Monk
Base Class: Monk

Monk: Way of the Shinobi

Shinobi , also interchangeably referred to as ninja, are the primary focus and the main military power in the series. Most come from a hidden village, of which some come from specialized ninja clans, and will perform missions for a fee. These missions can include: doing manual labor, acting as escorts, gathering secret information, retrieving stolen items, carrying out assassinations, etc. In times of war, ninja will come together to defend their villages and land. The clearest characteristic of a shinobi is their ability to manipulate chakra to create and use techniques. Shinobi are expected to be loyal to their villages for life, and any defectors are considered to be missing-nin, and will be marked for death.

Chakra & Jutsu

One of the most crucial abilities of a shinobi is that of gathering your energy and using it to use powerful skills called Jutsu. Jutsu can be powerful techniques ranging from casting powerful illusions to breathing out balls of fire to defeat your enemies. Jutsu are divided into the following categories: Ninjutsu, Genjutsu, Taijutsu, and Fuinjutsu. Some Shinobi like to specialize in one area while others like to have a diverse movepool. You start off knowing a number of Jutsu Equal to your Wisdom Modifier and learn 1 more every level. To learn a jutsu you must know at least 1 jutsu of the previous type. For instance, if you want to learn the Water Prison Jutsu, you must know the Watter Bullet Jutsu. The following chart shows you the rank of Jutsu you can use at which level. Each Jutsu costs a number of Ki points, D-ranks virtually take no energy and take 1 point, C-ranks take 2, B-ranks take 3, A-ranks take 4, and S-rank Jutsu take 5. If you cast a jutsu while concentrating on a jutsu, the other jutsu ends. When you are out of Ki Points, you can no longer cast jutsu, even if their cost is 0 Ki Points.

Blaze Release: Blaze Arrow

As an action, the user creates arrow-like shapes, by morphing their Blaze Release. The user is then able to shoot the arrow at a target within range. If the arrow's make contact, the flames are then able to travel over the whole body. The target must make a Dexterity saving throw, taking 2d10 Radiant damage and 1d10 piercing damage on a failed save, or half as much on a successful save. On a failed save the target catches fire, Taking an extra 1d10 fire damage at the start of its turn until it uses its action to extinguish the flames. You can spend 1 more Ki point as you cast this Jutsu to make 1 extra arrow that targets another target within range.

Blaze Release: Blaze Manipulation

As a bonus action, whenever you deal Fire or Radiant damage for the duration, you can treat any 1 or 2 on a damage die as a 3 and you ignore resistance to fire and radiant damage for the duration.

Blaze Release: Devastating Fire Dragon

As an action, you make a dragon-shaped fireball of colorful flames. The dragon is a 10 foot tall, 10 foot wide, 30 foot line. Each creature in the area must make a Dexterity saving throw, taking 12d10 Radiant damage on a failure, half as much on a success. As a bonus action, for the duration, you can move the dragon up to 30 ft within the range. Each creature that is in the area after its moves, ends its turn in the area, or enters it for the first time on its turn must make a Dexterity saving throw, taking 8d10 radiant damage on a failure, half as much on a success. This ignores evasion.

Blaze Release: Honoikazuchi

As a reaction, When an enemy gets within 15 ft of you, you surround yourselves with black flames shaping it into spikes, impaling anything within the area. Each creature must make a Dexterity saving throw, taking 3d10 Radiant damage plus 2d10 piercing damage on a failure, or half as much on a success.

Blaze Release: Wild Wave Dance

You shoot a blast of black flames towards a target within range. The blast then explodes in a sprawling column of flames. The target needs to make a dexterity saving throw, taking 12d10 Radiant damage on a failed save, or half as much on a success. Targets within 15 feet of the first target must make a dexterity saving throw, taking 3d10 radiant damage on a failure, or half as much on a success. On a failed save, the targets catch fire, taking an extra 1d10 fire damage at the start of its turn until it uses its action to extinguish the flames.

Body Flicker Jutsu

As a bonus action, you can channel energy to your legs, increasing your base movement speed for a turn. For the rest of this round your base movement speed is increased by 20 and you immediately take the dash action as a free action.

Body Replacement Jutsu

As a reaction to taking damage you can swap places with an object to take the damage for you, usually a log, or dummy version of yourself. When you take damage from an attack you can cast this jutsu, and make a Dexterity saving throw against a DC equal to 10 or half the damage, whichever is higher. If you succeed you avoid all damage and effects, or half the damage on a successful save, and still suffer all effects.

Body Transformation Jutsu

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the jutsu ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this jutsu fail to hold up to physical inspection. For example, if you use this jutsu to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this jutsu to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your save DC.

Boil Release Steam Jet

As an action, you release a stream of steam from your mouth. Each creature in the area takes 1d10 + your Wisdom modifier fire damage.

Boil Release: Acidic Mist

  • As an action you spew out steam affecting a 30 foot radius within range that lingers for 1 minute. Each creature in the area must make a Constitution saving throw, taking 5d10 acid damage plus 5d10 fire damage  on a failure. Half as much damage on a success. Other creatures that end their turn in the mist take an additional 2d10 acid damage. 

Boil Release: Corrosive Geyser

 As an action, you release acidic water through the ground that erupts into geysers. You pick 3 points within range. Each creature within a 10ft radius of those areas must make a Constitution saving throw, taking 8d10 fire damage plus 8d10 acid damage on a failure. Half as much damage on a success. Targets of this jutsu have their movement speed halved until the end of their third turn after this jutsu, from having their legs scalded.

Boil Release: Radiant Steam

As an action, you radiate steam from your entire body. Each creature in the area must make a Constitution saving throw, taking 4d10 fire damage on a failure. Half as much damage on a success. Creatures that failed their save have disadvantage on attack rolls until the end of their next turn.

Boil Release: Sudden Death

As an action, you make an explosion of corrosive steam. Each creature in a 50 foot radius of a point in range must make a Constitution saving throw, taking 8d10 fire plus 8d10 acid damage and pushing the creature to the edge of the radius, becoming petrified, and falling prone on a failure, or half as much damage on a success.

Clone Jutsu

  • Three illusory duplicates of yourself appear in your space. Until the jutsu ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the jutsu’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
  • A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. 
  • A creature is unaffected if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Earth Style: Bedrock Coffin

As an action, you force sections of rock to split and crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 20d6 bludgeoning damage and is restrained, Half as much on a success, and not restrained. While restrained in this way it has total cover. The coffin can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check. At the start of each of its turns, the retrained target must repeat the saving throw as the rock crushes further and further, taking 2d6 bludgeoning damage, or half as much on a successful save.

Earth Style: Diamond Skin Jutsu

You channel your chakra, making your skin as hard as stone. During the duration, increase your AC by 4. You gain Immunity from force and bludgeoning damage.

Earth Style: Earth Manipulation Jutsu

  • 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 ft 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.

