire out of your palm. All creatures within this line must make a Dexterity Saving Throw. On a failure, they take 1d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.


*Phoenix Form*

Cost: 16 chakra

Range: Self

Duration: Conc. Up to 10 minutes

As an action, you enter a form and trance that’s connected to the Great Phoenix. Flames race harmlessly across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the Jutsu's duration. Until the Jutsu ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.
  • You gain a +2 to your AC, damage and attack rolls.
  • Any creatures of your choice that move within 5 feet of you (once per turn) or ends its turn there takes 1d10 fire damage.
  • As an bonus action, you can create a 15-foot line of fire that persists until the end of your next turn. Every creature in the line must make a Dexterity saving throw. They take 2d8 + your Intelligence Modifier fire damage on a failed save, or half as much damage on a successful one.


*Phoenix's Regeneration*

Requirements: Phoenix Form

Cost: 16+ Chakra Points

Range: Touch

Duration: 1 minute.

You touch a willing creature within 10 feet and engulf them in flames. You momentarily grow wings made of fire as you cast this Jutsu. The target heals 6d6 + your Intelligence modifier. For the next minute, the target heals 2d6 + your Intelligence modifier at the start of their turn. By spending additional chakra points, you can increase the initial healing by 1d6 per 2 chakra points used.


*Fire Chakra Mode*

Cost: 15 chakra

As an bonus action, you burst yourself into flames as fire courses through your blood and veins, greatly enhancing your Fire Style abilities, as well as providing defense from the protective flames. During the duration of this jutsu, you gain a +2 bonus to your AC, and all damage you take is reduced by 1d10 + your Intelligence modifier. If the damage is fire or cold, you may reduce the damage by twice as much. If the damage is reduced to 0 from this effect, you may use your reaction to cast a Fire Style jutsu against the target for half the cost. At the end of each of your turns, you must roll a Constitution saving throw. On failure, you take 1d10 fire damage that can not be reduced by this feature. You must spend 2 chakra at the beginning of each turn to maintain this effect.


*Spiraling-Death Flare*

Cost: 6-14 chakra

Range: 30-foot cone

As an action, you send a group of swirling bright white flames from your hands. Each creature of your choice in a 30-foot cone must make a Constitution Saving Throw. On a failure, they take 3d6 + your Intelligence modifier fire damage and are blinded until the end of their next turn. On a success, they take half as much damage and aren’t blinded. This Jutsu's damage increases by 1d6 for every 2 additional chakra points spent.


*Fire Style Shadow Clone*

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with Fire Style chakra, causing it to be visibly ablaze. When it is hit with a melee attack, it deals 1d6 fire damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.

 

 

Mud Style

This Kekkei Genkai is made up of techniques that mix earth and water chakra to create liquid earth. Due to the legendary status of Wood Style, as well as the persecution of Mud Style users far beyond that of any other Kekkei Genkai user, Mud Style is almost considered a myth. If you are not using the Wood Style variant in which you must have the Hashirama's Cells feat to use it, you must choose one of these styles to gain when you meet their chakra requirements.

Hand Seal Jutsu

Landslide

Cost: 5-20 chakra

Range: 30 foot cone

As an action, you transform an area of earth into a muddy ramp. Every creature in this area must attempt a Strength saving throw, taking 3d8 bludgeoning damage and moving 10 ft. away from you on a failure, or half as much damage and movement on a success. The area of this jutsu counts as difficult terrain when moving against the direction you cast this jutsu form, and moving in the direction this jutsu was cast inside this area costs half as much movement speed. For every 5 chakra spent, this jutsu's range increases by 5 ft.


Muddy Water Fall

Cost: 5 chakra

Range: 45 feet

Duration: 5 minutes

As an action, you cover a creature in mud that quickly hardens, and they must succeed a Strength saving throw. On a failure, they take 3d6 bludgeoning damage, and their movement speed is reduced by 15 ft. for this jutsu's duration. On a success, they take half as much damage and their movement speed is not reduced. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Corpse Soil

Cost: 10+ chakra

Range: 10 ft. radius

As an action, you course an immense amount of Mud Style chakra through the ground, imbuing corpses with forbidden, false life. All dead creatures within range become zombies and are restored to their maximum hit points. These zombies act on their own turn, follow your directions, and die instantly if you fall unconcious or end this jutsu as a bonus action. If a zombie is reduced to 0 hit points, its body is reduced to mud. You may increase this jutsu's range by 5 ft. for every 2 additional chakra points spent. Additionally, you may resurrect one creature within range without them becoming a zombie, but still under the rest of this jutsu's effects, by spending an additional amount of chakra equal to 2.5x the CR of the creature (minimum of 1), or 1.5x the creature's level or CR if using PECR.


*Muddy Dive*

Cost: 6 chakra

Duration: 1 minute (concentration)

As an action, you automatically convert any earth and stone, but not metal or plants, you touch into mud. Until this jutsu ends, you may swim through such materials as easily as water.

Non-Hand Seal Jutsu

Basic Mud Style Technique

Cost: 1+ Chakra

Range: Touch

Duration: Instantaneous

As an action or bonus action, you can convert a moderate amount of earth into mud, creating one of the following effects within a 5 foot cube:

  • If you target an area of earth, you can instantaneously soften it into mud. Mud can be effected by both Water Style's and Earth Style's basic technique, and counts as loose earth.
  • You dry an area of mud, causing to to become solid ground.
  • You semi-soften earth into mud, causing it to lose any special effects (i.e. difficult terrain, saving throws for touching it, etc.).

Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.

If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

You can spend additional chakra at the time of casting this Jutsu to increase the targeted area by 5 ft. per 2 chakra points spent.


Mud Doll

Cost: 4+ chakra per doll

As an action, you create up to five clones. The clones have 5 hit points each, gain 5 temporary hit points at the beginning of each of their turns, and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal, however they only have one attack each. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone minus the 4 chakra used to make it.

  • Shadow clones have no range limit as to how far away they can be.
  • A shadow clone has the same AC as you, however if the AC of the main body was effected by a spell to increase said AC, these effects do not carry over
  • A shadow clone carries a copy of all your main body's weapons, however it does not carry the magical effects over from it beside a base damage bonus. A cloned vorpal sword is just a +3 sword in the hand of a clone.
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.


Bottomless Mud Hole

Cost: 32 chakra

Range: 60 feet

Duration: 1 hour

As an action, convert a 30 ft. radius, 20 ft. deep area of earth into mud that quickly sucks creatures into it. When they enter or start their turn in this jutsu's range, they must succeed a Strength saving throw or sink 2.5 ft. into the mud. On a success, the number of times they have sunk decreases by 1. After sinking once before leaving the area, the area counts as difficult terrain. After sinking twice before leaving the area, they become slowed. If they sink three times, they begin to suffocate. While within 5 ft. of this jutsu's edge, each failure causes the creature to sink twice as mud hands pull them deeper. Creatures can sink up to 8 times. For each size category below Medium, creatures gain the effects of the first +1 instances of sinking on one failure. For each size category above Medium, creatures can suffer +1 instances of sinking before suffering any ill effects.


*Chakra Bog*

Cost: 20 chakra

Range: 30 ft. radius

Duration: 1 minute

As an action, you convert all chakra that enters the area around you into Mud Style chakra, sloshing to the ground upon casting. Jutsu can not be cast in, maintained in, or enter this area for 1 minute. You may end this jutsu early as an action.


*Mud Enslavement Jutsu*

Cost: 3 chakra

Range: 30 feet

As an action, one creature you can see must attempt a Strength saving throw. On a failure, they can not make reactions until the end of their next turn and you can force them to take one action of your choice that is not a jutsu. If you have the Perfected Seals feat, you may force them to cast a jutsu, splitting the cost evenly between you and the target.


*Mud Armor*

Cost: 2+ chakra

Duration: 1 hour

As an action, you cover yourself in a thick, static layer of mud capable of slowing down physical attacks. You gain a bludgeoning, slashing, piercing, and thunder damage threshold equal to half the chakra spent.


*Black Mud*

Cost: 20 chakra

As an action, you infuse your chakra with a forbidden form of chakra told in legend to be the embodiment of the earth's wrath. The next Mud Style jutsu until the end of your next turn has its range and damage doubled, and any damage it deals becomes necrotic damage. If it does not deal damage, its duration is doubled.


*Mud Style: Suffocating Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

Duration: 1 hour

As an action, you imbue your rasengan with Mud Style chakra that manipulates the ground around the target into restraining and suffocating them. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning damage, and they become slowed and must hold their breath. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.

 

Wind Style

Hand Seal Jutsu

Basic Wind Style Technique

Range: 30 feet

Cost: 1 chakra

Duration: Instantaneous or 10 minutes (see below)

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Additionally, you can keep a ball of air around your head to prevent suffocation for up to 10 minutes.


Wind Wall

Cost: 3+ chakra

Range: 10 feet radius

Duration: Concentration, up to 1 minute

As an action, you summon a swirling stream of wind, encasing yourself. You and your allies gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend 2 additional chakra to expand the radius by 5 feet.


Air Bullet

Cost: 8 chakra

Range: 5 foot wide, 15 foot line

As an action, you take in a deep breath and forcefully exhale. Each creature in the area must make a Constitution saving throw. On a failure, the creatures take 3d8 + your Intelligence modifier thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 1d8 bludgeoning. Half as much on a success.


Vacuum Sphere

Cost: 5+ Chakra

Range: 120 feet line, 5 foot wide

You take a deep breath and then shoot a small sphere of wind that's condensed enough to shoot through targets and objects. You make a ranged spell attack a target within range, ignoring cover. This pierces through targets and object that are not adamantine coated, and on a hit they take 1d12 + your Intelligence modifier piercing damage. You may make multiple attacks with this jutsu for additional 5 chakra for each attack with this jutsu.


Vacuum Blade

Cost: 4 Chakra

Range: 10 foot wide, 30 foot line

You cut the air with a melee weapon or knife hand as an action or reaction to being hit by a ranged attack, sending a blade of wind outward to damage enemies and block attacks. Make a melee weapon attack against the closest creature within range, dealing an extra 2d4 slashing damage on a hit, or making an attack against the next closest creature within range on a miss. If you use this as a reaction, you can reduce damage against projectiles used against you by the damage you roll with the jutsu, stopping the projectile and destroying it if the damage is reduced to 0.


Gale Palm

Cost: 5 chakra

Range: 25 foot line

You create a blast of wind in your palm that travels in a forceful line, clearing any effects that would be cleared by a forceful wind within range. You may also use this jutsu as an action to double a creature's jump distance until the end of their next turn, and allow them to jump a single time as part of your action, or as a bonus action to double the ranges of any thrown weapons you attack with until the end of your turn.


Decapitating Airwaves

Cost: 1 Chakra

At part of an unarmed strike, you may increase its reach by 5 feet and change its damage type to thunder damage.


Pressure Damage

Cost: 12 chakra

Range: 30 foot radius

You create a massive dome of swirling wind. Every creature within range must attempt a Constitution saving throw. On a failure, they 4d8 thunder damage and become prone. On a success, they take half as much and are not prone. Until the beginning of your next turn, a dome of volatile air lingers around this jutsu's range. If anything within this area takes fire damage, creatures must retry this saving throw, taking 4d8 fire damage on a failure, and the volatile air is destroyed.


Sand Buckshot

Cost: 6+ chakra

Range: 30 feet

You create 3 bullets of sand and launch them at high speeds. Each bullet can be directed at a creature dealing 1d4 piercing damage per bullet. You may spend 2 chakra to fire 1 additional bullet.


Haze Clone Jutsu

Requirements: Shadow Clone

Cost: 2 chakra

When you create shadow clones, you may reduce all clones created’s base cost by 1. In return, they become intangible, unable to be damaged and unable to deal damage. They remain indistinguishable from you. These clones are automatically destroyed after 1 minute passes. This also causes you to not regain the 2 chakra spent to create the clone.


Passing Typhoon

Cost: 20 chakra

As a full turn action, you amass a grand, but non-lethal amount of Wind Style chakra. Any non-permanent weather is cleared, including from jutsu like the Hidden Mist Jutsu and Jewel of the Dragon Head. Permanent weather consists of edge cases, such as a planet completely covered in storms, or an island that has actively produces hurricane-strength wind.


Sand Sky Defensive Wall

Cost: 2+ chakra

Range: 15 ft.

As a reaction when a damaging effect originates anywhere within range (i.e. a creature makes an attack, a spell is cast, a trap goes off, etc.), you encase it in sand. If the effect deals less than 4 + your Intelligence modifier damage, the effect fails, wasting any resources spent; otherwise it is unaffected. If you have affinity in Wind Style, this threshold increases by the average roll of your unarmed die. You may spend additional chakra to increase this threshold by half as much, and doing so increases this jutsu's range by 5 ft. for every 3 additional chakra spent.


Sand Body

Cost: 10 chakra

As an action, convert your body body and all items you are carrying into a shimmering body of sand. You must spend 5 chakra at the beginning of each of your turns to continue this effect. During this time, you can not receive damage or any effect (spell effect, conditions, etc.) that would not kill you instantly, you can pass through objects, and must spend 3 chakra to take an action, 2 chakra to take a bonus action, and you can not take reactions.


Sand Mesh

Cost: 6+ chakra

Duration: Concentration, up to 1 minute

Range: 30 ft. radius

As an action, you suspend a thin web of sand around you. This does not impede normal movement, but creatures that can walk on vertical surfaces, or that can walk on unstable surfaces such as water can move in any directing, including straight up, anywhere within an area effected by this jutsu. Creatures with a climbing speed may use their climbing speed to move in the same way. You may increase this jutsu's radius by 5 ft. for every 3 chakra spent.


Dust Cloud

Cost: 4 chakra

Duration: 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You exhale a blast of wind directly into the ground, creating a 40 ft. radius cloud of dust around you. For any creature that doesn't levels in the Path of the Assassin, this area is considered lightly obscured beyond 5 ft.


Dust Wind

Cost: 6 chakra

Range: 15 ft. wide, 45 ft. long line

As an action, you send a blast of Wind Style chakra directly at the ground, sending dust hurling into the air and binding it to the surface it lands on. The area becomes lightly obscured and difficult terrain for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creatures within range when you cast this jutsu must attempt a Dexterity saving throw or become blinded until the end of their next turn.


Toad Gun

Cost: 9 chakra

Range: Touch

As a reaction to another creature within range casting a jutsu, you enhance their jutsu with Wind Style chakra, carrying it further than would otherwise be possible. The jutsu's range is doubled. If the jutsu has a range of touch, they may move up to 10 feet before using it. If the jutsu allows the user to move, you may allow them to move twice as far instead.


Dark Smoke Sphere

Cost: 3 chakra

Range: 60 ft.

When you would be able to make an unarmed strike, you instead launch a ball of condensed, darkened air. A 10 ft. radius centered on one point within range, which spreads around corners, becomes heavily obscured by smoke until the end of your next turn.


Smoke Dragon

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Range: 60 feet

As an action, you can form a dragon from smoke. You can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to cold damage, immune to non-magical and fire damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two choke attacks.
    • Bite. deals 2d4 piercing damage.
  • Choke. causes the target to become stunned and begin suffocating.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. All creatures within a 30 ft. radius must attempt a Constitution saving throw. On a failure, they become stunned and begin suffocating for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Fūjin and Raijin Jutsu

Requirements: Lightning Style

Range: 30 ft.

Duration: Concentration, up to 1 minute

Cost: 30 chakra

As an action, you mold two chakra types into a massive tornado with a radius of 15 feet anywhere within range. Using your bonus action, you can move the tornado at a speed of 60 feet on each of your turns. If the tornado passes through a creature or vice-versa, take 3d8 thunder damage and 3d8 lightning damage and must make a strength saving throw. On failure, they are knocked prone. The creature can only be subjugated to the damage and saving throw once per round.

Non-Hand Seal Jutsu[edit]

Violent Whirlwind

Cost: 1 chakra

Range: 5 foot wide, 30 foot line

As an action, you produce a powerful stream of wind from your mouth. Each creature in the area must make a Strength saving throw, taking 1d8 + your Intelligence modifier bludgeoning damage and pushed 15 feet away on a failure.


Great Task of the Dragon

Cost: 10 chakra

Range: 60 feet

Duration: Concentration, up to 1 minute

As an action, you alter the weather temporarily making a 15 foot radius tornado that dissipates immediately after the Jutsu ends. At the start of your next turn, the tornado drops on a point in range. All creatures in a 10 foot radius must make a Strength saving throw, taking 5d8 + your Intelligence modifier thunder damage and being swept 30 ft into the air on a failure. Half as much on a success. As an action, you can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 5d8 + your Intelligence modifier thunder damage, lifting 30 ft into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado.


Rasenshuriken

Cost: 20 chakra

Range: Touch

Requirements: Rasengan

As an action, you strike with a large Shuriken-shaped ball of wind. On a hit, the target takes 8d4 + your Intelligence modifier thunder plus 6d4 piercing damage from the wind splintering into sharp needles that pierce their bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

If used while under the effects of a 15th level or higher feature that must be activated in some way (i.e. Perfected Sage Mode, Bijuu Chakra Mode, Susano'o, Sage Transformation, etc.), this Jutsu gains a range of 60 feet, and you automatically succeed the Constitution saving throw.


Mini Rasenshuriken

Cost: 6+ chakra

Range: 45 feet

Requirements: Rasenshuriken

As an action, you create a smaller but more compressed Rasenshuriken with your finger and send it at a target. Make a spell attack against one creature you can see within range. On hit, the target takes 4d4 force damage and 3d4 piercing damage and the target must make a Constitution saving throw. On failure, their maximum hit points are reduced by an equal amount to the damage roll. This effect can be cured by greater restoration. You may add 1d4 force damage on the damage roll for every additional chakra point spent to the jutsu.

If used while under the effects of a 15th level or higher feature that must be activated in some way (i.e. Perfected Sage Mode, Bijuu Chakra Mode, Susano'o, Sage Transformation, etc.), this Jutsu gains a range of 90 feet, and you fire two additional Mini Rashenshuriken.


Nadeshiko-Style Hardliner Gale Fist

Cost: 6 chakra

Duration: Concentration, up to 1 minute

Rather than transforming Wind Style chakra into a proper jutsu, you shape the raw energy into a cloak covering your extremities. For this jutsu's duration, you gain a +1 bonus to your AC, and your unarmed strikes deal thunder damage and deal half as much damage on a miss. This jutsu can benefit from taijutsu affinity.


Nadeshiko-Style Hardliner Revolving Cut

Cost: 4 chakra

When you make an unarmed strike, you fuel Wind Style chakra into a spinning vertical kick, causing you to fly through the air. As part of the attack, you may move up to 1/4 your movement speed. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. This jutsu can benefit from taijutsu affinity.


Nadeshiko-Style Deep Crimson Dance Performance

Requirements: Shuriken Jutsu

Cost: 1 chakra

When you make an attack using the Shuriken Jutsu, you accelerate the projectile with a blast of chakra. The attack either has advantage but deals its minimum damage, acts normally but deals its average damage, or has disadvantage but deals its maximum damage; your choice. This jutsu can benefit from taijutsu affinity, and any additional damage from affinity is under the same effects as the attack's normal damage.


Nadeshiko-Style Deep Crimson Dance Performance: Second Step

Requirements: Nadeshiko-Style Deep Crimson Dance Performance

Cost: 1-3 chakra

When you maximize the damage of an attack using Nadeshiko-Style Deep Crimson Dance Performance, you accelerate the projectile further, leaving a small twister behind it. The attack no longer has disadvantage. You may spend 2 additional chakra to cause the attack roll to have advantage as well. This jutsu can benefit from taijutsu affinity.


Beast Tearing Palm

Duration: Concentration, up to 1 minute

Cost: 10-20 chakra

You infuse your palms with Wind Style chakra, releasing a blast with each strike. For this jutsu's duration, your unarmed strikes deal thunder damage and quarter as much on a miss, their range increases by +10 ft., and they deal an additional 1d4 thunder damage. This range increases by 5 feet for every 5 additional chakra spent.


Spiraling Wind Sphere

Cost: 2 chakra

Range: 15 feet

As an action or bonus action, the user hastily exhales a ball of air and hurls it at a creature within range as a ranged spell attack. On a hit, they take 1d4 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.


Blade of Wind

Cost: 4 chakra

Range: 10 feet

The user creates a razor-sharp air current with their fingers. On a hit, this spell attack deals 2d6 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.


Great Sickle Weasel

Requirements: Blade of Wind

Cost: 10 chakra

Range: 25 foot cone

The user thrusts numerous blades of wind in a torrent. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 2d8 thunder damage and 2d8 slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage.


Great Cast Net

Requirements: Great Sickle Weasel

Cost: 12 chakra

Range: 15 foot wide, 45 foot line

The user creates a lattice of wind blades. If a creature fails a Constitution saving throw, they take 3d8 thunder damage and 3d8 slashing damage, and are restrained for 1 minute. If they succeed the saving throw, they take half damage and are not restrained. They may retry this saving throw at the end of each of their turns. Creatures without chakra detection, blindsight, or truesight have disadvantage.


Sand Drizzle

Cost: 5 chakra

Range: 30 ft. radius

You create a whirlwind of sand above you that slowly rains restraints onto an enemy. One creature within range must attempt a Dexterity saving throw. On a failure, they take 2d4 bludgeoning damage and are restrained until the end of your next turn. On a success, they take half as much damage and are not restrained. In addition, all hostile creatures within range of the hit creature must attempt a Wisdom saving throw. On a failure, they have disadvantage on all saving throws until the end of your next turn.


Sand Lightning Needles

Cost: 10 chakra

Range: 30 ft. radius

Requirements: Sand Drizzle

Duration: Concentration, up to 1 minute

You suspend metal particles in the area around you using your Wind Style chakra to create a Magnet Style-like field. Any creatures within the area become immune to lightning damage. At the end of each turn a creature effected by this jutsu would've taken lightning damage if they were not immune, you may force one creature within 60 ft. to attempt a Constitution saving throw. On a failure, they take 1d6 lighting damage. On a success, they take half as much damage.


Desert Suspension

Cost: 5+ chakra

Duration: 1 minute

As an action, you suspend loose particulate into a floating cloud of sand. The cloud is a 5 ft. radius and can pass through any object as if it were individual grains of sand. You may increase this size by 5 ft. for every 5 additional chakra spent. As a bonus action, you may move the cloud using its 30 ft. flying speed. Any willing creatures of your choice in top of the cloud move along with it, otherwise they pass through it as if it were a cloud.


Sand Stream

Cost: 6+ chakra

Duration: Concentration, up to 1 minute

Range: 30 ft. line

As an action, you create a torrent of sand from where you are standing. Any area targeted by this jutsu becomes solid ground for its duration. At the end of each of a creature's turn they spend within this torrent, they move 5 ft. away from where it was cast. You may increase this jutsu's range by 5 ft. for every additional chakra point spent, and you may increase the distance moved by 5 ft. for every 3 additional chakra points spent.


Sand Sensing

Cost: 6+ chakra

Range: 30 ft. radius

As an action, you cover the area surrounding you in sand, with every grain transmitting information to you. You are aware of all creatures within range, even if they are invisible. As a bonus action, you may cause any invisible creatures of your choice to lose the condition, wrapping your sand around them, until they leave this jutsu's area. You must spend 2 chakra at the end of each of your turns to maintain this jutsu.


Shield of the Wind Count

Cost: 8 chakra

As a reaction when you are targeted by an attack roll, you create a gust of wind from your fingertips. Make a spell attack roll. If your attack roll is higher than the attacker's, they are targeted by the attack instead.


