3rd level — Elemental Adept

You learn two additional Nature Techniques associated with a Chakra Nature available to you. They must be of a rank you can use and do not count against techniques known. Once on each of your turns, when you roll damage for a Nature Technique, add your Wisdom modifier to one damage roll.

6th level — Secondary Nature

Choose one standard Chakra Nature you do not already possess: Fire, Wind, Lightning, Earth or Water. You can learn Nature Techniques from that nature and immediately learn one additional qualifying Nature Technique from it without counting against techniques known.

10th level — Elemental Shaping

When activating a Nature Technique, you may spend 1 additional Chakra Point to apply one shaping option: Distant doubles its range when applicable; Expanded enlarges specified areas; Careful protects a number of creatures up to your Wisdom modifier; Piercing makes the technique ignore resistance to its damage type.

14th level — Nature Mastery

Nature Techniques ignore resistance. If a creature is immune to the damage dealt by the technique, treat that immunity as resistance instead. Once on each of your turns, one Nature Technique also costs 1 less Chakra Point, to a minimum cost of 1.

Base-class progression continues

The Shinobi still gains higher technique ranks, Chakra-Infused Strike, Improved Fortune, Evasion, Chakra Movement, Origin manifestations, Perfect Chakra Control and later class features normally.