Name: Goken Mato.

HP: 522

Walking Speed: 30 ft + 30 ft = 60 ft

Armor Class: 10 + 9 + 14 = 33

Hit Dice: 1D8

Class: Shinobi: Shinobi are specialized ninja who have gained the power of Chakra, an energy created by combining the spiritual and physical energies inside every person.

This allows them to do amazing feats like walking up walls or on water, breathing fire, among many others. The clearest characteristic of a shinobi is their ability to manipulate chakra to manifest techniques known as juts. Jutsu are separated into three groups: Genjutsu, which manipulate other's minds;

Taijutsu, which operate chakra in the user's body to enhance their physique; And Ninjutsu, which manifest chakra in various forms, the most common of which being the elemental jutsu, in which the user transforms their chakra into a specific nature between Lightning, Earth, Fire, Wind, and Water. By combining two or more basic natures, one can achieve more advanced natures such as Wood Style and Ice Style, though such techniques are often passed down through genetics.

Subclass #1: Path of Youth: You have learned to harness and open the largest tenketsu inside your own body; the Gates, whose function is to regulate one's chakra to not harm you.

While releasing each of the Eight Gates offers a great increase in power, doing so undoes these restraints, inevitably harming you.

Subclass #2: Path of the Totality: Originally wielded by the Sage of Six Paths, Truth-Seeking Orbs are among the most versatile Weapons a shinobi could ever wield. However, due to how difficult they are to attain, very few wield them whatsoever, much less master them. Whether through a Kekkei Genkai trading back to the first three generations of shinobi or simply by exclusive study and training, you have gained this mighty weapon.

Level: 50

EXP: ?

Race: .

Background: Chunin.

Alignment: Chaotic Neutral.

Bonus Proficiency: +14

Age: 32

Chakra Points: 100 + 8 + 14 + 8 + 5 + 2 = 137

Sage Chakra: 50

Unarmed Die: 1D8

-Stats-

Strength: 1 + 15 + 2 + 2 + 3 + 3 + 1 + 1 = 28

-Modifier: +9

-Saving Throw: +9

Intelligence: 15 + 1 + 1 = 17

-Modifier: +3

-Saving Throw: +3

Charisma: 8

-Modifier: -1

-Saving Throw: -1

Dexterity: 14

-Modifier: +2

-Saving Throw: +2

Constitution: 1 + 15 + 2 + 2 + 3 + 3 = 26

-Modifier: +8

-Saving Throw: +8

Wisdom: 8

-Modifier: -1

-Saving Throw: -1

Skills-

Athletics(Strength): 9

Acrobatics(Dexterity): +2

Sleight of Hand(Dexterity): +2

Stealth(Dexterity): +2

Arcana(Intelligence): +3

History(Intelligence): +3

Investigation(Intelligence): +3

Nature(Intelligence): +3

Religion(Intelligence): +3

Animal Handling(Wisdom): -1

Insight(Wisdom): -1

Medicine(Wisdom): -1

Perception(Wisdom): -1

Survival(Wisdom): -1

Deception(Charisma): -1

Intimidation(Charisma): -1

Performance(Charisma): -1

Persuasion(Charisma): -1

-Features-

*Race*

—Ability Score Increase: Two different ability scores of your choice increase by 1

—Skills: You gain proficiency in one skill of your choice.

—Feat: You gain one Feat of your choice.

*Class*

-Shinobi-

—Martial Arts: At 1st level, you have experience with styles of fighting that emphasize your speed and guile, and you have trained to use your body like a weapon.

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and any weapons that you are proficient with which don't have the heavy property.

• You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes as you gain shinobi levels, as shown in the Martial Arts column of the Shinobi table.

—Unarmored Defense: At 1st level, your finesse in dodging lets you last in fights without traditional armor. While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your proficiency bonus.

—Unarmored Movement: At 2nd level, while wearing no armor and not wielding a shield, your speed increases by 10 feet. This bonus increases when you reach certain shinobi levels, as shown in the shinobi table.

—Chakra: At 2nd level, you begin on your journey of mastering chakra. Chakra is a form of life energy created when physical and spiritual energy is combined within the body. This energy is often confused with ki, but the two are different in form and control, and cannot be used interchangeably. The energy circulates throughout the body in a network called the "Chakra Pathway System", which is similar to the cardiovascular system. Chakra can be expelled from the body through pressure points called Tenketsu, not unlike a capacitor, to affect the world around the user. Your access to this energy is represented by a number of chakra. Your shinobi level determines the number of chakra you have, as shown in the Chakra column of the Shinobi table, and you add your Constitution modifier to your chakra point maximum.

You can spend this chakra to perform various juts. The rules for which are detailed below. You start knowing three jutsu.

When you spend any amount of chakra, it is unavailable until you finish a long rest.

—Spellcasting Ability: Intelligence is your spellcasting ability for your jutsu (detailed below), since you apply chakra through careful intellectual control. You use your Intelligence whenever a jutsu or spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Jutsu you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

—Jutsu: By molding chakra within the body and releasing it, shinobi are able to perform techniques known as juts. Jutsu come in various types, or natures, with Kekkei Genkai jutsu using multiple natures of chakra at once, and often being connected to bloodlines. The following rules apply to all juts unless otherwise stated:

• To use jutsu, you must be able to move both of your free hands.

• All jutsu take an action to use.

• All jutsu require chakra.

• Bludgeoning, piercing, or slashing damage dealt by jutsu count as magical for the purpose of overcoming resistance.

• You add your juts spellcasting modifier to the damage of any jutsu that only lists dice for damage.

• Anything that prevents you from casting spells, such as an Antimagic Field, also prevents you from using jutsu excluding Taijutsu.

• You can't spend more than 5 times your level chakra on a single jutsu.

You learn Basic Ninjutsu or Taijutsu nature in addition to one nature of your choice. You can learn another nature at 4th, 8th, 12th, and 14th level.

You know a number of jutsu as indicated in the Jutsu column of the Shinobi class table. These jutsu must be of a chakra nature you have learned, and you must have any prerequisite juts they require. Whenever you learn a jutsu from the Basic or Taijutsu Nature, you can learn twice as many instead. If you lose access to jutsu counted toward this limit, such as losing a Path of Hatred unique jutsu from losing your Sharingan, you may gain a different jutsu at the end of a long rest.

Each nature has a Basic X Style Technique, with X being replaced by the chakra nature. This basic technique is automatically gained upon gaining its nature and does not count toward your jutsu limit. Jutsu gained from path features do not count against your jutsu limit.

—Kekkei Genkai: To gain a Kekkei Genkai nature, you must fulfill its nature requirements and take it as a chakra nature. You may forgo this limitation for a single nature if you are using the Random Natures and Kekkei Genkai Limit variant rule and roll the Kekkei Genkai.

—Chakra Nature Alternatives: You may forgo learning a nature to gain Affinity in one you already know, granting jutsu of that nature a +1 bonus to their saving throw DC, attack rolls, and damage rolls. You may have Affinity in a single nature a number of times equal to half your proficiency bonus. You may forgo learning a nature to increase your maximum hit dice by 2, increase your movement speed by 10 ft., or increase your chakra point maximum by 5.

—Narrative Jutsu: Jutsu cast outside of initiative cost half as much Chakra as long as the juts will not damage or otherwise directly negatively affect a creature. Lighting a campfire with fire Jutsu, or putting out a burning building with water jutsu are examples of Narrative Juts. The purpose of jutsu is to be used to the advantage of the party in all pillars of play, not just combat.

—Special Chakra: In addition to normal chakra, there are a variety of special forms of chakra that can only be gained from certain subclasses. The following applies to creatures who gain special chakra without having any features in that subclass:

• If a creature has red chakra points equal to half their chakra, they become berserk and gain advantage on Strength and Dexterity saving throws, and their movement speed increases by 10 feet until they are below this limit. Additionally, they can not spend red and normal chakra on the same jutsu.

• If a creature has black chakra points equal to half their chakra, they become berserk, and one ability score of their choice increases by +2 to a maximum of 24 until they are under this limit. Additionally, they can not spend black and normal chakra on the same jutsu.

• If a creature has purple chakra points greater than 1/4 their chakra, they take 5 necrotic damage at the end of each of their turns until they are under this limit.

