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Naruto Feats

The document outlines various feats available to athletes, categorized into general and skill feats, each providing unique benefits such as increased ability scores, advantages in specific actions, and enhanced combat capabilities. Notable feats include Action Surge, which allows an additional action, and Advanced Study, which increases intelligence or wisdom and provides additional jutsu. The document emphasizes the prerequisites for certain feats and the specific enhancements they offer to physical and combat abilities.

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Saito Hiraga
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0% found this document useful (0 votes)
11 views27 pages

Naruto Feats

The document outlines various feats available to athletes, categorized into general and skill feats, each providing unique benefits such as increased ability scores, advantages in specific actions, and enhanced combat capabilities. Notable feats include Action Surge, which allows an additional action, and Advanced Study, which increases intelligence or wisdom and provides additional jutsu. The document emphasizes the prerequisites for certain feats and the specific enhancements they offer to physical and combat abilities.

Uploaded by

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

Category: General

GENERAL FEATS
You have undergone extensive physical training to gain the
following benefits:

ACTION SURGE
• Increase your Strength or Dexterity score by 1, to a
maximum of 20.
Category: General • You gain a Swim, climbing and wall running speed equal
Prerequisite: Level 8+ to your normal speed
You can push yourself beyond your normal limits for a • Increase your maximum bulk by +5.
moment. You gain the following benefit; • Long Jump increased to 10 + Strength Score and High
Jump increased to 5 + Strength Score.
• On your turn, you can take one additional action. Once
• You have advantage on grapple checks against creatures
you use this feature you must finish a long rest before
whose strength score is lower than yours.
you can use it again.

DUNGEON DELVER
• Beginning at level 17, you can gain an additional usage
of this feat, per long rest.
Category: General
ADVANCED STUDY Alert to the hidden traps and secret doors found in many
dungeons, you gain the following benefits:
Category: General
You are an advanced learner and capable student. You • Increase your Intelligence or Wisdom score by 1, to a
generally excel at grasping concepts far above your skill set maximum of 20.
with amazing potential. • You have advantage on Perception and Investigation
checks made to detect the presence of traps.
• Increase your Strength, Intelligence or Wisdom score by 1,
• You have advantage on saving throws made to avoid or
to a maximum of 20
resist traps.
• You learn an additional jutsu that is 1 rank above what you
• You have resistance to the damage dealt by traps.
currently can learn. This does not count against your jutsu
• You can search for traps as a bonus action, instead of
known.
• The next time you would hit 4th, 8th, 12th and 16th levels,
an Action.

DURABLE
you learn one additional Jutsu of 1 rank higher than your
highest known jutsu rank.
Category: General
AGILE FEINT Hardy and resilient, you gain the following benefits:
Category: General • Increase your Constitution score by 1, to a maximum
You know how to use your agility to grant you advantage and of 20.
your opponent’s disadvantage. You gain the following • When you roll a Hit Die to regain hit points, the
benefits: minimum number of hit points you can regain
• Increase your Dexterity score by 1, to a maximum of 20
spending hit die equals twice your constitution
• As a bonus action you make a Dexterity (Acrobatics) check
modifier (Min. 2).
• Your hit points maximum increases by an amount
vs a target creatures Armor Class. On a success your next
equal to twice your level when you gain this feat.
melee attack against that creature is at advantage and the
• Whenever you gain a level thereafter, your hit points
next attack the creature makes against you is at
maximum increases by an additional 2 hit points.
disadvantage.

ELUSIVE TARGET
• When a Creature misses you with a melee attack you can
use your reaction to make an attack of opportunity against
the triggering creature. Category: General
• You may take one additional reaction only for the Your far too agile to ever be caught off guard or be
purpose of making attacks of opportunity, per round. pushed into a corner. You gain the following Benefits:

ALERT
• Increase your Dexterity score by 1, to a maximum of 20
• You may take the Hide action as a bonus action and
Category: General you may do so even when lightly obscured.
Always on the Lookout for Danger, you gain the following • Creatures do not gain advantage on attacks against
benefits: you as a result of being Restrained or Prone.
• If you are subjected to an attack or jutsu that requires
• You Gain a +5 bonus to Initiative
• You may add your Wisdom modifier in place of Dexterity to
a Dexterity save. On a successful save you take no
Damage and suffer no effect.
your Initiative bonus.
• When you are forcefully pushed more than 10 feet
• You can't be surprised while you are conscious.
• You become aware of any creature casting a jutsu with Hand
away in any direction, if you would end your
movement within 10 feet of cover large enough to hide
Seals (HS) within 60 feet of you. This does not immediately
behind, you may spend your reaction to move behind
tell you the creatures’ location, instead you only know that
it and take the Hide action, attempting to hide while
Hand Seals (HS) were made with the intent to cast a Jutsu.
• You have advantage on checks made to find hidden
the dust from the last attack settles.
creatures.
• Other Creatures do not gain advantage on attack rolls
against you as a result of being hidden from you.
GOURMAND INSPIRING LEADER
Category: General Category: General
Prerequisite: Chef Feat, Level 8+ Prerequisite: Charisma 15+
You have mastered a variety of special recipes, allowing You can spend 10 minutes inspiring your companions,
you to prepare exotic dishes with useful effects. You gain shoring up their resolve to fight. When you do so, choose
the following benefits: up to six friendly creatures (which can include yourself)
• As a Bonus action, you can inspect a drink or plate of within 30 feet of you who can see or hear you and who
can understand you. Each creature can gain temporary
food within 10 feet of you and determine whether it
hit points equal to your Proficiency bonus + your
has been altered in any positive or negative way and
Charisma ability score. A creature can’t gain temporary
what it does without having to make a check
• Over the duration of a short rest, if you prepare Special hit points from this feat again until it has finished a
short rest.
food using the Chef feat, you enhance its flavor.

INSPIRING PRESENCE
Creatures who gain the benefit of your special food,
become immune to the poisoned condition and gain
resistance to poison damage until your next rest. Category: General
• During a long rest, you can spend a use of your Your presence on the battlefield is a source of
Cooking Kit to prepare and serve a meal that helps you inspiration. You gain the following benefits:
and your allies recover from the rigors of adventuring. • Increase your Charisma score by 1, to a maximum of
The meal serves up to six people, and each person who
20.
eats it regains 3 Hit Dice. Additionally, they increase • As an action, you can let out an inspiring battle cry.
their maximum hit points by, and gain additional hit
Select a number of creatures that can hear you equal to
points equal to, 4d8 for the next 8 hours.
your proficiency bonus. Each of these creatures gain a

HAND SEAL EXPERT


bonus to their next skill check or attack roll equal to
your Charisma modifier.
Category: General • As a bonus action, you let out a reassuring howl,
You’ve practiced utilizing Ninjutsu & Genjutsu in close ending the frightened or charmed condition on
quarters and in contested conflicts, learning techniques yourself and a number of allies that can hear you equal
that grant you the following benefits: to your proficiency bonus. (Min 1.)
• As a reaction, when you or a creature you can see
• Increase your Intelligence or Wisdom score by 1, to a
maximum of 20. would make a saving throw, you let loose a bracing
• When making a ranged Ninjutsu or Genjutsu attack howl. Select creature gains proficiency in the saving
throw if they were not already. This bonus lasts until
while you are within 5 feet of a hostile creature, you do
the end of the current turn.
not have disadvantage on the attack roll.
• Once you have used each of this feat’s abilities once,
• When a creature would attempt to interrupt a jutsu
you must complete a rest before you can use them
you cast on your turn, they must attempt the ability
again.
check to interrupt regardless if they have a feature or

LIGHTLY ARMORED
jutsu that says otherwise. They increase the DC to
interrupt your jutsu by +2.
Category: General
HEAVILY ARMORED You have trained to master the use of light armor, gaining
the following benefits:
Category: General
Prerequisite: Proficiency with Medium Armor, Level 4+ • Increase your Dexterity score by 1, to a maximum of 20.
You have trained to master the use of heavy armor, • While you are wearing light armor, increase your AC by +1.
gaining the following benefits: • While wearing light armor, you gain Bludgeoning,

• You gain proficiency with heavy armor. If you are Piercing, and Slashing DR equal to the armor bonus
already proficient with heavy armor, instead increase granted by the light armor.
• While you are wearing light armor, your speed increases
your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, all non-psychic by 10 feet.

MANEUVERABLE
damage is reduced by an amount equal to half of your
armors damage reduction.
• When you are wearing heavy armor, reduce its Bulk by Category: General
half. You’ve learned that you are at your best when you’re on the
move. You gain the following benefits:
HELPING HAND • Your speed increases by 10 feet.
Category: General • When you would make a Dexterity saving throw on your
Your presence in a scrap tends to elevate your comrades. turn, you gain a +2 bonus to the save.
You gain the following benefits: • Once per turn, when you move at least 10 feet, you gain a

• You can use the Help action as a bonus action. 1d4 bonus to your next attack roll before the end of the
• When you use the Help action to aid an ally in current turn.
• When you make a melee attack against a creature, you
attacking a creature, increase the range of the Help
action by 10 feet. don’t provoke opportunity attacks from that creature
• You can help a creature with a skill check you are not for the rest of the turn, whether you hit or not.
proficient in.
• You can help two allies targeting the same creature
within range when you use the Help action this way.
MASTER WEAVER • Once per turn, when you attack with an improvised
weapon, you may add a bonus equal to your
Category: General
intelligence modifier to the damage roll.
Requirement: Level 8+ • You may replace a Bukijutsu’s Weapon components
You have practiced casting Ninjutsu or Genjutsu in the
with any item your DM considers a close enough
midst of combat, learning techniques that grant you the
replacement.
following benefits:
• You have advantage on constitution checks that you QUICK WITTED
make to maintain concentration on jutsu when you are
Category: General
maintaining two or more of them at the same time.
Great ideas come to you naturally, often when your life
• Select one jutsu you know of C-Rank or lower that you
depends on it. You always have a plan, or at least parts of
must concentrate on. When you cast this jutsu at its
it. You gain the following benefits:
base rank, you do not need to spend chakra to
maintain concentration at the beginning of each of • Increase the Intelligence ability score by 1, to a
your turns. You can switch this jutsu when you maximum of 20.
complete a long rest. • You can use your Intelligence modifier instead of your
• When a hostile creature's movement provokes an Dexterity modifier when making Initiative checks.
opportunity attack from you, you can use your reaction to • When you would make a Dexterity saving throw, you
cast a ninjutsu or genjutsu at the creature, rather than can instead make an Intelligence saving throw. You can
making an opportunity attack. The Jutsu must have a use this effect twice per long rest.
casting time of 1 action, must require a Ninjutsu or
Genjutsu attack and must target only that creature. RESILIENT
MOBILE
Category: General
Choose one ability score. You gain the following benefits:
Category: General • Increase the chosen ability score by 1, to a maximum of
You are exceptionally speedy and agile. You gain the 20.
following benefits: • You gain proficiency in saving throws using the chosen
• Your speed increases by 10 feet. ability score.
• You can Dash as a Bonus action.
• Your movement speed cannot be reduced below half as SEAL WEAVER
a result of a jutsu or trait. Your movement speed can Category: General
still be affected as a result of a condition such as You’ve practiced casting Jutsu in quick succession,
Restrained or grappled. learning techniques that grant you the following
• You gain advantage on saving throws and checks to
benefits:
resist the grappled or restrained conditions.
• When you cast a Ninjutsu or Genjutsu with a casting
• You ignore naturally occurring difficult terrain.
time of 1 action, you may use your bonus action to cast

MODERATELY ARMORED a jutsu of the same type with the same casting time.
• When you cast a Ninjutsu or Genjutsu with a casting
Category: General time of a bonus action, you can reduce the cost by half
Prerequisite: Proficiency with Light Armor as long as it is no higher level than your highest rank
You have trained to master the use of medium armor, known.
gaining the following benefits: • Once you’ve used either effect of this feat twice, you
• You gain proficiency with medium armor. If you are must complete a long rest before you can use it again.
already proficient with medium armor, instead
increase your Strength or Dexterity score by 1, to a TOUGH
maximum of 20. Category: General
• Reduce Medium armor bulk by half. Prerequisite: Durable Feat
• Increase B/P/S Damage Reduction, by 2. You have the blood of heroes flowing through your veins.
• While you are wearing medium armor, you can add up You gain the following benefits:
to 4, rather than 2, to your AC if you have a Dexterity
• Increase your Constitution score by 1, to a maximum
of 16 or higher.

of 20.
Wearing Medium armor does not impost any penalty
• You must now fail 5 Death saving throws before dying.
to Dexterity (Stealth) checks.
• Whenever you take the Dodge action in combat, you

MONKEY’S GRIP can spend one Hit Die to heal yourself. Roll the die, add
your Constitution modifier, and regain a number of hit
Category: General points equal to the total (minimum of one).
Prerequisite: Level 4+ • If you would roll a natural 20 on a Death saving throw,
Your make-do skills and superb Chakra molding let you you instead regain a number of hit points equal to your
use everyday objects in unforeseen ways. You gain the level.
following Benefits;
• Increase your Strength score by 1, to a maximum of 20.
• You are proficient with improvised weapons, and
attacks with them count as Chakra enhanced for the
purpose of overcoming resistances and immunities.
SKILL FEATS ANIMAL HANDLER
Category: Skill
ACROBAT You master the techniques needed to train and handle
Category: Skill animals. You gain the following benefits:
You become nimbler, gaining the following benefits: • Increase your Wisdom score by 1, to a maximum of 20.
• You gain proficiency in the Animal Handling skill. If you
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency in the Acrobatics skill. If you are are already proficient, you instead gain expertise.
• By spending 1 week of downtime with a normal animal, you
already proficient, you instead gain expertise.
• You reduce falling damage by half. can make a DC 20 Wisdom (animal handling) check. On a
• Once per turn, when standing from prone, you do not success, you bond with the animal. It becomes
permanently helpful to you unless you do something
spend movement and you may make an unarmed strike or
egregious to break your bond. Bonding with a new animal
melee weapon attack against a creature within range as a
breaks any previous bonds. New Animals do not know all
part of your movement used to stand from prone.
• As a bonus action, you can make a DC 15 Dexterity your previous bonded animals jutsu, if any.
• By spending 1 or more weeks of downtime with a bonded
(Acrobatics) check. If you succeed, difficult terrain doesn’t
animal, you can teach it one D-Rank or higher Taijutsu
cost you extra movement until the end of your next turn.
that you know. You can spend 1 downtime per rank of jutsu

ACTOR (D-Rank: 1, C-Rank: 5, B-Rank: 10, A-Rank: 20, S-Rank: 50).


