You focus chakra throughout your body reinforcing it to attacks. You gain a +2 bonus to your Saving Throw
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)
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.
Your body produces 4 large Chakra-based chains from your back that you control as if they were extensions of your body. They act on your order all at the same time, targeting the same creature. As a bonus action on your turn, you may have the Chakra chains act using either of the following abilities.
• Whip: Make a ranged Ninjutsu attack against a target creature, dealing 4d10 Chakra Damage on a hit.
• Bind: Select one creature you can see within range. The target creature must make a Strength Saving Throw. On a failed save, they are restrained. A creature can remake the saving throw to end this effect as an Action.
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the damage by 2d10 and the number of creatures you can target with Bind by +1.
You quickly deploy Chakra seals around you to create an immovable defensive barrier. Until the start of your next turn, you gain a +2 bonus to your AC, saving throws, skill checks and cannot be moved by any means.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this jutsu is cast at B-Rank, the bonus is increased to +4. If this jutsu is cast at S-Rank, the bonus is increased to +6.
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.
You inscribe a Chakra seal onto the palm of your hand and create a three-point seal formation and attempt to seal away a large portion of a target creature's Chakra by slamming the seal onto the creature for a limited time. Make a melee ninjutsu attack. On a hit, the target takes 4d6 chakra damage and gains 1 rank of Sealed.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the chakra damage by 2d6. If this jutsu is cast at B-Rank or higher, increase the number of ranks of Sealed by 1. If this jutsu is cast at S-Rank increase the number of ranks of Sealed by 2.
You sacrifice your blood, Chakra and essence to mend the injuries of an ally. A willing creature, other than yourself, may bite you, dealing 1 piercing damage, which cannot be reduced in any way. When they do, you spend Chakra die up to your remaining Chakra die. For each Chakra die spent, the target regains hit points equal to the result of the Chakra die rolled + your constitution modifier.
You infuse chakra into a chakra seal as you attempt to mark a person with the seal of binding. A creature within range, must make a Charisma Saving Throw. On a failed save the target creature is Restrained for the duration and gains 1 rank of Sealed. A creature Restrained by this jutsu remakes their save at the end of each of their turns.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the number of targets by +1.
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 are able to knead chakra in such a way that you can begin to sense other creatures chakra signatures clearly when you try. You can only cast this jutsu on your turn, and casting it does not cost action economy. When this jutsu is cast, for the duration, you gain access to a unique special action called Sense Chakra. This special action can be gained and used in addition to other special actions you gain and use. This special action counts as a Skill-Action and both a Constitution and Wisdom based skill.
Sense Chakra. As a Bonus action, you can make a Perception Check using either Constitution or Wisdom vs the Passive Chakra control (Chakra control bonus + 10) of all creatures within 30 feet of you. On a success, you gain the benefit of the Chakra Sensing special sense against them for the duration until they either have 0 chakra or they make and succeed their Suppress Chakra skill action.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the range of the Sense Chakra skill action by 30ft.
You coat yourself in a Protective aura of chakra, protecting you from damage. When you cast this jutsu, you lose the benefits of any Armor you are wearing, utilizing this Jutsu’s AC calculation for its duration. Your AC becomes 13 + your Intelligence Modifier + Half of your proficiency Bonus. This jutsu ends if you dismiss it as a Bonus action.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this jutsu is cast at C-Rank or higher, you gain Temporary Hit Points equal to your Ninjutsu Ability Modifier. As a Bonus action on your turn, you can replenish these Temporary Hit Points for 5 Chakra. If this jutsu is cast at B-Rank or higher, increase the AC this Jutsu grants by +1. If this jutsu is cast at A-Rank or higher, the Temporary Hit Points gained, is instead equal to half of the casters Ninjutsu Ability Score. If this jutsu is cast at S-Rank or higher, increase the AC this Jutsu grants by +2, instead of +1.