Additionally, why are you where you are today? Did you escape the country looking for a better life, or were you exiled for breaking the law? Did you undertake a secret mission in a far-off land?

Think about how you became a shinobi. Were you taught in a shinobi academy inside a Hidden Village? Or raised by your clan during the Warring States Period? Did you family flee Nippou and raise you in a foreign land, teaching you how to use your abilities?

Hand seals are used to execute even the most basic jutsu, as they allow a shinobi to manipulate the chakra inside them. Chakra can also be used to augment a shinobi's physical abilities.

Chakra circulates throughout the body in a network called the "Chakra Pathway System," a system akin to the cardiovascular system. Those known as shinobi have learned to release it outside their bodies to perform jutsu.

That all changed, however, when two powerful shinobi clans made peace with one another. Together they made a pact with a nearby country and established a shinobi village within its borders. Other shinobi clans quickly banded together and created their own villages in response. This created a system of several large, powerful nations that each housed their own powerful shinobi villages. However, peace was only temporary, as these villages and nations quickly went to war with one another, on a scale that had never before been seen.

Shinobi, also known as ninja, are found throughout the large region of Nippou. In the not-so-distant past, the land was in the midst of the Warring States Period, a time when smaller states were constantly battling each other for land and power. To fight these battles, countries hired one or more clans of mercenary shinobi to represent their interests, with the shinobi's loyalties ultimately going to the highest bidder. The constant warfare led to constant death, shortening a shinobi's average lifespan to only thirty years.

While you a negative amount of chakra, except while at 1st level, you gain one point of exhaustion for every fifth of your chakra maximum you spend below zero points.

Starting at 2nd level, your training allows you to harness the mystic energy of chakra. You have as much chakra as shown in the chakra column of The Shinobi table plus your Constitution modifier.

Scrolls, Handy haversacks and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, is destroyed.

Beginning at 1st level, you have learned how to store objects of medium size or lower into scrolls. For an item to be stored in a blank scroll, it must have a seal drawn on it with ink. You can draw an amount of seals equal to your proficiency bonus during a long rest. Scrolls can be purchased anywhere a merchant would sell paper, ink and books. The scrolls or seals are not consumed on use, instead lasting until destroyed. If a scroll or seal is destroyed, its contents are lost until the exact same seal is drawn on another scroll.

Beginning at 1st level, your practice of taijutsu ("body skill" or "body technique") gives you mastery of unarmed strikes and shinobi weapons. You gain the following benefits while unarmed or wielding only shinobi weapons:

Beginning at 7th level, When being attacked by an area effect that lets you make a Dexterity Saving Throw to only take 1/2 damage, you instead take no damage if you succeed on the saving throw and only 1/2 damage if you fail.

Beginning 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.

Beginning at 6th level, you can spend 4 chakra per clone to create up to five clones as an action on your turn. The clones have 5 hit points each and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal; however they only have one attack each. 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 as a free action, or 24 hours pass. If the clone still has chakra when it dissipates, you regain half the chakra from the clone.

Beginning at 5th level, immediately before you are hit by an attack and take damage, you can spend 6 chakra to teleport up to 15 ft in any direction to an unoccupied space. A log or generic object is left in your place. You take no damage from that attack. A creature can only be fooled by this once, after which it is immune to it from you for 24 hours.

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Beginning at 3rd level, you can spend 1 chakra as a free action to move across any liquid surface— such as water, acid, mud, snow, or lava— as if it were harmless solid ground for one hour.

Beginning at 2nd level, you can spend 1 chakra per hour as an action to transform into a person, creature or object you have seen before or have a basic idea of, and become identical visibly to that image unless you choose not to be. Creatures must make an Investigation check against your save DC to notice you aren't what you appear to be. If it saw you performing the jutsu, it automatically succeeds. Your stats remain the same. You cannot become a light source, armor, tool, or vehicle and you cannot recreate a magical effect. If you transform into a creature with a swim or fly speed, you gain such speed equal to your movement speed.

You need no focus to cast jutsu, but both of your hands must be free in order to weave hand seals for jutsu.

Some of your chakra features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Intelligence is your spellcasting ability for your jutsu, since their power derives from your precise chakra control. You use your Intelligence whenever a jutsu refers to your spellcasting ability.

At 2nd, 8th and 17th level, you may begin to harness a new Chakra Type. You can use any Basic Abilities associated with any of your Chakra Types. You can forego harnessing a new Chakra Type to gain affinity in a Chakra Type you've already harnessed, allowing you to add your taijutsu die to any damage rolls for that Chakra Type. You gain affinity for your Chakra Type harnessed at 2nd level.

At 2nd, 5th, 8th, 11th, and 17th level, you may learn any 2 jutsu, and may also replace 1 old jutsu with a new jutsu. These jutsu must come from one of your Chakra Types or Chakra Releases and be of your current Jutsu Rank or lower, with your rank being shown in the Jutsu Rank column of The Shinobi table. They are split into 5 ranks: D, C, B, A, and S.

