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TABLE OF CONTENTS

Scribe Master
Table of Contents
Fuinjutsu Specialization
Credits Awakened Scroll
Genjutsu Specialist Soul bound Scribe
Beguiler Realized Scroll
Inspired Appearance Fuinjutsu Sennin
Beguiling Presence The Professor
Beyond Sight Nature Release Adept
Twisted Casting Elemental Adept
Illusory Space Duology Surge
Siren Force of Nature
Alluring Words Soshikage (Elemental Shadow)
Visceral Language Scout-Nin
Words of Affirmation Arbiter Scout
Words of Detriment Superior Arbitration
Words of Repentance Master of Arbitration
Genjutsu Inception Battlefield Judication
Malleable Mirages Absolute Authority
Hunter-Nin Commanding Presence
Field Medic Paragon’s Presence
Medical Proficiency Tireless Command
Medicinal Blade Who Decided That!?
Anatomical Studies Arbiter Maneuvers
Swift Resuscitation Taijutsu Specialist
Doctorate of Battle Nin-Tai
Trapsmith Nature enhanced Combat
Trappers Proficiency Elemental Combat
Tools of the Trade Elemental Cloak
Hidden Threats Elemental Recharge
Critical Traps Nin-Tai Efficiency
Perfect Timing Wrath of nature
Tools of the Trade Traps Righteous Fury
Blade Trap Chakra Frenzy
Dart Trap Haste
Electric Trap Relentless Fury
Flame Trap Unstoppable Fury
Net Trap Fury of the Righteous
Poison Trap
Web Trap Weapon Specialist
Venom Trap Phantom Blade Form
Phantom Blade Techniques
Void Hunter
Phantom Blade Styles
Stalker Proficiency
Blink First Step: A Single Drop
Void Strike Phantom’s Greed
Void Step Second Step: Overflowing Malice
Spatial Displacement Phantoms Pride
Last Step: Phantasm Stance
Intelligence Operative Obsidian Hammer Form
N/A Obsidian Hammer Techniques
Medical-Nin Class Feats
Shaman Puppet Master
Shaman’s Hex Character Inspirations
Spiritual Weapons Creating a Puppet Master
Battle Shaman Class Features
Warrior of the Hex Jutsu Casting
Master of Hexes Puppet Specialization
Ninjutsu Specialist Master Augmenter
Hijutsu Specialist Chakra Enhanced Retrofit
Hijutsu Specialization Ability Score Improvement/Feat
Hijutsu Adept Chakra Reconstruction
Deadly Tradition Broad Knowledge
Generational Greatness Tool Expertise
Hijutsu master Improved Chakra Crafting
Puppetry Savant

1
Right Tool for the Job
Peerless
Puppet Specializations
Puppeteer
Puppeteer Augments
Juggernaut
Juggernaut Augments
Soul Crafter
Soul Crafter Augments

CREDITS

2
GENJUTSU SPECIALIST
BEGUILER SIREN
The Genjutsu Specialist who chooses to become a Genjutsu Specialist who choose to become a Siren
Beguiler becomes a confusing adversary, misdirecting dedicate themselves to changing the hearts and minds of
their foes and changing their perceptions seemingly at a their friends and adversaries alike. They specialize in
whim. talking their way out of situations, even ones that have
turned hostile with chakra infused words.
INSPIRED APPEARANCE
When you choose this path at 2nd level, you gain the E- ALLURING WORDS
Rank Genjutsu Transform. If you already know this When you choose this path at 2nd level, you gain the E-
Genjutsu, you gain another E-Rank Genjutsu you qualify Rank Genjutsu Affection, if you already know this
for. When you are under the effects of transform, you Genjutsu, you gain another E-Rank Genjutsu you qualify
can make Charisma (Stealth) checks when you attempt for.
to hide from creatures if they did not see you cast the The Genjutsu you learn this way does not count
jutsu. Additionally, transform costs no chakra to cast. against your Jutsu known. When you would cast
Genjutsu you cast with the Visual keyword, has its DC Affection, it loses the Hand Seal (HS) component
increased by 1/3 of your Proficiency bonus rounded down requirements. Also, the target creature does not notice
(Min 1.) you used a Jutsu to influence their mood.
Genjutsu you cast with the Auditory Keyword, has its
BEGUILING PRESENCE DC increased by 1/3 of your Proficiency bonus rounded
down (Min 1.)
Also, at 2nd level when you affect a creature with a

VISCERAL LANGUAGE
genjutsu with the Visual keyword, you vanish from their
sight. Until the end of your next turn, you become
invisible to any creature of your choice affected by your Also, at 2nd level, you can speak a words of harm or
genjutsu, as long as you aren't within 10 feet of it. hostility to creatures you are influencing. As a Bonus
If you affect multiple creatures with the triggering action, select one creature under the effects of a
genjutsu, you can become invisible to a number of Genjutsu you cast, with the Auditory Keyword. For the
creatures equal to your Genjutsu ability modifier. duration of the Genjutsu you cast, the target takes 1d4
Once you use this feature, you can’t do so again until psychic damage at the start of each of their turns. This
you finish a short or long rest. You gain an additional use psychic damage increases to a d6 at 6th level, d8 at 10th,
of this feature at 10th level. and d10 at 14th levels.
Additionally, you can speak words of mending to
BEYOND SIGHT assist creature you are influencing. As a bonus action,
select a one allied creature under the effects of a
Starting at 6th level, your visual genjutsu is more potent
Genjutsu you cast with the Auditory Keyword. They gain
than most, even penetrating through some defenses
1d4 temporary Hit Points at the beginning of your turn
against it. When you cast a genjutsu with the Visual
for the duration of the Genjutsu cast on them. The die
keyword, you can ignore any effect or ability that would
increases to d6 at 6th, d8 at 10th, and d10 at 14th.
allow a creature to automatically succeed against the
You can use this feature a number of times equal to
genjutsu, like true sight or tremor sense.
your Genjutsu Ability Modifier per long rest.
Once you use this feature, you can't do so again until

WORDS OF AFFIRMATION
you finish a short or long rest, or until you spend 5
chakra to use it again.
Beginning at 6th level, you can spend 10 minutes
TWISTED CASTING extending your chakra to all creatures within 10 feet of
you, who can hear you. Affected creatures gain
Beginning at 10th level, select one genjutsu that you
Temporary Hit Points equal to your level + your Genjutsu
know. You may, as a reaction to using the selected
ability Modifier, and gain advantage on the next Saving
genjutsu, spend an additional 8 chakra to make the
throw made to resist a Genjutsu. Creatures cannot
genjutsu appear to originate from the location of
benefit from this feature more than once every short
another creature you can see within the jutsu's range.
rest. You can use this feature twice per long rest.
You can change the selected genjutsu for this feature

WORDS OF DETRIMENT
whenever you finish a long rest.

ILLUSORY SPACE Beginning at 10th level, a number of times equal to your


th Genjutsu Modifier per long rest, when you would cast a
Starting at 14 level when a creature you can see within
Genjutsu with any Sensory Keywords, it loses all sensory
30 feet of you makes an attack roll against you, as a
keywords and gains the Auditory Keyword in their place.
reaction, you can create a genjutsu to change their
A Genjutsu casted this way creates a distortion in the
perspective of space. The attack must make a Charisma
minds of its targets. Affected creatures must succeed a
saving throw against your Genjutsu save DC. On a failed
Wisdom Saving throw vs your Genjutsu save DC being
save, the attacker is teleported to a different space they
Weakened or Slowed on a failed save for the next Minute.
could have reasonably reached during their turn,
A Slowed or Weakened creature repeats their Wisdom
wasting their attack. On a successful save, you cannot
Saving throw at the beginning of each of their turns to
use this feature on the attacker again until you finish a
end this effect.
long rest.

2
WORDS OF REPENTANCE
Starting at 14th level, when a creature whom you can see,
and whom can hear you makes an attack roll against you.
As a Reaction, you create an auditory Genjutsu causing
the triggering creature to have thoughts of extreme self-
harm. The attacker must succeed a Wisdom saving throw
vs your Genjutsu Save DC. On a failed save, the attacker
attacks themselves as if they were the target of their own
attack, regardless of the attack used. On a successful save
you cannot use this feature on the attacker again until
you finish a long rest.

GENJUTSU INCEPTION
Starting at 3rd level, you have learned to create a
conceptual basis for how to manipulate the perception of
reality for anyone who stands in your way. You follow
one of the following concepts of your choice.
At 5th level, you gain a Malleable Mirage related to the
Genjutsu Inception you selected

HALLUCINATORY INSTRUMENT
Your Illusions are the result of an instrument you have
an affinity for. Select an Instrument you like of your
description and design. You can, as a bonus action, when
casting a Genjutsu with the Auditory keyword, use your
instrument to change its range from whatever is listed,
to Self (30 Foot Sphere). All creatures, of your choice in
the radius, are affected so long as they are not deafened.
At 5th level, you can change the radius to Self (30-Foot
Cone). This radius increases to Self (60-Foot Sphere) or
Self (60-foot cone) at 11th level.
Beginning at 5th level, you gain the Song of the End
Malleable Mirage.

MALLEABLE MIRAGES
SONG OF THE END
Prerequisite: Hallucinatory Instrument
You can cast Ringing Bell distortion as an action at half
the cost twice per short rest, with only the Ninja Tool
(NT) and Weapon (W) components. If you cast this jutsu
while maintaining one instance of the Ringing Bell
distortion genjutsu already, the previous casting does not
end. You maintain both jutsu as if maintaining only one
Jutsu. You do not spend chakra to maintain this jutsu
cast in this way.

2
HUNTER-NIN Medicinal Savant: Creatures who regain hit points
from your Medicinal Blade Feature, also gain Temporary
Hit points equal to half of the result.

FIELD MEDIC Never Die Again: Creatures who you revive using your
Swift Resuscitations Jaws of Life feature instead regain
Some Hunters act as their team’s medic in the absence of Hit points equal to your Medicine checks Result.
a full fledged Medical-Nin. Trained in getting their allies
up and moving with as few resources as possible, while
also using their knowledge to take down their targets as TRAPSMITH
quickly as possible. Some Hunters act treat their hunt, like a game. They set
traps, waiting for their prey to fall victim to them,
MEDICAL PROFICIENCY capturing them and going in for the kill. These Hunters
are Known as Trapsmith’s
At 3rd level, you gain proficiency in the Medicine skill,
and Medicine Kits. You can make any Medicine checks
using Intelligence instead of Wisdom. If you already have
TRAPPERS PROFICIENCY
proficiency in the Medicine skill, you can choose a At 3rd level, you gain proficiency in the Crafting &
different skill to gain proficiency in. Sleight of Hand skills, and you can make any Crafting &
Sleight of Hand checks using Intelligence instead of
MEDICINAL BLADE Wisdom. If you already have proficiency in the both
skills, you can choose two different skills to gain
Also, at 3rd level, you learn to use Medical Release proficiency in.
Technique. You gain the ability to learn Ninjutsu with Additionally, you pick up the skill of Caltrop use. As an
the Medical Keyword. action, you can select a space, you can see within 15 feet
Additionally, as a bonus action when you would use of you. You throw caltrops covering the ground equal to a
your Sneak attack Class Feature on a target, while an 5 -foot space. Any creature that enters the area of your
allied creature is within 5 feet of you. The Allied creature caltrops while they remain, are treated as if you have
regain Hit points equal to 1d6. This increases to 2d6 at marked them with your Primary Target feature while
7th, 3d6 at 11th, 4d6 at 15th and 5d6 at 19th levels. they remain within your target space. Also, the creature
You may use this feature a number of times equal to who enters the space must make a Dexterity saving
your Intelligence Modifier. throw vs your Taijutsu save DC. On a failed save the

ANATOMICAL STUDIES
target creature takes piercing damage equal to your
Dexterity Modifier, and are counted as Surprised against
At 10th level, you can assess a foe’s anatomy with great you until the end of your next turn. Once a creature exits
insight and precision, identifying key points of your caltrops space, after being affected by them the
weakness. caltrops are scattered losing their effectiveness.
As an Action, you can make an Intelligence (Medicine) Any creature who cannot see the caltrops (if they are
check targeting a creature you can see within 90 feet vs a scattered in dense foliage, obscuring mist, etc. It
DC equal to 10 + the creatures Level. If you succeed on requires a Wisdom (Perception) check vs your Passive
this check, you know the targets current Hit points, if it Sleight of Hand (10 + Your Sleight of Hand Skill Bonus)
is affected by any diseases or poisons, and any one to find them) has disadvantage on the saving throw to
vulnerability, immunity, or Resistance it has. You may resist your caltrops.
use this feature twice per short rest. A creature aware of the caltrops and chooses to move
at half speed through the area still makes the saving
SWIFT RESUSCITATION throw at advantage.
You may use this feature to throw caltrops a number
Also, at 10th level, you learn to forcibly wrench the
of times equal to your Proficiency bonus per long rest.
vitality out of the living or even the recently dead back to
life. You can do the following;
First Aid: As an action, so long as you have a Medkit,
TOOLS OF THE TRADE
you force a target to spend two of its own hit dice as Also, at 3rd level, you learn the secrets of arranging
though it finished a short rest. Creatures can only spend precision perfect traps to catch your enemies in their
hit dice in this way twice before a long rest. Doing this most vulnerable moments. You gain proficiency with
spends one use of your Med Kit. your choice of two of the following tool kits; Demolitions
Jaws of Life: As an Action, so long as you have a Kit, Poison Kit, Trappers Kit and Weaponsmith Kit.
Medicine Kit, make a DC 25 Intelligence (Medicine) You also learn to create amazing traps with which you
check, targeting a creature who’s been dead, no more catch, debilitate, or kill your enemies based on the
than 10 minutes, whom you can see, and touch. Toolkits you are proficient in. You will find a list of the
On a success, the target returns to life with 1 hit point. Traps available to you based on your Tool kit
A creature can’t be revived again this way until it proficiencies at the end of this class section.
completes a long rest. Any creature who triggers your Trap must succeed
their saving throw listed in the traps Description vs your
DOCTORATE OF BATTLE Taijutsu or Ninjutsu Save DC (Your choice). Traps you set
can use Dexterity instead of Strength for Attack and
At 17th level, your talents at life saving triage and
Damage rolls and Save DC calculation. Any creature who
medicine have become effortless and legendary. You
cannot see the Traps (If they are obscured in dense
gain the following benefits;
foliage, obscuring mist, etc.)
Physician of War: You can now use Swift
It requires a Wisdom (Perception) check vs your
Resuscitation’s features as a bonus action.
Passive Sleight of Hand (10 + Your Sleight of Hand Skill

3
Bonus) to find them) has disadvantage on this saving DART TRAP
throw.
Required Toolkit: Weaponsmith Kit
A creature aware of your traps makes their saving
Trap Setting Time: 1 Bonus Action
throw normally, if they trigger the trap.
Activation Range: 10 Feet
You can set a number of traps equal to your
Activation Effect: Up to two creatures within 30 feet of
Intelligence Modifier per short rest. A Trap has an
the trap must succeed on a Dexterity saving throw taking
Activation Range. This range determined the minimum
4d6 piercing damage. Or half as much on a successful
distance a creature needs to be near a trap before it
one.
triggers. A trap will attempt to target as many creatures
Critical Trigger: Failing creatures takes 6d6+Proficiency
other than you as it can when it activates, preferring
Bonus piercing damage
close targets, but it will always target the activating

ELECTRIC TRAP
creature. By spending 1 minute setting any trap, it is
automatically hidden.
Required Toolkit: Demolitions Kit
HIDDEN THREATS Trap Setting Time: 1 Full Tum Action
Activation Range: 5 feet
At 10th level, you learn the secrets of hiding and
Activation Effect: One creature within 5 feet of this trap,
detecting traps of all kinds. You have advantage on
must succeed a Constitution saving throw, taking 2d10
Wisdom (Perception) checks to detect hidden doors,
lightning damage and being shocked on a failed. Or half
mechanisms, and traps. Also, a creature attempting to
as much on a successful one
make an ability check to find your Traps or Caltrops,
Critical Trigger: Failing creatures takes 4d10 +
while obscured in any way makes their checks at
Proficiency Bonus Lightning damage and becomes
disadvantage to detect them.
shocked and weakened.
Additionally, a creature who would take damage from

FLAME TRAP
a trap you set, can trigger your Sneak Attack Class
Feature. You can still on use your Sneak Attack feature
once per turn. Required Toolkit: Demolitions Kit
In addition, you also, gain the ability to completely Trap Setting Time: 1 Full Turn Action Activation Range:
ignore the effects of your own Caltrops. 15 Foot cube
Activation Effect: All creatures within 20 feet of the trap,
CRITICAL TRAPS must succeed a Dexterity saving throw, taking 3d6 fire
damage, and being burned on a failed save, or half as
Also, at 10th level, when a creature would fail your
much on a successful one.
caltrop or traps Saving throw by 5, your traps Critical
Critical Trigger: Failing creatures takes 5d8+Proficiency
Trigger activates and Your caltrops instead deal double
Bonus fire damage.
damage, reduces their movement speed to 0, and they

NET TRAP
become slowed while they are inside your caltrops
affected space.
Required Toolkit: Trappers Kit
PERFECT TIMING Trap Setting Time: 1 Minute Activation Range: 15 feet
Activation Effect: Up to two creatures within 30 feet of
At 17th level, you learn to coordinate your strikes with
the trap must make a Dexterity saving throw being
your traps perfectly. You can now use your Sneak attack
restrained and prone on a failed save.
feature normally and with your Hidden Threats feature
Critical Trigger: Failing creatures are restrained and
on the same tum, though you can still only use each
prone
ability each, once per turn

POISON TRAP
Additionally, when you deal Sneak attack damage to a
creature using Hidden Threats, you gain advantage on
weapon attacks made against that creature until the end Required Toolkit: Poisoners Kit
of that turn. Trap Setting Time: 1 Minute Activation Range: 5 feet
Activation Effect: All creatures within 20 feet of the trap,
TOOLS OF THE TRADE TRAPS must succeed a Constitution saving throw, being
poisoned on a failed save.

