led you to learn to passively increase your survivability in VENOMOUS STING
combat. As a Bonus action, you can spend 5 Chakra to heal
4d6+ your wisdom modifier in hit points to a willing Also, at 13th level, when dealing poison damage, you spend a
creature you touch. You can only use this feature a number use of your Chakra Scalpel or Take Life. When you do, you deal
of times equal to your proficiency bonus per long rest. the maximum possible damage. You can use this feature a
number of times equal to your Intelligence or Wisdom
BLACK MEDICINE Modifier (Whichever is higher).
Medical-Nin who follow the path of Black Medicine, focus ADEPT MEDIC
on the disastrous aspect of how Poison and toxins can break
down an enemy Medical-Nin who follow the path of the Adept Medic
pledge their service to keeping everyone alive, by healing
TAINTED HANDS all of the injured ninja on the field. By far the most
numerous of Medical Nin, but they are not to be
At 2nd level, when you are using Jutsu or weapons that deals underestimated on the battlefield.
poison damage, you may reroll all 1’s and 2’s. You must take
the new roll, even if it is a 1 or 2. BREATH OF LIFE
TOUCH OF TERROR Starting at 2nd Level, you can use the Channeled Healing
Feature a number of times equal to your proficiency
Also, at 2nd Level, as a Reaction, when a creature you can bonus.
see within 30 feet of you is making a constitution or
Dexterity saving throw to resist an Effect that deals Poison TALENTED HEALER
damage or inflicts the Poisoned condition, you can spend 10
Chakra, to give them disadvantage on their save. Also, at 2nd Level, the healing jutsu you cast on others
heal you as well. When you cast a jutsu of D-Rank or
Starting at 5th level you can spend a use of Chakra Scalpel higher that restores hit points to a creature other than
to increase your poisons potency. The next jutsu you cast you, you regain hit points equal to 4 + the Jutsu’s Rank.
with the medical keyword, that deals poison or Acid (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank =
damage, inflicts 1 rank of the Corroded condition. 5).
POISONOUS TOUCH Starting at 5th level, you can spend a use of Chakra
Scalpel to instead create a consistent healing aura
Starting at 5th level, you learn the techniques required to around your hands. For the next minute, as an Action
Utilize poisons as your tool of combat. You Learn the you can instead target an allied creature within 5 feet of
following jutsu as you gain levels in the class according to you, healing them for 1d4 + Your wisdom Modifier.
the Black Medicine Chart at the end of this class section.
Each Jutsu Learned also grants you an additional feature Beginning at 9th level, when you would restore a
pertaining to the jutsu learned. Learned Jutsu do not count creatures hit points, they gain temporary hit points
against your Jutsu known as seen on your Medical Nin Class equal to half the hit points they’ve regained.
Chart.
HEALING TOUCH
Also, at 5th level, when making an unarmed attack with
Chakra Scalpel you instead deal poison damage. Creature’s Starting at 5th level, you learn the techniques required to
you hit with this attack must make a Constitution Saving keep your allies alive at all costs. You Learn the following
throw vs your Ninjutsu save DC becoming Envenomed for 1 jutsu as you gain levels in the class according to the
minute. With each consecutive Chakra Scalpel attack that Adept Medic Chart at the end of this class section. Each
hits, against the same creature, you increase the save DC by Jutsu Learned also grants you an additional feature
+1 and increase the envenomed rank by 1. The target pertaining to the jutsu learned. Learned Jutsu do not
creature makes another save at the end of each of their turns count against your Jutsu known as seen on your Medical
to end this effect. Nin Class Chart.
TAKE LIFE: PLAGUE DOCTOR Also, at 5th level, when you would cast a Jutsu with the
Medical Keyword, Reduce the cost of the jutsu cast by the
Starting at 6th level, as an action, you release a green mist rank of the jutsu. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-
in one of the following areas originating from you; 15-Foot Rank = 4, S-Rank = 5).
Cone, 20-foot Radius sphere, 30-foot long (5 foot wide)
line. PRESERVE LIFE: MENDING PRESENCE
When you do, all creatures in the target area must succeed Beginning at 6th level, you can use the Preserve Life
a constitution saving throw vs your Ninjutsu save DC as if Feature a number of additional times equal to half of
you cast a Ninjutsu with the Medical Keyword. On a failed your proficiency bonus, per long rest.
save creatures take Poison damage equal to 1d8 + Your
Medical Nin level and gains 1 rank of the Poisoned and OVER HEAL
Corroded conditions for the next minute or half as much on
a success and no additional effects. At 13th Level, when you restore Hit points to a creature
and they reach full Hit points and there are still left-over
TOXIC TONGUE Points of restoration, the creature gains Temporary Hit
Point equal to half of the left-over Hit points that would
Starting, at 9th Level, Poison damage you deal ignores be restored. Temporary hit points gained this way are in
Resistance and you always know where poisonous plants are additional to any temporary hit points they currently
and how to formulate poisons from them at half the cost. have that are granted by you. A creature who gains
additional Temporary Hit points as a result of this
CHILD OF VENOM feature, they cannot gain additional temporary hit
points for the next minute.
Starting at 13th level, you add your Wisdom Modifier to all
poison damage you deal.
COMBAT MEDIC CHART
Level Jutsu Learned Jutsu Feature
5th
Sealing Art: Aura This jutsu restores 15 Hit points with each trigger instead of 10, and the maximum HP that can be restored becomes 75.