Training for Sage Mode is often done or led to by one’s summon, and as such resembles the creature to a certain degree. You gain one of the following based on your summons’ type while in Sage Mode:

This form lasts for a number of minutes equal to half your Intelligence modifier (minimum 1). You can't use this feature again until you finish a long rest. If in this form while out of combat, there is no time limit, however the time limit will start on your first turn in combat.

At 20th level, you have learned to harness natural energy and mix it with your own chakra, making senjutsu chakra. With enough senjutsu chakra, you enter Sage Mode. Sage Mode allows users to tap into the natural force of the world, opening up new techniques to them and allowing them to power up existing ones with the new senjutsu chakra. In Sage Mode, you gain markings around your eyes of your design. As an action, you enter Sage Mode. While in this form:

As an action, you form the correct seals, take some of your own blood, and place your hand on the ground. When done your summon appears in the space you were or a space within 5 ft of you. If the creature is of the size class of 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. Summoned creatures are able to speak common. Creating a contract with a second creature destroys your contract with the previous creature. The creature you summon cannot be a humanoid or construct.

Beginning at 13th level, you may make a contract with a creature of your choice. For the purpose of this contract you have the ability to speak with the animal you wish to try and form the contract with. To form the contract, the creature must be of a Challenge Rating of your level or lower and be willing. Summoning a creatureF requires an amount of chakra equal to twice the CR of the creature to be summoned.

When rolling for initiative, roll an additional 1d4 and increase your AC by the result. Decrease your attack rolls by the same amount.

When you are surprised, you may still take reactions and an action (on your turn), but you still can't move. You also gain Proficiency in playing card sets, as you “stay” ready.

As a bonus action, you can make a Perception check against the target's Passive Perception. If you succeed, you are able to discern all of the target's Damage Vulnerabilities, if it has any. You regain the ability to do so the next time you roll for initiative.

At the start of your turn, you can chose to make a charge, for the rest of the turn; you gain a +10 ft bonus to movement, +4 to attack rolls, and -2 to AC. If you hit, the damage is increased by 1d4. If you miss, your guard drops and you run through the closest enemy reach, provoking an attack of opportunity. You have three uses of this, all of which are regained after you finish a long rest.

When you use the Disengage action, you gain temporary hit points equal to 1d4 + your Constitution modifier. You regain the ability to do so when you roll initiative.

Killing your enemy takes precedence over all else. If you reduce a creature to 0 hit points, you can an additional attack as part of the same action, on a different target. You have three uses of this; you regain all use after you finish a long rest.

No matter how dire the situation, you put your teammates lives above your own. As a reaction, if an ally gets hit by an attack, you move up to half your movement speed to throw yourself in the way of an attack. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.

You follow through, no matter what, and people have seen this. You get advantage or +2 on Persuasion checks and Intimidation checks.

These nindo, or ninja way are guidelines you follow; your own personal mantra. This feature will add a small buff to your shinobi.

You've become fast and adept enough with your hand seals that you can perform them faster than the eye can see. To the point where even a Sharingan user has trouble keeping up.

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 one additional shinobi hit die, this die is counted separately from your ordinary hit die and replenishes at the end of a long rest. When determining the amount of chakra you have, you can add your Constitution modifier twice. When a class feature, jutsu or other feature related to your chakra requires you to use your Intelligence as a modifier, you may instead use your Constitution.

The amount of shadow clones you can have at a time is no longer limited to 5. When using a clone, you can expend additional chakra to give one of the clones an extra 5 hit points for each chakra. You can do this for as many clones as you wish.

Your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. As an action, your Dexterity, Constitution, or Intelligence increases by 2, to a maximum of 26. After 1 minute, you must make a DC 20 Wisdom saving throw or gain a short term madness.

You burn your chakra into a forbidden tattoo on your neck. As a bonus action, you roll 1d12 and you gain an equal amount of chakra to the roll result up to your chakra maximum.

Increase your Intelligence or Wisdom score by 1, to a maximum of 20. When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. You may add your proficiency bonus an additional time to Concentration saving throws for jutsu.

You have sharpened your jutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. You gain he following benefits:

Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You are able to weave hand signs with one hand. You gain proficiency in any two skills.

Increase your Intelligence or Wisdom score by 1, to a maximum of 20. As a bonus action, while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.

Gain an additional reaction each round. You can use the Dash action as a free action. You can't use this feature again until you finish a short or long rest.

These feats can be taken instead of an ability score bonus, instead of a normal feat, or as the variant human free feat.

Cost: 25 Range: 90 ft 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 20d8 + 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 can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check.

Cost: 15 chakra Range: 15 foot radius As an action, you create a hemisphere 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 to the creatures inside. In addition, you can cast the wall of stone spell.

Cost: 8 chakra Range: 20 foot radius As an action, you create five stone pillars in the area that protrude from the ground to skewer the targets. The pillars are 5 ft cylinders that protrude 30 ft out of the ground and pass through obstacles to reach the target. The target of each pillar must make a Dexterity saving throw or take 2d6 + your Intelligence modifier piercing damage for each pillar that hits it.

