3rd level — Genjutsu Training

Gain proficiency in Deception or Insight; if already proficient, double the proficiency bonus for checks with that skill. Learn two additional Genjutsu Path Techniques of a rank you can use; they do not count against techniques known.

6th level — Distorted Perception

When a visible creature within 60 feet makes an attack roll, spend your reaction and 1 Chakra Point. The creature makes a Wisdom save against your Technique Save DC. On a failure the attack is made with disadvantage; if it misses, you can move up to 10 feet without provoking opportunity attacks. A creature immune to charm automatically succeeds.

10th level — Persistent Illusion

When a creature succeeds on a save against one of your Genjutsu techniques, spend 1 Chakra Point to force a reroll and use the new result. This can happen once on each of your turns. If a Genjutsu technique ends because you failed its concentration save, it instead persists until the end of your next turn.

14th level — World of Illusion

As an action, choose a point within 60 feet. Chosen creatures in a 20-foot-radius sphere make Wisdom saves. On a failure they become charmed and incapacitated for up to 1 minute while concentration is maintained, with repeat saves at the end of turns and when damaged. The feature recharges on a long rest.

Base Shinobi still matters

The Path adds control tools, but Extra Attack, Chakra-Infused Strike, Shinobi Step and Fortune Dice still provide useful turns when control is unnecessary or enemies are difficult to affect.