• If a creature has senjutsu chakra points greater than 1/4 their chakra, they become petrified and identical to the Sage Creature of the source of the seniutsu until the are below this limit.

• If a creature gains specialized chakra, they instead gain half as much normal chakra. This chakra is counted separately, and if absorbed by a creature with the Path of Specialization, they regain twice as much specialized chakra.

• Heavy chakra is counted as normal chakra for a creature's chakra point maximum. When a creature without the Heavy Chakra feat or a Constitution score of 18 or higher attempts to spend heavy chakra in any ratio other than 8 heavy chakra to 2 normal chakra, they must attempt a Strength or Constitution saving throw, their choice. On a failure, the juts fails and the type of action they attempted to cast it as is wasted.

• If a creature has hermit chakra points and does not possess the Hermit Training feature, it is immediately converted into half as much normal chakra points, rounded down.

—Ninja Path: At 3rd level, you choose what path you would like to follow, all detailed under Ninja Paths. You gain new features from your path at 7th, 10th, 15th, and 20th level.

—Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. If you do, you may choose to take a Ninja Feat

—Extra Attack: Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 11

—Nindo: At 5th level, you choose your Nindo, or in other words, your own "ninja way". Nindo are detailed beneath this class's features.

—-"Hot-blooded spirit": When something matters, planning goes straight out the window in favor of a full-frontal assault. As a bonus action, you may throw caution to the wind. You gain a +10 ft. bonus to your movement speed, a +2 bonus to your unarmed strikes' attack and damage rolls, and a -2 penalty to your AC and any saving throws you make until the beginning of your next turn. You have a number of uses of this feature equal to half your proficiency bonus, all of which are regained after you finish a long rest.

—Ninja Speed: At 6th level, you can spend 2 chakra to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.

At 9th level, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, and this feature no longer costs chakra.

Resistant

At 7th level, your strength as a shinobi allows you to resist certain area effects, such as a blue dragon's lightning breath or a fireball spell. Choose one of the following ability scores:

• Brawn - Strength

*Endurance - Constitution

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you are using the Beyond 20th Level variant rule, you may choose one additional ability score (as listed above) to benefit from this effect at 21st level, and another for a total of 3 at 41st level.

—Chakra-Infused Strikes: At 9th level, you channel a small amount of chakra into your strikes. Your unarmed strikes count as magical for the purpose of overcoming resistances.

—Jonin: At 13th level, your skill in ninjutsu is that of a true professional; developed to the point of some's maximum potential. You may weave hand signs with a single hand, allowing you to cast jutsu that require hand seals while only one of your hands is free. Additionally, you gain proficiency in one skill of your choice.

—Advanced Training: At 17th level, you pick an additional Ninja Path to gain the first feature of, individual weapon, armor, or skill proficiency, or the ability to use and learn three jutsu from a chakra nature. If the chosen Ninja Path requires implantation, you must meet its implantation requirement. Learning jutsu in this manner does not automatically grant kekkei genkai usage, but you can use consecutive instances of this feature to gain three kekkei genkai jutsu that you would have gotten if you chose the previous nature normally. You may choose a second and third Ninja Path or the next feature in your additional path at 18th and 19th level.

You may forgo the above to increase your maximum hit dice by 1, increase your movement speed by 5 ft., or increase your chakra point maximum by 3 points.

—-Silent Killing Jutsu: At 3rd level, you gain proficiency with Poisoner's tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. The attack must use your Dexterity modifier, and can not be a jutsu.

This damage increases to 2d6 at 7th level, 3d6 at 12th level, 4d6 at 17th level, 5d6 at 22nd level, 6d6 at 27th level, 7d6 at 32nd level, 8d6 at 37th level, 9d6 at 42nd level, and 10d6 at 47th level.

—-Killing Intent: At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a charisma saving throw or become frightened of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself, on a success, they are no longer frightened. This does not consume their action. You may do this a number of times equal to half your Charisma modifier (rounded up), regaining all uses at the end of a long rest.

—-Afterglow: At 10th level, you've become masterful with your techniques to the point that you can assassinate with jutsu as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal Silent Killing Jutsu's damage along with the jutsu's damage. This is still affected by the "once per turn" limit of Silent Killing Jutsu.

*Past Lv20 Shinobi*

-Ability Score Increase: When you reach 22nd level, and again at 26th, 30th, 34th, 38th, 42nd, 46th, and 50th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 30 using this feature. At 30th this limit increases to 40, at 40th this limit increases to 50th, and at 50th this limit increases to 60. Every time this limit increases, this feature allows you to increase any ability score by 1 additional point. For every 2 points not distributed, you may instead take a feat.

—Ninia Path: At 23rd level, and again at 27th, 29th, 35th, and 40th level, you gain a new feature from your Ninja Path. If you already have the highest level feature from your ninja path, you may instead take an alternate feature, take the next feature of a path potentially gained through Advanced Training, or take the lowest level feature of another ninja path, continuing along the path sequentially.

—Additional Chakra Natures: At 24th, 39th, and 48th level, you gain 1 additional chakra nature.

—Dying Breath: At 25th level, your dedication to your nindo surpasses your physical limits. At the beginning of each of your turns that you are unconcious, you may ignore the condition and immediately take a turn. At the end of your turn, you gain 1 level of exhaustion. If you were unconscious from having 0 hit points, you do not make a death saving throw at the beginning of that turn, and you regain the unconscious condition and gain a failed death saving throw at the end of your turn.

—Lasting Form: At 33rd level, your chakra penetrates every cell in your body, strengthening and nourishing them. You can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.

—Extra Attack: At 36th level, when you take the attack action, you may make 1 additional attack (4). This increases to 5 attacks at 47th level.

—Force of Will: At 37th level, your physical conditioning and raging spirit allows you to awaken an extra burst of power. As a bonus action, you may roll your unarmed strike damage die. You regain an equal amount of chakra points, regain twice as many hit points, or increase your chakra or hit point maximum by an equal amount until the end of your next long rest. You may do this once, regaining all uses at the end of a long rest. You gain a second use at 45th level.

—Ultimate Kage: At 49th level, you have ascended past any who have come before you, becoming a leader of leaders and an assassin of assassins. Any number just of your choice has their base cost decreased by a total of 10 (i.e. you may reduce 1 cost by 10, 2 costs by 5 each, 2 costs by 3 and 1 by 1, etc.). If a creature has a CR or level lower than your lowest ability score modifier (minimum of 1), you may reduce them to 0 hit points as a bonus action.

*Subclass*

-Path of Youth-

—Ferocious Fist: At 3rd level, you begin mastering a fighting style opposite to the Gentle Fist, focusing on absolute external damage over all else. Whenever you roll a 1 on an unarmed strike attack roll, you may instead count the roll as a 2.

—-Dynamic Entry

Cost: 4 chakra

Range: 40 feet

As an action, you do either a standing or running jump towards an enemy using one leg to kick them with intense speed and force. Fly in a straight line with a length equal to this jutsu's range and make an unarmed strike. If the attack hits, the target takes 1d8 + your Dexterity modifier bludgeoning plus 2d4 force damage and must make a Strength saving throw. On a failure, it is pushed 20 feet away. If Dynamic Entry is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 2d6 force.

—First Gate: At 3rd level, as a bonus action, you can open the First Gate, the Gate of Opening. This Gate unlocks the left hemisphere of your mind's inhibitions. You may close the First Gate as a bonus action. While the First Gate is open, you gain the following bonuses:

• You gain a +1 bonus to AC.

• You gain a +10 ft. bonus to your movement speed.

• You gain a +1 bonus to attack and a +3 bonus to damage rolls with unarmed strikes and taijutsu.

• You lose 3 hit points at the end of each of your turns.

Additionally, you gain the Front Lotus Jutsu.

—-Front Lotus

Cost: 2 Chakra

As an action while the First Gate or higher is open, you hit one creature, forcing it to make a Dexterity saving throw. If it fails, it is pushed 20 feet into the air and it's stunned until the end of vour next turn. On your next turn, you can use your action to make an unarmed strike against them, moving behind them and pile driving them into the ground on a hit, dealing 2d10 + your Dexterity modifier bludgeoning damage. If this attack misses, you can make a normal unarmed strike as a bonus action. A creature hit by this has advantage against it for 24 hours.