Cost: 3 chakra Range: 30 foot line, 10 foot wide As an action, you create a large fissure up to 50 ft deep. Each creature 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.

Cost: 2+ chakra Range: Touch Duration: 1 minute As a bonus action, you can reduce the weight of an object so that it can be carried or moved. For instance, if there is a boulder in your path, you can reduce its weight to be able to push it. You reduce the weight by an amount equal to its original weight divided by the amount of chakra used

If you cast this jutsu 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.

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

Range: 30 ft Duration : Instantaneous or 1 hour 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:

Cost: 22 chakra Range: 150 ft line, 10 ft wide Duration: 1 minute As an action, each creatures in the area must make a Dexterity saving throw, taking 15d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 ft of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Cost: 14 chakra Range: 30 foot wide, 60 foot line Duration: Concentration, 1 minute As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 12d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.

Cost: 8+ chakra **Range:**150 ft As an action, you expel fire from your mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On a hit, it takes 8d6 + your Intelligence modifier fire damage, +1d6 for every additional chakra expended. Each creature in a 10 foot radius of the target must make a Dexterity saving throw, taking half as much damage on a success. If you use 4 additional chakra, it becomes a 20 foot radius or a 60 foot cone. If you use 8 additional chakra, it becomes a 30 foot radius or a 90 foot cone.

Cost: 4 chakra Range: 60 ft As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 ft of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Cost: 1 chakra Range: 30 ft As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.

Alternatively, when you cast this jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment.

If you cast this jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Range: 60 ft Duration: Instantaneous or 1 hour As an action, you choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

Cost: 25 chakra Range: 120 ft Duration: 1 minute As an action, you summon thunder clouds. As an action, up to 1 minute afterwards, you can summon a lightning bolt from the clouds. Each creature in a 15 foot radius of a point in range must make a Dexterity saving throw. On a failure, it takes 25d6 + your Intelligence modifier lightning damage. Half as much on a success. If you are outdoors in stormy conditions when you use this jutsu, it gives you control over the existing storm instead of creating a new one. Under such conditions, the damage increases by 3d6.

Cost: 25 chakra Range: 50 ft As an action, you generate black lightning which takes the form of a panther. The panther can run up to 60 ft, any creatures in its path must make a Dexterity saving throw. On a failure, the first target takes 25d6 + your Intelligence modifier lightning damage and the following targets take 3d6 + your Intelligence modifier lightning damage. Half as much on a success.

Cost: 8 chakra Duration: Concentration, 1 minute As a bonus action, you wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain a +3 bonus to AC. When a creature makes a melee attack against you, it takes 1d6 + your Intelligence modifier lightning damage.

Cost: 8 minimum, 16 maximum Range: 15 ft As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. Make a melee spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra.

Cost: 4 chakra Immediately after making an attack with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity which travels through your body transferring the electricity to the body of the target. The target must make a Constitution saving throw. On a failure, it takes 3d6 + your Intelligence modifier lightning damage and be stunned until the end of its next turn. Half as much damage on a success.

Cost: 1 chakra Range: 25 foot cone As an action, you fire countless sparks of lightning. Each creature in the cone must make a Dexterity saving throw. On a failure, the creature takes 2d6 + your Intelligence modifier lightning damage. Half as much on a success.

As a bonus action, you can increase your movement speed by 5 ft and you can produce small amounts of lightning. This lightning can be focused into a weapon or unarmed strike to give off 10 ft of bright light and deal an extra 1d4 lightning damage.

Cost: 28 chakra Range: 10 ft wide 150 ft line As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 20d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.

Cost: 12 chakra Range: 30 ft As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.

Cost: 10 chakra Range: 50 foot line As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 ft and fall prone.

Cost: 4 chakra Duration: Concentration, up to 1 minute Range: 30 ft As an action, you create a watery sphere and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier bludgeoning damage and is restrained. At the end of each of its turns, the target can make another Strength saving throw. On a success, the target is no longer restrained.

Cost: 1 chakra Range: 20 ft As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage.

If you cast this jutsu 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.

Range: 30 ft Duration: Instantaneous or 1 hour As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If used while in Sage Mode, this jutsu gains a range of 60 ft, and you (the user) don’t have to make a Constitution saving throw, thus avoiding damage or loss of justu use.

Cost: 20 chakra Range: Touch As an action, you strike with a large shuriken-shaped ball of wind. On a hit, the target takes 15d4 + your Intelligence modifier thunder plus 15d4 piercing damage from the wind splintering into sharp needles that pierce your bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or jutsu. This effect can be cured by greater restoration.