Earth Style: Earth Wall Jutsu

  • A wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
  • If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
  • The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone.
  • If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
  • The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

Earth Style: Fissure Jutsu

As an action, you create a large fissure up to 50 ft deep. Each creature 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 third turn it closes. A creature still in the fissure takes 3d6 + your Wisdom modifier force damage and is pushed to the top.

Earth Style: Headhunter Jutsu

As an action you channel energy over your body, allowing you to meld with the ground and move freely. You gain a burrow speed of 30 feet. Additionally, as a bonus action, during the duration you can move directly under a huge or smaller target, grabbing their legs and attempting to pull them under the ground. The target must make a Strength saving throw or be pulled underground, leaving their head visible, on a failure and the target is considered restrained. The target can repeat thai save at the start of each of its turns. Huge creatures have advantage on this save.

Earth Style: Lightweight Boulder Jutsu

  • As a bonus action, for 1 minute,  you can reduce the weight of an object so that it can be carried or moved. For instance, if there is a boulder in your path, you can reduce its weight to be able to push it. Reduce the weight of the object by half. You can cast this jutsu multiple times, on the same  target up to 3 times, halving the weight each time.

Earth Style: Rock Finale

As an action, the user sends energy into the ground around them, causing it to shatter into many pieces, causing the ground around in a 20 foot radius to become difficult terrain. The loose pieces of earth become animated, swirling in a storm of debris that moves in any direction you choose up to 100 feet. Any creatures in its path must make a Dexterity saving throw. On a failure, the targets take 10d6 bludgeoning Damage. You can repeat this every turn as an action for up to the duration. 

Earth Style: Rock-Clone Jutsu

  • Arising from the ground, duplicate copies of the user are formed. These clones are solid and take their turn as you do. These clones share the same stat block as you do, however they do not have health, instead they can only take damage as many times as Ki points they started off with. You can channel as many Ki points into a Rock Clone as you wish, up to a maximum of your wisdom modifier. These clones act just like you would. 
  • Each time a creature targets you with an attack during the jutsu’s duration, while you have clones within 5 feet of you,  roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. If you have more than 3 clones the attack hits a clone

Earth Style: Stone Spear Jutsu

As an action, you create five stone spears in the area that protrude from the ground to skewer the targets. The spears 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 8d6 piercing damage for each pillar that hits it, or half as much on a successful save.  A target hit by 3 or more spears that fails a saving throw is considered

Earth Style: Swamp of the Underworld

You slam your hands into the ground, shifting and moving earth around, mixing it into a swampy mess. In up to a 30 foot radius at a point within range you bring forth a muddy swamp, this area is considered difficult terrain. Creatures that start their turn in this area need to make a Strength saving throw, if they fail the saving throw their speed is reduced to 0 for the rest of the turn.

Earth Style: Tremor Sense Jutsu

As a bonus action you can channel energy into your feet giving yourself a Tremor sense up to 60 feet for the duration. 

Explosion Release: Corporeal Eradication

After an unarmed strike, you buildup a massive amount of explosive energy in your fist, and you attempt to create an explosion inside your target. The target must make a Constitution saving throw or take 6d12 fire plus 6d12 Force 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.

Explosion Release: Exploding Palm

For the Duration, After making an unarmed strike, you bolster it with an explosion at point blank range. The attack deals an additional 1d12 fire or force damage.

Explosion Release: Explosive Manipulation

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 Wisdom modifier for unarmed strikes damage rolls instead of your Strength or Dexterity modifier. Your unarmed strikes deal double damage against objects not made of stone or metal.

Explosion Release: Landmine Fist

As an action you punch the ground, and in a 60 foot cone the ground explodes. Creatures within the area must make a dexterity saving throw, Taking 14d12 Force damage and being knocked prone, or half as much damage and not being knocked prone on a successful save. The area then becomes difficult terrain.

Explosion Release: Tactical Minefield

You send explosive energy into the ground in a 30 foot radius around yourself, that is in a constant flux, making unsafe pockets of space that blow up when something passes over them. When a creature moves at least 5 feet inside the radius they must roll a d20. If the roll is 6 or lower they set off a bomb, For every 5 feet the creature moves increase what they need to roll by 2. For instance creatures that move 30 feet need to roll 16 or higher. Creatures that do set off a bomb, they only move half their intended distance and must make a Dexterity saving throw. Taking 6d12 force damage and 4d12 Fire damage on a failed save or half as much on a successful save. Then each creature within 5 ft of the bomb must also make a dexterity saving throw, taking 2d12 fire damage on a failed save, or half as much on a successful one.  

Fire Style: Burning Ash Jutsu

The user spews a cloud of chakra infused powder form their mouth which covers a 15 foot radius. Creatures inside the area need to make a constitution saving throw or become blinded until they use an action to clean their eyes out. As a bonus action you can ignite the cloud of ash. Each creature in the area needs to make a Dexterity saving throw. Taking 16d10 fire damage on a failed save, or half as much on a successful one. 

Fire Style: Fire Dragon Bullet

You send forth a mighty blast of fire shaped like a dragon. This dragon is launched in a 5 foot by 40 foot line causing mass damage Each creature in range needs to make a Dexterity saving throw, Taking 10d10 fire damage on a failed save, or half as much damage on a successful save. Any metal objects along the line glow red hot until the end of your next turn, dealing 2d6 fire damage to any creature that starts their turn touching it.

Fire Style: Fire Manipulation Jutsu

  • As an action, you choose a non magical 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 ft 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.

Fire Style: Fireball Jutsu

As an action, you expel fire from your mouth either as a orb of roaring flame. Make a ranged attack roll, dealing 3d10 fire damage on a successful hit.

Fire Style: Flaming Palm Jutsu

As a bonus action you can imbue fire into your fists, causing a veil of fire to form around your hands. For 1 minute, whenever you make an unarmed strike, add 1d4 fire damage to the attack.

Fire Style: Grand Fireball Jutsu

As an action, you expel fire from your mouth either as a massive orb of roaring flame. The flames engulf the target and leave a crater in the ground. Make a ranged attack. On a hit, it takes 14d10 fire damage. Each creature in a 10 foot radius of the target must make a Dexterity saving throw, taking half as much damage on a success.

Fire Style: Great Fire Annihilation Jutsu

The user breathes out a roaring tidal wave of flames, causing everything within range to burn to a crisp. Anything flammable within range catches fire, and water evaporates. Creatures inside the area make a dexterity saving throw taking 28d10 fire damage on a failed save, or half as much on a successful save.

Fire Style: Multi-Fire Dragon Bullet Jutsu

You send forth three mighty blasts of fire, all shaped like a dragon. This dragon is launched in a 5 foot by 40 foot line causing mass damage Each creature in range needs to make a Dexterity saving throw, Taking 10d10 fire damage on a failed save, or half as much damage on a successful save. Any metal objects along the line glow red hot until the end of your next turn, dealing 2d6 fire damage to any creature that starts their turn touching it.

