recursal/Fanatic-Fandom huggingface dataset:
Earth Release: Dropping Lid

Ninjutsu (Earth)

 Saving Throw

*The user creates a giant, boar-shaped, earthen lid high in the air that falls on the target, trapping them.*

The user summons a giant earthen dome with a radius of 30 feet. This dome can be centered anywhere the target chooses, though they must have line of sight to their target area. Any target within the area of the created dome is allowed to make a reflex save, with a failed check resulting in being trapped under the dome. The earth dome is 1 foot thick per caster level. Each 5ft section of the dome has 30 hit points per foot with a hardness 5, and attacks against the dome's interior automatically succeed. Once a 5 ft section has reached 0 hp the dome is considered breached and people may exit through it normally. If a target wishes to breach the dome with a single attack they must make a Str check with a DC 25 + 1 per foot of stone.
Boil Release: Unrivaled Strength

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

The user increases the temperature of chakra to the boiling point, generating large amounts of steam and evaporating any water or ice in direct contact with their body.[2] The pressure resulting from this emitted steam can then be used to increase the force behind physical attacks, giving the user immense strength.[3] The exact amount of force produced is proportional to the quantity of steam released, as the greater the volume of steam utilised, the larger the pressure that can be built up. By releasing the pressure, not only the strength can be improved, but also the speed.[4]
Aragami

*A counterattack, the user raises his sword horizontally over his head. When the enemy weapon is about to hit him, he attacks the weapon with a downward slash while rotating the sword at the same time, resulting in a powerful blow that knocks back the weapon, chipping it.*

On a single attack that you are the target of, you may instead attack with a weapon to block the blow. You roll an attack, the DC to beat is their attack result. If it hits, you block the attack and may make a free sunder attempt against their weapon.
Lava Release: Rubber Wall

## Rubber Wall Ninjutsu (Lava)

 Saving Throw

The user creates an enormous torrent of lava from the ground directly in front of them, *which then forms into a wall possessing immense durability due to its rubbery consistency that allows the material to deform when attacked, meaning it can both absorb and dissipate the force behind a blow rather than just simply obstruct it. This technique can also be used to provide reinforcement to a pre-existing barrier.*

You cause a flat, vertical rubber wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

 Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 2. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

This wall is resitant to physical damage, having DR 30/-.
Eight Trigrams: One Body Blow

*A technique born from their innate ability to expel chakra from every tenketsu on their body, a member of the Hyūga clan can hit their opponent with a blast of chakra that will send them flying away from the user. It was also shown that this technique can be used with pin-point accuracy to target the weak point of a technique.*

This jutsu allows the user to make a caster level check instead of a grapple check to break a grapple. On a successful check, the opponent is pushed 5 feet back. On a failed attempt, the grapple continues normally.
Hiding with Camouflage Technique

*This is a ninja escape technique that allows the user to control how light is reflected around their body with chakra inflections. The technique also erases the user's scent and shadow, and is usable on any terrain, making it ideal not only for covert manoeuvres but also offensive strikes. Perceiving the user's position is possible only for ninja who are astute enough to observe minute variations within their surrounding environment, such as distortions of air currents in the immediate vicinity or distinguishing sounds, i.e. footsteps etc. The usefulness of this ability can be entirely negated by those with special vision or sensory skills, except for particularly adept users, who can completely erase even their chakra signature with it.*

You become invisible (you gain +2 bonus to all your attacks, and opponents do not get a dex bonus to their AC). This invisibility does not break even if you attack an opponent. Characters who can sense chakra must first succeed on a caster level check (10 + your caster level) to continue to track your movements with their sensory abilities. If they fail, they can try again next round, and once they succeed this check they can continue to track the hidden character's position until the jutsu is recast.

A character who has the Blind-Fighting Feat may instead attempt to perceive your location with their natural senses, a check of (10 + caster's dex modifier + caster level) vs (opponent's character level + wisdom mod + d20). If this check succeeds, they only track your location until their next turn, and then they must make the check again. Failure indicated that they do not have your exact location and instead gain only benefits from Blind-Fight as normal.
Mirror Butt

Mirror Butt

Taijutsu

Level: S

Hand Seals: None

Casting Time: Instant

Range: Close

Area: The size of her butt

Duration: one round per caster level

Saving Throw: Reflex

Description:

The user synchronizes their movement with their opponent's, completely mirroring them, before countering them quickly.