Cost: 13 chakra Range: 60 ft Duration: Concentration, 1 minute As an action, you alter the weather temporarily making a tornado that dissipate immediately after the jutsu ends. At the start of your next turn, the tornado drops on a point in range. All creatures in a 10 foot radius must make a Strength saving throw, taking 5d6 + your Intelligence modifier thunder damage and being swept 30 ft into the air on a failure. Half as much on a success. As an action, you can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 5d6 + your Intelligence modifier thunder damage, lifting 30 ft into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado.

Cost: 10 chakra Range: 5 ft 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. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 ft away. The target has a mark on its body in the shape of multiple swirls scratching its skin.

Cost: 8 chakra Range: 5 foot wide, 15 foot line As an action, you take in a deep breath and forcefully exhale. Each creature in the area must make a Constitution saving throw. On a failure, the creatures take 3d8 + your Intelligence modifier thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 1d8 bludgeoning. Half as much on a success.

Cost: 3+ chakra Range: 10 ft radius Duration: Concentration, up to 1 minute As an action, you summon a swirling stream of wind, encasing yourself. You and your allies gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend additional chakra to expand the radius by 5 ft.

Cost: 1 chakra Range: 5 foot wide, 30 foot line As an action, you produce a powerful stream of wind from your mouth. Each creature in the area must make a Strength saving throw, taking 1d8 + your Intelligence modifier bludgeoning damage and pushed 15 ft away on a failure.

Range: 30 Duration: Instantaneous or 10 minutes You seize the air and compel it to create one of the following effects at a point you can see within range:

Cost: 26 chakra Range: 60 ft Duration: Concentration, 1 minute As an action, you make a dragon-shaped fireball of Amaterasu. The dragon is a 10 foot tall, 10 foot wide, 20 foot line. Each creature in the area must make a Dexterity saving throw, taking 8d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. As a bonus action, for the duration, you can more the dragon up to 30 ft with in the range. Each creature that is in the area after its moved, ends its turn in the area, or enters it for the first time on its turn must make a Dexterity saving throw, taking 8d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. This ignores evasion.

Cost: 14 chakra Range: 15 foot cone As a bonus action, after you make a melee weapon attack, you sweep black flame out in the area. Each creature in the area must make a Dexterity saving throw, taking 6d10 + your Intelligence modifier fire damage on a failure. Half as much on a success.

Cost: 12 chakra Range: 15 foot radius As a reaction, you surround yourselves with black flames shaping it into spikes, impaling anything within the area. Each creature must make a Dexterity saving throw, taking 4d10 + your Intelligence modifier fire damage on a failure. Half as much on a success.

Cost: 8 chakra Range: 60 ft Duration: 1 minute As an action, you focus your chakra on a single point, creating black flames. Anything flammable near it will be engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 + your Intelligence modifier fire damage and at the start of its turn, it takes 1d10 + your Intelligence modifier fire damage. Amaterasu can only affect one creature at a time.

Cost: 8 chakra Duration: Concentration, 1 minute As a bonus action, you wrap your body in a layer of black flames which. You gain a +3 bonus to AC and when a creature makes a melee attack against you, it takes 1d10 + your Intelligence modifier fire damage.

Range: Self Duration: 1 hour As a bonus action, whenever you deal fire damage for the duration, you can treat any 1 on a damage die as a 2 and you ignore resistance to fire damage.

The blaze release is a mix of fire and lightning styles to create blazing flames. Both fire and lightning are composed of plasma, which is a much energized state of matter. To use Blaze Release, you must have the Path of Hatred feature, and your Sharigan must be active.

Cost: 20 chakra As a bonus action, after an unarmed strike, you attempt to create an explosion inside your target. The target must make a Constitution saving throw or take 5d10 fire plus 5d10 + your Intelligence modifier thunder damage and become incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer incapacitated.

Cost: 14 chakra Range: 30 foot radius As an action, you release an explosion directly into the ground. Each creatures in the area must make a Dexterity saving throw or be knocked prone and take an amount of damage equal to your taijutsu die + your Intelligence modifier.

Cost: 5 chakra and 1 handful of malleable material As an action, you pump explosive chakra into a molded piece of malleable material. Each piece deals 1d10 + your Intelligence modifier fire damage, have the thrown (30/60) property, dealing 1d10 fire damage each.

Range: Self Duration: 1 hour As a bonus action, whenever you make an unarmed strike for the duration, you can choose to deal fire or thunder damage instead of bludgeoning. You can choose to use your Intelligence modifier for unarmed strikes damage rolls instead of your Strength or Dexterity modifier. Your unarmed strikes deal double damage against objects not made of stone or metal.

Cost: 32 chakra Range: 40 ft cube As an action, an avalanche of snow pours out from your ft that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 20d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.

Cost: 24 chakra Duration: 1 minute As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action, you of the jutsu can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must make either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other jutsu.

Cost: 12 chakra Range: 30 ft cone As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved. Half as much damage on a success.

Cost: 3 chakra As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d6 cold damage.

Cost: 6 chakra Range: 30 ft As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 3d4 piercing plus 1d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.

Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.