It uses its bite and claws in place of punches or kicks. A
Category: Skill creature can only learn 3 Taijutsu this way.
Skilled at mimicry and dramatics, you gain the following • You can use a bonus action on your turn to command your
benefits: bonded animal within 60 feet of you that can hear you.
• Increase your Charisma score by 1, to a maximum of 20.
• You gain proficiency in the Performance Skill. If you are BRAWNY
already proficient, you instead gain expertise. Category: Skill
• When your Charisma (Performance) check is 5 or higher
You’ve become stronger, gaining the following benefits:
than a non-hostile creatures Passive Insight, they gain 1
• Increase your Strength score by 1, to a maximum of 20.
rank of Charm towards you, until the end of this
• You gain proficiency in the Athletics skill. If you are
conversation. They can only gain 2 ranks of charm towards
already proficient, you instead gain expertise.
you this way.
• Increase your maximum bulk by +10.
• You can cast Voice Change ignoring its components and at
• Once per rest, you may make a Strength based ability
no cost. When cast this way, you instead roll a d8.
• While performing, you can try to distract one humanoid or skill check, attack roll or saving throw at advantage.
• Thrown weapons that use Strength, double both range
you can see who can see and hear you. Make a Charisma
(Performance) check contested by the humanoid’s Wisdom increments.

BURGLAR
(Insight) check. If your check succeeds, you grab the
humanoid’s attention enough that it makes Wisdom
(Perception) and Intelligence (Investigation) checks with Category: Skill
disadvantage until you stop performing. You pride yourself on your quickness and your close
study of certain clandestine activities. You gain the
ALCHEMIST following benefits:
Category: Skill • Increase your Dexterity score by 1, to a maximum of
You have studied the secrets of alchemy and are an expert in 20.
its practice, gaining the following benefits: • You gain proficiency with a Security Kit or Sleight of

• Increase your Intelligence score by 1, to a maximum of 20. Hand (Pick one).


• Creatures who are further than 30 feet from you while
• You gain proficiency with the Alchemist Kit. If you are
already proficient, you instead gain expertise. you are using your Security Kit or making a Sleight of
• As an action, you can identify any one poison or hand check to pick a lock, steal something have a -5
consumable liquid within 5 feet of you, as if you had penalty on Perception or Insight checks to see what
tasted it. You must see it for this benefit to work. you are doing.
• Locks and Security devices are always counted as 1
• Over the course of any short rest, you can create one set of
Assassins Blood. You must have an Alchemist Kit with at Rank lower for you.
• As a bonus action, you can attempt to pickpocket or
least one charge with you when you do.
• Over the course of any short rest, you can temporarily pick a lock.
improve the potency of one poison, chakra or blood pill.
To use this benefit, you must spend the charge of the
Alchemist kit. When you do, you enhance the following;
• Potency of a Poison - Increase its save DC by +2 and
damage by one additional damage die.
• Potency of a Chakra Pill – Increase the chakra
gained by 1 die.
• Potency of a Blood Pill – Increase the hit points
gained by 2 dice.
CHARMING PERSONA CHEMIST
Category: Skill Category: Skill
You’ve mastered the art of charming those around you, You have studied the secrets of chemistry and are an expert
gaining the following benefits: in its practice, gaining the following benefits:
• Increase your Charisma score by 1, to a maximum of 20. • Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency in the Persuasion skill. If you are • You gain proficiency with the Alchemist kit or
already proficient, you instead gain expertise. Investigation. (Pick One)
• You are skilled in gathering information through • When you would make an Intelligence (Investigation)
conversation, without asking a single question. By check, and have at least one charge of Alchemist Kit to
spending 10 minutes gathering information in a new place, collect DNA, evidence or any remains from a location, you
you become aware of all current rumors and potentially reduce the DC set by the DM by -2.
important people you should be on the lookout for. • Over the course of a short rest, you can develop different
• If you spend 1 minute talking to someone, you can make a chemical compounds, using a Forensics Kit, which you
Charisma (Persuasion) check contested by a creature’s then use to create one of the following of base quality;
passive insight. If you or your companions are in combat Chili Pepper Bomb, Smoke Bomb, Military Ration Pill or
with the creature, you automatically fail. On a success, the Chakra Pill.
target gains 2 ranks of charmed for you as long as it • Over the course of a long rest, you can develop a special
remains within 60 feet of you for the next 10 minutes. chemical with an Alchemist Kit called White water. White
water has 2 charges and expires after 8 hours. If a creature
CHAKRA INTENSITY drinks this White water, they gain one of the following
benefits for the next hour; 60ft Chakra Sight, 60ft
Category: Skill
Darkvision, 20ft Tremor Sense or 10ft Blindsight.
You have an immense control over your chakra, in ways that

CRAFTER
others aspire to. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You gain proficiency in the Chakra control skill. If you are Category: Skill
You have a knack for crafting; you work with greater
already proficient, you instead gain expertise.
• You gain a +2 bonus to Chakra Control skill checks.
efficiency and produce goods of higher quality. You gain
• You release an aura of chakra indicative of your combat
the following benefits:
ability. When making a Charisma (Intimidation) check, you • Increase your Strength, Intelligence or Wisdom score
may instead roll your Constitution (Chakra Control) bonus by 1, to a maximum of 20.
instead. • You gain proficiency in Crafting and either
• You can suppress your own chakra signature in a far more Weaponsmiths or Armorsmith Kit (Pick one). If you
efficient way. You can make the Suppress Chakra activity as are already proficient, you instead gain expertise.
an Action, instead of requiring 1 minute. • When you craft items using a kit you have proficiency
in, double the market value each week of downtime
CHEF spent grants you.
• When you craft seals using either the Armorsmith or
Category: Skill
Weaponsmith kit you no longer need a Sealsmith
Time and effort spent mastering the culinary arts has paid
forge.
off. You gain the following benefits:
• Reduce the Enhancement seal crafting DC by -2 across
• Increase your Wisdom score by 1, to a maximum of 20. all item ranks.
• You gain proficiency with a Cooking Kit or Survival (Pick
one). If you are already proficient, you instead gain ELITE AGILITY
expertise.
• Over the course of a short rest, you can cook special food,
Category: Skill
Prerequisite: Dexterity 20, Level 10+
with a cooking kit. This special food is of your description
You have the reflexes of one who can see things before they
and creatures consume this food during the short rest.
happen, granting the following benefits:
They regain additional hit points equal to your Survival
Bonus and, for the next 8 hours or until your next rest they • You gain a 1d4 bonus to all Dexterity saving throws you
temporarily increase their maximum hit points by 10. You make.
can cook special food in this way twice per long rest. • Choose two Dexterity skills which you already have
• Over the course of a long rest, you can cook a special full proficiency in. When you make a skill check using these
course meal for your team with a cooking kit. This special skills, you treat any roll of 9 or lower on the d20 as a 10.
meal takes 1 hour to consume and spoils at the end of your • You gain Expertise in one Dexterity Skill of your choice
long rest. Creatures who partake in the meal are cured of which you already have proficiency in.
all diseases and poisons and makes constitution saves at • Increase your initiative by +5 and your movement speed by
advantage. This benefit lasts for 24 hours. +20. Also, when you would move into a space treated as
difficult terrain, you are able to use the unsettled terrain to
instead boost your speed, giving you a +10 bonus to speed,
while within difficult terrain. You cannot have your speed
reduced by any means, except for the grappled, restrained,
stunned, Unconscious or paralyzed conditions.
• If a creature would have disadvantage on an attack against
you, you can choose to make them roll an additional d20,
using the lowest roll. Once you use this ability twice, you
must complete a rest before using it again.
ELITE AWARENESS ELITE RESILIENCE
Category: Skill Category: Skill
Prerequisite: Wisdom 20, Level 10+ Prerequisite: Constitution 20, Level 10+
You have the wisdom associated with the most renowned You have the fortitude often attributed to gods, granting the
masters of Ninshou, which grant you a level of awareness following benefits:
most others don’t have. You gain the following benefits: • You gain a 1d4 bonus to all Constitution saving throws
• You gain a 1d4 bonus to all Wisdom saving throws you you make.
make. • You gain expertise in one Constitution Skill which you
• You gain expertise in one Wisdom skill which you already already have proficiency in.
have proficiency in. • You cannot be poisoned or succumb to disease as a result
• You gain a +5 bonus to your passive perception and of non-jutsu based methods.
Insight. • Restoration effects, such as Healing Jutsu or Military
• You can use your action to try and gain an exalted Ration pills, that would restore hit points to you can’t
perception into your current situation. So long as you are restore an amount less than half your level + your
not blind and/or deaf, all illusions, genjutsu with the Constitution modifier. If this amount would exceed that
Visual and/or Auditory keyword, and effects designed to maximum amount of hit points that effect could restore,
deceive you, within the 60 feet of you, have their DC’s you instead take that effect’s maximum.
reduced by 5 for the next minute, or until the start of your • You can add your Constitution modifier to death
next turn if in combat. saving throws you make.

ELITE INTELLECT ELITE STRENGTH


Category: Skill Category: Skill
Prerequisite: Intelligence 20, Level 10+ Prerequisite: Strength 20, Level 10+
You have the cunning of the most prolific scholars, You have the strength that legends tell of, granting the
granting the following benefits: following benefits:
• You gain a 1d4 bonus to all Intelligence saving throws you • You gain a 1d4 bonus to all Strength saving throws you
make. make.
• You gain expertise in one Intelligence Skill which you • You gain expertise in one Strength Skill which you already
already have proficiency in. have proficiency in.
• Intelligence Saving throws cannot be made with • You ignore the two-handed & heavy property of weapons
disadvantage. with which you are proficient.
• Intelligence ability and skill checks you make ignore • When you deal damage with an attack that uses Strength
any penalty inflicted by a creature or effect and adds your ability modifier to the damage, you instead
• You reduce the Downtime cost required to complete any add 1.5x your ability modifier to damage.
training to the following; • As an action, you can attempt to use your Elite Strength to
• 1 Week: New Tool or Vehicle Proficiency. complete normally impossible acts of Strength. For the
• 3 Weeks: New Weapon or Language Proficiency. next minute. Your maximum bulk increases by 30,
• 5 Weeks: New Armor Proficiency. allowing you to lift, grapple, push or pull huge or smaller
• 8 Weeks: New Skill Proficiency. creatures as if they were your size. Alternatively, as a
• 16 Weeks: New Feat. reaction to a structure, creature or object being forcibly
moved within 5 feet of you, for the next minute, you can
ELITE PRESENCE exert your Elite Strength, to prevent them from moving.
Creatures and Structures (Ex buildings, statues or castle
Category: Skill
walls), short of falling apart or being destroyed can be
Prerequisite: Charisma 20, Level 10+
held in place and maintained by you and you alone,
You have the presence of the most affluent of leaders,
preventing them from being breached, moved or opened
granting the following benefits:
by any other creature whose Strength ability score is less
• You gain a 1d4 bonus to all Charisma saving throws you than your maximum bulk. Once you use either of these
make. abilities, you must complete a rest.
• You gain expertise in one Charisma Skill which you
already have proficiency in.
• Allied creatures within 20 feet of you cannot gain ranks
of fear or charm. Creatures who have such conditions
who speak to you for at least 1 minute, immediately lose
such conditions and become immune to gaining them
from the creature that inflicted it upon them for the
next 24 hours.
• As an action, you can attempt to impose your Elite
Presence upon another creature. So long as the creature
you are interacting with is of equal or lower level than
you, are not hostile and can hear and see you, each
minute they are interacting with you, they gain a -2
penalty to all Wisdom and Charisma skill checks made
against you. These penalties immediately end if they
become hostile to you in any way. Creatures whose
penalties reach -20, gain 5 ranks of Fear or charm in
regards to you specifically.
EMPATHIC GENIUS TOOLIST
Category: Skill Category: Skill
You possess keen insight into how other people think You have spent prolonged use with a toolkit, making you a
and feel. You gain the following benefits: genius when using it. You gain the following benefits:
• Increase your Wisdom score by 1, to a maximum 20. • Increase your Intelligence by 1, to a maximum of 20.
• You gain proficiency in the Insight skill. If you are • You gain proficiency with any one Toolkit. If you are
already proficient, you instead gain expertise. already proficient, you instead gain expertise.
• You can spend a bonus action to attempt an Insight • Whenever you would use the Toolkit to make a skill
check. check, you can use your Intelligence in place of any other
• If you spend more than 10 minutes talking to a non- Ability modifier.
hostile creature, you gain insight into their • As an action, when viewing a construct, you may make
mannerisms allowing you to tell their emotional state an Intelligence ability check vs a DC (5 + Targets level (if
and if they are lying for the remainder of the any). On a success, you become aware of any
conversation. This grants insight into their emotional Vulnerabilities it may have (if any).
state and surface lies that require minor context. This • If you are viewing a Structure for at least 10 minutes per
does not reveal deeper lies that require significantly building size category, you can make an Intelligence
more context or evidence to prove. Ability check vs a DC 8 + the Size Category of the
• You can use your action to try to get uncanny insight structure (Small building: 3, Medium Building: 5, Large
about one humanoid you can see within 30 feet of you. Building: 7, Huge Building: 9, Gargantuan building: 11). On
Make a Wisdom (Insight) check contested by the a success, you become aware of one or two secret
target’s Passive deception. On a success, you become passage way entrances or exists.
aware if any chakra-based illusions are affecting them
or if they are currently experiencing an unbalanced
mental state. This informs you if they are afraid of,
enamored by, in love with or even loath something or
someone. You gain a clue as to who or what that thing
or person is.