Negates any single target taijutsu against the user.
Lava Release: Rubber Ball

Ninjutsu (Lava);

 Saving Throw

*The user expels a large glob of lava from their mouth, which quickly solidifies into a hollow ball that can be used to protect an object by surrounding it with the durable rubber-like material. The properties of this substance mean that it can both absorb and dissipate the force behind a blow when struck, resulting in it either deforming or bouncing upon impact.*

Each half of the sphere has 25 hit points per inch of thickness. The ball starts 1 inch thick and gains an inch per caster level. A section of wall whose hit points drop to 0 is breached. If an opponent tries to break through the wall with a single attack, the DC for the Strength check is 15 + 2 per inch of thickness. Rubber has a DR 30/slashing or piercing.

This jutsu may be used to trap a target, on a failed reflex save they are imprisoned within the sphere. Targets inside the sphere don't have line of effect or line of sight to any targets outside of the sphere and vice versa.
Dance of the Wild Monkey

* **Description:** This technique imbues the user with the power of air. When performing this technique, the user is granted 5 air charges, which he may expend to perform one of the following trick. - Air Dance: The user may spend one air charge as a free action to lift himself upwards during a jump. The user can stand up from prone as a free action that does not provoke an attack of opportunity, or grants himself a +10 circumstance bonus to Jump checks for a single jump used immediately, and jump height restrictions are temporarily ignored for the one jump. - Freestyle: The user may spend one air charge as an instant action to form a cocoon of rapidly twisting wind around himself and slow his falling speed to 10 feet per round for 1 round. The user takes no falling damage if he lands while Freestyling. - Monkey Charge: The user may spend one air charge to increase his land speed by 10 feet for 3 rounds as a swift action.
Offsetting Sound

A genjutsu that relies on the sound of the ocarina. While playing the melody, the user is able to release his allies from powerful genjutsu.

In order to use this jutsu, the User must do a Performance skill check in order to use the Ocarina.

In order to break the Genjutsu, the User must do a Caster Level Check verses the Enemy Caster's Level.
Body Dispersion Jutsu

*This jutsu allows them to turn their bodies, either partially or fully, into smoke to serve various purposes. While in their smoke form the user becomes impervious to damage and can use this trait to gain an opportunity in battle, for example by allowing weapons to slip through them without any effects.*

 The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. They are immune to slashing, piercing, and bludgeoning damage, as well as any jutsu based on physical effects (Earth, water release, lightning). Though the jutsu protects against regular wind conditions, Wind Style Jutsu deal double damage in this form, and fire jutsu deals damage normally. A gaseous creature can’t run, but it can fly at a speed of equal to their land speed (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the jutsu persists.

This jutsu allows the caster to attempt to possess the body of a target. To attempt a possession, the caster must move into the space of the target. On their next round, they can attempt to go into the body of the other person, entering through the nose, mouth, or any other sufficient opening. Attempting to possess a body is a full-round action. You possess the body and force the creature’s soul into a dormant state unless the subject succeeds on a Will save. Failure to take over the host ejects you from their space, depositing you into the nearest 5 foot area you can inhabit.

If you are successful, your life force occupies the host body, and the host’s life force is considered dormant. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities.
Fire Release: Exploding Flame Formation

# Fire Style: Exploding Flame Formation

*After placing their hand on the ground, the user releases a large number of explosive tags that stream towards the target, before wrapping themselves around the victim from the feet upwards. Once in place around the target's legs, the tags detonate simultaneously, engulfing them in an enormous explosion and burning them with flames.*

This jutsu is used more as a trap than an offensive measure, the user must place their hand upon the ground and a series of tags spreads out from their position to a radius of 5 ft/caster level. The first opponent to step into this radius will have these tags will attempt to wrap around their body (touch attack). The target takes 1d4 +2 points of fire damage per caster level (at 20th level the target takes 20d4 + 40 points of fire damage).

The target takes a 50% reduction to their speed if the touch attack hits, though a Reflex save negates this speed reduction.
King of Hell

The **King of Hell** (冥府の王, *Meifu no Ō*) is a being that is used by a wielder of the Rinnegan. This figure, like the Animal Path's summons, possesses Rinnegan eyes, allowing a Rinnegan wielder to see through its eyes.

 Advancement:

Rinnegan Shared Sight: The King of Hell shares its visual field with the summoner. If it isn't being flanked, the summoner isn't flanked. Like all summons, the eyes it has cannot be used to make grafts.

Reveal: If used for interrogation, the King of Hell is capable of discerning whether an individual is lying or not. When implemented on a target, a serpent-like apparition of their life force energy, in the form of an enlarged tongue emerges from their mouth and is presented to the figure. The King of Hell then proceeds to pass its judgement on the victim. The defending character must make a Will save (DC 10 + summoning character's highest level jutsu + Wis modifier). Success means that their deception, if there was one, is unnoticed. If they are lying (or refuse to answer the question), their life force energy is ripped out by its two hand-shaped tongues and consumed, leading to the victim's death. A character who has failed their will save and was lying must make a fortitude save (same DC) or be killed instantly. Upon death, the target's soul is consumed and bound by the King of Hel, so they cannot be reanimated. If the target is telling the truth, it lets go of the protrusion leaving the target alive but extremely exhausted. The King of Hell can only be seen by the ones it's being used upon.