BLADE TRAP Critical Trigger: Failing creatures takes 6d6 poison


damage and are poisoned
Required Toolkit: Weaponsmith Kit
Trap Setting Time: 1 Action WEB TRAP
Activation Range: 10 Feet
Required Toolkit: Trappers Kit
Activation Effect: Up to two creatures within range must
Trap Setting Time: 1 Action
make a Dexterity saving throw. On a failed save, they
Activation Range: 5 Feet Activation Effect: All creatures
take 2d8 slashing damage. Or half as much on a
within 10 feet of the trap, must succeed a Strength
successful one.
saving throw, being restrained, for 1 minute on a failed
Critical Trigger: Failing creatures takes 4d8 +
save.
Proficiency Bonus slashing damage.
Critical Trigger: Failing creature becomes paralyzed
until the end of the triggering creature’s next turn.

4
VENOM TRAP them. The target must succeed a Dexterity saving throw,
being teleported to an unoccupied space within 5 feet of
Required Toolkit: Poisoners Kit
you on a failed save. You can make a weapon attack as a
Trap Setting Time: 1 Minute
part of this action.
Activation Range: 5 Feet
Whenever you would be targeted by an attack or forced
Activation Effect: All creatures within 20 feet of the trap,
to make a Strength, Dexterity or Constitution saving
must succeed a Dexterity saving throw, being corroded
throw you may as a reaction, do one of the following;
on a failed save.
• Melee Attack: Make a Dexterity (Acrobatics) Check vs
Critical Trigger: Failing creatures takes 6d6+Proficiency
Bonus acid damage and are corroded. the targets Attack types Save DC (Taijutsu save for an
Unarmed or weapon attack). On a success you Teleport

VOID HUNTER up to your Movement speed away to an unoccupied


space dodging the attack.
Some Hunters utilize Time & Space Ninjutsu, to get in • Ranged Attack: Make a Dexterity (Acrobatics) check vs
and out of combat as easily as blinking. These Shinobi the targets Attack type save DC (Taijutsu save for an
specialize in hit and run tactics. Unarmed or weapon attack). On a success you teleport

STALKER PROFICIENCY
the attack away, redirecting it to target another
creature of your choice, making a Ninjutsu attack
At 3rd level, you gain proficiency in the Survival skill, against the selected creature, on a success, the target
and you can make any Survival checks using Intelligence takes the attack as if they were the original target.
instead of Wisdom. If you already have proficiency in the • Saving throw: Make an Intelligence (Ninjutsu) or
Survival skill, you can choose a different skill to gain Dexterity (Acrobatics) check vs the targets save DC. On
proficiency in. a success you Collapse space shunting it away
harmlessly, nullifying its effects
BLINK
Also, at 3rd level, you learn to use your chakra to slip
between points in space, teleporting short distances in
the blink of an eye. As a bonus action, you can teleport up
to half of your movement speed to an unoccupied space
you can see. If you teleport within 5 feet of a creature
marked by your Primary Target feature, you gain
advantage on the first attack roll you make against
that creature.

VOID STRIKE
At 10th level, you can strike multiple targets
seemingly at the same time. Immediately after you
deal Sneak Attack damage to a creature with a melee
attack on your turn, you can target a second creature
that you can see within 30 feet of the first creature.
Make another attack using the same attack made on
the first target. On a hit that creature takes half the
amount of damage the first creature took. You can target
a third creature within 15 feet of the second creature.
Make another attack using the same attack made on the
first and second target. On a hit that creature takes half
of the damage the second creature took.
After you succeed at least one attack against a targeted
creature using this feature, you can teleport to an
unoccupied space within 5 feet of any creature you hit.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses
when you finish a long rest.

VOID STEP
Also, at 10th level, when you take the Dash action, you
can teleport whenever you move until the end of your
turn. You can split up this teleportation just like you can
with regular movement. If you end your movement
within 5 feet of a hostile creature, you gain the benefits
of the dodge action against that hostile creature.

SPATIAL DISPLACEMENT
At 17th level, you are able to effortlessly move between
space, even using this offensively or defensively.
As an action, you can target one creature you can see
within 60 feet of you causing space to distort around

5
INTELLIGENCE
OPERATIVE
N/A

6
MEDICAL-NIN BATTLE SHAMAN
Starting at 5th level, you learn the techniques required to

SHAMAN
play a powerful role in the throes of battle. You learn the
following jutsu as you gain levels in this class according
Medical-Nin who follow the path of the Shaman, focus to the Shaman Chart at the end of this class section. Each
on draining the life from their enemies, and transferring jutsu learned also grants you an additional feature
them to their allies, controlling the flow of battle pertaining to the jutsu. Learned jutsu do not count
through Hex like Genjutsu, and life draining Medical against your jutsu known as seen on your Medical-Nin
Ninjutsu. Class Chart.
Also, at 5th level, when you would cast a Genjutsu that
SHAMAN’S HEX affects allied creatures, they gain temporary hit points
equal to your Proficiency bonus. A creature can only
Beginning at 2nd level, you learn the secrets of
benefit from this feature twice per long rest.
psychosomatic Genjutsu, allowing you to place a hex on
Finally, at 5thh level, when you would cast a Genjutsu
someone. As a bonus action, choose one creature you can
that affects hostile creatures, if they are benefiting from
see within 30 feet of you. The target is hexed for 1
any bonuses such as additional damage or temporary hit
minute. The hex ends early if you die or are
points, they lose those benefits until the end of your
incapacitated. You can transfer this hex as a bonus action
Genjutsu’s duration. A creature can only be affected by
on your turn. Until the hex ends, you gain the following
this feature twice per long rest.
benefits:
• Once during each of your turns when you hit the hexed WARRIOR OF THE HEX
target with an attack roll, you can deal extra necrotic
Starting at 9th level, you can attack twice, instead of
damage to the hexed target equal to your proficiency
once, whenever you take the Attack action on your turn
bonus.
to attack with your Spiritual Weapon.
• When you deal damage to a hexed creature, you can
Additionally, when you use your Take Life feature,
convert this damage into healing energy. Reduce the
choose a creature within 30 feet of you. That creature
damage you deal to a minimum of 0 damage. One
gains temporary hit points equal to your Medical-Nin
creature you choose within 30 feet of you regains hit
level + your Wisdom modifier.
points equal to the converted damage.
Additionally, when a creature hexed by you dies, you
• As a reaction when you or a creature you can see
can command it to move up to its speed and make one
within 30 feet of both you and the hexed target suffers
melee or ranged weapon attack against a creature within
a critical hit, you can turn that hit into a normal hit.
their normal range. When you command a creature with
Any effects triggered by a critical hit are canceled
this feature, the hex immediately ends.
You can use this feature a number of times equal to Finally, Genjutsu you cast with the Tactile Keyword,
your Wisdom modifier per long rest. that a hostile creature is affected by, counts as being
hexed for the Genjutsu’s duration. This does not expend
SPIRITUAL WEAPONS the use of your Shaman’s Hex class feature.

MASTER OF HEXES
Also, at 2nd level, you learn to combine Genjutsu with
your Precise chakra control. As a Bonus action, you can
conjure a Spiritual Weapon of your Design and Starting at 13th level, you can use your Shaman's Hex
description. You are always proficient with your Spiritual feature a number of times equal to your proficiency
Weapon. Your Spiritual Weapon deals 1d8 Necrotic bonus, per long rest.
Damage and has a reach of 5 feet. It counts as Chakra Additionally, when a creature hexed by you dies, you
enhanced for the purpose of overcoming resistance and or another creature you can see within 30 feet of you
immunity to non-chakra enhanced attacks and damage. regains hit points equal to your Medical-Nin level + your
You can dismiss the weapon as a bonus action, proficiency bonus. When a creature regains hit points
dispersing your chakra. with this feature, the hex immediately ends.
When you attack with that weapon, you can use your Finally, when you fall to 0 hit points due to a melee
Wisdom modifier, instead of Strength or Dexterity, for attack, you may immediately spend 10 chakra, doing so
the attack and damage rolls, as well as for calculating the allows you to take the Attack Action with your Spiritual
attack modifier and DC of bukijutsu using the weapon. Weapon on a creature within range. Any damage you deal
to a target, grants you hit points equal to the damage
dealt.
S HAMAN C HART

Level Jutsu Learned Jutsu Feature


5th Vampiric Touch When you would regain hit points from Vampiric Touch, you can instead give those hit points to another creature
within 30 feet of you.
9th Phantasmal Killer This jutsu gains the Medical Keyword. You may select a Creature within 30 feet of you to regain hit points equal to
half the damage dealt to the affected creature.
13th Aura of Power This jutsu gains the Medical Keyword. When a creature would attack an affected creature with an attack, reduce the
damage the affected creature takes by an amount equal to your Wisdom modifier.
17th Mental Prison This jutsu gains the Medical keyword. A creature that is moved out of the illusion, makes a melee attack through it, or
reaches any part of its body through it, also becomes weakened and frightened of you for the next minute.

7
NINJUTSU SPECIALIST HIJUTSU MASTER
Starting at 14th level, when you use the Deadly Tradition

HIJUTSU SPECIALIST
class feature, you may also reduce the cost of casting
your selected Jutsu by 3 (Min 1).
The Ninjutsu Specialist who chose to specialize in their Additionally, when you would cast a Ninjutsu with the
Hijutsu techniques provided by their clans are those who Hijutsu keyword, you may double the cost of the jutsu to
become living embodiments of their Families or clans’ do two of the following. You may use this feature twice
techniques in such a way that those who stand in their per long rest;
way will feel hesitance towards confronting them. • Double the range of the selected Jutsu.

HIJUTSU SPECIALIZATION
• Double the damage dealt by the chosen jutsu.
• Ignore Resistance or Immunity of any damage dealt by
When you choose this Tradition at 2nd level, you learn the the chose jutsu.
secrets behind your clans Techniques beyond what is • If your Jutsu requires a saving throw of any type, one
taught to most other members. You learn an additional creature makes their saving throw at disadvantage.
Hijutsu with the Ninjutsu Keyword that you qualify for. • If your jutsu would impose a condition of any type,
When you cast a Hijutsu with the Ninjutsu keyword, regardless of the target creatures saving throw, they
you have a +2 Bonus to Damage rolls or reduce the cost are still affected as if they failed the saving throw.
of the Hijutsu used by 2.
Finally, Jutsu you cast with the Hijutsu deals

HIJUTSU ADEPT
additional damage equal to half your proficiency bonus
for all damage rolls.
Also, at 2nd Level, you gain advantage on Intelligence
(Ninjutsu) Checks in regards to Hijutsu. Additionally,
you can learn and Create Hijutsu with the Ninjutsu
Keyword in half the required time.
Additionally, any Ninjutsu you have that is gaining the
benefits of your Refined Ninjutsu feature gains the
Hijutsu keyword.

DEADLY TRADITION
Starting at 6th level, you learn to magnify the lethality
and power behind your Clans Hijutsu. As a Reaction
when you cast a Hijutsu with the Ninjutsu keyword that
deals damage, you may upcast the Jutsu cast by 1 Rank
higher than you are currently allowed, at no additional
cost. Any damage you deal with the Jutsu you use with
this feature, deals additional damage equal to half your
Ninjutsu specialist Level.
Alternatively, as a Bonus action, when you would cast
a Hijutsu with the Ninjutsu keyword that requires a
saving throw of any type, the target creature must also
roll an additional 1d6, reducing the result of their saving
throw by the result.
When you would initiate a clash with a Jutsu that’s
benefiting from this feature, on a successful clash, the
losing creature instead gains 2 ranks of Exhaustion
instead of 1.

GENERATIONAL GREATNESS
Starting at 10th level, Jutsu you cast with both the
Ninjutsu & Hijutsu Keywords, that are currently
benefiting from your Refined Ninjutsu class feature gains
additional benefits.
• As apart of the same action used to cast the selected
Jutsu, you may spend 5 chakra to make your Jutsu
unable to be reacted to.
• When you would upcast your selected jutsu by any
means, you may instead spend 5 chakra to treat your
upcast as if you had upcasted the jutsu twice. If this
would upcast a jutsu beyond S-rank, you can apply the
effects of the "At Higher Ranks" section of the
selected jutsu as normal. You may use this feature
twice per long rest.
• When you initiate a clash with the chosen jutsu, you
roll your Clash Check at advantage.

8
SCRIBE MASTER new scroll loses all previously contained Jutsu if any, and
you do not regain previous Jutsu stored into any Jutsu
The Ninjutsu Specialist who chose to specialize in the art
Compartments your previous Scroll had. If your Previous
of Storing and using Jutsu Scrolls, come to be known as
scroll existed somewhere when you create a new one, it
Scroll Masters, Chakra weavers known for always having
burns away into a harmless flame that’s cold to the
the right Jutsu on hand at any given time. Sealing Jutsu
touch along with all stored Jutsu and any text held
into your Scrolls and releasing them when the time is
within.
right.

FUINJUTSU SPECIALIZATION
When you choose this specialization at 2nd level, you
learn the secrets behind Fuinjutsu and the art of sealing
Ninjutsu into scrolls to cast later at no cost to your
current reserves. You learn an additional Ninjutsu with
the Fuinjutsu Keyword of your choice, that you qualify
for. When you cast a Ninjutsu with the Fuinjutsu
Keyword, you have a +2 Bonus to Damage rolls or a +2
Bonus to your Ninjutsu Save DC to the initial saving
throw of your Jutsu.