—Second Gate

Requirements: 5th level

This jutsu counts as a feature instead of a Jutsu for any feature other than your juts limit, and when you can learn this. As an action, or as a bonus action while the First Gate is open, you can open the Second Gate, the Gate of Healing. This Gate unlocks the right side of your mind's inhibitions, re-energizing your body. You may close the Second Gate returning to the First Gate as a bonus action, or all Gates as an action. While the Second Gate is open, you gain the following bonuses:

• You gain an amount of temporary hit points equal to half your Shinobi level + your Constitution modifier + your Proficiency bonus. You lose these temporary hit points when you close the Second Gate, or open a Gate higher than Third.

• You gain a +2 bonus to AC.

• You gain a +15 ft. bonus to your movement speed.

• You gain a +2 bonus to attack and a +4 bonus to damage rolls with unarmed strikes and taijutsu.

• You lose 5 hit points at the end of each of your turns.

—Third Gate: At 7th level, as an action, or as a bonus action while the First or Second Gate is open, you can open up to the Third Gate, the Gate of Life. This Gate unlocks the last few remnants your mind's limitations, in addition to opening up your spinal cord's chakra network limitations, reddening your skin, bulging your veins, and making your pupils disappear. You may close the Third Gate and return to the First or Second Gate as a bonus action, or all Gates as an action. You gain the following benefits:

• You gain an amount of temporary hit points equal to your Shinobi level + your Constitution modifier + your Proficiency bonus. You lose these temporary hit points when you close the Third Gate, or open a Gate higher than Third.

• You gain a +3 bonus to AC.

• You gain a +20 ft. bonus to your movement speed.

• You gain a +3 bonus to attack and a +5 bonus to damage rolls with unarmed strikes and tajjutsu.

• You lose 6 hit points at the end of each of your turns.

Additionally, you gain the Reverse Lotus jutsu.

—-Reverse Lotus

Cost: 2 Chakra

As an action while the Third Gate or higher is open, you can execute a powerful kick against a creature. The target must make a Dexterity saving throw. If it fails, its pushed 20 feet into the air and its stunned until the end of your next turn. On your next turn, you can jump into the air and take the Attack action against it. As a bonus action after the attack, you make a final diving attack into them, knocking you both to the ground dealing a 2d8 bludgeoning and 2d8 force damage on a hit. After you use this technique, you may choose to close the Third Gate immediately, and you are knocked prone and stunned until the start of your next turn. When you use this technique on a creature, it gains advantage against it for 24 hours.

—Fourth Gate

Requirements: 9th level

This Jutsu counts as a feature instead of a jutsu for any feature other than your jutsu limit, and when you can learn this. As an action, or as a bonus action while the Third Gate is open, you can open the Fourth Gate, the Gate of Pain. This Gate is located near your lungs, and greatly increases your strength at the cost of vour tearing your muscles and causing nosebleeds. You may close the Fourth Gate returning to the Third Gate as a bonus action, or all Gates as an action. While the Fourth Gate is open, you gain the following bonuses:

• You gain an amount of temporary hit points equal to half your Shinobi level + your Constitution modifier + your Proficiency bonus. You lose these temporary hit points when you close the Fourth Gate, or open a Gate higher than Fourth.

• You gain a +4 bonus to AC.

• You gain a +30 ft. bonus to your movement speed.

• You gain a +4 bonus to attack and a +6 bonus to damage rolls with unarmed strikes, and taijutsu.

• You lose 8 hit points at the end of each of your turns.

• At the end of each turn you deal damage with or hit with an attack that benefits from this gate you must make a DC 12 Constitution Saving throw, on a failure one of the limbs used to deal damage or perform an attack loses 8 hit points.

—Fifth Gate: At 10th level, as an action, or as a bonus action while the Third or Fourth Gate is open, you open the Fifth Gate, the Gate of Limit. Located in your abdomen, this Gate is often as far as many Eight Gates users progress, causing enough strain to fracture your own bones. You may close the Fifth Gate and return to the Third or Fourth Gate as a bonus action, or this Gate and any lower Gates as an action. You gain the following benefits:

• You gain a +5 bonus to AC.

• You gain a +40 ft. bonus to your movement speed.

• You gain a +5 bonus to attack and a +7 bonus to damage rolls with unarmed strikes and taijutsu.

• You lose 9 hit points at the end of each of your turns.

• At the end of each turn you deal damage with or hit with an attack that benefits from this gate you must make a DC 13 Constitution Saving throw, on a failure one of the limbs used to deal damage or perform an attack loses 9 hit points.

Additionally, you gain Morning Peacock, and Great Dynamic Entry if you have Dynamic Entry.

—-Morning Peacock

Cost: 20 chakra

As an action while the Fifth Gate or higher is open, you charge forward up to your movement speed and make five unarmed strikes against a single creature.

Each attack that hits deals 2d8 bludgeoning damage and 2d4 fire damage. The damage does not benefit from any Gate form's damage bonus. As the air is super-heated and flames fly out the back of the target, any creature behind it in a 20 ft. cone must make a Dexterity saving throw, taking 3d6 fire damage on a failure, or half as much damage on a success.

—-Great Dynamic Entry:

Cost: 10 chakra

Range: 50 feet

Duration: Instantaneous

As an action while the Fifth Gate or higher is open, you do either a standing or running jump towards a creature using both legs to kick them with intense speed and force. Fly in a straight line with a length equal to this jutsu's range and make an unarmed strike. If the attack hits, it takes 2d10 bludgeoning and 3d6 force damage, and must make a Dexterity saving throw. If it fails the save, it is pushed 50 feet away.

—Sixth Gate

Requirements: 13th level

This Jutsu counts as a feature instead of a jutsu for any feature other than your jutsu limit, and when you can learn this. As an action, or as a bonus action while the Fifth Gate is open, you can open the Sixth Gate, the Gate of Joy. This Gate is located in your stomach, and causes your natural body heat to automatically evaporate any water it touches to an extent. You may close the Sixth Gate returning to the Fifth Gate as a bonus action, or all Gates as an action. While the Sixth Gate is open, you gain the following bonuses:

• You gain a +6 bonus to AC.

• You gain a +50 ft. bonus to your movement speed.

• You gain a +6 bonus to attack and a +8 bonus to damage rolls with unarmed strikes, and taijutsu.

• You lose 11 hit points at the end of each of your turns

At the end of each turn you deal damage with or hit with an attack that benefits from this gate you must make a DC 14 Constitution Saving throw, on a failure one of the limbs used to deal damage or perform an attack loses 11 hit points.

—Seventh Gate: At 15th level, you are a Taijutsu expert able to unlock up to the Seventh Gate, the Gate of Wonder. Unlocking this Gate unlocks your body's near-full potential. Your blood flow increases, giving you reddish skin, your veins begin to bulge, and you begin to sweat profusely, which evaporates the moment it leaves your body from your natural heat, giving off the look of being covered in an aura of green energy. As an action, or as a bonus action while the Fifth or Sixth Gate is open, you may open the Seventh Gate. You may close the Seventh Gate and return to the Fifth or Sixth Gate as a bonus action, or this Gate and any lower Gates as an action. While in the Seventh Gate, you gain the following:

• You gain a +7 bonus to AC.

• You gain a +60 ft. bonus to your movement speed.

• You gain a +7 bonus to attack and and a +9 bonus to damage rolls with unarmed strikes and taijutsu.

• You lose 12 hit points at the end of each of your turns.

• At the end of each turn you deal damage with or hit with an attack that benefits from this gate you must make a DC 15 Constitution Saving throw, on a failure one of the limbs used to deal damage or perform an attack loses 12 hit points.

Additionally, you gain the Leaf Guillotine and Daytime Tiger juts.

—-Daytime Tiger

Cost: 30 chakra

Range: 60 feet

Duration: Instantaneous

As an action while the Seventh Gate or higher is open, you place one hand forward with the palm out you take your opposite hand, tapping the center of your palm, creating a massive amount of air pressure. Then punching forward, you form the shape of a tiger's head, sending the pocket of air outward and condensing onto a single point. Each creature in a 30 foot radius within range must make a Dexterity saving throw, taking 6d12 force damage on a failure, or half as much damage on a success.

—-Leaf Guillotine

Cost: 20 chakra

As an action while the Seventh Gate or higher is open, you move at high speed and appear above the target, slamming your heel into the back on their neck.