Regenerate: For its second ability, the King of Hell can repair the damage to a character that is placed inside its mouth, should they be damaged but not killed. When it consumed the remains of the Asura Path, the path emerged from the figure fully restored and was even wearing a new Akatsuki robe (the body had discarded its previous robe). While the King of Hell is being used for this, it seems that others are able to see it, unlike when it is being used for interrogation purpose. A single repaired character costs one of the souls stored within the King of Hell, which usually begins with 5 souls within it when being summoned.

Revive: Lastly, it can be summoned for the Outer Path: Samsara of Heavenly Life Technique, where the summoner can release life force energy to people who were recently killed and allow their souls to return to their rejuvenated bodies. This allows the caster to revive a number of people equal to his character level, none of who can have been dead more than his character level's worth in rounds. Doing so means that the character will die at the completion of this jutsu, and no effects can mitigate this result.
Eight Trigrams: Vacuum Wall Palm

# Eight Trigrams: Vacuum Palm

*This technique is similar in practice to Eight Trigrams Palms Revolving Heaven, but has a specific target rather than a general area. To perform it, the user precisely pinpoints the enemy's vital points with the Byakugan and releases a high-speed palm thrust. A "vacuum shell" compressed using the Gentle Fist is formed to attack the opponent's vitals from a distance, blowing them off their feet with tremendous force before they even notice they were hit.*

This is a single ranged attack roll. The all targets within the cone takes damage equal to twice your unarmed damage. This attack can be a 30 foot cone, but it can be extended further by 30 foot increments. Like a normal ranged attack you may make this attack up to 5 range increments with a cumulative -2 to the attack roll per each range increment. If the attack hits the targets must make a Fortitude save or be knocked prone.
Drowning Water Blob Technique

*After liquefying a portion of his body, the user manipulates the resulting water to surround his target's head, preventing them from breathing in order to either render the victim unconscious or ultimately kill them if the suffocation is sustained.*

Requires: Hydrification Technique.

As part of this jutsu the user liquefies a limb which is used to make a ranged touch attack. If it misses the technique is not considered expended and another touch attack may be made, up to the user's maximum allowed by their base attack bonus. If the touch attack succeeds the target must make a fortitude save, success indicates that they continue holding their breath for another round. A character can hold their breath a number of rounds equal to twice their Constitution score (not modifier). Failure of the fortitude save indicates the water begins to suffocate the target. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she drowns.

The target and user are both considered to be grappling while this technique is in effect, and all grappling rules apply (breaking free, attacking other characters, etc).
Corrupted Lightning

Ninjutsu (Lightning);

*Converging chakra around the body, a thin layer coats the user, forming a second skin. Though transformed into lightning nature, the aura of chakra remains very stable, never flaring, not even once.*

The user is covered in an aura of chakra which unleahes a 30ft waves of lightning whenever they attempt an unarmed strike. The range of this is 60ft + 5ft per CL. This uses their unarmed strike Attack Roll vs the target's Armor Class to determine a hit. The user is limited to a number of attack per turn equal to their BaB. Targets that are hit by this are dealt 2d6 points of damage per CL. A reflex save halves the damage.

Additionally any successful attacks made against you while in this state, deals shock damage to your attacker equal to your CL. A fortitude save halves this damage.
Fortify Armor

Level: 1

Range: 30 ft.

Target: One suit of armor

Duration: 5 rounds

A suit of armor covers its wearer’s vital areas more effectively, providing better protection against attacks. You make a suit of armor better able to protect the creature wearing it. When you speak this utterance, the target armor gives its wearer protection against critical hits and sneak attacks. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. You can increase the level of protection provided by the utterance by voluntarily increasing the DC of your Truespeak check. If you add 10 to the DC, critical hits and sneak attackshave a 50% of being negated, and if you add 20 to the DC, critical hits and sneak attacks are automatically negated.
Great Fire Annihilation

*A technique where chakra kneaded inside the body is converted into fire, and then expelled from the mouth and shaped into a massive curtain of fire which covers a wide range as well.*

One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 per four caster levels (max 20d4) points of fire damage to creatures within 10 feet and 1d4 points of fire damage per four caster levels (max 10d4) to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 20d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it.
Accelerated Attack

Level: 3

Duration: 1 round

Saving Throw: None

Normal: Your utterance allows your target to move quickly through the crowded battlefield, striking and darting away before attacks can be reciprocated. Images of the target in action persist for a few seconds after the target has gone.