AWAKENED SCROLL
Also, at 2nd level, you have bonded with a Ninjutsu scroll
of your description and design. This scroll may hold
significance to you or may have been created by you.
Either way, this scroll of yours has so much of your
chakra poured into it, it has become semi-sentient.
While unable to speak or communicate, it reacts to your
thoughts, feelings, and intents.
Additionally, your Scroll has one open Jutsu
Compartment, which can be used to store a Ninjutsu you
SOUL BOUND SCRIBE
know or from another source, such as a Ninjutsu scroll Beginning at 6th level, you learn to capture and scribe
or a willing non-hostile creature. Jutsu stored from jutsu mid combat, while also learning to Refine more
another source are limited to 1 rank higher than your Jutsu than the average Ninjutsu specialist.
highest Jutsu Rank known. You learn to create additional First, when you would take damage or are forced to
Jutsu compartments following the Awakened Scroll make a saving throw from a Ninjutsu a hostile creature
Chart at the end of this Class Section. cast, you may as a reaction tear open your Awakened
Jutsu you cast from your awakened scroll are cast as if Scroll. Make an Ability Check using your Ninjutsu ability
you casted them, using your Ninjutsu attack bonus and modifier. The DC equals 15 + (D-Rank: 1, C-Rank: 2, B-
Save DC when appropriate. You do not need to have a Rank: 3, A-Rank: 4, S-Rank: 5). On a success your
Nature Release Affinity, or any additional Keyword Awakened Scroll Consumes the Jutsu sealing it into one
requirements to cast a Jutsu sealed inside your of your empty Jutsu Compartments. (If you have no
Awakened scroll. Once a Jutsu has been cast from your empty Jutsu compartments, one of the previous jutsu
awakened scroll, it vanishes from your Jutsu sealed vanishes as it’s replaced with the new consumed
compartment and must be resealed to cast again. Jutsu.) This Jutsu Consumption acts as if you interrupted
Sealing a jutsu inside your Awakened scroll requires 1 the casting. You may do this a number of times equal to
hour of copying the jutsu from a Scroll, or 10 minutes of your Ninjutsu ability modifier per long rest.
casting the jutsu into the scroll while simultaneously Also, your Refined Ninjutsu feature is enhanced. All
capturing it within the sealing formulas. Jutsu currently stored in your Awakened Scroll gains the
While holding this scroll in one of your hands, it benefits of your Refined Ninjutsu feature. These jutsu do
grants you the following benefits; not count against your Refined Ninjutsu count.
Additionally, Jutsu Scrolls you have that contain
• While casting Ninjutsu with the Fuinjutsu Keyword,
Ninjutsu can be immediately consumed and transferred
you ignore Chakra Seal (CS) & Chakra Molding (CM)
to your Awakened Scroll, occupying an empty Jutsu
component requirements.
Compartment as a Bonus action. (If you have no empty
• All Jutsu currently stored in your Awakened Scroll
Jutsu compartments, one of the previous jutsu sealed
gains the Fuinjutsu keyword
vanishes as it’s replaced with the new consumed Jutsu.)
• You gain Advantage on Concentration checks made to
You may do this twice per long rest.
maintain concentration on a Ninjutsu casted using
Finally, when you would initiate a clash with a Jutsu
your Awakened Scroll class feature.
stored in your Awakened Scroll, you gain a Bonus to your
• Ninjutsu you cast that were stored inside your
Clash check equal to Half your Proficiency bonus
Awakened Scroll has their cost reduced by half, as
(Rounded down).
most of the chakra required for the jutsu was stored
with it.
If necessary, you can replace your Scroll over the
course of a Short rest by imbuing your chakra into a
mundane scroll while also filling it with the Chakra seals
needed to replicate its semi-sentient tendencies. At the
end of the rest, you create a New Awakened scroll. This

9
REALIZED SCROLL FUINJUTSU SENNIN
Starting at 10th level, your Awakened scroll has absorbed Starting at 14th level, your Awakened scroll has become
so much of your chakra, it now embodies some of your an inanimate doctrine of your psyche and personality. If
ideals, hopes, and desires. Allied creatures who hold you so wish, your life story and memories are scribed
your scroll can communicate telepathically with you, into its contents.
while also knowing your general location so long as you When you would use Soul Bound Scribe to consume a
want them to. Jutsu, you can immediately as apart of the same reaction
Additionally, Ninjutsu you cast using your Awakened used to consume it, cast it back at the triggering
Scroll class feature, that is benefitting from your Refined creature. You may do this twice per long rest.
Ninjutsu class feature gain additional benefits. Additionally, when you would cast a Ninjutsu from
• As a part of the same action used to cast the selected your Awakened Scroll that has a Nature Release Keyword
that also deals damage, you may double the cost of the
Jutsu, you may spend 5 chakra to retain the casted
selected jutsu to switch the Nature Release keyword and
jutsu. If you cast the retained jutsu a second time
Damage type of the Jutsu cast to any other Nature
before you take a long rest it vanishes as normal.
• You may spend an additional 5 chakra to deal
Release and Corresponding Damage type that you
currently have Sealed into one of your scrolls Jutsu
additional damage equal to your proficiency bonus.
• When you initiate a clash with a jutsu with the
Compartments. When you would do this you also change
the casting time to 1 Bonus Action.
Fuinjutsu Keyword, you gain advantage to the clash
Finally, Ninjutsu you cast with the Fuinjutsu keyword
check.
that deals damage of any type or inflicts any condition,
cannot be reacted to.

AWAKENED S CROLL J UTSU C OMPARTMENTS


Level Jutsu Compartments
2nd 1
6th 2
10th 3
14th 4
18th 5

10
THE PROFESSOR FORCE OF NATURE
The Ninjutsu Specialist who chose to walk the path of Starting at 10th level, Ninjutsu you cast with any Nature
The Professor are those who walk the long path of Release keywords you are able to cast that are currently
Elemental versatility and dominance. Only one other benefiting from your Refined Ninjutsu class feature, gain
shinobi has walked this path and reached the pinnacle, additional benefits.
he became known as the God of Shinobi while also
• As apart of the same action used to cast the selected
ascending to a level of being called, the strongest
Ninjutsu, you may spend 5 chakra to Add another
Shinobi of his and all previous Generations.
Nature Release Keyword to the jutsu. When you do,

NATURE RELEASE ADEPT increase the damage die by 2. Your Jutsu’s Damage is
split evenly between both the original damage and the
When you choose this Tradition at 2nd level, Select one New Nature Releases Damage type. (Water Release =
Nature Release (Earth, Wind, Fire, Water, or Lightning Cold)
Release). You gain the ability to learn Ninjutsu with the • You may spend an additional 5 chakra to deal
corresponding Keyword. When you can a Jutsu with a additional damage equal to your Proficiency Bonus.
Nature Release that you know, you gain a +2 bonus to • When you initiate a clash with a Jutsu of any Nature
Damage rolls. Release Keyword, against another Jutsu, with any
Nature Release keyword, you make your Clash check at
ELEMENTAL ADEPT advantage.

SOSHIKAGE (ELEMENTAL SHADOW)


Also, at 2nd level, you gain advantage on Intelligence
(Ninjutsu) Checks regarding Ninjutsu with Nature
Releases that you have the ability to cast. Beginning at 14th level, you have attained Elemental
Additionally, you can select one additional Ninjutsu Versatility beyond most all others, granting you your
with a Nature release that you are able to cast to gain the third Nature Release. Select one Nature Release you
benefit of your Refined Ninjutsu class feature. You may didn’t select with your Nature Release Adept or with your
select one additional Ninjutsu to gain the benefits of Duology class features.
your Refined Ninjutsu at 6th, 10th, and 14th levels. These Your ability to weave vastly different chakra molding
additional Ninjutsu do not count towards your Refined theologies in the heat of battle are an envy of shinobi
Ninjutsu limitation. across the land. When you would use both your action
and bonus actions to cast Ninjutsu with different Nature
DUOLOGY SURGE Release keywords, you may as a reaction cast one
Ninjutsu with a different nature release than the
Beginning at 6th level, your focus on your Elemental
previous two ninjutsu cast. The jutsu being cast as a
versatility has granted you the ability to learn an
reaction, must have a casting time of either 1 Action, or
additional Nature Release. Select one Nature Release you
Bonus action. You may do this twice per long rest.
didn’t select with your Nature Release Adept class feature.
Also, when you would use Duology Surge to spend a
Additionally, your frequent study of Ninjutsu has
Chakra surge to empower a jutsu you cast, you may
granted you a keen awareness most others lack in Jutsu
double the cost of the Ninjutsu cast, when you do, you
based Combat. You give yourself a Bonus to Initiative
may spend as many Chakra surges as you want for this
rolls equal to your Intelligence modifier.
jutsu. If you end a short rest with no chakra surges you
Finally, your mastery of chakra molding has taught
gain one.
you have to compress and expand chakra with such focus
that you learn to store chakra in pockets throughout
your body and release it later to empower your
Elemental Ninjutsu. You can store a maximum number
of chakra surges equal to your Intelligence Modifier
(Minimum 1). Whenever you finish a long rest, your
number of chakra surges resets to one. Whenever you
successfully cast two Ninjutsu with different Nature
Release Keywords in the same turn, you gain one chakra
surge as you expand them compress chakra.
Once per turn, when you would deal damage to a
creature or object with a Ninjutsu with a Nature release
keyword you can cast, you can spend one chakra surge to
deal extra damage to the target equal to your Ninjutsu
Ability Modifier.

11
SCOUT-NIN BATTLEFIELD JUDICATION
Also, at 3rd level, you become the leader your team needs

ARBITER SCOUT
in times of strife and conflict. When you would take the
attack action, you instead, in place of making an attack,
The Scout-Nin who choose to become Arbiters focus on you order one friendly creature who can see or hear you,
enhancing their allies, utilizing their skills beyond what to take your action as if it were their turn. They may use
most shinobi could only dream of doing, and enabling this action to cast a Jutsu that requires an attack roll,
their team to perform feats of amazing prowess with just make a weapon attack, Ability check, Dodge, or
a bit of Arbitration. disengage (moving up to half their movement away).
A friendly creature can only benefit from this feature
SUPERIOR ARBITRATION once per turn.
Additionally, when a friendly creature makes an attack
Beginning at 3rd level you lean maneuvers that are
roll of any type, you can spend a Superiority die adding
fueled by a special dice called Superiority Dice
the result of the roll to their attack.
Maneuvers: You learn one maneuver of your choice,
which are detailed in the Arbitration Maneuvers Section
at the end of this class. You earn more at higher levels as
ABSOLUTE AUTHORITY
shown in the “Maneuvers Known” Column of the Beginning at 6th level, you and allied creatures within 30
Superior Assault table. Many Maneuvers enhance an feet of you, can add Half of your Charisma Modifier
attack in some way. You can only use one Maneuver per (Rounded Up) to their AC so long as they are not wearing
attack. When you take a long rest, you may switch one Heavy Armor.
maneuver you know for another you qualify for.
Superiority Dice: You have two superiority dice, which COMMANDING PRESENCE
are d8’s, you earn more at higher levels, as shown in the
Beginning at 9th level, when you would benefit from the
Superiority Dice column of the Superior Arbitration
Master of Arbitration class feature, the creature whom
table. A superiority die is expended when you use it. You you have made Charisma checks against, makes their
regain all of your expended superiority dice when you
next Insight check at disadvantage.
finish a short or long rest
Additionally, when a creature under the effect of a
S UPERIOR ARBITRATION T ABLE Genjutsu is within 10 feet of you, they immediately make
an additional saving throw to end the Genjutsu’s effect.
Scout-Nin A creature can only benefit from this feature once per
Level Superiority Dice Maneuvers Known short rest.
3rd 2 2 You may spend one superiority die on any creature
that makes a saving throw to resist a genjutsu within 10
4th 2 2
feet of you. They gain a bonus to their saving throw
5th 2 2 equal to the result of the die.
6th 3 2
7th 3 2 PARAGON’S PRESENCE
8th 3 3 Beginning at 14th level, all allied creatures within 30 feet
of you are immune to the Berserk, Charmed or
9th 4 3
Frightened Conditions. You decide which condition at
10th 4 3 the end of a Short rest.
11th 4 3
12th 5 3
TIRELESS COMMAND
Beginning at 17th level, you can roll d4’s in place of
13th 5 4
expending Superiority Die for your Master of Arbitration,
14th 5 4 Battlefield Judication, or Commanding Presence class
15th 6 4 features.

WHO DECIDED THAT!?


16th 6 4
17th 6 4
Beginning at 20th level, when you would fail a saving
18th 7 5
throw of any kind, you instead pass, suffering no
19th 7 5 additional effects twice per long rest.
20th 7 5 Additionally, when a creature other than you, within
30 feet of you would fail a saving throw of any kind you

MASTER OF ARBITRATION
may spend a superiority dice. They instead pass,
suffering no additional effects. A creature can only
Starting at 3rd level, you learn to enforce your presence benefit from this feature once per long rest.
into any discussion or squabble. You gain proficiency in
Persuasion & Deception.
Additionally, you may spend a Superiority die when
making any Charisma Ability check, adding the result to
check.

12
ARBITER MANEUVERS LEAD BY EXAMPLE
When you hit a creature with a melee attack, you can
ASSISTED ACCURACY expend one superiority die adding the result to your
As a bonus action you may spend a superiority die attack roll. On a successful hit, select one allied creature
targeting one allied creature within 30 feet of you. When within 30 feet of you. If that creature makes the same
you do, the next time they would make an attack of any type of attack, targeting the same creature on their
type, they add the superiority die to the attack roll. On a following turn, they add the result to their next attack
successful hit of the allied creatures attack, if you make roll.
the same type of attack, targeting the same creature, on
your next turn, you add the same superiority die to your OVERWHELMING PRESENCE
attack roll. When you hit a creature with an attack, you can expend
one superiority die. All hostile creatures within 15 feet of
ASSISTED CONTROL you must make a Wisdom saving throw vs your Genjutsu
As a bonus action you may spend a superiority die Save DC being frightened of you for the next minute. A
targeting one allied creature within 30 feet of you. When Creature frightened by this effect remakes their saving
you do, the next time they would force a hostile creature throw at the end of their turns to end the condition.
to make a saving throw of any type using a Jutsu they
cast, they add half of the result of the superiority die to FORCE OF WILL
the save DC (Min 1.). If a hostile creature failed the When you hit a creature with an attack, you can expend
saving throw of your allied Creatures Jutsu, if you make one superiority die. When you do, if you are under any
an attack of any type, targeting one of the failing effects that required you to make a saving throw of any
creature(s), on your next turn, you add the same type and you previously failed, causing you to suffer
superiority die to your first damage roll against that those effects. You immediately remake the saving throw,
creature. adding the superiority die to the result of your saving
throw.
ASSISTED POWER
As a bonus action you may spend a superiority die
targeting one allied creature within 30 feet of you. When
you do, the next time they would make an attack of any
type, they add the superiority die to the damage roll. On
a successful hit of the allied creatures attack, if you make
the same type of attack, targeting the same creature, on
your next turn, you add the same superiority die to your
damage roll.

ASSISTED EXPERTISE
As a bonus action, you can expend a superiority die
targeting one allied creature within 30 feet of you. When
you do, the next time they would make an Ability check
of any type, they add the superiority die to the check. On
a successful ability check from the allied creature, if you
make an Ability Check, on your next turn, you add the
same superiority die to your Check.

13
TAIJUTSU SPECIALIST Elemental Recall. Whenever a creature misses you, while
gaining the benefit of Patient Defense and the Nature
Enhanced Combat class feature, you may as a reaction

NIN-TAI immediately make an unarmed attack against the


triggering creature. On a successful hit, you regain 3
The Taijutsu specialist who Blend their style with combo point.
Ninjutsu open up a world of unpredictability and Elemental Rush. Whenever you hit a creature with one of
technique. They have found ways to further augment the attacks granted by your flurry of Blows, while
their body beyond simple Taijutsu, but instead coating gaining the benefits of your Nature Enhanced Combat
their body in a given Nature Releases and magnifying class feature, you may spend 1 combo points allowing
their strength and greatly increasing their potential. you to use your Flurry of Blows as a Reaction

NATURE ENHANCED COMBAT


immediately after this use of flurry of blows ends at no
additional combo point cost.
When you choose this style starting at 3rd level, you
have focused your effort on harnessing your innate ELEMENTAL CLOAK
Nature Release. Select one Nature Release (Earth, Wind, Starting at 6th level, you have learned to manifest your
Fire, Water, or Lightning Release). You gain the ability to Elemental chakra into a full-blown chakra cloak that
cast Ninjutsu with the corresponding Keyword. erupts off of your body. When you would gain the
By spending 2 Combo Points as a bonus action, you benefits of Nature Enhanced Combat you gain the
enhance your body with the Chakra of the corresponding following boosts to each Nature Release;
Nature release granted by this feature. You benefit from
• Earth Release: Dust, gravel and other earthen
these effects for the next minute.
substances begin to form from the force of your
• Earth Release: Your body becomes hardened similar to
chakra alone, as their spin around you harmlessly. You
that of stone. Your unarmed attacks deal earth gain Resistance to all Non-Chakra enhanced damage.
damage. You gain Temporary hit points equal to your • Wind Release: Wind whips around you violently.
Taijutsu Specialist Level. Smoke, mists and gases cannot be sustained within 5
• Wind Release: Your body becomes as light as a gentle feet of you. This does not disperse them but they
breeze. Your unarmed attacks deal wind damage. cannot occupy or cover any space you also occupy.
When you successfully hit a creature twice in the same • Fire Release: Your body becomes wreathed in flames
turn, the next time the target would make a Strength of any color you desire. You become immune to Cold
saving throw, they make it at disadvantage. Environmental effects. Also, creatures who touch you,
• Fire Release: Your body becomes hot to the touch. by any means takes fire damage equal to your
Your unarmed attacks deal fire damage. Your unarmed Constitution modifier.
attacks deals additional damage equal to your • Water Release: Your body generates powerful gales of
Constitution Modifier. water that spirals around you. You become immune to
• Water Release: Your body becomes cool to the touch. Hot Environmental effects. Also, when you would
Your unarmed attacks deal cold damage. Your make a saving throw using Strength, Dexterity, or
unarmed attacks gain the Reach 1 and Deadly Constitution you may add your Unarmed combat die to
properties. the saving throw once per turn.
• Lightning Release: Your body gives off a soft static • Lightning Release: Your body becomes clad in
with occasional jolts of harmless electricity. Your hair compressed lightning that oscillates around your body
also stands up when excited or upset. Your unarmed to violently that you can hear the lightning. You gain
attacks deal lightning damage. Your unarmed attacks Immunity to lightning Damage. Also, when you would
gain the Critical and Blocking Properties. take the dash action by any means, you instead

ELEMENTAL COMBAT
quadruple your movement speed.