Sword of the Wind Count

Requirements: Shield of the Wind Count

Cost: 4+ chakra

When you use Shield of the Wind Count, you turn a simple finger formation into a full sweep of your arm, turning the gust of wind to a hard edge. On a hit, the attack deals an additional 2d6 thunder damage. You may increase this damage by 1d6 for every 2 additional chakra points spent.


Whirlwind Fist

Cost: 8 minimum, 16 maximum

Range: 15 feet

This jutsu was developed in a similar manner as the chidori, by shaping the form of the rasengan around one's hand to make it easier to control and add a nature transformation to. As an action, you move this jutsu's range and make an attack against a creature within your reach. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, it takes 6d6 + your Intelligence modifier thunder damage. You can expend additional chakra to deal an extra 1d6 thunder damage for every 2 additional chakra points.


*Sage Art: Vermillion Truth-Seeking Tailed Beast Rasenshuriken*

Requirements: Sage Art, Truth-Seeking Jutsu, Tailed Beast Ball Enhancement, Vermillion Jutsu

Range: 45 ft. x 10 ft. line

Cost: 35 chakra

You focus all of your physical ability into a single rasenshuriken. All creatures within range must succeed a Dexterity saving throw. On a failure, they take 42d4 + your Intelligence modifier thunder damage and 7d10 force damage. On a success, they take half damage. This negates effects that reduce damage from Dexterity saving throws such as Evasion. You may double the range or damage of, or grant a creature disadvantage against this jutsu, but doing so shortens the duration of Sage Mode by 1 minute. You may spend multiple uses on multiple effects on the same jutsu.


*Wind Enhancement*

Cost: 8 chakra

Duration: 1 minute

You channel wind chakra into your body and imbue your ranged jutsu attacks with this, allowing the gusts of wind added to your jutsu to deal more devastating blasts or harder to miss attacks. Until the end of this jutsu, when you make a ranged jutsu attack, you gain a +2 bonus to its attack roll, damage roll, and DC, and the jutsu deals half as much damage if it misses.


*Divine Wind*

Cost: 8+ Chakra

Duration: Concentration, up to 1 minute

You can create a tornado of wind as an action to cut through and damage all who stand near. The tornado is 5 feet wide and 8 feet tall, which is summoned within 20 feet of you. You can move the tornado up to 30 ft. as a bonus action or 60 ft. as an action. Any creature within a 5 foot radius of the tornado at the start of their turn must attempt a Dexterity saving throw or take 2d8 + your Intelligence modifier slashing damage from the tornado. You can make up to 3 tornados with each of them costing 8 chakra, controlling all of them at the same time with a single bonus action or action.


*Wrath of the Sky Gods*

Requirements: Storm Style

Range: Sight

Cost: 60 Chakra

Duration: Concentration, up to 1 minute

The user creates a 360 foot radius, 5,000 feet tall tornado. At the beginning of each of their turns, they must attempt a Dexterity saving throw. On a failure, they are deafened, take 6d10 thunder damage, and are moved 20 feet in a direction of the caster's choice. On a success, they take half as much damage, are moved half as far, and are not deafened. Additionally, 1 foot of water rises within the tornado's radius at the beginning of each of their turns.

Storm Style

This Kekkei Genkai is a natural combination of water and lightning. These two combine to make a lightning that flows with water-like fluidity.

Hand Seal Jutsu

Basic Storm Style Technique

Range: Self

Cost: 2 chakra

Duration: 1 hour

As a bonus action, you make the water around you flow like lightning, and any lightning that hits you flow like water. You gain resistance to lightning damage, and your swimming speed is doubled.


Light Pillar

Cost: 4 chakra

Range: 15 foot radius

Duration: 1 minute

As an action, you make an extremely bright light that appears to emanate from your body. Each creature in the area must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the Constitution saving throw. On a success, it is no longer blinded.


Thunder Cloud Inner Wave

Cost: 10 chakra

Range: 15 foot radius

Duration: Concentration, up to 1 minute

As an action, you generate a thunder cloud in the radius around you that follows you. Each creature that ends its turn within the cloud or enters the cloud for the first time on a turn takes 2d6 + your Intelligence modifier lightning damage. This cloud heavily obscures the area for any creature other than you.


Demon Lightning Storm

Cost: 16 chakra

Duration: Concentration, up to 1 minute

Range: 40 foot radius

As an action, you create a large thunder cloud 40 ft. in the air covering a 40 ft. radius. Any lightning damage dealt to a creature other than you under the cloud deals an additional 2d6 lightning damage. As an action, you can also summon a bolt of lightning. Each creature in a 10 ft. radius of a point under the cloud must make a Constitution saving throw, taking 2d6 + your Intelligence modifier lightning damage on a failure, or half as much damage on a success.


Laser Circus

Cost: 10-50 chakra

Range: 90 foot line

As an action, you create a bright halo of Storm Style chakra around your hand, spending half this jutsu's total cost. As an action on your next turn if you did not become incapacitated for the other half of this jutsu's total cost, the halo splits into numerous beams. All creatures within range must attempt a Constitution saving throw, taking 8d8 lightning damage on a failure. On a success, they take half as much damage. You may create an additional line that does not overlap for every 10 additional chakra points spent.


Azure Eagle Blade

Requirements: Laser Circus

Cost: 12 chakra

Jutsu Type: Bukijutsu

As a bonus action immediately after dealing damage to a creature using Laser Circus, you dash anywhere within 5 ft. of the creature and make a single weapon attack, channeling one of your beams into the weapon. On a hit, they take 8d8 + your Intelligence modifier lighting damage. On a miss, they take half as much damage. This counts as a Dexterity saving throw for the sake of Evasion.


*Thunder God Bomb*

Cost: 10+ chakra

As an action, you create a spherical storm cloud coursing with electricity 45 feet in diameter, centered 45 feet above you. As a bonus action, you can point at a point within 500 feet of you. The ball then moves towards that object at a speed of 15 feet at the end of each of your turns. Anything the ball touches must succeed a Dexterity saving throw or take 3d8 lightning damage. As an action, you can choose to detonate it, making it violently explode. Any creature within 10 feet of its edge must make a Constitution saving throw to take half the damage of the ball’s normal damage (rounded up). You can spend 3 additional chakra points to increase the diameter of the ball by 5 feet, increase the radius of its explosion by 5 feet, or increase its damage by 1d8. If its diameter is increased, the ball will be created at an equally greater distance from you to ensure that you do not take damage.


*Tempest Dragon Awakening*

Cost: 18 chakra

Duration: Concentration, up to 1 minute

Range: 60 feet

As an action, you can form a dragon from your own lightning and water chakra. You can form and control up to 3 dragons at a time. Beyond being large, immune to non-magical damage, resistant to cold, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d6 piercing damage
    • Claw deals 1d4 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 cold and 4d8 lightning damage on a successful hit.

When self destructing, these dragons may make an attack roll with a -2 penalty against another creature within 30ft. You may do this any number of times, but for each additional creature the penalty increases by 2.

Non-Hand Seal Jutsu[edit]

Light Fang

Cost: 1 chakra

Range: 10 foot line

As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Constitution saving throw, taking 1d10 + your Intelligence modifier piercing or radiant damage on a failure.


Black Lightning

Cost: 10 chakra

When you gain this jutsu, the word Lightning is inscribed somewhere on your body. When you cast a Lightning Style jutsu, you may focus it through this tattoo, turning the lightning a harsh black. The jutsu counts as Storm Style instead of Lighting Style, and you may either convert all of its damage dice to d10s or have it ignore immunity, resistance, and vulnerability


Black Panther

Cost: 30 Chakra

You fire forward a blast of black lightning that takes the form of a black panther. Each creature in a 20 ft. by 80 ft. line must make a Dexterity saving throw, taking 6d12 force damage, or half as much damage on a success.


*Jewel of the Dragon Head*

Cost: 15 chakra

Duration: 1 hour

As an action, the area within 1 mile of you is covered in a thunder storm for this jutsu's duration.


*Three Marks of Existence*

Cost: 10 chakra

Range: 20 feet

Duration: 1 minute

As an action, you create three "fangs" of light chakra connected by "chains" of Storm Style chakra, launching it at one creature within range. This creature must attempt a Dexterity saving throw, becoming paralyzed and taking 1d6 lightning damage on a failure. They may retry this saving throw at the end of each of their turns, no longer being paralyzed on a success, or taking 1d6 lightning damage on a failure.


*Storm Style: Leaping Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you imbue your rasengan with ever-uncontrollable Lightning Style chakra, made manipulatable by fusing it with Water Style chakra. Make a melee spell attack. The target takes 3d10 + your Intelligence modifier lightning damage, and you may make an attack roll with a -2 penalty against another creature within 15 ft. You may do this any number of times, but for each additional creature the penalty increases by -2.

Water Style

Hand Seal Jutsu

Basic Water Style Technique

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Water Gun

Cost: 1 chakra

Range: 20ft

As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage.


Water Bullet

Cost: 2+ chakra

Range: 30 foot line

As an action, you kneed chakra in your mouth, spitting a versatile blast of water. Every creature within range must succeed a Dexterity saving throw. On a failure, they take 1d4 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. You may increase this damage by 1 for every additional chakra point spent, and may increase its range 5 ft. for every 2 additional chakra points spend separate from the damage increase.


Water Prison

Cost: 4 chakra

Duration: Concentration, up to 1 minute.

Range: Touch

As an action, you create a watery sphere around a creature you can touch, who must make a Dexterity saving throw. On a failure, they are restrained and begin suffocating. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating. If you are no longer able to touch the creature, you lose concentration on this jutsu.


Water Hail

Requirements: Water Gun

Cost: 5 chakra

Range: 30 x 10 foot line

As an action, you cup your hands together and thrust them forward, releasing a barrage of water bullets. Every creature within range must succeed a Dexterity saving throw. On a failure, the target takes 1d8 + your Intelligence modifier piercing damage. On a success, they take half as much damage.


Water Characters

Cost: 4-8 chakra

Range: 5 miles

Duration: Concentration, up to 1 hour

Touching a surface, you scrawl words in one language you know how to write in water on one surface you can touch. This text must be able to fit in a five foot square. If you are touching a liquid, the text takes on the color of the liquid, otherwise you must spend 4 additional chakra and it takes on a vibrant blue hue. You may move this text up to 1000 feet as a bonus action, and it can only move along surfaces.


Hiding in Water

Cost: 9 Chakra

Duration: Concentration, up to 1 hour

As an action while touching at least 1 gallon of water, you and everything you are wearing or holding merges with it, becoming invisible and gaining full cover until this jutsu ends. If the water takes damage or is otherwise disturbed, you must make a concentration check as if you were affected by it. If you lose concentration to the puddle taking damage, you take the damage the puddle took. If the water source you used this jutsu on is no longer 1 continuous gallon, this jutsu immediately ends.


Water Shark Bomb

Cost: 10 chakra

Range: 50 foot line

As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 feet and fall prone.


Water Gun: Two Gun Style

Cost: 12 chakra

Range: 30 feet

As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.


Super Shark Bomb

Cost: 28 chakra

Range: 10 ft wide 150 ft line

As an action, you create a gigantic shark out of water and thrust both hands forward, sending it raging forward. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 3d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.


Hidden Mist

Cost: 7 chakra

Range: 40 ft. radius

Duration: 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You create a cloud of mist around you. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft.


Infinite Sea Watchtower

Requirements: Hidden Mist

Cost: 3 chakra

Jutsu Type: Genjutsu

As an action while within a cast of Hidden Mist, you create an identical image of yourself and any items you are carrying anywhere within the cloud of mist that lasts until it is no longer within the Hidden Mist. Each clone has your AC and 1 hit point, and can not act in any way, though you may cause it to appear to move in place. If it is reduced to 0 hit points, it dissipates into mist. A creature that can see you or the clone while this is active may attempt a Perception check as a bonus action, realizing whether or not it they are seeing a clone on a success.


Water–Heavens Convergence

Cost: 7 chakra

Range: 40 ft. radius

Duration: Concentration, up to 1 minute

You create a cloud of suspended bubbles around you as you slowly leech the water from your surroundings. This area counts as both air and water for the sake of creatures being able to breath and use their swimming speed. As a bonus action, you may drain all the water from a 5 ft. cubic area of water or plant life within range to halve the base cost of the next Water Style jutsu you use. You count as occupying every space in this jutsu's range for the sake of any Water Style jutsu you use while this jutsu is active.


Water Style Shadow Clone

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with Water Style chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of you. This also causes you to not regain the base chakra spent to create the clone.


Water Style Bullet: Orca

Cost: 25 chakra

Duration: Concentration, up to 1 minute.

As an action, you create an absurd amount of water out of your chakra, covering a 60 foot radius area around you in 1 foot of water.


Water Shockwave

Requirements: Water Style Bullet: Orca

Cost: 3 chakra

As a bonus action, any creatures within the range of Water Style Bullet: Orca move up to 15 feet in a direction of your choice.


Exploding Water Shockwave

Requirements: Water Shockwave

Cost: 7 chakra

As a bonus action when you use a Water Style jutsu with an area of effect that targets creatures, you ride atop the surging waves, moving yourself to anywhere within the jutsu's range in a straight line. This movement provokes opportunity attacks.


Water Prison Shark Dance

Requirements: Water Shockwave, Water Prison

Cost: 15 chakra

As an action, you create an absurd amount of water out of your chakra. The water created by Water Style Bullet: Orca becomes a 60 radius of water around you that follows your movements.


Feeding Sharks

Cost: 2+ chakra

Duration: Concentration, up to 1 minute.

As an action, you create a shark out of pure Water Style chakra. These sharks acts on your turn, are controlled by you, and all use your actions (i.e. you may cause all of your sharks to make a Swipe attack as an action), but do not benefit from and can not use your features. You may create an additional shark for every 3 additional chakra points spent, and may concentrate on any number of sharks from the same instance of this jutsu at a time.


Water Formation Wall

Cost: 2+ chakra

Range: 5 foot radius

Duration: Concentration, up to 1 minute

As an action, or as a reaction to being targeted by an attack, you create a blast of water around you. Any creatures of your choice within range are moved 5 feet away from you. You may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of your turns. You must spend half this total jutsu's cost, rounded down, at the end of each turn you concentrate on this jutsu. If you move more than 5 feet after maintaining this jutsu, you lose concentration.


Pillar Encirclement

Requirements: Water Formation Wall

Cost: 4 chakra

While Water Formation Wall is active, you concentrate its constant wave into four pillars that rapidly circle around you, granting it this jutsu's effects until it ends, or you end these effects at will. When a creature would be moved by Water Formation Wall, they may attempt a Strength or Dexterity saving throw, not being moved on a success. Any creatures within range of Water Formation Wall have half cover.


Furious Roaring Tornado

Requirements: Water Formation Wall

Cost: 4 chakra

While Water Formation Wall is active, you spin its waves around you, turning them into cutting discs, granting it this jutsu's effects until it ends, or you end these effects at will. When a creature is moved by Water Formation Wall, they take 1d4 magical slashing damage.


Azure Dragon Palm

Cost: 4-8 chakra

As an action, you dash up to half your movement speed and force a whirl of water into the target, mimicking the techniques of the Byakugan. After moving, make a melee spell attack against one creature within your reach. The target takes 2d10 magical slashing damage on a hit. Whether or not it hits, the targeted creature must make a Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 4 additional chakra, you may make an unarmed strike with advantage immediately after.


Great Shark Bullet

Cost: 8 chakra

Duration Instantaneous

Range 100 feet

As a reaction when you see a creature cast a spell or jutsu, you create a massive shark out of chakra. If a creature was casting a spell or jutsu, they must attempt a Dexterity saving throw using their spellcasting modifier. On a failure, the spell or jutsu fails, and you regain a number of chakra equal to half the amount of chakra spent or twice the level the spell was cast. This technique doesn't work on Taijutsu or Bukijutsu.


Water Dragon

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Range: 60 feet

As an action, you can form a dragon from water. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d6 piercing damage
    • Claw deals 1d4 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 cold damage on a successful hit.


Water Spikes

Cost: 7 Chakra

Range: 15 feet, 90 feet in water

You form a set of spikes made of water. If you and the target can touch the same water source, including rainfall, you may extend this jutsu's range. One creature within range must succeed a Dexterity saving throw or take 3d6 piercing damage.


Giant Vortex Jutsu

Range: 20 ft. x 120 ft. line

Cost: 20 Chakra

You unleash a torrent of water. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone. This jutsu is also known as the Great Waterfall Jutsu.


Great Whirlpool Enfolding

Cost: 1+ Chakra

Jutsu Type: Bukijutsu

When you make a weapon attack, you sheath it in a giant water vortex. On a hit, you deal an additional 5 cold damage to a maximum of as much damage the attack dealt. You may deal an additional 5 cold damage for every additional chakra points spent, still to a maximum of as much damage the attack dealt


Wild Bubble Wave

Cost: 10 chakra

Range: 25 foot cone

As an action, you spray a wave of foamy water across the battlefield. The area becomes difficult terrain for 1 minute, and any temporary effects in the area (i.e. Blaze Style, traps, caltrops, etc.) are moved to the closest edge of this area.


Sensing Water Sphere

Requirements: A chakra sense or truesight range

Cost: 20 chakra

Duration: Concentration, indefinitely

As an action, you create a 5 foot radius sphere of still water within 10 feet of you, focusing your chakra sense into it. Your chakra sight range is doubled. If you have truesight, you can see a faint outline around living creatures and magical effects within twice your truesight range, as well what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any. Any creature that can see the orb of water can also see anything seen by your chakra sense as ripples form, representing chakra sources. If an additional creature with chakra sense or truesight focuses on this jutsu, the orb's radius increases by 10 feet, and the largest chakra sense of any creature concentrating on this jutsu is doubled an additional time. You must spend 5 chakra at the end of each minute you concentrate on this jutsu.


Slime Suit

Cost: 8 chakra

Duration: 1 minute

You convert entire body into a thick liquid. Your reach increases by +5 feet, you count as 1 size smaller when squeezing, and you count as being heavily obscured while within water.


Viscous Water Mass

Requirements: Slime Suit

Cost: 20 chakra

Duration: Concentration, up to 1 minute

As an action while Slime Suit is active, you create a massive oval of thick liquid around you. Any creatures within 5 ft. of yourself, including yourself, gain a damage reduction of 5. If they already had a damage reduction, they gain a +5 bonus to it instead. You may end this jutsu early as a bonus action to force one creature within 30 ft. you can see to attempt a Strength saving throw. On a failure, they are restrained and knocked prone for 1 minute. They or a creature that can touch them may retry this saving throw as an action.


Rain Tiger at Will

Requirements: Chakra Sense

Cost: 18 chakra

As an action, you cover the sky above you in a 10 mile radius storm cloud, weaving chakra into each drop of rain. You are aware of any creature touching the rain that falls from this cloud. You must spend 2 chakra at the end of each of your turns to maintain this jutsu.


Water Armor

Cost: 12 chakra

Duration: Concentration, up to 1 minute

As an action, you cover your entire body in a dense layer of water. You gain a +4 bonus to your damage reduction and damage threshold, and you must hold your breath. When you would lose concentration, you may choose to regain concentration and immediately begin suffocating until this jutsu ends once per use of this jutsu.

Non-Hand Seal Jutsu

Hydrification

Cost: 7 chakra

Duration: 1 minute

As an action, you gain the ability to transform into or out of a liquid form at will once per turn. In this form, you gain immunity to bludgeoning, slashing, and piercing damage, but vulnerability to lightning and fire damage and can squeeze through any space, no matter how small. After 1 minute of this being active, you return to your solid form.


Drowning Water Blob

Requirements: Hydrification

Cost: 5 chakra

As an action while Hydrification is active and you are grappling a creature, you convert your entire body into a dense ball of water and invade the creature's airways. They are no longer grappled, you become restrained and occupy the target's space, and they begin suffocating until this jutsu ends. You must spend 1 chakra at the end of each of your turns to maintain this effect. If Hydrification ends while this jutsu is active, this jutsu ends, and you take 2d6 force damage as you are shunted to the closest open space.


Demon Wave

Requirements: Hydrification

Cost: 10 chakra

As an action while in Hydrification's liquid form while you are touching a body of water, it becomes part of your mass, changing your shape to a massive demonic fish. For every 5 cubic feet of water you absorb through this jutsu, your size category increases by 1 to a maximum of Gargantuan. If you exit your liquid form, the water from this jutsu returns to normal water, and you lose all of this jutsu's effects.


*Demon Wave: Consume*

Requirements: Demon Wave

While Gargantuan and in Hydrification's liquid form, you may consume 5 cubic feet of water as a bonus action to regain a number of hit points equal to your Constitution modifier, or half as many chakra points. At the end of each turn you are not touching water, you lose 5 chakra points or twice as many hit points.


Great Water Body

Requirements: Hydrification

Cost: 2-4 chakra

As an action, you rebalance the water in your body before converting it back into muscle elsewhere. Your movement speed increases by 10 feet, and you gain advantage on Strength and Dexterity saving throws. You may spend 2 additional chakra to use this as a reaction immediately before making a Strength or Dexterity saving throw. You must spend 2 chakra at the end of each of your turns to maintain this effect.


Great Water Body: Half-Moon Cut

Requirements: Great Water Body

Cost: 2 chakra

As an action, you divert even more of your body mass into your arms and legs. Any melee attacks you make deal an additional 1d4 bludgeoning damage and your movement speed increases by 10 feet. You must spend 2 chakra at the end of each of your turns to maintain this effect.


Hydrification Exploding Funeral

Cost: 2+ chakra

As a bonus action, you focus on liquefying your body immediately before your opponent makes contact. You gain a damage reduction of 5. You may increase this damage reduction by 1 for every additional chakra point spent. You must spend chakra equal to the total chakra spent to cast this jutsu at the end of each of your turns to maintain this effect.


Instant Water

Cost: 3 chakra

As a bonus action or reaction to being hit by an attack, you convert your chakra into high-speed water propelled from your feet. You move 15 feet in any direction, including straight up. You may double its cost to make an unarmed strike immediately after. If you use this as a reaction, the damage from the attack is halved.


Heavenly Weeping

Range: 30 feet

Cost: 5 Chakra

The user kneads Water Style chakra in their mouth into senbon and spits them at a creature within range as two ranged spell attacks. On a hit, they each deal 1d6 piercing damage. This jutsu can be used even if the user is restrained or incapacitated, but not unconscious


Falling Rain Needles

Cost: 8 chakra

Range 30 foot radius

Duration: Concentration, up to 1 minute

You convert pre-existing rain into a rain of unavoidable needles. Any creature that ends their turn touching the rain takes 20 - their AC slashing damage. If you have affinity in Water Style, this threshold increases by the average roll of your unarmed die.


Soap Bubble Ninjutsu

Cost: 15 Chakra

Range: 60 feet

Duration: 1 minute

You exhale a 15 foot radius cloud of bubbles. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage as they rupture a slew bubbles with explosive force. If you have Acid Style, you may make this an Acid Style jutsu, making it deal acid damage.


Rain Hail

Requirements: Soap Bubble Ninjutsu

Cost: 10 Chakra

As a bonus action, you harden one of your Soap Bubble Ninjutsu's clouds into rock-hard spheres and fill them with water, turning them into fist-sized, chakra-infused hail stones. Every creature within the cloud of bubbles must attempt a Strength saving throw. On a failure, they take twice as much damage as they would have from Soap Bubble Ninjutsu's Dexterity saving throw. On a success, they take half as much damage. Immediately after this jutsu occurs, Soap Bubble Ninjutsu ends.