Cost: 30 chakra Range: 60 ft As an action, you gather lava chakra in your hand and fire a series of projectiles. The projectiles explode in red fiery blasts in 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 8d10 + your Intelligence modifier fire damage plus 7d8 force damage and is pushed 30 ft away. Half as much damage on a success.

Cost: 18 chakra Range: 50 ft As an action, you expel a large amount of lava from your mouth which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. You fire four boulders. Make a ranged spell attack for each. On a hit, the target takes 4d6 + your Intelligence modifier fire plus 2d4 bludgeoning damage.

Cost: 8 chakra Range: Touch Duration: 1 minute As an action, you create a short tube of vulcanized rubber on yourself or an ally. The target gains a +5 bonus to AC and immunity to lightning damage. It cannot make an attack from inside it and your movement speed is decreased by 5 ft.

Cost: 4 chakra Range: 25 ft As an action, you expel a large quantity of quicklime from your mouth. Make a ranged spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning damage and be restrained. The target can use an action to make a Strength saving throw. On a success, it’s no longer restrained.

Cost: 1 chakra Range: 10 ft As an action, you manipulate a strong acidic mud flow capable of corroding flesh. Make a ranged spell attack. On a hit, the target takes 2d6 + your Intelligence modifier acid damage. You can use this to melt locks or doors that are no more than 3 inches thick or made of adamantine.

Range: Self Duration: 1 hour As a bonus action, you gain the ability to walk on lava as if you were walking on water and take no damage. You also reduce any fire damage taken you take by 1d12 + your Constitution modifier

The lava release is a combination of earth and fire chakra used to superheat the ground beneath the user to form volcanic materials such as rubber or lava.

Cost: 32 chakra Range: 100 foot radius As an action, the ground around you overflows with gold dust covering every creature of your choice, and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 20d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.

Cost: 4 chakra Range: Touch As an action, you can form weapons out of iron and gold dust. The weapons are not structurally sound and will shatter back into dust after two strikes. You can make six kunai, senbon, or shuriken, two shortswords, one longsword, or one greatsword. You are proficient with weapons you make

Cost: 15 chakra Duration: Concentration, 1 minute Range: Touch As a bonus action, you’re able to magnetize anything you touch. As a bonus action, while concentrating on this, you can magnetize an additional object or creature. If a creature is magnetized, you can make attack rolls against the creature with metal weapons and have advantage or disadvantage (your choice). Magnetized objects can be moved 10 ft per round.

Cost: 8 chakra Range: 40 ft line As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 5d8 piercing plus 2d4 + your Intelligence modifier force.

Cost: 4 chakra Range: 30 foot radius As an action, you create an orb of iron sand and then forcefully disperses it into needles in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 2d10 + your Intelligence modifier piercing damage.

Cost: 2 chakra Range: 10 ft As an action, you create a spear of gold and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 piercing plus 1d8 + your Intelligence modifier force damage.

Range: 30 ft As an action, you can pull any magnetic object within range 10 ft towards you. You can also manifest dust and create small jewelry that disintegrates when you are no longer within 5 ft of it. You gain advantage on Persuasion checks with nobles and traders while wearing such jewelry.

The magnet release is the fusion of wind and earth chakra. It allows the user to manipulate magnetic metals like gold and iron. Gold dust and iron sand are formed automatically for attacks, but disperse after the attack.

Cost: 32 chakra Duration: Concentration, 1 minute Range: 100 ft As an action, you create three flaming orbs that resemble small suns. These orbs rotate around you. As an action, you can send one of these at a creature within range. Make a ranged spell attack. On a hit, the target takes 10d10 + your Intelligence modifier radiant damage and two exhaustion levels. A creature reduced to 0 hit points by this dies as all the water inside its body evaporates, leaving it a mummified corpse and disintegrating all of its equipment is unless it is magical. Each orb dissipates after hitting two targets or when you lose concentration.

Cost: 20 chakra Range: 100 ft As an action, you exhale a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. Make a ranged spell attack. On a hit, the target takes 15d10 + your Intelligence modifier fire damage and must make a Constitution saving throw. On a failure, its movement speed is reduced to 0 until the end of its next turn due to most of the moisture in its body evaporating.

Cost: 12 chakra Range: 40 ft As an action, you form a large ball of heat as bright as the sun. You throw it at a point in range, violently exploding on impact. Each creature in a 10 ft radius of the point must make a Constitution saving throw, taking 5d8 + your Intelligence modifier fire damage and a level of exhaustion on a failure. Half as much damage on a success.

Cost: 5 chakra Range: 30 foot cone As an action, you expel fire from your mouth in a large stream. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 + your Intelligence modifier fire damage. Half as much damage on a success.

Cost: 1 chakra Range: 30 ft As an action, you summon an orb of fire that takes the shape of a skull. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier fire damage.