Additionally, you gain the ability to modify your Taijutsu


Also, at 3rd level, you learn to harness your new further using hyper compressed Ninjutsu. As a Reaction
Elemental Chakra to better enhance your combat on your turn, you may spend 2 combo points to cast a
potential when utilizing combo’s that work alongside Ninjutsu with the same Nature Release keyword that
your Extended Taijutsu. your Nature Enhanced Combat class feature is generating.
When using a Taijutsu while gaining the benefits of When you do, instead of casting the jutsu normally, you
the Nature Enhanced Combat class feature the taijutsu store the jutsu into your body, read to be released into a
used gains the Nature Release Keyword you chose, from single strike. While a jutsu is stored in this way, it counts
the Nature Enhanced Combat class feature. You also gain as being concentrated on, and you must spend chakra
further abilities by enhancing your assault with flurry of equal to half its casting cost, maintaining it each round
blows, or defending yourself with patient defense. as per usual. When you would lose concentration of this
Elemental Surge. Whenever you hit a creature with a maintained jutsu, you lose all the benefits of having it
Taijutsu cast using your Extended Taijutsu, you can stored immediately.
spend 1 combo points causing the attack to release an While a Jutsu is stored into your body, you gain
explosive amount of Nature release chakra upon additional benefits based on the Nature Release.
impact, dealing additional damage equal to Three • Earth Release: Reduce damage received by an amount
times your Constitution Modifier. equal to half your Taijutsu Specialist Level.
• Wind Release: Attacks targeting you are made at
disadvantage.
• Fire Release: Your unarmed attacks deals additional
damage equal to your Intelligence Modifier (Min 1.)

14
• Water Release: A Creature that makes a Saving throw
NIN-TAI EFFICIENCY
against a Taijutsu you cast makes their saving throw at
Beginning at 14th level, you have learned to manifest
disadvantage.
• Lightning Release: You gain a bonus to your AC equal
your Elemental Chakra Cloak more efficiently. Reduce
the cost of your Nature Enhanced Combat & Elemental
to your Constitution or Intelligence Modifier (Pick
Cloak features by 1 Combo points each.
one).

As an Action make an unarmed attack, targeting a WRATH OF NATURE


creature withing 5 feet of you, on a successful hit, you
Starting at 17th level, you have mastered the art of
release your stored jutsu, creating a singular
Blending Ninjutsu and Taijutsu. When you would cast a
compressed, controlled explosion of elemental chakra.
Taijutsu while benefiting from your Elemental Cloak
A jutsu released this way immediately deals its
class feature, you may as a bonus action reduce the cost
damage and applied any additional effects as if the target
of the casted Taijutsu by Half. You can do this a number
creature had failed its saving throw (If any) or as if you
of times equal to your Proficiency bonus per long rest.
scored a hit when you cast the jutsu.
A Jutsu stored that doesn’t deal damage as a part of its
initial activation or written effect, instead deals damage
equal to its Rank; Once a stored jutsu has been released,
you lose all the benefits this feature grants for storing it,
and no longer have to concentrate on storing it.
(D-Rank: 3d6, C-Rank: 5d6, B-Rank: 7d6, A-Rank: 9d6,
S-Rank: 11d6)

ELEMENTAL RECHARGE
Beginning at 10th level, you have learned to convert your
chakra into the energy needed to perform more combo’s
and keep the attacks flowing. You compress a massive
store of chakra revitalizing your stamina. As a Full Turn
Action, you may spend 20 chakra. When you do, you
regain all spent Combo Points. You may do this once per
long rest.

15
RIGHTEOUS FURY UNSTOPPABLE FURY
Taijutsu Specialists who blend their style with Righteous Beginning at 14th level, your Chakra Frenzy is so fierce
Fury tend to be brutal with their strikes. Though they that it ends early only if you fall unconscious or if you
traditionally protected large monasteries, they have choose to end it.
sense passed their techniques on to the next generation Additionally, when you roll a 1 on an Unarmed Combat
of shinobi. Their training has instilled them with a die, you can reroll the die and must use the new roll,
burning passion that makes them extremely powerful in even if the new roll is a 1.
short bursts.
FURY OF THE RIGHTEOUS
CHAKRA FRENZY Beginning at 17th level, your passionate anger has
When you choose this style starting at 3rd level, you gain reached a zenith so pure, that others who follow this
the ability to focus your chakra into a frenzy of berserker path can only ponder how it is you attained this level of
energy, provided that you aren't wearing armor. It wrath.
empowers you with supernatural combat skills. While you are gaining the benefits of your Chakra
You can spend 2 combo points and use a bonus action Frenzy class feature, you have become unstoppable. For
to enter a Chakra Frenzy for 1 minute, gaining the the duration of the Chakra Frenzy your speed cannot be
following benefits if you aren't wearing armor: reduced, and you are immune to the frightened,
• You have advantage on Strength Ability checks and paralyzed, and stunned conditions.
Saving throws. If you are frightened, paralyzed, or stunned, you can
• When you make melee weapon attacks using Strength, still take your bonus action to enter your Chakra Frenzy
you gain a bonus to damage rolls equal to 1/3rd of your and suspend the effects for the duration of the Chakra
Taijutsu Specialist level (Rounded up) Frenzy.
• You have resistance to bludgeoning, piercing and
slashing damage from non-chakra enhanced sources.

While your Chakra Frenzy is active, you can’t maintain


concentration on any jutsu, and you can’t cast any
Ninjutsu or Genjutsu.
Your Chakra Frenzy ends early if you are knocked
unconscious or if your turn ends and you haven’t
attacked a hostile creature since your last turn or taken
damage since then. You can also end your Chakra Frenzy
on your turn as a bonus action.

HASTE
Starting at 6th level, you can use your action and spend 2
combo points to cast wind release: wind friction shatter.
You do not need to have Wind Nature Release Affinity to
cast this jutsu in this way.
When cast in this way, you do not need to pay any
chakra cost to maintain your concentration on it, and
you can concentrate on it while your Chakra Frenzy is
active

RELENTLESS FURY
Starting at 10th level, your fury can keep
you fighting despite grievous wounds. If
you drop to 0 hit points while your
Chakra Frenzy is active, you do not die
or fall unconscious immediately. Instead,
you make a DC 10 Constitution saving throw. If you
succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC
increases by 5. When you finish a short or long rest, the
DC resets to 10.
When you reach 17th level, each time you succeed on
this saving throw, your fury further invigorates you,
granting you advantage on any attacks you make until
the end of your next turn

16
WEAPON SPECIALIST Haunting Siphon. When you would reduce a creatures hit
points using a melee weapon that does slashing
damage, until the end of your next turn, the target

PHANTOM BLADE FORM cannot regain hit points by any means.


Ghastly Execution. When you would reduce a creatures hit
The Weapon specialist who focuses on the Phantom points to 0 using a melee weapon that does slashing
Blade Form, trains in the art of a blade style long hidden, damage, the damage is delayed until the beginning of
and closely guarded. This form, teaches the practician to their next turn. You gain an additional Action, which
both attack like a phantom, and to train your phantom to can be used to take the attack action using a melee
attack as well. This fighting style specializes in Delayed weapon attack that deals slashing damage, targeting
attacks that strike it’s targets long after the attack was another creature you can reach with your remaining
ever made. movement. If you would reduce another creatures hit

PHANTOM BLADE TECHNIQUES


points to 0 using this new attack, the damage is
delayed the same as before until the beginning of the
Starting at 3rdd level, you learn additional Chakra sealed targets next turn, and you gain an additional action
Weapon effects that supplement your Phantom Blade with the same restrictions as before. You can gain the
Form. benefit of this feature twice per long rest.
Oppressive Revenant. When you would cast a Bukijutsu
Phantom’s Edge. When you hit a creature with a melee
with a melee weapon that deals slashing damage, you
weapon attack, with a weapon that deals slashing
may as a Bonus Acton release a surge of phantasmal
damage, you spend 5 chakra to delay all of your
chakra. All creatures within 15 feet of you must
attacks damage for every successful attack that hits
succeed a Constitution Saving throw, being unable to
the target creature. At the beginning of the targets
Mold Chakra or make a reaction against you until the
next turn, they take all of the damage they would have
end of your next turn. Creatures affected by this
taken this turn from all of your weapons delayed
feature, takes additional damage equal to your Flurry
damage at once + additional damage equal to twice
die once per turn when they would take damage. You
your flurry die.
can use this feature twice per short rest.
Phantoms Eclipse. When you are targeted with a melee
Delayed Etherealness. When you hit a creature with a
attack, while wielding a weapon that deals slashing
melee weapon attack, with a weapon that deals
damage, you may as a reaction, roll 3-flurry die. At the
slashing damage, the damage you deal is delayed until
end of the triggering creatures turn, they take delayed
you release the delayed effect to deal damage equal to
damage equal to the result.
the delayed damage. If you deal any additional
Phantoms Movement. When you would move, you may
damage, this is added to the delayed damage total. At
spend 4 chakra to delay your blades attack. Roll 2
the end of each of your turns, you add additional
flurry die. If you move within 5 feet of any hostile
damage to the delayed damage equal to one flurry die.
creature either by moving, or using a Bukijutsu that
Maintaining this delayed damage from this style
causes you to move, all creatures you pass within 5
counts as concentrating on a Jutsu. You may release
feet of takes delayed damage equal to your flurry die
the delayed damage from this style as an action on
result at the beginning of their next turns.
your turn. If you lose concentration, while

PHANTOM BLADE STYLES maintaining this effect, the delayed damage is lost.

Also, at 3rdd level, you get to choose a Style that FIRST STEP: A SINGLE DROP
supports your combat ability. You know 1 style from the
Starting at 6th Level, when you would use a Chakra
following list, and gain more as you gain levels in this
Sealed Weapon effect that rolls a flurry die, you roll one
class based on the Styles Known Table of the Weapon
additional Flurry die, adding it to the results of any effect
Specialist.
used.
Ghostly Blade. When you target a creature with a melee
weapon attack or Bukijutsu with a weapon that deals PHANTOM’S GREED
slashing damage, you may, as a Bonus action cause
Starting at 10th Level, you have learned that delaying
your blade to gain the properties of a ghost, moving
attacks can grow stronger, the longer they are delayed.
through seemingly all defenses at once, causing your
When you would delay damage using any Weapon
attacks to ignore any bonuses to AC the target creature
Specialist Class Feature, you may extend the delayed
may use. Reduce the targes Armor Class by the result
damage up to the end of your next turn (This delay
of your flurry die until the end of your current turn,
extension does not cost any additional action).
against only your attacks. You may use the effects of
When you do, the delayed damage dealt increased by
this stance a number of times equal to your
an amount equal to 4 flurry die.
proficiency bonus per long rest.
You may use this feature Twice per short rest.
Specters Dance. Select one creature you can see or hear as
a bonus action. While wielding a melee weapon that
deals slashing damage, you gain Blindsight against the
selected creature for 1 minute, until you or the target
drops to 0 hit points, or you fall unconscious. You may
use this stance twice per short rest.
Apparitions Delight. Once per turn, as a bonus action, the
first time you hit a creature with a melee weapon that
deals slashing damage, you deal additional damage
equal to your Flurry die + Your Wisdom Modifier.

17
SECOND STEP: OVERFLOWING MALICE
At 14th Level, you can use your action to take the
Overflowing Malice drawing stance so long as you have a
melee weapon that deals slashing damage.
When you do, until the beginning of your next turn,
you gain a number of additional reactions equal to your
Proficiency bonuses. When you do, creatures
within 15 feet of you provoke attacks of
opportunity when they take any action. Your
Melee Weapon attacks gain the reach 3 quality
while you are in the Overflowing Malice
Drawing Stance.
Attacks of opportunity that score a
successful hit on a target can trigger up to
two Chakra Sealed Weapon effects instead of
1.

PHANTOMS PRIDE
At 17th Level, as an action, you can lower
your defenses. Opening yourself up to attack.
Your AC becomes an amount equal to 10 +
Your Dexterity modifier until the beginning of
your next turn.
All damage you take is collected and stored.
As a reaction after any amount of damage has
been taken, or at the conclusion of another
creatures turn, you may make a single melee
weapon attack, with a melee weapon that deals slashing
damage, against each creature in a 25-foot cone
originating from you. On each successful hit, you deal
damage equal to 5 times your Flurry die + the amount of
damage you have stored.
Once you use this feature, you cannot use it again until
you finish a long rest.

LAST STEP: PHANTASM STANCE


At 20th level, your presence on the battlefield is a
ghastly visage of ghoulish attacks, and dastardly blades.
Your Strength or Dexterity (your choice) and Wisdom or
Intelligence scores (your choice) increase by 2. Your
maximum for those scores increases by 2.
Additionally, when you would roll flurry die you roll an
additional flurry die. This is in addition to First Step: A C REDIT : G RANBLUE F ANTASY
Single Drop.
When you would roll a flurry die, if the result of the
roll on the roll is less than 4, The result becomes 4.

18
OBSIDIAN HAMMER FORM Provoke. As a bonus action you may take an open stance
while also screaming at the opposition to not avert
The Weapon specialist who focuses on the Obsidian
their eyes. Creatures who could see and hear you,
Hammer Form, trains in the art of brutality focused
within 30 feet of you, gain disadvantage on attacks
around smashing through all obstacles. This form,
that target any creature other than you. Until the
allows the practitioner to attack with the ferocity of a
beginning of your next turn.
crashing wave, a collapsing cave, or a compressed star.
Defiance. When you would make a Strength or
This fighting style specializes in crippling attacks that
Constitution saving throw, while wielding a weapon
break your opponents with powerful strikes that quake
that deals bludgeoning damage, you may, as a
the earth.
reaction, grant yourself advantage on the saving

OBSIDIAN HAMMER TECHNIQUES throw and temporary hit points equal to the result of 2
flurry die. Temporary hit points gained this way
Starting at 3rd level, you learn additional Chakra sealed vanish at the beginning of your next turn.
Weapon effects that supplement your Obsidian Hammer
Form. OBSIDIAN BODY
Crippling Darkness. When you target a creature with a Beginning, at 6th level, if you would use a Chakra Sealed
melee weapon attack that deals bludgeoning damage, Weapon effect granted by Obsidian Hammer Techniques,
you can spend 5 chakra, adding 4 flurry die to the if you make an additional weapon attack, as a bonus
damage roll. On a successful hit, the target must action, using Weapon Flurry you may use another Chakra
succeed a Strength saving throw vs your Chakra Sealed Sealed Weapon effect granted by your Obsidian Hammer
Weapon Save DC being weakened on a failed save, as Techniques class feature.
their bones become cracked and brittle after impact.
Syphon Strike. When you hit a creature with a weapon OBSIDIAN MIND
attack that deals bludgeoning damage, you can spend
Starting, at 10th level, your mind has been reinforced
5 chakra, rolling 2 flurry die, regaining Hit points
with Obsidian thoughts. When you would make a
equal to the result of the flurry die.
Wisdom or Intelligence saving throw to resist a
Unmend. When you hit a creature with a melee weapon
Genjutsu, you may roll your flurry die, adding the result
attack that deals bludgeoning damage, you can spend
to your roll. You may do this twice per long rest.
3 chakra. The next time the target would regain hit
points by any means, they reduce the amount healed
by an amount equal to three flurry die. OBSIDIAN SOUL
Starting, at 14th level, your soul has been conjoined with
OBSIDIAN HAMMER STYLES Obsidian spirits. Your loyalty to the Obsidian Hammer
form has begun to pay off in spades. As a Full-Turn
Also, at 3rd level, you get to choose a Style that supports
action, by spending 20 chakra, you release a jet stream of
your combat ability. You know 1 style from the following
obsidian colored chakra from every pore of your body,
list, and gain more as you gain levels in this class based
for the next minute.
on the Styles Known Table of the Weapon Specialist.
For the duration of this feature, you add your flurry
Shadow Wall. As a Reaction on your turn, you release die to all Weapon and Bukijutsu damage rolls, Strength
chakra creating a spectral shield of obsidian colored and Constitution saving throws, and Strength Ability
chakra in front of you. Roll 2 flurry die, and record the Checks.
result. Until the start of your next turn, you take You can use this feature once per long rest.
reduced damage equal to the result from all sources.
Unleashed! As a Bonus action on your turn, you release a OBSIDIAN TWILIGHT
well of obsidian colored chakra from within yourself,
Starting, at 17th level, your body radiates with an aura of
magnifying your power ten-fold. Until the end of your
malefic intent. All hostile creatures within 30 feet of you
turn, when you deal damage with a weapon attack that
have disadvantage on checks made to maintain
deals bludgeoning damage, you deal additional
concentration on Jutsu they cast.
damage equal to 2 flurry die.