Bubble Jutsu Drift

Requirements: Soap Bubble Ninjutsu

Cost: 10 chakra

Duration: Concentration, up to 1 minute

You encase every creature within 5 ft. of you inside a large bubble. This bubble has a 45 ft. flying speed, and this jutsu ends if it takes any damage.


Drowning Bubble

Requirements: Soap Bubble Ninjutsu

Cost: 7 chakra

Duration: Concentration, up to 1 minute.

Range: 30/60 feet

As an action, you create a dense bubble of water that floats as if it were empty. One creature within range must make a Dexterity saving throw. On a failure, they begin suffocating. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer suffocating. If they take at least 10 damage from a single effect, this jutsu automatically ends.


Steaming Danger Tyranny.

Requirements: Water Style Shadow Clone

Cost: 15 Chakra

The user creates a unique shadow clone that has twice the user's movement speed that constantly generates heat that is Small. Every time it moves at least 30 ft. on one of its turns, its size increases by 1 category. It may only use its action to detonate. Upon doing so, all creatures in a certain radius must succeed a Dexterity saving throw, taking the following damage on a failure or half as much on a success. This also causes you to not regain the base chakra spent to create the clone.

  • If the clone is Small, all creatures within 10 feet take 2d6 acid damage.
  • If the clone is Medium, all creatures within 10 feet take 2d8 acid damage.
  • If the clone is Large, all creatures within 15 feet take 2d10 acid damage.
  • If the clone is Huge, all creatures within 20 feet take 2d12 acid damage.
  • If the clone is Gargantuan, all creatures within 20 feet take 4d6 acid damage.


Rapid Thunder Whip

Cost: 7 chakra

Duration: 1 minute

As an action, you create a whip out of water. If counts as a simple weapon that you are proficient in, has the light property, deals an equal amount of slashing damage as your unarmed strikes, and dissipates immediately after it leaves your hand. While wielding this weapon, your unarmed strikes gain an additional +5 ft. of reach or you may make 1 additional attack with this weapon when you take the attack action.


Water Forge

Cost: 5-8 chakra

Jutsu Type: Bukijutsu

As a bonus action, you cover one melee weapon in your possession in a vortex of chakra. It gains an additional 5 feet of reach, you may force the target back 5 feet on a hit, and you may end this effect on a hit with the weapon to deal twice as much damage and force the target 30 feet away from you. You may use this jutsu as a reaction for 3 additional chakra when you are targeted by a melee attack, making an attack with the weapon in the process. If you are no longer within the attack's reach, the attack fails. You must spend 1 chakra at the end of each of his turns to maintain this effect.


Takigakure Style: Watercutting Sword

Cost: 4 chakra

Duration: 1 minute

As an action, you shape water in your hand into any non-magical weapon of your choice. If this weapon leaves your hand, this jutsu immediately ends. When you take fire damage, you may spend 2 chakra and end this jutsu to slash through the source, halving the damage you take.


Water Shield

Cost: 7 chakra

Range: 30 ft. radius

Duration: 1 minute

As a bonus action or reaction to being targeted by an attack or Dexterity saving throw, you create a ball of water that expands into a 5 ft. radius, 3 inch thick flat disc anywhere within range. This disc grants three-quarters cover, has 5 + your Intelligence modifier hit points and 16 AC. If you have affinity in Earth Style, you may spend 2 additional chakra point to grant the wall additional hit points equal to your average unarmed strike die roll, half as much of a bonus to its AC, or half of either bonus. You may move the disc anywhere within range at will once on each of your turns. If this disc leaves this jutsu's range, this jutsu immediately ends.


Water Mirror

Requirements: Water Style Shadow Clone

Cost: 3+ chakra

Range: 30 feet

As a reaction when you are targeted by an attack or saving throw from a creature within range, you may make a Water Style Shadow Clone (requiring the chakra necessary for that jutsu) that acts as a perfect replica of the creature, still using your statistics. The creature and clone automatically target each other with the same action. The clone acts on the creature's turn, and perfectly replicates their actions and movement. If the creature is casting a jutsu, the clone will as well, but must have as much chakra as the jutsu's cost. This also causes you to not regain the base chakra spent to create the clone.


Starchy Syrup Binding Rope

Cost: 8 chakra

Duration: Concentration, up to 1 minute.

Range: 30 feet

As an action, you spit a thick strand of water infused with sugars, turning it thick and sticky. One creature within range must make a Strength saving throw. On a failure, they are restrained. At the end of each of its turns, the target can retry this saving throw, ending this effect early on a success.


Water Flow Sensing Technique

Requirements: Chakra Sense

Cost: 4+ chakra

As a bonus action when you use your chakra sense, you cover the ground in a thin layer of water. Your chakra sense range is doubled, but is restricted to creatures touching the ground on the same level or below any ground you are touching. You may spend an additional 4 chakra to cause your chakra sense to last until the end of your next turn any time it would end while this jutsu is active.


Raging Jellyfish

Cost: 30 chakra

Duration: Concentration, up to 1 minute

As an action, you shape water into the form of a massive jellyfish around your body. Your size category increases by 1 to a maximum of Gargantuan and a minimum of Huge. Additionally, your reach increases by 5 feet, and your unarmed strikes target every creature within half your reach in addition to your target.


Black Rain

Cost: 8 chakra

When you cast a Water Style jutsu, you turn its substance a murky, black color. If the jutsu deals damage, you may change its base damage die to 2d8. When a creature is affected by a jutsu under the effects of Black Rain, they are soaked in black rain until the end of their next turn. When a creature takes damage while soaked, you may cause the black rain to react as a reaction, dealing an additional 2d8 damage of the same type. You may spend 2 chakra to regain your reaction.


*Water Style: Raging Rasengan*

Requirements: Rasengan

Cost: 15 chakra

Range: 60 x 25 foot line

As an action, you convert a rasengan formed from water style chakra into a torrential cyclone. Every creature within range must succeed a Dexterity saving throw, taking 3d10 cold + 3d10 slashing damage on a failure and are knocked prone. On a success, they take half as much and are not knocked prone.

Lightning Style

Regarded as the hardest chakra nature for young shinobi to learn, Lightning Style jutsu eat away at the user's chakra reserves at an unparalleled rate, but deal a vast amount of damage compared to any other basic nature.

Hand Seal Jutsu

Basic Lightning Style Technique

Cost: 1 chakra

Duration: 1 minute

Range: Self

As a bonus action, you can increase your movement speed by 5 ft. and you can produce small amounts of lightning. This lightning can be focused into a weapon or unarmed strike to give off 5 feet of bright light and deal an extra 1d4 lightning damage. Dealing this additional lighting damage ends this effect instantly.


Lightning Ball

Cost: 9+ chakra

Range: 30 feet

You create 3 balls of cracking electricity. Each ball can be directed at a creature dealing 1d4 lightning damage and pushing the target 5 feet in a direction of your choice per ball. You may spend 3 chakra to fire 1 additional bullet.


Lightning Style Shadow Clone

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with lightning Style chakra. When it is destroyed by any means other than being dispelled, it deals 2d8 lightning damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.


Thunderbolt

Cost: 5 Chakra

Range: 20 foot radius

Focusing an immense amount of chakra in both of your hands, you release a wave of lightning. All creatures within range must attempt a Constitution saving throw. On a failure, they take 2d4 lightning damage.


Black Panther

Cost: 30 Chakra

You fire forward a blast of black lightning that takes the form of a black panther. Each creature in a 20 ft. by 80 ft. line must make a Dexterity saving throw, taking 6d12 force damage, or half as much damage on a success.


Chidori

Cost: 8-16 chakra

Range: 15 feet

As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Make a melee spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.


Lightning Cutter

Requirements: Chidori

Cost: 4 chakra

Your mastery of the Chidori is advanced enough to even cut a lightning bolt. When a creature or line area of effect enters Chidori's dash range, you may use Chidori as a reaction against the creature or line. If attacking a line, the effect's DC or attack roll counts as its AC. On a hit, any of the effect's range that is not between you and its source no longer has any effect.


Lightning Cutter One Flash

Requirements: Lightning Cutter

Cost: 4 chakra

Your Chidori has evolved yet again, being powerful enough to not only cut lightning, but the earth itself. When you use Chidori, you may move up to half your movement speed. This movement counts as burrowing. On a hit, you may cause you and the target to move any remaining distance in the same direction.


Chidori Katana

Requirements: Chidori Current

Range: Self

Cost: 13 chakra

Duration: 1 minute

Jutsu Type: Bukijutsu

You imbue one melee weapon you are holding with Chidori current. If you do not have a dojutsu active, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise, they have disadvantage. On a hit, they take an additional 2d6 + your Intelligence modifier lightning damage.


Lightning Burial: Banquet of Lightning

Cost: 6+ chakra

Range: 30 feet

You generate a massive amount of lightning chakra that zigs and zags through materials seeking a living target automatically. One creature within range takes 1d6 lightning damage. This jutsu's range may pass through objects and attack creatures that you are not aware of the location of. If you attempt to do so and such a creature does not exist, the closest creature within range takes the damage instead. You may spend 3 chakra to deal an additional 1d6 lightning damage.


Lightning Strike Armor

Cost: 8 chakra

Duration: Concentration, up to 1 minute

Calling down lightning around your body, you are covered in blinding electricity, enhancing your reaction speed and coursing Lightning Style chakra into any creature that attacks you. You gain the following:

  • You a +3 bonus to your AC.
  • When a creature hits you with a melee attack, they take 1d6 lightning damage.


Lightning Fish

Cost: 7 chakra

You shape your chakra into a nearly-sentient chakra-based lifeform, creating a Lightning Fish within 10 feet of you.


Thunderswords Technique: Remote Control

Cost: 12 chakra

Range: 60 feet

Jutsu Type: Bukijutsu

As an action, you course electricity through any weapons you are wielding, manipulating them like a puppet. You count as wielding them in the same hands you were before using this jutsu, but you may move them a number of feet up to your movement speed on each of your turns up to this jutsu's range from you, they move in relation to you when you move, and may use them as if you were wielding them. You must spend 1 chakra per weapon at the end of each of your turns to maintain this effect.


Thunder Bomb

Cost: 3-9 chakra

Jutsu Type: Bukijutsu

As an action, you focus lightning into the blade of your weapon, enhancing both the blade and lightning's power. Make an attack against one creature within twice your weapon's reach. On a hit, they take your weapon's damage as lightning damage. You may spend 3 additional chakra to cause this jutsu to deal twice as much damage, or two give its attack roll advantage.


Rock Avalanche

Cost: 1+ chakra

Range: Touch

Touching an object, you dump active lightning style chakra into it. The object takes an amount of lightning damage equal to four times the chakra spent. If the object is destroyed, it explodes. All creatures within 5 feet if it was Tiny, 10 feet if it was Small, 15 feet if it was Medium, 20 feet if it was Large, 30 feet if it was Huge, or 60 feet if it was Gargantuan must attempt a Strength saving throw. On a failure, they take an amount of damage equal to the damage dealt to the object divided by the number of creatures within range. On a success, they take half as much damage.


Lightning Illusion: Flash Pillar

Cost: 12 chakra

Range: 20 foot radius

Jutsu Type: Genjutsu

As an action, you release a brilliant blast of chakra around you, burning an image into the eyes of everyone around you temporarily. Every creature within range must make a Wisdom saving throw. On a failure, they take 1d4 lightning damage and are blinded until the end of your next turn.


Lorentz Gun

Cost: 12 chakra

Range: 15 feet

Duration: Concentration, up to 1 minute

As an action, you erect an electromagnetic field in a 30 ft. line within range. If the field is no longer within range, this jutsu ends. Any thrown weapon attacks with metal weapons against creatures within this line have advantage and deal twice as much damage.


*Lightning Style: Zeus's Gauntlet*

Cost: 4-8 Chakra

As a bonus action, you cloak your entire fist in a large, super-concentrated mass of lightning chakra for 4 chakra. You may either make 1 additional attack when you take the Attack action or your unarmed strikes gain +10 additional feet of reach, and your unarmed strikes or weapon attacks with metal weapons deal lightning damage. This lasts until you attack. You may use this as a reaction for 8 chakra to gain advantage on a saving throw or grant an attack disadvantage if it deals lightning damage.


*Field of Raijin*

Cost: 12 Chakra

Range: 60 feet

All creatures in a 15-foot radius must succeed a Constitution saving throw. On a failure, they are restrained for 1 minute and take 2d8 lightning damage. On a success, they take half as much damage and are not restrained. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.

Non-Hand Seal Jutsu[edit]

Thunder

Cost: 3 chakra

Range: 25 foot cone

As an action, you fire countless sparks of lightning. Each creature in the cone must make a Dexterity saving throw. On a failure, the creature takes 2d6 + your Intelligence modifier lightning damage. Half as much on a success.


Lightning Rod

Cost: 4 chakra

Immediately after you hit with an attack with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity that travels through your body transferring the electricity to the body of the target that you hit. The target must make a Constitution saving throw. On a failure, it takes 3d6 + your Intelligence modifier lightning damage and is stunned until the end of its next turn. Half as much damage on a success.


Lightning Transmission.

Requirements: Chidori

Range: 40 ft. line maximum beginning and ending at each creature

Cost: 16 chakra

You and another creature capable of using the Chidori, which can include a shadow clone, must be within 5 feet of each other. As an action, you create a cable of electricity between each other. While this is active, both creatures move on the earliest initiative count between the two and are unable to use one hand. Any creature who crosses or is crossed by this line must succeed a Dexterity saving throw. On a failure, they take 10d6 + the highest between the two creature’s Intelligence modifier lightning damage. If a creature succeeds this saving throw, it cannot be subject to it until the beginning of your next turn. You must spend 2 additional chakra to keep this active, otherwise, it dissipates at the beginning of your next turn. If you do not have a dojutsu active, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise, they have disadvantage.


Chidori Senbon

Requirements: Chidori

Cost: 6 chakra

Range: 20 foot cone

Jutsu Type: Bukijutsu

As a bonus action, you transform your Chidori into a flurry of needles. The target must make a Dexterity saving throw, taking 3d4 + your Intelligence modifier lightning damage on a failure, or half as much damage on a success.


Chidori Spear

Requirements: Chidori

Cost: 10+ chakra

Range: 40-120 foot line

As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. Holding your hand out to point it, the beam shoots and forward at a terrifying speed. All creatures in range must make a Dexterity Saving Throw, taking 5d8 + your Intelligence modifier lightning damage on a failure, or taking half as much damage on a success. You can expend 3 chakra to increase the range by 40 feet to a maximum of 120 feet.


Chidori Current

Requirements: Chidori

Range: 20 ft. radius

Cost: 16 chakra

As an action, you plunge a Chidori into the ground, releasing its energy around you. All creatures within range must attempt a Constitution saving throw. On a failure, they take 2d8 + your Intelligence modifier lightning damage and are pushed 15 feet away from you. On a success, they take half as much damage and are not moved. You may spend 9 additional chakra to use this as a reaction.


Lightning Beast Tracking Fang

Requirements: Chidori

Cost: 18 minimum, 26 maximum

Range: 60 feet

As an action, you gather lightning into your hand; launching it toward your target in the shape of a wolf. Make a ranged spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.


Lightning Cloak

Cost: 5 chakra

As a bonus action, you wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain the following:

  • Your movement speed increases by 15 feet.
  • You gain advantage on Dexterity saving throws.
  • You gain a +1 bonus to melee attack and damage rolls and AC.
  • You must spend 2 chakra at the end of each of your turns.


Kirin

Cost: 20 chakra to create the cloud, 10 chakra to create the lightning bolt

Range: 120 feet

Duration: 1 minute

As an action, you shape thunder clouds out of your chakra. As an action up to 1 minute afterward or if you are under a natural storm, you can summon a lightning bolt anywhere within range. 100 hit points of creatures or objects in a 1000 ft. line extending upward (as per spells like Sleep) are reduced to 0 hit points. If there is any damage remaining after this, all creatures in a 30-foot radius of the point must attempt the Constitution saving throw, taking 10d6 + your Intelligence modifier lightning damage, or half as much on a success. After this jutsu is used, the storm clouds dissipate.


Vanishing Rasengan

Requirements: Rasengan

Cost: 4+ Chakra

Range: 150 feet

You focus your chakra into a tiny spinning ball and add your lightning affinity to it, this causes the Rasengan to fade from sight and appear to have dissipated when thrown. This gives the Jutsu a special and unorthodox property.

As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.

On a hit, the target takes 3d6 force damage and must roll a strength saving throw or be pushed back 10 feet away and knocked prone. You can increase the damage by 1d6 per chakra point spent.

Alternatively, you can throw the Vanishing Rasengan to track its target. In that mode, the Vanishing Rasengan has no limit in its range but travels at a speed of 40 feet and moves at the initiative count of 20. The Rasengan takes the fastest route to its target, but cannot dodge obstacles.


*Vanishing Rasenshuriken*

Requirements: Rasenshuriken, Vanishing Rasengan

Cost: 20+ Chakra

Range: 120 feet

This altered Rasengan combines the principles of Wind Release: Rasenshuriken with the advantages of Vanishing Rasengan.

As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.

On a hit, the target takes 15d6 + your Intelligence modifier Force damage from the impact of the Rasengan and 10d6 thunder damage from the following explosion. You can increase the damage by 1d6 per chakra point spent. Anyone within 10 feet of the impact must make a Constitution saving throw against the explosion. On a failed save, they take 2d8 lightning damage and lower their intelligence, dexterity, and wisdom scores by the resulting damage as lightning courses through them, shutting down their nerves as it makes its way through their central nervous system.

Creatures immune to lightning damage and/or who have an Intelligence score of 1 automatically pass the saving throw. Creatures with resistance to lightning damage have advantage on the saving throw.

This effect is cured by Greater Restoration.


Purple Lightning

Cost: 14+ chakra

Range: 30 feet

As an action, you create a more stable, less risky variant of the Chidori. Make a ranged spell attack, or move this jutsu's range and make a melee spell attack. On a hit, it takes 5d6 + your Intelligence modifier lightning damage. You can deal an extra 1d6 lightning damage or increase its range by 5 ft. for every 2 additional chakra points.


Lightning Water Dragon Bullet

Requirements: Water Style

Cost: 5 chakra

You expel a dragon made of water and imbue it with lightning. You make a ranged spell attack against 1 creature within 15 feet, paralyzing them until the end of their next turn on a successful hit.


Lightning Strike

Cost: 10 chakra

Range: 30 foot line

You shoot a bolt of lightning from your hands. Each creature within range must make a Constitution saving throw. On failure, they take 2d6 lightning damage, and they gain a -1 penalty to any rolls they add their Intelligence and Dexterity modifier to until the end of their next turn. On success, they take half damage.


Lightning Dragon Tornado

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Range: 60 feet

As an action, you can form a dragon from your own lightning chakra. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to thunder damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d6 piercing damage
    • Claw deals 1d4 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breathe.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 lightning damage on a successful hit.


Lariat

Cost: 10-30 chakra

You supercharge your muscles and charge at 15-45 feet in a straight line and slam your extended arm into their neck and upper chest. They must succeed a Dexterity saving throw. On a failure, they take 4d12 + your Strength or Dexterity modifier bludgeoning damage. You may increase this damage by 1d12 for every 5 additional chakra points spent to a maximum of 8d12.


Liger Bomb

Cost: 15 chakra

Requirements: Lightning Cloak

While you are Grappling a creature while in Lightning Cloak, you lift them into the air and slam them into the ground. Both you and the target become prone and they must attempt a Constitution saving throw. On a failure, they take 8d6 + your Strength or Dexterity modifier force damage. On a success, they take half as much damage.


Lightning Chakra Mode

Requirements: Lightning Cloak

Cost: 5 chakra

As a bonus action while Lightning Cloak is active, you push your lightning chakra to the limit. You gain the following:

  • Your movement speed increases by 15 feet.
  • You gain a +1 bonus to melee attack and damage rolls and AC.
  • You may spend 5 chakra on your turn to take an additional action.
  • You must spend 3 chakra at the end of each of your turns.


Lightning Oppression Horizontal

Cost: 20 chakra

As an action, you enhance your speed and strength into a single chop at the target's neck. Make an unarmed strike. On a hit, they take your unarmed strike's damage. If you succeed by 10 or more, or if you make a critical hit, they take this attack's maximum damage, the damage is doubled. These effects do not stack with the effects of a critical hit. If the target is reduced to 0 hit points by this jutsu, they must attempt a Constitution saving throw. On a failure, their spine is snapped, causing them to become paralyzed until healed by greater restoration or a similar effect.


Jigokuzuki

Cost: 5+ chakra

This technique has been compared to the Chidori in that the user cloaks their hand in lightning and thrusts it into a creature. Unlike the Chidori, however, it puts a strain on the body, rather than the mind, and can be used with a varying number of fingers. As a spell attack, you deal 5d6 + your Constitution modifier lightning damage. You may spend 2 additional chakra to deal an additional 1d6 damage. You may decrease damage by 1d6 to add 1d4 to your attack roll. After using this, the user takes 10 lightning damage.


Lightning Blade Jutsu: Thunderbolt

Cost: 4 Chakra

Range: 10 foot radius

Requirements: Kiba

Jutsu Type: Bukijutsu

Holding both Kiba blades weapons above your head, you create a shockwave of lightning in your immediate vicinity. All creatures within range must attempt a Constitution saving throw, taking 2d4 lightning damage and being pushed outside of this jutsu's range on a failure, or taking half as much damage on a success.


Thunder Gate

Cost: 20+ chakra

Range: 20 foot square

As an action, you inject an absurd amount of lightning style chakra into the ground that flashes into the sky before raining down around you. At the beginning of your next turn if you are not incapacitated, roll 2d20 five times. The first d20 represents how many 5 foot cubic spaces to the right of the bottom left corner from your point of view of this jutsu's range a lightning bolt lands, and the send represents how many spaces up it lands. Every creature within a space a lightning bolt lands must attempt a Constitution saving throw, taking 2d6 + your Intelligence modifier lightning damage, or half as much on a success. You may dictate the roll of 1d20 that was rolled to determine a lightning bolt's position for every 2 additional chakra points spent.


Depth Charge

Cost: 10 Chakra

As a reaction to being hit with a melee attack, you channel lightning chakra harmlessly through your body and into the attacker's. They must attempt a Constitution saving throw, being thrown 20 feet from you and taking 2d8 lightning damage on a failure, or moving half as far and taking half as much damage on a success.


Shocking Soak

Cost: 5 chakra

Jutsu Type: Bukijutsu

When you make a weapon attack, you instead plunge your weapon directly into the ground near the target. On a hit, they take no damage, but become paralyzed until the end of your turn.


Snake Lightning

Cost: 10 chakra

Range: 40 foot line

As an action, you create a twisting current of electricity. All creatures in range must make a Dexterity saving throw, taking 5d6 + your Intelligence modifier lightning damage on a failure, or taking half as much damage on a success. This jutsu ignores cover.


False Darkness

Requirements: Snake Lightning

Cost: 8+ chakra

Range: 40 foot line

As an action, you spit spears of lightning. All creatures in range must make a Dexterity saving throw, taking 3d6 + your Intelligence modifier lightning damage on a failure. This jutsu ignores cover. You may create an additional line that does not overlap for every 4 additional chakra points spent.


*Kagutsuchi: Onyx Chidori Lament*

Requirements: Amaterasu, Chidori, Susano'o, Heaven's Curse

Cost: 16+ chakra

Range: 15 feet

As an action, you focus all of your visual prowess into a single Chidori. You rush to the target, attempting to shove your hand into the target’s chest. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Make a melee spell attack. On a hit, it takes 1d10 piercing damage, 4d10 + your Intelligence modifier lightning damage, and 1d10 + your Intelligence modifier fire damage; and they take 2d10 + your Intelligence modifier fire damage at the beginning of each of their turns. You can expend additional chakra to deal an extra 1d10 lightning damage for every additional chakra point. This jutsu ignores immunity, resistance, and vulnerability.