Fire Style: Mythical Fire Flower Jutsu

As an action you expel 3 small balls of flames hitting either one target or many. Make a range attack for each ball of fire, dealing 1d10 + your Wisdom Modifier fire damage for each ball. You can make 2 additional balls of fire for each ki point you spend after the first, up to a max of 2 extra ki points.

Genjutsu: Bringer of Darkness

As an action, targeting any number of creatures in range, you create an illusion of darkness that robs those within range of senses. All targets within range must make an intelligence saving throw. On a failure they are robbed of all senses of sight, sound, and smell. The world around them appears as a black void. Targets affected by this jutsu have disadvantage on all attack rolls and saving throws. They are considered blind and deaf. Attack rolls on creatures affected by this jutsu are made with advantage. A creature affected by this jutsu can repeat the saving throw at the end of each of their turns, Ending the effects on a successful save.

Genjutsu: Camouflage

This skill allows the user to become transparent and slink into the confines of a natural resource. Elaborating on natural resources, it must be something like a tree or the ground or a boulder that has not been created or shaped by mankind. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Genjutsu: Chained Mind

A powerful illusion where the user becomes chained in their own mind, and the user takes control of the target's body. When you cast this jutsu the target must make an Intelligence saving throw, suffering the effects of the jutsu on a failure. For the duration, the user becomes incapacitated and controls the body of the target. Any damage taken while in this form is also taken by the user of the jutsu. The target can repeat the saving throw at the end of each of their turns, ending the jutsu on a success.

Genjutsu: Death God's Judgment

  • You create a Huge shadowy visage of a deity in an unoccupied space that you can see within range. The illusion lasts for the jutsu’s duration and occupies its space, as if it were a creature.
  • When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
  • As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. Each creature in the cone must make an Intelligence saving throw, taking 8d6 psychic damage on a failed save, or half as much damage on a successful one.
  • The illusion is tangible because of the illusion used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its attack.

Genjutsu: Demonic Melting Flesh

As an action you target one creature and make the illusion of them falling into a pit of slime or goo. The target must make an Intelligence saving throw, or be affected by the illusion. When the target first becomes trapped in the illusion, and at the end of each of their turns they must make an Intelligence saving throw, taking 8d6 psychic damage, or half as much on a successful save as their brian thinks they are being burned by an acidic slime. This jutsu ends on a successful save or when the target takes damage from a source rather than Demonic Melting Flesh.

Genjutsu: Drunken Sight

Weaving hand seals you use your energy to disrupt the center of balance of the enemy. As an action, you make an enemy feel as if they were drunk. The target must make an Intelligence saving throw, being taken over in a drunken haze on a failure. For the duration, the target makes attack rolls and dexterity saves at disadvantage. The target can repeat the saving throw at the end of each of its turns.

Genjutsu: False Surroundings

  • You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
  • You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
  • Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Genjutsu: Heaven and Earth Reversal

As an action, you affect the mind of a target, making them think down is up, and up is down, feeling like they will “fall” if they move. Any number of targets, a number equal to or less than your Wisdom Modifier, must make an Intelligence saving throw, on a failure falling for the illusion, on the target’s next turn if they move they will “Fall” towards the sky, taking 10d6 psychic damage on a failed save, or half as much on a success, and ending the illusion. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Genjutsu: Sly Fellow Mind

You have a series of hand seals and channel your energy to affect the directional senses of other creatures. Every time the targets try to leave the radius they will loop around to the beginning, unable to advance forward. A successful Intelligence (Investigation) check against your save DC will reveal the illusion.

Genjutsu: Stupification

As an action, you lock eyes with a target, and make a hand seal. The target must make an Intelligence saving throw, on a failed save the target is locked in place and is unable to move, the target is considered paralyzed. The target can repeat this saving throw at the end of each of its turns. This effect lasts until the target takes damage or succeeds its saving throw.

Genjutsu: Temple of Nirvana

A standard Genjutsu that makes targets within range start to fall asleep. Roll 10d8; the total is how many hit points of creatures this jutsu can affect. Creatures within 60 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this jutsu falls unconscious until the jutsu ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed are immune to this jutsu.

Genjutsu: True Nightmare Jutsu

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 16d6 psychic damage. On a successful save, the jutsu ends for that creature.

Genjutsu: World of Illusions

  • You create an illusion of many objects, creatures, or some other visible phenomenon within range that activates when a specific condition occurs, or right away. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the jutsu how the illusion behaves and what sounds it makes. This scripted performance can last up to 10 minutes.
  • When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
  • The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
  • Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Ice Release: Demonic Crystal Ice Mirrors

As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 2d8 + your Wisdom modifier cold damage. As a bonus action, you can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other jutsu.

Ice Release: Ice Manipulation

  • As a bonus action, you gain Immunity 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.

Ice Release: Thousand Needles of Death

As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 4d4 piercing plus 4d8 cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.

Ice Release: Winter Oni

As a bonus action, for the duration,  you create weapons and small pieces of armor on your body as well as the mask of an oni. Your Ac is increased by 2. You create any weapon from solid ice. Each weapon can last 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.

Ice Release: Wolf Fang Avalanche

As an action, an avalanche of snow pours out from your fist that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The targets must make a Constitution saving throw. On a failure, they take 20d8 cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success. The area Is considered difficult terrain for all other creatures.

Lava Release: Crimson Flames

As an action, you gather lava chakra in your hand and fire a series 4 of projectiles. The projectiles explode in red fiery blasts in a 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 10d12 fire damage plus 10d12 force damage and is pushed 30 ft away. Half as much damage on a success.

Lava Release: Great Ash Stone Barrier

As an action, The user spits forth a large amount of Thick lava and ash that solidifies into an almost impenetrable wall within range. This cooled lava wall covers an area of 40 feet, or a 20 foot dome that is 1 ft thick. The wall has 100 hp and AC of 18. Creatures that deal damage to the wall within 5 feet of it reveals the less solid interior, taking 2d12 fire damage.

Lava Release: Heat Enhancement

You superheat the energy inside of your body to a significant degree. As a bonus action, you gain the ability to walk on lava as if you were walking on water and take no damage. Your Lava Release Jutsu ignores resistance to fire damage and Creatures immune to fire still take half damage.

Lava Release: Melting Apparition

As an action, you manipulate a strong acidic mud flow capable of corroding flesh. Make a ranged attack. On a hit, the target takes 2d12 + your Wisdom modifier Fire damage. You can use this to melt locks or doors that are no more than 3 inches thick or made of adamantine. At the start of each of the target's turns, it takes 1d12 fire damage until it uses its action to shake the molten rock off.