OBSIDIAN END
Gritty End. When you would reduce a creatures hit points
to 0, using a weapon that deals bludgeoning damage,
you gain an additional action, which you can use to Starting, at 20th level, when you would score a critical
make a single weapon attack. This additional attack hit with a with a weapon or bukijutsu that deals
deals additional damage equal to 2 flurry die. If you bludgeoning damage, you may spend 10 chakra to
trigger this effect more than once, you continue to add instead deal the maximum possible damage.
additional flurry die with each trigger.
Reprisal. When you would deal damage to a creature
maintaining a jutsu or with a jutsu currently active,
with a weapon that deal bludgeoning damage, you
may, as a bonus action, spend 5 chakra, immediately
break their concentration, ending one of their jutsu’s
effects, with no need for them to make a
concentration check.

19
GUNGNIR PIERCER FORM Vitharr’s Vengeance. As a reaction when you would take
damage from any source, each instance of damage you
The Weapon specialist who focuses on the Gungnir
take until the beginning of your turn grants your next
Piercer Form, trains in the art of the ultimate spear. A
melee weapon attack with a piercing weapon one
fighting style designed to pierce through all manner of
additional flurry die to damage.
defense, and completely deconstruct an enemy’s
weaknesses on a surgical level. While utilizing this form
you make use of a series of techniques made to strike
SIGURD’S HEROISM
swiftly and accurately. Beginning, at 6th level, your form of combat has
instilled you with a sense of heroism, that fills you with a
GUNGNIR PIERCER TECHNIQUES sense of both pride, and hope, while also making it
difficult for you to look the other way when someone if
Starting at 3rd level, you learn additional Chakra sealed
being hurt, if you can prevent it.
Weapon effects that supplement your Gungnir Piercer
When you see a creature within your movement
Form.
speeds range, about to take damage, you may as a
Fenrir’s Claw. When you target a creature with a melee reaction, interposing redirecting the attack towards you
weapon that deals piercing damage, you can spend 5 as if you were the original target of the attack.
chakra, rolling 1 flurry die, reducing the target Additionally, the creature whom you interposed for
creature’s AC by half the result. (Min 1.) gains temporary hit points equal to your Weapon
Heimdallr Vision. When you target a creature with a Specialist level, until the beginning of your next turn.
melee weapon that deals piercing damage, you can
spend 5 cakra, rolling 2 flurry die, adding the result to FAFNIR’S FANG
your attack rolls against the selected creature until the
Starting, at 10th level, you have learned to lace your
end of your next turn.
weapons with a layer of chakra, sharpening it to a point
Tyr’s Drive. When you would take damage from a melee
where even the slightest movement causes the wind to
attack, you may, as a reaction, spend 5 chakra to roll 2
sing as your edge cuts through the air.
flurry die, granting you temporary hit points equal to
When you score a critical hit with a melee weapon
half of the result.
attack that deals piercing damage, the target creature

GUNGNIR PIERCER STYLES gains 5 ranks of bleeding.

Also, at 3rd level, you get to choose a Style that supports LOKI’S MACHINATIONS
your combat ability. You know 1 Style from the following
Starting, at 14th level, you have learned to guide your
List, and gain more as gain levels in this class based on
enemies down a path of defeat, allowing you to both
the Styles Known Table of the Weapon Specialist.
manipulate them in and out of combat. You gain
Mímir’s Wisdom. As a bonus action, select one creature proficiency with Deception. If you are already proficient
whom you can see, within 60 feet of you. For the next with this skill, you gain expertise instead.
minute, they do not add their Dexterity Modifier to When you take the attack action, in place of one of
their AC against Melee Weapon attacks you make with your weapon attacks with a weapon that deals piercing
a weapon that deals Piercing damage. You cannot use damage, you may make a Charisma (Deception) check vs
this effect more than once per short rest. the targets Wisdom (Insight). On a successful check, the
Hœnir’s Silence. As a bonus action, by spending 5 chakra, target cannot react to any action you take, and takes
you coat, a weapon you are holding, that deals additional damage against you equal to one flurry die per
piercing damage, in a muting chakra. The next time attack that strikes them, until the end of your next turn.
you would deal piercing damage with this weapon
before the end of your turn, you force the target of RAGNARÖK
your attack to make a (Wisdom or Constitution???)
Starting, at 17th level, your skill with piercing weapons
Saving throw, being unable to mold chakra until the
have reached a point of legend. Others vaguely have a
end of your next turn.
fraction of skill you harbor.
Balders Endurance. As a bonus action, by spending 10
As a bonus action, by spending 20 chakra, you seal all
chakra, while melee weapon that deals piercing
your chakra within your body, locking it within yourself,
damage, roll your flurry die. You gain stacking
while also creating a shell of chakra around your melee
temporary hit points equal to the result, that last until
weapon that deals Piercing damage. You treat this as
the beginning of your next turn, each time you make a
concentration, costing 10 chakra each round to maintain.
melee weapon attack.
For the next minute, you cannot cast or maintain
Freya’s Golden Tears. As a bonus action, until the end of
Ninjutsu or Genjutsu.
your turn, when you deal 10 or more piercing damage
Additionally, For the next minute when you deal
with a melee weapon or bukijutsu, the target gain 1
piercing damage with a weapon attack, you deal
rank of bleeding. For every 5 additional damage
additional damage equal to your flurry die.
beyond 10, they gain 1 additional rank of bleeding.
Creatures who are bleeding take twice as much
Thor’s Wrath. As a reaction, for every melee weapon
damage.
attack you take with your Attack action, using a melee
After 1 minute, this feature ends, you gain one rank of
weapon that deals piercing damage, you make one
exhaustion, and you cannot use this feature again until
additional weapon attack that deals damage when you
you finish a long rest.
use your Weapon Flurry class feature.

20
VALHALLA
Starting, at 20th level, while you ae gaining the benefit
of your RAGNARÖK class feature, if you fall to 0 hit
points, you instead fall to 1 hit point. This feature
triggers a number of times equal to your constitution
modifier per Long rest.
If you fall to 0 hit points, while gaining the benefits of
your RAGNARÖK class feature and cannot trigger this
class feature, you immediately fail 2 death saving
throws.

21
22
23
CREATING A PUPPET MASTER
PUPPET MASTER When creating a Puppet Master, think about your
A Ryu sits in a tree, watching over her target as they characters background and drive to be a shinobi. Does
approach. A smile spreads across her face as she open up the the character have a rival? What drove your character
giant box, she carried with her, removing the giant down the path of ninja puppetry? Is it about curiosity
mechanical scorpion and dropping it onto her target, and invention, or about the power their puppets bring?
enclosing them inside it. Did your character learn from another puppet crafter, or
With a loud explosion, a figure lands in the middle of the receive a vision or flash of inspiration to learn their
battlefield. As the dust clears, a hulking presence stands craft?
amidst the war-torn battlefield, a giant humanoid of wood Consider how your character interacts with the world,
and steel. The creaking head swivels to inspect the wreckage. and what they represent. Consult your DM regarding
It raises one of its 4 arms, and a beam of chakra lances out brigades, guilds, or societies your character might
towards an enemy. belong to.
These shinobi, different as they might be, are connected
by one common factor: they are masters of the art of ninja QUICK BUILD
puppetry. This fighting form was created in Sunagakure, You can make a Puppet Master quickly by following
utilizing chakra threads to control specialized ninja tools. these suggestions. For Puppeteer Specialization, make
The puppets that these ninja use are hand-crafted, and your highest ability Intelligence, followed by
special to each puppeteer. They are equipped with weapons, Constitution or Dexterity; For Juggernaut or Soul
traps, poisons, and various other mechanisms. These Container, choose either Strength or Intelligence as your
puppets are incredibly difficult to use, and are only usable by highest, with constitution as your second highest ability
those who have dedicated their lives to the art. score. Second choose Hatake, Nara, or Non-Clan.

CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize ninja puppets of different types,
specializing in one or two. Players would be able to
create and utilize puppets for stealth or combat, while
keeping themselves a little safer than others, or use
them to gain new abilities for themselves. The characters
this class is pulling inspiration from are as follows:
Kankuro, Sasori, and Chiyo.

24
CLASS FEATURES MASTER AUGMENTER
As a Puppet Master, you gain the following class Also, at 1st level, you know how to augment your
features. puppets using advanced crafting technique. You gain 3
Crafting Points. You spend these points to augment your
HIT POINTS puppet with different modifications. You gain more
Hit Dice: 1d8 per Puppet Master level points as you gain levels in this class. While your puppet
Hit Points at 1st Level: 8 + your constitution modifier is equipped with any modification, you cannot regain the
Hit Points at Higher Levels: 1d8 (or 5) + your spent Crafting points.
Constitution modifier per Puppet Master level after You can modify your puppet on a Long rest, selecting
1st. from a list of Augments detailed at the end of your
chosen Specialization. You can select any Augment you
CHAKRA POINTS can afford. Some Augments have level requirements as
well as Crafting Point requirements, meaning you cannot
Chakra Dice: 1d10 per Puppet Master level
take that augment even if you have enough points, but
Chakra Points at 1st Level: 10 + your constitution
are not at least the correct level.
modifier
Chakra Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per Puppet Master level after
CHAKRA ENHANCED RETROFIT
1st. Beginning, at 2nd level, your study of Chakra enhanced
items and crafting has allowed you to retrofit chakra
PROFICIENCIES enhanced gear.
During a long rest, you can perform a ritual using any
Armor: Light armor, Medium Armor
+1/2/3 weapon or armor are components to transfer the
Weapons: Simple Weapons, Battle Wires, Hand
chakra enhanced items enhancements into your Puppets
Crossbows, Heavy Crossbows, Fuma-Shuriken
Weapons or Armor.
Ninja Tools: Crafters Kit, Weaponsmiths kit.
Completing this process destroys the chakra enhanced
Saving Throws: Constitution, Intelligence
item.
Skills: Crafting, Choose three from Chakra Control,
Deception, History, Insight, Intimidation,
Investigation, Ninshou, Perception, Nature, Sleight of ABILITY SCORE IMPROVEMENT/FEAT
Hand, Stealth When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1 & a
EQUIPMENT Feat of your choice that they qualify for. As normal you
You start with the following equipment, in addition to can’t increase an ability score above 20 using this
the equipment granted by your background: feature.

CHAKRA RECONSTRUCTION
• (a) a Light crossbow and one stack of bolts or (b) any
two simple weapons
• (a) One Kunai stack or (b) One Shuriken stack Beginning at 6th level, you have mastered the
• Padded Armor, Crafters kit, and 1 paper bomb knowledge of using your chakra to repair things. You
learn the Mending ninjutsu, and can cast it without
JUTSU CASTING spending any chakra. Additionally, you learn the healing
hands ninjutsu. A Jutsu learned this way loses the
NINJUTSU medical keyword.
Ninjutsu save DC = 8 + your proficiency bonus + your You can only cast these jutsu on constructs, and they
Intelligence modifier only affect constructs, structures, or items.

BROAD KNOWLEDGE
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier
Also, at 6th level, you have expanded your knowledge of
GENJUTSU puppet-craft, learning another discipline if you chose.
Genjutsu save DC = 8 + your proficiency bonus + your You can gain the 1stt level features from another
Wisdom modifier (your choice) specialization of your choice.
Genjutsu attack modifier = your proficiency bonus + You can also select augments from the newly selected
your Wisdom modifier (your choice) specialization that you qualify for up to 3rd level.
Alternatively, you can further specialize into your own
TAIJUTSU specialization. You gain one tool kit proficiency of your
choice, and you gain two augments of your choice that
Taijutsu save DC = 8 + your proficiency bonus + your
cost 5 or less Crafting Points for free from your
Strength modifier
specialization.
Taijutsu attack modifier = your proficiency bonus + your

TOOL EXPERTISE
Strength modifier

PUPPET SPECIALIZATION Starting, at 7th level, your proficiency bonus is doubled


for any Crafting Ability check you make that uses tools
At 1st level, you focus on a specialized craft of puppetry;
you are proficient in.
Puppeteer, Juggernaut, or Soul Container, each of which
are detailed at the end of the class description. Your
choices grant you features at 1stt, 3rd, 5th, and 14th
level.

25
IMPROVED CHAKRA CRAFTING PUPPET TOOL
Beginning at 1stt level, you craft a Puppet Tool, to carry
Starting, at 10th level, your experience in creating your
out your orders and protect you. This puppet is under
own wonderous inventions has made you more adept at
your control and connected to you via chakra threads.
crafting chakra enhanced items. Creating a Chakra
The puppet tool acts by your command via these
enhanced item now takes half the time it would normally
chakra threads. On your turn, you can manipulate them
take (rounded down).
to move (no action required).
Additionally, you can make 1 day of progress towards
As an Action or Bonus Action on your turn, you can
crafting a weapon, item or scroll during a long rest.
command them to take an action.

PUPPETRY SAVANT
Additionally, you can use your reaction, to command
the puppet tool to take a reaction.
Starting, at 11th level, your experience in the art of Your puppet tools proficiency is equal to your
puppetry has pushed the bounds of what was though proficiency bonus. When you would gain an Ability, score
possible. increase from this class, you increase one of its ability
You can gain the 3rd level features from another scores by 2, and two other scores by 1; You cannot
specialization of your choice. increase an ability score of your puppets by more than 20
You can also select augments from the newly selected this way.
specialization that you qualify for, up to 3rd level. If you If your puppet is forced to make a saving throw, add
previously selected the same specialization with the your proficiency bonus to the roll, and treat any negative
Broad Knowledge class feature, you can select any modifiers as +0 for the saving throw.
augment that you qualify for without restriction. If your Puppet tool is damaged, it can be healed using
Alternatively, you can further specialize into your own either mending on it as an action, recovering 1d6 + Your
specialization. You gain two augments of your choice Ninjutsu Ability Modifier hit points.
that cost 9 or less Crafting Points for free from your Alternatively, you can use a full turn action with your
specialization. weaponsmiths kit to repair it. Provided you are within 5
feet of it and expend 6 chakra. When you start the repair,
RIGHT TOOL FOR THE JOB the puppet tool regains half of its maximum hit points. If
it isn’t destroyed after 1 minute, your chakra pulls it
Starting, at 18th level, you always come prepared for
together, completely repairing it with all its hit points
whatever mission you take. When you finish a short or
restored. Otherwise, you must restart the repair process.
long rest, you can replace one Augment with another
At the end of a long rest, you can create a new puppet
that you can take from your specialization.
tool if you have a weapon smiths kit with you. If you

PEERLESS already have a puppet tool from this feature, the first
one is scavenged to create a new one. The base statistics
Beginning, at 20th level, your mind is always thinking of of your puppet tool are as follows;
new crafts and clever solutions. After a Short, long or full
rest, you can select and create an augment that you are
qualified to take without spending additional Crafting
Medium Construct
Points. This upgrade cannot be higher than 11thh level.
You have this augment until you complete a short or
Armor Class 12 + your Proficiency Bonus (Natural Armor)
long rest, during which you can create another augment.
Hit Points Puppets Constitution Modifier + Your Intelligence

PUPPET SPECIALIZATIONS
Modifier + five times your Puppet Master Level.
Speed 30 ft.
Puppet Masters pursue different disciplines. Beginning
at 1stt level you can choose which discipline to specialize STR DEX CON INT WIS CHA
in; Puppeteer, Juggernaut, or Soul Container. Once you 14 (+2) 12 (+1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)
choose, you cannot go back to switch this choice.
Damage Immunity Psychic, Poison
PUPPETEER Damage Resistance Acid
A Puppeteer is a Puppet Master that has committed Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
themselves to creating a true, pure work of puppetry. Senses passive Perception 7
A painstaking life ambition, they plan and design
meticulously, even if in practice sometimes Bound. The Puppet is bound to its user via chakra strings. If the
compromises on materials must be made. strings are not bound to the puppet, it cannot move or take any
Why a Puppeteer embarks on the quest to create this actions of any kind. If a creature other than its creator uses chakra
artistic construct can vary. For many, it is the pure threads to manipulate the puppet, it cannot use any Augments, as
pursuit of crafting the perfect creation, while for others, the user would be unaware of its full capabilities.
it is simply so they do not have to carry around their
loot, or to have a loyal companion to count on at all
times.
PUPPET CHASSIS
PUPPETEER PROFICIENCY When you create your Puppet tool, you can add one
prefix to its type in the form of which basic chassis you
When you choose this specialization at 1st level, you gain
use for your puppet. For example, if you select
proficiency in chakra control, and with the poison kit.
Warframe, your puppet becomes a Warframe Puppet,
and gains the Warframe modifications to its base
statistics.