9th of Life
When you cast this jutsu, you choose if you want the jutsu to affect your Strength or Dexterity. If you choose Dexterity, all
Strength of 100 instances of Strength within the jutsu’s original text becomes Dexterity. Additionally, You add your chosen ability modifier to
Technique unarmed attacks for the duration. At the end of this jutsu’s duration, you do not gain disadvantage on any Saves or ability
checks and you retain your movement speed. Finally, you cannot lose concentration of this jutsu as a result of damage.
13th True Rakshasa’s
Palm This Jutsu gains the Medical keyword. You do not need Rakshasa’s Palm or Rakshasa’s Sole to cast this jutsu. All bonuses
that affect Taijutsu also affects Bukijutsu. All effects that affect Unarmed attacks also affect weapon attacks.
17th Creation Rebirth:
Strength of 1000 When you cast this jutsu, you choose if you want the jutsu to affect your Strength or Dexterity. If you choose Dexterity, all
instances of Strength within the jutsu’s original text becomes Dexterity. (any bonuses to Dexterity as a result of this jutsu
BLACK MEDICINE CHART only grants a bonus to AC up to +5 where applicable.) At the end of this jutsu’s duration, you do not experience this shock
and instead only gain 1 rank of Exhaustion., which can be removed by normal means. If you are benefiting from this jutsu,
while you have ranks of Exhaustion, you ignore the effects of exhaustion on you for the duration. Finally, you cannot lose
concentration of this jutsu as a result of damage.
Level Jutsu Learned Jutsu Feature
5th Chakra Needles This jutsu now deals Poison damage. A creature who fails their saving throw, also becomes poisoned for 1 minute.
9th Life Transference You can now make a melee ninjutsu attack, target a creature with this jutsu, instead dealing 4d8 necrotic damage to them
and regaining hit points equal to twice the damage they take.
13th Crown of Stars If you hit with this jutsu, you instead reduce a targets Strength by 1d4 for the duration. This is counted as poison damage
for the purpose of resistance and immunities.
17th Wind Release: This jutsu loses its Wind Release and Clash Keywords, and instead gains the Medical Keyword. This jutsu instead deals
Drilling Wind Bullet Poison damage.
ADEPT MEDIC CHART
Level Jutsu Learned Jutsu Feature
5th Aid When you use this, the target creatures maximum hit points instead increase by 15 for the duration.
9th
13th Revival You gain a Bonus to your Ninshou Ability Check equal to half your Wisdom Modifier.
17th Healing Wave Add twice your proficiency bonus to the hit points Healed to each creature.
Water Release: This jutsu loses its Water Release keywords, and instead gains the Medical keyword. This jutsu instead restores 10 hit points
Grudge Rain at the beginning of all but 5 creatures of your choices turns, instead of doubling the chakra cost.
NINJUTSU SPECIALIST have access to different forms of ninjutsu before others
such as Elemental ninjutsu. Players should be able to
A clanless boy quickly weaves handseals and places his exemplify characters who embody this style of rapid fire
hands onto a large chakra seal, igniting the seals as the ninjutsu such as: Kakashi Hatake, Sasuke Uchiha,
door begins to open. The boy walks through the open Orochimaru, Hiruzen Sarutobi (3rd Hokage), Hashirama
doors and after weaving a few seals with one hand he Senju, Tobirama Senju, Jiraiya and Madara Uchiha.
conjures orbs of fire creating light for him to see.
CREATING A NINJUTSU SPECIALIST
An Uzumaki in the heat of battle creates a single hand
seal and conjures 10 Shadow Clones as they all surround When creating a Ninjutsu-Specialist consider a few
a single enemy. The Clones and the Uzumaki all weave things about the character on a personal level? Think of
handseals and each create a super dense blade of wind Ninjutsu as a tool? Do they use ninjutsu as a ring of keys,
chakra that all converge on their target leaving him no a way through every door or a sledge hammer, a way to
room to dodge or evade. pass through any obstacle? What made the character so
bound to learning so many powerful ninjutsu and what
These shinobi, different as they might be, are connected drives them to learn more? Did they train under another
by one common factor, they are masters in the field of very skilled Shinobi? Or did they become enamored by
Ninjutsu. While others are able to use the techniques, the people around them and want to emulate their skills
they learn with some level of mastery, the Ninjutsu and techniques?
Specialists are able to draw out the true essence of the
Ninjutsu arts. They are able to take the concepts of the QUICK BUILD
Ninjutsu they have and accelerate it to new heights and
unmatched levels. You can make a Ninjutsu Specialist quickly by following
these suggestions. First, put your highest ability score in
CHARACTER INSPIRATIONS Intelligence, followed by Constitution or Dexterity.
Second, choose the Sarutobi, Uchiha, Uzumaki or Non-
When designing this class, it was built with the intent to Clan, Clans.
allow players to utilize ninjutsu in a variety of ways and
allows for a mastery of the techniques they have that
surpass others. Players would be able to have a larger
variety of ninjutsu at their disposal and in some cases
CLASS FEATURES REFINED NINJUTSU
As a Ninjutsu Specialist, you gain the following class Also, at 1st level, you can select an amount of Ninjutsu
features. that you know equal to the number shown for Refined
Jutsu in the class table above, increasing the Save DC or
HIT POINTS the amount of either damage or healing done by the
chosen jutsu by 1 die. This feature happens once per
Hit Dice: 1d6 per Ninjutsu Specialist level casting of the Refined Jutsu. You choose which benefit
Hit Points at 1st Level: 6 + your constitution modifier you gain each time you cast the jutsu, but before the
Hit Points at Higher Levels: 1d6 (or 4) + your jutsu would affect a creature. You can change your
Refined Ninjutsu when you would take a long rest.