Lava Release: Scorching Rocks

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 attack for each. On a hit, the target takes 3d12 + your Wisdom modifier fire damage, plus 2d6 bludgeoning damage.

Lightning Style: Black Panther

As an action, you generate black lightning which takes the form of a panther. The panther can run up to 60 ft, in any direction, any creatures in its path must make a Dexterity saving throw. On a failure, the first target takes 22d8 lightning damage and the following targets take 3d8 lightning damage,  half as much on a success.

Lightning Style: Chain Lightning Jutsu

As an action you create a bolt of lightning that jumps between multiple targets. You target 1 creature within range The bolt then jumps to up to 3 more targets, each target must be within 30 feet of the last. The targets must make a dexterity saving throw taking 16d8 lightning damage on a failed save, or half as much on a successful save.

Lightning Style: Chidori

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, the lightning increasing your speed by 10 feet, attempting to shove your hand into the target’s chest. Make a melee attack. On a hit, it takes 3d8 + your Wisdom modifier piercing and 4d8 lightning damage.

Lightning Style: Electrical Needle Jutsu

As an action, you charge electricity into your hand and launch many needle shaped bolts of lightning, disrupting the target's nerves. Make a ranged attack against one target within range. On a hit the target takes 3d8 +Wisdom Modifier Piercing damage and 3d8 Lightning Damage. The target then must make a Constitution saving throw, on a failure, the target is stunned until the end of their next turn.

Lightning Style: Kirin

As an action, you summon thunder clouds, and a lightning bolt in the shape of a dragon descends from the clouds. Each creature in a 15 foot radius of a point in range must make a Dexterity saving throw. On a failure, it takes 22d8 lightning damage, half as much on a success. If you are outdoors in stormy conditions when you use this jutsu, it gives you control over the existing storm instead of creating a new one. Under such conditions, the damage increases by 5d6. Targets wearing metal armor have disadvantage on this saving throw.

Lightning Style: Lightning Bolt Jutsu

A bolt of lightning, forming a 5 by 60 foot line, blasts out from you in a direction of your choice. Each creature in that area must make a Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much on a successful save.

Lightning Style: Lightning Cloak

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 a +3 bonus to AC, and your speed is increased by 10ft. When a creature makes a melee attack against you, it takes 1d8 + your Wisdom modifier lightning damage.

Lightning Style: Lightning Manipulation Jutsu

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 10 ft of bright light and deal an extra 1d4 lightning damage.

Lightning Style: Lightning Rod Jutsu

Immediately after Hitting an attack with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity which travels through your body transferring the electricity to the body of the target. The target must make a Constitution saving throw. On a failure, it takes 3d8 lightning damage and is stunned until the end of its next turn, or half as much damage and not stunned on a success.

Lightning Style: Static Palm

As an action you weave the correct seals and generate a small amount of lightning into your palm. Thrusting your palm forward, one target within range must make a dexterity saving throw. Taking 2d8 lightning damage on a failed save, or half as much on a success.

Magnet Release: Gold Dust Imperial Funeral

As an action, the ground around you overflows with gold dust covering every creature of your choice, within range. You are lifted 30 feet into the air by a cloud of gold dust. Each creature must make a Strength saving throw. On a failure, it takes 20d10 bludgeoning damage, and is Restrained. Creatures can repeat the saving throw at the end of each of their turns. At the beginning of your turn, for the duration, as a bonus action you can tighten the sand around the trapped creatures,  each trapped creature takes 2d10 bludgeoning damage. 

Magnetic Release Magnet Manipulation

As an action, you can pull any magnetic object within 10 ft towards you. You can also manifest dust and create small jewelry that disintegrates when you are no longer within 10 ft of it.

Magnetic Release: Iron Spears

As an action, you create an orb of iron sand and then forcefully disperses it into spears in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 10d8 piercing damage, or half as much on a successful save. The area then becomes difficult terrain. 

Magnetic Release: Magnet Rise

For the duration, you channel your Magnetic Release, magnetizing yourself and anything you touch. Sand Accumulates underneath you, you gain a flight speed equal to your walking speed. Additionally anytime you make contact with an object or creature, or hit an object or creature with a weapon you can choose to magnetize it. For the duration, any attack made against the magnetized object with metal weapons has advantage. Attacks made with metal weapons that land are automatically crits on a 16-20. 

Magnetic Release: Repulsion

  • As a reaction to being attacked with a metal weapon, you channel your Magnetic Release into a defensive shield. Any attack made with a metal weapon has disadvantage. If the attack is made with a melee weapon and misses the creature must make a strength saving throw, on a failure the weapon is thrown 20 feet behind the attacker. If the attack is a ranged attack and misses you can use a free action to make a ranged attack back at the attacker, dealing the weapons damage on a hit. 

Odama Rasengan

As an action you call forth lots of energy into your hand that takes the form of a giant spiraling ball. You thrust your hand into the target. Make a melee attack. The target takes 7d10 + your Intelligence modifier bludgeoning plus 7d10 force damage. The target must make a Strength saving throw or be pushed 60 ft away. The target has a mark on its body in the shape of multiple swirls scratching its skin. This Jutsu ends on a successful hit or after 1 minute. A target hit by this attack has their speed reduced by 20 feet until the end of their next turn.

Poison Mist Jutsu

  • A thick rolling purple cloud of toxic fumes is sprayed from your mouth. Creatures inside this cloud are considered blind and must make a Constitution Saving throw or become poisoned. If a creature starts their turn in the radius they must make a Constitution saving throw, taking 6d6 poison damage and becoming poisoned, or half as much on a successful save and not becoming poisoned. 

Rasengan

As an action you call forth your energy into your hand that takes the form of a spiraling ball. You thrust your hand into the target. Make a melee attack. The target takes 3d10 + your Intelligence modifier bludgeoning plus 3d10 force damage. The target must make a Strength saving throw or be pushed 30 ft away. The target has a mark on its body in the shape of multiple swirls scratching its skin. This Jutsu ends on a successful hit or after 1 minute.

Scorch Release: Demon Lantern

 As an action, you summon an orb of fire that takes the shape of a skull. Make a ranged attack. On a hit, the target takes 2d10 + your Wisdom modifier fire damage, plus 2d10 force damage.

Scorch Release: Great Blaze Ball

As an action, you exhale a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. Make a ranged attack. On a hit, the target takes 15d10 + your Wisdom modifier fire damage and must make a Constitution saving throw. On a failure, the target is pushed back 30 ft and its movement speed is reduced to 0 until the end of its next turn due to the moisture in its body evaporating.

Scorch Release: Heatwave

  • As a bonus action, you enter a state of superheating and increase the temperature surrounding your body drastically. As a reaction when hit with a melee weapon, you can superheat it. The target must make a Constitution saving throw. On a failure, it takes 1d10 + your Wisdom modifier fire damage and drops the weapon.
  • Alternatively, as an action for the duration, you can target up to 5 cubic ft of water within a 30ft range and evaporate it in the blind of an eye. You create a 10-foot-radius sphere of fog centered at the source of water. The sphere spreads around corners, and its area 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.