*Raijū Art*

Cost: 10 chakra

Duration: 1 minute

You imbue your body with a unique type of golden lightning chakra. You become immune to lightning damage. When you would take lightning damage, you instead regain a number of chakra points equal to 1/4 of the damage dealt. This effect does not happen on lightning damage with an effect that negates immunity, such as the onyx Chidori.


*Negative Emotion Raijū Mode*

Requirements: Raijū Art

Cost: 10 chakra

Duration: 1 minute

While Raijū Art is active, you may imbue your body with raijū lightning chakra which is then passively focused through your majorly negative emotions, granting you a golden aura. This can not be used with Positive Emotion Raijū Mode. While in this form, you gain the following:

  • Your unarmed strikes deal lightning damage.
  • Your movement speed increases by 15 feet.
  • You may add your proficiency bonus an additional time to one saving throw of your choice per round.
  • You may add a +2 to all Lightning jutsu attack rolls, damage and saving throws.


*Positive Emotion Raijū Mode*

Requirements: Raijū Art

Cost: 10 chakra

Duration: 1 minute

While Raijū Art is active, you may imbue your body with raijū lightning chakra which is then passively focused through your majorly positive emotions, granting you a calm blue aura. While this jutsu is active, as an action or bonus action, you can convert your body into lighting. While in this form you gain the following:

  • You cannot use jutsu or spells in this form.
  • You gain a +2 to your ac and regain 2 chakra at the end of each of your turns while this is active.
  • Your unarmed strikes deal lightning damage and deal an additional d4 of Thunder damage.
  • You can squeeze through any sized opening, and your movement speed increases by 25 feet.


*Lightning Style: Yata Wall*

Cost: 35 Chakra

As a reaction when you are targeted by a jutsu or spell that deals damage, you slam your palm into the ground, erect a wall of lightning with a red stone in its center. The jutsu or spell has no effect, and you cast the jutsu or spell in the direction of the caster using your own spell save DC or spell attack bonus and it deals lighting damage.


*Railgun*

Cost: 4-12 Chakra

Jutsu Type: Bukijutsu

As part of one thrown weapon attack with a metal attack, you channel electromagnetic force behind your weapon. Its damage is increased by 1d6 and its range is increased by 15 feet. You may add an additional 1d6 damage and increase its range by 15 feet for every 2 additional chakra. At 8 chakra, the attack has advantage. At 12 chakra, you may make the attack deal half damage to become an automatic hit.


*Art of Lightning*

Cost: 15 Chakra

Duration: 1 minute

You gain advantage on Dexterity and Constitution saving throws and attack rolls. If your lower roll would miss, you take 2d6 lightning damage. Additionally, when you cast a lightning-style jutsu, you do not need to weave hand signs.

Yang Style

Yang Style chakra is the purified energy of the physical world.

Hand Seal Jutsu

Basic Yang Style Technique

Cost: 3 chakra

Range: Touch

Duration: 1 Minute

As a bonus action, you restore the yang chakra in a creature's body. The target gains advantage on rolls against being paralyzed, petrified, or poisoned.


Universal Assimilation Jutsu

Cost: 5 chakra

Duration: 1 minute

You temporarily convert your body into a material you are touching using yang chakra, granting you one of the following effects:

  • Wood: You gain resistance to bludgeoning damage, but vulnerability to fire damage.
  • Stone: You gain resistance to fire damage, but vulnerability to bludgeoning damage.
  • Metal: You gain resistance to non-magical bludgeoning, piercing, and slashing damage, but vulnerability to acid and lightning damage.


Body Cultivation Jutsu

Cost: 5 chakra

Range: Touch

You feed chakra into a piece of flesh, slowly growing it. Using this jutsu once allows the piece of flesh to be attached to and promptly absorbed by a creature, granting them 5 temporary hit points or creating a small body part, such as an eye or finger. Created body parts can not have special properties, such as being dojutsu. Using this jutsu 5 times allows one to regrow a single limb.


Inorganic Reincarnation

Cost: 4 chakra

Duration: 1 minute

Range: 120 foot radius

As an action, you channel yang chakra into the world around you. Until this jutsu ends, you may move any one inanimate object that is a 10 ft. cube or smaller not being held or worn by a creature or suspended in the air within range up to 20 feet in any direction at will once on your turn. You may make an unarmed strike using an object by spending 5 feet of the object's movement.


Fission Technique

Requirements: Shadow Clone Jutsu

Cost: 0 Chakra

When you create shadow clones, instead of spending chakra, you instead divide your chakra and hit point maximums evenly among yourself and any clones created. These clones can not be dispelled, and they are not destroyed when you fall unconscious. When a clone is destroyed, its chakra and hit point maximums are divided evenly among the remaining clones at the end of their next long rest.


Dead Soul Jutsu

Duration: Concentration, 1 minute

Cost: 4 chakra

As an action, you force the heart of a corpse within 15 ft. of you to start beating again and control their body with your chakra. You can control this corpse at will. It acts on your turn and uses your actions and movement speed. The corpses do not benefit from any dojutsu or Path of Suffering features you may have.


Scattering Thousand Crows

Duration: Concentration, 1 minute

Cost: 5 chakra

Range: 60 feet (15 foot radius)

As an action, you cover a 15 ft. radius area with crow-like Yang Style chakra constructs that swarm and nip at anything within range. The area becomes heavily obscured, and any creature that moves 5 ft. within this area takes 1 piercing damage. You may move this area up to thirty feet on your turn as a bonus action, causing any creatures it passes through or whose space it occupies to take 1 piercing damage.


Crow Style Shadow Clone

Cost: 5 chakra

Requirements: Shadow Clone Jutsu, Scattering Thousand Crows Jutsu

When you create a shadow clone, you may imbue it with Yang Style chakra. When it is destroyed by any means other than being dispelled, the area it was destroyed in becomes the center for a casting of Scattering Thousand Crows Jutsu. This also causes you to not regain the chakra spent to create the clone.


Flower Ninja Art

Cost: 2 chakra

Range: 30 foot radius

As an action, you weave life energy into any non-living thing around you that can sustain any amount of plant life, causing golden flowers to sprout and bloom. These flowers live, grow, and die like any other flower. While not powerful alone in combat, various jutsu can easily enhance this technique's strength.


Many Blooming Flowers

Requirements: Flower Ninja Art

Cost: 10 chakra

Duration: 1 minute

When you use Flower Ninja Art, you fill each flower with an overflowing amount of chakra, at least for a plant. The next damaging area of effect jutsu or spell that targets any part of the created area of flowers targets any creature touching the flowers as well for this jutsu's duration.


Many Releasing Flowers

Requirements: Flower Ninja Art

Cost: 1-7 chakra

Duration: Concentration, up to 10 hours

As a bonus action, you set one 30 foot radius area of golden flowers you can touch to burst. A creature may attempt a Arcana check to realize the field has been charged when they take the Search action. At will while this jutsu is active, you may cause them to explode, destroying the area and forcing every creature within the area to attempt a Constitution saving throw. On a failure, they take 3d6 fire damage. On a success, they take half as much damage. You may increase the damage this jutsu deals by 1d6 for every 2 chakra spent to a maximum of 6d6.


Mirror Flower Water

Requirements: Flower Ninja Art

Cost: 10 chakra

Range: 30 feet

Jutsu Type: Genjutsu

As an action, you cause a 30 foot radius area of golden flowers within range to spring into the air, flowing their Yang Style chakra into up to 3 creatures within the flowers, who must attempt a Intelligence saving throw. On a failure, everything around them becomes lightly obscured to them. If an area they can see would already be lightly obscured, it is instead heavily obscured. After casting this jutsu, the chosen area of flowers is destroyed.


Flower Shuriken: Falling Blossoms and Scattering Leaves

Requirements: Flower Ninja Art

Cost: 6 chakra

Range: 30 feet

Duration: 1 minute

Jutsu Type: Bukijutsu

As an action, you cause a 30 foot radius area of golden flowers within range to spring into the air, using their Yang Style chakra to harden into metal blades. When you would make an attack while the chosen area is within range, you may make a ranged spell attack against a target within 30 feet of the field, dealing 1d6 radiant damage on a hit. You may do this up to 5 times during this jutsu's duration.


Word Bind

Cost: 5 chakra

Range: 30 feet

As an action, you turn words into reality through infusing your writings with chakra. One creature within range is effected by one of the following unless they spend this jutsu's cost:

  • Manipulate - the target is charmed by you until the end of your next turn. While charmed in this way, they are controlled by you on their turn, but can only use features you have.
  • Destroy - they take 10 psychic damage.
  • Weight - they take 5 non-magical bludgeoning damage, their movement speed is decreased by 10 feet, and they weigh 1.5x as much.
  • Explode - every creature within 10 feet of the target take 5 non-magical bludgeoning damage. Any creature within this area may spend the chakra to resist this jutsu.

Curse Mandala

Cost: 10 chakra

Duration: Concentration, up to 1 minute.

Range: 30 ft.

As an action, you create a solid pyramid of chakra around one creature that is no more than one size larger than you within range, who must make a Strength saving throw. On a failure, they are restrained. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained. On a failure, they take your unarmed damage. You must spend your action on each of your turns to maintain this jutsu while concentrating on it. If you make a bonus action or reaction, or move, your concentration checks have disadvantage until the beginning of your next turn.


Casualty Puppet

Cost: 15+ chakra

As an action, you may absorb the corpse of one creature that has been dead for no longer than 1 minute you can touch. While a creature is absorbed, you gain a number of jutsu or proficiencies equal to your Intelligence modifier that they have. You may have a number of creatures absorbed equal to your Constitution modifier. Each corpse has your AC and 1/10th your hit points, and manifests somewhere on your body. If a corpse is reduced to 0 hit points, it no longer counts as absorbed.

You may make a number of additional actions or reactions equal to the number of creatures absorbed, but you must spend a number of chakra equal to the number of creatures absorbed + 1 per action or reaction, regaining all uses at the beginning of your next turn. After spending this chakra, you must attempt a DC 15 Charisma saving throw. On a failure, you go berserk until the end of your next turn.

Non-Hand Seal Jutsu[edit]

Healing Bite

Cost: 2+ chakra

As an action, you can line a part of your body with a creature’s mouth, allowing them to bite you. Alternatively, a creature that knows about this jutsu can use its action to bite you. You take 1d4 + their Strength modifier piercing damage. A friendly creature deals half as much damage. After being bitten in any of these ways, they may force you to lose any number of chakra points, healing them for twice as many hit points. If unconscious, the target is given a chosen amount of chakra.


Chakra Suppression Technique

Cost: 4+ chakra

Range: Touch

Duration: Concentration, up to 1 hour

As an action, you reduce the chakra signature of one willing creature within range to near 0. Until this jutsu ends, the creature becomes immune to chakra sense, but can not use jutsu. You may target one additional creature within range for every 4 additional chakra spent.


Body Pathway Derangement

Cost: 5 chakra

Duration: 1 minute

As a melee spell attack, you attempt to cut off the flow of yang chakra in a creature's nervous system. On a success, they become paralyzed. At the end of each of their turns, they may attempt an Intelligence saving throw, ending this effect early on a success.


Odor-Concealing Bubbles

Cost: 5 chakra

Duration: 1 minute

As an action, you combine your chakra with the odor of any willing creatures within your reach, producing a 30 ft. radius cloud of bubbles that completely mask their scent, causing them to be unable to be smelled until this jutsu ends or they leave the bubble.


Smell Sphere

Cost: 2 chakra

Range: 15 feet

As an action, you enhance one smell of your choice within your reach with chakra, causing it to become unbearably strong. One creature within range must attempt a Constitution saving throw. On a failure, they are stunned until the end of their next turn. If a creature has advantage on Perception checks related to smell, they have disadvantage on this saving throw, and they lose this advantage for 1 minute on a failure.


Hair Bind

Cost: 3 chakra

As a free action, one creature within twice your reach must attempt a Dexterity saving throw as you manipulate your hair into a lengthy rope. On a failure, they are grappled. They may retry this saving throw at the end of each of their turns, ending this effect on a success. You may end this effect as an action to throw them a number of feet up to your Strength modifier x 10 in a direction of your choice.


Hair Needle Senbon

Requirements: Hair Bind or Wild Lion's Mane

Cost: 2+ chakra

As a free action, you convert your hair into long, sharp needles, making a single thrown senbon, throwing three senbon, attack without losing any weapons. You may spend 1 chakra whenever you would be able to make any kind of attack to instead make a senbon attack in this way. This lasts until the end of your turn.


Sharp Hair Spear: Might

Requirements: Hair Needle Senbon

Cost: 3 chakra

When you use Hair Needle Senbon, you strengthen your hair needles into massive spikes. Whenever Hair Needle Senbon or a jutsu that relies on it would allow you to make a senbon attack, you instead make a spear attack. Whenever a jutsu would allow you to throw an additional senbon as part of the same attack, the spear attack instead gains a +1 bonus to attack and damage rolls. This lasts until Hair Needle Senbon ends.


Needle Hell

Requirements: Hair Needle Senbon

Cost: 5 chakra

When you use Hair Needle Senbon, you increase the force and precision of the assault. Until Hair Needle Senbon ends, your critical hit threshold increases by +1 (i.e. scoring a critical hit on a 20 → 20-19 → 20-18) exclusively for senbon attacks. This lasts until Hair Needle Senbon ends.


Beast-Human Needle Senbon

Requirements: Hair Needle Senbon

Cost: 4+ chakra

When you use Hair Needle Senbon, you recklessly fire needles in all directions. Your senbon attacks from Hair Needle Senbon target every creature within range, but only count as one thrown senbon. You may spend 1 chakra on each senbon attack to throw 1 additional senbon as part of the same attack. This lasts until Hair Needle Senbon ends.


Rabbit Hair Needle

Requirements: Hair Needle Senbon

Cost: 4+ chakra

When you use Hair Needle Senbon, you continuously regenerate and fire numerous needles, extending Hair Needle Senbon's duration to the end of your next turn. You may double your senbon attacks' range when you use this jutsu for every 3 additional chakra points spent until Hair Needle Senbon ends.


Dustless Bewildering Cover

Cost: 10 chakra

Duration: 1 minute

You cover yourself in chakra that masks your presence, becoming completely invisible and immune to Chakra Detection until you take an action or the end of the duration.


Arm Growth Technique

Duration: Concentration, 1 minute

Cost: 6 chakra

As an action, you grow an additional pair of muscular arms from your shoulders. You gain a climbing speed equal to your movement speed, and your melee attacks gain a +1 bonus to damage rolls.


Repulsion Shockwave Jutsu

Cost: 4+ chakra

Range: 5 foot radius

As an action, each creature within range must succeed a Strength saving throw or take 1d8 force damage and be pushed to the edge of this jutsu’s range. You can add 1d8 damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra points spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. You may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to miss in addition to its normal effects.


Curse Technique: Death Controlling Possessed Blood

Duration: 1 minute

Cost: 5 chakra

You must create a 10 foot radius symbol on the ground using blood as an action. Then, as a bonus action on the same turn as dealing damage to a creature using a melee attack, you can consume their blood. This does not work against Constructs or Undead. For this jutsu’s duration, any damage dealt to you deals equal damage to the creature whose blood you consumed. Exiting the radius in anyway ends the jutsu.


Curse Technique: Body Controlling Manipulated Blood

Cost: 5 chakra

Requirements: Curse Technique: Death Controlling Possessed Blood

As an action while Curse Technique: Death Controlling Possessed Blood is active, you bind the ritual's power to one object that entirety fits within the symbol. Damage dealt to you no longer damages the creature, but damage to the object does. As a reaction when you take damage, you may force the effect to also target the creature tied to the ritual.


*Yang Style Shadow Clone*

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with Yang Style chakra. It becomes unable to speak, you do not gain its memories when it is dispelled, and has disadvantage on any Wisdom, Intelligence, and Charisma checks and saving throws, but advantage on Strength, Dexterity, and Constitution checks and saving throws. This also causes you to not regain the base chakra spent to create the clone.


*Yang Style: Draining Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you imbue your Rasengan with dense Yang Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and they must attempt a Constitution saving throw as the rotating chakra of the Rasengan conducts their physical energy, ripping it from their body. On a failure, they gain 1 level of exhaustion and are pushed 20 ft. away. On a success, they do not gain exhaustion and are not pushed.

Steel Style

This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike Magnet Style’s manipulation of magnetic fields.

Hand Seal Jutsu

Murderous Grasp

Cost: 2+ chakra

Duration: 1 minute

As a bonus action, you extend chakra-metal wires from your fingertips. Your unarmed strikes deal magical slashing damage, and your reach increases by +5 ft.


Wire Cage

Cost: 3 chakra per turn/9 if used as a reaction

Duration: Until the beginning of your next turn.

Requirements: Murderous Grasp

As an action or a reaction when you are targeted by a ranged attack, you rapidly spin, leaving a trail with your wires to create an impenetrable dome. Any creatures in a 10 ft. radius of you must make a Strength saving throw, taking twice your unarmed strike damage on a failure, or half as much on a success. If a creature enters this range after the initial use, they must succeed a Dexterity saving throw or take 1d8 + your Intelligence modifier magical slashing damage. Additionally, you gain advantage on Strength, Dexterity, and Constitution saving throws.

Non-Hand Seal Jutsu

Basic Steel Style Technique

Cost: 0-5 chakra

Range: 30 feet

Duration: Instantaneous of 1 hour (see below)

As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose material, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success.
  • If you target an area of loose metal, you can reduce it to dust for 1 hour for 5 chakra. This metal dust is stored ambiently around you and does not count against your carrying capacity. You may only have up to 5 cubic feet of metal under these effects at a time, and it no longer counts as loose metal if it is spent on a jutsu.
  • You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.

If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Black Iron Fist

Cost: 5 chakra

Duration: 1 minute

You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet, deal an additional 1d4 of damage and you may grapple 1 additional creature at a time.


Steel Weapon Creation

Cost: 2 chakra per weapon

Range: 30 feet

As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage.


Black Iron Wings

Cost: 5 chakra

Duration: 5 minutes

You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings.


Iron Chain World

Cost: 2 chakra per foot of metal

Range: 10 foot per foot of metal line

You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success.


Secret Technique: Black Iron

Cost: 20 chakra

Range: 30 foot radius

Duration: 1 minute

Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are restrained. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become paralyzed and no longer age or require food, water, or air until another creature removes the seal.


Impervious Armor

Cost: 8 chakra

Range: Self

Duration: 1 minute

As an action or reaction to being attacked, you cover your body in at least 1 square foot of metal. You gain a +3 bonus to your AC and you become immune to non-magical slashing, piercing and bludgeoning damage, resistant to magical slashing, piercing, and bludgeoning damage, and vulnerable to acid and lightning damage. You may end this jutsu as an bonus action.


Carbon Control

When you cast a Steel Style jutsu, you convert the very carbon within your body into a thick sheet of tubes. You may spend 5 hit points to replace each cubic foot of metal the jutsu requires.


Carbon Whip

Requirements: Carbon Control

Cost: 8 chakra

As a bonus action, you reconstruct 5 cubic feet of metal into long, malleable extensions at the end of your fingers. Your unarmed strikes target every creature in a 20 foot cone, using the same attack and damage rolls. You must spend 2 chakra at the end of each of your turns to maintain this effect.


Carbon Armor

Requirements: Carbon ControlImpervious Armor

Cost: 8 chakra

Duration: Concentration, up to 1 minute

As an action while Impervious Armor is active, you become truly invincible, covering yourself in an inch-thick suit of diamond-hard armor made of 5 cubic feet of metal. You gain a +2 bonus to your AC and you become immune to non-magical slashing, piercing and bludgeoning damage, and resistant to any other type of damage. Critical hits against you ignore this immunity and resistance. Additionally, you begin suffocating, though you can speak, until this jutsu ends, and you may only breathe as an action.


Carbon Armor: One Fist

Requirements: Carbon Armor

Cost: 6 chakra

As an action while Carbon Armor is active, you focus your armor's defensive abilities into a diamond-hard fist. You gain a -5 penalty to your AC until the beginning of your next turn, and you may make a single unarmed strike with a +5 bonus to attack and damage rolls.


Blood Needle

Cost: 6 chakra

As an action, you liquefy metal and shape it into 2 non-magical light weapons for every foot of cubic metal used. If you have Chakra-Infused Strikes, these weapons count as magical for the sake of overcoming resistances. Each weapon lasts up to 1 minute, and is instantly destroyed if it is not touching Jujumaru at the end of his turn.


Secret Technique: Tree Blood Barrier

Requirements: Blood Needle

Cost: 6 chakra

Duration: Concentration, up to 1 minute

As a bonus action immediately after you cast Blood Needle, you attach any weapons created by a string formed out of 1 cubic foot of metal, which lasts for the duration of the jutsu. You may move these weapons anywhere within a 15 foot radius centered on you, and they count as being wielded by you regardless of where in this radius they are. If you move, these weapons move in relation to you. Each weapon's string has 1 hit point and an AC equal to your jutsu saving throw DC. If the weapon's string is destroyed or the weapon is moved out of this radius, this effect ends on that weapon.


Secret Technique: Tree Blood Barrier: Control

Requirements: Secret Technique: Tree Blood Barrier

Cost: 6 chakra

On a hit with a weapon controlled by Secret Technique: Tree Blood Barrier, you attempt to force your strings into the target, who must attempt a Constitution saving throw. On a failure, you become paralyzed and the creature is charmed. This jutsu automatically ends if you lose the paralyzed condition, you end this jutsu as an action, or the target falls unconscious. While charmed in this way, the target is controlled by you, and you may communicate telepathically with them. Creatures controlled by you can only use class and background features that you have and spend a number of chakra equal to half their maximum, and may attempt a Strength saving throw at the end of each of their turns, ending this effect on a success.


Acceleration Cube

Cost: 4 Chakra

Range: 60 feet

As an action, you turn 1 cubic foot of metal into a number of metal cubes equal to your proficiency bonus, accelerating their small size to high speeds. Make a ranged spell attack. On a hit, you deal 1 per cube + your Intelligence modifier bludgeoning damage. If you have Affinity in Steel Style, you may add your maximum unarmed die roll to this damage. You may divide this damage evenly between a number of targets within range up to your proficiency bonus. If an attack misses, the damage divided to the target is not dealt to any target. This jutsu counts as a single attack for the sake of the Extra Attack feature.


Super Acceleration Cube

Requirements: Acceleration Cube

Cost: 4 Chakra

Duration: Concentration, until the beginning of your next turn

As a bonus action, you condense your cubes into a single mass, accelerating it for an extended period of time. Until the beginning of your next turn, any Acceleration Cube attacks you would have made are delayed until the end of this jutsu's duration and deal twice as much damage. If you lose concentration on this jutsu, you regain half this and Acceleration Cube's costs, and these attacks do not happen.


Acceleration Ring

Requirements: Acceleration Cube

Cost: 6+ Chakra

Duration: Concentration, indefinitely

As a bonus action, or as a reaction when you would take damage for 4 additional chakra, you erect a ring of cubes around you from 1 cubic foot of metal. You gain a number of temporary hit points equal to the amount of damage you can deal with Acceleration Cube. You may spend 6 additional chakra and an additional cubic foot of metal to increase these temporary hit points by the initial value a number of times equal to the number of attacks you can make on a single action. If you lose concentration on this jutsu, you lose these temporary hit points. As an action while concentrating on this jutsu, you may cast Acceleration Cube without spending chakra, dealing an amount of damage equal to the remaining temporary hit points granted by this jutsu.