Constitution modifier per Ninjutsu Specialist level
after 1st. At 9th level, you increase the Save DC or die by 2
instead of 1, and at 17th level, you increase Save DC or die
CHAKRA POINTS by 3 instead of 2.
Chakra Dice: 1d12 per Ninjutsu Specialist level NINJUTSU TRADITION
Chakra Points at 1st Level: 12 + your constitution
Starting at 2nd level, you begin to Specialize in a
modifier Tradition that enhances the style of ninjutsu that you
Chakra Points at Higher Levels: 1d12 (or 7) + your focus on. The Tradition that you choose grants you
features at 2nd, 6th, 10th & 14th Levels.
Constitution modifier per Ninjutsu Specialist level
after 1st. POTENT NINJUTSU
PROFICIENCIES Starting at 2nd level, whenever you would deal damage
with a D-Rank or lower Ninjutsu, you can instead as a
Armor: Light armor bonus action, deal maximum damage. You can do this
Weapons: All Simple Weapons once per long rest. You gain an additional use of this
Ninja Tools: - feature at 13th level.
Saving Throws: Wisdom, Intelligence
Skills: Ninshou, Choose four from Insight, Investigation, Beginning at 7th level, you can instead use this feature
on a C-Rank or lower Ninjutsu. B-Rank or Lower at 13th
History, Stealth, Perception, Chakra Control and A-Rank at 18th level.
EQUIPMENT EFFICIENT MOLDING
You start with the following equipment, in addition to Starting at 3rd Level, you learn how to bend your chakra
the equipment granted by your background: to suit your needs while casting Ninjutsu. You gain two
of the following Efficient Molding options of your
• Padded Armor. choice. You gain another one at 5th, 9th, 13th and 18th
• 1 Simple Weapon Ninjutsu specialist Levels. You can only one Efficient
• (a) One Kunai stack or (b) One Shuriken stack Molding option on a Ninjutsu when you cast it, unless
• Ninjutsu Scroll (D-Rank) otherwise noted.
JUTSU CASTING ABILITY SCORE IMPROVEMENT/FEAT
NINJUTSU When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1 & a
Ninjutsu save DC = 8 + your proficiency bonus + your Feat of your choice that they qualify for. As normal you
Intelligence modifier. can’t increase an ability score above 20 using this
feature.
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier. JUTSU BREAKER
GENJUTSU Beginning at 5th Level, you learn how to overwhelm
your opponent’s jutsu with pure force. When you would
Genjutsu save DC = 8 + your proficiency bonus + your see a creature within 90 feet of you cast a Ninjutsu that
Wisdom modifier would deal damage of any type, you may as a reaction
cast a Ninjutsu you know with a casting time of 1 action.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier When you do, if the jutsu you cast doesn’t have the
clash keyword it gains the clash keyword. You
TAIJUTSU automatically initiate a clash with the triggering
creatures jutsu even if their jutsu doesn’t have the clash
Taijutsu save DC = 8 + your proficiency bonus + your keyword.
Strength modifier
You may use this feature once per rest. You gain an
Taijutsu attack modifier = your proficiency bonus + your additional use of this feature at 15th level.
Strength modifier
NINJUTSU MASTER
CHAKRA RECOVERY
Starting at 20th Level, Select one Ninjutsu of C-Rank or
Starting at 1st level, you have learned to retain some Lower. You always deal Maximum damage with the
spent chakra from Casting Ninjutsu. Once per short rest, Chosen Jutsu.
you may half the cost of any 1 Ninjutsu cast. You gain an
additional use of this feature at 6th, 11th & 15th levels of
Ninjutsu Specialist.
NINJUTSU FOCUS LIGHTNING BREAKER
STONE CRUSHER The Ninjutsu Specialist who chooses to become a Lightning
Breaker, becomes an unmatched force of unstoppable power
The Ninjutsu Specialist who chooses to become a Stone similar to that of a Lightning bolt when using Lightning
Crusher, becomes an unwavering force of power, earth- Release Ninjutsu.
shattering destruction and mountain like toughness when
using Earth Release Ninjutsu. LIGHTNING RELEASE
EARTHS RELEASE When you choose this Tradition at 2nd Level, you gain the
ability to Learn Ninjutsu with the Lightning Release
When you choose this Tradition at 2nd Level, you gain the Keyword. If you can already do this you learn an additional
ability to Learn Ninjutsu with the Earth Release Keyword. Lightning Release Ninjutsu that you qualify for. When you
If you can already do this you learn an additional Earth cast a Lightning Release ninjutsu, you have a +2 Bonus to
Release Ninjutsu that you qualify for. When you cast an Damage rolls or a +10 bonus to movement speed until the
Earth Release ninjutsu, you have a +2 Bonus to Damage end of your current turn.
rolls or +5 bonus to Structure and Construct Hit points
LIGHTNING ADEPT
STONE ADEPT
Also, at 2nd Level, you gain advantage on Intelligence
Also, at 2nd Level, you gain advantage on Intelligence (Ninshou) Checks in regards to Lightning Release jutsu.
(Ninshou) Checks in regards to Earth Release jutsu. Additionally, you can learn and Create Ninjutsu with the
Additionally, you can learn and Create Ninjutsu with the Lightning Release Keyword in half the required time.
Earth Release Keyword in half the required time.