Alternatively, as an action for the duration, you can target up to 5 cubic ft of water within range and evaporate it in the blind of an eye. You create a 20-foot-radius sphere of fog centred at the source of water. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Range: Self or 120 ft (for the fog cloud) Duration: 1 hour As an bonus action, you enter a state of super heating and increase the temperature surrounding your body drastically. As a reaction when hit with a nonmagical melee weapon, you can expend 5 chakra, to super heat it. The target must make a Constitution saving throw. On a failure, it takes 1d10 + your Intelligence modifier fire damage and drops the weapon.

The scorch release is the fusion of wind and fire chakra. While it can be seen as normal fire jutsu, it's on a completely different level. The flame from this Chakra Release is enough to evaporate the moisture inside of someone's body from the outside. These attacks deal damage through objects, so cover doesn't make affect Scorch Style jutsu. It can also melt most wooden objects on impact.

Cost: 26 chakra Range: 90 ft As an action, you create eight beams of concentrated lightning and shoot them at a creature. Each beam can hit up to two creatures. Each creature must make a Dexterity saving throw, taking 10d8 + your Intelligence modifier lightning or radiant damage on a failure. Half as much damage on a success. If you target a creature with more than one beam, it has disadvantage on the saving throws.

Cost: 16 chakra Duration: Concentration, 1 minutes Range: 40 foot radius As an action, you create a large thunder cloud 40 ft in the air covering a 40 ft radius. Any lightning damage dealt to a creature other than you under the cloud deals an additional 2d6 lightning damage. As an action, you can also summon a bolt of lightning. Each creature in a 10 ft radius of a point under the cloud must make a Dexterity saving throw, taking 10d6 + your Intelligence modifier lightning damage (already includes additional 2d6) on a failure. Half as much damage on a success.

Cost: 10 chakra Range: 15 foot radius Duration: Concentration, 1 minute As an action, you generate a thunder cloud in the radius around you that follows you. Each creature that ends its turn within the cloud or enters the cloud for the first time on a turn takes 2d6 + your Intelligence modifier lightning damage. This cloud heavily obscures the area for any creature other than you.

Cost: 4 chakra Range: 15 foot radius Duration 1 minute As an action, you make an extremely bright light that appears to emanate from your body. Each creature in the area must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the Constitution saving throw. On a success, it is no longer blinded.

Cost: 1 chakra Range: 10 foot line As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Constitution saving throw, taking 1d10 + your Intelligence modifier piercing or radiant damage on a failure.

When you use the jutsu, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the jutsu ends, the weather gradually returns to normal.

Time: 24 hours Range: Self (5-mile radius) Duration: Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this jutsu. Moving to a place where you don't have a clear path to the sky ends the jutsu early.

While this jutsu is active, you can concentrate on both Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.

Creatures of your choice inside the super storm have their movement speed halved and must roll a constitution saving throw at the start of each turn they spend inside the super storm. On a failure, they suffer a level of exhaustion.

As an action, you can target any creature in a cone or circle the size of half of your current speed. Each creature of your choice in range must roll a dexterity saving throw and suffer the effects of Shadowless Flight. On a success, they take half damage.

As a bonus action used to cast this jutsu, you take the Hide action with advantage. For the remainder of Surge's duration you remain Hidden even after attacking. On your turn, you can replace your current stealth roll with another as an action still at advantage.

Cost: 2 chakra This technique requires Surge to be active. You analyze the path of perception of the people around you and move in their blindspots.

As an action, choose a target within melee range and roll 4d6. The target takes the result in damage of the same damage type as your chosen weapon. This counts as an attack with your chosen weapon for the purposes of resistance and immunities.

Cost: 3 chakra This technique requires Surge to be active. You move at instantaneous speeds, rapidly striking your target at various angles while avoiding any opposition regardless of the target's speed or strength.

Cost: 6 chakra Duration: 1 minute, concentration Your perception of the world slows down as lightning surges through your body, enhancing your processing speed. Your speed doubles for the duration and you gain an additional action and bonus action, gain a +1 bonus to AC as well as having advantage on dexterity saving throws. A wave of lethargy sweeps over you as soon as the jutsu ends: you are unable to move or take any actions until the end of your next turn.

Range: Self Duration: 1 minute As a bonus action, you can increase your movement speed by 30 ft. You can also permanently use your Unarmored Movement feature while wearing armor.

The swift release is a combination of wind and lightning styles to enhance the user's physical abilities and speed. Users of this style are rare, but often legendary for their amazing speeds.

Cost: 20 chakra Range: 90 ft As an action, you make an explosion of corrosive steam. Each creature in a 60 foot radius of a point in range must make a Constitution saving throw, taking 8d8 + your Intelligence modifier acid damage, pushing the creature to the edge of the radius, and falling prone on a failure. Half as much damage on a success.

Cost: 8 chakra Range: 60 foot line As an action, you release a more powerful and corrosive jet of steam. Each creature in the area must make a Constitution saving throw, taking 10d8 + your Intelligence modifier acid damage on a failure. Half as much damage on a success.