FEIGNED CONFIDENCE
Category: Skill
You’ve spent years pretending you know what you’re doing,
gaining the following benefits:
• Increase your charisma score by 1, to a maximum of 20
• You gain proficiency in Deception. If you are already
proficient, you instead gain expertise.
• When you would make a Charisma (Persuasion) check,
you can choose to instead use your Charisma (Deception),
as you weave white lies into your conversation or
diplomatic statements in an attempt to gain favor with
the other conversation participants. These white lies are
harmless and cannot create negative reactions from other
conversation participants.
• Select one skill you are not proficient in, excluding
athletics, acrobatics or chakra control (You can change
this skill when you complete a long rest). When you would
make a check using the chosen skill you instead use your
PERCEPTIVE
Deception bonus in place of that skills bonus. If you Category: Skill
succeed, you believed in yourself so much, that you You hone your senses until they become razor sharp. You
complete the task haphazardly. The completed task may gain the following benefits:
pass as genuine work for a moment, but upon further • Increase your Wisdom score by 1, to a maximum of 20.
inspection against a DC equal to Your Deception bonus • You gain proficiency in the Perception skill. If you are
others realize that it was potentially dumb luck or you did already proficient, you instead gain expertise.
it in a very unprofessional way. (Ex. You use this feat to use • Being in a lightly obscured area doesn’t impose
Deception in place of Sleight of hand to pick a lock. If you disadvantage on your Wisdom (Perception) checks if
succeed you may have picked the lock, but now the door or you can both see and hear.
lock itself is also broken or there is evidence of tampering.) • You have a +5 bonus to your passive Wisdom
(Perception) and passive Intelligence (Investigation)
scores.
• If you can see a creature’s mouth while it is speaking a
dialect you understand, you can interpret what it’s
saying by reading its lips.
FIELD MEDIC HERBALIST
Category: Skill Category: Skill
You are an able medic, allowing you to mend wounds You are adept at harnessing the useful properties of
quickly and get your allies back in the fight. You gain the herbs and other plants. You gain the following benefits:
following benefits: • Increase your Intelligence score by 1, to a maximum of
• Increase your Wisdom score by 1, to a maximum of 20. 20.
• You gain proficiency in Medicine Kits. If you are • You gain proficiency in Nature. If you are already
already proficient, you instead gain expertise. proficient, you instead gain expertise.
• When you make a medicine check to stabilize a dying • You can apply natural cures and medicines to heal your
creature, on a success, you remove one failed death allies. So long as you are near a variety of plants and
saving throw. natural foliage you can make an Intelligence (Nature)
• When you would beat the stabilization DC by 5 or check in place of a Medicine check.
more, the target creature also regains 1 hit point • If you are in wilderness, you can treat the surrounding
becoming conscious. natural foliage as if you have a Medicine kit with 3 charges.
• As an action, you can spend one uses of a medicine kit • Over the course of a short rest, you can make an
to tend to a creature. When you tend to a creature in Intelligence (Nature) check to search for special plants
this way, you spend a up to 3 of their remaining hit die. which can be used to create a special salve which you or
You roll each hit die spent. They regain hit points another creature can consume or apply to another willing
equal to the result. creature as an action. The DC to find the plants needed to
• As a bonus action, you can spend a use of your create the salve are listed in the Herbalist chart at the end
medicine kit. If you do, you enhance the next Blood pill of this feat. If you succeed on the check, you pick one of
that you or another creature consumes. When you do, the salves you want to make that has a DC lower than or
they instead gain the maximum benefit of consuming equal to your checks result. You can only make one Salve
one of these pills and do not need to roll. per rest. These Salves retain their potency for up to 24
hours. You can only have two salves at any given time. If
HISTORIAN you ever gain a third salve, one of the previous salves lose
potency and becomes inert. You can only find special
Category: Skill
plants for these salves in any given location within 10
Your study of history rewards you with the following
miles twice per month.
benefits:
• Increase your Intelligence score by 1, to a maximum of
20. H ERBALIST C HART
• You gain proficiency in the History skill. If you are
DC Salve Name Effect
already proficient, you instead gain expertise.
• When you take the Help action to aid another 10 Bitter Salve End the Poisoned condition and recover 2d10 +
creature’s check, you can make a DC 15 Intelligence 4 Hit points
(History) check. On a success, that creature’s check 12 Sweet Salve Regain the ability to Mold chakra and recover
gains a bonus equal to your Intelligence modifier, as 2d6 + 4 chakra points
you share pertinent advice and historical examples.
• As an action on your turn or as a reaction to seeing a 15 Gelatinous Select one damage type. You reduce all damage
creature for the first time, select one creature you can Salve inflicted by that damage type by 5 for 1 minute.
see you can. Make an Intelligence (History) check vs a 17 Sour Salve End the Charmed or Feared condition and
DC (8 + Creatures level). On a success, you become recover 2d12 + 12 hit points
aware of this creature primary jutsu type or method of
20 Tangy Salve End the Stunned or Paralyzed condition and
combat as you recall reading or researching about
recover 2d8 + 12 chakra points.
them. You can only use this feature on a creature once
per long rest. On a failure, you cannot immediately 22 Salty Salve Regain 1d4 + 1 hit points at the end of each of
recall anything about them. your turns for 1 minute.
25 Rock Salve You gain resistance to all damage for 1 minute.
27 Taffy Salve Your AC becomes 15 + Your proficiency bonus
for 1 minute if it is lower than the result. Your AC
cannot be reduced below this value for the
duration.
30 Omni Salve Select two of any previous Salves and combine
their effects.
INVESTIGATOR PRACTICED ADEPT
Category: Skill Category: Skill
You have an eye for detail and can pick out the smallest You have acquired skills over your career, gaining the
clues. You gain the following benefits: following benefits:
• Increase your Intelligence score by 1, to a maximum of • Increase an ability score of your choice by 1, to a
20. maximum of 20.
• You gain proficiency in Investigation or the Forensics • You gain proficiency in any combination of three skills or
Kit (Pick one). If you are already proficient, you tools of your choice.
instead gain expertise. • You can take this feat multiple times.
• You can take the Search action or make an Intelligence
(Investigation) check as a bonus action. PRACTICED EXPERT
• When you make an Intelligence (Investigation) check,
Category: Skill
if your result is 5 or higher than the DC, you gain
You have honed your proficiency with particular skills or
additional information or clues into the given mystery
tools, gaining the following benefits:
or situation.
• By spending 10 minutes studying an area the size of a • Increase an ability score of your choice by 1, to a

small room, you can begin to see echoes of the last 24 maximum of 20.
hours in the given area. This echo plays in your mind • You gain proficiency in one toolkit of your choice. If you

as if watching a movie backwards and all the actors are have proficiency in the chosen toolkit, you instead gain
featureless humanoid figures which you cannot expertise in that kit.
attribute a name or face to. This scene plays out in its • You can take this feat multiple times.

entirety, and you can rewind, slow down, or speed up


this echo at will. You cannot replay an echo if 24 hours QUICK FINGERED
has passed. While viewing this echo, you can make Category: Skill
Intelligence (Investigation) checks of varying Your nimble fingers and agility let you perform sleight of
difficulty set by the DM to gather information from hand. You gain the following benefits:
the echo based on what’s happening.
• Increase your Dexterity score by 1, to a maximum of 20.

MASTER OF DISGUISE • You gain proficiency in the Sleight of Hand skill. If you are
already proficient, you instead gain expertise.
Category: Skill • You can perform a Sleight of hand check as a bonus
You have honed your ability to shape your personality and action.
visage into that of others with a surprising level of detail. • Your skills in thievery are so great that you can even
You gain the following benefits: pickpocket or plant something up to 30 feet away.
• You gain proficiency with the disguise kit. • As a reaction to a creature making a weapon attack
• You gain proficiency with performance. If you are already targeting you, you can make a Dexterity (Sleight of
proficient, you instead gain expertise. hand) check vs the targets attack roll. On a success,
• You can make Charisma (Performance) checks in place of you disarm them so quickly that they are unaware you
Deception checks, have disarmed them. Their attack becomes an
• When you are mimicking a creature, you have advantage unarmed attack. They don’t become aware that they
on performance checks made to impersonate that have been disarmed until after the attack has
creature. concluded.
• Reduce the time it takes to make a disguise when using a
disguise kit by a factor of up to 10. Plain disguises now STEALTHY
only take 1 minute. Elaborate disguises now only take 10 Category: Skill
minutes, and exquisite disguises now only takes 1 hour. You know how best to hide. You gain the following

POISONER
benefits:
• Increase your Dexterity by 1, to a maximum of 20.
Category: Skill • You gain proficiency in the Stealth skill. If you are
You have studied the secrets of poisons and toxins, already proficient, you instead gain expertise.
gaining the following benefits: • You can perform the Hide action as a bonus action.
• Increase your Intelligence by 1, to a maximum of 20. • If you are hidden, you gain a +20 bonus to your
• You gain proficiency with the poisoner’s kit. If you are movement speed when sneaking.
already proficient, you instead gain expertise. • Creatures have a -5 penalty to Wisdom (Perception)
• Reduce the DC to create Poisons by an amount equal to checks made to search for you, while you are hidden
your Ninjutsu ability modifier. from them.
• You can apply a poison to a weapon as a part of the
same action use to attack with the weapon.
• During a short rest, you can infuse your chakra into a
single dose of poison. To use this benefit, you must
have a poisoner’s kit & have a poison of any type. You
can only have one infused poison this way. This
infused poison can use either it’s listed Save DC or
your Ninjutsu Save DC (You decide.). Additionally, if it
deals damage, it deals additional damage equal to an
amount of damage die, equal to half of your
proficiency bonus.
MENACING MARTIAL ARTS RESEARCH
Category: Skill Category: Skill
You become fearsome to others, gaining the following You have begun to research the history of Martial arts
benefits: and how they have changed over the generations. You
• Increase your Charisma score by 1, to a maximum of 20. gain the following benefits:
• You gain proficiency in the Intimidation skill. If you are • Increase your Intelligence or Strength by 1, to a
already proficient, you instead gain expertise. maximum of 20.
• When you are speaking to or staring at a non-hostile • You gain proficiency in the Martial Arts skill. If you are
creature who is both lower level than you and their already proficient, you instead gain expertise.
passive insight is less than your passive intimidation, you • When you would make an Identify Taijutsu/Bukijutsu
can choose to make them feel uneasy around you and check, you reduce the DC, by 5.
slightly on edge. While they are not afraid of you, they • If you would attempt a Read the Enemy check, on a
have a sense of dread in regards to you. They are more creature casting a Taijutsu or Bukijutsu, you gain 5
inclined to avoid or not interfere with you. This does not damage reduction to the Taijutsu or Bukijutsu cast.
work if your actions or intent seems to be at odds with the • Select one between the following; Taijutsu or
creatures in question goal, ambition, drive or mission. Bukijutsu. You reduce the downtime needed to learn
• As a bonus action on your turn, you can attempt to the chosen type using the self-taught method by an
demoralize one non-undead, non-construct, creature you amount equal to the rank of the jutsu. (D-Rank: 1, C-
can see within 30 feet of you that can see and hear you. Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
Make a Charisma (Intimidation) check contested by their
Wisdom (Insight) check. If you succeed, the target is ILLUSIONIST RESEARCH
demoralized. A demoralized target takes a -1 penalty to
Category: Skill
attack rolls, damage rolls and non-Wisdom Saving
You have begun to find some truth in the world of
throws, ability checks and skill checks. This can stack up
illusions and Genjutsu, finding its origins to be darker
to 5 times. A demoralized creature at the end of each of
and more sinister than you once thought. You gain the
their turns make a Wisdom check vs your Genjutsu save
following benefits:
DC. On a success they are no longer demoralized.
Otherwise, a creature is no longer demoralized if and • Increase your Intelligence or Wisdom by 1, to a

when the source of its demoralization can no longer be maximum of 20.


perceived by them. Using this on a non-hostile creature • You gain proficiency in the Illusions skill. If you are
does not provoke combat. already proficient, you instead gain expertise.
• When you would make an Identify Genjutsu check, you

NINSHOU RESEARCH reduce the DC, by 5.