LIGHTNING TAMER
MOUNTAIN’S AEGIS
Starting at 6th Level, you learn to bend Lightning to your
Starting at 6th Level, you learn to reinforce you or your will. As a Bonus action when using a Ninjutsu with the
ally’s fortitude with residual Earth Release Chakra. As a Lightning Release keyword, you may teleport up to 20ft to a
bonus action when you cast a Ninjutsu with the Earth space you can see within range.
Release Keyword, you may select either yourself or one
allied creature within 60 feet of you granting them an Also, when you would cast a ninjutsu with the Lightning
aegis. The aegis is a thin layer of brown Earth Release Release Keyword you may as a part of the action used to cast
chakra that protects the target. Any damage the target the jutsu, spend an additional 5 chakra to supercharge the
takes is reduced by Half your Ninjutsu Specialist Level Jutsu. When you do, the target creature becomes shocked. A
rounded down. This Effect lasts for 1 minute, until you use shocked creature makes Constitution saving throws at the
it again, until the end of the round the target took damage end of each of their turns to end the condition.
or until you are incapacitated.
When you initiate a clash on your turn, using a Ninjutsu
While a creature is benefiting from this Feature, they with the lightning release keyword, you may as a bonus
cannot suffer effects as a result of losing a Clash. action roll an additional 1d4+1, adding the result to your
Clash Check.
STONES RAGE
WRATHFUL JOLTS
Starting at 10th Level, Ninjutsu you cast with the Earth
Release Keyword that are currently benefiting from your Starting at 10th Level, Ninjutsu you cast with the Lightning
Refined Ninjutsu class feature gain additional benefits. Release Keyword, that are currently benefiting from your
Refined Ninjutsu class feature gain additional benefits.
• As a part of the same action used to cast the selected
Earth Release Ninjutsu, you may spend 5 chakra to gain • As a part of the same action used to cast the selected
Temporary Hit points equal to the Rank of the jutsu cast Ninjutsu, you may spend 5 Chakra to have the Jutsu score
that lasts until the beginning of your next turn. a critical hit on an attack roll of 18 through 20 or make
(D-Rank = 10, C-Rank = 15, B-Rank = 25, A-Rank = 35, S- creatures who fail their saving throws by 5 or more take
Rank = 50). double damage.
• You may spend an additional 5 chakra to deal additional • You may spend an additional 5 chakra to deal additional
damage equal to your Proficiency bonus. damage equal to your proficiency bonus.
• When you initiate a clash with a Jutsu with the • When you initiate a clash with a Jutsu with the Wind
Lightning Release Keyword, the user of the Lightning Release Keyword, the user of the Wind Release Jutsu does
Release Keyword does not roll advantage. not roll at advantage.
EARTH RELEASE MASTER LIGHTNING RELEASE MASTER
Starting at 14th Level, when you use Mountain Aegis class Starting at 14th Level, when you use Lightning Tamer to
feature to protect an ally, you can choose up to three teleport your teleportation range is increased to 60 feet.
creatures (Including yourself) to gain its benefits.
Additionally, when you would cast a Lightning Release
Additionally, when you would cast an Earth Release Jutsu that is currently benefiting from your Refined Ninjutsu
Jutsu that is currently benefiting from your Refined class feature, targeting a shocked creature, you
Ninjutsu class feature, you may double the cost of the automatically score a critical hit with your chosen jutsu if it
Jutsu cast to both double to range and Ignore Resistance requires an attack roll. If your Jutsu requires a saving throw,
or Immunity of any damage dealt by the chosen Jutsu. they automatically fail. Their shocked condition
automatically ends. You can only use this feature once per
Finally, Ninjutsu you cast with the Earth Release long rest.
Keyword that generates a Structure, construct, or
Creature with hit points of any type or Reduces damage of Finally, Ninjutsu you cast with the Lightning Release
any type, they instead gain double the listed or Rolled Hit Keyword that requires a Saving throw is made at
points or reduce damage by twice the listed amount. You disadvantage if the creature is currently shocked from a
may use this feature twice per long rest. jutsu or feature you used or are currently concentrating on.
STORM TERROR TSUNAMI
The Ninjutsu Specialist who chooses to become a Storm The Ninjutsu Specialist who chooses to become a Tsunami
Terror becomes a ruthless natural disaster and embodies the force of such an event. Unphased by the power
unmatched collateral destruction when using Wind of the sea and all-encompassing just like an ocean when
Release Ninjutsu. using Water Release Ninjutsu.
WIND RELEASE WATER RELEASE
When you choose this Tradition at 2nd Level, you gain When you choose this Tradition at 2nd Level, you gain the
the ability to Learn Ninjutsu with the Wind Release ability to Learn Ninjutsu with the Water Release Keyword. If
Keyword. If you can already do this you learn an you can already do this you learn an additional Water
additional Wind Release Ninjutsu that you qualify for. Release Ninjutsu that you qualify for. When you cast a
When you cast a Wind Release ninjutsu, you have a +2 Water Release ninjutsu, you have a +2 Bonus to Damage
Bonus to Damage rolls or gain a fly speed, equal to your rolls or reduce a creature’s movement by 15 feet.
movement speed until the end of your current turn.
WATER ADEPT
WIND ADEPT
Also, at 2nd Level, you gain advantage on Intelligence
Also, at 2nd Level, you gain advantage on Intelligence (Ninshou) Checks in regards to Water Release jutsu.