Cost: 5 chakra Range: 30 foot radius As an action, you radiate steam from your entire body. Each creature in the area must make a Constitution saving throw, taking 2d10 + your Intelligence modifier fire damage on a failure. Half as much damage on a success.

Cost: 10 chakra Duration: Concentration, 1 minute Range: 60 ft As an action, you create a huge wooden dragon. The dragon has 60 hit points. If destroyed, as an action, you can reform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, it’s targeted instead. You can make the dragon action as a free action. It has the following statistics and the same ability scores and save DC as you:

Cost: 5 chakra Duration: 5 minutes As an action, you manipulate the roots in the ground to create a 10 ft radius wooden dome. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of your turn, it regains 1d6 hit points, unless it has taken fire damage this round.

Cost: 1 chakra Range: 30 ft As an action, you make a set of stocks that form around the target. The target must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained.

Cost: 5-20 chakra As an action, you use your wood style to create a square house. The house has an AC of 14 and a number of hit points equal to 40 + your Intelligence modifier. The house can be empty or furnished (strictly wood and earth) and provide cover from the elements. Each floor is one room, and a balcony surrounds the second floor.

You can return any wood you create back into the earth as a bonus action. Wood created this way cannot be used to deal damage directly, however it can be used to block paths and bar off areas. Your wooden creations have an AC of 11 and a number of hit points equal to your level plus your Intelligence modifier. You can spend additional chakra at the time of using this jutsu to increase the targeted area by 5 ft per 2 chakra spent.

Cost: 0-10 chakra Range: 30 ft As an action, you can summon small trees and poles of wood from the earth as well as your body to create one of the following effects within a 5 foot cube:

Cost: 32 chakra Range: 150 ft As an action, every creature within range, other than you, sees white feathers falling from the sky and must make an Intelligence saving throw. On a failure, it falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on individual creatures. Dispel Magic or a similar effect can dispel it on individual creatures.

Cost: 10 chakra Range: 50 ft Duration: Concentration, up to 1 minute As an action, a target within range must make a Constitution saving throw. On a failure, its blinded until the jutsu ends. As an action, the target can repeat the saving throw.

Cost: 6 chakra Range: 30 foot cone As an action, each creature in the area must make a Constitution saving throw. On a failure, a creature has disadvantage on attack rolls until the end of its next turn.

Cost: 10 chakra Range: Unlimited Duration: Concentration, up to 1 minute As an action, if you know the location of your target down to a 30 foot range. You project an image of yourself in front of the target, enabling you to converse with it. You can see and hear through this mirage, but you can not interact with the world around it.

Cost: Half the cost of the Jutsu As a bonus action, when you use a jutsu, you make attack rolls with advantage, you can re-roll damage rolls, or you double the range for that jutsu.

Cost: 0 or 7 chakra Range: Touch Duration: 1 minute (on self) or 1 round (on other creatures) As a bonus action, you gain advantage on rolls to avoid the frightened condition. Alternatively, you can spend 7 chakra to grant this benefit to another creature withing range until the start of your next turn.

This release can only be used while in Sage Mode. It is the manipulation of Yin chakra, the energy of the spiritual world, and Yang chakra, the energy of the physical world.

As an action, you summon a tangle of roots that surround you. Each creature other than you the area must make a Dexterity saving. On a failure, it takes 20d8 + your Intelligence modifier piercing damage and is restrained by the dome. Half as much damage on a success. If a creature is reduced to 0 hit points by this damage it dies. The body is crushed and the blood seeps into the roots giving them a red tinge. To break out, the restrained target can use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action, you can make a spell attack against a creature in the area. The target takes one of the following of your choice.

Cost: 20 Range: 40 ft radius, 20 ft high As an action, you force a small plant to grow into a forest in an instant. The trees to grow in a dense 40 ft radius, 20 ft high forest around you. You and creatures you choose are lifted by a root into the air. All other creatures in the area must make a Dexterity saving throw, taking 5d12 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 4 chakra to make a large branch from the forest attack one creature. Make a melee spell attack. On a hit, it takes 3d12 piercing or bludgeoning damage.

Long-range Kamui As an action, you can target a sphere with a radius of up to 15 ft within your 100 ft range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. A willing creature can choose to fail the saving throw and instantly be bought into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within your range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension.

This Space-Time jutsu enables a user to open an entrance to a pocket dimension anywhere within 100 ft of themselves. This dimension is filled with 20 ft gray cubes and is illuminated by dim light. You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye.

At 13th level, you have mastered your traditional Sharingan. You have unlimited uses of your Sharingan. You also gain the power of the Mangekyō Sharingan if you witness someone close to you die by unnatural means. When you activate your Sharingan, or as a bonus action while it’s active, you activate your Mangekyō Sharingan. Instead of having a red background with a black circle, your eyes change into a form unique to each person, normally in the shape of a pinwheel in some way.

You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses once your Sharingan ends.

You cannot copy or learn a Chakra Release Jutsu if you do not have the required Chakra Types for it (e.g., Ice Release Jutsu can only be copied if you know both the Water and Wind Chakra Types). You cannot copy or learn monster abilities (such as a basilisk's Petrifying Gaze).