• If you would attempt a Read the Enemy check, on a
Category: Skill
creature casting a Genjutsu, you no longer need to see
You have begun to deep dive into the lore, mechanics and
a creatures using Handsigns to attempt this check, and
purpose of Ninjutsu. You gain the following benefits:
you gain a +2 bonus to saving throws made against
• Increase your Intelligence by 1, to a maximum of 20. this Genjutsu’s casting, until the beginning of your
• You gain proficiency in the Ninshou skill. If you are next turn.
already proficient, you instead gain expertise. • You reduce the downtime needed to learn Genjutsu
• When you would make an Identify Ninjutsu check, you using the self-taught method by an amount equal to
reduce the DC, by 5. the rank of the jutsu. (D-Rank: 1, C-Rank: 2, B-Rank: 3,
• If you would attempt a Read the Enemy check, on a A-Rank: 4, S-Rank: 5.)
creature casting a Ninjutsu, you no longer need to see
a creatures using Handsigns to attempt this check, and
you increase the AC bonus you would gain to +3.
• You reduce the downtime needed to learn Ninjutsu
using the self-taught method by an amount equal to
the rank of the jutsu. (D-Rank: 1, C-Rank: 2, B-Rank: 3,
A-Rank: 4, S-Rank: 5.)
CHAKRA FEATS ENDURANCE, REALIZED
Category: Chakra
CHAKRA GUIDANCE Prerequisite: Endurance, Level 8+
Category: Chakra The chakra reserves you have, are significantly more
You’ve learned to utilize your gift with Chakra in a volumous than previously thought. You gain the
specific unique way. You gain the following benefits. following benefits;
• Increase your Constitution score by 1, to a maximum
• Increase your Wisdom or Charisma score by 1, to a
maximum of 20. of 20.
• You gain resistance to Chakra Damage.
• Choose a skill in which you are proficient. When you
• Your chakra point maximum increases by an amount
make a skill check with the chosen skill, you can use
your Wisdom or Charisma modifier in place of its equal to your level when you gain this feat. Whenever
original ability score. you gain a level thereafter, your chakra points
• Jutsu, you encounter are far easier to deal with due to maximum increases by an additional 1 chakra point.
• Your Chakra point maximum cannot be reduced by
your unique quirks with Chakra. When you would
attempt to interrupt or dispel a jutsu another creature hostile effects

IMPROVED CHAKRA EFFICIENCY


cast or are currently concentrating on, you gain a 1d4
bonus towards any checks you make towards
interrupting or dispelling their jutsu. Category: Chakra
• Jutsu, you cast are far more difficult to recognize, and You have gained greater control over your chakra,
therefore more difficult to plan against. When a gaining the following benefits:
creature would attempt to interrupt or dispel a jutsu
• Increase your Constitution score by 1, to a maximum
you cast or are concentrating on, they take a 1d4
of 20.
penalty to any checks made to do either of those.
• You may select 1 Jutsu you currently have. You cannot

CHAKRA PRESSURE change this choice. That jutsu now costs 2 less Chakra
to use (Min 1).
Category: Chakra • You may select one class feature you currently have
You have a very powerful Chakra aura. You gain the following that costs chakra. You may use this feature at 0 cost,
benefits: twice per long rest. If the feature selected can have its
• Increase your constitution score by 1, to a maximum of 20. cost increased for a larger benefit, it cannot be
• Select between; Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. selected as an option for this feat. If a feature has sub-
Jutsu you use that have one of the aforementioned features and/or multiple costs, pick one to apply this
keywords, that require a creature make a Saving throw, feat to.
• If you do not have a class feature that costs chakra,
increases its save DC by +1.
• Your chakra is heavy and carries a weight unlike any other. you instead gain 1 additional use of a class feature that
Jutsu you cast with the chakra molding (CM) component, would normally refresh when you complete a short or
that summons a creature, construct or object with hit long rest. You cannot switch the feature that this feat
points or temporary hit points. That creature, construct or benefits.

MEDICAL RELEASE: COMBAT


object gains a number of additional hit points or temporary
equal to your constitution modifier (min 1.) times half your
proficiency bonus. Category: Chakra
• Your chakra-based constructs are more difficult for Prerequisite: Proficiency in Medicine & Chakra Control.
enemies to disrupt or dispel. When a creature would You learn how to mold chakra in ways befitting of a bonified
attempt to interrupt or dispel a jutsu or feature you cast supportive Medical-Nin. You gain the following benefits:
that would summon a creature, construct or object with hit
• Increase your Intelligence score by 1, to a maximum of 20.
points or temporary hit points, increase their DC to do so
• You are now able to add jutsu with the medical keyword,
by +2.
that deals Acid, Poison or Necrotic Damage.

ENDURANCE, LATENT
• You learn one jutsu with the Medical keyword, that deals
one of the aforementioned damage types.
Category: Chakra
You have a great deal of chakra within you ready to come
out. You gain the following benefits;
• Increase your Constitution score by 1, to a maximum
of 20
• When you roll a Chakra Die to regain chakra points,
you treat all 1’s as 2’s.
• Your chakra point maximum increases by an amount
equal to your level when you gain this feat. Whenever
you gain a level thereafter, your chakra points
maximum increases by an additional 1 chakra point.
• As a full turn action, you can draw on the well of
chakra within yourself. You can spend a number of
chakra die up to your level. When you do, roll all
chakra die spent, gaining chakra points equal to the
result. You then gain 1 rank of exhaustion for the next
hour.
MEDICAL RELEASE: SUPPORT SEAL RESISTANT
Category: Chakra Category: Chakra
Prerequisite: Proficiency in Medicine Prerequisite: Proficiency in Chakra Control, Level 8+
You learn how to mold chakra in ways befitting of a bonified Your chakra is resilient to the effects of most sealing
supportive Medical-Nin. You gain the following benefits: attempts. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20. • Increase your Constitution or Charisma score by 1, to a
• You can add Jutsu with the Medical keyword that restores maximum of 20.
hit points, grants temporary hit points or removes • When you would make a saving throw to resist a jutsu
conditions to your jutsu list. with the Fuinjutsu keyword, you gain a 1d4 bonus to the
• You learn one jutsu with the Medical keyword, that save. This does not stack with other bonuses this feat
restores hit points, grants temporary hit points or provides.
removes conditions that you qualify for. • When you would make a saving throw to resist having
• Over the course of a long rest, you can remove any one your ability to mold chakra removed, you gain a 1d4 bonus
condition or disease of C-Rank or lower, currently to the save. This does not stack with other bonuses this
affecting yourself or a single ally who you can reach for feat provides.
the duration of the long rest. At the end of the rest, they • If a jutsu, effect, feature or trait would attempt to remove
are healed of the disease or condition, gain the benefits of your ability to mold chakra without a saving throw, you
a long rest, and gain resistance to the disease or condition instead make a constitution saving throw vs the jutsu
until their next rest. types save DC. If the effect was not cause by a jutsu, you
instead make a DC 20 constitution saving throw, retaining
NATURE RELEASE your ability to mold chakra on a successful save.
Category: Chakra
You learn how to mold chakra into one of the 5
Elements, you gain the following benefits:
• Increase your Intelligence Score by 1, to a maximum of
20.
• You select one of the 5 Following Nature Releases.
Fire, Water, Lightning, Wind, Earth. You are now able
to add jutsu with the corresponding Keyword to your
jutsu list.
• You learn one jutsu with the corresponding Nature
Release that you selected, that you qualify for.
• You can take this feat more than once, each time
selecting a different nature release.

STREAMLINED CHAKRA EFFICIENCY


Category: Chakra
Your chakra network is unlike most others. You can get
twice the results from your network in half the effort
granting you the following benefits:
• Increase your Constitution score by 1, to a maximum
of 20.
• Select one Category of Jutsu between Ninjutsu,
Genjutsu, Taijutsu or Bukijutsu. The cost to maintain
concentration of a jutsu of the chosen type, is reduced
by 1, to a minimum of 1.
• When you would successfully complete a short rest
and spend 3 or more chakra die, you regain 1 chakra
die at the conclusion of calculating how much chakra
you regain.
• You reduce chakra damage you take by an amount
equal to your proficiency bonus.
• You ignore the effects from a hostile creature or
environment would increase the cost of jutsu you cast
or restrict you from casting jutsu of a certain cost or
rank.
NINJUTSU FEATS CLONE TACTICS ADEPT
Category: Ninjutsu
CLONE ADEPT Prerequisite: Clone Adept
Category: Ninjutsu You’ve become adept at ordering your clones to make a series
Prerequisite: Any Ninjutsu with the Clone Keyword, Level 4+ of tactical maneuvers and actions. You gain the following
You’ve become adept at summoning clones, and with the benefits;
advanced techniques you’ve learned along the way you gain • Increase one ability score by 1, to a maximum of 20.
the following benefits: • You gain the following Tactical Commands which you can

• Clones you summon gain your skill proficiencies. use on your clones. Each Command you can only use twice
• Clones you summon gain a Bonus Action, which can only per long rest.
be used to make any skill-based action, which you can • Divide and Conquer: As a bonus action, by
command the clone to attempt. You can only command commanding your clones to Divide and Conquer, you
clones to attempt such as an action once per casting. select one creature you can see within 60 feet of you.
• You can now command your clones to split up and follow All clones are forced to move up to 60 feet, ending
no more than two separate commands in two different their movement as close as possible to the target. For
groups, instead of them all following the same command. every clone that ends its movement within 15 feet of
This does not remove clones Saving throw limitation or the hostile creature, the target suffers a -1 penalty to
multiple attack restriction, regardless if different attacks attacks it makes until the end of its next turn.
from different sources are used. • United We Stand: As a reaction, by commanding your
• Clones can use the Help action with other creatures instead clones that United We Stand, all clones within 60 feet
of only with their Summoner. (This does not include Helping of you moves up to 30 feet, ending their movement as
other clones you make). close as possible to you. For every clone that ends its
movement within 15 feet of you, you reduce the next

CLONE COMBAT ADEPT instance of damage by 1d4.

Category: Ninjutsu CLONE EXPERT


Prerequisite: Clone Adept
You’ve become adept at fighting alongside your clones and Category: Ninjutsu
using them to your benefit while in combat. You gain the Prerequisite: Clone Adept, Level 8+
following benefits: You’ve become an expert at summoning clones, commanding
them, and utilizing them to maximum effect. You gain the
• Increase one ability score by 1, to a maximum of 20.
following benefits:
• Clones you summon movement speed is increased to
• Clones you summon gain your save proficiencies.
match yours, up to a maximum of 60 feet.
• Increase the number of jutsu your clones can cast by +1.
• When you would command your clones to perform the help
• Increase the number of Clones you can summon by +1.
action to assist you in making an attack, you gain a 1d4
• Damaging jutsu cast by clones uses a d6 in place of the
bonus to your attack.
• When you summon no more than two clones, and are jutsu’s original damage die, if the original die was larger. If
within 60 feet of terrain that could obscure them that you the Jutsu’s original damage die was already d6’s you
can see, that can hold them, you can make an Intelligence instead reduce the number of dice rolled by 2, to a
(Stealth) check vs the highest hostile creatures passive minimum of 1.
• As a reaction, you can command your clones to protect you,
perception. On a success, your clones are treated as
undetected. sacrificing themselves for you, granting you a +1 bonus to
Strength, Dexterity and Constitution saving throws. Select
a number of active clones dispelling them granting you this
bonus for each clone sacrificed this way. You can sacrifice
clones in this way, twice per long rest.

CLONE COMBAT EXPERT


Category: Ninjutsu
Prerequisite: Clone Expert, Clone Combat Adept
You’ve become an expert at summoning clones, commanding
them, and utilizing them to maximum effect. You gain the
following benefits:
• Increase one ability score by 1, to a maximum of 20.
• Clones you summon whose damage die would be reduced
due to being a clone casting a jutsu, reduces the damage die
penalty by 1. (Ex. If they would reduce the dice rolled by 2, they
instead reduce it only by 1.)
• When more than one clone you summon would cast a jutsu
or make an attack that targets the same creature, you also
add +2 damage for each clone attacking.
• When you summon at least 3 clones, and a hostile creature
you can see is within 30 feet of you, you can choose to
summon, you can cause your summons to flank the target
by summoning them in spaces adjacent to them. When you
do, the target suffers a -1 Penalty to their AC until the
beginning of their next turn (Max -5).
CLONE TACTICS EXPERT EARTH RELEASE EXPERT
Category: Ninjutsu Category: Ninjutsu
Prerequisite: Clone Expert, Clone Tactics Adept Prerequisite: Level 8+, Earth Release Keyword
You’ve become adept at ordering your clones to make a series You can feel every grain of sand and every molecule of chakra
of tactical maneuvers and actions. You gain the following flowing within each grain. You can mold substance into every
benefits; grain. When casting a Ninjutsu with the earth release
• Increase one ability score by 1, to a maximum of 20. keyword, you gain the following benefits:
• You gain the following Tactical Commands which you can • Increase your Intelligence score by 1, to a maximum of 20
use on your clones. Each Command you can only use twice • When you would cast a ninjutsu with the earth release
per long rest. keyword, while within 30 feet of an Earth construct or
• Rush and Raid: As a bonus action, by commanding structure that you made as a result of a Ninjutsu with the
your clones to Rush and Raid, you select up to three earth release keyword, you can reduce the cost of the jutsu
hostile creatures you can see within 60 feet of you. All cast by 1 (Min 1).
clones are forced to move up to 60 feet, ending their • Area of effects that would originate from an earth
movement as close as possible to the target. For every construct or structure you created that create a sphere or
clone that ends its movement within 15 feet of the cube, has their effect size increased by 10 feet.
hostile creature, the next jutsu the target casts that • Creatures who would clash with you using a jutsu with
would increase its AC, gain temporary hit points, or the water release keyword, makes their clash check at
reduce damage suffers a penalty based on the disadvantage.
following, until the end of their next turn.
▪ Bonus AC: Reduce AC Bonus by -1, for every 2 ELEMENTAL CHAKRA PENETRATION
Clones within range.
Category: Ninjutsu
▪ Temporary Hit Points: Reduce temporary hit
When you gain this feat, choose one of the following
points gained by 1d4 for every clone within range.
damage types: Earth, Wind, Fire, Cold, Lightning.
▪ Damage Reduction: Reduce Damage Reduction
Ninjutsu, you cast ignore resistance to damage of the
benefit by -1, for every clone within range.
chosen type.
• Clone Barrage: As a reaction, by commanding your
In addition, when you roll damage for a jutsu you cast
clones to perform a Clone Barrage, all clones within 60
that deals damage of that type, you can reroll 1’s and 2’s,
feet of you moves up to 30 feet, ending their
keeping the second result.
movement as close as possible to a single hostile
You can select this feat multiple times. Each time you
creature you can see within 60 feet. For every clone
do so, you must choose a different damage type.
that ends its movement within 15 feet of them, you
increase the next instance of melee attacks damage
you deal by 1d8.
ELEMENTAL SPECIALIZATION
Category: Ninjutsu
CLONE MASTER You have begun to specialize in a particular element of
your choice. You gain the following benefits:
Category: Ninjutsu
Prerequisite: Clone Expert, Level 12+ • Select one Nature Release Keyword (Earth, Wind, Fire,