(Ninshou) Checks in regards to Wind Release jutsu. Additionally, you can learn and Create Ninjutsu with the
Additionally, you can learn and Create Ninjutsu with the Water Release Keyword in half the required time.
Wind Release Keyword in half the required time.
FRIGID DEEP
BREEZE SPLITTER
Starting at 6th Level, you learn to unleash powerful fonts of
Starting at 6th Level, you learn to unleash powerful water able to shatter earth and douse the most powerful
gales of wind while conjuring your Jutsu. As a Bonus inferno, while conjuring your Jutsu. When using a Ninjutsu
action when using a Ninjutsu with the Wind Release with the Water Release keyword, you may as a bonus action
keyword, creatures of your choice, within 20ft of you and force all creatures who take damage to reduce their speed
creatures who would be affected by the jutsu you cast reduced by half until the end of your next turn.
must make a Strength saving throw vs your Ninjutsu
save DC, being pushed back 20ft away from you and Additionally, if the creature takes Damage from another
falling prone. A creature who’s movement is stopped by Jutsu with a Nature Release they take additional affects;
a structure, takes twice as much damage as if they fell an
equivalent distance. • Earth Release: The creature becomes slowed until the end
of their next turn.
Also, when you deal Damage with a Ninjutsu with the
Wind Release Keyword, you may as a bonus action • Wind Release: The creature is knocked back 20 feet and
Release a large burst of concussive wind upon contact. falls prone.
By Spending an additional 5 Chakra you can increase the
rank of the jutsu used by up to 1 rank higher than you are • Fire Release: The creature becomes weakened until the
currently allowed. At 17th level, you instead reduce the end of their next turn.
cost to upcast Ninjutsu with the Wind Release Keyword
by 2. • Lightning Release: The creature takes additional
lightning damage equal to twice your Ninjutsu ability
UNSTOPPABLE GALE modifier.
Starting at 10th Level, Ninjutsu you cast with the Wind AQUA SOUL
Release Keyword that are currently benefiting from your
Refined Ninjutsu class feature gain additional benefits. Starting at 10th Level, Ninjutsu you cast with the Water
Release Keyword that are currently benefiting from your
• As a part of the same action used to cast the selected Refined Ninjutsu class feature gain additional benefits.
Wind Release Ninjutsu, you may spend 5 chakra to • As a part of the same action used to cast the selected
increase your Jutsu’s Save DC by 1d4.
Ninjutsu spend an additional 5 Chakra. When you do, you
• You may spend an additional 5 chakra to deal inflict 2 ranks of the chilled condition to all affected
additional damage equal to your Proficiency bonus. creatures of your choice for the next minute. Chilled
creatures make a Constitution saving throw vs your
• When you initiate a clash with a Jutsu with the Fire Ninjutsu save DC at the end of each of their turns to end
Release Keyword, the user of the Fire Release Jutsu the condition.
does not roll at advantage. • You may spend an additional 5 chakra to deal additional
damage equal to your Proficiency bonus.
WIND RELEASE MASTER • When you initiate a clash with a Jutsu with the Earth
Release Keyword, the user of the Earth Release Jutsu does
Starting at 14th Level, when you use Breeze Splitter to not roll at advantage.
knock any creature back, you may deal additional
damage to them as if they fell triple the distance. WATER RELEASE MASTER
Additionally, when you would cast a Wind Release Starting at 14th Level, when you use Frigid Deep to reduce
Jutsu that is currently benefiting from your Refined movement speed you instead reduce movement speed to 0.
Ninjutsu class feature, you can double the cost of your
jutsu to deal twice as much damage to the target Additionally, when you would cast a Water Release Jutsu
creature. that forces a saving throw of any type, that is currently
benefiting from your Refined Ninjutsu class feature, you can
Finally, Ninjutsu you cast with the Wind Release double the cost of your jutsu to make all affected creatures
Keyword that requires a Saving throw, deals double roll an additional 2d20, taking the lowest result.
damage if the target creature fails is Saving throw by 5 or
more. You may use this feature Twice per long rest. Finally, Ninjutsu you cast with the Water Release
Keyword that requires a saving throw, can never be
made at advantage.
BLAZE WALKER SUMMONER
The Ninjutsu Specialist who chooses to become a Blaze The Ninjutsu Specialist who chose this Tradition to become
Walker, becomes a primal engine of destruction, feared a Summoner, walk the path closest to Sage hood, forming
and revered since man’s earliest days when using Fire bonds with the Sage beasts across the land and in different
Release Ninjutsu. worlds. Those who walk this path are best known for having
a wide arrangement of jutsu learned from the sage creatures
FIRE RELEASE themselves.
When you choose this Tradition at 2nd Level, you gain EMPOWERED SUMMONING
the ability to Learn Ninjutsu with the Fire Release
Keyword. If you can already do this you learn an When you choose this Tradition at 2nd Level, you learn the
additional Fire Release Ninjutsu that you qualify for. Summoning Technique Ninjutsu. You learn to fight in
When you cast a Fire Release ninjutsu, you have a +2 tandem with Creatures and Constructs you summon with
Bonus to Attack or Damage rolls. Ninjutsu. While within 60 feet of a creature or construct
summoned as a result of a Ninjutsu you cast, both you and
FIRE ADEPT your summoned creature or construct gains a +1 bonus to
Attack & damage rolls. This Bonus increases to a +2 at 6th
Also, at 2nd Level, you gain advantage on Intelligence Level, and a +3 at 14th Level.
(Ninshou) Checks in regards to Fire Release jutsu.