26
W ARFRAME PUPPETEER AUGMENTS
Your puppet Tool is roughly humanoid, and comes with The following are augments available to the Puppeteer
the robust flexibility and options that this form provides. Specialization. The Augments are listed in alphabetical
Its base Strength Ability score becomes 16 (+3) and it order for each group. Unless otherwise stated, you
gains proficiency in simple and martial weapons. cannot take the same Augment multiple times.
Its natural weapon is: Slam: Your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d4 + AUTONOMOUS ACTION
Strength Modifier + Your Proficiency bonus in Minimum Level: 9th
bludgeoning damage. Crafting Point Cost: 4
You no longer need to spend your action or bonus action
Q UADRUPEDAL
to manipulate your puppet tool to use its action.
Your Puppet Tool takes on a quadrupedal design. Larger
and sturdier, it is more suitable to launch into the fray or BULKY BUILD
carry its creator. Its base size becomes Large, its base Crafting Point Cost: 2
Strength and Constitution become 16 (+3), its natural You can take this augment three times. Your additional
armor becomes 14 + your proficiency bonus, and its bulk to your puppets frame, increases its AC by +2.
speed becomes 35ft.
Its natural weapon is: Bite: your Ninjutsu or Taijutsu CHAKRA CANNON
attack modifier to hit, reach 5ft., one target. Hit: 1d10 + Minimum Level: 11th
Strength modifier + your proficiency bonus in piercing Crafting Point Cost: 5
damage. You craft a cannon into a part of your puppet, meant to
channel your chakra into a single blast of destructive
W INGED
power.
Your Puppet Tool is modeled off a flying creature. When your puppet takes the attack action, it spends 15
Smaller and lighter than most golems, it is kept aloft by of your chakra to unleash a 60-foot line, 5-foot-wide
intricate wings. Its base size becomes Small and it gains beam of pure chakra in a direction of your choice. Each
a flying speed of 30ft. creature caught in the line must make a Dexterity saving
Its natural weapon is: Talon: your Ninjutsu or Taijutsu throw vs your Ninjutsu save DC, taking 12d12 force
attack modifier to hit, reach 5ft., one target. Hit: 1d8 + damage and being knocked prone on a failed save. Or no
Strength modifier + your proficiency bonus in slashing damage on a successful save.
damage.

S PECIALIZED CHAKRA DRAINING TRAP


Minimum Level: 5th
Your Puppet Tool defies all expectations, its design
Crafting Point Cost: 2
fueled by your own rampant creativity. A little less
Your puppet is equipped with an absorbing seal, meant
robust and stable, it is far more extensible to your
to drain chakra from its enemies. When your puppet
visionary plans. Your Puppet Tool starts with the basic
takes the Attack action against a creature it has
statistics, but you can select 2 free 3rd level Augments to
grappled, it can forgo one of its attacks drain the
start with that do not count against your upgrade total.
creature’s chakra. The creature must succeed a
Its natural weapon is: Slam: your Ninjutsu or Taijutsu
Constitution saving throw, losing 2d12 Chakra on a failed
attack modifier to hit, reach 5ft., one target. Hit: 1d8 +
save. You regain chakra equal to the amount of chakra
Strength modifier + your proficiency bonus in
that the creature lost.
bludgeoning damage.
CHAKRA RESONANCE
INTELLIGENT OVERSIGHT Crafting Point Cost: 1
Starting at 3rd level, you can take the Help action as a
You craft an enhanced chakra connector and install it
bonus action when assisting your Puppet Tool.
into your puppets core, allowing you and it to share
Additionally, when you take the Help action to aid an
certain jutsu effects. You can make any jutsu you cast
ally (Including your puppet tool) in attacking a creature,
that targets only you, also target your Puppet tool.
the target of that attack can be within 30 feet of you,
rather than 5ft of you, if the allied creature can see or
CHAKRA SEALING TRAP
hear you. Minimum Level: 5th

MASTERFUL MANIPULATION
Crafting Point Cost: 3
Your puppet is equipped with a blocking seal, meant to
Starting at 5thh level, you no longer need to spend your
block the chakra of its enemies. When a creature
reaction to manipulate your puppet tool to use its
grappled by your puppet attempts to cast a Ninjutsu or
reaction.
Genjutsu, they must make a Constitution saving throw,
Additionally, you can use your action and/or bonus
increasing the cost of the jutsu by half on a failed save.
action to manipulate your Puppet tool to use its action.
If the Puppet tool is not manipulated to take any
CHAKRA SHIELD
action, you automatically manipulate it to take the Crafting Point Cost: 1
Dodge action in combat. You build a manipulation shortcut into your puppet to

PERFECTED DESIGN
defend your allies. When a creature you can see, attacks a
target other than you, or your puppet, that is within 5
Starting at 14th level, your puppet tool can add your
feet of you or the puppet, you can use its reaction to
Intelligence Modifier to all of its attack rolls, ability
impose disadvantage on the attack roll.
checks and saving throws.

27
DEAFENING SPEAKER HIDDEN BLADES
Minimum Level: 9th Crafting Point Cost: 2
Crafting Point Cost: 4 You install blades within your puppet that aren’t
You craft a chakra fueled speaker into your puppet tool. immediate visible to the eye. When your puppet takes the
Your puppet can use its action to spend 6 chakra and let attack action, it can make an additional melee weapon
out a 15-foot radius pulse of deafening sound. Each attack using its hidden blade, with the following
creature in the radius must attempt a constitution statistics; Hidden Blade: Your ninjutsu or Taijutsu Attack
saving throw, taking 6d8 force damage and becoming Bonus to hit, reach 5ft., Hit: 1d6 + your proficiency bonus
deafened on a failure, or taking half as much damage and in piercing damage.
keeping their hearing on a success. You cannot use this upgrade in conjunction with any
Creatures deafened by this augment can attempt the upgrades that replace your puppets attacks when taking
saving throw again at the end of each of their turns, the attack action.
ending the deafened condition on a success.
HOOK SHOT
ENTRAPMENT MECHANISM Minimum Level: 5th
Crafting Point Cost: 2 Crafting Point Cost: 2
You install a mechanism to restrain its targets. When You craft a hook that fires a reeling shot that sinks into a
your puppet attempts to grapple a creature, it applies target, and pulls them closer. Your Puppet tool gains the
your proficiency bonus to the roll. When you following attack; Hook shot: your Ninjutsu or Taijutsu
successfully, grapple a creature with this upgrade, the attack modifier to hit, range 40/120ft., one target. Hit:
target creature is restrained, and your puppet still has 1d10 + your proficiency bonus in piercing damage, and
the rest of its appendages for other uses. Additionally, it the hook is lodged into the creature’s body. Once lodged
can move its restrained target without any reduction of into a creature, the hook cannot be shot again until
its movement speed. dislodged. While the hook is in a creature, that creature
has its speed halved.
EXPANDED FRAME Additionally, when your puppet takes the Attack
Minimum Level: 9th action, it can instead reel in any target hooked by it,
Crafting Point Cost: 4 bringing the target 15 feet closer to the puppet’s
You enlarge your puppet increases its size category by location. A creature can use its action to dislodge the
one, if possible, up to a maximum size of large. If your hook, dealing 1d6 piercing damage to the creature that
puppet tool is large after taking this upgrade, it gains had the hook inside it.
disadvantage on Dexterity (Stealth) checks and Dexterity
saving throws. Its weapons gain an additional damage HOVER MECHANISM
die, and its maximum hit points increase by an amount Minimum Level: 11th
equal to three times your Puppet Master level when you Crafting Point Cost: 4
select this augment. As long as your puppet tool has this You add a mechanism designed to allow your puppet to
upgrade, whenever you gain a level in this class, its avoid needing to touch the ground at all. If your puppet
maximum hit points increase by an additional 3. tool is medium or smaller, it gains a fly speed equal to 30
feet, if your puppet tool is large or larger, its fly speed is
EXPLODING PUPPET MECHANISM 20 feet. If your puppet tool already has a flying speed, it
Minimum Level: 9th is increased by 20 feet.
Crafting Point Cost: 3
You rig your puppet to explode when you decide dealing IRON FORTRESS
significant damage. When your puppet tool is reduced to Minimum Level: 5th
0 hit points, the tags attached to it explodes. Each Requirements: Puppet Tool Constitution score of 16+
creature within 20 feet of the puppet tool must make a Crafting Point Cost: 3
Dexterity saving throw, taking 15d4 fire damage on a You extend your puppets shielding and stationary
failed save, or half as much on a successful one. Once stability. Your puppet tool now counts as 3 quarters
this happens the puppet and all its parts are destroyed cover for medium or smaller creatures within 5 feet of it,
beyond repair. while between them and the attacker or while riding it.
Additionally, it cannot be moved against its will, while in
EXPLOSIVE LAUNCHER contact with the ground.
Minimum Level: 5th
Crafting Point Cost: 4 JUTSU SPECIALIZATION
You craft a launching mechanism within your puppet. Minimum Level: 5th
This launcher can be loaded as an action with up to 6 of Crafting Point Cost: 3
the following items; Chili pepper bombs, Fire Bombs, Ice You modify your puppet tool to utilize special kinds of
Bombs, and shock bombs. When your puppet takes the attack based jutsu. When you craft this augmentation
attack action, it can instead launch up to three loaded select two D-Rank Ninjutsu or Taijutsu that you are
items from the launcher at a time. familiar with and have a casting time of 1 action and a
duration of instant. Your Puppet Tool now knows these
GHILLIE COATING jutsu. When your puppet takes the Attack action, it can
Crafting Point Cost: 1 instead use one of its jutsu, using your chakra. Ninjutsu
You augment your puppet with a special coating to make its casts uses your ninjutsu attack modifier and save DC,
it harder to detect. Your puppet gains proficiency in the while Taijutsu its casts uses the puppets abilities and
Stealth skill. Additionally, it can take the hide action for save DC calculated as shown in the Jutsu casting feature.
free before or after using its action. You can select this upgrade multiple times, increasing
the number of jutsu your Puppet tool knows each time it
is selected. If you select this upgrade at higher levels,

28
you can increase the rank of the jutsu your puppet tool puppet tools; one learns ninjutsu, and one learns
knows: up to C-Rank jutsu at 9th level, B-Rank jutsu at taijutsu. If you have more than two puppet tools, only
11th level, and A-Rank jutsu at 15th level. two can learn jutsu.
You can select this upgrade multiple times, crafting an
MULTIATTACK FORM additional puppet tool each time its selected.
Minimum Level: 11th
Crafting Point Cost: 5 SHARED POWER
When your puppet tool takes the attack action, it can Minimum Level: 9th
attack twice instead of once. Crafting Point Cost: 5
You use your chakra threads to tap into your puppet’s
NESTING PUPPETS chakra infused nature. You gain the following options:
Minimum Level: 11th
• As an action, you can drain a number of hit points
Crafting Point Cost: 5
from your puppet tool, up to twice your puppet master
Your puppet is equipped with enough space within it to
level, either gaining the result as temporary hit points,
store another puppet entirely. This puppet can hold a
or recovering that much chakra.
puppet of one size lower than it within this mechanism.
• Once per round, either you or your puppet can give up
When this puppet is reduced to 0 hit points, the chakra
your action to allow the other to take an additional
threads attached, immediately affix to the puppet inside.
action. This additional action can only be used to
This counts as a single puppet, effectively reviving your
Attack (one weapon attack only), Dash, Disengage,
puppet one size smaller. You can restore your puppets
Hide, or Use an object. If you have multiple puppets
size after spending 8 hours working on it, which can be
having one give up its action makes all of them lose
done during a full rest.
their action, and if you give up your action, only one of

NINJUTSU CHANNELED them gets an extra action.

SPRING LAUNCH MECHANISM


Crafting Point Cost: 3
You utilize your chakra threads to displace your jutsu.
Crafting Point Cost: 1
When you cast a Ninjutsu, you can do so as though you
You craft improved gears for your puppet. Your puppet
were in your puppet Tools space, but you must use your
gains proficiency in the Acrobatics Skill and its
own senses.
movement speed increases by 10 feet.

OVERDRIVE THUNDERING STOMP


Minimum Level: 9th
Minimum Level: 9th
Crafting Point Cost: 4
Crafting Point Cost: 3
You build special motors in your puppet to handle more
Your puppet can leverage its increased size and chakra
demanding manipulations. As your action you can
infused nature to unleash a crushing stomp of chakra,
overcharge your puppet with chakra. For the next
when it brings it weight down. Your puppet tool can
minute, its speed is doubled, it gains a +2 bonus to AC, it
replace any attack made with its attack action with the
has advantage on Dexterity saving throws and it gain an
Chakra Pulse ninjutsu using your level and save DC.
additional action on each of its turns. That action can be
used only to take the attack action to make one weapon
attack, Dash, Disengage, Hide, or use an object. You can
TELESCOPIC REACH
Crafting Point Cost: 1
use this augment once per long rest.
You augment your puppet to have limbs that retract and

POISON FOUNTAIN
extend at will. Your puppet tools natural and weapon
attacks have their reach increases by 5 feet when it takes
Minimum Level: 9th
the attack action. You can acquire this upgrade up to 3
Crafting Point Cost: 4
times, increase your puppets reach by 5 feet each time.
You fit your puppet with a tank fill of Poison. The tank
holds up to 10 doses of poison gas. Your puppet tool can
use its action to spend 1 dose of poison to unleash a 10-
TRANSFORMING PUPPET
Minimum Level: 9th
foot radius cloud of toxic gas within 30 feet of it, that
Crafting Point Cost: 4
lasts for 1 minute or until a wind of moderate or greater
You install clever multifunctional components allowing
speed (at least 10 miles per hour) disperses it. This
your puppet tool to reduce its size. Your puppet can
poison functions as it normally would but now simply
collapse its mass one size category smaller, but while in
has its area of effect increases.
the collapsed mode, any movement speed it has is
A creature who enters the poison gas for the first time,
reduced by 10 feet. The process takes 1 minute to invoke
begins its turn inside the poison gas, or ends its turn in
or revert.
the poison gas, must succeed a Constitution saving
throw being poisoned on a failed save. WARFARE AUGMENTATION
Crafting Point Cost: 2
SECONDARY PUPPET You figure out how to better utilize your puppets
Minimum Level: 9th
weapons. You give your puppet one fighting style of your
Crafting Point Cost: 3
choice from Dueling Mastery, Great Weapon Fighting, or
You craft an additional Puppet tool. Your Puppet tools
Sharpshooting.
share a single reaction, but each has its own action.
When you craft this new puppet tool, you must
redistribute your upgrades and Ability score
improvements between both of your puppets.
If you have more than one Jutsu specialization
augment, you must split the jutsu types between your

29
JUGGERNAUT You can create multi sets of puppet armor, but you can
only be attuned to one of them at a given time, and you
A Juggernaut is a Puppet Master that has turned their
can only change which one you are attuned to during a
wondrous talent of invention to a singular goal: making
long rest.
themselves an unstoppable force. Some Juggernauts seek
If you create a new set of puppet armor, you can apply
to turn their puppet into a machine of death and terror;
a new set of upgrades purchased with Crafting Points.
others become the arbiter of justice and order, while
When you create your juggernaut armor, you can
others still perhaps merely seek to refine their craft in
create a heavily plated steel puppet, or a specially
the pursuit of pure innovation.
enhanced set of puppet armor known as an iron shell.

JUGGERNAUT PROFICIENCY
If your puppet armor is a steel puppet, you gain the
Powerful Build trait.
When you choose this specialization at 1st level, you gain
If your puppet armor is an iron shell, you can forgo the
proficiency in heavy armor and the disguise kit.
increase to your Strength and Maximum strength to

CHAKRA-INFUSED GAUNTLET instead gain an augment that you qualify for, at no cost.
Power Build: You count as one size category larger,
Beginning at 1st level, when you take this specialization,
also granting you an additional 10 bulk maximum
you construct a chakra-infused gauntlet as a prototype
for the larger form to come. This is a specialized chakra
enhanced item that only you can attune to. When you
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of
create a chakra infused gauntlet you can add one of the
once, whenever you take the attack action on your turn.
following augments to it; Power fust, Chakra Blade or
Martial Grip. This augment does not cost any Crafting
FULLY CUSTOMIZED GEAR
points. You can make multiple gauntlets with different
Beginning at 14th level, you’ve mastered the
upgrades, but can only be attuned to one at a time.
customization of your puppet armor. You can add one
If you lose your Chakra-Infused gauntlet, you can
additional Augments to your armor that does not cost
remake it during a long rest with 50 ryo worth of
additional points. You can add another of these free
materials, or can scavenger for materials and forge it
augments at 18th and 20th level
over two days of work, without material expense.
While wearing a Chakra-Infused gauntlet, you can
engage Artificial Strength.
JUGGERNAUT AUGMENTS
The following are augments available to the Juggernaut
A RTIFICIAL S TRENGTH Specialization. The Augments are listed in alphabetical
When you don your Chakra-Infused gauntlet or as an order for each group. Unless otherwise stated, you
action while wearing it, you can dedicate some of your cannot take the same Augment multiple times.
intelligence to fully controlling the power of the
gauntlet. You can reduce your current and maximum ACCELERATED MOVEMENT
Intelligence score to increase your current Strength Crafting Point Cost: 1
score, up to what your Intelligence score was before You can apply this upgrade twice. You reduce the weight
engaging Artificial Strength. You can stop using Artificial of your armor significantly. While wearing your armor,
strength any time, and it automatically ends if your your speed increases by 10 feet. This applies to all
gauntlet is removed. movement speeds you have while wearing your puppet
(Example; If you have an Intelligence of 16 and a armor.
Strength score of 12, you can decease your Intelligence
score to 12, while increasing your strength up to 16 in its ACTIVE CAMOUFLAGE
place. Minimum Level: 5th
Crafting Point Cost: 2
JUGGERNAUT ARMOR As an action, you can cover your puppet armor in chakra,
Beginning at 3rd level, you have attained the knowledge blending into your surroundings, similar to the body
of crafting and crafting chakra enhanced items camouflage ninjutsu. This lasts until you deactivate it.
sufficiently enough to create a set of puppet armor that While active, you are considered lightly obscured, and
only you can wear and attune to from a standard, non- can hide from a creature even when they have a clear line
chakra enhanced set of heavy armor using resources of sight to you. Wisdom (Perception) checks to find you
you’ve gathered. that rely on vision are made with disadvantage.
This process takes 8 hours to complete, as well as a
place to craft. This armor can incorporate a Chakra- BRUTE FORCE
Infused Gauntlet (They do not require separate Minimum Level: 9th
attunement). While attuned to your armor, your Crafting Point Cost: 4
Strength score increases by 2, and your maximum The strength imparted by your puppet armor give the
strength score becomes 22. force of blows the devastating power of a more skilled
You can create a new set of puppet armor by crafting it combatant. You can select a fighting style from Dueling
from a set of gather and purchased materials in a process Master, Great Weapon Fighting, or two-Weapon fighting
that takes 4000 ryo and 1 week. and gain the effects of that fighting style while wearing
your puppet armor.