The target gains the use of the Spring Attack feat, even if he does not meet the prerequisites. As the target moves, he leaves a ghostly, translucent “snapshot” of himself in each square he travels through; the images disappear after a second or so.

Reverse: A spellcaster you target gains the ability to cast a spell quickly while moving. The target can make a special Concentration check (DC 20 +

spell level) when casting a spell. If the check succeeds, he can cast the spell and move up to his speed as a single standard action. (The target can’t use this ability to cast a spell that takes longer than 1 standard action to cast.) If the check fails, the target loses the spell, just as if he had failed a Concentration
Chakra Ghost Technique

With his dōjutsu, Ranmaru is able to cast a genjutsu involving the creation of silhouettes or illusory beings as a means of distraction. The entities are so realistic that they even have their own chakra pathway system, which can fool even the "all-seeing" Byakugan. Where a shadow is attacked, it automatically disappears like a ghost and then reappears.

 Saving Throw
Lightning Release: Wave of Inspiration

This is a fusion technique  where the user employs Water Release and Lightning Release. After releasing a large water wave from his mouth, he then forms the Lightning Release seals, thereby mixing a lightning strike to the water. If this techniques hits an enemy, they instantly receive an electric shock.

* Requires Water Release as well as Lightning.
* Opponents effected by the attack are Stunned
* Damage 5d6 +1d6/caster level
Great Flame Technique

*The user kneads chakra in their stomach and expels a large stream of flames from their mouth that progressively widens with range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.*

This technique deals 20d4 points of fire damage to all targets within the cone. The large range and width of the cone make this perfect for handling large numbers of enemies.
Great Sickling Wind Blast Technique

* **Description:** This greater version of Kamaitachi allows for greater range and efficiency at the cost of more Chakra. The user can still ignore the hand seals component with a simple swing of a tessen, war fan or a Huge sized or larger weapon, by increasing the skill threshold and perform DC by 4. Every creatures caught in the cone-shaped burst suffer 6d6 points of wind damage, which can be halved with a successful Reflex save. In addition the creatures caught in the cone must make a Fortitude save (DC 15) or be pushed back 1d6x5 feet.
Demonic Illusion: Ushi-Oni Prison

Requires: Yin Release

Once the necessary hand signs are completed, the opponent is immediately dazed from genjutsu, as they will see the sight of the demon Ushi-Oni. (A half bull, half spider demon from Japan folklore) The Ushi-Oni will be seen biting or slicing the opponent in the genjutsu which makes the opponent believe they are in pain. While outside of the Genjutsu if the opponent is attacked the real pain inflicted is seen caused by the Ushi-Oni.
C3

*An exceptionally powerful, large scale bomb, that once activated becomes an enormous statue that the user drops on his target from above. Its explosive power was great enough to potentially destroy a large portion of a village.*

This jutsu creates a clay figurine that can be thrown or dropped, or prepared ahead of time to remotely detonate. There is no range limit upon the detonation, though if the caster cannot see the hiding place of the figurine he must have some other means of determining where the figurine is hidden. Upon detonation it explodes into a 100 ft burst that deals 2d10 per caster level points of damage to all targets within the range of the explosion. This damage bypasses even full cover, and can level buildings, which may or may not deal additional damage to the targets at the DM's discretion. A successful Reflex save reduces this damage by half, and if the target is within the 100 foot burst evasion nor improved evasion cannot reduce this damage to 0.
Lava Release: Scorching Armoured Fist

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

The user creates an enormous torrent of lava from the ground directly in front of them, which then forms into a wall possessing immense durability due to its rubbery consistency that allows the material to deform when attacked, meaning it can both absorb and dissipate the force behind a blow rather than just simply obstruct it. This technique can also be used to provide reinforcement to a pre-existing barrier.[2]
Fire Release: Great Flame Flower

*Kneading his chakra and then converting it to fire, the user creates a multitude of fireballs at the same time which then rain down on the target causing severe, widespread damage around the field.*

Targets within the area of this jutsu's effect must make a reflex save at the start of their turn or take 1d6 +1 points of fire damage per caster level of the jutsu user. Cover offers no protection against this technique, though total cover works as cover (granting a +4 reflex bonus to the people hiding behind it).
Kioka

## Abilities

### Binding DC - Binding DC + 10

At will as a standard action, you can bring a sturdy stone building into being at any point on the ground within 60 feet of you, as long as the space can accommodate its dimensions. This ability summons a tower like that produced by the Leomund’s secure shelter spell. You cannot summon this tower if you already have one standing. You an dismiss the structure as a standard action, but you cannot summon it again for 5 rounds after dismissing it.