Additionally, you can learn and Create Ninjutsu with the SUMMONERS WILL
Fire Release Keyword in half the required time.
Also, at 2nd Level, you and your Summoning creatures or
DRAGON FIRE constructs are able to summon one another or make use of
Fuinjutsu much easier. When using a Ninjutsu with the
Starting at 6th Level, you learn to unleash powerful Fuinjutsu Keyword, you reduce the cost of the jutsu by and
streams of flame with the potential to burn anything amount equal to the Rank of the Jutsu cast. Regardless of the
while conjuring your Jutsu. As a Bonus action when Amount Reduced, the cost of Summoning Technique cannot
using a Ninjutsu with the Fire Release keyword, your be reduced below half. (D-Rank: -1, C-Rank: -2, B-Rank: -
jutsu deals additional damage equal to your Ninjutsu 3, A-Rank: -4, S-Rank: -5.)
Ability modifier.
SUMMONING ADEPT
Also, when you deal Damage with a Ninjutsu with the
Fire Release Keyword, you may as a bonus action or Starting at 6th Level, The Summoning Technique Ninjutsu
reaction to release a large burst of explosive flame upon becomes one of your Refined Ninjutsu and as a result,
contact, making all creatures within 5 feet of the target creatures summoned as a result of casting the
creature or affected area, make Dexterity saving throws aforementioned jutsu gain the benefits of the Refined
vs your Ninjutsu Save DC, taking half of the jutsu’s Ninjutsu class feature as if all of the jutsu they have known
original damage dealt on a failed save, or no damage on a are under the effects of Refined Ninjutsu.
successful one. Creatures who fail this saving throw are
treated as if they are affected by the original jutsu cast. Also, you can perform a Ninjutsu with the Fuinjutsu
keyword that summons a creature of C-Rank or Lower as an
INFERNO FURY Action instead of a Full Turn. This Feature can be done a
number of times equal to your Constitution Modifier before
Starting at 10th Level, Ninjutsu you cast with the Fire you need a rest to use this feature again (Min. 1). You can
Release Keyword that are currently benefiting from your summon Creatures of B-Rank or lower as an action
Refined Ninjutsu class feature gain additional benefits. beginning at 10th level.
• As a part of the same action used to cast the selected Also, when you and a summoned creature would cast a
Ninjutsu spend an additional 5 Chakra to give all Jutsu with the Combination keyword, you both reduce the
affected creatures one rank of the burned condition. cost of the casted jutsu by 2.
• You may spend an additional 5 chakra to deal SUMMONING EXPERT
additional damage equal to your Proficiency bonus.
Starting at 10th Level, you gain the ability to summon and
• When you initiate a clash with a Jutsu with the Water maintain up to two creatures at once. Creatures must
Release Keyword, the user of the Water Release Jutsu remain within 120 Feet of you as normal. If you want the
does not roll at advantage. second summoned creature to act on your turn the same as
the first you must use your Reaction to command the second
FIRE RELEASE MASTER Creature, instead of a Bonus action as normal when
commanding a Summoned Creature. The second Summoned
Starting at 14th Level, when you use Dragon Fire to deal creature cannot be of the same rank as the current creature
additional damage equal to your Ninjutsu ability summoned.
modifier, you may instead deal damage equal to Twice
your Ninjutsu Ability Modifier. Additionally, jutsu your summoned creatures have, that
you also have that benefit from the Refined Ninjutsu class
Additionally, when you would cast a Fire Release Jutsu feature gains additional benefits.
that is currently benefiting from your Refined Ninjutsu
class feature, you can double the cost of your jutsu to • As a part of the same action used to cast the selected
deal three times as much damage to a single creature Ninjutsu, spend an additional 5 chakra to double the
affected by your Jutsu. This damage happens once per range, and increase the damage by 1 damage die.
turn. You may use this feature twice per long rest.
• You or your Summoned creature may spend an additional
Finally, Ninjutsu you cast with the Fire Release 5 chakra to deal additional damage equal to your
keyword that inflicts the burned condition, saving Proficiency Bonus
throws are made at disadvantage.
• When you or your Summoned Creature casts a Ninjutsu FOCUSED NINJUTSU
with the combination keyword, you reduce the cost by an
amount equal to the Rank of the jutsu cast. This ignores When you are forced to make a concentration check to
the Special cost and reduces the total cost of it before all maintain a ninjutsu you have cast, you can as a reaction,
casters attempt to cast the selected jutsu. (D-Rank: -5, C- spend 4 chakra. If you do, you roll an additional 1d4
Rank: -10, B-Rank: -15, A-Rank: -20, S-Rank: -25.) increasing your concentration check by the result.
SUMMONING MASTER HEIGHTENED NINJUTSU
Starting at 14th Level, your summoned creatures have When you cast a Ninjutsu that forces a creature to make
grown to know your fighting style from countless a saving throw to resist its effects, you can spend 5
battles. Your Summoned creature enters the initiative chakra to give one target of the Jutsu, disadvantage on
directly after you. The summoned creatures can also its first saving throw made against the Jutsu’s effect.
perform any jutsu of C-Rank or lower that you know as if
they knew the jutsu, regardless of the jutsu’s nature PIERCING NINJUTSU
release type.
You cast a jutsu that pierces through a creature’s
Additionally, when you would cast a Jutsu with the defenses. When you cast a Ninjutsu that deals damage,
Combination keyword, and your Summoned creature has you may spend 5 chakra to cause the jutsu you are
not acted yet, they may perform the Combination jutsu casting to ignore resistance until the end of your turn.
without spending their reaction. Creatures that are normally Immune to the damage your
jutsu deals, you instead deal half damage.