Quarantine Wall

Range: Touch

Cost: 5+ chakra

As an action, you erect a massive 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has your AC and 30 hit points. You must spend your action and 1 chakra to maintain this, and you can not move while this jutsu is active. You may increase the wall's hit point by spending half as many of chakra points. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to you. The wall can be seen through, but jutsu whose range is not based on sight or hearing cannot be cast through it. If you end this jutsu before the wall reaches 0 hit points, you regain a number of chakra points equal to 1/4 the wall's number of hit points.


Steel Projectiles

Cost: 8 chakra

Range: 30 feet

You create two orbs of steel, weighing 5 lbs., and hurl each at a close target, obliterating it with sheer force upon impact. Make two ranged jutsu attack. Upon impact, the target takes 3d8 bludgeoning damage and must make a Strength saving throw, getting pushed 10ft back on a failed save.


*Shed*

Requirements: Impervious Armor

Cost: 6 chakra

As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.


*Demonic Flesh*

Requirements: Impervious Armor

Cost: 6 chakra

As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 2d6 slashing damage. When a enemy hits you with a unarmed strike, they take 2d6 piercing or slashing damage.


*Missile Fist*

Requirements: Impervious Armor

Cost: 6 chakra

As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.


*Steel Clone*

Requirements: Shadow Clone

Cost: 1 chakra

Liquid steel falls from you and forms into a clone made of black steel. The clone is extremely heavy due to being made of steel, weighing 8 times your weight. It can perform any jutsu you know that is related to Steel Release or Taijutsu. The clone has immunity to all nonmagical damage. This also causes you to not regain the base chakra spent to create the clone.


*Dark Blade*

Cost: 11 chakra

As a bonus action or reaction to being attacked, you create a blade made of black steel that runs the length of your forearm or lower leg (calf or shin). The blade can be used to block incoming attacks or attack a target causing major cuts to the target. When used as a bonus action, until the start of your next turn, your unarmed damage roll changes to 2d8 magical slashing damage, or you gain one additional unarmed damage die to your unarmed damage. Whichever one you prefer. When used as a reaction, you gain a damage reduction of 5 until the start of your next turn. Or if you have damage reduction already, it increases by 5.


*Dark Blade Dance*

Requirements: Impervious Armor

Cost: 8 chakra

Range: 10 foot sphere

As a reaction to being hit while you have Impervious Armor on, several blades made of black steel pop out all at once from all over your body as a counterattack. The stronger the opponent's physical attack, the more powerful the counterattack is. The Blades can be used to block or trap an opponent's strikes while also striking at anyone close. You take half of the damage you were supposed to take, and everyone within range takes the other half.


*Unbreakable Armor*

Requirements: Impervious Armor

Cost: 10 chakra per turn

Range: Self

You refine the effects of Impervious Armor to a point where it rivals Titanium in strength and hardness, then coat your whole body with this new perfected dark steel, turning yourself into an indestructible being able to even shrug off some of the most destructive Ninjutsu out there. Any weapon, except Legendary, instantly breaks upon hitting this layer of armor. As an action, while Impervious Armor is on, you enhance your armor to unimaginable levels, giving yourself immunity to all damage except for the vulnerabilities Impervious Armor mentions, which stay the same, and for Psychic, which remains unchanged, for the duration of the previously casted Impervious Armor. You must keep using your action to spend 10 chakra and so, keep this jutsu active.


*Steel Style: Shattering Rasengan*

Cost: 15 chakra

Range: 60 ft.

Duration: 1 minute

Requirements: Rasengan

As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier bludgeoning damage, and gains the rasped and slowed conditions. On a success, none of these effects occur.

 

Swift Style

This Kekkei Genkai is a combination of Wind and Lightning Style to enhance the user's physical abilities and speed. Users of this style are rare, but often legendary for their amazing speeds.

Hand Seal Jutsu

Superstorm

Cost: 22 Chakra

Range: 40 foot radius

Duration: Concentration, up to 1 minute.

As an action, you summon a super storm concentrated in a 40 foot radius that follows you for 1 minute.

Creatures of your choice inside the super storm have their movement speed halved and must roll a Constitution saving throw at the start of each turn they spend inside the super storm. On a failure, they suffer a level of exhaustion.

While this Jutsu is active, you can concentrate on both Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.


Typhoon Style: High Wind Destruction

Cost: 8 chakra

Range: 15 ft. wide, 60 ft. long line

Duration: 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Manipulating Swift Style chakra outside of your body instead of inside, you create a vortex of wind. For any creature that doesn't levels in the Path of the Assassin, this area is considered heavily obscured. You may end this effect as a bonus action to accelerate the storm, forcing every creature within the vortex to attempt a Constitution saving throw. On a failure, they take 2d8 magical slashing damage. On a success, they take half as much damage.


Typhoon Style: Severe Wind Destruction

Cost: 16 chakra

Range: 60 ft. radius

Duration: Concentration, up to 1 minute

Manipulating Swift Style chakra outside of your body instead of inside, you create a massive vortex. There is a 10 ft. radius hole at the center of this jutsu's range. For any creature that doesn't levels in the Path of the Assassin, this area is considered heavily obscured. At the end of each of your turns, every creature within the vortex to attempt a Constitution saving throw. On a failure, they take 2d8 magical slashing damage. On a success, they take half as much damage. If you move more than 5 ft. or take an action, bonus action, or reaction, you lose concentration on this jutsu.

Non-Hand Seal Jutsu[edit]

Basic Swift Style Technique

Range: Self

Cost: 3 chakra

Duration: 1 minute

As a bonus action, you can increase your movement speed by 30 feet.

You can also permanently use your Unarmored Movement feature while wearing armor.


Surge

Cost: 6 chakra

Duration: Concentration, up to 1 minute.

Your perception of the world slows down as lightning surges through your body, enhancing your processing speed.

Your speed doubles, and you gain an additional action and bonus action, +1 AC, and advantage on Dexterity saving throws. When doing anything that isn't a Swift Release jutsu using the action given by Surge, roll a Concentration check. On a failure, the technique fails and Surge ends. A wave of lethargy sweeps over you as soon as the Jutsu ends: you are unable to move or take any actions until the end of your next turn.


Shadowless Flight

Cost: 3 Chakra

This technique requires Surge to be active. You move at instantaneous speeds, rapidly striking your target at various angles while avoiding any opposition regardless of the target's speed or strength.

As an action, choose a target within melee range and roll 3d6. The target takes the result in damage of the same damage type as your chosen weapon (can be unarmed strike). This counts as an attack with your chosen weapon for the purposes of resistance and immunity's.


Unseen Passage

Cost: 2 Chakra

This technique requires Surge to be active. You analyze the path of perception of the people around you and move in their blindspots.

As a bonus action used to cast this Jutsu, you take the Hide action with advantage. For the remainder of Surge's duration you remain Hidden even after attacking. On your turn, you can replace your current stealth roll with another as an action still at advantage.


Crowd Control

Cost: 6 Chakra

This technique requires Surge to be active. This version of Shadowless Flight is modified to target multiple targets.

As an action, you can target any creatures in a cone or radius the size of half of your current speed. Each creature of your choice in range must roll a Constitution saving throw. On a failure, they are hit by Shadowless Flight regardless of their AC. On a success, they take half damage.


*Heavenly Dragon Flash*

Cost: 4 chakra

While Surge is active, you attack with such speed that you create sonic blasts. As long as Surge remains active, your unarmed strikes deal thunder damage and deal half as much damage on a miss.


*10,000 Step Combo*

Cost: 6 chakra

While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional reaction, may make attacks of opportunity as a bonus action during or outside of your turn, and may make attacks of opportunity when your movement causes a creature to move outside of your reach.


*Blade Dance*

Cost: 8 chakra

While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make extra attacks as part of attacks of opportunity, but all non-jutsu attacks you make deal half as much damage.


*Swift Style: Blitzing Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you imbue both your body and rasengan with Swift Style chakra, becoming an unavoidable blur of destruction. The target takes 4d10 + your Intelligence modifier bludgeoning damage.

Particle Style

Particle Style is an incredibly rare, even more advanced form of Kekkei Genkai known as a Kekkei Tōta (血継淘汰, literally meaning: Bloodline Selection), in which three different chakra natures are combined into one, in this case Earth Style, Naruto: Shinobi (5e Class)/Wind Style, and Naruto: Shinobi (5e Class)/Fire Style.

Hand Seal Jutsu

Basic Particle Style Technique

Cost: 5 chakra

As an action, you pulse a drop of Particle Style chakra through your body. One non-magical item that you are holding is reduced to a fine gray dust. If an object does not entirely fit in your hand, up to 1 square foot of material is disintegrated.


Detachment of the Primitive World Technique

Cost: 25 chakra

Range: 30 foot long, 5 ft. radius cylinder

As a lengthy distracting action, you prepare a dense ball of tri-natured chakra in your hands that clearly designates this jutsu's range. At the beginning of your next turn, any creatures within range take 10d6 + 40 force damage. If you move yourself before this happens, you regain half this jutsu's cost, and the jutsu fails. If you are moved by any other means, the jutsu stays in the same place in relation to you. If this damage reduces the target to 0 hit points, it is disintegrated on a molecular level. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates any part of it within range. A magic item is unaffected by this spell.


Detachment of the Primitive World Technique Area

Cost: 0 chakra

Range: 20 foot cube

Requirements: Detachment of the Primitive World Technique

When you use Detachment of the Primitive World Technique, its range changes to this jutsu's range, which is situated 5 feet from you.


Split Detachment of the Primitive World Technique

Cost: 25 chakra

Range: 30 foot long, 5 ft. radius cylinder

Requirements: Detachment of the Primitive World Technique

When you gain this jutsu, Detachment of the Primitive World Technique is reduced to a distracting action. As a bonus action after using Detachment of the Primitive World Technique, you use it again.


*Dust King Transformation*

Cost: 40 Chakra

Duration: Concentration, up to 1 minute

As an action, you channel a massive amount of Particle Style chakra through your entire body, nearly reducing you to a charred, muscle-bound skeleton. You gain the following:

  • Your unarmed strikes deal twice as much damage, and all of its damage counts as force damage.
  • You may make 1 additional unarmed strike whenever you would be able to make an unarmed strike.
  • You may not use jutsu or cast spells.
  • When this jutsu ends, you immediately drop to 0 hit points, even if you would be able to instead drop to any other number, and you regain half as many hit points from all sources until you return to your maximum hit points.

Non-Hand Seal Jutsu

*Winds of Destruction*

Cost: 6+ chakra

Range: 30 foot line

You create a moderate reserve of chakra at your fingertips, releasing it into an instant blast of force. Any creatures within range take 9 force damage. If you have affinity in Particle Style, you deal additional damage equal to your unarmed strike damage die's maximum roll. You may increase this damage by 3 for every 2 additional chakra point spent.


*Remote World Destruction*

Cost: 21 Chakra

Jutsu Type: Bukijutsu

As an action, make a single thrown weapon attack of your choice, pumping the weapon with barely-dormant Particle Style chakra. The attack's range is halved. On a hit, creatures take 100 force damage. Creatures killed by this jutsu can only be resurrected by true resurrection as they and all non-magical objects they are wearing are reduced to atoms. After making this attack, the weapon is reduced to gray dust regardless of if it is a magic item.


*Direct World Destruction*

Cost: 21 Chakra

Jutsu Type: Bukijutsu

As an action, make a single melee weapon attack of your choice, pumping the weapon with barely-dormant Particle Style chakra. On a hit, creatures take 100 force damage. Creatures killed by this jutsu can only be resurrected by true resurrection as they and all non-magical objects they are wearing are reduced to atoms. After making this attack, attack rolls with the weapon outside of this jutsu have disadvantage. If you use this jutsu twice with the same weapon, the weapon is reduced to gray dust regardless of if it is a magic item.


*Hiding in Dust*

Cost: 5 chakra

As a bonus action or reaction to being targeted by an effect, including attacks, you make your body and all items you are carrying intangible by carefully covering yourself in chakra. You must spend 3 chakra at the beginning of each of your turns to continue this effect. During this time, you can not be targeted by any effect that do not deal force damage, you can pass through objects, and must spend 5 chakra to take an action, 2 chakra to take a bonus action, and you can not take reactions.


*Particle Style: Atomizing Rasengan*

Requirements: Rasengan

Cost: 20+ Chakra

Range: Touch

As an action, you form a single Rasengan between both hands while circulating Particle Style. Make a melee spell attack. On a hit, the target takes 150 + your Intelligence modifier force damage. If you have affinity in Particle Style, you deal additional damage equal to your unarmed strike damage die's maximum roll. You can increase the damage by 6 per additional chakra point spent.

Lava Style

This Kekkei Genkai is a combination of earth and fire chakra used to super heat the ground beneath the user to form volcanic materials such as rubber or lava.

Hand Seal Jutsu

Quicklime Congealing

Cost: 4 chakra

Range: 25 feet

As an action, you expel a large quantity of quicklime from your mouth. Make a ranged spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning damage and be restrained. The target can use an action to make a Strength saving throw. On a success, it's no longer restrained.


Ash Stone Seal

Requirements: Quicklime Congealing

Cost: 11 chakra

As an action while a creature is under the effects of Quicklime Congealing, you exhale thick, less corrosive lava that hardens their restraints. You must concentrate on the instance of Quicklime Congealing, its DC gains a +2 bonus, and you may grant the target disadvantage on the Strength saving throw to escape the jutsu as a reaction for 2 chakra.


Rubber Defense

Cost: 8 chakra

Range: Touch

Duration: 1 minute

As an action, you create a short tube of vulcanized rubber on yourself or a creature within range. The target gains a +5 bonus to AC and immunity to lightning damage and are restrained. If the target is unwilling, they must attempt a Dexterity saving throw to avoid this effect. The tube has 10 hit points, 12 AC, and a damage reduction of 5. You may end this effect early as an action, and this effect ends automatically when the tube is reduced to 0 hit points.


Acidic Mud

Cost: 8-16 chakra

Range: 15 foot cone

You spew out acidic mud, akin to lava in many ways to melt the flesh and bones of your foes. All creatures must make a Dexterity saving throw or take 1d12 + your Intelligence modifier acid damage and 1d12 fire damage. If a creature fails by 5 or more, they do not benefit from the Evasion feature against this jutsu and are restrained.

You can spend 4 extra chakra to double the cone's range and deal an additional 1d12 acid or fire damage, or an additional 8 chakra to triple the cone's range and deak an additional 2d12 acid or fire damage.


Rubber Rope

Cost: 5 chakra

Range: 30 feet

As a bonus action or reaction when you see a creature within range get attacked, you create and throw a whip to wrap around a target within range and pull them into range of you. If the target is willing, they are wrapped in a rubber rope and pulled in the most direct way possible towards you in a space within 5 ft of you. If the target is unwilling, you must succeed a grappling contest against them to do so. If there is an obstruction in the way of this technique, the target stops and the jutsu ends.


Rubber Sphere

Cost: 5 Chakra

Range: 30 foot line

Duration: 1 minute

You form a ball of rubber in your hand and throw it, making a ranged spell attack against any creatures in range, taking 2d4 bludgeoning damage on a hit. At the beginning of your next turn, if it hit a solid surface, it reflects against it in a direction determined by rolling 1d4, reroll 4s. On a 1, it reflects in a 45 degree angle to the left. On a 2, it reflects in the opposite direction it was traveling. On a 3, it reflects in a 45 degree angle to the right. It travels in a line with its remaining range +15 feet. One ball can bounce multiple times.


Rubber Wall

Cost: 10 chakra

Duration: 1 minute

While touching a chakra construct that is neither living nor undead, you cover it in a thick layer resistant, shock-absorbing rubber. The construct gains +5 damage reduction and damage threshold.


Expanding Flame Ring

Cost: 6-10 chakra

Range: 60 feet

As an action, you shape a spinning ring of lava between your hands and hurl it at one creature within range. Make an attack roll. On a hit, the target takes 2d10 + your Intelligence modifier fire damage. You may spend 4 additional chakra to use this as a reaction to a creature within range making an attack, increasing or decreasing its damage by this jutsu's damage.

Non-Hand Seal Jutsu

Basic Lava Style Technique

Range: Self

Cost: 2 chakra

Duration: 1 hour

As a bonus action, you gain the ability to walk on lava as if you were walking on water and take no damage. You also reduce any fire damage taken you take by 1d12 + your Constitution modifier.


Melting Apparition

Cost: 1 chakra

Range: 10 feet

As an action, you manipulate a strong acidic mud flow capable of corroding flesh. Make a ranged spell attack. On a hit, the target takes 1d6 + your Intelligence modifier acid damage. You can use this to melt locks or doors that are no more than 3 inches thick or made of adamantine.


Flowing Crest

Requirements: Melting Apparition

Cost: 2 chakra

When you use Melting Apparition, you quickly spit the Lava Style chakra from your mouth. The jutsu's range is doubled, and its attack roll has advantage against targets within 10 feet.


Scorching Rocks

Cost: 18 chakra

Range: 50 feet

As an action, you expel a large amount of lava from your mouth which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. You fire four boulders. Make a ranged spell attack for each. On a hit, the target takes 4d6 + your Intelligence modifier fire plus 2d4 bludgeoning damage.


Crimson Flame

Cost: 30 chakra

Range: 60 feet

As an action, you gather lava chakra in your hand and fire a series of projectiles. The projectiles explode in red fiery blasts in 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 8d10 + your Intelligence modifier fire damage plus 3d8 force damage and is pushed 30 ft away. Half as much damage on a success.


Lava Style Chakra Mode

Cost: 5 Chakra

Duration: 1 minute

You envelope your body in molten, glowing rock. Your unarmed attack dice increase by 1 die tier and your unarmed strikes deal fire damage. If you miss an unarmed strike, you still deal half as much damage. If a creature hits you with a melee attack, you make an unarmed strike, dealing half as much on a hit, and one fourth as much on a miss.


Flower–Fruit Mountain

Requirements: Lava Style Chakra Mode

Cost: 10 chakra

Range: 20 feet

Duration: 24 hour

As an action while Lava Style Chakra Mode is active, you summon a 20 ft. radius, 40 ft. tall volcano, making the earth rise and having lava bubble inside of it. The volcano counts as difficult terrain to creatures without Lava Style Chakra Mode active. As an action for 10 chakra, you may cause the volcano to spew a flower of molten rocks in a 60 foot radius, causing all creatures within range to make a Constitution saving throw, taking 5d12 + your Intelligence modifier fire damage on a failure, or half as much on a success. You can choose up to your Intelligence modifier creatures to not be affected by this saving throw, causing the earth to temporarily shield them from the eruption.


Planet-Branding Blast

Cost: 2 Chakra + 2 for every additional damage die

Range: 20 foot radius

Duration: 1 minute + 1 for every additional chakra spent (stacks with damage cost)

As an action, you fill the ground below you with a massive amount of Lava Style chakra. The reservoir explodes after 1 minute of being placed, unless triggered by you as a bonus action. The reservoir can also be given a vague condition (such as being touched) after which it will explode.

Any creature within range must pass a Dexterity saving throw and take 2d8 fire damage plus 1d8 for every 2 chakra spent, and is pushed back 10 feet; on a successful save, a creature takes half damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage.


*Volcanic Ash*

Cost: 15 chakra

Range: 15 foot radius

Duration: Concentration, 1 minute

You transform the smoke in the air near you or around you, pumping it with chakra as it becomes thicker and more toxic. If a creature does not need to breath, this jutsu does not affect them. All creatures within the radius of this technique must make a Constitution Saving Throw, taking 2d12 poison damage on a failure, or half as much on a success. Any creature that starts its turn within the range must make the Constitution Saving Throw. Creatures do not gain the benefit of Endurance and this ignores immunity and resistance to poison damage.

If a creature fails by 5 or more, they are considered poisoned. They may attempt a Constitution saving throw at the end of each of their turns, ending the condition on a success. If a creature fails by 10 or more, then are considered poisoned for 1 hour and they automatically lose concentration on any jutsu or spells they were concentrating on.


*Igneous Blast*

Cost: 4+ chakra

Range: 30 feet.

Creating lava that you shoot out from your mouth, it quickly hardens into an igneous rock. Roll a ranged spell attack roll against a target within range, and on hit, it deals 1d4 + your Intelligence modifier piercing damage and 1d4 fire damage and every creature within 10 ft. of the target, including themself, must attempt a Dexterity Saving Throw. On a failure, they take 4d4 piercing damage. If it misses, it travels the rest of distance and explodes when it reaches the 30 feet or when it hits a solid surface.

You may spend increments of 4 chakra to either increase the base damage by 1d4 for both damage types, increase the range by 15 ft., or increase the explosion damage by 4d4.


*Lava Style: Enduring Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you circulate lava within the rotation of your rasengan. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier fire plus 2d10 force damage begin burning. This burn can not be put out by normal means as superheated rock sticks to their clothing. Any creature that can touch the target may attempt a Strength saving throw as an action, ending this effect on a success.

 

Yin Style

Yin Style Chakra is the innate energy of the spiritual world. The nature of this chakra allows one to cast jutsu that create illusions that affect the target’s mind and chakra system, this type of Jutsu is called Genjutsu and is commonly made out of Yin Style Chakra.

Hand-Seal Jutsu

Basic Yin Style Technique

Cost: 3 chakra

Range: Touch

Duration: 1 Minute

As a bonus action, you focus the chakra in a creature's mind. The target gains advantage on rolls against being frightened, charmed, or unconscious.


Magic Lantern Body Jutsu

Cost: 10 chakra

Range: 5 miles

Duration: Concentration, up to 1 hour

As an action, if you know the location of 1 creature or object down to a 30-foot range, you project an image of yourself in front of the target, enabling you to converse with them. The mirage is a transparent silhouette, save for your eyes which are perfectly recreated, that refracts various colors. You can see and hear through this mirage, but you can not interact with the world around it.


Wave Transmission

Cost: 7 chakra

Range: Up to a 5 mile radius

Duration: Concentration, up to 1 minute

Touching a surface, you release subtle waves of chakra that speak into the minds of those you chose. You can telepathically communicate with a number of creatures of your choice up to twice your Intelligence modifier, minimum 1, that are touching the same surface. You must share a language with them, and can only communicate verbally.


Psycho Mind Transmission

Cost: 20 chakra

Range: Touch

Jutsu Type: Genjutsu

Touching the forehead of a creature, you delve into their memories. State what information you are searching for and make an Intelligence saving throw. The DC for this saving throw is equal to the target's passive Insight. On a success, you see the memory of the target that is closest to the sought information. The relevancy of the memory found decreases by an amount relative to how much you failed by. If you fail by 10, you see a completely mundane, unrelated memory.


Telescope Technique

Cost: 6 chakra

Range: 5 miles

Duration: Concentration, indefinitely

After gaining this jutsu, you may spend 1 minute meditating on a single creature within 5 feet of you, or within your chakra sense if applicable, to memorize their chakra signature, becoming blinded and prone for the duration, and needing to start over if the duration is interrupted. As an action while touching a reflective surface or object, typically a crystal ball, you may cast this jutsu on it, causing it to show everything within 15 feet of one creature whose chakra signature you have memorized. You must be touching the surface to concentrate on this jutsu.


Bringer of Darkness

Cost: 10 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you stop the yin-style chakra flow to a creature within range's eyes. They must make a Constitution saving throw. On a failure, they are blinded until the Jutsu ends. As an action, the target can repeat the saving throw.