You’ve become a master of clone jutsu and have found a way Water, Lightning). You may ignore Hand Seal (HS)
to maximize the usage of the clones in and out of Battle. You requirement for Ninjutsu of C-Rank of lower with your
gain the following benefits: chosen nature release.
• You deal additional damage with Ninjutsu with your
• Increase the number of rounds your clones can maintain
chosen Nature Release Keyword, equal to its rank. (D-
concentration by +1
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
• Increase the number of clones you can summon, by +1
• You reduce the chakra cost of Ninjutsu with your
• Damaging jutsu cast by clones uses a d8 in place of the
chosen Nature Release keyword by an amount equal to
jutsu’s original damage die, if the original die was larger. If
its rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4,
the Jutsu’s original damage die was already d8’s you
S-Rank: 5). If a jutsu has multiple selected keywords,
instead reduce the number of dice rolled by 2, to a
this cost reduction is only applied once.
minimum of 1.
• You can take this feat multiple times, each time
• As a bonus action, you can command your clones to attack
selecting a different element.
with you, putting their all into it throwing themselves at
the enemy and in some cases infusing themselves into your
next attack or jutsu cast. Sacrifice any number of clones
you have active, granting yourself +2d6 to damage for
every clone sacrificed, or +1 to the save DC for every two
clones sacrificed.
EMPOWERED NINJUTSU LIGHTNING RELEASE EXPERT
Category: Ninjutsu Category: Ninjutsu
You learn to empower your Ninjutsu with more precise Prerequisite: Level 8+, Lightning Release Keyword
chakra, empowering its effects. You gain the following You can synergize with every jolt of electricity, every
benefits: surge of power. You can magnify or reroute every spark
• When you cast a ninjutsu you know, you can spend 10 of energy stored within a single jolt. When casting a
Ninjutsu with the lightning release keyword, you gain
chakra. If you do, you double the jutsu’s potential
the following benefits:
impact granting it one of the following effects based;
• If your ninjutsu requires an attack roll, when you • Increase your Intelligence score by 1, to a maximum of
roll damage die, you treat all 1’s and 2’s as 3. 20
• If your ninjutsu forces a creature to make a saving • When you would cast a Ninjutsu with the Lightning
throw, if they would take a reaction in response to release keyword that requires an attack, you gain a +1
your ninjutsu, they double the chakra cost of the bonus to hit for every rank of shocked it has.
jutsu used. If the reaction they took does not cost • While you are under the effects of a Ninjutsu with the
chakra, they instead must spend 10 chakra to take lightning release keyword, Ninjutsu you cast with the
the reaction. lightning release keyword that requires an attack roll
• Ninjutsu you cast cannot have its damage reduced by cannot be made at disadvantage.
more than half as a result of Jutsu, Features or Traits. • Creatures who would clash with you using a jutsu with
Creatures with natural resistances or immunities still the earth release keyword, makes their clash check at
reduce damage as normal. disadvantage.
• When you would make a Constitution (Chakra control)
check to maintain concentration on a Ninjutsu you MEDICAL CHAKRA PENETRATION
cast, you may add a bonus to the check equal to the
Category: Ninjutsu
highest ranked Ninjutsu you are concentrating on. (D-
Prerequisite: Medical Keyword
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
When you gain this feat, choose one of the following

FIRE RELEASE EXPERT


damage types: Acid, Necrotic or Poison. Ninjutsu, you
cast ignore resistance to damage of the chosen type.
Category: Ninjutsu In addition, when you roll damage for a jutsu you cast
Prerequisite: Level 8+, Fire Release Keyword that deals damage of that type, you can reroll 1’s and 2’s,
Every mote of flame, ember of heat can be recognized by keeping the second result.
you. You can manifest power into every mote of flame. You can select this feat multiple times. Each time you
When casting a Ninjutsu with the fire release keyword, do so, you must choose a different damage type.
you gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of MEDICAL RELEASE EXPERT
20 Category: Ninjutsu
• When you would cast a Ninjutsu with the fire release Prerequisite: Level 8+, Medical Keyword
keyword that creates a Cone, sphere or line, you can Every spark of life energy, corrupted dark chakra, or
increase the size of the area or length of the line by 10 poisonous surge you can feel a piece of yourself within.
feet. You can manifest power into the powers of life and
• When you would spend your action to cast a ninjutsu death. When casting a Ninjutsu with the Medical
with the fire release keyword, you can choose to spend keyword, you gain the following benefits:
your bonus action. If you do, for every 2-chakra spent • Increase your Intelligence or Wisdom score by 1, to a
casting the chosen jutsu, increase its damage by +2.
maximum of 20
• Creatures who would clash with you using a jutsu with
• When you would cast a Ninjutsu with the medical
the wind release keyword, makes their clash check at
keyword that deals Acid, Poison or Necrotic damage,
disadvantage.
you gain a +2 bonus to damage for each rank of

FUINJUTSU SPECIALIZATION
Envenomed or Corroded a creature has.
• When you would spend your action to cast a ninjutsu
Category: Ninjutsu with the medical keyword that restores hit points,
You have begun to specialize in Fuinjutsu. A special form grants temporary hit points, reduces damage or
of sealing-based chakra. You gain the following benefits: provides a boost or boon to an allied creature in any
• You may ignore Hand Seal (HS) requirement for
way, you can choose to spend your bonus action. If you
do, you cannot have the benefits dispelled or
Ninjutsu, with the Fuinjutsu keyword of C-Rank of
interrupted the turn you cast them.
lower.
• Creatures who would clash with you using a jutsu with
• You deal additional damage with Ninjutsu with the
a jutsu without a nature release keyword, makes their
Fuinjutsu Keyword, equal to its rank. (D-Rank: 1, C-
clash check at disadvantage.
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
• You reduce the chakra cost of Ninjutsu, with the
Fuinjutsu keyword, by an amount equal to its rank (D-
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
Multiple effects with rank-based reduction do not
stack.
• A creature under the effects of a Ninjutsu with the
Fuinjutsu keyword that would make a skill check or
save to end said effects, suffers a 1d4 penalty to their
check or save.
MEDICAL SPECIALIZATION WATER RELEASE EXPERT
Category: Ninjutsu Category: Ninjutsu
Prerequisite: Medical Keyword Prerequisite: Level 8+, Water Release Keyword
You have begun to specialize in a particular medical You can feel every droplet of water and every molecule of
chakra of your choice. You gain the following benefits: chakra flowing within each drop. You can squeeze
• Select one medical damage type (Acid, Necrotic, efficiency out of every drop. When casting a Ninjutsu
with the water release keyword, you gain the following
Poison). You may ignore Hand Seal (HS) requirement
benefits:
for Ninjutsu, with the medical keyword of C-Rank of
lower with your chosen damage type. • Increase your Intelligence score by 1, to a maximum of
• You deal additional damage with Ninjutsu with your 20
chosen damage type, equal to its rank. (D-Rank: 1, C- • When you are near a sufficient source of water that can
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) be used to reduce the cost of the given jutsu cast,
• You reduce the chakra cost of Ninjutsu, with the reduce the cost by 3, instead of 2.
medical keyword with your chosen damage type by an • You can get two additional uses out of any source of
amount equal to its rank (D-Rank: 1, C-Rank: 2, B- water that you would use.
Rank: 3, A-Rank: 4, S-Rank: 5). Multiple effects with • Creatures who would clash with you using a jutsu with
rank-based reduction do not stack. the Fire release keyword, makes their clash check at
• You can take this feat multiple times, each time disadvantage.
selecting a different damage type.
WIND RELEASE EXPERT
NINJUTSU ARCHIVIST Category: Ninjutsu
Category: Ninjutsu Prerequisite: Level 8+, Wind Release Keyword
Prerequisite: Level 4+ Every breeze of wind, every gust of air, you can feel the
Your Focus in the heat of Combat and mastery of power stored within. You can control every eb and flow
Handseals, allow you weave ninjutsu with much greater of wind. When casting a Ninjutsu with the wind release
efficiency. You gain the following benefits: keyword, you gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of • Increase your Intelligence score by 1, to a maximum of
20 20
• You learn an additional ninjutsu that you qualify for. • When you would cast a Ninjutsu with the wind release
This does not count against your Jutsu Known. keyword that requires a saving throw, for each
• The next time you would hit 5th, 9th, or 13th level, you different Physical or Elemental condition a creature
learn one additional Ninjutsu of 1 rank lower than your has, they suffer a -1 penalty to their save, up to a
highest known jutsu rank. maximum of -5.
• If you take this feat after you have passed the • While you are under the effects of a Ninjutsu with the
previously stated levels, you instead gain 1 additional wind release keyword, Ninjutsu you cast with the wind
D-Rank if passed 5th level, 1 additional C-Rank if release keyword, cannot have saving throws made to
passed 9th level, and one additional B-Rank is passed resist them be made at advantage.
13th level • Creatures who would clash with you using a jutsu with
the lightning release keyword, makes their clash check
NINSHOU THEORIST at disadvantage.

STORING SEAL SOUL


Category: Ninjutsu
Prerequisite: Intelligence 15+
You study the Ninshou arts, gaining the following Category: Ninjutsu
benefits: Prerequisite: Level 8+
• Increase your Intelligence score by 1, to a maximum of You have created a minor pocket dimension that follows you,
that you can use to store item inside. You gain the following
20.
• You gain proficiency in the Ninshou skill.
Benefits;
• Over the course of a short rest, you attempt to theorize • You manifest a pocket dimension that you can interact
on how to manipulate the concept of a jutsu you know with. This pocket dimension has a maximum bulk limit of
to bend it to your will. Make an Intelligence (Ninshou) 25.
check vs a DC (15 + The rank of the jutsu, D-Rank: 1, C- • As a bonus action you can store any item you are holding or
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a success, wearing into the pocket dimension.
until your next rest, the selected jutsu is always under • As a bonus action you can retrieve any item stored within
one of the following Efficient moldings from the the pocket dimension.
Ninjutsu Specialist Class. This does not increase the • If you are reduced to 0 Hit points, all items in your pocket
cost of the jutsu by the Efficient molding costs as seen dimension are expelled and fall occupying random spaced
in the Ninjutsu Specialist Class. Once selected this within 10 feet of you.
cannot be undone until you complete your next rest.; • Another creature who is aware of your Pocket dimension
• Careful Ninjutsu (Max of 3 creatures.) can cast a jutsu with the Fuinjutsu keyword targeting you
• Distant Ninjutsu and make an Intelligence (Ninshou) check vs your
• Piercing Ninjutsu Intelligence or Constitution (Ninshou) check. On a success,
• Tenacious Ninjutsu they tear open your pocket dimension pulling out any item
• Widened Ninjutsu they are looking for.
TAIJUTSU FEATS DRAGON FIST EXPERT
Category: Taijutsu
ASSASSINS TRAINING Prerequisite: Dragon Fist Stance, Level 8+
Category: Taijutsu You have trained under the teachings of the land of
You have trained under the teachings of the land of Shadows Dragons either directly or by descension, gaining the
either directly or by descension, gaining the following following benefits:
benefits: • Increase your Strength or Dexterity score by 1, to a

• Increase your Dexterity score by 1, to a maximum of 20. maximum of 20.


• While you are in the Dragon Fist Stance, your unarmed
• You gain proficiency in Kunai, Shuriken, and Senbon, if you
were not already. These Weapons become known as damage die becomes a d8.
• When you take the dash action while you are in the
Assassin Weapons.
• When you would deal damage with an Assassin Weapon as a Dragon Fist Stance, creatures suffer a 1d6 penalty to hit
result of a weapon attack or Bukijutsu you cast, once per you with opportunity attacks.
• Taijutsu you know that requires the Dragon Fist Stance to
turn, you can inflict the Bleeding condition on a target
creature. be cast, and up to two additional Taijutsu that you know,
• You cannot be disarmed of your Assassin Weapon and they that requires you to make no more than two taijutsu
cannot be broken while you are wielding them. attacks become Dragon Fist Taijutsu. Dragon Fist Taijutsu
• When you take the attack action using an Assassin weapon, you cast allows you to gain the benefits of your Dragon
Fist Stance’s bonus action effect as a part of casting said
you can in place of attacks made with said action, make an
jutsu. You can switch your Dragon Fist Taijutsu when you
Assassination Attack. Assassination attacks are weapon
would complete a long rest. You can only gain the
attacks that deal the maximum possible damage with the
benefits of this feature in this way, twice per rest.
chosen weapon.