Scorch Release: Incinerating Flare

As an action, you form a large ball of heat as bright as the sun, Thai flare is so hot it evaporates water in nearby objects. You throw it at a point in range, violently exploding on impact. Each creature in a 10 ft radius of the point must make a Constitution saving throw, taking 8d10 fire damage and a level of exhaustion on a failure, or half as much damage and not exhausted on a success.

Scorch Release: Three Suns Murder

As an action, you create three flaming orbs that resemble small suns. These orbs rotate around you. As an action, you can send one of these at a creature within range. Make a ranged attack. On a hit, the target takes 8d10 + your WIsdom modifier radiant damage and one exhaustion level. A creature reduced to 0 hit points by this dies as all the water inside its body evaporates, leaving it a mummified corpse and disintegrating all of its equipment unless it is magical. Each orb dissipates after hitting two targets or when you lose concentration.

Sealing Style: Dark Sealing Method

  • A sealing formula that takes at least a 15x15 empty room  1 hour and 50 gp worth of materials to make. You take careful time drawing seals all over the body of the person you are performing this technique on. At your touch, with this seal, all curses, charms, and petrification affecting one creature or object are suppressed. If the object is a cursed magic item, its curse remains, but the seal breaks its owner’s attunement to the object so it can be removed or discarded. The seal doesn’t destroy the curse, but it does suppress it, being tied directly to the will of the cursed creature. The curse will be suppressed unless the cursed creature allows the curse to activate. Object can’t allow the curse to take over. 

Sealing Style: Eight Trigrams Seal

  • A seal that can store away targets into another living being. Significantly stronger than the Four Trigrams Seal.  It takes 2 hours and 500 gp worth of materials to make. As an action, making the necessary hand seals, you can seal away 1 creature you are touching into another creature you are also touching. The creature must be of a CR equal to your level. Both creatures must make a Constitution saving throw, The target's soul slipping further into the other creature on a failure, the targets can choose to fail. After 3 failed saves the target is successfully sealed away, after 3 successful saves the sealing fails. The creature the target was sealed into can use an action to gain one of the following from the target: A movement speed, one sense, a damage resistance or immunity, an attack, or a special ability for 1 minute. A creature can not gain multi attack, or legendary actions. The target of the sealing can also polymorph into the creature that was sealed into it. But must make an intelligence saving throw at the start of each of its turns, The creature taking over on a failed save. The creature remains trapped in the target unless removed by someone performing this seal again, or if the target the creature was sealed into allows the creature to escape. The removal of a sealed creature  reduces the strength, constitution, and dexterity of the target the creature was sealed into to 2, the Hp maximum to 0, and the creature is considered dying

Sealing Style: Elemental Sealing Method

  • A seal that is capable of sealing away elements themselves, one damage type picked when you make this seal, into a scroll. It takes 1 hour and 100 gp worth of materials to make. As an action you can activate this seal. The seal can store up to 10d8 damage of the selected type that is not a melee weapon attack. If hit with an aoe effect, such as a Wizard’s Fireball spell, the scroll can seal away an amount of damage, equal to the total rolled. The damage of the fireball would be rolled, then the dice for the seal would be rolled, reducing the damage of the fireball by the rolled amount, sealing it away. If the fire ball rolled 30 damage, and the seal rolled 24, 6 would be the damage left for the fireball. 
  • As an action, you can release the damage stored in the seal. Dealing the damage in the same type and range of the source of the damage, but only up to 30 ft. For example, if you use this seal against the cold breath of an Adult White Dragon and store 40 cold damage, you can then release that damage. It will be 40 cold damage in a 20 ft cone, instead of a 60ft cone.

Sealing Style: Energy Draining Seal

This seal drains the target's Strength or Constitution, decided when you make the seal. It takes 30 minutes and 20gp worth of materials to make.  A seal that can be applied to a target with an unarmed attack, As a bonus action you weave hand seals and activate this seal. At the beginning of each of the target's turns they must make a Constitution saving throw, on a failure the target’s strength or constitution score is decreased by 1. The effect ends after the duration, or after a successful save.

Sealing Style: Exploding Tags

These seals can be placed on a surface or throwable weapon, as a bonus action, or if the seals take fire damage, you can use a little bit of energy to cause the tag to explode. It takes 5 minutes and 5gp worth of materials to make. All creatures within range need to make a dexterity saving throw. The explosion deals an extra 1d10 fire damage to all creatures within range, on a failure.

Sealing Style: Five Seals Barrier

  • You Place 4 seals in a square shape that can not be longer than 1 mile in any direction. Each seal takes 1 hour and 100gp all together to make. When you cast this jutsu you must be inside of the Area the seals cover at the center, with a 5th seal, and can not move while the jutsu is active, being considered paralyzed. 
  • An immobile, purple, cube-shaped prison composed of magical force springs into existence around the scrolls, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. The seals are just inside of the cube on each point. When you cast the jutsu, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it. The cage also extends into the Ethereal Plane, blocking ethereal travel. 
  • The energy the barrier is made up of is so strong that it damages anything that comes into contact with it. Any creature or item that touches the barrier must make a Wisdom saving throw, Items failing instantly, taking 10d10 Necrotic damage or half as much on a successful save. 

Sealing Style: Flying Thunder God

These seal tags can be placed on creatures,  objects or weapons. It takes 24 hours and 500 gp worth of materials to make. You can teleport to the location of any of these seals, once per turn as an action, bonus action, reaction to being attacked, or a free action. You can teleport other willing creatures you are touching as well. 

Sealing Style: Four Trigrams Seal

  • A seal that can store away targets into another living being. It takes 1 hour and 100 gp worth of materials to make. As an action, making the necessary hand seals, you can seal away 1 creature you are touching into another creature you are also touching. The creature must be of a CR equal to or less than half your level. Both creatures must make a Constitution saving throw, The target's soul slipping further into the other creature on a failure, the targets can choose to fail. After 3 failed saves the target is successfully sealed away, after 3 successful saves the sealing fails. The creature the target was sealed into can use an action to gain one of the following from the target: A movement speed, one sense, a damage resistance or immunity, an attack, or a special ability for 1 minute. A creature can not gain multi attack, or legendary actions. The target of the sealing can also polymorph into the creature that was sealed into it. But must make an intelligence saving throw at the start of each of its turns, The creature taking over on a failed save. The creature remains trapped in the target unless removed by someone performing this seal again, or if the target the creature was sealed into allows the creature to escape. The removal of a sealed creature reduces the strength, constitution, and dexterity of the target the creature was sealed into to 2. Its Hit Point maximum is also reduced to 10. This effect lasts for 1 week.  