Sound Wave

Cost: 5 Chakra

Range: 30 ft. radius

As an action, you release a blast of sound designed to make escaping and destroying secret laboratories easy. Make a single jutsu attack with a -2 penalty. The attack roll is contested with the creature's jutsu DC (or 8 + their proficiency bonus + their Intelligence modifier if they don't have one). If the creature can not cast jutsu, this DC is decreased by 2. On a hit, they become paralyzed until the end of your next turn. Any objects within range take an amount of thunder damage equal to the attack roll.


Spirit Transformation

Cost: 20 chakra

As an action, you can detach your soul from your body. The material body you leave behind is unconscious, but continues to age, requires food and water, and reduces your hit points if you take damage.

Your soul resembles your mortal form in every way, replicating your game statistics and possessions, and gaining a flying speed equal to your movement speed. It can not take damage, and can only be targeted by fuinjutsu or jutsu that absorbs chakra, or similar effects. If you drop to 0 chakra while in this form, you die instantly. You can not interact with physical objects, passing through them instead, excluding chakra constructs or chakra-imbued objects. You may end this effect as an action, returning your soul to your body instantly over any distance, if neither your soul or body are obstructed by chakra constructs or chakra-imbued objects. You may spend 1 minute in this form without consequence, after which you gain 1 level of exhaustion at the end of each of your turns (once every 6 seconds) as your body begins to slowly rot.

As an action, while your soul is within a non-construct creature's space, you may force them to attempt a Charisma saving throw. On a failure, they take 2d4 necrotic damage and 2d4 psychic damage as you suppress and collapse their soul. On a success, you take half as much damage.


Mental Resistance

Cost: 12 chakra

Duration: 1 hour

As an action, you weave chakra not dissimilar to a genjutsu-like explosive seal within the mind of one creature you can touch. When a creature casts a genjutsu on the target, this jutsu ends and they must attempt a Charisma saving throw as horrifying images flood their mind. On a failure, the genjutsu fails and they are frightened of the target for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Exploding Kunai

Cost: 8+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, whenever the target touches a weapon, it seemingly explodes, even if it’s their own. They must attempt a Wisdom saving throw. On a failure, they immediately drop any weapon they are holding and are unable to hold any weapons they are not wielding. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 2 additional chakra spent.


False Surroundings

Cost: 3+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube in a spot that you can see within range that lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). You may change this illusion at will and move it as an action while it is within range of you. If a creature touches the illusion or succeeds a Investigation check, it is revealed to be false and they may choose to not experience it at will. You may increase the maximum size of the illusion by 5 ft. for every 2 additional chakra points spent, and you may remove the need to concentrate on this jutsu for 12 additional chakra independent from this.


Genjutsu Clone

Cost: 3 Chakra per clone

Range 25 feet

Duration: 1 Minute

Jutsu Type: Genjutsu

As an action, you create an illusion of a single clone or multiple clones in the opponents minds, confusing them into attacking false foes. Choose one point within range. A number of genjutsu clones determined by the chakra spent appear anywhere within 25 feet of the point. If you move, the point and genjutsu clones move in relation to you. As a bonus action while this jutsu is active, you may switch places with one of your clones. These clones can not act in any way, but visually mimic you and react to being targeted by effects. When a creature takes the search action, they may also attempt a Wisdom saving throw. On a failure, they perceive one genjutsu clone of your choice to be the real you. On a success, they perceive you as the real one and stop seeing the clones.


Illusionary Plants

Cost: 10+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, this Genjutsu causes the target to see small flowers and weeds sprout up with great speed and capture them with their vines, squeezing them so tight that it feels as if they can't get away. The target must succeed a Wisdom saving throw or become restrained on a failure. They may retry this saving throw at each of their turns, ending this effect on a success.

Additionally, you can spend 3 additional chakra each time to put another target under this genjutsu.


Diminishing Air Technique

Cost: 10+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minutes

Jutsu Type: Genjutsu

As an action, you force an illusion that makes the target believe that the air supply around them is slowly diminishing on a creature. The target must attempt a Wisdom saving throw. On a failure, they are staggered. They may retry this saving throw each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.


Petal Disguise

Cost: 12+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, this illusion causes the target(s) to see the user become surrounded by a wave of flower petals, forcing them to attempt a Wisdom saving throw. On a failure, you become invisible to them. You must hold a hand seal to keep the illusion active, so no Jutsu/techniques can be used while this jutsu is active. The target may retry this saving throw at each of their turns, ending this effect on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.


Paranoia Technique

Cost: 12+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, your target becomes paranoid of their teammates. They must attempt a Wisdom saving throw. On a failure, they become taunted towards one creature of your choice on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.


Petal Assault

Cost: 16+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, an illusion that causes the user to disperse into a flurry of flower petals envelops the target, trapping them in a thick layer of petals and immobilizing them. Targets must succeed a Wisdom saving throw or have their movement speed drop to 5 and have everything past 15 ft. be heavily obscured on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, you can spend 2 additional chakra each time to put another target under this genjutsu.


Body Mind Rupture Jutsu

Cost: 8+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you convince the target’s mind that they are getting heavier and more sluggish, as if gravity is increasing only on them and pins and needles are digging into their chakra network. Both they and their chakra control become slower, weaker. They must succeed a Wisdom saving throw or spend 1d2 additional chakra on any jutsu cast on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.


Silent Tree Killing

Cost: 15+ Chakra

Range: 30 Feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you create an illusion in which a giant tree instantly sprouts from the ground and entangles the target within its branches, leaving them open for an attack. They must succeed a Wisdom saving throw with disadvantage, or become restrained on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, you can spend 4 additional chakra each time to either increasing their cost further or put another target under this genjutsu.


Temple of Nirvana

Cost: 32 chakra

Range: 150 feet (100 foot radius)

Jutsu Type: Genjutsu

As an action, every creature within range, other than you and any creatures you designate, see white feathers falling from the sky and must make an Intelligence saving throw. On a failure, a creature falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on an individual creature. Dispel Magic or a similar effect, as well as Basic Yin Style Technique, can dispel it on an individual creature.


Ephemeral

Cost: 2 chakra

Jutsu Type: Genjutsu

When you cast a genjutsu, you condense its chakra into your fingers. Its range is decreased to touch, it can only target 1 creature, and requires concentration if it did not already, but the target has disadvantage on any saving throws the genjutsu incurs.


*Void of Silence*

Cost: 10 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you remove the one creature within range's ability to feel vibrations. They must make a Constitution saving throw. On a failure, they are deafened, and have disadvantage on checks that require a sense of touch until the Jutsu ends. As an action, the target can repeat the saving throw.


Lightning Dispatch

Cost: 10-40 chakra

Range: 60 foot cone

As an action, you amplify the bio-electricity Yin Style typically manipulates into a web of lightning. All creatures within range must attempt a Constitution saving throw, taking 2d6 lightning damage on a failure. On a success, they take half as much damage. You may deal an additional 2d6 lightning damage for every 2 additional chakra points spent.

Non-Hand Seal Jutsu[edit]

Yin Enhancement

Cost: Half the cost of the Jutsu

As a bonus action, when you use a Jutsu, you can make attack rolls with advantage, re-roll damage rolls, disadvantage on the saving throw of the effect, or double the range for that Jutsu.


Living Corpse Reincarnation.

Cost: 30 chakra

Your body dies instantly as your mind invades another humanoid within 15 feet. They must succeed a DC 20 + your Charisma modifier Charisma saving throw (auto fail on saving throw if they are dead). On a failure, you take control of their body. On a success, your mind lays dormant within theirs. You lose any racial features related to your old body’s physique, such as Powerful Build, and gain your hosts. You lose any Dōjutsu your old body had, and gain any your new body has. During a long rest, you can attempt a DC 10 saving throw to retain any proficiencies or Jutsu your host had. You must succeed a separate save for each proficiency or Jutsu. This can only be used once, regaining use after 3 years. After 3 years of using this Jutsu, you permanently lose 10 maximum hit points. If your hit point maximum is 0, you die instantly. After moving to a new body, your maximum hit points return to normal.


Resonating Echo Drill

Cost: 5 Chakra

Range: 45 feet

As a ranged spell attack, you assault a creature’s senses with sound. On a hit, they spend their next action violently vomiting. This attack has disadvantage against creatures that are larger than Medium. This attack has advantage against creatures within 5 feet.


Calling Upon Tears

Cost: 10 chakra

Range: 60 foot radius

As an action, you infuse chakra into your dismay, making the sound of your cries rupture chakra around you. All creatures within range must attempt a Wisdom saving throw. On a failure, they take 1d4 thunder damage and are stunned until the beginning of their next turn. On a success, they take half as much damage and are not stunned. This also activates any traps within the area, including seals such as those created by Basic Ninjutsu.


Repel

Cost: 5+ Chakra

Range: 30 Feet

Duration: Concentration, up to 1 minutes

Jutsu Type: Genjutsu

As an action, off-putting illusions (i.e. insects covering their hands, removed fingernails, etc.) disrupt the target's fine chakra control in their hands and feet. They must succeed a Wisdom saving throw, or lose the abilities to walk on both water and wall walking on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 2 additional chakra spent.


Vision Blur

Cost: 8+ Chakra

Range: 30 Feet

Duration: Concentration, up to 1 minutes

Jutsu Type: Genjutsu

As an action, you convince a target's mind that their vision is blurring for a moment, disorienting them. They must succeed a Wisdom saving throw, or become blinded on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 2 additional chakra spent.


Melting Body Technique

Cost: 8+ Chakra

Range: 30 Feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, the target sees and feels their limbs slowly melting off their body, making them think they cannot use them anymore. They must succeed a Wisdom saving throw or be unable to use one limb of your choice. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional limb on the same or different creature for every 3 additional chakra spent.


Coercion Genjutsu

Cost: 7 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, your target's surroundings become their greatest nightmare. They must make a Charisma saving throw. On a failure, they are frightened until the Jutsu ends and they are knocked prone from the shock. As an action, the target can repeat the saving throw.


Genjutsu Ball Trap

Cost: 8 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you create a 10 ft. radius bubble of chakra that hangs in the air. When a creature touches the bubble, they must make a Wisdom saving throw. On a failure, they are confused until the Jutsu ends as they are caught between reliving their memories and reality. As an action, the target can repeat the saving throw.


Phantom Sound Chains

Cost: 12 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you trap your target with illusionary chains that melt their limbs. They must make an Intelligence saving throw. On a failure, they are paralyzed until the Jutsu ends. At the end of each of their turns, the target can repeat the saving throw.


Cajolery of Glamor

Cost: 12 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you infuse chakra into every word you speak. One creature within range must make an Intelligence saving throw. On a failure, they are charmed until the Jutsu ends. At the end of each of their turns, the target can repeat the saving throw.


Puppet Curse

Cost: 20 chakra

Range: Touch

Duration: Concentration, up to 1 hour

Jutsu Type: Genjutsu

As an action, you infuse chakra into every word you speak. One creature within range must make an Intelligence saving throw. On a failure, they are charmed until this jutsu ends. While charmed in this way, they must move toward you at any chance they get. At the end of each of their turns, the target can repeat the saving throw.


Complete Control

Cost: 10 chakra

Range: 30 feet

Duration: 1 minute

Jutsu Type: Genjutsu

As an action, you manipulate every muscle of the target individually. One creature within range must make a Strength saving throw. On a failure, as a reaction at the beginning of each of their turns for 5 chakra, you may control the target and communicate telepathically with them until the end of their next turn. Creatures controlled by you can only use class and background features that you have and spend a number of chakra equal to half their maximum. They may retry this saving throw at the end of each of their turns, ending this effect on a success.


*Yin Style: Dominating Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

Duration: 1 minute

As an action, you imbue your rasengan with purple, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psychic plus 2d10 force damage, and they become charmed by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being charmed on a success.

Shade Style

This Kekkei Genkai combines the erratic and fluid Wind Style with the cerebral Yin Style chakra to shape the chakra of others.

 

Hand Seal Jutsu

Inhaling Maw

Cost: 3+ Chakra

Range: 30 feet

You create a vortex of chakra from your palm or mouth. One creature within range must succeed an Intelligence saving throw. On a failure, they lose 2d6 chakra points or take 2d6 necrotic damage. On success, they take half of the damage or chakra lost. You regain chakra equal to half of the damage or chakra lost. You may increase this jutsu's damage or chakra point loss by 1d6 or its range by 10 feet for every 4 additional chakra.


Chimera Technique

Cost: 15 chakra

Range: Touch

Duration: 1 Hour

You touch a willing or incapatcitated living humanoid creature, absorbing their ability into your body. You gain 3 features, spells, or jutsu of your choice that they have. If a feature relies on another, such as how each Path of Hatred relies on the previous one, you can not take it unless you have the feature it relies on. After this jutsu ends, you lose access to these features until you reabsorb them.

Non-Hand Seal Jutsu[edit]

Basic Shade Style Technique

Cost: 2 Chakra

Range: 60 feet

As a bonus action, you send out a pulse of chakra. At the beginning of your next turn, you can sense the presence of magic and chakra within range until the end of your turn. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Shape Transformation Memorization

Cost: 4+ Chakra

Duration: 1 minute

As a reaction, you absorb the shape of a jutsu or spell that deals damage, reducing its damage by 1d6. For this jutsu's duration, you may cast the jutsu or spell, changing its damage type to bludgeoning. Spells cost 3 times their spell level chakra. You may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.


Judgement

Cost: 10 chakra

Range: 30 foot line

You expel a blast of pure chakra. Creatures within range must make an Intelligence saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much.


Nature Absorption

Cost: 2+ chakra

As a reaction when you take damage, you may reduce said damage by 1d6. When you use Judgement or use a jutsu or spell memorized by Shape Transformation Memorization, it deals the same damage type as the damage you used this jutsu on most recently. You may increase the amount of damage reduced by 1d6 for every 2 additional chakra points spent.


Demonic Blast

Cost: 20 chakra

Range: 40 feet

A large sphere of dark energy is charged between your hands. From it, a beam is subsequently fired at the target. Roll a ranged spell attack. On hit the creature takes 6d8 + your Intelligence modifier necrotic damage and is knocked back 10 feet in the direction of your choice. The target must roll a Charisma saving throw. On failure, the target loses chakra equivalent to half the damage of the attack and takes an additional 2d8 + your Intelligence modifier necrotic damage.


Perfected Absorption

Cost: 25 chakra

Requirements: Chimera Technique

Immediately after you use Chimera Technique on a creature, you may attempt to absorb one feature, spell or jutsu that you absorbed from this technique, into yourself permanently, synchronizing it to your chakra. You must make a DC 20 Constitution saving throw. On success, you successfully absorb this feature, spell or jutsu, into your body. On failure, you suffer 3 levels of exhaustion and your current chakra is reduced to 0. You may only have a number of abilities absorbed permanently from this jutsu equal to your proficiency bonus at a time. Going past this limit will result in you losing all abilities gained from this jutsu. If a feature relies on another, such as how each Path of Hatred relies on the previous one, you can not take it unless you have the feature it relies on.


Chakra Injection

Cost: 4+ chakra

Range: Touch

Duration: 1 minute

You touch a living creature, infusing your ability into their body. They gain 3 jutsu of the same nature that you know above their known jutsu limit. Creatures do not need to meet the requirements of a jutsu to gain it. Creatures may only benefit from one use of this jutsu at a time. You may grant them an additional jutsu for every 3 chakra spent. Apart from this, you may spend additional chakra to grant them an equal number of chakra. This chakra can extend above their chakra point maximum, and you regain any unspent jutsu when this jutsu ends.


Darkness Wave

Cost: 5+ Chakra

Range: 90 foot cone

With a wave of your hand, you send a shockwave of dark chakra across the battlefield. All creatures within range must succeed a Constitution saving throw. On a failure, they take 1d4 necrotic damage. On success, they take half as much damage. This damage can not be reduced by any means. You may deal additional 1d4 damage for every additional chakra point spent on this jutsu.


Revival Fist

Cost: 10 Chakra

You create a wall of chakra in front of you, gaining full cover in one direction of your choice. Until the beginning of your next turn, you can not take reactions. At the beginning of your next turn, you release a 15 foot cone of chakra, forcing every creature in range to attempt a Dexterity saving throw. On a failure, they take 3d8 necrotic damage.


Super Revival Fist

Requirements: Revival Fist

Cost: 12 Chakra

You condense your entire Revival Fist into a dense ball, thrusting it at the target. Until the beginning of your next turn, you can not take reactions. At the beginning of your next turn, make an melee unarmed strike or melee spell attack against one creature within range. On a hit, they take 5d8 necrotic damage.


Body Revival

Requirements: Medical Mode

Cost: 6 Chakra

Technically categorized under medical ninjutsu, this jutsu allows the user to manipulate the process of "destruction and rebirth" in muscles. As an action while Medical Mode is active, your muscle mass greatly expands, granting you the following until Medical Mode ends:

  • At the beginning of each of your turns, you may either gain a +5 bonus to your damage reduction and damage threshold until the beginning of your next turn, or regain 10 hit points.
  • Your unarmed strikes deal an addition 1d4 damage.
  • You must spend 1 additional chakra point at the end of each of your turns.


*Shade Style: Dominating Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

Duration: 1 minute

As an action, you imbue your rasengan with pitch black, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psychic plus 2d10 force damage, and they become frightened by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being frightened on a success.

Explosive Style

The explosive style Kekkei Genkai combines earth and lightning style chakra to create powerful explosions. They often use these abilities to enhance their blows.

Hand-Seal Jutsu

Explosive Clay Doll

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may shape it out of explosive clay made out of your chakra. When it is destroyed by any means other than being dispelled, it deals 2d8 fire damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.

Non-Hand Seal Jutsu

Basic Explosive Style Technique

Range: Self

Cost: 1 chakra

Duration: 1 hour

As a bonus action, whenever you make an unarmed strike for the duration, you can choose to deal fire or thunder damage instead of bludgeoning. You can choose to use your Intelligence modifier for unarmed strikes damage and attack rolls instead of your Strength or Dexterity modifier and you may add your affinity bonus to the damage if you have affinity in Explosive Style. Your unarmed strikes deal double damage against objects not made of stone or metal.


Explosive Punch

Cost: 2 chakra

As a bonus action, after making an unarmed strike, you bolster it with an explosion at point blank range. The attack deals an extra 1d12 fire damage.


Feign Explosion

Cost: 5 chakra

Range: 15 foot radius

Duration: 1 minute

As a bonus action, after making an unarmed strike, you create a small explosion that releases smoke in a 15 foot radius for 1 minute. This area is heavily obscured.


Explosive Clay

Cost: 5+ chakra and 1 handful of malleable material

Duration: 1 hour

As an action, you pump explosive chakra into a molded piece of malleable material. Each piece deals 1d10 + your Intelligence modifier fire damage, have the thrown (30/60) property, and can be used for Shuriken Jutsu, dealing 1d10 fire damage each. You may increase this jutsu's duration by 1 hour for every 2 additional chakra spent.


Unbalancing Explosion

Cost: 14 chakra

Range: 30 foot radius

As an action, you release an explosion directly into the ground. Each creatures in the area must make a Constitution saving throw or be knocked prone and take an amount of damage equal to your martial arts die + your Intelligence modifier.


Internal Explosion

Cost: 20 chakra

As a bonus action, after an unarmed strike, you attempt to create an explosion inside your target. The target must make a Constitution saving throw or take 5d10 fire plus 2d10 + your Intelligence modifier thunder damage and become incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer incapacitated.


Stun Grenade

Cost: 8 chakra

As part of an unarmed strike, you attempt to create an very concentrated and small explosion that pierces their defenses and attempts to shut down their nervous system. The target must make a Dexterity saving throw or take an additional 1d12 + your Intelligence modifier thunder damage and become stunned until the end of their next turn.


Exploding Palm

Cost: 1+ Chakra

As a reaction when you are hit by a ranged weapon attack, you may create a small explosion from your palm at the point of impact. When you do so, the damage you take from the attack is reduced by 1d6 + your Dexterity modifier + your Shinobi level. You can reduce this damage by an additional 1d6 points per chakra point spent over the initial cost.

If you reduce the damage to 0, you can immediately spend 4 chakra to cast an Explosive Style jutsu with your palm. You take force damage equal to 1/6 of the total damage the jutsu deals in recoil.


Clay Landmines

Requirements: Explosive Clay

Cost: 3 Chakra

Placing a piece of explosive clay on a surface you can touch, you convert it into a landmine. If any creature other than you comes within 15 ft. of the landmine, or if anything touches the landmine, it explodes. Any creature within 30 ft. of the landmine when it detonates must attempt a Dexterity saving throw. On a failure, they take 4d8 force damage and are pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed back.


Explosive Chakra Mode

Cost: 10 Chakra

Duration: 1 minute (concentration)

The user enhances their body with their Explosive Style to such a degree that their is a very dense but dynamic layer of chakra that is covering their body. While this form is active, the user gains a +1 to their armor class and whenever the user uses a Explosive Style jutsu, for every 2 additional chakra point they add to the jutsu, the damage and dc of the jutsu increases by 1. When a enemy attacks the user with an attack or jutsu, the chakra layer explodes like shrapnel at the enemy, forcing them to roll a constitution saving throw. On failure the enemy takes 4d4 Force damage and both the user and enemy are knocked back 10 feet from it. On success, they take half damage.


C4

Cost: 4 Chakra

Range: 45 feet

Duration: 5 minutes

The user creates a massive explosive clay clone of themselves that explodes into a 30 foot radius cloud of microscopic bombs centered on one point within range. At the beginning of each of the caster's turns, any creatures of their choice within this cloud must attempt a Wisdom or Dexterity saving throw. On a failure, they take 1d6 force damage.


C3

Cost: 20 Chakra

Range: 180 foot radius

The user creates a statue of explosive clay and drops it. All creatures within range from the closest surface directly below them must succeed a Constitution saving throw. On a failure, they take 15d8 force damage. On a success, they take half as much. This deals twice as much damage to objects.


C2

Cost: An amount of chakra equal to three times the CR of the creature (minimum of 1), or twice the creature's level or CR if using PECR + 2

Range: 5 feet

Duration: 1 minute

The user creates a creature that is not a construct of humanoid made of explosive clay that acts on their turn. It has 15 hit points and can't speak. At will, the user can detonate it. All creatures within 15 feet of the creature must succeed a Dexterity saving throw. On a failure, they take 4d6 force damage. On a success, they take half as much.


C1

Cost: 1 Chakra

Range: 30/60 feet

As a ranged attack roll, the user creates a small, somewhat living object out of explosive clay. On a hit, the target takes 3d4 fire damage.


C0

Range: 180 foot radius

The user transforms their entire body into a bomb. All creatures within range must succeed a Constitution saving throw. On a failure, they take force damage equal to your maximum hit points. On a success, they take half as much. This deals twice as much damage to objects. After using this jutsu, you are killed instantly.


*Grenade Belt*

Cost: 3+ Chakra

Requirements: Explosive Style

As an action, you create a whip of clay. It does no additional damage, but the wielder can use a bonus action to make a grapple check against a creature within 5-10 ft. using your jutsu save DC against the opponent's Strength (Athletics), or Dexterity (Acrobatics). If successful, the whip is attached to the target, but it does not inflict the restrained status on either creature. Instead, the whip wraps around them like a belt. At the start of each of the target's turns, they take 3d6 force damage. This lasts for a number of turns equal to the amount of additional chakra spent. The target may contest the grapple check at the beginning of each of their turns. If successfully removed, the belt is destroyed.


*Explosive Style: Blasting Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you pack a Rasengan with Explosive Style chakra. Make a melee spell attack. The target takes 6d10 + your Intelligence modifier fire damage, and you must attempt a Wisdom saving throw. On a failure, you fail to properly disconnect the Rasengan from your chakra network, causing you to take half the damage the target took. On a success, you do not take any damage.

