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CM

  • casting time you must make a weapon attack against one creature within the Jutsu's range
  • range otherwise the jutsu fails. On a hit

  • components the target suffers the attacks normal effects and takes an additional 1d6 damage.

    At Higher Ranks: This Jutsu’s effectiveness increases by 1d6 at 5th level (2d6)
  • duration 11th level (3d6)

17th level (4d6);Ninjutsu

Ranger W(any) ;1 round ;As part of the action used to cast this ninjutsu

structure or construct you are able to touch. When you score a hit with a melee attack or a ranged attack

  • casting time construct or structure intercepts the attacks damage.
    While a creature
  • range construct or structure is marked with this jutsu and is within 1 mile of you

  • components you become aware of the existence of this seal
  • duration but not its immediate location. You gain a +4 bonus to all checks made to find or track the marked creature.
    Additionally

if you can teleport you can choose to teleport to a marked creature

Ranger you are able to mark a creature. This does not work if another creature

CS

  • casting time such as one found in the Summoning Jutsu section found at the end of the Ninjutsu chapter in order to successfully cast this jutsu. If a creature refuses or cannot be summoned
  • range You spend chakra according to the rank this jutsu was cast.
    It appears where the user designates and can act as a Bonus Action on the user's turn

  • components on the user's initiative order. You can communicate with the creature and it will listen to you and only you in combat. You can direct it to perform the following actions: Attack (Unarmed
  • duration Weapon

or Jutsu)

Dodge CM ;Instant ;You must have formed a Blood Contract with a Sage Tribe

CM ;Instant ;This technique allows the user to isolate and forcefully remove the effect of a single Genjutsu effect

  • casting time make an Illusion Check at advantage vs the Save DC of the Genjutsu. On a success you free yourself or your target from the Genjutsu.;Genjutsu (Fuinjutsu)
  • range

Dodge so long as it can be dispelled. You must first be aware that you or your target is under the effect of a Genjutsu. As part of the activation of this jutsu

which you take when you take psychic damage. ;Self;HS

  • casting time you reduce the damage taken by 3d6. Additionally
  • range you gain a 1d4 bonus to saving throws made to resist a Genjutsu’s effect

  • components if any.

    At Higher Ranks: For each rank you cast this jutsu above D-Rank
  • duration increase the cost of this jutsu by 3 and the damage reduction by 1d6.;Genjutsu (Tactile)

Dodge CM ;Instant ;You manifest a psychic barrier designed to protect your mind from the harm another creature would inflict on it. When you would take psychic damage

M ;Instant ;Your weapon is just an extension of yourself

  • casting time they are pinned to it
  • range being grappled to the wall until they use an action to free themselves.

    At Higher Ranks: For every rank you cast this jutsu above D-Rank

  • components increase the cost by 3 and the damage by 1d8. If cast at B-rank
  • duration they are knocked back an additional 15 feet. If cast at S-rank

they are knocked back an additional 15 feet.;Bukijutsu

Dodge it is your fang to defend what needs defending. You flood your weapon with chakra to enhance its ability to fly far and it’s damage power. Make a Ranged Taijutsu Attack against a creature in range. On a hit you deal your [weapons damage] +2d10 and the target creature must make a Strength Saving throw or be knockback 15 feet. If they hit a structure or construct

which you take when a hostile creature would move at least 10 feet or cast a Jutsu with the Mobility (M) component;60 feet ;CM ;Instant ;You knead sticky webbing in your hand in preparation for when a creature moves enough to catch them in a compromising position. The triggering creature must make a Dexterity saving throw. On a failed save they are restrained and knocked prone on a failed save as the sticky web restricts movement.
As a bonus action on your turns

  • casting time increase the cost of this jutsu by 3 and the hit points of the web by +12.;Hijutsu (Tsuchigumo)(Nin
  • range Buki)

Dodge you can pull the restrained creature up to 15ft closer to you. A creature restrained by this jutsu finds it difficult to break out using pure strength due to the tensile strength of the webs. The Webs holding the creature has an AC of 5 and 12 hit points with immunity to Bludgeoning and piercing damage. If the webs are reduced to 0 hit points this jutsu immediately ends. A creature can choose to spend its action to make a Strength saving throw at disadvantage to end this jutsu’s effect on them.
At Higher Ranks: For each rank you cast this jutsu above D-Rank

E;CHAKRA BLOW ;2 chakra;1 action;Weapons Range ;HS E;CHAKRA BLOW ;2 chakra;1 action;Weapons Range ;HS
D;CHAKRA MARK ;5 chakra;Special ;Touch;CS ;10 minutes;You create a chakra seal and attempt to place it on a creature D;CHAKRA MARK ;5 chakra;Special ;Touch;CS ;10 minutes;You create a chakra seal and attempt to place it on a creature
D;SUMMONING TECHNIQUE ;Special ;Full Turn Action;10 Feet ;HS D;SUMMONING TECHNIQUE ;Special ;Full Turn Action;10 Feet ;HS
D;RELEASE ;2 chakra;1 action;Touch;HS D;RELEASE ;2 chakra;1 action;Touch;HS
E;THOUGHT FILM ;4 chakra;1 Reaction E;THOUGHT FILM ;4 chakra;1 Reaction
D;FAR-REACHING FANG ;5 chakra;1 action;Double your Weapons Range ;W (Ranged Piercing) D;FAR-REACHING FANG ;5 chakra;1 action;Double your Weapons Range ;W (Ranged Piercing)
D;SPIDER WEB UNROLLING ;5 chakra;1 reaction D;SPIDER WEB UNROLLING ;5 chakra;1 reaction