Make an unarmed strike. On a hit, the target takes 3d12 force damage and must make a Constitution saving throw. If it fails, its paralyzed and prone until the end of your next turn.

—Eighth Gate: At 20th level, you are a Taijutsu master, and have gained access to the Eighth Gate, the Gate of Death. Upon opening this Gate as a bonus action while the Seventh Gate is open by puncturing your heart with your thumb, your body's blood flow is pushed to the max, heating you to the point that your sweat and blood evaporate into a red aura. If you end this form with 6 or more levels of exhaustion, your body begins to burn from the inside out. Shortly after this process begins, you die and can only be brought back with the Wish spell or similar effect.

You may close all Gates as an action. When you close this Gate, you take 8d12 necrotic damage. If this reduces you to 0 hit points, you are stable, otherwise you are paralyzed for 1 minute. You gain the following benefits while the Eighth Gate is released:

• You gain a +9 bonus to AC.

• You gain a +90 ft. bonus to your movement speed.

• You gain a fly speed equal to half your movement speed (rounded down), as you kick the air hard enough to gain lift.

• You gain a +9 bonus to attack and a +15 bonus to damage rolls with unarmed strikes and taijutsu.

You gain 2 levels of exhaustion at the end of each of your turns.

Additionally, you gain the Evening Elephant, and Night Guy jutsu, and Burning Youth, No Holds Barred, Full Power Dynamic Entry if you have Great Dynamic

Entry.

—-Evening Elephant

Cost: 30 chakra

As an action while the Eighth Gate is open, you land a series of four unarmed strikes that increase in speed one after another using air pressure to injure the enemy, each punch deals 2d6 force damage and increases by 1d6 after each hit (max 5d6). The punch is strong enough to create a tunnel in the ground 1 mile deep.

—-Night Guy

Cost: 45 Chakra or 6 levels of Exhaustion.

Range: 70 feet

The Night Guy is considered to be the most powerful move a Taijutsu master can obtain from releasing the Eight Gates. As an action while the Eighth Gate is open, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft. radius around you. Any creatures within this aura must attempt a Charisma saving throw or become stunned until the end of your turn. You launch yourself at a target within range. You and the target move in a 100 feet line from your starting location. The target must succeed a Constitution saving throw, taking 60d6 force damage on a failure, or half as much on a success. After using this juts, you leave the form. This juts ignores Endurance.

If there are any objects in the distance this juts moves preventing the target from moving, both the target and the object, or just the object if they succeeded the saving throw, take 1d8 non-magical bludgeoning damage and the distance moved decreases by 5 ft. until the object breaks or the remaining distance is reduced to 0.

—-Burning Youth, No Holds Barred, Full Power Dynamic Entry Cost: 20 chakra

Range: 90 ft.

As an action while the Eighth Gate is open, you do either a standing or running jump towards a creature, using both legs to kick them with intense speed and force. Fly in a straight line with a length equal to this jutsu's range and make an unarmed strike. If the attack hits, the target takes 4d10 + Dexterity modifier bludgeoning and 5d6 force damage and must make a Dexterity saving throw. On a failure, it's pushed 80 feet away.

—Mastered Eighth Gate: At 23rd level, through tireless training supervised by the most skilled of medical in, you have done the impossible; you have mastered the Eighth Gate. You lose 24 hit points at the end of each of your turns you spend in the Eighth Gate instead of gaining exhaustion, Night Guy costs 45 chakra, 144 hit points, or 6 levels of exhaustion, and you take half as much damage from leaving the Eighth Gate.

—Suicide Corps: At 27th level, thanks to your extended time with various Gates open, you have developed more advanced taijutsu. You gain the following Jutsu in addition to Night Phoenix and Rumored Endeavor Star, or two taijutsu of your choice if you already had those two jutsu:

—-Crane Wind Formation

Range: 25 foot cone

Cost: 24 Chakra

While in the Sixth Gate or higher, you release a sweeping roundhouse kick, radiating an arc of green or red aura capable of cutting a meteorite in half. All creatures within range must attempt a Constitution saving throw, taking 12d8 force damage on a failure.

—Gatekeeper: At 29th level, you have mastered the art of releasing the Gates in bursts, becoming second nature to you. Damage dealt to you from the Gates is halved.

-Path of Totality-

—Truth-Seeking Orbs: At 3rd level, you gain various sleek, black, hand sized balls called Truth-Seeking Orbs. You can make them invisible and intangible as a bonus action.

While active, they idly float behind you in a circular formation. These orbs are composed of all five basic Chakra natures and are shaped and moved accordingly to your will.

You have a maximum of 3 orbs. While in Sage Mode or Sage Transformation, your maximum increases by 3. While in Six-Paths Sage Mode, Outer Path Sage Mode or Tenseigan Chakra Mode, your maximum increases by 6.

Whenever you would take damage, you may weave your orbs between you and the source, diverting it as a reaction, reducing the damage you take by the amount of damage your orbs took.

You can also weave your orbs into weapons momentarily, arming yourself with useful tools where you would otherwise be unarmed. Whenever you make an attack with your unarmed strikes, you can use your orbs to increase the reach of the attack by 10 feet. On a hit, your orbs receive 1/4 of the damage dealt rounded down.

Each orb has 50 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. All of your orbs regenerate at the end of a long rest. If your orb maximum increases, you instantly gain an amount equal to the increase to your maximum. Any orbs above your maximum are immediately dispersed.

—Manipulation: At 7th level, you can shape your orb into any mundane object with an area no larger than a 3 foot cube, including weapons, as a bonus action. Alternatively, you can shape it into a flat surface up to 10x10x0.04 feet in size. Due to its density, pushing, dragging, or lifting your orb requires 600 lbs of force. They may be manipulated up to 60 feet from you as a free action or bonus action, has an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 2d6 force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.

—Truth-Seeking Jutsu: At 10th level, you may add at least 1 truth-seeking orb to a jutsu you cast that deals damage. To do so, the orb must be within 5 feet of you. The jutsu's damage and ranges are increased by half. Included orbs take half as much damage as the juts deals, divided equally between each orb (rounded up).

—Improved Orb: At 15th level, your truth-seeking orbs can be as large as a 15 foot radius sphere. You and any creatures of your choosing may pass through them.

Additionally, they each have 100 hit points. Additionally, your number of orbs increases by 3.

—Mastered Truth-Seeking Orbs: At 20th level, and again at 23rd, 27th, 30th, 35th, and 40th level, you focus training your orbs into one incredibly powerful technique. You gain one of the following, and you may take each more than once:

—-Sword of Nunoboko. You may shape 3 truth-seeking orbs into the Sage of Six Paths' double helix Sword of Nunoboko. While wielding this weapon in one hand, you unarmed strikes attack every creature in a 20 foot cone, using the same attack and damage rolls, and deal force damage. You also gain the Truth-Seeking Orb Execution jutsu

—-Expansive Truth-Seeking Orb. You can create the ultimate truth-seeking orb. As an action, you can spend at least 2 chakra to modify a truth-seeking orb so that it covers an area equal to 2.5 times the amount of chakra spent with 20 times the amount of chakra spent hit points. It has a movement speed and range equal to 12 times its size. As an action, all creatures within 30 ft. of the orb must succeed a Constitution saving throw, taking a number of d4 force damage as chakra spent on a failure or half as much on a success, destroying the orb in the process. This orb can not be regained until the end of your next long rest. You may do this once, regaining use at the end of a long rest. You also gain the Truth-Seeking Orb Execution jutsu.

—-Nullifying Truth-Seeking Orbs. You focus on enhancing the raw defensive properties of your Truth-Seeking Orbs. Your orbs are immune to all damage and the effects of any jutsu, spells, or features that cost chakra that you do not cast. This immunity is ignored by taijutsu, senjutsu, black chakra, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and you have resistance to damage that would otherwise ignore immunity.

—-Disintegrating Truth-Seeking Orbs. You focus on enhancing the raw offensive properties of your Truth-Seeking Orbs. Any attacks with your Truth-Seeking Orbs deal force damage, any weapon attacks with Truth-Seeking Orbs deal an additional 2d8 force damage, and any unarmed attacks with Truth-Seeking orbs have an additional +10 ft. of reach.

—-Multiplied Truth-Seeking Orbs. You gain 2 additional Truth-Seeking Orbs.