Finally, Fuinjutsu you cast that summons a creature or
construct creature cannot be reacted to at the time of QUICKENED NINJUTSU
casting or unsummoned by any other creature or effect
other by yourself or the summoned creatures wills. When you cast a Ninjutsu that has a casting time of 1
action, you can spend 5 Chakra to change the casting
EFFICIENT MOLDING time to 1 bonus action for the casting.
CAREFUL NINJUTSU REDIRECTED NINJUTSU
When you cast a Ninjutsu that forces other creatures to If you make an attack roll for a Ninjutsu, you can spend 5
make a saving throw, you can protect some of those chakra to reroll the attack roll. You must use the result of
creatures from the Jutsu’s full force. To do so, you spend the second roll. You can use Redirected Ninjutsu even if
2 Chakra for every creature you want to protect. A chosen you have already used a different Efficient Molding
creature automatically succeeds on its saving throw. option during the casting of the Ninjutsu.
Alternatively, you can instead spend 5 Chakra for every
creature you want to protect. A chosen creature suffers SUBTLE NINJUTSU
no effect from your casted Ninjutsu
When you cast a Ninjutsu, you can spend 2 chakra to cast
DISTANT NINJUTSU it without any handsigns.
When you cast a Ninjutsu that has a range of 5 feet or TENACIOUS NINJUTSU
greater, you can spend 2 Chakra to double the range of
the Jutsu. When you cast a Ninjutsu with the range of When a creature attempts to Clash, counter, dispel, or
touch, you can spend 3 Chakra to make the range of the interrupt a ninjutsu that you are casting or have casted,
Jutsu 30 feet. you may use your reaction to spend 5 chakra. If you do,
you may increase your Ninjutsu Clash Check by +3 and
DOUBLED NINJUTSU the jutsu’s rank by +3 for the purpose of increase the DC
of Countering, dispelling, or interrupting this jutsu.
When you cast a Ninjutsu that targets only one creature
and doesn’t have a range of self, you can spend the WIDENED NINJUTSU
Ninjutsu’s Chakra cost again to target a second creature
in range with the same Jutsu. To be eligible for Doubled When you cast a Ninjutsu with an area of effect, you can
Ninjutsu, a Ninjutsu must be incapable of targeting more increase the size of it for 2 chakra. If the effect is a line,
than one creature at the Jutsu’s current rank. its width increases by 5 feet. If the effect is a cube or
sphere, its radius increases by 5 feet. If the effect is a
ECHOING NINJUTSU cone, its length increases by 5 feet. If the effect is a
cylinder, either the radius or the height increases by 5
When you cast a Ninjutsu that deals damage, you may feet.
spend 5 Chakra. If you do, you create an Echo of the
jutsu. You can cast the same ninjutsu of the same rank,
using your action on the following turn without
spending chakra, the Ninjutsu’s echo only half of the
damage dice (Rounded up). You may choose new targets
for the Jutsu’s Echo.
ENHANCED NINJUTSU
When you roll damage for a Ninjutsu, you can spend 2
chakra to reroll a single damage dice, you can repeat this
up the number of damage dice you rolled. You must use
the new rolls.
EXTENDED NINJUTSU
When you cast a Ninjutsu that has a duration of 1 minute
or longer, you can spend 2 chakra to double its duration.
SCOUT-NIN CREATING A SCOUT-NIN
An Uzumaki lies in wait as his target enters the brothel, he When creating a Scout-Nin consider a few things about
performs the transformation technique to turn into one of the character when they are on a team with others. Do
the many women within the building he’s seen in the they fill in any gaps or do they support others in their
past few days. endeavors enhancing that particular field their allies are
specializing in. Do they use their techniques as an
A Sarutobi in the heat of battle weaves together a great answer to the weaknesses of the team? What made the
wave of water blowing some enemies away, when some character so bound to learning so many varied
leap over the wave avoiding it, the Sarutobi follows up techniques and how do they plan on using them in the
with a powerful Genjutsu stunning the airborne shinobi field? Did they train under another very skilled Shinobi?
as they come crashing down into the water. Or did they become enamored by the people around
them and want to emulate their skills and techniques
A Nara gets into a close combat battle with an enemy, leaving nothing to chance?
and holds his own while preparing to capture his enemy
within the Shadow possession technique. QUICK BUILD
These shinobi, different as they might be, are You can make a Scout-Nin quickly by following these
connected by one common factor, they are Jack of all suggestions. First, put your highest ability score in
trades. While others are specialists of some sort in one either Strength, Intelligence, or Wisdom followed by
form or another, a scout-nin is someone who by Constitution. Second, choose any clan that you find the
definition is able to complete most tasks or fill most most appealing, this
roles in a team with little trouble. Scout-Nin are able to class is flexible
draw out their latent abilities in most fields while others enough to
cannot. support them.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to take on the role of a generalist, someone
who may not specialize in any particular field such as
ninjutsu, Genjutsu or Taijutsu. But someone who can use
them all to a varying degree and find success. While
other classes can use all 3 forms of jutsu, this class is
designed with the ability to enhance them on a case-by-
case basis using Superiority dice if needed. Characters
whom this class was designed after are as follows; Kid
Naruto Uzumaki, Kid Sasuke Uchiha, Kid Sakura Haruno,
Kid Kakashi Hatake and Kid Obito Uchiha.