### Binding DC + 11 - Binding DC + 20

You gain damage reduction equal to your binding check's result / 2, rounded down. This damage reduction applies to all forms of physical damage. This stacks with other sources of damage reduction you might already posses. In addition, you get resistance 20 to each elemental damage.

### Binding DC 21 - Binding DC + 30

You can use the disable device and open lock skills untrained. In addition, you gain a +16 competence bonus on disable device, spot, search and open lock checks. You are able to disable traps like a rogue, and in addition can create traps like a combat trapper.

### Binding DC 31 - Binding DC + 40

As a standard action, you can cause a flat, vertical iron wall to spring into being. It functions as a wall of iron spell, except that it is permanent. Once you have used this ability, you cannot do so again for 5 rounds. Unlike the wall of iron spell, the hardness of the wall is equal to the binding check used to summon Kioka.

### Binding DC 41 Binding DC 50+

You can imprison a foe deep in the earth with only a touch. As a standard action, you can make a melee touch attack to imprison your target. If you hit, the target must make a Fortitude saving throw (DC equal to the binding check used to bind Kioka) or be imprisoned. This ability functions like the imprisonment spell. If you miss with the touch attack, you can use this ability on the following round, but if a target makes its save, you must wait 1d4 rounds before using it again. You cannot imprison a creature while you already have another imprisoned from the use of this ability.
Lightning Release: Spiderweb

*After kneading chakra in the body and converting it to lightning, the user places their hand on the ground, releasing a surge of electricity around them in the form of a web, which electrocutes anyone caught in its vicinity.*

This jutsu creates a pattern on the ground using lightning chakra like a spider's web. Targets within range must make a Reflex save or be checked. They cannot move forward nor back, but they are not prevented from using jutsu of their own. Each round, targets within the area take 2 points of lightning damage, with no save. By keeping their hands on the ground, the user may extend the duration of this technique, otherwise the effect fades after one round.
Knight’s Puissance

Level: 1

Duration: 5 rounds

Saving Throw: None

Normal: Your words show your ally a way to strike more accurately.

Your target gains a +2 bonus on attack rolls as unseen forces guide his weapon to its target.

Reverse: By speaking the reverse of this utterance, you impede an enemy’s ability to strike.

Unseen forces nudge your target’s blows off course. Your target takes a –2 penalty on attack rolls.
Early Sacrifice

*The user jumps over their opponent while balancing himself over the opponent's shoulder (allowing the user to dodge an attack should it happen). Once landing, still holding onto the opponent's shoulder, the user throws them over himself onto the ground.*

You may use this technique once per round when a melee attack that targets you misses. As part of this action you may move behind the target as a free action which doesn't provoke an attack of opportunity. The target must make a Reflex save or be thrown prone into any adjacent 5 foot open space next to the caster of the technique. A successful save means they have evaded the attempt, though they may have additional penalties such as flanking or whatever might result from that movement.
Eight Trigrams: Palm Bottom

*This attack consists of a quick, precise thrust of the user's palm to the opponent's body. The attack sends chakra into the area of the foe where struck to either stun them, or if a more sufficient amount of chakra is used, cause severe internal damage.*

This is a single target touch attack. The enemy takes your unarmed strike's amount of damage and must make a Fortitude save or be stunned for one round.
Energy Negation, Greater

Level: 5

Duration: 5 rounds

Saving Throw: None

Normal: Your utterance renders your target impervious to harm from one type of energy.

A nimbus of golden power surrounds your target, granting him immunity to one type of energy.

Reverse: You wreathe your ally in energy that lashes out at those who strike him in battle.

This utterance wreathes your target in a type of energy chosen by you when you speak this utterance (acid, cold, electricity, or fi re). This energy causes damage to each creature that makes a successful melee attack against the subject of the utterance. Any creature that damages the subject with its body or a handheld weapon deals normal damage, but at the same time, the attacker takes 20 points of energy damage. Creatures wielding weapons with exceptional reach, such as longspears, are not subject to this damage if they attack the subject.
Lava Release Chakra Mode

ōshi envelops his entire body in a coating of lava that enhances the damage of his physical attacks. Due to the extreme heat generated by the lava, he is capable of burning the target without coming into direct contact with him.[2] In addition to the offensive damage the armour can inflict, it can also be used for defensive purposes, as it acts as a deterrent towards those who wish to attack the user physically.

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw
Energy Vortex

Level: 2

Duration: 1 minute

Your words transform the nature of the air, turning it from harmless gas into a swirling mass of harmful energy.

You fill the air around your foes with energy, dealing damage. You choose the type of damage to deal when you speak this utterance: acid, cold, electricity, or fire. Creatures in the affected area take 2d6 points of energy damage per caster level, and an additional 2d6 points of damage at the beginning of each of their turns while they remain in the area.
A Thousand Feeding Sharks Technique

# Thousand Feeding Sharks Technique

The user creates one thousand sharks out of water that enter into a wall formation and rain down to attack the opponent.