—Truth-Seeking Orb Execution.

Range: Touch

Duration: Concentration, 5 turns

Cost: 6 Chakra per turn, 1 Truth-Seeking Orb

In place of your action, bonus action, reaction, and your entire movement speed, you place your hand on a creature's head, shaping an orb into a needle that slowly burrows into their brain. This lasts for 5 turns, after which if the targeted creature doesn't move and you do not lose concentration, they are killed outright.

*Extra*

-Rare-

—Powerful Source: Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:

• Your Strength or Constitution score increases by +1.

• While not wearing armor or wielding a shield, your AC equals 10 + your Strength modifier + your Proficiency bonus. You may spend 2 chakra as a free action to benefit from either a shield in addition to these benefits until the end of your next turn.

• Your chakra counts as "heavy" chakra.

-Free-

—Mighty Vigor: Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:

• At will during your turn, you may decide whether your chakra counts as heavy chakra or not.

• When you make an attack using Strength, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a Strength saving throw for the sake of Brawn.

• Choose two skills between Acrobatics, Stealth, Arcana, Animal Handling, and Intimidation. The two chosen skills use Strength as their ability.

• When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use Strength as your juts casting ability instead of Intelligence.

• In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use Strength instead of Intelligence until the end of your next turn.

—Fast as Lightning: You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:

• Your Dexterity or Intelligence score increases by 1, to a maximum of 20.

• You can use the Dash action as a free action on vour turn for 2 chakra.

—Heavy Chakra: Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:

• Your Constitution or Strength score increases by +1.

• Your chakra point maximum increases by your proficiency bonus.

• Your chakra counts as "heavy" chakra.

—Overflowing Chakra: Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:

• When determining the amount of chakra you have, you may add your Constitution modifier an additional time.

• When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use Constitution as your juts casting ability instead of Intelligence.

• In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use Constitution instead of Intelligence until the end of your next turn.

—Perfected Seals: You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the Join feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:

• You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the Restrained condition.

• Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.

• Onlookers are now unable to notice you performing hand seals when done as a bonus action.

• While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a Dexterity or Wisdom saving throw. On a failure, the chakra point cost for casting the Juts is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. You can use this feature a number of times equal to your proficiency bonus and regain uses at the end of a long rest.

-Lue-

—Summoning Master: You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu. This does not stack with features like Jiraiya Clan or Animal Path Focus.

—Multi-Summoning Jutsu Master: You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another.

• Creatures may be summoned up to 30 feet from you.

—Hand-to-Hand Expert: Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the beginning of your next turn, you use a jutsu, you wear armor, or you wield a shield or weapon:

• You gain a +2 bonus to AC.

• You gain a +2 bonus to your attack rolls.

• You gain a +4 bonus to damage rolls.

—Taijutsu Expert: Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:

• All taijutsu have their chakra cost reduced by 3 (minimum of 1).

• You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.

• Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. Its base cost is reduced to 0 for you.

—-Lion Combo

Cost: 2 chakra

As an action, you assault one creature within your reach with a barrage of punches ending in an upward kick. The target must attempt a Strength saving throw. On a failure, they take half your unarmed strike damage and are pushed 20 feet into the air until the end of your next turn as the force carries them, though they can still act. On a success, they take half as much damage.

—Ninjutsu Expert: Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following:

• Your Dexterity or Intelligence score increases by 1, to a maximum of 20.

• When you cast a ninjutsu, you may spend 1 chakra to cast it as if you had one more point of affinity (minimum of 1 point).

• If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many juts you may know.

—Painkiller: You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by our Shinobi level + your Constitution modifier. You can use this feature as many times as your Constitution modifier, regaining all uses at the end of a long rest.

—Student of Many Masters: Your training encompasses more than one teacher. You gain the first feature from a non-implantable path. If you gain this feat multiple times, you may take either the next feature or the first feature of another non-implantable path. You may take this feat multiple times.

—-Inspiring Words: At 3rd level, your words are laced with emboldening chakra. You may call out to one creature of your choice within 30 feet of you as a bonus action for 1 chakra. The creature gains a bonus to their attack and damage rolls equal to your Charisma modifier until the end of their next turn.

-Boon-

—Strongest Shield: One of the most selective abilities in the shinobi world, only the Third Raikage has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your Dexterity modifier to a jutsu or your AC, you may instead add your Strength modifier.

—Six Paths Power: You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the God Tree or being granted a portion of the Sage of Six Paths' power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Otsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.

—Otsutsuki: Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.

—Rainbow Chakra: Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.

—Stone of Gelel: After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional

—Crescent Moon Chakra: Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.

—Anti-Dojutsu: You manifest or implant a clanless Dojutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Döjutsu.

Features granted by other Dojutsu that grant advantage to the user do not do so when used against you. When you take the search action, you may also attempt a DC 18 Arcana check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take Path of Blood unique jutsu as if you had the subclass.

—Manual Döjutsu: You manifest or implant a rare, clanless Dojutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn.

• Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.

• Mode 2: Your eyesight is normal.

• Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight are halved.

—Stone of Gelel: After having an incredibly rare, blue stone implanted in your body. When you no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone.

-Languages-

*Common.

*Deep Speech

-Proficiency-

Armor: Light armor

Weapons: Simple weapons, shortswords, kunai

Tools: Thieves' tools, Disguise Kit, Poisoner Kit,

Saving Throws: Dexterity, Intelligence

Skills: Acrobatics, Perception, Investigation, Stealth, Deception, Athletics,

-Expertise-

*Deception.

-Justus-

Spell save DC = 8 + 14 + 3 = 25

Spell attack modifier = 14 + 3 = +17

Jutsus Known: 75 / 75

-Taijutsu +3-

*Substitution

Cost: 3+ chakra

As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.

*Basic Taijutsu Technique

Cost: 3 chakra

As a bonus action, you make 2 unarmed strikes.

*Shadow of the Dancing Leaf

Cost: 3 chakra

Duration: 1 minute

As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this juts is far more versatile. You may move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage.

*Heaven Spear Kick

Cost: 3 chakra

As bonus action, you fuel a vast amount of chakra into your legs, launching through the air before reorienting yourself into a two-legged kick. You fly 30 feet and make one unarmed strike.

*Leaf Gust

Cost: 8 chakra

As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.

*Leaf Dragon God

Cost: 30 chakra

Duration: Concentration, up to 1 minute

As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases

by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:

• Multiattack. You can make one bite attack and two claw attacks, or one bite attack and one swallow action.

• Bite deals 1d6 piercing damage

• Claw deals 1d4 slashing damage

• Swallow. The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you,

and you gain an additional +2 on attack and damage rolls against them.

• Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and

takes 8d8 force damage on a successful hit.

*Leaf Rock-Destroying Rise

Cost: 4 chakra

As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.

*Tenketsu of Harm and Death

As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. You may benefit from this and the Path of Youth's Gates at the same time. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action:

• You gain resistance to bludgeoning, piercing, and slashing damage from non magical weapons.

• At the start of your turn, you regain 5 hit points.

• You gain a +5 bonus to attack and damage rolls.

• You lose 5 chakra at the end of each of your turns.

*Seven Heavens Breathing Method

After training your lungs to be able to hold more than four times the average human's air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu's effects up to 3 times. You may end 1 instance of this jutsu's effects as an action or bonus action. While this juts is active, you gain the following:

• You gain 5 temporary hit points.

• You gain a +1 bonus to AC.

• You gain a +5 ft. bonus to your movement speed.

• You gain a +1 bonus to attack and damage rolls.

• You lose 1d4 hit points at the end of each of your turns.

*Arhat Fist

Cost: 5 chakra

Duration: Concentration, up to 1 minute

Focus your chakra, body weight, and momentum into every attack. When you make an attack, it must use Strength, and such attacks gain a +2 bonus to attack and damage rolls. Additionally, you may grapple creatures 1 additional size larger than you.

*Silent Fist

Cost: 5 chakra

Duration: Concentration, up to 1 minute

You cloak your body in invisible, owl-like chakra feathers that make your movements silent and flawless. Your body no longer makes noise (not including your voice), and your unarmed strikes' attack rolls and AC gain a +1 bonus.

*Disturbance Taiiutsu

Cost: 6 chakra

Duration: Concentration, up to 1 minute

You focus all of your fighting potential into unpredictability, forcing even shinobi with the Sharingan onto the defensive. You gain a +3 bonus to attack rolls.