If the action is a jutsu or taijutsu, you can replicate it at a chakra cost equal to or more (if the Jutsu allows it) than the chakra used by the creature copied. Jutsu and taijutsu copied in this way are permanently learned.

If the action is a class feature, you can replicate it at a chakra cost equal to the level the feature is unlocked at. This includes Extra Attack, Flurry of Blows and Maneuvers. Class features beyond those three are up to the DM's discretion. Class Features copied in this way are memorized and can be used until the end of your next long rest.

While your Sharingan is active, as a reaction, you can copy someone else's action provided you can see them. If the action is a spell with somatic components and doesn't consume a material component or require one with a price, then you can replicate it at a cost of 2 chakra per spell level using your own chakra.

At 9th level, you have gained the third and final tomoe. You can now activate the Sharingan as a free action instead of a bonus action. In addition, you can use your Sharingan a number of times equal to your Intelligence or Constitution modifier (minimum of 1). While your Sharingan is active, you gain the following benfits:

The Sharingan lasts for 1 minute. At the end of which you must make a DC 15 Constitution saving throw. If you fail, you gain 1 level of exhaustion. On a success your Sharingan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 for every success. You can end this early at will, negating the need to make the saving throw. You regain use of this feature at the end of a short or long rest.

At 2nd level, you acquire the power of the Sharingan and can activate it as a bonus action. You start with 1 tomoe, and you gain the following features while it's active:

The Sharingan is an eye technique possessed by those of the Uchiha clan that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way for what you want.

Short-range Kamui

As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. A willing creature does not need to be hit with an unarmed strike and is instead simply transported to your pocket dimension. When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20, otherwise, if you aren't in combat, you are transported 6 seconds later. Additionally, when you use your Short-range Kamui on yourself and you haven't used it or your Long-range Kamui before during this turn, you can spend 5 chakra to transport yourself instantly.





Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 5 chakra per 10 miles you want to travel, you emerge from your pocket dimension at at a point of choosing within the distance equivalent to the chakra spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra spent for the purpose of bringing in larger structures or creatures.

While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your Spell save DC to try to escape to a space within 15 ft of you.

Tsukuyomi This genjutsu is activated by looking a creature in the eyes. As an action, choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed in an infinite dream until you lose concentration or your Sharingan ends. You can cast this jutsu an amount of times equal to the amount of eyes you have. You regain all uses after you finish a long rest.

Izanagi You apply a Kinjutsu, or forbidden jutsu, to yourself known as the Izanagi. As a reaction when you would die, you instead form the hand seals and fade away from existence for a moment only to reappear at any point within 15 ft of your original position at full hit points with any previously missing limbs or organs. This causes the used Sharingan to go blind.

Susanoo At 17th level, you have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows you to cover yourself in a protective aura. As an action, you activate the form of a skeletal structure and gain the following features: Your size becomes large

You gain a +3 bonus to AC

Your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft. If you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush it. It must make a Constitution saving throw. On a failure, it takes 4d8 magical bludgeoning damage and it’s restrained until the end of your next turn. This form lasts for 1 minute. You can't use this feature again until you finish a long rest.

Perfect Susanoo

After using your Susanoo a number of times equal to your Intelligence modifier, you acquire the final form of your Susanoo. The form looks like an armored human body with a mask of your choosing. In this form, your size becomes Huge, you gain a +5 bonus to AC, you gain a 60 ft fly speed, and your reach with any weapon is increase by 10 ft (15 ft for weapons without the reach property). You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow an ally into it causing any attack that would target them to target you, however the ally cannot effect anything outside of it from within. This form lasts for a number of minutes equal to half (rounded up) your Intelligence or Constitution modifier (minimum of 1). When it ends you gain two levels of exhaustion. You can't use this feature again until you finish a long rest. In addition, you gain one of the following weapons while in Susanoo: If you have a good alignment, you gain a green lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft wide and 60 ft line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest.

If you have an evil alignment, you gain a bright orange long sword. It has a reach 15 ft and deals 3d12 magical slashing damage plus 1d8 fire damage.

If you have a neutral alignment, you gain a large purple bow which sits across the Susanoo's arm. This bow has disadvantage at a range of 20 ft or closer. It has normal range of 80 ft and a long range of 300 ft. The bow deals 3d8 piercing and 2d6 cold, fire, or lightning damage.

If you have a chaotic alignment, you gain two dark blue shortswords. They have a reach of 10 ft and deal 2d6 slashing damage. When you take the Attack action, you can make two additional attacks.

If you have a lawful alignment, you gain 30 light blue Mangekyō shaped shuriken. They have a thrown range of 60/120, and do not have disadvantage when used at 5 ft. They deal 2d8 magical slashing damage. Each creatures hit by these shuriken must make a Dexterity saving throw or be moved to an open space within 60 ft of you of your choice.