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, 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, increase the cost of this jutsu by 3 and the hit points of the web by +12.
As part of the action used to cast this ninjutsu, you must make a weapon attack against one creature within the Jutsu's range, otherwise the jutsu fails. On a hit, 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), 11th level (3d6), 17th level (4d6)
You create a chakra seal and attempt to place it on a creature, structure or construct you are able to touch. When you score a hit with a melee attack or a ranged attack, you are able to mark a creature. This does not work if another creature, construct or structure intercepts the attacks damage.
While a creature, construct or structure is marked with this jutsu and is within 1 mile of you, you become aware of the existence of this seal, 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, construct or structure so long as they are within 1 mile of you. Once you teleport in this way, the mark vanishes, ending this jutsu.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. At C-Rank This jutsu’s Duration becomes 1 Hour. 8 Hours at B-Rank, 24 Hours at A-Rank, Permanent at S-Rank.
You must have formed a Blood Contract with a Sage Tribe, 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, 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, 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, Weapon, or Jutsu), Dodge, and Help. The creature can perform an Action and Move. The summoned creature must remain within 120 feet of the summoner. All sage creatures can speak common.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, you summon a corresponding creature equal in level and rank to the Rank used upon activation.
This technique allows the user to isolate and forcefully remove the effect of a single Genjutsu effect, 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, 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.
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, you reduce the damage taken by 3d6. Additionally, you gain a 1d4 bonus to saving throws made to resist a Genjutsu’s effect, if any.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage reduction by 1d6.
Your weapon is just an extension of yourself, 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, they are pinned to it, 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, increase the cost by 3 and the damage by 1d8. If cast at B-rank, they are knocked back an additional 15 feet. If cast at S-rank, they are knocked back an additional 15 feet.
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, 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, increase the cost of this jutsu by 3 and the hit points of the web by +12.