This automatically ends if you cast any jutsu.

*Tenketsu Blocking Strike

Cost: 1+ chakra

As part of an unarmed strike, you strike with two fingers extended, piercing the opponent's chakra network and temporarily blocking its flow. The target loses a number of chakra points equal to the amount of chakra spent. If they do not have any chakra points remaining, they instead take twice as much necrotic damage as chakra spent.

*Cranial Eighth Sword

Cost: 3 chakra

As an action, you form two large chakra horns from your head and impale them into your opponent. Make an unarmed strike with an additional 10 feet of reach. On a hit, this attack deals magical piercing damage.

*Iron Claw

Cost: 3+ chakra

Range: Touch

As a bonus action, you grasp a prone creature's head firmly, pushing them into the ground with increased strength. Until the beginning of your next turn, the target can not attempt to stand up from being prone. Additionally, once per turn if they try to leave your reach, they must attempt a Strength saving throw. On a success, they leave your reach. On a failure, they may not attempt to do so until the beginning of their next turn. You may spend 1 chakra to increase this jutsu's duration by 1 turn.

*Peregrine Falcon Drop

Cost: 2 chakra

As an action, you leap up to 20 feet into the air, grabbing one creature you could grapple before slamming them into the ground. The target must make a Strength saving throw. On a failure, they take 2d8 magical bludgeoning damage as you return the target to the ground by force. On a success, they take half as much damage.

*Flying Claw

Cost: 2 chakra

As a bonus action, you jump 20 feet straight into the air until the beginning of your next turn, using chakra to suspend yourself for a moment, enabling you to attack flying enemies or grab high ledges.

*Taijutsu Style: Rush Rasengan

Cost: 12 chakra

Range: Touch

Requirements: Rasengan

As an action, you run up to 20 ft. and thrust your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.

-Earth: +2-

*Basic Earth Style Technique

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.

• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.

If you cast this Juts multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

*Fissure

Cost: 7 chakra

Range: 30 foot line, 10 foot wide

As an action, you create a large fissure up to 50 ft deep. Each creatures in the area must make a Dexterity saving throw. On a failure, it falls into the fissure.

A creature in the fissure can try to climb out by making an Athletics or Acrobatics check against your save DC. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 3d6 + your Intelligence modifier force damage and is pushed to the top.

*Rock Shelter

Cost: 12 chakra

Range: 30 ft.

As an action, you create a 15 ft. radius barrier of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside. A creature inside the dome when it is destroyed does not become targeted by the effect or damage that destroyed it.

*Bedrock Coffin

Cost: 25 chakra

Range: 90 feet

As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 8d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin has 100 hit points, freeing the target if it drops to 0 hit points. The creature can also escape by making a DC 30 Athletics check.

*Rock Trail

Cost: 6 chakra

Range: 30 foot line

By slamming their hand into the ground, the user causes a path of large rocks to emerge from the ground and strike the target. Make a spell attack. On hit, the target takes 3d8 + Intelligence modifier bludgeoning damage. Upon using this jutsu, 5 feet tall rocks appear in the attack line leading to the target. These rocks last until the end of your next turn. This jutsu cannot go through/cross this rock line.

*Mud Wall

Cost: 4 chakra

As a reaction to being targeted by a ranged attack, you quickly unearth a wall of loose dirt, granting you three-quarters cover until the end of your next turn.

*Multi Mud Wall

Requirements: Mud Wall

Cost: 6+ chakra

Duration: 1 minute

As a bonus action or reaction to being targeted by an attack or Dexterity saving throw, you erect and solidify multiple layers of mud walls. You create a 5 foot square wall that is 3 inches thick anywhere within 5 feet of you. This wall grants three-quarters cover, has 10 + your Intelligence modifier hit points and 12

AC. If you have affinity in Earth Style, you may spend 2 additional chakra point to grant the wall additional hit points equal to your average unarmed strike die roll, half as much of a bonus to its AC, or half of either bonus. You may create an additional wall within 5 feet of yourself or one other Multi Mud Wall you can touch for every 5 additional chakra points spent.

*Earth and Stone Dragon

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you can form a dragon from the earth below you that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

• Multiattack. It can make one bite attack and two claw attacks.

• Bite deals 1d8 piercing damage

• Claw deals 1d6 slashing damage

• Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.

• Earth Dragon Bullet (Recharge 5-6). The dragon exhales 3 globs of mud, each with a range of 60 feet. Each targeted creature must succeed a DC 17

Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are restrained until the end of their next turn.

• Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage on a successful hit.

*Weighted Boulder

Cost: 7+ Chakra

The user increases the amount of gravity a creature or object is subject to for 1 minute. They become 2 + half the additional amount of chakra times heavier.

If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage. The effect can be lifted by the user with a bonus action.

*Headhunter Jutsu

Cost: 6 Chakra

You gain a burrowing speed equal to your movement speed +5 feet until the beginning of your next turn. If you hit a creature with an unarmed strike while burrowing, you may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.

*Earth Golem

Cost: 7 chakra

Molding a small amount of stone, you create an earth golem anywhere within 10 feet of you.

*Monkey Rock

Requirements: Earth Golem

Cost: 32 chakra

As an action, you raise a massive chunk of earth, creating a massive monkey-like golem. A monkey rock appears in the spot where you were standing and you are teleported on top of it.

*Dust Storm

Cost: 2 + chakra

Range: 25 foot cone

As an action, you create a torrent of soil from the ground. Each creature in the cone must make a Dexterity saving throw. On a failure, each creature takes 2d6 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. For 4 additional chakra, you can make the dust storm stay for 3 rounds and creatures in it at the start of their turn, must roll a Dexterity saving throw or take 1d8 + your Intelligence modifier bludgeoning damage.

On a success, they take half as much damage. You can move this cloud up to 15 feet with a bonus action for 1 chakra. This added effect uses concentration.

*Mist Blaze Dance

Cost: 14 chakra

Range: 30 feet

Duration: 1 minute

As an action, you exhale a 20-foot sphere of chemically unstable ash. The cloud spreads around corners and lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction.

If a creature within range takes damage that is not bludgeoning, piercing, or slashing damage, the cloud reacts. The cloud is destroyed, and every creature within the cloud must attempt a Dexterity saving throw, taking 8d10 damage of the same type on a failure.

*Lightweight Boulder

Cost: 2+ chakra

Duration: 1 minute

Range: Touch

As a bonus action, you can divide one object's weight by the amount of chakra spent. You may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed. The effect can be lifted by the user with a bonus action.

*Subterranean Voyage

Cost: 3 chakra

As a bonus action, you fall straight through any earth and stone, but not metal or plants, you are touching. Until this jutsu ends, you may swim through such materials as easily as water. You must spend 1 chakra point at the end of each of your turns to maintain this effect.

*Earth Style: Twisting Rasengan

Requirements: Rasengan

Cost: 15 chakra

Range: 120 foot radius

As an action, you form a rasengan out of earth style chakra and plunge it into the ground. Every creature within range must succeed a DC 18 + your Constitution modifier Dexterity saving throw. On a failure, the ground twists around them and they are restrained. They may reattempt this saving throw at the end of their turn. As an action, a creature can assist them, granting them advantage. They may also escape if the earth around them is moved or destroyed, such as with the Earth Style basic juts. As an action, you can force a creature affected by this juts to take 2d10 + your Intelligence modifier force damage, or as a bonus action for 1 chakra point.

-Fuinjutsu: +2-

*Unsealing Technique

Range: Touch

Cost: 1+ chakra

Touching any kind of chakra seal bound to a physical object (i.e. Explosive Seal, Secret Treasure of the Toads, Flying Raijin, Object Manipulation), but not a creature, you defuse the chakra within the seal. You must spend an equal number of chakra as created the seal. The seal loses any magical properties, returning to a normal piece of paper.

*Sealing Technique: Black Aura

Requirements: Unsealing Technique

Cost: 8+ chakra

Range: 5 foot radius

As an action, you use a powerful variant of the Unsealing Technique on nothing, creating a void of sealing chakra. Ranged attacks against you automatically fail. At the end of each of your turns, any creatures within range must succeed a Constitution saving throw or take 2d6 necrotic damage and be pushed to the edge of this jutsu's range. You can add an additional 1d6 damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra points spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. You must spend 1 + half the additional chakra points spend (rounded down) chakra at the end of each of your turns to maintain this effect.