The collapsing wave of water deals 10d10 points of damage and the sharks inside deal an extra 10d4 points of piercing damage. A successful fortitude save reduces the damage from the wall by half and a reflex save allows to avoid the piercing damage.
Dragon Exploding Butt

Dragon Exploding Butt

Taijutsu

Level: S

Hand Seals: None

Casting Time: Instantaneous

Range: Close-long

Area: Her butt size

Duration: Instant

Saving Throw: Reflex

Description:

User  launches air pressure at the opponent in the shape of a dragon, formed by them squeezing there butt cheeks together with a massive amount of force. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes on command, releasing the built up air pressure in an instant. A massive explosion — one that dwarfs an island.(damage - caster level d10 x 5, for example Komon's 30d10 x 5)
Desert Suspension

*It is a trick where he uses the chakra-enhanced sand to support his own weight and float in mid-air and to use as a method of transportation if needed. By increasing the size of the platform the user can transport others along with him or even grant someone else their own platform of sand to fly on making this ability became a key aspect of evasion and transportation.*

The character gains a fly speed equal to 5 ft x their caster level with perfect maneuverability. Every 5 caster levels the user may create an additional platform. A character who doesn't want to be transported may take a 5 ft step as a free action to get off the platform.
Master of the Four Winds

Level: 3

Duration: 1 minute

The air reacts to your utterance, obeying your every command.

By speaking this utterance, you can bend the air to your will. This utterance functions as a control winds spell with a caster level equal to your truenamer level, except as noted here. All within range hear the words of your utterance, carried on the winds you control throughout the utterance’s duration.
Exploding Water Colliding Wave

# Water Colliding Wave

*The user spits out a great volume of water from their mouth, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks.*

The user performs a bull-rush attempt against all enemies within range of the technique and can travel up to 4x their normal land speed during this attack. You can only move in a straight line, and you can make a single melee attack against each enemy your movement takes you past at your highest bonus. The bonus on your bull-rush attempt is equal to your caster level. Every 10 caster level the user gains a +4 bonus to this bull-rush attempt and this bull-rush attempt does not provoke attacks against you. Enemies caught in the burst take 1d4 points of damage per 5 ft. that they are pushed back by the wave of water.

After the jutsu is resolved, the terrain is considered an aquatic environment, with a depth equal to the user's caster level.
Barrier: Canopy Method Formation

*This technique allows the user to create a spherical detection barrier with the user at the centre. At the user's command, the detection barrier can expand, grasping everything in the surroundings. The users can also detect anything that moves inside the barrier space with their own "sense". As the users move, the barrier will follow them.*

This jutsu grants the user blindsight. This ability extends to a maximum distance equal to 10 feet + 5 ft/caster level in diameter.
Eight Trigrams: Rotation

*This technique utilises the chakra control gained through Gentle Fist training to release a huge amount of chakra from all the chakra points on the user's body. It is also a defensive manoeuvre to compensate for the Byakugan's blind spot as the released chakra blocks any possible attack on the user. After releasing chakra from every tenketsu in their body, the user then spins rapidly to parry the attack, both creating a rotating shield of chakra around themselves and tossing away any nearby attackers.*

You are treated as having full cover from incoming attacks. Attackers can attempt a strength check vs your caster level to try and breach the sphere, but they suffer your unarmed strike's amount of damage per attempt and on a failure are pushed back as if by a bullrush attempt with your caster level as the strength.

Alternatively this jutsu can be used to push back people, though they take no damage in that case, unless they get pushed back into some obstruction, or fall damage.
Demonic Illusion: False Surroundings Technique

A genjutsu that allows one to trick others into mistaking the place they're in for another. This technique's main feature is that it can be cast over an extensive surface, therefore any and all who step into the illusion's area of effect will fall under the spell.

That said, it might not work so well on people who are well-versed or otherwise skilled in genjutsu.

Each Round on opponent's turn, they can attempt a new Saving Throw to end the jutsu's effect.
Kagenui

*For this technique the user needs to relax his body competely, adopting a "natural posture". Then, suddenly, use all his unused muscular strength to rotate the body, simultaneously evading a hit and going into range of an opponent. to the opponent it'd appear as if the user had disappeared.*

This is treated as fighting defensively. You cannot move during the turn you wish to use this technique, but until your next turn you gain a dodge bonus to your AC equal to your strength modifier. This bonus applies only to a single opponent, but if an attack from the target misses, you may take a 5 foot step and attempt a single attack at your highest base attack bonus. On the next turn, the target is considered flat-footed against your attacks, unless they make a Reflex save.
Earth Release: Earth Mausoleum Dumpling

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

With chakra work and superhuman strength, Jirōbō lifts up the very surface of the Earth. The lump of earth is gigantic, guaranteeing its destructive power. But even just the visual impact can be enough to make enemies lose their fighting spirits and run away. The ball of earth is then hurled at his opponent, flattening everything in its path.
Earth Release: Earth Shore Return

Ninjutsu (Earth Release)

 Saving Throw

After striking the ground with his hands, Jirōbō creates a large wall of earth in front of him. The defence is not perfect though, since a hard or drilling impact such as the Spiked Human Bullet Tank technique can puncture the wall. Also, since this technique only guards against frontal attacks, the enemy can easily attack from the side or even from above.