BUKIJUTSU ARCHIVIST DRUNKEN FIST EXPERT


Category: Taijutsu Category: Taijutsu
Prerequisite: Drunken Fist Stance, Level 8+
Prerequisite: Level 4+
You have trained under the teachings of the Monks of
Your Focus in the heat of Combat and mastery of
inebriation either directly or by descension, gaining the
bukijutsu, allow you weave weapon arts together with
following benefits:
much greater skill. You gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a
• Increase your Strength or Dexterity score by 1, to a
maximum of 20.
maximum of 20
• While you are in the Drunken Fist Stance, your unarmed
• You learn an additional bukijutsu that you qualify for.
damage die becomes a d8.
This does not count against your Jutsu Known.
• When you strike a creature while in the Drunken Fist
• The next time you would hit 5th, 9th, or 13th level, you
Stance with an unarmed attack, that creature is moved 5
learn one additional bukijutsu of 1 rank lower than
feet in any direction onto solid ground that can hold
your highest known jutsu rank.
• If you take this feat after you have passed the them.
• Taijutsu you know that requires the Drunken Fist Stance
previously stated levels, you instead gain 1 additional
to be cast, and up to two additional Taijutsu that you
D-Rank if passed 5th level, 1 additional C-Rank if
know, that requires you to make no more than two
passed 9th level, and one additional B-Rank if passed
taijutsu attacks become Drunken Fist Taijutsu. Drunken
13th level.
Fist Taijutsu you cast allows you to gain the benefits of

BULLSEYE TRAINING the dodge action against the first attack or effect
targeting you, from the affected creature before the end
Category: Taijutsu of their next turn. You can switch your Drunken Fist
You have trained under the teachings of the land of Bows Taijutsu when you would complete a long rest. You can
either directly or by descension, gaining the following only gain the benefits of this feature in this way, twice
benefits: per rest.
• Increase your Strength or Dexterity score by 1, to a
maximum of 20.
• You gain proficiency in Short Bows, Long Bows and
Combat Jackets, if you were not already. These weapons
become known as Bullseye Weapons
• When you would deal damage with a Bullseye Weapon as a
result of a weapon attack or Bukijutsu you cast, the damage
ignores structures and constructs that would intercept the
damage dealt, dealing damage directly to the target
creatures hit points.
• You cannot be disarmed of your Bullseye Weapon and they
cannot be broken while you are wielding them.
• When you take the attack action using a Bullseye weapon
you can knock 2 arrows instead of one. For the remainder
of this turn, ranged weapon attacks you make with your
short or long bow doubles your damage die. You do not roll
your ammunition die, and instead reduce it by 2 steps. If
you could not reduce the die by 2 steps, it is entirely spent.
EFFICIENT BREATHING FIGHTING STYLIST
Category: Taijutsu Category: Taijutsu
Prerequisite: Level 8+ You adopt a particular style of fighting as your specialty,
You have begun to master the use of the Heavenly gaining the following benefits:
Breaths and have learned to manage the stress and • Increase your Strength or Dexterity score by 1, to a
strain it causes your body. You gain the following
maximum of 20.
benefits; • Choose one of the Fighting Stances from Chapter 13.
• You no longer need to pay chakra to maintain • You can select this feat multiple times. You can’t take
concentration of any Taijutsu with the Heavenly Breath a Fighting Stance option more than once, even if you
name. later get to choose again.
• You reduce the cost of Taijutsu with the Heavenly
Breath name by an amount equal to its rank (D-Rank: FROG FIST EXPERT
1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
Category: Taijutsu
• You can cast a Taijutsu with the Heavenly Breath name
Prerequisite: Frog Fist Stance, Level 8+
using either an Action, Bonus Action or Reaction on
You have trained under the teachings of the Land of
your turn, ignoring its listed casting time.
Swamps either directly or by descension, gaining the
• The benefits of Taijutsu with the Heavenly Breath can
following benefits:
apply to your unarmed and weapon attacks, once per
turn. • Increase your Strength or Dexterity score by 1, to a
maximum of 20.
EMPOWERED BUKIJUTSU • While you are in the Frog Fist Stance, your unarmed
damage die becomes a d8.
Category: Taijutsu • While in the Frog Fist Stance, you can, in place of one of
You learn to empower your Bukijutsu with technique and
your unarmed attacks made with the attack action,
refined skill, you gain the following benefits:
perform a sweeping kick. All creatures of your choice in
• When you cast a bukijutsu you can spend 5 chakra. If you a 15-foot cone originating from you, must make a
do, you increase your weapons damage die by 1 step. Dexterity save vs your Taijutsu Save DC. On a failed save
(d4>d6>d8>d10>d12>2d6) they take your unarmed damage. On a successful save
• When you cast a bukijutsu with the Combo keyword, you they take no damage. This is treated as if casting a
can make one additional weapon attack as a part of the Taijutsu for the purposes of interacting with features
jutsu’s casting dealing your weapons damage. and feats that would interact with saves using your
• When a creature would make a saving throw to resist a Taijutsu save DC.
bukijutsu you cast; If they fail by 10 or more, they take • Taijutsu you know that requires the Frog Fist Stance to
double damage. be cast, and up to two additional Taijutsu that you
• When you would make a Constitution (Chakra control) know, that requires you to make no more than two
check to maintain concentration on a Bukijutsu you cast, taijutsu attacks become Frog Fist Taijutsu. Frog Fist
you can add your weapons damage die to the result of the Taijutsu you cast allows you ignore structures or
check. constructs that would intercept the first instance of
damage you deal, bypassing them and dealing damage
EMPOWERED TAIJUTSU as normal to the original target.

IRON FIST EXPERT


Category: Taijutsu
You learn to empower your Taijutsu with more elegant
technique, you gain the following benefits: Category: Taijutsu
• When you cast a taijutsu as an action, you can choose Prerequisite: Iron Fist Stance, Level 8+
You have trained under the teachings of the Masters of
to also spend your bonus action. If you do, you deal
brawling and metal bending fists, gaining the following
additional damage equal to your proficiency bonus, up
benefits:
to three times
• When you cast a taijutsu with the Combo or Finisher • Increase your Strength or Dexterity score by 1, to a
keyword, reduce the cost by an amount equal to its maximum of 20.
rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S- • While you are in the Iron Fist Stance, your unarmed
Rank: 5). Multiple effects with rank-based reduction damage die becomes a d8.
do not stack. • If you have Combat Bracers on while in this stance,
• When you would make a Constitution (Chakra control) your unarmed attacks using Strength instead become a
check to maintain concentration on a Taijutsu you 1d10.
cast, you can make a Martial Arts check instead, using • Taijutsu you know that requires the Iron Fist Stance to
your Taijutsu ability modifier. be cast, and up to two additional Taijutsu that you
know, that requires you to make no more than two
taijutsu attacks become Iron Fist Taijutsu. Iron Fist
Taijutsu you cast ignores half of all damage reduction-
based effects.
LANCER TRAINING NINJA SLAYER
Category: Taijutsu Category: Taijutsu
You have trained under the teachings of the land of Reeds You have practiced techniques useful in melee combat
either directly or by descension, gaining the following against Shinobi Ninjutsu & Genjutsu, gaining the
benefits: following benefits:
• Increase your Strength score by 1, to a maximum of 20. • When a creature within your weapons range would
• You gain proficiency in the Naginata, Sasumata and Battle casts a Ninjutsu or Genjutsu, you can use your reaction
Armor, if you were not already. These weapons become to make an attack of opportunity using your weapon
known as Lance Weapons targeting the triggering creature.
• When you would deal damage with a Lance Weapon as a • When you damage a creature that is concentrating on
result of a weapon attack or Bukijutsu you cast, the attacks a Jutsu, that creature has disadvantage on skill checks
range is increased by 10 feet. made to maintain concentration.
• You cannot be disarmed of your Lance Weapon and your • You have advantage on saving throws against Ninjutsu
they cannot be broken while you are wielding them. & Genjutsu cast by creatures within 10 feet of you.
• When you take the attack action using a Lance Weapon, you
can choose to instead make a Lancet attack. Make a single RABBIT FIST EXPERT
weapon attack and compare your attack result to all
Category: Taijutsu
creatures within your attacks range, of your choice, AC. All
Prerequisite: Rabbit Fist Stance, Level 8+
creatures you hit excluding your original target, takes
You have trained under the teachings of the Monks of
damage equal to your weapons damage die. This damage
inebriation either directly or by descension, gaining the
does not add your ability modifier or any additional
following benefits:
damage-based effects from jutsu, features or traits. (This
restriction excludes weapon Seals). • Increase your Strength or Dexterity score by 1, to a
maximum of 20.
LIGHT STEP MASTERY • While you are in the Rabbit Fist Stance, your unarmed
damage die becomes a d6.
Category: Taijutsu • When you would use the Rabbit Fist, bonus action
You’ve mastered the art of fighting while minimally
ability, make 1 additional unarmed attack. You can do
armored, treating combat as an elegant dance. While you
this once per turn.
are wearing no armor, you gain the following benefits: • Taijutsu you know that requires the Rabbit Fist Stance
• Increase your Dexterity score by 1, to a maximum of to be cast, and up to two additional Taijutsu that you
20. know, that requires you to make two or more taijutsu
• Whenever an attack roll misses you, you may move 5 attacks become Rabbit Fist Taijutsu. Rabbit Fist Taijutsu
feet without triggering attacks of opportunity. you cast allows you to make one additional attack as a
• Once per turn, when a creature misses you with an part of their casting. You can switch your Rabbit Fist
attack, your next attack against them deals an Taijutsu when you would complete a long rest. You can
additional 1d8 damage. only gain the benefits of this feature in this way, twice
• When you take the dash action, you may move an per rest.
additional +10 feet.
• When a creature misses you with an attack, you gain a RAIDER TRAINING
+1 bonus to your AC, up to a maximum of +2, until the
Category: Taijutsu
beginning of your next turn.
You have trained under the teachings of the land of War

LION FIST EXPERT


either directly or by descension, gaining the following
benefits:
Category: Taijutsu • Increase your Strength score by 1, to a maximum of 20.
Prerequisite: Lion Fist Stance, Level 8+ • You gain proficiency in Broadswords, Great Axes and
You have trained under the teachings of the Land of Armored Flak Jackets, if you were not already. These
Kings, either directly or by descension, gaining the weapons become known as Raider Weapons.
following benefits: • When you would deal damage with a Raider Weapon as a
• Increase your Strength or Dexterity score by 1, to a result of a weapon attack or Bukijutsu you cast, once per
maximum of 20. turn, a creature you hit is disarmed of one item they are
• While you are in the Lion Fist Stance, your unarmed holding, if any.
damage die becomes a d8. • You cannot be disarmed of your Raider Weapon and your
• When you strike a creature while in the Lion Fist Stance, weapons cannot be broken while you are wielding them.
with an unarmed attack, you gain a +2 bonus to • When you take the attack action you, in place of attacks
Strength and Constitution saving until the beginning of made with your attack action you can make a Raiding
your next turn. attack. Raiding attacks are weapon attacks that when you
• Taijutsu you know that requires the Lion Fist Stance to deal damage to a creature wearing armor, you reduce their
be cast, and up to two additional Taijutsu that you AC by 1, until the beginning of your next turn.
know, that requires you to make no more than two
taijutsu attacks become Lion Fist Taijutsu. Lion Fist
Taijutsu you cast allows you to gain the benefits of the
bonus action damage bonus for Taijutsu attacks, until
the end of the current turn.
REAPER TRAINING SHINOBI SENTINEL
Category: Taijutsu Category: Taijutsu
You have trained under the teachings of the land of Graves You’ve mastered techniques to take advantage of every
either directly or by descension, gaining the following drop in any enemy’s guard; in tight spaces you are
benefits: indomitable. While you are wielding a melee weapon
• Increase your Strength or Dexterity score by 1, to a with which you are proficient, you gain the following
benefits:
maximum of 20.
• You gain proficiency in Chained Hand Scythe, Hand • When you hit a creature with an attack of opportunity,
Scythe and Scythe, if you were not already. These the creature’s speed becomes 0 for the rest of the turn.
weapons become known as Reaper Weapons. • Creatures within 5 feet of you provoke opportunity
• When you would deal damage with a Reaper Weapon as a attacks from you even if they take the Disengage
result of a weapon attack or Bukijutsu you cast, once per action before leaving your reach.
turn, a creature you hit gains one rank of bleeding. • If a creature makes an attack of opportunity against
• You cannot be disarmed of Reaper Weapon and your they you, you can as a reaction, make an attack of
cannot be broken while you are wielding them. opportunity against them.
• When you take the attack action using a Reaper weapon, in
place of one attack made with your attack action you can SILENT FIST EXPERT
make a Reaping attack. Reaping attacks are weapon
Category: Taijutsu
attacks that adds a number of d4’s as bonus damage,
Prerequisite: Silent Fist Stance, Level 8+
equal to half of your ability modifier, and you forcefully
You have trained under the teachings of the Land of
move the target creature 5 feet in any direction.
Silence either directly or by descension, gaining the