J UGGERNAUT ARMOR
Armor Name AC Dex Bonus Bulk Stealth Properties
Steel Puppet +8 - 10 Bulk Disadvantage Heavy Armor, Powerful Build
Iron Shell +5 Dex Modifier (Max 2) 7 Bulk - Medium Armor

30
CHAKRA ACCUMULATOR COLLAPSIBLE
Minimum Level: 5th Minimum Level: 5th
Prerequisite: Chakra Blast Augment Crafting Point Cost: 3
Crafting Point Cost: 3 Your Juggernaut armor can collapse into a small case for
Every time you cast a jutsu of D-Rank or Higher, you easy storage when you aren’t wearing it. When
accumulate charges to your Chakra Blast augment equal transformed this way, the armor is indistinguishable
to the rank of the jutsu, up to a maximum number of from a normal case and weighs 1/3 its normal weight. As
charges equal to your Intelligence Modifier. When you an action you can do and doff the armor allow it to
deal damage with Chakra blasé, you can expend the transform as needed.
accumulated charges to deal an additional 1d6 damage,
or to move the target 5 feet directly away from you for ELEMENTAL ENGINE
each charge spent. Crafting Point Cost: 5
Charges not expended within 1 minute of being You can take this upgrade multiple times, each time
accumulate are lost. selecting a different type of engine.

E ARTH E NGINE
CHAKRA BLAST
Crafting Point Cost: 2 You gain the ability to mimic earth release chakra. You
You upgrade your Chakra infused gauntlet to deliver a do not need to have the earth nature affinity to use this
special ranged attack. This attack is a Ranged Ninjutsu upgrade. While wearing your Chakra-Infused gauntlet,
attack, that deals 1d8 + Your Ninjutsu Ability modifier you gain access to the following jutsu at the following
force damage, and has a range of 60 feet. Puppet master Levels;
You are proficient in this weapon, when you take the Puppet Master Level Earth Engine Jutsu
attack action, you can forgo one of your attacks to use 3 Earth Release: Earthen Grasp
this ranged ninjutsu attack in place of the attack.
5 Earth Release: Turning Palm
CHAKRA REACTOR 9 Earth Release: Earth-Style Wall
Minimum Level: 9th
Crafting Point Cost: 4 13 Earth Release: Stone Needle
You construct a chakra reactor that feeds your armor,
powering its upgrades with external chakra. The chakra W IND E NGINE
reactor has 6 charges, and can be used to power You gain the ability to mimic Wind release chakra. You
upgrades that cast jutsu, even upgrades that would do not need to have the earth nature affinity to use this
normally only recharge after a rest. You can cast these upgrade. While wearing your Chakra-Infused gauntlet,
jutsu using charges, spending 1 charge per rank of the you gain access to the following jutsu at the following
jutsu you are casting. You can cast jutsu at a higher rank Puppet master Levels;
expending more charges. The reactor regains half of its
maximum charges at the end of a long rest, and all of its Puppet Master Level Wind Engine Jutsu
charges at the end of a full rest. 3 Wind Release: Passing Typhoon
If your chakra Reactor has no charges left, you can 5 Wind Release: Wall of Wind
overdraw your chakra reactor for one last burst of power,
but your armor is temporarily immobilized and your 9 Wind Release: 10,000 Slicing Blades
speed while wearing your armor becomes 0 for a number 13 Wind Release: Drilling Wind Bullet
of rounds equal to the rank of the jutsu cast. Once you do
this, you cannot do this until you complete a long rest. F IRE E NGINE
CHAKRA INFUSED VISOR You gain the ability to mimic Fire release chakra. You do
Crafting Point Cost: 1 not need to have the earth nature affinity to use this
You can take this upgrade multiple times. You enhance upgrade. While wearing your Chakra-Infused gauntlet,
your visor with chakra, while wearing your puppet you gain access to the following jutsu at the following
armor, you gain Darkvision to a range of 30 feet. If you Puppet master Levels;
already have Darkvision the range is increased by an Puppet Master Level Fire Engine Jutsu
additional 30 feet. 3 Fire Release: Fix Fire

CLOAKING DEVICE 5 Fire Release: Fire Dragon bullet


th
Minimum Level: 11 9 Fire Release: Fire Wall
Prerequisite: Active Camouflage Augment
13 Fire Release: Great Fire Absorption
Crafting Point Cost: 5
If you do not move during your turn with active
camouflage engaged, you can use your reaction to take
the Hide action use an Intelligence (Stealth) check. You
make this check with disadvantage if you are within 5
feet of another creature or if you attacked during your
turn.
You can overload your camouflage to cast invisibility
without expending concentration costs. Once you do
this, you cannot do this again until you complete a long
rest.

31
W ATER E NGINE FLASH CAPACITOR
Minimum Level: 11th
You gain the ability to mimic Water release chakra. You
Crafting Point Cost: 5
do not need to have the earth nature affinity to use this
You cannot use this with other Augments that are also
upgrade. While wearing your Chakra-Infused gauntlet,
Capacitors. You can store chakra, releasing it in a torrent
you gain access to the following jutsu at the following
of destructive lightning. As an action, you can cast
Puppet master Levels;
Lightning Release: Banquet of Thunder without spending
Puppet Master Level Water Engine Jutsu chakra or charges. You do not need the lightning release
3 Water Release: Earthen Grasp nature affinity to cast this jutsu in this way. The affected
area becomes difficult terrain for the next minute.
5 Water Release: Turning Palm
Once you use this augment, you cannot use it again
9 Water Release: Earth-Style Wall until you complete a long rest.
13 Water Release: Stone Needle
FLIGHT
Minimum Level: 11th
L IGHTNING E NGINE
Crafting Point Cost: 4
You gain the ability to mimic Lightning release chakra. You create a system that allows your juggernaut armor
You do not need to have the earth nature affinity to use to fly. While wearing your armor, you gain a 30-feet
this upgrade. While wearing your Chakra-Infused flying speed.
gauntlet, you gain access to the following jutsu at the
following Puppet master Levels; GALE CAPACITOR
Puppet Master Level Lightning Engine Jutsu Minimum Level: 11th
Crafting Point Cost: 5
3 Lightning Release: Thunder Tempest
You cannot use this with other Augments that are also
5 Lightning Release: Lightning Kings Capacitors. You can store chakra, releasing it in
Mantle controlled blasts of gale force winds. As an action, you
9 Lightning Release: Lightning Spear can cast Wind Release: Vacuum Great Sphere without
spending chakra or charges. You do not need the wind
13 Lightning Release: Lightning Shield
release nature affinity to cast this jutsu in this way.
Once you use this augment, you cannot use it again
EXTENDABLE ARMS until you complete a long rest
Minimum Level: 5th
Crafting Point Cost: 1 GRAPPLING REEL
As a bonus action, you can extend your puppets arms’ Crafting Point Cost: 2
reach. Your melee weapon attacks have their reach You integrate a grappling eel into your gauntlet. As 1
increased by 5 feet until the start of your next turn. attack or 1 action, you may target a surface, object, or
creature within 30 feet of you. If the target is Large or
Weapon smaller, you can attempt to grapple the creature, pulling
Name Description it to you and grappling the creature on a success.
Scorpion Tail You fit your puppet armor with a long-serrated tail, Alternatively, if the target is huge or larger, you can
with a lethal point. It deals 1d8 + Strength Modifier choose to be pulled to it; this does not grapple the target.
Piercing Damage on a hit.
If a creature you can see within 10 feet of you hits
HEAVY PLATING
Minimum Level: 15th
you with an attack roll, you can use your reaction to Prerequisite: Steel Puppet
swipe this tail and roll 1d8, applying the result to Crafting Point Cost: 5
your AC, potentially causing the attack to miss you. You install special heavy plating, giving you resistance to
Mantis Blades You fit your puppet armor with blades mounted to bludgeoning, piercing, and slashing damage from non-
the arms. These blades deal 1d6 + Strength modifier chakra enhanced sources, which wearing your Steel
slashing damage on a hit. Puppet Armor.
Once per turn, when you attack with a Mantis blade,
you can make one additional mantis blade attack as INTEGRATED WEAPON
Minimum Level: 5th
apart of the same action.
Crafting Point Cost: 1
You can take this upgrade multiple times, each time
selecting a different type of weapon. You install a
FARADAY FACEPLATE weapon into your puppet armor, with varying abilities.
Crafting Point Cost: 2
You may use your selected weapon when you take the
After casting a Jutsu of D-Rank or higher, you have
attack action, or with a Bukijutsu they qualify for. Select
advantage on saving throws against being charmed,
one of the following weapons;
mind controlled, stunned, or Dazed by Genjutsu, until
the start of your next turn. IRON MUSCLE
Minimum Level: 11th
Crafting Point Cost: 4
You reinforce the structure of your puppet armor, giving
it the strength of giants. While wearing your puppet
armor, your current strength ability score is increased by
2, and your maximum strength ability score becomes 24.

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MARTIAL GRIP PUPPET EMPOWERMENT
Crafting Point Cost: 2 Minimum Level: 5th
Your chakra infused Gantlet grants the ability to wield a Crafting Point Cost: 3
wide variety of weapons. You gain proficiency with You use your puppet armor to improve your own abilities
martial weapons while wearing your chakra infused ever so slightly. You gain an additional 5 feet of
gauntlet. movement, one additional hit point per puppet master
level, and +1 to Strength, Dexterity, and Constitution
PHASE STATE saving throws.
Minimum Level: 15th
Prerequisite: Iron Shell REACTIVE PLATING
Crafting Point Cost: 5 Minimum Level: 5th
When you are attacked, you can use your reaction to Prerequisite: Steel Puppet
become intangible, causing the attack to miss if it s a Crafting Point Cost: 4
non-chakra enhanced attack. You can use this reaction a Your armor partially deflects incoming blows. You can
number of times equal to your Intelligence modifier, use your reaction when hit by an attack that deals
regaining any expended uses after you complete a long bludgeoning, piercing, or slashing damage to reduce the
rest. This upgrade regains one use every time you damage of that attack by an amount equal to your
teleport, or enter another dimension. proficiency bonus.

PHASE SUIT RECALL


Minimum Level: 9th Minimum Level: 15th
Prerequisite: Iron Shell Crafting Point Cost: 5
Crafting Point Cost: 5 You place a special seal within your armor. When not
You gain the ability to cast Lightning Release: Lightning being worn, you can hide your Juggernaut armor in a
Step while wearing your Iron Shell; you do not need he pocket dimension. As an action you can summon the
Lightning Release nature affinity to cast this ninjutsu armor and don it. You can use a bonus action to return
from this augment. Additionally, as an action you can the armor to the pocket dimension.
become intangible, and move through creature or While in the pocket dimension, the armor cannot be
objects until the end of your turn. If you end your turn affected by other abilities and cannot be interacted with
inside a creature or object, you are forced to the nearest in any way.
unoccupied location, taking 10 force damage for each
foot you are forced to move. You cannot use this REINFORCED ARMOR
Augment again until you complete a short or long rest. Crafting Point Cost: 2
You can take this upgrade up to 3 times. You reinforce
POWER FIST the structure and materials that make up your
Crafting Point Cost: 2 Juggernaut armor. Your Juggernaut armors AC increases
You can take this upgrade twice. You upgrade your by +1.
gauntlet to better punch things. Your gauntlet now acts
as Combat bracers, that you have proficiency in, dealing RESISTANT PLATING
1d8 bludgeoning damage and gains the light and special Minimum Level: 5th
Fist properties. Crafting Point Cost: 4
With the Power Fist applied twice, you have a Power You can take this upgrade multiple times, selecting a
Fist for each hand that can be used for two weapon different option each time. You attune the chakra coating
fighting. your puppet armor against certain forms of damage.
Special Fist: When you make an attack roll, you can Choose acid, cold, earth, fire, lightning, necrotic, or
choose to forgo adding your proficiency bonus to the wind damage. While wearing your puppet armor, you
attack roll, if the attack hits, you can add double your have resistance to that type of damage.
proficiency bonus to the damage roll.
SEALED SUIT
POWER SLAM CAPACITOR Minimum Level: 5th
Minimum Level: 11 th Prerequisite: Steel Puppet
Crafting Point Cost: 5 Crafting Point Cost: 3
You cannot use this with other Augments that are also As a bonus action on your turn, you can environmentally
Capacitors. You can store chakra, unleashing it in a seal your puppet armor, giving you an air supply for up
mighty show of force. As an action, you jump up to your to 1 hour making you immune to inhaled poisons (but
entire movement speed and cast Earth Release: Stone not curing you of existing poisoned conditions)
Forest without spending chakra or charges. You do not
need the Earth release nature affinity to cast this jutsu in SUN CANNON
this way. Minimum Level: 15th
Once you use this augment, you cannot use it again Crafting Point Cost: 5
until you complete a long rest You install a solar cannon into your Juggernaut armor,
allowing you to unleash devastating solar energy blasts.
PUPPET CONSTITUTION As an action, you can cast Fire Release: Sunbeam without
Crafting Point Cost: 2 spending chakra. You do not need to spend chakra to
While wearing your puppet armor, you gain resistance to maintain concentration on this jutsu either. You do not
poison damage and advantage against the poisoned and need the fire release nature affinity to cast this jutsu in
envenomed conditions. this way.
Once you use this upgrade, you cannot use it again
until you complete a long rest.