After acquiring Jirōbō's DNA, Kabuto Yakushi gained accessto this technique. In his fight with Sasuke and Itachi Uchiha, he used it to shift aside the earth that had been set ablaze byAmaterasu, instead of defending himself.[2]
Deny Passage

Level: 4

Duration: 1 minute

You force an area to deny access to a group of creatures specified by your utterance. Crimson bars ward the area you name.

If your Truespeak check is successful, you can forbid creatures from entering the area of the utterance. Unless you allow a creature inside the area (an immediate action on your part), it is held at bay just outside the place as if affected by a protection from evil spell (although for this utterance, the alignment of the creature doesn’t matter). Reddish prison bars appear briefl y to block the creature’s path, then disappear when the creature stops trying to enter the utterance’s area. The bars are intangible to everyone else, and the affected creature can’t interact with them in any way. You likewise prevent creatures from leaving the truenamed place. Unless you allow a creature to leave (as an immediate action), it is held at bay at the boundary of the area, stymied by the reddish prison bars.
Insect Clone

*A secret technique exclusive to the Aburame clan, where thousands of kikaichū are gathered in one place to take on the appearance of the user or anyone else the user wishes. The technique is elaborate enough to be mistaken for the original, and therefore may be used as a decoy or as part of a diversionary tactic. Furthermore, since one can put the insects in standby somewhere beforehand and then have them assume the form of the clone, this technique is arguably even more effective than the Shadow Clone Technique, depending on the task. When struck, the clone falls apart into its component, bugs. It can be risky for the foe to go into close combat with an insect clone since the kikaichū can drain their chakra on contact. Also, because it's made of bugs, it can reform almost instantly.*

This jutsu creates an independent entity of bugs, which has the user's stats and defenses, but does not replicate any special gear or items worn by the character. The clone also only has 10 HP but it is able to reform a number of times equal to the bug levels consumed in the casting of this jutsu. Successful attacks by the clone or against the clone drain the attacker of 1d8 points of chakra per caster level of the caster, a successful Fortitude save reduces this number by half. This clone acts on its creator's turn, but does not count against actions taken by the caster.
Asa

## Abilities

### Binding DC - Binding DC + 10

Asa allows the binder to add 25% to all positive spells and healing chakra effects while bound.

### Binding DC + 11 - Binding DC + 20

All effects that gain health to the vessel are treated as being maximized, granting maximum health recovery per activation.

### Binding DC 21 - Binding DC + 30

Asa allows the binder to use any touch healing effect out to a range equal to the nearest 5 foot interval of her vessel's binding check. This is always rounded down (a 41 would have a 40 foot range, but 46 would have 45, etc.)

### Binding DC 31 - Binding DC + 40

Asa allows her binder to create golems, creatures made from various materials. These golems are always considered flesh golems . The construct uses the stats and saves of the creator, but it has no constitution score as it is a construct. This ability allows Asa's vessel to create a number of golems equal to 1/10th the binding check, and they are all created without expending any money or materials, all constructs being created from the vessel's own flesh, which Asa regenerates.

### Binding DC 41 Binding DC 50

Asa grants it's vessel the use of the heal spell. It is treated as a 6th level word of the mind, able to be reversed into a harm spell. This works identically as a normal word of the mind, accumulating a DC with each successful use. If the lorebinder is able to speak unto the masses, this word of power is applicable to use with that as well.
Chidori Current

*By releasing the Chidori in every direction, an electrical discharge flows from the user's entire body allowing the user to effect multiple enemies*.