SAMURAI TRAINING
following benefits:
• Increase your Strength or Dexterity score by 1, to a
Category: Taijutsu maximum of 20.
You have trained under the teachings of the land of Iron • While you are in the Silent Fist Stance, your unarmed
either directly or by descension, gaining the following
damage die becomes a d8.
benefits: • If you have Iron Claws on while in this stance, your
• Increase your Strength or Dexterity score by 1, to a unarmed attacks using Dexterity inflict 1 rank of
maximum of 20. bleeding when you roll a 7 or 8 on your damage die.
• You gain proficiency in Katana, Tanto’s and Samurai • Taijutsu you know that requires the Silent Fist Stance to
Armor, if you were not already. These weapons become be cast and two additional Taijutsu that you know,
known as Samurai Weapons. that requires you to make no more than two taijutsu
• When you would deal damage with a Samurai Weapon as a attacks become Silent Fist Taijutsu. Silent Fist Taijutsu
result of a weapon attack or Bukijutsu you cast, once per you know can be cast when creature would trigger an
turn, you can inflict the bleeding condition. attack of opportunity against you. You can switch your
• You cannot be disarmed of your Samurai Weapon and they Silent Fist Taijutsu when you would complete a long
cannot be broken while you are wielding them. rest. You can only gain the benefits of this feature in
• Select one Bukijutsu you know, with a casting time of 1 this way, twice per rest.
action. This Bukijutsu gains the Clash keyword and
becomes known as your Samurai Jutsu. You can change SPIDER FIST EXPERT
this jutsu on a long rest. If you would ever clash with a
Category: Taijutsu
Ninjutsu cast by another creature with your Samurai jutsu
Prerequisite: Spider Fist Stance, Level 8+
you add your weapons damage die to the clash check.
You have trained under the teachings of the Land of

SERPENT FIST EXPERT


Arachnids either directly or by descension, gaining the
following benefits:
Category: Taijutsu • Increase your Strength or Dexterity score by 1, to a
Prerequisite: Serpent Fist Stance, Level 8+ maximum of 20.
You have trained under the teachings of the serpent masters • While you are in the Spider Fist Stance, your battle wire
in the land of grass, gaining the following benefits: damage die becomes a d6.
• Increase your Strength or Dexterity score by 1, to a • Once per turn, you can attempt to grapple a creature
maximum of 20. with your battle wire, while in your Spider Fist Stance,
• While you are in the Serpent Fist Stance, your unarmed when you would deal your weapons damage to a target
damage die becomes a d8. creature.
• Once per turn, when you strike a creature while in the • Taijutsu you know that requires the Spider Fist Stance
Serpent Fist Stance, with an unarmed attack, they suffer a to be cast, and up to two additional Taijutsu that you
1d4 penalty to their attack rolls, until the end of their next know, that requires you to make no more than two
turn. taijutsu attacks become Spider Fist Taijutsu. Spider Fist
• Taijutsu you know that requires the Serpent Fist Stance to Taijutsu you know deal additional damage equal to
be cast, and up to two additional Taijutsu that you know, your proficiency bonus once per turn. You can switch
that requires you to make no more than two taijutsu your Spider Fist Taijutsu when you would complete a
attacks become Serpent Fist Taijutsu. Serpent Fist Taijutsu long rest.
you know can be cast when creature would trigger an
attack of opportunity against you. You can switch your
Serpent Fist Taijutsu when you would complete a long rest.
You can only gain the benefits of this feature in this way,
twice per rest.
TAIJUTSU ARCHIVIST WEAPON EXPERT
Category: Taijutsu Category: Taijutsu
Prerequisite: Level 4+ You have practiced extensively with a variety of weapons,
Your Focus in the heat of Combat and mastery of Martial gaining the following benefits:
arts, allow you weave taijutsu together with much greater • Increase your Strength or Dexterity score by 1, to a
skill. You gain the following benefits:
maximum of 20.
• Increase your Strength or Dexterity score by 1, to a • You gain proficiency with four weapons of your choice.
maximum of 20. • Select one weapon, with which you are proficient. Once
• You learn an additional taijutsu that you qualify for. per turn, when you roll damage for the chosen weapon,
This does not count against your Jutsu Known. you can reroll its damage, using either total.
• The next time you would hit 5th, 9th, or 13th level, you • Once per turn, when you would cast a Bukijutsu using a
learn one additional Taijutsu of 1 rank lower than your weapon, your weapon increases its weapon damage die
highest known jutsu rank by +1.
• If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional WOLF FIST EXPERT
D-Rank if passed 5th level, 1 additional C-Rank if passed
Category: Taijutsu
9th level, and one additional B-Rank if passed 13th level.
Prerequisite: Wolf Fist Stance, Level 8+

TAIJUTSU EXPERTISE
You have trained under the teachings of the Land of
Wolves either directly or by descension, gaining the
Category: Taijutsu following benefits:
Your Focus in the heat of Combat and mastery of the • Increase your Strength or Dexterity score by 1, to a
martial arts, allow you to fight with much greater
maximum of 20.
efficiency. You gain the following benefits: • While you are in the Wolf Fist Stance, your unarmed
• Increase your Dexterity score by 1, to a maximum of 20. damage die becomes a d8.
• Select one between Taijutsu or Bukijutsu. You may use • Wolf Fist Stances, Action ability no longer requires its
Dexterity instead of Strength as your Taijutsu Modifier user to spend an action to recharge the feature.
when casting the chosen jutsu type. • When you strike a creature using the Wolf Fist Stances,
• You may use Dexterity instead of Strength for your Action ability, increase the bonus damage die by 1 step.
Unarmed Attack and damage rolls. • Taijutsu you know that requires the Wolf Fist Stance to
• You may use Dexterity when making a Martial Arts be cast, and up to two additional Taijutsu that you
Checks. know, that requires you to make no more than two
• You may take this feat again, select the jutsu type you taijutsu attacks become Wolf Fist Taijutsu. Wolf Fist
didn’t select the first time. Taijutsu you know can be cast as a bonus action. You
can switch your Wolf Fist Taijutsu when you would
TRIBAL TRAINING complete a long rest. You can only gain the benefits of
this feature in this way, twice per rest.
Category: Taijutsu
You have trained under the teachings of the land of Tribes
either directly or by descension, gaining the following
benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency in Slings, Chakrams, and Blowguns, if
you were not already. These Weapons become known as
Tribal Weapons.
• When you would deal damage with a Tribal Weapon as a
result of a weapon attack or Bukijutsu you cast, once per
turn, you can inflict the envenomed condition on a target
creature until the end of their next turn.
• You cannot be disarmed of your Tribal Weapon and they
cannot be broken while you are wielding them.
• When you take the attack action using a Tribal weapon, you
can in place of attacks made with said action, make a Tribal
Attack. Tribal attacks are weapon attacks that cannot be
have their attack results penalized by any jutsu, feature or
trait.
8-INNER GATES: SEIMON • AC: +1
• Extra Action.
Category: Taijutsu, Kinjutsu • +1 Rank of Fatigue
Prerequisite: Taijutsu Ability Score of 16+ • Keimon.
You have begun to master the use of the Eight Inner Gates. • Str: +4
A legendary technique designed to release the limits on a
• Con: +2
user’s chakra pathways, thus increasing their physical
• Spend 2 hit Dice, regaining the result. This can only be
strength and speed. You learn to unlock 3 of such Inner
used once per short rest.
gates; Kaimon, Kyumon and Seimon. Unlocking each gate
• +2 Rank(s) of Fatigue.
grants additional benefits in addition to the benefits
granted by the previous gate activated. Gates cannot be
unlocked out of order. Activating each Inner Gate costs an
8-INNER GATES: SHIMON
Action, Bonus Action or reaction on your turn. Category: Taijutsu, Kinjutsu
While you are gaining the benefit of any Gate you cannot Prerequisite: 8-Inner Gates: Keimon, Taijutsu Ability Score of
cast or maintain the concentration on any Ninjutsu or 20+, Level 16+
Genjutsu. You have become a master of the Eight Inner Gates,
Any Gate you activate can only remain active for 1 unlocking the final 2 gates; Kyomon and Shimon
minute or until you deactivate it. You must complete a rest You must currently be gaining the benefit of Keimon, in
to gain the benefit of any Gate granted by this feat. If you order to activate Kyomon.
would attempt to gain the benefit of a Gate granted by this You must complete a rest to gain the benefit of any Gate
feat a second time without taking a rest, you instead must granted by this feat a second time. If you would attempt to
spend 2 hit die to do so, which are not recovered until you gain the benefit of a Gate granted by this feat a second time
complete a full-rest. When you would end the activation of without taking a rest, you instead must spend 2 hit die to do
or be forced to end any 8-Inner gate, you gain all Ranks of so, which are not recovered until you complete a full-rest.
any Fatigue. You lose one ranks of Fatigue every 1 hour; When you would end the activation of or be forced to end any
• Kaimon.
8-Inner gate, you gain all Ranks of any Fatigue and
Weakened listed. After ending any gate granted by this
• Str: +2
feature, you lose one rank of Fatigue every 24 hours;
• Speed: +15
• +1 Rank of Fatigue • Kyomon.
• Kyumon. • Str: +6
• Str: +2 • AC: +1
• Speed: +15 • +2 Rank of Fatigue
• Spend 2 Hit Die, regaining the result. This can only • Shimon.
be used once per short rest. • Str: +6
• +2 Rank of Fatigue • Con: +2
• Seimon. • Triple Speed.
• Str: +4 • AC: +2
• Speed: +10 • Extra Action.
• AC: +1 • You die, slowly turning to dust, which cannot be
• +2 Rank(s) of Fatigue. stopped or prevented. You become unable to be revived
by any means.
8-INNER GATES: KEIMON F ATIGUE C HART
Category: Taijutsu, Kinjutsu Ranks of Fatigue are cumulative, meaning that you retain all effects of
Prerequisite: 8-Inner Gates: Seimon, Taijutsu Ability Score Fatigue based on the number of ranks currently had. You only gain
of 18+, Level 10+.
the detriments of Fatigue while you are not gaining the benefits of
You have learned more masterful technique of the Eight
any of the 8-Inner Gates.
Inner Gates, learning to unlock 3 more powerful gates of
Inner power; Shomon, Tomon and Keimon. Ranks Effects
You must currently be gaining the benefit of Seimon, in +1 Cannot take the Dash Action.
order to activate Shomon. +3 Cannot take the Disengage Action.
You must complete a rest to gain the benefit of any Gate
granted by this feat a second time. If you would attempt to +5 Cannot Take the Dodge or Help Actions.
gain the benefit of a Gate granted by this feat a second time +7 Move Speed reduced by 15.
without taking a rest, you instead must spend 2 hit die to
+9 Disadvantage on Strength, Dexterity and Constitution Ability
do so, which are not recovered until you complete a full-
and skill Checks.
rest. When you would end the activation of or be forced to
end any 8-Inner gate, you gain all Ranks of any Fatigue +11 Disadvantage on Dexterity Saving throws.
and Weakened listed. After ending any gate granted by this +13 Disadvantage on Strength Saving throws.
feature, you lose one rank of Fatigue every 1 hour;
+15 Automatically Fail all Strength, Dexterity and Constitution
• Shomon. Ability Checks & saving throws.
• Str: +2
• Con: +2
• Speed: +10
• +2 Rank of Fatigue
• Tomon.
• Str: +4
• Speed: +10
GENJUTSU FEATS SENSORY SPECIALIZATION
Category: Genjutsu
EMPOWERED GENJUTSU You have begun to specialize in a subset of illusions of
Category: Genjutsu your choice. You gain the following benefits:
You learn to empower your Genjutsu with more • Select one Sensory Keyword (Auditory, Visual, Inhaled).
elaborate illusions. You gain the following benefits: You may ignore Hand Seal (HS) requirement for
• When a creature attempts a saving throw to resist a Genjutsu of C-Rank of lower with your chosen
genjutsu you cast on them, you may, as a reaction, keyword.
• You deal additional damage with Genjutsu with your
spend 10 chakra. If you do, until the end of the current
turn, the affected creature rolls a number of d4 equal chosen Sensory Keyword, equal to its rank. (D-Rank: 1,
to the rank of the Genjutsu cast, reducing their saving C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
• You reduce the chakra cost of Genjutsu with your
throw by half the result (Min 1). (D-Rank/C-Rank: 1,
B-Rank/A-Rank 2, S-Rank: 3) chosen Sensory keyword by an amount equal to its
• Genjutsu you cast that deal damage on a failed save, rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
now deals half damage on a successful save. Rank: 5). Multiple effects with rank-based reduction
• When you would make a Constitution (Chakra Control) do not stack.
• You can take this feat multiple times, each time
check to maintain concentration on a Genjutsu you
cast, roll a number of d4 equal to the highest rank of selecting a different sensory keyword.

PSYCHIC PENETRATION
the genjutsu you are currently concentrating on
adding half of the result to your check. (Min 1) (D-
Rank & C-Rank: 1, B-Rank: & A-Rank: 2, S-Rank: 3) Category: Genjutsu
You have learned to more easily damage your opponents'
GENJUTSU EXPERTISE psyches. You gain the following benefits;
Category: Genjutsu • Genjutsu, you cast ignore resistance to psychic
Your mastery of the Illusionary Arts, allow you to weave damage.
together Genjutsu with much greater efficiency. You gain • When you would roll damage for a genjutsu you cast
the following benefits: that deals psychic damage, you can reroll 1’s and 2’s,
• Increase your Charisma score by 1, to a maximum of keeping the second result.
• When you deal psychic damage to a creature, the select
20.
• You may instead use Charisma instead of Wisdom as creature gains disadvantage on ability checks and
your Genjutsu Modifier. saving throws made to end any Sensory or Mental
• You may instead use Charisma instead of Wisdom for conditions until the end of their next turn.