*Winding Smoke

Requirements: Unsealing Technique

Cost: 6 chakra

Range: 50 ft. radius

Duration: 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

As an action, you rapidly create and destroy small seals, quickly building up a large cloud of summoning smoke. For any creature that doesn't have levels in the Path of the Assassin, this area is considered lightly obscured beyond 5 ft.

*String Light Formation

Cost: 5 chakra

Range: 15 ft.

Weaving hand seals, you release scrolling juts formulas around a creature within range. This creature can not leave a 5 ft. radius area. If they attempt to, they must attempt a Strength saving throw. On a failure, they take 1d4 psychic damage from the physical strain. Creatures within this jutsu's range of your choice may spend their action, or their next turn's action as a reaction, to increase this jutsu's saving throw by half their proficiency bonus (rounded down) for 2 chakra, or by 1 for 0 chakra, even if they do not know this jutsu. Any creatures that add chakra to this jutsu must spend 1 chakra at the beginning of each of their turns and not move to maintain their added bonus.

*Five Elements Seal

Cost: 25 Chakra

You burn a five-pointed seal into a restrained or willing creature's body. Their chakra point maximum is decreased by 12 points or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of your choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect once. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.

*Three Directions Seal

Cost: 6 Chakra

Range: 15 ft.

While you and at least two creatures you are controlling, including shadow clones and puppets, are equidistant from each other and from the target, you create a triangular green barrier. You can see and hear through this barrier, but nothing can pass through it, even by teleportation or by being intangible.

Each creature that cast this jutsu must spend 1 chakra at the end of each of their turns to maintain this effect, and this jutsu immediately ends if any of them move at least 5 feet.

*Five-Seal Barrier

Cost: 25-45 Chakra per tag

You place a large chakra tag to a surface. Individually, each tag is useless, but when two or more tags are placed, they create an indestructible wall

extending from tag to tag. Each tag's wall can only extend to one tag in a straight line. The user may spend 20 additional chakra to have the tags create a

clone of of the creature that removed the tag upon doing so.

*Red Yang Formation.

Range: Touch

Duration: Concentration, 1 minute

Cost: 20 chakra/Wall

The user produces a blast of red light that is then shaped into a massive barrier of transparent red light. The wall is between 10 and 60 feet wide and up to

200 feet tall. They have 300 hit points and an AC of 20. You must touch the wall to concentrate on it. If you have Truth-Seeking Orbs, you can sacrifice one

to allow yourself to concentrate on 6 walls at a time so long as the walls touch and reduce each wall's cost by 5 chakra. If you have Black Receivers from the

Outer Path, you may concentrate on 1 wall per receiver so long as the walls touch and reduce each wall's cost by 3 chakra.

*Barrier Talisman: Armored Eye

Cost: 10 chakra

Material Component: Requires Ink or calligrapher's tools to draw the seal

As an action, you create a small talisman of chakra-infused paper. You may apply this talisman to a willing creature you can touch as an action, placing it near one limb of your choice. When the limb would be damaged by any creature, including the creature the seal was applied to or by critical hit, the creature's general hit points take the damage instead. You may have up to half your Intelligence modifier, rounded up, talismans active at a time. Only creatures that know this juts may destroy one talisman they can touch as an action.

*Flying Raijin Jutsu

Cost: 10 chakra to place a seal, 2 chakra to teleport

As an action, you create a seal unique to you on any creature or object for 10 chakra. As a bonus action or a reaction to being targeted by any effect, including attacks, you can teleport to a target bearing this seal. If you are still within area of an effect, or if the effect automatically effects you, you are still targeted by it. You may have a number of Flying Raijin seals active equal to twice your Intelligence modifier. If you go above this limit, you may choose which seal loses its power.

*Flying Raijin: Guiding Thunder

Cost: +5 chakra to place, +13 activate seal

Requirements: Flying Raijin Jutsu

As part of placing a Flying Raijin seal, you may increase the complexity of its seal. When this seal would be within a juts, you may teleport it as a reaction, causing it to appear with its source at one Flying Raijin seal of your choice.

*Flying Raijin Cloud

Cost: 12 chakra

Duration: 1 hour (concentration)

Requirements: Flying Raijin Jutsu

As an action, you focus your chakra on two Flying Raijin seals, causing any liquid or gas within a 10 ft. radius of one seal to be moved to the other for this jutsu's duration, causing an inhospitable, but very dry area. Any creatures within this area must hold their breath.

*Revolving Flying Raijin

Cost: 3 chakra

Requirements: Flying Raijin Jutsu

As part of teleporting to a Flying Rain seal if you have a Flying Raijin seal in your possession but not on you, you leave the seal behind and one creature within 5 ft. of the seal you move to must attempt a Dexterity saving throw. On a failure, they are teleported to the seal you left behind.

*Flying Raijin Strike

Cost: 4 chakra

Requirements: Flying Raijin Jutsu

As part of teleporting to a Flying Raijin seal, you slightly accelerate the teleportation, allowing you to make a non-jutsu attack of your choice with advantage.

*Flying Raijin - Second Step

Cost: 5 chakra

Requirements: Flying Raijin Jutsu

As part of teleporting to a Flying Raijin seal, you greatly accelerate the teleportation, allowing you to use one juts of your choice. You may spend an additional 3 chakra to grant yourself advantage on the jutsu's attack roll, or grant the target disadvantage on its saving throw.

*Fuinjutsu: Bound Rasengan

Cost: 8 chakra

Range: Touch

Requirements: Rasengan

As an action, you you form a Rasengan before sealing it within your palm, leaving a spiral-shaped mark. Until this jutsu ends, successful attack rolls with your unarmed strikes deal additional damage equal to your Intelligence modifier, and moves the target 5 x your Intelligence modifier feet away from you. You must spend 4 chakra at the end of every turn after your first to maintain this jutsu.

-Basic Jutsu-

*Explosive Seal

Cost: 1+ Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with damage cost)

Range: Touch

Duration: 1 minute + 1 for every additional chakra spent (stacks with damage cost)

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw an explosive seal on your chosen surface, then infuse it with chakra. The seal explodes after 1 minute of being placed, unless triggered by you as a bonus action. The seal can also be given a condition (such as being touched or a creature coming within 20 ft. of it) after which it will explode.

Any creature within 20 ft. of the seal when it detonates must attempt a Dexterity saving throw. On a failure, they take 2d6 fire damage and are pushed back 10 feet. On a successtul save, a creature takes half as much damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage instead of a Dexterity saving throw. You may increase the damage this juts deals by 1d6 for every 2 chakra spent to a maximum of 4d6

*Exploding Flame Formation

Requirements: Explosive Seal

Cost: 3 chakra

Range: 30 feet

When you detonate an explosive seal you created within range, you slam your hand into the ground, causing the seals to wrap around your target. You may move the seal up to 10 ft., and any creatures targeted by it must attempt a Strength saving throw instead of a Dexterity or Constitution saving throw.

*Transformation

Cost: 1+ chakra

Duration: 1 hour per chakra point spent

As an action, you transform into a person, creature or non-magical object you have seen before or have a basic idea of, and become identical visibly to that image. Creatures must make an Investigation check to notice that you aren't what you appear to be. If it saw you performing the Juts, it automatically succeeds. Your statistics remain the same. You can not become a light source, armor, tool, vehicle, or a creature with a different size category and you can not recreate a magical effect. You may undo this transformation as a bonus action.

When you gain the Ninja Speed feature, if you transform into a creature with a swimming or flying speed, you gain the speed up to your movement speed, however you do not gain any of the other characteristics of the creature.

*Body Flicker

Cost: 3 chakra

As an action, your movement speed doubles until the beginning of your next turn. This movement does not provoke attacks of opportunity.

*Basic Clone

Cost: 3 chakra

Requirements: Body Flicker

Among the most basic jutsu taught to shinobi, the effects of this juts are more akin to afterimages than true clones. As a bonus action, any creature that can see you must attempt an Intelligence saving throw. On a failure, attacks against you have disadvantage, and you have advantage on any saving throws they force you to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra have advantage on this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.