When using this attack on a great number of enemies at once, it can effectively double as an instant defense. The body of the person using the Chidori will misinterpret the lightning nature as "electrical signals from the nerves", making the their muscles contract. This causes the body to involuntarily go stiff, while at the same time receives damage. This attack can also be channelled through the ground to increase the range of the attack

* Requires Chidori
* Opponent is dazed after being hit with the surrounding lightning.
* User is temporally paralyzed after activation, for 1 round.
* Every round the jutsu is active, the user takes 1d6 of lightning damage.
* Opponents take 3d10 each effected by said adjacent area.
Genjutsu Binding

As the name suggests, the user binds the opponent in a genjutsu, rendering them incapable of movement. As Tsunade demonstrates when facing the Legendary Stupid Brothers, this genjutsu can be used on more than one target at the same time. Once the target is bound, the user or an ally can rush up to the enemy and deliver a devastating killing blow
Shiva Clan

## Template Statistics

Str +6, Con +4, Dex +2, Int -4, Wis -4

Large Size: The members of this clan are all over 8 feet tall, having the benefits and drawbacks of the large size (-1 to AC, +4 grapple, -4 to hide). They also have a natural reach of 10 feet, and are considered to be occupying a 10 foot space, as opposed to the 5 ft. of a medium sized character.

Genetic Memory: The Shiva Clan possesses a unique ability, allowing for them to pass on part of their gained combat experience to the next generation, thus allowing a Shiva Clan member to gain a level every 6 sessions of RP as opposed to 8.

Giant Ape Form: A skill unique to this clan, they are able to flood their body with chakra and transform into a 50 foot tall giant ape form. This transformation allows the user to boost their physical stats to their limit, but sacrifices the finger dexterity required to perform jutsu that need finger seals to use. Upon activating this form, the user is able to keep their mental senses for a number of rounds equal to the highest level of jutsu they can use. Past that limit, each round they maintain this form, they will gain a cumulative 5% chance to go berserk and attack random targets around them. In order to regain full control, they must remain a number of rounds in human form equal to the rounds they spent in ape form.

This new ape form comes with massive physical increases. The character's size changes to Gargantuan (-4 size modifier, +12 grapple, 20 ft space, 20 ft reach natural). While in this form, the Shiva gains double physically stats (Str, Dex, Con). This bonus is applied to their stats before any jutsu or spells, but item effects are counted.
Plasma Shot

Ninjutsu (Lightning);

*Shaping your hand as if it were a gun, the user concentrates chakra at the tip of their extended index finger. The chakra heats up, causing rapid thermal ionization and creating a pathway for archs of electricity to travel across. The remaining chakra concentrated within your hand flares up for a single instant, before discharging a massive bolt of electricity.*

This is a line shaped arc of electricity, dealing 8d8 points of damage per CL (Max 320d8). Any creature targeted by this jutsu can make a fortitude save for half damage.
Tenketsu Explosion

The caster must first make a touch attack roll. If it hits, the caster can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her caster level. To make such an attempt, the caster merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw, it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. If the initial attack roll fails, the jutsu is considered expended and must be attempted again.
Energy Negation

Level: 3

Duration: 5 rounds

Saving Throw: None

Normal: The air crackles with your words as you protect your target from energy.

A nimbus of silvery power surrounds your target, absorbing a specifi c energy type and hampering it from reaching the target. This utterance grants your target resistance 10 to one type of energy (acid, cold, electricity, fi re, or sonic).

Reverse: The flesh and skin of an enemy are imbued with energy, causing it great pain and discomfort.

When you speak the reverse of this utterance, you imbue your target’s skin with energy: acid, cold, electricity, or fire. The subject appears to be surrounded with a nimbus of the selected energy type, and takes 2d6 points of damage from the utterance each round.
Getting Started(Discord)

## Getting Started with Google Docs

Firstly, you're gonna need to open a new Google Doc.

After you've done so the title is your characters name.

You're gonna go to our template and copy it. Paste it on your new doc.

After you've got the template pasted over, you can start filling out the information at the top.

* Player name is your Discord username
* Race is Human
* Birth and everything after is really up to you
* Size is Medium
* Alignment doesn't matter

 Creating your Character

1. Pick a Clan
2. Pick a Class
3. Find your BAB. (Looks like: 5/10/15 on your class sheet)
4. Find your Saves (Will, Fortitude, Reflex)
5. Pick 6 Feats (Your Class/Clan feats are free)
6. Find Jutsu or Create them(With a Kage)
7. You have 240,000 ryo to spend on Weapons, Armor, and Items
8. Then there are things on your sheet that tell you how to calculate and figure out. Follow those instructions next.

***If you have any questions please as a mod/kage/or #help channel in our discord.***
Insect Jar

*A technique capable of protecting against attacks by using kikaichū to fly in a dome shape at high speed, similar to the Eight Trigrams Palms Revolving Heaven. While proving defensive, a sufficient amount of explosive force can break through it.*

This jutsu creates a sphere of insects around the user in a 10 foot sphere. It grants full cover against incoming attacks, though it can only block a certain amount of damage per casting of the jutsu. It can absorb your caster level x the number of beetle levels points of damage before being broken (4 or higher, if cast at a higher level with heighten jutsu feat).