ILLUSIONARY THEORIST
Illusions Checks.

GENJUTSU ARCHIVIST Category: Genjutsu


Category: Genjutsu Prerequisite: Wisdom 15+
Prerequisite: Level 4+ You study the Illusionary arts, gaining the following
Your encyclopedic knowledge of Genjutsu allows you to benefits:
learn far more Genjutsu than normal. You gain the • Increase your Wisdom score by 1, to a maximum of 20.
following benefits: • You gain proficiency in the Illusions skill.

• Increase your Wisdom score by 1, to a maximum of 20. • Over the course of a short rest, you attempt to theorize

• You learn an additional genjutsu that you qualify for. on how to manipulate the concept of a genjutsu you
This does not count against your Jutsu Known. know to bend it to your will. Make a Wisdom
• The next time you would hit 5th, 9th, or 13th level, you (Illusions) check vs a DC (15 + The rank of the jutsu,
learn one additional Genjutsu of 1 rank lower than D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
your highest known jutsu rank. On a success, until your next rest, the selected jutsu is
• If you take this feat after you have passed the always under one of the following Onijutsu from the
previously stated levels, you instead gain 1 additional Kurama Clan. Once selected this cannot be undone
D-Rank if passed 5th level, 1 additional C-Rank if until you complete your next rest.;
passed 9th level, and one additional B-Rank is passed • Careful Onijutsu (Max of 3 creatures.)
13th level. • Punishing Onijutsu
• Overwhelming Onijutsu
• Tenacious Onijutsu
• Subtle Onijutsu
EMPATHIC EXPERT PSYCHOSIS EXPERT
Category: Genjutsu Category: Genjutsu
Prerequisite: Level 8+ Prerequisite: Psychosis Adept, Level 8+
You can feel every thought. Every intent. Every passing You’ve become adept at causing unmatched psychotic
idea. When casting a Genjutsu that does not deal trauma to others minds. You gain the following benefits:
damage, you gain the following benefits: • The Pain genjutsu no longer ends when its effect is first
• Increase your Wisdom score by 1, to a maximum of 20 applied.
• When you would cast a Genjutsu that targets a single • The Doubled Pain genjutsu increases its damage die by 1
creature, on a failed save, that creatures’ movement step.
speed is reduced by 20 feet for the duration. • The Unlimited Pain genjutsu no longer needs a direct line of
• When you would cast a Genjutsu that can affect two or sight, instead so long as you know the target creatures
more creatures at once, on a failed save, once per turn, name, they can hear you, and they are within range, they
all affected creatures take psychic damage whenever suffer its effects as normal.
one of the other affected creatures take damage of any
type, excluding the creature that triggers this effect. PSYCHOSIS MASTER
The number of psychic damage creatures take is an
Category: Genjutsu
amount equal to the rank of the jutsu currently
Prerequisite: Psychosis Expert, Level 12+
affecting them all. (D-Rank: 2d4, C-Rank: 4d4, B-Rank:
You’ve become a master at breaking the minds of your
6d4, A-Rank: 8d4, S-Rank: 10d4)
adversaries. Enemies fall into mental coma’s when they do

PSYCHIC EXPERT
battle with you. You gain the following benefits:
• The Pain genjutsu damage die becomes a d6.
Category: Genjutsu • The Doubled Pain genjutsu triggers whenever the target
Prerequisite: Level 8+
takes damage from a source other than you, once per turn.
You can feel every migraine. Every headache. Every • The Unlimited Pain genjutsu can force the target to make
painful thought. When casting a Genjutsu that deals
an Intelligence or Wisdom saving throw to resist its effects.
damage, you gain the following benefits:
You decide the saving throw when the jutsu is cast.
• Increase your Wisdom or Charisma score by 1, to a • You can concentrate on all 3 prerequisite genjutsu at once
maximum of 20 If you would end the effect of Doubled Pain as a result of
• Once per turn, one affected creature gains a 1d4 Unlimited Pain you instead maintain concentration on it,
penalty to Intelligence and Wisdom saving throws to while also gaining the upgraded benefits of Unlimited Pain.
resist the next genjutsu they are affected by, if any,
until the end of their next turn. LORD OF DARKNESS
• Once per turn, when a hostile creature would take
Category: Genjutsu
damage, you can choose to Mentally Scar the creature.
Prerequisite: Puppets of Darkness, Shadow Bite or Weapons
A creature who is mentally scarred suffers a -1d4
of Darkness, Level 4+
penalty to end any Mental condition they are under the
Weaving darkness into and out of both your Genjutsu, and
effects of.
the minds of your enemies. The shadows become your friend.
• Genjutsu you cast that requires an attack roll, has their
The oldest friend one could ask for. You gain the following
range increased by 20 feet.
benefits:

PSYCHOSIS ADEPT • The prerequisite genjutsu can deal Necrotic damage. Your
choice when the jutsu is cast.
Category: Genjutsu • The prerequisite jutsu inflicts 1 rank of Dazzled when it
Prerequisite: Pain, Doubled Pain or Unlimited Pain, Level 4+
deals damage.
You’ve become adept at causing immense psychotic pain to • If you score a critical hit with the prerequisite genjutsu,
others minds. The advanced techniques you’ve learned while
you can choose to inflict the Confused condition.
delving into this specialty has granted you the following • Twice per rest, you can choose to cast one of the
benefits:
prerequisite jutsu as a bonus action. If you could already
• The prerequisite jutsu does not cost chakra to maintain cast the prerequisite jutsu as a bonus action, you can
concentration, if they do. instead cast it at no action cost.
• When the prerequisite jutsu deals damage, add your
genjutsu ability modifier to the damage rolled.
• If an affected creature would be reduced to 0 hit points as a
result of the prerequisite jutsu, you can choose another
creature within 10 feet of the original target to target,
moving the jutsu to that new target.
• Creatures cannot end the effects of the prerequisite
genjutsu on themselves with a jutsu of equal level to it.
CHARISMA DRAIN
THOUGHT PROVOKER Category: Genjutsu
Prerequisite: Level 12+
Category: Genjutsu Each illusion you manifest, sucks the charisma, charm, or
Prerequisite: Level 4+ intimidating factors from their target. You gain the following
Each illusion you manifest, grants you the insight into benefits:
thoughts and feelings of those you mentally assault. You gain
• Increase your Wisdom or Charisma score by 1, to a
the following benefits:
maximum of 20
• Increase your Wisdom or Charisma score by 1, to a • When a creature would fail the saving throw of a Genjutsu
maximum of 20 you cast or you score a successful hit with a Genjutsu
• When a creature would fail the saving throw of a Genjutsu attack the target suffers a -1 penalty to their next Charisma
you cast that requires an Intelligence saving throw, you saving throw. This can stack up to -5.
can ask one question, telepathically that the target • When a creature would suffer a -1 penalty to their next
unconsciously answers with 5 words or less. Charisma saving throw as a result of this feature, you gain
• When a creature would fail the saving throw of a Genjutsu a +1 bonus to your next Charisma saving throw. This can
you cast that requires a Wisdom saving throw, you become stack up to +5.
aware if the target creature feels if they are enjoying the • When a creature would fail the saving throw of a Genjutsu
combat or if they feel like they are forced to by another you cast by 5 or more, they gain vulnerability to the next
creature, entity or force. instance of psychic damage they take.
• When a creature would fail the saving throw of a Genjutsu
you cast that requires a Charisma saving throw, the target
finds it difficult to lie or withhold its true feelings verbally
until the end of its next turn.

INTELLIGENCE DRAIN
Category: Genjutsu
Prerequisite: Level 12+
Each illusion you manifest, sucks the intelligence and
knowledge from their target. You gain the following benefits:
• Increase your Wisdom or Charisma score by 1, to a
maximum of 20
• When a creature would fail the saving throw of a Genjutsu
you cast or you score a successful hit with a Genjutsu
attack the target suffers a -1 penalty to their next
Intelligence saving throw. This can stack up to -5.
• When a creature would suffer a -1 penalty to their next
Intelligence saving throw as a result of this feature, you
gain a +1 bonus to your next intelligence saving throw. This
can stack up to +5.
• When a creature would fail the saving throw of a Genjutsu
you cast by 5 or more, you can select one piece of
information that you wish to know. If the target knows
anything in relation to this piece of information, you
become aware of it.

WISDOM DRAIN
Category: Genjutsu
Prerequisite: Level 12+
Each illusion you manifest, sucks the wit, cunning and
wisdom from their target. You gain the following benefits:
• Increase your Wisdom or Charisma score by 1, to a
maximum of 20
• When a creature would fail the saving throw of a Genjutsu
you cast or you score a successful hit with a Genjutsu
attack the target suffers a -1 penalty to their next Wisdom
saving throw. This can stack up to -5.
• When a creature would suffer a -1 penalty to their next
Wisdom saving throw as a result of this feature, you gain a
+1 bonus to your next Wisdom saving throw. This can stack
up to +5.
• When a creature would fail the saving throw of a Genjutsu
you cast by 5 or more, you gain one special sense they have
as they lose it. You retain this special sense for the
remaining duration that the original target would have it.
If there was no set duration, it defaults to being 1 minute.
CRITICAL FEATS CRITICAL DEFENSE MASTERY
Category: Critical
BLOODTHIRSTY Prerequisite: Level 10+
Category: Critical While you are wearing heavy armor with which you are
Prerequisite: Level 8+ proficient, you gain the following benefits:
You fight with reckless abandon, caring not of your own • Critical hits made against you are treated as normal
safety. You use your pain to fuel your attacks, causing hits.
your enemies even greater pain. You may die one day - • You reduce all damage by 5.
but that day won’t be today. You gain the following • Allied creatures (excluding yourself) within 5 feet of you
benefits: are treated as if they are under half cover.
• When you would make an attack, you may spend 10 • When an allied creature within 10 feet of you would be

Chakra. If you do, you may increase the critical threat hit by a critical attack, you may spend your reaction. If
range by +1. You may do this multiple times. Each time you do, you apply your total damage reduction value to
you do this, the next attack targeting you gains a that creature. You can do this once per rest.

FANATIC
bonus to its critical threat ranged equal to your bonus.
• When a creature within 5 feet of you misses you with a
melee attack, you can use your reaction to cause the Category: Critical
attack to hit you. You can immediately make a melee Every blow that hits your enemies make you feel closer to
weapon attack against that creature. On a success, victory, making you shake in excitement. You gain the
treat the hit as a critical. following benefits:
• When a creature scores a critical hit against you with
• Select one of the following. Attacks made with the
an attack, the next attack you make, before the end of
select type have a +1 critical threat range;
your next turn, that hits the creatures who scored a
• Ninjutsu attacks
critical hit against you, counts as a critical hit.
• Taijutsu attacks
• If you score a critical hit as a result of this feature, you
• Genjutsu attacks
double all non-dice damage bonuses. (Ex. Ability
• Melee or Ranged Weapon attacks.
modifier, Flat bonuses, etc.)
• When you score a critical hit on a creature that reduces

COMBAT SEAL WEAVER their hit points to 0, you can spend your bonus action or
reaction to make one additional weapon attack.
Category: Critical • Whenever a creature you can see within 30 feet is reduce
You’ve practiced making your jutsu more difficult to to 0 hit points, you go into a fervor regaining hit points
avoid, learning techniques that grant you the following equal to 1d4 + your constitution modifier.
benefits: • You can take this feat more than once, each time
• When a creature would make a saving throw against a selecting the same or different attack type.
Ninjutsu or Genjutsu you cast that deals damage and
they would roll a 1, 2 or 3 on the d20, they take double IMPROVED CRITICAL
damage. Category: Critical
• When a creature would make a saving throw against a Prerequisite: Level 12+,
Ninjutsu or Genjutsu you cast that inflicts a condition You learn how to capitalize on the faults in your
on a failed save and they would roll a 1, 2 or 3 on the opponent’s guard and control the flow of combat. You
d20. Regardless of the jutsu’s effect, they cannot make gain the following benefits:
any more saving throws to end the condition for the
• Select one of the following. Attacks made with the
remainder of the jutsu’s duration.
select type have a +1 critical threat range;
• Select one Jutsu you know that requires handseals
• Ninjutsu attacks
(HS) and forces a creature to make a saving throw.
• Taijutsu attacks
Creatures cannot gain advantage or bonuses to saving
• Genjutsu attacks
throws against this jutsu as a result of jutsu, features
• Melee or Ranged Weapon attacks.
or traits. You can change this jutsu when you complete
• Your maximum critical threat range is increased to +5
a long rest.
• As a bonus action you can spend 15 chakra. When you
for the chosen attack type.
• When you score a critical hit, you add one additional
do, the next jutsu you cast that requires a saving throw
damage die to the damage dealt.
forces one creature of your choice to have
• You can take this feat more than once, each time
disadvantage on the save.
selecting the same or different attack type and adding
one additional damage die to the damage dealt on a
critical hit.
POWERFUL CRITICAL
Category: Critical
Prerequisite: Improved Critical, Level 16+
When you score a critical hit. The world recognizes who you
are. You gain the following benefits:
• When you score a critical, treat all 1’s and 2’s as a 3 on the
die.
• When you score a critical, you increase the number of
damage dice by an amount equal to half your proficiency
bonus.
• The first time each turn you score a critical hit, all hostile
creatures within 60 feet of you gain 1 rank of fear.
• You ignore effects that would reduce the damage of your
critical hits.
• You ignore effects that would negate your critical hits.
• When you score a critical hit the grass dies, tree’s wilt, the
air becomes stale and you shatter the ground making it
difficult terrain in a 20-foot radius where you scored the
critical hit.

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