 

Crystal Style

The Crystal Style Kekkei Genkai hearnesses the geometric nature of Lightning Style and enhances it with the physical permanence of Yang Style chakra to create crystalline structures.


Basic Crystal Style Technique

Cost: 5 Chakra

As an action, you can create 1 crystal no larger than would fit in the palm of your hand. It can act as any gemstone of any value. A creature must succeed a DC 12 + your Intelligence modifier Intelligence (Investigation) check to determine that it is artificial, reducing its price to 10 gp.


Crystal Wheel

Cost: 3 chakra

You cover your body in a ring of crystals. Until the beginning of your next turn, you gain a +30 ft. bonus to your movement speed, opportunity attacks against you have disadvantage, you can not take actions or bonus actions, passing through another creature’s space does not cost additional movement, and if you occupy the same space as another creature, they take 1d6 + your Dexterity magical slashing damage. You may spend 1 chakra at the beginning of each of your turns to maintain these effects.


Gods' Crossing

Cost: 2+ Chakra

Range: 15 foot line

As an action, you create a stream of jagged crystals. As a ranged attack, every creature takes 2d8 piercing or slashing damage, your choice. This only effects creatures in every other 5 foot area of this jutsu’s range. You may spend 2 additional chakra to increase this jutsu’s range by 10 feet.


Crimson Fruit

Cost: 5 chakra

Range: 60 feet

Duration: 1 minute

You create a 15 foot radius dome of crystals. Each wall has 20 AC and 25 hit points.


Jade Crystal Mirror

Cost: 10+ Chakra

Duration: 1 minute

Range: 30 feet

As a bonus action or reaction to an attack, you erect a wall of perfectly reflective crystal that occupies a 5-foot area. It has 15 AC and 35 hit points. Enemies within 10 feet of it must succeed a Wisdom saving throw. On a failure, they have disadvantage on attack rolls and you have advantage on attack rolls against them. You may increase this jutsu's AC by 1 and hit points by 2 for every 2 additional chakra points spent. You may move it up to 60 feet away from you as a bonus action.


Giant Hexagonal Weapon

Cost: 3 chakra per weapon

As part of your action when you make a thrown weapon attack, you may convert the weapon into a large, hexagonal projectile. Its range becomes a line with a width of 15 feet. They revert to normal at the end of your turn. This can be used in conjunction with the Shuriken Jutsu.


String of Glory

Cost: 20 chakra

Range: Self

Duration: 1 minute

You encase your body in a pyramid of crystals. Your movement speed becomes 0, and you gain a flying speed of 5 feet, 35 temporary hit points, and a +3 bonus to your AC. As a ranged spell attack, you may fire a beam from the tip of the pyramid with a range of 30 feet. On a hit, it deals 4d6 force damage.


Tearing Crystal Falling Dragon

Cost: 25 chakra

Duration: Concentration, up to 1 minute

Range: 60 feet

As an action, you can form a dragon from a mass of Crystal Style chakra. You can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to lightning damage, having a flying speed of 60 ft., not being able to leave a 60 ft. radius of you, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d8 piercing damage
    • Claw deals 1d6 slashing damage
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft. away and takes 4d8 bludgeoning damage on a successful hit.


Jade Crystal Clone Technique

Requirements: Jade Crystal Mirror, Shadow Clone

While Jade Crystal Mirror is within 10 ft. of you, any clones you create have an additional 5 hit points and a +1 bonus to their AC.


Crystal Lance

Cost: 5 chakra

As an action, you cover one part of your body with a massive crystalline spike, making 1 unarmed strike with an additional 20 ft. of reach.


Growing Crystal Thorns

Cost: 5-20 chakra

Duration: Concentration, up to 1 minute

Range: 10 ft. cone

As an action, you create pink, thorn-like crystals that slowly advance on a target. At the end of each of your turns that you concentrate on this jutsu, its range increases by +10 feet. Every creature that moves in or ends their turn in this area must attempt a Dexterity saving throw, taking 3d8 piercing damage on a failure, or half as much damage on a success. The area of this jutsu counts as difficult terrain while you are concentrating on this jutsu. For every 5 additional chakra spent, this jutsu's base range and end-of-turn range increase increases by +5 ft.


Jade Crystal Hexagonal Pillars

Cost: 20 chakra

Duration: Concentration, up to 1 minute

Range: 30 feet

As an action, you create crystal formations that amplify chakra in a 10 ft. radius. Any jutsu cast within this area has their cost reduced by 5 chakra to a minimum of 1.


Crystal Encampment Wall

Cost: 20 Chakra

Range: 20 ft.

Duration: Concentration, up to 1 hour

As an action, you create a 20 ft. long, 5 ft. wide, 40 ft. high line of crystals. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d4 slashing damage to the creatures on either side of the wall, as well as the amount of damage remaining that the wall would have taken to creatures on the side of the wall opposite to the side the jutsu was cast. The wall regains 20 hit points at the end of each of your turns.


*Crystal Style: Reflecting Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

Duration: 1 hour

As an action, you imbue your rasengan with Crystal Style chakra of various colors. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier slashing plus 2d10 force damage, and they become blinded as crystal growths cover their eyes. A creature that can touch the target may make a Strength saving throw as an action. On a success, they successfully remove most of the crystals, becoming and confused instead of blinded as a their vision is distorted. The target may attempt a Strength or Wisdom saving throw at the end of each of their turns, ending this effect on a success.

Magnet Style

This Kekkei Genkai is the fusion of Wind Style and Earth Style chakra. It allows the user to manipulate magnetic metals like gold and iron. Gold dust and iron sand are formed automatically for attacks, but disperse after the attack.

 

Hand Seal Jutsu

Iron Sand Drizzle

Cost: 8 chakra

Range: 40 feet line

As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 3d8 piercing damage plus 2d4 + your Intelligence modifier force.


Magnet Rise

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Range: Touch

As a bonus action, you’re able to magnetize anything you touch. As a bonus action while concentrating on this jutsu, you can magnetize an additional object or creature. If a creature is magnetized, attack rolls against the creature with metal weapons have advantage or disadvantage (your choice). Magnetized objects can be moved up to 10 ft. per round.


Gold Dust Imperial Funeral

Cost: 32 chakra

Range: 100 foot radius

As an action, the ground around you overflows with gold dust covering every creature of you choose and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 8d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.


Gold Dust Sky Defensive Wall

Cost: 2+ chakra

Range: 15 ft.

As a reaction when a damaging effect originates anywhere within range (i.e. a creature makes an attack, a spell is cast, a trap goes off, etc.), you encase it in gold dust. If the effect deals less than 4 + your Intelligence modifier damage, the effect fails, wasting any resources spent; otherwise it is unaffected. If you have affinity in Magnet Style, this threshold increases by the average roll of your unarmed die. You may spend additional chakra to increase this threshold by an equal amount, and doing so increases this jutsu's range by 5 ft. for every 6 additional chakra spent.


Third Eye

Cost: 5 chakra

Range: 120 ft.

As an action, you shape gold dust into a completely functioning eyeball that constantly transmits information to you. This eye acts on your turn but can not act in any way other than moving, has a flying speed equal to your movement speed, is identical to you other than having 5 hit points and being Tiny, and has no senses other than sight. You must spend 1 chakra at the end of each of your turns to maintain this jutsu.


Lightning God Self

Cost: 8 chakra

As an action, you absorb a large amount of matter using Magnet Style chakra, gaining the following effects:

  • Your size increases by 1 size category to a minimum of Large.
  • You gain immunity to Lightning damage.
  • Your unarmed strikes deal an additional 1d4 lightning damage.
  • You gain a +2 bonus to your AC
  • Your movement speed increases by 10 feet.
  • When you move at least 5 ft., all creatures within 5 ft. of you take 1d4 lightning damage.
  • You must spend 4 chakra at the end of each of your turns to maintain this jutsu.


Magnetic Reflect

Cost: 10 chakra

Duration: Concentration, up to 1 minute

As a bonus action, you use your magnetic chakra to create a 10-foot radius chakra shield around yourself to reflect metallic weapon attacks. While this is active, you gain a +2 bonus to your ac, and attacks using metal weapons made against creatures within the radius have disadvantage. If their attack misses, you can choose for that weapon attack to backfire on the target, forcing them to make a Dexterity saving throw. On failure, they take that attack’s damage.


Conserving Bee Twin Blades

Cost: 10 chakra

Duration: Concentration, up to 1 minute

As a bonus action, you imbue up to 2 metal thrown weapons of your choice or 1 metal weapon with Magnet Style chakra, which lasts for the duration of the jutsu. On a hit with one of these imbued weapons, the target becomes magnetized and must succeed a Constitution saving throw or also be restrained by the magnet style chakra emanating from the weapon. You may move a magnetized creature up to 15 ft. as part of each of your turns. The target may attempt an Intelligence saving throw at the end of each of their turns, ending this effect on a success.

 

Non-Hand Seal Jutsu

Basic Magnet Style Technique

Range: 30 feet

As an action, you can pull any magnetic object within range that are not being held, worn, or bound to another surface 10 ft. towards you. Additionally, you are not effected by difficult terrain on or caused by metallic objects for 1 minute.


Gold Spear

Cost: 2 chakra

Range: 10 feet

As an action, you create a spear of gold and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 piercing plus 1d8 + your Intelligence modifier force damage.


Iron Needle Bomb

Cost: 4 chakra

Range: 30 foot radius

As an action, you create an orb of iron sand and then forcefully disperses it into needles in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 2d10 + your Intelligence modifier piercing damage.


Creation

Cost: 4 chakra

Range: Touch

As an action, you can form weapons out of iron and gold dust. The weapons are not structurally sound and will shatter back into dust after two strikes. You can make six darts, kunai, senbon, or shuriken, three daggers, two shortswords, one longword, or one greatsword. You are proficient with weapons you make and you may choose to add your spellcasting modifier to the damage rolls of attacks these weapons instead of your Strength or Dexterity modifier.


Iron Sand Marking

Cost: 7 chakra

Range: 35 feet

Using your bonus action, you shoot a portion of iron sand at a creature, aiming to hit their back. This one creature must attempt a Strength saving throw. On a failure, a portion of iron sand is left on that creature's back, they have disadvantage on any saving throws incurred by Magnet Style jutsu, and attack rolls against them from Magnet Style jutsu have advantage against them. On a success, nothing happens. The target may retry this saving throw at the end of each of their turns, ending this effect on a success.


Black Iron Fist

Cost: 10-14 chakra

Range: 30 feet

Duration: 1 minute

You create a large hand out of Iron Sand that you can use to manipulate electromagnetic fields. You may move this hand up to 30 ft. at the end of each of your turns, and it moves in relation to you automatically when you move. Using your bonus action, you can make your hand (or hands) to attack a target 10 feet away from the hand. Make a melee spell attack for each hand. On hit, the target takes 2d6 + your Intelligence modifier bludgeoning damage. You can spend an additional 4 chakra to create another large hand when casting this jutsu. If both of these large hands are within 5 feet of you, for 6 chakra, you can use your reaction to gain +4 bonus to your AC and Dexterity saving throws until the beginning of your next turn when you are targeted by an attack or Dexterity saving throw.


Electromagnetic Vision

Cost: 12 chakra

Range: 45 foot cone

Duration: Concentration, up to 1 minute

As an action, you send a blast of magnetic waves that interfere with the target's brainwaves. Each creature within range must make a Constitution saving throw. On a failure, they are confused and their movement speed drops to 0 until the jutsu ends. As an action, the target can repeat the saving throw.


Infinite Meteors

Cost: 1+ chakra

Range: Touch

Touching an object, you send opposing magnetic forces inside it, blasting it apart. The object takes an amount of force damage equal to four times the chakra spent. If the object is destroyed, it explodes. All creatures within 5 feet if it was Tiny, 10 feet if it was Small, 15 feet if it was Medium, 20 feet if it was Large, 30 feet if it was Huge, or 60 feet if it was Gargantuan must attempt a Strength saving throw. On a failure, they take an amount of damage equal to the damage dealt to the object divided by the number of creatures within range. On a success, they take half as much damage.


*Magnet Style: Imprisoning Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you imbue your rasengan with an iron sand-like chakra construct. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and they must attempt a Constitution saving throw as the Magnet Style chakra attempts to wrap itself around them. On a failure, they become restrained for 5 minutes. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.

 

Wood Style

This Kekkei Genkai is made up of techniques that mix Earth and Water Style chakra to create wood, as well as various plants, to form anything from simple grasses to flowering trees. Canonically, this can only be used if you have the Hashirama's Cells feat, otherwise you gain Mud Style. If you are not using this variant, you must choose one of these styles to gain when you meet their chakra requirements.

Hand Seal Jutsu

Four-Pillar House

Cost: 5-20 chakra

As an action, you use your Wood Style to create a square house. The house has an AC of 14 and a number of hit points equal to 40 + your Intelligence modifier. The house can be empty or furnished (strictly wood and earth) and provide cover from the elements. Each floor is one room, and a balcony surrounds the second floor.

  • 20ft by 20ft by 30ft. Single floor. Empty. Can hold 4 medium creatures comfortably. 5 chakra.
  • 20ft by 20ft by 30ft. Single floor. Furnished. Can hold 4 medium creatures comfortably. 10 chakra.
  • 30ft by 30ft by 60ft. 2 floors. Empty. Can hold 8 medium creatures comfortably. 10 chakra.
  • 30ft by 30ft by 60ft. 2 floors. Furnished. Can hold 8 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 1d6 + your Intelligence modifier temporary hit points. 15 chakra.
  • 40ft by 40ft by 80ft. 3 floors. Empty. Can hold 12 medium creatures comfortably. 15 chakra.
  • 40ft by 40ft by 80ft. 3 floors. Furnished. Can hold 12 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 2d4 + your Intelligence modifier temporary hit points and increases its movement speed by 10 ft until it finishes a long rest. 20 chakra.

If the house is destroyed, all creatures inside takes 2d10 bludgeoning damage.


Stocks

Cost: 1 chakra

Range: 30 feet

As an action, you make a set of stocks that form around the target. The target must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained.


Wood Dome

Cost: 5 chakra

Duration: 5 minutes

As an action, you manipulate the roots in the ground to create a 10 ft radius wooden dome. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of your turn, it regains 1d6 hit points, unless it has taken fire damage this round.

 

Wood Dragon

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you create a huge wooden dragon. The dragon has 60 hit points. If destroyed, as an action, you can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, it’s targeted instead. The dragon acts on your initiative count and you can use your action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:

  • Speed 60 ft fly
  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d8 piercing damage
    • Claw deals 1d6 slashing damage
  • Grapple. The dragon uses the grapple attack.
  • Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 bludgeoning damage.
  • Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage. Once this feature is used, the dragon is destroyed.


Deep Forest Emergence

Cost: 17 chakra

Range: 40 ft radius, 20 ft high

As an action, you force a small plant to grow into a forest in an instant. The trees to grow in a dense 40 ft radius, 20 ft high forest around you. You and creatures you choose are lifted by a root into the air. All other creatures in the area must make a Dexterity saving throw, taking 5d12 + your Intelligence modifier bludgeoning damage on a failure. On a success, they take half as much damage. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 4 chakra to make a large branch from the forest to attack one creature within it. Make a melee spell attack. On a hit, it takes 3d10 piercing or bludgeoning damage.


Deep Forest Bloom

Requirements: Deep Forest Emergence

Cost: 8 chakra

Range: 30 ft.

Duration: Concentration, up to 1 minute

As an action, you convert the trees of one Deep Forest Emergence within range into large flowers that produce a thick green pollen. For this jutsu's duration, any creature that ends their turn touching the Deep Forest Emergence must attempt a Charisma saving throw. On a failure, they become unconcious until the end of their next turn.


Great Spear Tree

Cost: 25 chakra

Range: 50 ft radius, 60 ft high

Duration: 1 minute

As an action, you summon a tangle of roots that surround you. Each creature other than in you the affected area must make a Dexterity saving throw. On a failure, it takes 6d8 + your Intelligence modifier piercing damage and is restrained by the dome. Half as much damage on a success. If a creature is reduced to 0 hit points by this damage it dies. The body is crushed and the blood seeps into the roots giving them a red tinge. To break out, the restrained target can use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, you can make a spell attack against up to three creatures in the area or all three spell attacks on one, on a hit the target is affected by one of the following effects of your choice:

  • Vine: On a hit, the target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.
  • Branch: On a hit, the target takes 4d6 + your Intelligence modifier piercing damage.
  • Log: The target must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. This can only be used once every other round.

 

Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands

Cost: 10 Chakra

Range: 30 feet

Erecting various wooden spiked pillars to temporarily block escape, you thrust forward a palm of chakra in order to suppress Tailed Beast chakra with wood style chakra. You can attempt to suppress a Jinchuuriki out of any Bijuu Cloak form, contesting your Constitution save against their Strength save + their number of tailed beasts contained + number of Bijuu Cloak form (+1 for Initial Release, +2 for Tailed, +3 for BCM or TBM, +4 for Avatar).


Wood Human

Requirements: Wood Dragon

Cost: 32 chakra

As an action, you fuel a massive amount of Wood Style chakra, creating a massive golem with its shoulders wreathed in a wood dragon. A wood human appears in the spot where you were standing and you are teleported on top of it.


Shinsu Senju

Requirements: Wood Human

Cost: 32 chakra

Range: 90 feet

As an action, you sprout thousands, almost millions, of wooden palms from one wood human within range, turning it into an immobile, indestructible weapon; the Shinsu Senju.


Great Forest

Cost: 3 chakra

Duration: 1 minute

As a bonus action, you transform your arms into pillars of wood. You can not weave hand seals with that hand or cast spells with somatic components with that hand, but your unarmed strikes gain 10 feet of reach and you may grapple creatures an additional 10 feet away. Additionally, your unarmed strikes deal your choice of magical bludgeoning, slashing, or piercing damage. You may spend 1 chakra point to end this jutsu’s effects early.


Spontaneous Tree Armor

Requirements: Spontaneous Tree Summoning

Cost: 25 chakra, 10 hit points

Using your action, you can use your cells as a conduit for Wood Style and your chakra control to shape them with precision, creating very heavy and strong armor around yourself that is made out of wood. While this armor is equipped, your AC becomes 13 + your Proficiency Bonus + your Dexterity Modifier, you gain a damage reduction of 6, and you take twice as much fire damage. If you do not have Proficiency in Heavy Armor, your movement speed is reduced by 35 feet, and you have disadvantage on Dexterity Saving throws and Stealth checks. Up to 2 instances of this armor can exist per Wood Style user.


God: Nativity of a World of Trees

Cost: 100 chakra

As an action, you release a massive sheet of absorbing Wood Style chakra, wrapping itself around your targets autonomously. For any creatures that are unconcious or paralyzed by any of your jutsu, you no longer need to concentrate to keep them under its effects, they no longer need to eat, drink, sleep, or breath, and your chakra point maximum increases by a number of points equal to the number of creatures effected by this jutsu.


*Beautiful Wood Creation of Sapping Strength*

Cost: 5 chakra

Range: Self

As a bonus action, you create a weapon out of wood, infusing it with your chakra. The weapon you create copies a weapon are proficient with, copying the entire weapon including its properties and damage die. Weapons created in this way lose any magical properties of the weapon they were based off of, but counts as magical for the purposes of overcoming bludgeoning, piercing and slashing damage resistance.


Wood Style Shadow Clone Jutsu

Requirements: Shadow Clone

Cost: 3 chakra

When creating shadow clones, you may imbue each of them with wood style chakra for 3 chakra. Clones under this effect have 15 hit points, and regain 5 hit points at the beginning of each of their turns. This also causes you to not regain the base chakra spent to create the clone.

Non-Hand Seal Jutsu

Basic Wood Style Technique

Cost: 0-10

Range: 30 feet

Duration: Instantaneous

As an action, you can summon small trees and poles of wood from the earth as well as your body to create one of the following effects within a 5 foot cube:

  • You cause the newly grown wood to form into simple shapes and animate at your direction.
  • You envelop the targeted area with irregularly grown roots and branches and cause the area to become difficult terrain. Alternatively, you can cause the branches to clear a path and turn it into normal terrain if it is already difficult terrain.
  • You create a barrage of branches and trees that shoot up and fill the targeted area. A creature standing behind this wall of wood can use it as cover.

You can return any wood you create back into the earth as a bonus action. Wood created this way cannot be used to deal damage directly, however it can be used to block paths and bar off areas. Your wooden creations have an AC of 11 and a number of hit points equal to your level plus your Intelligence modifier.

You can spend additional chakra at the time of casting this Jutsu to increase the targeted area by 5 ft per 2 chakra points spent.


Transmission Wood

Cost: 3 chakra

Duration: 72 hours

You create a small wooden seeds that constantly transmits a minuscule amount of chakra that allows you to know the distance and direction of it over any distance. Creatures, even those with the ability to sense magical effects, must succeed an Investigation check to find it.


Spontaneous Tree Summoning

Cost: 6 chakra, 3 hit points

As a reaction when you are targeted by an attack or saving throw, you use your own cells as a conduit, growing a thick tree in the assault's path, granting you a +3 to your AC and constitution or dexterity saving throws until you move at least 5 feet away from the tree. Upon moving away from the tree, it withers away and dies. This effect does not stack with itself and this reaction cannot be used again until this tree disappears. The tree has an AC of 18 and hit points equivalent to 3 times your level plus your Intelligence modifier.


Cutting Sprigs

Cost: 3 chakra

Range: 60 feet

As an action, you can fire three wooden spikes from your body. Make a ranged spell attack for each. You can target a creature with all three or one creature with each. On a hit, the target takes 1d4 + your Intelligence modifier magical piercing or poison damage, your choice. As a bonus action on the same turn, you may cause the spikes to expand into large branches, spending 1 chakra per targeted spike that hit to deal an additional 1d4 + your Intelligence modifier magical bludgeoning damage to the target it hit.


*Wood Jaws*

Cost: 10 chakra

Range: Touch

As an action, you create a set of large jaws anywhere on your body that lunge at the target. One creature within range must make a Strength saving throw. On a failure, they become restrained. They or a creature that can touch them may retry this saving throw as an action, ending this effect early on a success. On a failure and when the target uses a jutsu, they lose 1d4 chakra points, and you regain an equal number of chakra points or increase their DC of the next saving throw of this kind by an equal number.


*Wood Style: Draining Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you imbue your rasengan with Wood Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and wooden thorns begin to drain their chakra causing them to lose 2d4 chakra at the end of their turns, or twice as many hit points if they no longer have any chakra. A creature that can touch the target may attempt a Strength saving throw as an action, removing the spikes on a success.

 

Earth Style[edit]

Hand Seal Jutsu[edit]

Basic Earth Style Technique

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.

If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Fissure

Cost: 3 chakra

Range: 30 foot line, 10 foot wide

As an action, you create a large fissure up to 50 ft deep. Each creatures in the area must make a Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making an Athletics or Acrobatics check against your save DC. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 3d6 + your Intelligence modifier force damage and is pushed to the top.


Stone Pillar Spears

Cost: 8 chakra

Range: 20 foot radius

As an action, you create five stone pillars in the area that protrude from the ground to skewer the targets. The pillars are 5 ft cylinders that protrude 30 ft out of the ground and pass through obstacles to reach the target. The target of each pillar must make a Dexterity saving throw or take 2d6 + your Intelligence modifier piercing damage for each pillar that hits it.


Rock Shelter

Cost: 12 chakra

Range: 30 ft.