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SOUL CRAFTER Additionally, you no longer need to eat or sleep,
instead opting to tinker with your body for 10 minutes to
A Soul Crafter is the sort of person that makes people
gain the benefit of a short rest, or for 4 hours to gain the
uncomfortable. Even when encountered in the most
benefits of a long rest.
ideal circumstances, they simply have the sort of gaze
Also, you regain hit dice equal to your constitution
that makes one think they may be thinking "how could I
modifier when you finish a short or long rest (In
improve that" as they look at you.
additional to any hit die recovered when you finish a
This particular specialization of Puppet Master is one
long rest). If you are missing any limbs at the start of a
that has turned their creative talent...inward. They seek
long rest, you can use your crafting skills to remake your
to understand and improve the limitations of flesh. All
missing limb by the end of your rest.
too frequently, they place a slightly different value on
Finally, your body has been changed beyond
aesthetics than others might, tending to find beauty
recognition. You are a construct in addition to a
primarily in efficiency.
Humanoid. You are no longer counted as a living
organism, and instead a living construct. You no longer
need to breathe, and have become immune to
suffocation and poison. You cannot be killed by being
beheaded as your head is just a replicant of your previous
one. Your consciousness and Soul are contained in a Soul
Core located where your heart used to be. You cannot be
revived by normal means, instead requiring your Soul
Core to be repaired with a DC 30 Crafting check. A
creature who fails this check 3 times shatters your soul
core, killing you permanently.
SOUL CRAFTER PROFICIENCY You no longer benefit from medical jutsu that recovers
When you choose this specialization at 1stt level, you hit points cast from other creatures. You can still heal
gain proficiency in the Medicine Skill, as well as the yourself with such jutsu though.
ability to use Ninjutsu with the Medical Keyword. A creature who casts Mending on you instead heals you
2d8 hit points.
PERFECT SELF If you cast mending on yourself, Mending recovers
Beginning at 1st level, you have utilized forbidden 2d10 hit points. Beginning at 5th level, the healing
techniques to augment your own body. Select one of the increases by 1d10 (3d10), and again at 11th level (4d10)
following options; and 17th level (5d10)
P ERFECTION OF B ODY
Nature had its chance to make your form by its design,
CHAKRA ENHANCED BIOENGINEERING
Additionally, at 3rd level, you can use Chakra Enhanced
and you have deemed it inefficient. Now its your turn to
Retrofit to transfer a bonus to attack or damage rolls on
show nature perfection incarnate. When you take this
a weapon to natural weapons gained from the subclass.
path, you gain the Puppet Augmentation, augment at no
cost.
EXTRA ATTACK
When you take the attack action, you can use your Beginning at 5th level, you can attack twice, instead of
bonus action to make a single additional attack with this once, whenever you take the attack action on your turn.
upgrade. You can make this additional attack a number
of times equal to your Proficiency bonus per long rest. PERFECTION OF PUPPETRY
P ERFECTION OF M IND Beginning at 14th level, your level of understanding of
your puppet self grows: you regain uses of the resources
You know that perfection is an aspect of knowledge, a
it provides equal to your Intelligence modifier on short
perfect understanding of the mechanics of the body,
rest.
inside and out. But particularly inside. You gain the
Additionally, you are immune to abilities and affects
Doctor Augment at no cost.
that would put you to sleep.
You have a pool of d8’s equal to your proficiency
bonus. When you restore hit points to a creature, or use
an Intelligence (Medicine) check to deal damage to a
SOUL CRAFTER AUGMENTS
creature, you can spend these d8’d to restore additional The following are augments available to the Soul Crafter
health or deal additional damage. You can spend a Specialization. The Augments are listed in alphabetical
number of die equal to your proficiency bonus at a time. order for each group. Unless otherwise stated, you
You regain this pool of d8’s when you finish a short or cannot take the same Augment multiple times.
long rest.
ADAPTIVE RESPONSE
PUPPET’S VITALITY Minimum Level: 15th
Beginning at 3rd level, you have augmented your body in Crafting Point Cost: 5
such a way that it is easily modifiable with each step you You attain full mastery of your body and its
take towards greatness. But in the process, you have functionality, able to detect when it malfunctions. As a
taken on a slew of different compromises due to this reaction to failing a saving throw against a condition,
change. you can choose to succeed instead, even if the condition
While you have at least 1 hit point at the start of your would normally not allow a reaction.
turn, you can spend a hit die and regain hit points equal Once you use this upgrade, you cannot do this again
to the result + your constitution modifier. If you have 0 until you finish a short or long rest.
hit points, you can use this feature at the end of your
turn.

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BEST EYES CRUSHING GRIP
Minimum Level: 15th Crafting Point Cost: 2
Requirement: Better Eyes Augment, Creature with You don’t let things go once you have them in your grip.
enhanced visual senses. Creatures that are grappled or restrained by you have
Crafting Point Cost: 5 disadvantage on attempting to escape the condition.
Despite your high-quality eyes, you’ve noticed some Additionally, you can choose to apply damage equal to
things still see better than you. So, you take their eyes twice your Strength Modifier to any creature that starts
and use them instead. You gain truesight to a range of 30 its turn grappled or restrained by you.
feet in addition to your other vision enhancements.
DARK MIRACLE
BETTER EYES Minimum Level: 11th
Crafting Point Cost: 1 Requirement: Doctor Augment
You can take this augment multiple times, each time Crafting Point Cost: 4
taking a different enhancement When you use an action that restores health to another
Your eyes did not see everything you wanted them to, creature, you can expend up to 4d4 of your own hit
so, you replaced them with eyes that do. You gain a points to increase the amount of restored hit points by
benefit to your vision, selecting one of the following that amount. Creatures that receive this strange surge of
enhancements; vitality have advantage on their next attack roll or saving
• Blindsight for 10 feet. throw.

DOCTOR
• Darkvision for 60 feet.
• Double normal Sight Range.
Crafting Point Cost: 2
• Proficiency in Perception skill.
You master the knowledge of mechanical properties of

BODY REPLACEMENT the human body. You can make all Medicine checks as
Intelligence (Medicine) checks and can add double your
Minimum Level: 15th
proficiency bonus to Intelligence (Medicine) checks in
Crafting Point Cost: 5
relation to the Human body. When you make an
You gain the ability to cast Mental Clone without
Intelligence (Medicine)check to stabilize a creature, the
expending chakra. You still require the components to
regain 1 hit point.
cast this genjutsu, however, the body can be a puppet
As a doctor, you specialize not just in the repair or
created by you instead of a living replacement body. If
creatures, but in the dissection of them. If you are
you use a puppet body, it can be augmented with any of
holding a melee finesse weapon, you have proficiency
the augments you currently have, and it cannot be
with, as an action, you can make an Intelligence
awakened until the jutsu is complete; Not offering it
(Medicine) ability check against a creature within reach
chakra only delays the jutsu’s completion, not stopping
with a DC equal to its armor class. If you succeed on the
it.
check, you can deal damage to that creature equal to
If you use a living replacement body, the jutsu
your weapons damage + your intelligence modifier. On a
functions exactly as described.
roll of 20, the weapons damage dice is doubled. If you
Once you cast this genjutsu in this way, you lose the
have Extra attack, you deal twice the weapons damage
Crafting points spent permanently and must repurchase
dice.
this augment again.

BRIMSTONE BLADDER EXTRA EYES


th Crafting Point Cost: 2
Minimum Level: 5
You add an extra set of eyes to your body. You gain
Crafting Point Cost: 4
proficiency in the Perception skill. If you already have
You install a gas chamber and flame nozzle that allows
proficiency in Perception, you add double your
you to exhale gouts of flame. You gain a pool of d12’s
proficiency bonus to your Wisdom (Perception) checks.
equal to your Puppet master level. As an action, you can
Also, you have advantage on Wisdom (Perception
exhale a 30-foot cone of fire, spending d12s from this
checks that contest a creatures Dexterity (Stealth) check.
pools. Creatures in the cones range, must make a
Dexterity saving throw vs your Ninjutsu save DC, taking
damage equal to the spent d12’s on a failed save or half
FIELD SURGERY
Crafting Point Cost: 1
as much on a successful save. You regain any expended
As an action, you can repair a body to its natural limits
die when you finish a long rest.
far more quickly than its natural limits. You can repair a

CHAKRA CANNON willing creature within 5 feet, allowing them to expend


hit dice up to half your puppet master level (rounded up).
Minimum Level: 9th
Each hit dice spent is rolled as normal, but you can add
Crafting Point Cost: 5
the higher value of their Constitution modifier or your
You instill a cannon into your body, concentrating
Intelligence modifier.
chakra, and then firing it out in a long line. As an action,
This does not require the Doctor to Augment, but
you can spend 12 chakra to fire your chakra cannon,
probably should. If taken without the Doctor Augment,
unleashing a 60-foot long, 5-foot-wide line of pure
any odd number rolled on the hit die is taken as damage
chakra in a direction of your choice. Each creature
by the target creature.
caught in the line must make a Dexterity saving throw
against your Ninjutsu save DC, taking 8d10 force damage
and being pushed back 10 feet directly away from you on
FIX FLESH
Crafting Point Cost: 2
a failed save. Creatures that succeed on this saving throw
Your expertise in the working of flesh makes you an
take half damage and are not pushed.
artesian of fixing broken creatures. When you cast

35
Healing Hands you restore an additional amount of MASSIVE HULK
health equal to your Intelligence modifier. Minimum Level: 5th
Requirement: Massive Form
HOOK REEL Crafting Point Cost: 5
Crafting Point Cost: 2 You no longer have a limit to how long you can stay in
You install a grappling hook into your body. As 1 attack your enlarged form.
or 1 action, you can target a surface, object or creature
within 30 feet. Make a ranged weapon attack; you are METAL WINGS
proficient with this weapon. On a hit, you deal 1d6 + Minimum Level: 11th
Strength or Dexterity Modifier piercing damage. Crafting Point Cost: 5
Additionally, if the creature is large or smaller, they You decide that wings would be useful so you make
can make a Strength (Athletics) or Dexterity (Acrobatics) some, and install them on your back. You can shape
check against the attack roll. On a failure, they are them like any naturally functional wings, such as a bird,
grappled by you. While grappled in this way, you can use bat, or insect though this is purely cosmetic; you use
a bonus action to pull them 15 feet closer to you. chakra threads to manipulate them and fly.
Alternatively, if the target is Huge or larger, you can You gain a flying speed equal to your movement
choose to be pulled closer to it. speed, so long as you are not wearing heavy armor.
While you have a creature pierced by your grappling
hook, you cannot use this upgrade to target another POISON GLAND
creature. You or a creature within 5 feet of the grappled Minimum Level: 5th
creature (including the creature) can use an action to Crafting Point Cost: 4
remove your grappling hook from them, dealing an You install a poison canister within your body, exuding
additional 1d4 piercing damage to the creature. acid poison. You gain a pool of d4’s equal to your Puppet
master level. As a bonus action, you can expend an
HORRIFYING ABOMINATION amount of these d4’s up to your constitution modifier,
Prerequisites: At least 5 Augments adding them as poison damage to the next damage roll
Crafting Point Cost: 4 you make with a natural weapon before the end of your
The perfect form you have crafted intimidates inferior turn. You regain any expended die when you finish a long
beings. You gain proficiency in the Intimidation skill. If rest.
you are already proficient in intimidation, you can add
twice your Proficiency bonus to your Charisma POISON SPIT
(Intimidation) checks. Minimum Level: 5th
Requirement: Poison Gland Augment
LIFE MERCHANT Crafting Point Cost: 4
Minimum Level: 9th Fully integrating the poison gland, you learn to spit
Crafting Point Cost: 4 acidic poison. You learn the Acid Spray ninjutsu, and you
You can share your considerable vitality with other can add your constitution modifier to damage rolls made
creatures. You are generous person, after all. You learn with it. You can expend the d4s granted by Poison gland
the Life transference ninjutsu, without spending chakra. to increase the damage of acid spray, following the same
Once you cast this jutsu using this Augment, you cannot restrictions as natural weapons.
do so again until you complete a short or long rest.
PRESSURE POINTS
LIFE VOID Minimum Level: 5th
Minimum Level: 9th Requirement: Doctor Augment
Requirement: Life Merchant Crafting Point Cost: 4
Crafting Point Cost: 5 Your extensive knowledge of anatomy allows you to
You hunger for missing vitality. After casting Life target critical spots. When you deal damage to a target
Transference, he first time you damage a living creature with a melee weapon, as a bonus action you can force
within the next minute, you deal an additional 3d8 them to roll a Constitution saving throw against your
necrotic damage, and regain hit points equal to necrotic Taijutsu save DC.
damage dealt. If the they fail, they are slowed until the end of your
next turn. If the target is already slowed, they become
MASSIVE FORM restrained until the end of your next turn. If their already
Crafting Point Cost: 3 restrained, they become stunned until the end your next
You install a method to rapidly increase in size. As an turn. If they’re already stunned, they become paralyzed
action, you can become a Large-sized creature. Any until the end of your next turn.
creature that witnesses this must make a Wisdom saving If the target becomes paralyzed from this upgrade or
throw against your Ninjutsu save DC or become passes a Constitution saving throw against, they become
frightened of you until the end of their next turn. immune to this upgrade for 24 hours.
While enlarged by this upgrade, you deal an additional
1d4 damage with your natural weapons and weapons
sized for medium creatures, and you have advantage on
Strength (Athletics) checks. You can revert to normal
size as a bonus action.
You can spend a number of rounds equal to your
constitution modifier + your Intelligence modifier as a
large creature before you must revert. These rounds do
not need to be consecutive, and you regain any rounds
that you spent enlarged when you finish a long rest.

36
PUPPET AUGMENTATION SPIKED EXTERIOR
Crafting Point Cost: 3 Crafting Point Cost: 3
You can take this augment multiple times. You augment your puppet body wit protruding spikes.
You enhance your body by crafting a new part onto it. When you are attacked by a melee attack or are the target
Select one of the following augments; of a grapple attempt, you can use your reaction to deal
Augmentation Description 1d6 piercing damage to the attacking creature. You can
do this a number of times equal to your proficiency
Puppet Arm This arm is capable of doing things an arm can do,
bonus, and recraft all expended spikes (regaining all
like holding and hitting things.
uses of the ability) after you complete a long rest.
Puppet Claws You gain a natural weapon that deals 1d8 slashing Alternatively, you can expend a use of your spikes as a
damage and counts as a finesse weapon. You are ranged weapon attack with a range of 20/60, dealing 1d8
proficient with these claws. piercing damage on a hit.

SUBDERMAL PLATING
Puppet Fangs Your mouth becomes a natura weapon that deals
1d10 piercing damage. You are proficient using
Crafting Point Cost: 3
these fangs as weapons.
Exoskeletons are bulker, and endoskeletons just don’t
Puppet You a tentacle appendage that is a natural weapon offer enough protection, so you compromise. You gain
Tentacle that deals 1d6 bludgeoning damage with the reach natural armor, granting you a base AC of 16, You still add
property. You are proficient with this natural your Dexterity modifier (Maximum of 3) and half your
weapon. Using this tentacle, you can make a proficiency bonus (rounded down) to this AC calculation.
Strength (Athletics) checks or objects interaction You do not benefit from this AC calculation if you are
with a reach of 10 feet. wearing armor.

TOXICITY
PUPPETEERS PERSISTENCE Crafting Point Cost: 3
Crafting Point Cost: 3 As a defensive measure, you imbue your blood with
Your ideological conviction in your idea of perfection is chakra, making it poisonous. Once per turn, when a
such that you gain an additional 2 uses of perfection of creature with you with piercing or slashing damage,
Body or an additional two d8’s for Perfection of Mind. while within 5 feet of you, they take poison damage

PUPPET HEALTH
equal to your constitution modifier. If damaged from a
biting attack, they take twice as much damage.
Crafting Point Cost: 3
You’re a shining beacon of vitality. You an additional 1
UNCANNY STRENGTH
maximum hit point for each level of Puppet master you Minimum Level: 11th
have. Prerequisite: 18 Strength
Additionally, when you roll a 1 or 2 or a hit die for Crafting Point Cost: 5
recovering hit points, you can reroll the die and must use You can take this augment twice. You don’t see what the
the new roll, even if it is a 1 or 2. big deal is with two handed weapons. After some small

REFLEXIVE TWITCH
improvements, you can hold a two-handed weapon in
the upgraded hand. This does not give the weapons the
Minimum Level: 5th
Light property.
Requirement: Puppet Arm
Crafting Point Cost: 4
UNDYING FORM
When you take damage from a target within 5 feet of Minimum Level: 11th
you, you can use your reaction to reflexively attack them Crafting Point Cost: 5
with your puppet arm. This attack does not add your When you drop to 0 hit points, rather than falling
Strength or Dexterity modifier to damage dealt, unless unconscious, you make a constitution saving throw with
that modifier is negative. a DC equal to the amount of damage remaining after

SAFE REVIVAL TECHNIQUES


hitting 0 hit points. On a success, you can only drop to 1
hit point, remaining conscious.
Minimum Level: 9th
Requirement: Doctor Augment
VIVISECTION
Crafting Point Cost: 5 Minimum Level: 11th
You can cast revival without spending chakra. Fore some Requirement: Doctor Augment
reason, the target gains a level of exhaustion, and s Crafting Point Cost: 5
frighted of you for 1 minute upon reviving. You cannot When you attack a creature using an Intelligence
use this augmentation until you complete a long rest. (Medicine) check, if the creatures remaining hit points

SECONDARY LIFE ORGANS


are lower than the result of the check, you can choose to
vivisect the creature, immediately killing it, instead of
Crafting Point Cost: 3
dealing damage.
Realizing the fragility of mortal life, you modify yourself
with additional necessary functions. When you make a
death saving throw, you can replace the results of that
roll with a 20.
Once you use this upgrade, you cannot use it again
until you complete a long rest.

37
CLASS FEATS
EFFICIENT BREATHING
Category: Class
Prerequisite: Scout-Nin, Taijutsu Specialist or Weapon
Specialist, Level 8+
You have begun to master the use of the Heavenly
Breaths and have learned to manage the stress and
strain it causes your body. You gain the following
benefits;
• You no longer need to pay chakra to maintain
concentration of any Taijutsu with the Heavenly Breath
name.
• You have advantage on Concentration checks to
maintain concentration on any Heavenly Breath
Taijutsu.
• When you would make a Concentration check to
maintain concentration on any Heavenly Breath you
may instead use Strength (Taijutsu) in place of
Constitution (Chakra Control).

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