*Substitution

Cost: 3+ chakra

As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + Shinobi Level and teleport up to 15 ft. in any direction to an unoccupied space during which you take the Hide action. A log or other generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost

*Shadow Clone

Cost: 4+ chakra per clone

As an action, you create up to five clones. Each clone created in this way counts as a different casting of this jutsu, but still only requires one action. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature and can not take an action or bonus action on the turn they are created. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to you, including equipment, features, and any effects affecting you when you create the clone. You may choose if they benefit from any path features affecting you. Any effects with a limited number of uses, such as features that regain uses after a long or short rest or magic items with charges, are shared between all clones and you. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

*Clone Great Explosion

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may grant it a short timer, after which it explodes. This clone can exist for up to 4 rounds, as determined when you create it. It is most suggested to keep track of this with a d4. At the end of this clone's final turn, or when it is destroyed by any means other than being dispelled, every creature within 5 ft. of the clone must attempt a Dexterity saving throw. On a failure, they takes 2d8 fire damage. On a success, they take half as much damage. This also causes you to not regain the base chakra spent to create the clone.

*Summoning Jutsu

Cost: An amount of chakra equal to three times the CR of the creature (minimum of 1), or twice the creature's level or CR if using PECR

You gain the ability to form contracts with creatures in order for you to summon them to assist you in combat.

You make a contract with a creature of your choice that isn't a humanoid. For the purpose of this contract, you have the ability to speak with the creature you wish to try and form the contract with. You may form contracts with a number of creatures equal to twice your Charisma modifier (minimum of 1). If you form a contract with a creature above this threshold, you must choose one creature to end your contract with.

As an action, you form the correct seals, take some of your own blood (often by biting the thumb), and place your hand on the ground. When done, your selected summon appears in the space you were in or a space within 5 ft. of you. The creature returns to where it was when it was summoned after 1 minute, when it is dismissed as an action or when it dismisses itself as an action.

If the creature is of size category Large or higher, it appears in the spot where you were standing and you are teleported on top of it. For instance, if you form a contract with a young red dragon or storm giant, you would be placed on the dragons back, the storm giants shoulder, or beside your summon.

*Summoning: Quick Beheading

Requirements: Summoning Jutsu

Cost: 10 chakra

When you summon a creature using Summoning Juts, you accelerate it during the teleportation, allowing it to take one action the moment it is summoned.

*Rasengan

Cost: 10 chakra

Range: Touch

The Rasengan is a spinning ball of chakra formed and held in your palm. As an action, you thrusts your hand into the target. Make a melee spell attack. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. The target has a mark on its body in the shape of multiple swirls scratching its skin.

*Planetary Rasengan

Requirements: Rasengan

Cost: 25 chakra

Range: 15 feet

On your next turn, as an action, you make a ranged spell attack with a large Rasengan surrounded by 3 smaller Rasengan. On a hit, you deal 12d10 + your Intelligence modifier force damage. The target must make a Strength saving throw or be pushed away 60 feet away.

-Path of Youth-

*Great Entrance of Burning Spirit

Requirements: Third Gate

Cost: 7 chakra

Range: 80 feet

As a bonus action immediately after using Dynamic Entry, Great Dynamic Entry, or Burning Youth, No Holds Barred, Full Power Dynamic Entry while the Third Gate or higher is open, you dash up to the opponent again and hit them with a heavy punch. Move up to this jutsu's range and make an unarmed strike against the same target. If the attack hits, the target takes 2d8 + your Dexterity modifier bludgeoning damage and must make a Strength saving throw. On a failure, it is pushed the same distance as the Dynamic Entry variant used as your action in a direction of your choice.

*Piercing Burning Emotions

Requirements: Third Gate

Cost: 7 chakra

Range: 45 feet

As a bonus action while the Third Gate or higher is open, you and any creatures you are grappling are launched straight up or straight down a number of feet up to this jutsu's range, staying there until the beginning of your next turn. If you moved straight down, you do not take any damage, but the target must attempt a Strength saving throw as you pile drive them into the ground. On a failure, they take damage equal to the damage they would have taken from falling and from getting hit by one of your unarmed strikes. On a success, they take half as much damage.

*Leaf Hot Wind

Requirements: Fifth Gate

Cost: 6 chakra

Range: 40 feet

As an action while the Fifth Gate or higher is open, you launch yourself at the target, generating as much air resistance and body heat as possible and converting it into a fiery spiral. Make an unarmed strike attack. If the attack hits, the target takes 3d8 + your Dexterity modifier fire damage and must make a Constitution saving throw. On a failure, they begin burning. If Leaf Hot Wind is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 4d8 fire damage.

*Leaf Roaring Blaze Hurricane

Requirements: Fifth Gate

Cost: 5 chakra

As a bonus action while the Fifth Gate or higher is open, you focus your kicks on generating as much air resistance and body heat as possible, causing your feet to catch fire. Your unarmed strikes gain a +1 bonus to attack and damage rolls and deal fire damage until the beginning of your next turn.

*Night Phoenix

Requirements: Fifth Gate

Cost: 30 chakra

Duration: Until 5th/6th/7th/8th Gate ends

As an action while the Fifth Gate or higher is active, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage.

*Infinite Wild Dance

Requirements: Seventh Gate

Cost: 7 chakra

When you make an unarmed strike against a prone creature while the Seventh Gate or higher is open, you are able to focus the entirety of your power into destruction without worrying about the target evading, creating two afterimages that seemingly strike at the same time. The unarmed strike deals three times as much damage on a hit, and still deals half as much damage on a miss. This counts as a Constitution saving throw for the sake of Endurance.

*Intense Passion: Ferocious Tiger Lotus Peacock Attack

Requirements: Seventh Gate

Cost: 40-45 chakra

As an action while the Seventh Gate while the Fifth Gate or higher is active, you execute the beginning of a Morning Peacock before focusing its flames into a blazing Daytime Tiger. Each creature in a 30 foot radius up to 20 feet from you must make a Constitution saving throw, taking 8d12 fire damage and being knocked prone on a failure, or half as much damage on a success. You may spend 5 additional chakra to perform the beginning of a Reverse Lotus at the start of this technique, moving 40 feet immediately before this jutsu's other effects.

*Self-Taught Style: Split-Second Attack

Requirements: Seventh Gate

Cost: 5 chakra

Range: 30 foot radius

As an action while the Seventh Gate or higher is open, you make a single unarmed strike against every creature within range as you create a massive vacuum around you. On a hit, they move 15 feet closer to you and take half your unarmed strike's damage.

-Path of Totality-

*Truth-Seeking Scorched Earth

Cost: 8+ chakra

Range: 10 ft. wide, 60 ft. line

As an action, you merge your Truth-Seeking Orbs into a single orb, causing their power to become unstable and fire into a dark beam of dangerous chakra.

Each creature within must make a Dexterity saving throw, taking force damage equal to half the orb's hit points, and the orb used takes half as much damage. On a success, they take half as much damage. This Jutsu ignores Evasion. You may add an additional orb to this jutsu for every 8 additional chakra spent.

*Truth-Seeking Cross Lantern

Range: 5 mile radius

Cost: 10 chakra

As an action, you pound 3 of your Truth-Seeking Orbs into the ground, throwing the elements out of balance. Orbs used on this jutsu can't be used in any way except for this jutsu until you end this jutsu as an action. Every creature within range must attempt a Constitution saving throw at the end of each of your turns. On a failure, they take 2d10 force damage. On a success, they take half as much. Additionally, the area this jutsu targets becomes lightly obscured difficult terrain until the end of your next turn. You must spend 10 chakra at the end of each of your turns to maintain it.

—Horizon Meteor

Requirements: Manipulation

Cost: 5 chakra

As a bonus action while your orbs have no movement remaining, you may move one of your Truth-Seeking Orbs anywhere within its range. You may use this jutsu as a reaction when a creature within 5 feet of one of your orbs is knocked prone, moving the creature with the orb.

—Demising Truth-Seeking Orb

Requirements: Expansive Truth-Seeking Orb

Cost: 20 chakra

As an action while you are in control of an Expansive Truth-Seeking Orb, you cause the orb's chakra to lose stability. If your next action is detonating the orb, its range is doubled and its damage die is increased to d6, otherwise the orb is destroyed without detonating and any chakra spent on it is wasted at the end of your next turn.