As an action, you create a 15 ft. radius barrier of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside. A creature inside the dome when it is destroyed does not become targeted by the effect or damage that destroyed it.


Gravel

Cost: 5 chakra

Range: 30 feet

As an action, you attempt to trap one creature within range within a pyramid of stone that juts up around them. The target must make a Dexterity saving throw. On a failure, the target takes 1d8 + your Intelligence modifier piercing damage and is restrained. On a success, they take half as much damage. The pyramid has 25 hit points, freeing the target if it drops to 0 hit points. As a bonus action for 1 chakra, you may cause the rocks around them to draw closer, forcing the target to attempt a Strength saving throw. On a failure, they take 1d8 + your Intelligence bludgeoning damage. The creature may attempt a Strength saving throw as an action, ending this effect on a success.


Bedrock Coffin

Cost: 25 chakra

Range: 90 feet

As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 8d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin has 100 hit points, freeing the target if it drops to 0 hit points. The creature can also escape by making a DC 30 Athletics check.


Rock Trail

Cost: 6 chakra

Range: 30 foot line

By slamming their hand into the ground, the user causes a path of large rocks to emerge from the ground and strike the target. Make a spell attack. On hit, the target takes 3d8 + Intelligence modifier bludgeoning damage. Upon using this jutsu, 5 feet tall rocks appear in the attack line leading to the target. These rocks last until the end of your next turn. This jutsu cannot go through/cross this rock line.


Mud Wall

Cost: 4 chakra

As a reaction to being targeted by a ranged attack, you quickly unearth a wall of loose dirt, granting you three-quarters cover until the end of your next turn.


Multi Mud Wall

Requirements: Mud Wall

Cost: 6+ chakra

Duration: 1 minute

As a bonus action or reaction to being targeted by an attack or Dexterity saving throw, you erect and solidify multiple layers of mud walls. You create a 5 foot square wall that is 3 inches thick anywhere within 5 feet of you. This wall grants three-quarters cover, has 10 + your Intelligence modifier hit points and 12 AC. If you have affinity in Earth Style, you may spend 2 additional chakra point to grant the wall additional hit points equal to your average unarmed strike die roll, half as much of a bonus to its AC, or half of either bonus. You may create an additional wall within 5 feet of yourself or one other Multi Mud Wall you can touch for every 5 additional chakra points spent.


Mud Wolves

Requirements: Water Style

Cost: 3 chakra

Duration: 1 hour

You weave your chakra into one spot that is made out of earth. For this jutsu’s duration, if a creature enters a 10 ft. radius from this spot, you become aware of it, but not the specifics of the creature, and you may choose to create a wolf anywhere within this area. It can not leave a 20 ft. radius area centered on this spot.


Earth and Stone Dragon

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you can form a dragon from the earth below you that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d8 piercing damage
    • Claw deals 1d6 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Earth Dragon Bullet (Recharge 5-6). The dragon exhales 3 globs of mud, each with a range of 60 feet. Each targeted creature must succeed a DC 17 Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are restrained until the end of their next turn.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage on a successful hit.


Weighted Boulder

Cost: 7+ Chakra

The user increases the amount of gravity a creature or object is subject to for 1 minute. They become 2 + half the additional amount of chakra times heavier. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage. The effect can be lifted by the user with a bonus action.


Rock Gun

Cost: 4-12 chakra

Range: 30ft

You fire a bullet-sized piece of rock out of your mouth. Every creature within a 10 foot radius of where you fired the bullet must succeed a Dexterity saving throw as the bullet expands into a boulder or take 4d6 bludgeoning damage and become restrained. You may spend 2 additional chakra to increase this jutsu and the boulder's range by 5 feet.


Earth Style Shadow Clone Jutsu

Requirements: Shadow Clone

Cost: 2 chakra

When creating shadow clones, you may imbue each of them with Earth Style chakra. Clones under this effect have 15 hit points. This also causes you to not regain the base chakra spent to create the clone.


Clone Trap

Requirements: Earth Style Shadow Clone

Cost: 5 chakra

As a reaction when one of your Earth Style Shadow Clones is reduced to 0 hit points by a melee attack, you cause the clone to harden instead of dissipating. The clone becomes petrified and regains 15 hit points, and the creature that reduced the clone to 0 hit points must attempt a Strength saving throw. On a failure, they become restrained. They may retry this saving throw as an action, and this effect immediately ends if the clone is reduced to 0 hit points.


Headhunter Jutsu

Cost: 6 Chakra

You gain a burrowing speed equal to your movement speed +5 feet until the beginning of your next turn. If you hit a creature with an unarmed strike while burrowing, you may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.


Earth Golem

Cost: 7 chakra

Molding a small amount of stone, you create an earth golem anywhere within 10 feet of you.


Monkey Rock

Requirements: Earth Golem

Cost: 32 chakra

As an action, you raise a massive chunk of earth, creating a massive monkey-like golem. A monkey rock appears in the spot where you were standing and you are teleported on top of it.


Dust Storm

Cost: 2 + chakra

Range: 25 foot cone

As an action, you create a torrent of soil from the ground. Each creature in the cone must make a Dexterity saving throw. On a failure, each creature takes 2d6 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. For 4 additional chakra, you can make the dust storm stay for 3 rounds and creatures in it at the start of their turn, must roll a Dexterity saving throw or take 1d8 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. You can move this cloud up to 15 feet with a bonus action for 1 chakra. This added effect uses concentration.


Toad Oil Bullet

Cost: 7 chakra

Duration: Concentration, 1 minute

Range: 40 ft. line

As an action, you transform chakra in your mouth into a form of chakra-infused liquid earth, typically petroleum, and spew it in a torrent of vile-smelling fluid. All creatures within range must attempt a Dexterity saving throw. On a failure, they are drenched in petroleum. Any effect that can deal fire damage can target creatures under this effect at twice its range for this jutsu's duration.


Mist Blaze Dance

Cost: 14 chakra

Range: 30 feet

Duration: 1 minute

As an action, you exhale a 20-foot sphere of chemically unstable ash. The cloud spreads around corners and lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction.

If a creature within range takes damage that is not bludgeoning, piercing, or slashing damage, the cloud reacts. The cloud is destroyed, and every creature within the cloud must attempt a Dexterity saving throw, taking 8d10 damage of the same type on a failure.

Non-Hand Seal Jutsu[edit]

Lightweight Boulder

Cost: 2+ chakra

Duration: 1 minute

Range: Touch

As a bonus action, you can divide one object's weight by the amount of chakra spent. You may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed. The effect can be lifted by the user with a bonus action.


Rock Armor

Cost: 8 chakra

As a reaction to being hit by an attack or as a bonus action, you form your chakra into a sleek, transparent covering of stones. You gain a +5 bonus to your AC until the end of your next turn.


Mud Body

Requirements: Rock Armor

Cost: 12 chakra

As a reaction to being targeted by an attack or saving throw, or as a bonus action, you convert your body into mud. You gain a +3 bonus to your AC, and Dexterity and Constitution saving throws until the end of your next turn.


Earth Spear

Requirements: Rock Armor

Cost: 6 chakra

As an action, you cover your entire body in diamond-hard chakra. You gain a +5 bonus to your damage reduction and damage threshold to any damage that is not lightning damage, and become vulnerable to lightning damage. You must spend 3 chakra at the beginning of each of your turns to maintain this effect.


Rock Weapon

Cost: 3 chakra

As a bonus action, you cover your weapon or fists in sturdy rocks. Until the end of your next turn, your attacks deal an additional 1d4 bludgeoning damage.


Rock-Tatami

Cost: 5 chakra

Duration: 5 minutes

As an action, you create a rock mat that fills a 5 ft. square area. As a bonus action for this jutsu's duration, you may force any creature touching the mat to attempt a Strength saving throw. On a failure, they become prone or move up to 10 ft. in a direction of your choice including straight up (unless they are larger than Large), and take 3d4 bludgeoning damage. On a success, they take half as much damage. If they are moved, the mat moves as well, and stays there until you move it again or this jutsu ends.


Super Fist Rock Technique

Cost: 10 chakra

Range: 5 feet

The user jumps into the air and, creating a stone fist, attacks the enemy with force with a blow from top to bottom. The force of the blow is such that it easily splits the ground underfoot, and the speed of the fall leaves a streak of light behind. Roll a spell attack. On hit, the target takes 3d8 + your Strength modifier bludgeoning damage and 2d8 force damage and be knocked prone.


Subterranean Voyage

Cost: 3 chakra

As a bonus action, you fall straight through any earth and stone, but not metal or plants, you are touching. Until this jutsu ends, you may swim through such materials as easily as water. You must spend 1 chakra point at the end of each of your turns to maintain this effect.


Earth Pillar Explosion

Cost: 8 chakra

Range: 5 foot radius

This technique causes the ground to explode at the users location, damaging and blowing away all opponents in range. Every creature within range including the user must make a Dexterity saving throw. On a failure, they take 4d8 bludgeoning damage and is forced 10 feet away from the user. On success, the target is knocked back 5 feet and does not take damage.


*Earth Style: Twisting Rasengan*

Requirements: Rasengan

Cost: 15 chakra

Range: 120 foot radius

As an action, you form a rasengan out of earth style chakra and plunge it into the ground. Every creature within range must succeed a DC 18 + your Constitution modifier Dexterity saving throw. On a failure, the ground twists around them and they are restrained. They may reattempt this saving throw at the end of their turn. As an action, a creature can assist them, granting them advantage. They may also escape if the earth around them is moved or destroyed, such as with the Earth Style basic jutsu. As an action, you can force a creature affected by this jutsu to take 2d10 + your Intelligence modifier force damage, or as a bonus action for 1 chakra point

 

Ice Style

This Kekkei Genkai combines Water and Wind Style chakra. It allows the user to manipulate water particles to form ice in different shapes and forms.

Hand Seal Jutsu

Crystal Ice Mirrors

Cost: 18 chakra

Duration: Concentration, up to 1 minute

As an action, you create a 30 ft. dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action while within the dome, you can step into a mirror, gaining full cover until this jutsu ends. While this is active, you may only use your turn to end this effect or make one attack against any creature within the dome for 2 chakra. This attack gains a +5 bonus to its attack and damage rolls. On a miss, they may make an opportunity attack against you. A creature can enter the dome freely; however when trying to leave through the dome, it must break one mirror with a successful Strength or Dexterity saving throw, their choice, as an action. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. If at least 5 mirrors are destroyed, this jutsu ends. While this jutsu is active, you cannot use other Jutsu that doesn't have this jutsu as a requirement.


Devil Region Ice Death

Requirements: Crystal Ice Mirrors

Cost: 3 Chakra

As a bonus action while Crystal Ice Mirrors is active, you refract chakra from every mirror, creating a blue flash of light. Every creature within the mirrors must attempt a Constitution saving throw. On a failure, they 2d6 + 5 + your Intelligence modifier cold damage. On a success, they take half as much damage. Immediately after using this jutsu, Crystal Ice Mirrors ends as the mirrors shatter.


Wolf Fang Avalanche

Cost: 32 chakra

Range: 40 ft cube

As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, they take 10d8 + your Intelligence modifier cold damage and are restrained until they use an action and all of their movement to dig itself out. On a success, they take half as much damage.


Black Dragon Blizzard

Cost: 15 chakra

Duration: Concentration, 1 minute

Range: 40 feet

As an action, you create a black ice dragon out of the ambient water molecules. The dragon has 40 hit points and 18 AC. You can form and control up to 3 dragons at a time. Beyond being large, immune to cold damage and heal for 1/2 the damage, resistant to fire and vulnerable to bludgeoning, it has the same statistics as you. The dragon acts on your initiative count and you can use your action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d8 cold damage.
    • Claw deals 1d6 cold damage.
  • Grapple. The dragon uses the grapple attack.
  • Freezing Breath (5-6 recharge). The dragon exhales frost biting cold in a 20-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature takes 4d10 Cold damage and their movement speed is 0 or half as much damage on a success and half movement speed.
  • Self Destruct. The black ice dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft into any direction and takes 2d8 cold damage. Once this feature is used, the dragon is destroyed.


Ice Rock Dome of Magnificent Nothingness

Cost: 8+ chakra

Duration: Concentration, indefinitely

As an action or reaction to being targeted by an attack, you create a 10 foot radius, rock-hard ice barrier around you to protect yourself and allies. The Ice Dome has 18 AC and 50 hit points, is immune to cold damage, resistant to fire damage, and vulnerable to bludgeoning damage. Attacks and effects from one side of the barrier that target the other side target the barrier instead, including visual and auditory genjutsu, despite being able to see and hear through the dome as easily as without.

If the the dome breaks, the creature closest to the effect or damage that broke the barrier is hit first with the leftover damage. As a bonus action for 4 chakra, you can cause the barrier to regain 15 hit points. You must spend 4 chakra at the beginning of your turn to maintain this jutsu.


Yuki-onna Whirlwind

Cost: 15+ chakra

Duration: Concentration, 1 minute

Range: 40 feet

You summon a whirlwind of ice and wind to surround a creature within range in a 10 foot radius around them. Creatures in the whirlwind must make a Constitution saving throw when this technique is used and at the start of the creatures turn when inside the whirlwind, taking 2d8 cold damage and 2d8 slashing and having their movement speeds reduced to 0 on a fail. On a success, their movement is halved and they take half damage.

When creatures fails 2 saving throws in a row, ice begins to encapsulate them, making them restrained for this jutsu's duration. They can use their action to make a Strength saving throw, no longer being restrained on a success. If they are restrained and fail 2 saving throws from this jutsu in a row, they are paralyzed for 1 hour, even if the technique ends, now frozen, encased in a layer of ice. Time spent next to a heat source counts for 60 times as much for the sake of ending the paralysis.

This technique cancels out the basic scorch and basic fire style techniques due to the coldness and wind sapping any heat created. You must spend 3 chakra at the beginning of your turns to maintain this jutsu.


Certain-Kill Ice Spears

Cost: 24 chakra

Range: 30 foot radius

As an action, you create massive spikes of ice capable of crushing buildings. All creatures within range must attempt a Strength saving throw. On a failure, they take 2d8 + your Intelligence modifier cold damage and 2d8 piercing damage, are pushed out of this jutsu's range, and the area targeted by this jutsu becomes full cover with 13 AC and 15 hit points for every 5 ft. cubic area. This technique deals double damage to buildings and structures.


Secret Technique: Flight of the Obliterating Water

Cost: 6+ chakra

Range: 30 feet

You create thousands of ice needles from the moisture in the air before forcing them to the ground.. Any creatures of your choice within the area without at least three-quarters cover take 1d4 magical piercing damage. Affinity adds half as much damage to this jutsu.


Ice Prison

Cost: 12 chakra

Duration: Concentration, up to 1 minute

Range: 15 feet

As an action, you infuse Ice Style chakra into the ground anywhere within range. While within the ground, you do not need to concentrate on this jutsu. As a bonus action or reaction to a creature entering this area, you may force the chakra above ground, forcing one creature touching the area to make a Strength saving throw. On a failure, they are restrained and begin suffocating. As an action, the target or one creature touching the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating.


Ice Peak Crumbling

Cost: 2 chakra

Range: 20 feet

As an action, you erect a miniature mountain range of ice spikes from below one creature within range. The target must attempt a Dexterity saving throw. On a failure, they take 2d6 cold damage and are pushed 20 feet into the air until the end of your next turn as the force carries them, though they can still act. On a success, they take half as much damage.


Thousand Flashes Beheading Dance

Cost: 3 chakra

Jutsu Type: Bukijutsu

When you make an attack with a light melee weapon, you focus Ice Style's infamous light-speed chakra reflections into thousands of attacks. On a hit, you deal damage equal to the attack roll. If you have affinity in Ice Style, this jutsu deals additional damage equal to your Dexterity and Intelligence modifiers instead of your unarmed damage die.


*Ice Style Shadow Clone*

Requirements: Ice Style, Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with Ice Style chakra. When a creature successfully hits it with a melee weapon attack, they must succeed a Dexterity saving throw or take 1d4 cold damage. When it is destroyed by any means other than being dispelled, the creature that does so becomes stunned until the beginning of their next turn. This also causes you to not regain the base chakra spent to create the clone.


*Secret Technique: Winter Wonderland*

Cost: 30 chakra

Prerequisite: Yin Style; Ice Style

Duration: Concentration, 1 Minute

Range: 30 foot radius

Jutsu Type: Genjutsu

Channeling your Ice Style with Genjutsu, you blend reality and fiction to a point it's near indistinguishable from each other as snow lightly falls. While this is active, you have immunity to cold damage and Ice Style jutsu, and resistance to fire damage. If hit with any cold damage, or damage from Ice Style or Water Style jutsu, you instead regain 1/2 of the damage in Hit Points.

All creatures within range while this is active must make a Wisdom Saving Throw at the end of each of their turns, being affected by genjutsu until the end of their next turn. This genjutsu causes the creature to perceive the entirety of the area they see as "winter", taking 3d6 psychic damage at the end of each of their turns due to the supposed cold.

Once per turn when you make an attack roll, you may make a clone out of the ice that makes the same attack against a creature under this genjutsu, dealing cold damage for all damage, with the clone disappearing after this effect ends.

All creatures, besides the user and other Ice Style users, have their movement speed halved and the area is Heavily Obscured.


Ice Disk

Cost: 5 chakra

Duration: Concentration, up to 5 minutes

Range: 30 feet

As an action, you create a flat disk of ice that fills a 5 ft. square area within 5 ft. of you. As a bonus action for this jutsu's duration, you may move the disk up to 60 ft. in a direction of your choice including straight up, and it stays there until it is moved again. You may spend 10 ft. of this movement as part of this bonus action to force one creature within 5 ft. of the disk to succeed a Dexterity saving throw or take 2d8 slashing damage. On a success, they take half as much damage. You may spend 30 ft. of this movement as part of this bonus action to grant any creatures of your choice within 5 ft. of the disk half cover until the beginning of your next turn. If the ice disk leaves this jutsu's range, this jutsu ends.


Ice Disk: Destruction Lens

Requirements: Ice Disk

Cost: 15 chakra

As a lengthy distracting action while Ice Disk is active and the ice disk is in bright light, you align the disk to focus light into a destructive beam. A 10 ft. radius up to 30 ft. from the disk is clearly designated. At the beginning of your next turn, any creatures within range take 10d10 bludgeoning damage as the ground explodes. If you or the disk move before this happens, you regain half this jutsu's cost, and the jutsu fails. A creature wielding a reflective object within the radius, such as a metal shield or another ice disk, may cause this jutsu to target another 10 ft. radius within 30 ft. of them as an action.

Non-Hand Seal Jutsu

Basic Ice Style Technique

Range: Self

Cost: 2 chakra

Duration: 1 hour

As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you.

Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.


Blasting Ice Crystal

Cost: 4 chakra

Range: 30 feet

As an action, you shape cones of ice around the feet of one creature within range that work themselves into their bloodstream. The target must make a Dexterity saving throw. On a failure, the target takes 1d8 cold damage and their movement speed drops to 0. On a success, they take half as much damage. The cones have a combined 5 hit points and 16 AC, freeing the target if it drops to 0 hit points. When the cones take damage from any source other than the target, the target takes twice as much damage.


Cold Attack of the Demon

Cost: 10 Chakra

Range: 30 feet

Duration: Concentration, 1 Minute

As a reaction when a creature within range takes water damage or damage from a Water Style jutsu, you freeze the water around the target. The target must succeed a Dexterity saving throw or become restrained on a failure. They may retry this saving throw at each of their turns, ending this effect on a success.


Crystal Ice Wall

Cost: 6 chakra

Duration: 1 minute

As an action, you create a single mirror-like wall of ice that hovers slightly above the ground. The wall has 5 hit points and 16 AC, and regains hit points (maximum 20) when it takes cold damage, and is 5 feet wide and 10 feet tall. Pushing, dragging, or lifting the wall takes 100 pounds of force. It may be manipulated up to 60 feet from you as a free action or bonus action, and has a movement speed of 60 feet. If the wall moves through a creature's space, they must attempt a Strength saving throw. On a failure, they are moved along with the wall, take 2d6 cold damage, and are knocked prone. On a success, the wall is destroyed. A creature may only make this saving throw once per turn.


Mirroring Thin Ice

Requirements: Crystal Ice Wall or Crystal Ice Mirrors

Cost: 3 chakra

As a bonus action or a reaction to being targeted by any effect, including attacks, you travel at the speed of light into one Crystal Ice Wall or Crystal Ice Mirrors dome you have created. This movement is effectively teleportation, and does not provoke opportunity attacks. If you are still within the area of an effect, or if the effect automatically effects you, you are still targeted by it.


Winterized Weaponry

Cost: 2 chakra

As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d8 cold damage. Weapons created in this way can not be magic items.


Thousand Needles of Death

Cost: 4 chakra

Range: 30 feet

As an action, a large number of needle-like shards of ice surround the target before flying at them. The target must make a Dexterity saving throw, taking 2d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft. until the start of your next turn on a failure. On a success, they take half as much damage.


Ten Thousand Ice Petals

Cost: 10 chakra

Range: 30 feet cone

As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved until the end of their next turn. On a success, they take half as much damage.


Ice-Breaking Sledgehammer

Cost: 6 chakra

Duration Concentration, up to 1 minute

As an action or reaction when targeted by a melee attack, Taijutsu, or Bukijutsu, you can summon ice gauntlets to block the technique. You gain a +3 bonus to your AC and saving throws against melee attacks, Taijutsu, and Bukijutsu for this jutsu's duration. When hitting with an unarmed attack for this jutsu's duration, you deal an additional 1d6 cold damage.


Frozen Capturing Field

Cost: 6 chakra

Duration: 1 minute

Range: 30 feet

As an action, you create ice to wrap around the feet of one creature within range to trap them, who must succeed a Strength saving throw or be restrained for this jutsu's duration. At the end of each of the creature's turns, they can retry the saving throw, ending this effect on a success. You may choose additional targets within 15 ft. of the target for 5 chakra each. A 15 ft radius of ice surrounds any affected creatures, which counts as difficult terrain.


Swallow Snow Storm

Cost: 3-9 chakra

Range: 60 feet

You form ice needles out of the water in the air, creating up to 3 swallow-like ice needles, each needle costing 3 chakra. You make a ranged spell attack for each needle you make with advantage, dealing 1d6 cold damage with each needle. You have complete control of the needles after you fire them, allowing them to alter course in any way so they reach a target. This jutsu ignores cover if there is a way to get past the cover within the range (i.e. a small wall, a barrier that blocks from the front and not the back, etc).

If this comes within 10 feet of any fire or heat based technique, the needles will melt and disappear into nothingness.


*Ice Style: Freezing Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

Duration: 1 minute

As an action, you imbue your rasengan with Ice Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier cold plus 3d10 force damage, and they must attempt a Strength saving throw as thick sheets of ice begin to cover their body. On a failure, they become frozen. They may retry this saving throw at the end of each of their turns, ending the effect on a success.

 

 

 

 

 

 
Suggested Characteristics

none

 
Variant Genin/Chunin 1: Alternate Feature: Rogue-Nin

Alternate Feature: Rogue-Nin

Having abandoned your people, you have become a rogue ninja. Words of malice carry your name along the wind. Wherever you go, the feeling of someone hunting you is present in the back of your mind, and as a result, you've come to trust very little. Due to this, you may find "book-keepers"(bounty placers), other rogue-nin, and less than pleasant people in your circle. In small towns and slums, you may locate an area you can bed for the night, update bounties, and prepare for the next journey while avoiding the prying eyes of others.

 

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/5/2022 3:03:25 AM
2
3
5e
Coming Soon
Genin/Chunin 1 Image

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