Sealing Style: Gravity Seals

  • This seal can be used to increase or decrease the effect of gravity on a target. It takes 30 minutes and 20gp worth of materials to make.  A seal that can be applied to a target with an unarmed attack, As a bonus action you weave hand seals and activate this seal. At the beginning of each of the target's turns they must make a Constitution saving throw, on a failure the target’s weight is halved or doubled for up to 1 minute or until they make a successful save.
  • While the weight of a creature is halved by this effect, the creature's speed increases by 20 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.
  • While the weight of a creature is doubled by this effect, the creature's speed is reduced by 20 feet, and it has advantage on Strength checks and Strength saving throws.

Sealing Style: Paralyzation Seal

A seal that can be applied to a target with an unarmed attack that paralyzes the target. It takes 30 minutes and 20gp worth of materials to make. As a bonus action you can activate this seal, paying the Ki points, and the target of the seal must make a constitution saving throw, being stunned until the beginning of their next turn on a failure. The target must repeat this saving throw at the beginning of each of their turns, being stunned until the beginning of their next turn on a failure. The seal is destroyed after the duration or on a successful saving throw.

Sealing Style: Recall Seal

A seal that can be placed on an item that is no heavier than 10lbs and longer than 10 ft in any dimension. It takes 5 minutes and 5gp worth of materials to make. As a bonus action you can summon the item to your hand.

Sealing Style: Rising twin Dragons

  • As an action, you fling 2 modified storage scrolls into the air, releasing a volley of deadly weapons that were stored inside. It takes1 hour and 50 gp worth of materials to make.All creatures within range must make a Dexterity saving throw, Taking 4d8 piercing, 4d8 bludgeoning, and 4d8 slashing damage, or half as much on a failed save. As a bonus action, you can pay 2 ki points, attaching strings of energy to all of the thrown weapons, forcing all creatures within range to repeat the saving throw again. 

Sealing Style: Sealing Scrolls

  • You use the following items to create a scroll that you are then able to store items into. You can store or retrieve an item as a bonus action. The scrolls or seals are not consumed on use, instead lasting until destroyed. If a scroll or seal is destroyed, its contents are lost until the exact same seal is drawn on another scroll. Scrolls, Handy haversacks and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, is destroyed.
    • Small Scroll and Ink, cost 20gp. Creates a seal that when activated you can store items in a pocket dimension whose internal space is equal to a 5x5 space, up to 100 lbs.
    • Medium Scroll and Ink, cost 45gp. Creates a seal that when activated you can store items in a pocket dimension whose internal space is equal to a 15x15 space, up to 500 lbs.
    • Large Scroll and Ink, cost 100gp. Creates a seal that when activated you can store items in a pocket dimension whose internal space is equal to a 30x30 space, up to 1000 lbs.

Shadow Clone Jutsu

  • As an action you can make duplicate copies of yourself. These clones are solid and take their turn as you do. These clones share the same stat block as you do, however taking any damage will instantly destroy the clones. When these clones are summoned you split your remaining ki point evenly between yourself and your clones. Clones must have a minimum of 1 ki point. Clones can use ki abilities too but dispel the tun after their last Ki point is spent. If clones are dispelled early any remaining ki points get sent back to you. Anything your clones learn you also learn once they dispel. Shadow Clones last for 1 hour per Ki Point they are created with. 
  • Each time a creature targets you with an attack during the jutsu’s duration, while you have clones within 5 feet of you,  roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. If you have more than 3 clones the attack hits a clone

Shadow Possession Jutsu

As an action, you can channel energy into your shadow and extend it towards your target or targets, each target must make a Dexterity saving throw. On a failed save they are considered restrained and copy all movements you make yourself. This effect lasts for 1 minute, at the end of the duration you can pay the ki points again to extend the duration by 1 minute. A creature can make a Strength saving throw at the end of each of its turns to escape the effects.

Shadow Stitching Jutsu

As a bonus action, after capturing a creature in the Shadow Possession Jutsu you Weave your shadow into spikes, piercing all trapped creatures and dealing damage. The targets take 2d12 Piercing damage. You can repeat this attack on each of your following turns as a bonus action for no extra Ki points.

Shuriken Shadow Clone Jutsu

As a bonus action when you make an attack with a ranged weapon you can multiply the weapon many times over. You can either do a number of additional die of the weapons damage die equal to your proficiency bonus to one target. Or you can do a number of additional die of the weapons damage die equal to your proficiency bonus spread out in a 30 foot cone. Any creature within this area needs to make a Dexterity Saving throw, taking the full damage, or half as much on a successful one. The extra weapons vanish after damage calculation.

Storm Release: Demon Lightning Storm

As an action, you create a large thundercloud 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 a bonus action, during the duration, you can also summon a bolt of lightning. Each creature in up to a 10 ft radius of a point under the cloud must make a Dexterity saving throw, taking 8d10 lightning damage on a failure. Half as much damage on a success.

Storm Release: Laser Circus

As an action, you create eight beams of concentrated lightning and shoot them at a creature. Each beam can hit up to two creatures within range. Each creature must make a Dexterity saving throw, taking 20d10 lightning or radiant damage on a failure. Half as much damage on a success. If you target a creature with more than one beam, it has disadvantage on the saving throws.

Storm Release: Light Fang

As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Dexterity saving throw, taking 2d10 piercing and 2d10 radiant damage on a failure, or half as much on a successful save.

Storm Release: Light Pillar

As an action, you make an extremely bright light that appears to emanate from your body. When you cast this jutsu, each creature within range must make a constitution saving throw, taking 6d10 radiant damage on a failed save, half as much on a successful save. 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.

Storm Release: Weather Control

  • You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this jutsu. Moving to a place where you don't have a clear path to the sky ends the jutsu early.
  • When you use the jutsu, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the jutsu ends, the weather gradually returns to normal.
  • Additionally, if cast during a lightning storm, you can concentrate on redirecting lighting up to 200 ft away from you.

Summoning: Impure Resurrection Jutsu

Forming a series of hand seals and clapping your hands, many coffins rise from the ground. As long as you have DNA from a creature, and a sacrifice of the same creature type, you can summon their soul back from the dead. The summoned creatures must be of a combined CR no higher than your level. The summoned creatures will follow your command, but it still has all of its memories in its past life. The creature still has its stat block, but has the HP of the creature sacrificed to bring it back. If the creature takes any damage it regenerates it all at the start of its next turn. You can not cast other jutsu while performing this jutsu.

Swift Release: Acceleration

  • As a bonus action, you can increase movement speed by 20 ft. You gain advantage with melee attacks if you move more than 30 feet in a single turn. 

Swift Release: Crowd Control

  • This technique requires Surge to be active. 
  • As an action, you can target any creature in a cone the size of your speed, or circle the size of half of your current speed. Each creature of your choice in range must roll a dexterity saving throw, taking your weapons die multiplied by your wisdom modifier + Proficiency bonus, on a success, they take half damage.

Swift Release: Shadowless Flight

This jutsu requires Surge to be active. You move at instantaneous speeds, channeling all your energy into your arms and legs, rapidly striking your target at various angles while avoiding any opposition regardless of the target's speed or strength. Until the end of the turn, When you roll your weapon damage die, Roll a number of damage dice equal to Wisdom Modifier instead. 

Swift Release: Superstorm

  • 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 superstorm 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 Swift Release: Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.

Swift Release: Surge

As an action Your perception of the world slows down as lightning surges through your body, enhancing your processing speed. Your speed doubles for the duration and you gain an additional action and bonus action, gain a +2 bonus to AC as well as having advantage on dexterity saving throws. At the beginning of your turn you take 2d6 lightning damage, and can spend the Ki Points again to keep this jutsu activated. A wave of lethargy sweeps over you as soon as the jutsu ends: after the end of your turn, you are unable to move or take any actions until the end of your next turn, and are considered prone.

Water Style: Fish Spit Jutsu

Making a ranged attack, you split a small, but quick shot of water towards the face of a target. On a hit the target takes 1d8 force damage and  is Stunned until the start of its next turn.

Water Style: Great Waterfall Jutsu

As an action you create a giant cyclone of water that bursts forward in a 90 foot cone. Each creature in the area must make a Strength saving throw. On a failure, the targets take 20d6 force damage and fall prone, moving to the end of the cone.

Water Style: Hidden Mist Jutsu

You create a 30-foot-radius sphere of mist centered on you. The sphere spreads around corners, and its area 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.

Water Style: Shark Bomb Jutsu

The user manipulates a volume of water with their hand; by thrusting their hand in a direction, the manipulated water is sent in that direction. As it moves, the body of water takes the shape of a shark, with extra water following behind. Choose a target within range, that target must make a Strength saving throw, taking 8d8 Bludgeoning damage and 8d8 force damage, and be knocked prone, or half as much on a successful save and not be knocked prone.

Water Style: Super Shark Bomb Jutsu

As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 Force plus 20d6 bludgeoning damage and fall prone moving to the end of the line. Half as much, and not knocked prone on a success.

Water Style: Water Armor Jutsu

You cover your body in a thin sheet of water that hardens like steel. The sheet almost melds to your skin, being invisible to the naked eye. During the Duration you gain 40 temporary HP, and you gain a +2 bonus to your AC. You become resistant to fire damage and vulnerable to Lightning damage. Taking cold damage will decrease your movement speed by 10 feet.

Water Style: Water Bullet Jutsu

You accumulate a ball of water inside your body before releasing it in a condensed ball. Make a ranged attack, on a hit the target takes 3d8 + Wisdom Modifier force damage

Water Style: Water Dragon Bullet Jutsu

You send forth a mighty blast of water shaped like a dragon. This dragon is launched in a 5 foot by 40 foot line causing damage and pushing enemies back. Each creature in range needs to make a Strength saving throw, Taking 10d8 force damage and being knocked back to the end of the 40ft line on a failed save, or half as much damage on a successful save and not being pushed back.

Water Style: Water Prison Jutsu

Forming water into the shape of a sphere, you trap an enemy inside. When you cast this jutsu, the target must make a dexterity saving throw, being trapped on a failed save. Trapped targets begin suffocating. A creature can make an attempt to break out of the Water Prison using a strength saving throw at the end of their turn. Creatures with less than half their HP make these saves at disadvantage. It takes 1 Ki point to trap a tiny creature,  2 Ki points to trap a medium or small creature, for each size up add an additional Ki point. While using this ability, your hand must remain in contact with the barrier and you are considered restrained.

Water Style: Water Trumpet Jutsu

Gathering water inside your mouth, you blast out a stream of water that hits everything within range. Creatures within range must make a Strength saving throw, Taking 6d8 force damage, or half as much on a successful save.

Water Style: Wild Water Wave Jutsu

The user spews water from their mouth in a waterfall-like fashion to wash away the target. This wave moves in an unpredictable pattern able to catch targets off guard and deal damage. You send a wave crashing down on one target within range, then it continues onto another target up to 30 feet away from the last target, repeat this for up to 2 more targets. Each target must make a Strength saving throw, taking 8d8 force damage and be knocked prone on a failed save, or half as much damage and not be knock prone on a successful one.

Wind Style: Cutting Wind Edge

As a bonus action, you can add Wind nature chakra to the end of a weapon that deals slashing or piercing damage, increasing its damaging abilities. Until the end of the duration, the weapon deals its damage twice.

Wind Style: Gale Palm Jutsu

The user claspes their hands together, wind is compressed and transformed into a powerful gale, which has enough force to knock over a person. Each creature within range must make a Strength saving throw, taking 3d8 bludgeoning damage, and getting knocked prone and to the end of the line.

Wind Style: Great Breakthrough Jutsu

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 6d8 Bludgeoning damage, or half as much on a successful save, and are pushed 40 ft away. If it collides with a creature or object, both take an additional 2d8 bludgeoning, half as much on a success.

Wind Style: Great Infinite Sandblast Breakthrough

You Inhale a great deal of air and exhale it all in one condensed stream that is mixed with a great deal of sand and dirt. All creatures within range must make a Strength saving throw. Creatures take 8d8 bludgeoning damage plus 8d8 piercing damage on a failed save, or half as much on a successful save.

Wind Style: Great Task of the Dragon

As an action, you alter the weather temporarily making a tornado of cutting winds that dissipates immediately after the jutsu ends. The tornado drops on a point in range. All creatures in a 20 foot radius must make a Strength saving throw, taking 4d8 Slashing 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 4d8 slashing damage, lifting them 30 ft further into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado.

Wind Style: Rasenshuriken

 As an action, you strike with a large shuriken-shaped ball of wind. Make a melee attack. On a hit, the target takes 10d8 + your Wisdom modifier Slashing plus 10d8 + your Wisdom Modifier piercing damage from the wind splintering into sharp needles that pierce your 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.

Wind Style: Steroid Blanks

The user collects chakra in his fist, summoning wind in a “blank round,” and then pounds it into his stomach, directing the chakra through his stomach and out his mouth as powerful blasts of swirling wind embedded with incredible amounts of chakra that can clear whole stretches of forestry. All targets within range must make a Dexterity saving throw, taking 12d8 Force plus 12d8 bludgeoning damage and getting knocked back 60 feet on a failed save, or half as much damage, and getting knocked back 30 feet on a successful save. Make a constitution saving throw, taking 2d8 force damage on a failure

Wind Style: Violent Whirlwind Jutsu

  • 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 modifier bludgeoning damage and pushed 15 ft away on a failure.

Wind Style: Wind Bullet Jutsu

You accumulate a ball of wind inside your lungs before releasing it in a condensed ball. Make a ranged attack, on a hit the target takes 6d8 + Wisdom Modifier bludgeoning damage.

Wind Style: Wind Manipulation Jutsu

  • 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 ft 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 ft 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 Style: Wind Scythe Jutsu

From your hand you propel many blades of wind towards a target. Make a range attack, dealing 3d8 + Wisdom Modifier slashing damage on a hit.

Wood Release: Binding Pillars

  • 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 in this space of wood must make a Strength saving throw or be grappled.
  • 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 using this jutsu to increase the targeted area by 5 ft per 1 Ki point spent.

Wood Release: Deep Forest Emergence

As an action, you force a small plant to grow into a forest in an instant. The trees grow into 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 8d8 bludgeoning damage, half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can make a large branch from the forest attack one creature. Make a melee attack. On a hit, it takes 4d8 piercing or bludgeoning damage.

Wood Release: Four Pillar House

  • 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 Wisdom 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.
  • Creatures with an intelligence less than 8 are naturally drawn away from it.
  • 20 ft by 20 ft by 30 ft. Single floor. furnished. Can hold 4 medium creatures comfortably. 1 Ki Point
  • 30 ft by 30 ft by 60 ft. 2 floors. Furnished. Can hold 8 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 1d8 + your WIsdom modifier temporary hit points. 2 Ki Points.
  • 40 ft by 40 ft by 80 ft. 3 floors. Furnished. Can hold 12 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 2d8 + your Wisdom modifier temporary hit points and increase its movement speed by 10 ft until it finishes a long rest. 3 ki points

Wood Release: Wood Dome

As an action, you manipulate the roots in the ground to create a 15 ft radius wooden dome within range, this dome provides total cover from the front, or a 10ft radius full dome that provides full cover from all directions. 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 2d8 hit points.

Wood Release: Wood Dragon Jutsu

  • As an action, you create a huge wooden dragon. The dragon has 60 hit points, and an AC of 18. If destroyed, while you are concentrating on this jutsu, as an action, you can reform 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. You can make the dragon action as a free action. 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 1d8 slashing damage
    • Grapple. The dragon uses the grapple attack.
    • Breath Weapon (5-6 recharge). Each creature in a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 6d8 bludgeoning damage.
    • Self-Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged attack. The target is pushed 40 ft away and takes 8d8 bludgeoning damage.

Nindo

 

A nindo is the personal mantra of a shinobi. They are guidelines for you to follow, adding a small buff. At 3rd level you gain proficiency in the stealth and Sleight of Hand skills as well as a buff from the Nindo you choose:

A long life is paved with wisdom

You're more analytical than most. You gain a +2 bonus to Passive Insight, Investigation, and Perception.

Crushing my enemies is all that matters

Killing your enemy takes precedence over all else. If you reduce a creature to 0 hit points, you can make an additional attack as part of the same action, on a different target. You have three uses of this; you regain all use after you finish a long rest.

Even the strongest have a weakness

As a bonus action, you can make a Perception check against the target's Passive Perception. If you succeed, you are able to discern all of the target's Damage Vulnerabilities, if it has any. You regain the ability to do so the next time you roll for initiative.

Hot Blooded Spirit

At the start of your turn, you can choose to make a charge, for the rest of the turn; you gain a +10 ft bonus to movement, +4 to attack rolls, and -2 to AC. If you hit, the damage is increased by 1d4. If you miss, your guard drops and you run through the closest enemy reach, provoking an attack of opportunity. You have three uses of this, all of which are regained after you finish a long rest.

I never go back on my word

You follow through, no matter what, and people have seen this. You get advantage or +2 on Persuasion checks and Intimidation checks.

I refuse to watch my ally die

No matter how dire the situation, you put your teammates lives above your own. As a reaction, if an ally gets hit by an attack, you move up to half your movement speed to throw yourself in the way of an attack. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.

I stay ready

When you are surprised, you may still take reactions and an action (on your turn), but you still can't move. You also gain Proficiency in playing card sets, as you “stay” ready.

I'll be your shield

When rolling for initiative, roll an additional 1d4 and increase your AC by the result. Decrease your attack rolls by the same amount.

I'll die if it means I achieve my goal

You can cast jutsu even when you have no ki points left. Immediately, after casting the jutsu, take a number of exhaustion levels equal to the ki point cost of the jutsu.

Life over Glory

When you use the Disengage action, you gain temporary hit points equal to 1d4 + your Constitution modifier. You regain the ability to do so when you roll initiative.

Chakra Control Techniques

Starting at 6th level you have increased your pool of techniques and energy. Beginning at 6th level, you can spend 1 Ki Point as a free action to move across any liquid surface— such as water, acid, mud, snow, or lava— as if it were harmless solid ground, or walk up vertical surfaces with just your feet for one hour.

Due to your greater control over your energy, D-Rank jutsu take so little energy they now take 0 Ki Points to cast. You can also choose 1 signature jutsu of each rank above D, that Jutsu costs 1 less Ki Point to Cast.

Summoning Jutsu

Beginning at 11th level, you may 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. The more Ki Points you put into the summoning the stronger the summon. You can put a number of Ki Points into a summoning as you could a Jutsu. The summon will have all the senses, movement speeds, and attacks of the creature you made a contract with. A summon will always be small, but for each Ki POint you use the summoned creature increases its size by 1. As an action you can summon a creature you have made a contract with, it takes its turn the same turn you take yours. When a summoned creature reaches 0 Hp it will vanish into smoke and return from where you summoned it. The creature will have the following stats:

 

Hit Points: 25xKi Points

AC: 12 + DEX Mod

To Hit: Ki Points + STR Mod

Damage A number of your monk hit die x Ki points used + STR Mod

STR 10 + Ki Points X3

DEX: 10 + Ki Points x2

CON: 10 + Ki Points x3

INT 10+ Ki Points

WIS: 10 + Ki Points 

CHA: 10 + Ki Points

Save DC = 8 + Ki Points +Stat Mod.

Sage Arts

Sage arts are abilities taught to shinobi via their summons. It is the art of taking in the energy from the world around you, and using it to increase your Shinobi abilities by entering Sage Mode. You can use your action to expend a Ki Point to enter Sage Mode For a number of minutes equal to your Con Modifier, usually shown by extra markings that appear on your face/body. While in Sage Mode you gain the following benefits:

  • You gain a blind sight of 30 feet
  • Your attack rolls are made with advantage
  • Your AC is 8 + Dex + WIs + Con
  • Your Jutsu are increased in power, your opponents make their saves at a disadvantage. However, using a Jutsu other than D-rank will decrease the duration of sage mode by 1 minute. 
  • Increase the range of all Jutsu that don’t have a range of Self by 60 feet. Touch Jutsu are now throwable and you make a ranged attack with a range of 30 feet.

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