CLASS FEATURES DEFT EXPLORER
As a Scout-Nin, you gain the following class features. Beginning at 1st level you are an unsurpassed generalist in
most all environments. You gain the Canny benefit below,
HIT POINTS and an additional benefit when you reach 6th level and 10th
level in this class.
Hit Dice: 1d8 per Scout-Nin level
Hit Points at 1st Level: 8 + your constitution modifier CANNY (1ST LEVEL)
Hit Points at Higher Levels: 1d8 (or 5) + your
Choose one of your skill proficiencies. You gain expertise in
Constitution modifier per Scout-Nin level after 1st. this skill.
CHAKRA POINTS AGILE (6TH LEVEL)
Chakra Dice: 1d10 per Scout-Nin level Your walking speed increases by 5, and your wall and water
Chakra Points at 1st Level: 10 + your constitution walking speed is equal to your walking speed.
modifier TIRELESS (10TH LEVEL)
Chakra Points at Higher Levels: 1d10 (or 6) + your
As an action, you can give yourself a number of temporary
Constitution modifier per Scout-Nin level after 1st. hit points equal to 1d6 + half your Scout-Nin level. You can
use this action a number of times equal to half your
PROFICIENCIES proficiency bonus and regain all expended uses when you
finish a long rest.
Armor: Light armor, medium armor, heavy Armor
Weapons: All Simple and Martial Weapons Additionally, when you finish a short rest, your
Ninja Tools: Trapper Kit, Any one Kit of your choice. exhaustion level, if any, is decreased by 1. You can only
Saving Throws: Strength, Constitution reduce exhaustion in this way once per long rest.
Skills: Choose four from Ninshou, Illusions, Martial
SHINOBI ADEPT
Arts, Insight, Investigation, Nature, Acrobatics,
Athletics, History, Stealth, Perception, Medicine, Beginning at 2nd Level, you gain a General, Skill, or Chakra
Chakra Control. Feat of your choice. You gain an additional General, Skill,
Chakra, Ninjutsu, Genjutsu, Taijutsu, or Bukijutsu Feat at
EQUIPMENT 13th level.
You start with the following equipment, in addition to SCOUTING TECHNIQUE
the equipment granted by your background:
Starting at 3rd level, choose a technique that you strive to
• (a) Padded Armor or (b) Combat Jacket or (c) Flak emulate in combat and style. The Scouting Technique you
Jacket choose grants you features at 3rd, 6th, 9th, 14th, 17th and
20th Levels.
• (a) 1 Simple Weapon or (b) 1 Martial Weapon
• (a) One Kunai stack or (b) One Shuriken stack ABILITY SCORE IMPROVEMENT/FEAT
• (a) 1 Paper Bomb or (b) 1 Flash Tag
• Tracking Kit, Any one kit of your choice. When you reach 4th and again at 8th, 12th, 16th, and 19th,
level, you can increase one ability score by +1 & a Feat of
JUTSU CASTING your choice that they qualify for. As normal you can’t
increase an ability score above 20 using this feature.
NINJUTSU
EXTRA ATTACK
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier JACK OF ALL, MASTER OF NONE
GENJUTSU Starting at 5th Level, you exemplify the ideal of generalized
combat. Select one of the following generalizations between
Genjutsu save DC = 8 + your proficiency bonus + your Combat, Control, Mobility, and Skill. When you do, you gain its
Wisdom modifier benefits. You can switch which generalization you have
when you complete a rest.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier COMBAT
TAIJUTSU You gain a +1 bonus to attack rolls made with Ninjutsu,
Taijutsu, Genjutsu and Bukijutsu you cast. This bonus
Taijutsu save DC = 8 + your proficiency bonus + your increases to +2 at 11th level.
Strength modifier
Additionally, while you are gaining the benefits of this
Taijutsu attack modifier = your proficiency bonus + your generalization, when you would take the attack action,
Strength modifier you can make a weapon attack as a bonus action, once
per turn.
FIGHTING STANCE
Beginning at 1st Level you adopt a particular style of
fighting as your specialty. Choose one of the Fighting
Stances located in Chapter 13: Customization Options,
between Taijutsu Stance and Weapon Stance. You can’t
take a Stance more than once, even if you get to choose
again later.
CONTROL SIGNATURE TECHNIQUE
Jutsu and Maneuvers you use that would inflict a Beginning at 10th level, you temporarily commit to a
condition on a creature are even more difficult to resist. technique that assists you in dealing with a variety of
Creatures who would make a saving throw to resist a scenario’s. When you complete a rest, select one of the
condition inflicted by a jutsu you cast or maneuver you following which helps in building out your already broad
use suffer a -1 penalty. This penalty increases to -2 at skillset. Beginning at 18th level, you can instead gain the
11th level. benefit of two of these options.
Additionally, while you are gaining the benefit of this HIDDEN TECHNIQUE
generalization whenever you would inflict a condition
that can have more than 1 rank (or stack) you inflict 1 You can remain perfectly still for long periods of time to set
additional rank (or stack) of the condition. up ambushes. Twice per long rest, you can use a bonus
action. When you do, you, and all allies within 5 feet of you
MOBILITY become invisible, along with any equipment they are
wearing or carrying and any creatures who would attempt
You gain a +10 bonus to your speed, and +1 bonus to Saving to make any checks to search or look for you or creatures
throws made to resist hostile effects. These bonus under the effect of this feature, suffer a -10 penalty to
increases to +15 and +2 at 11th level. checks made to complete such a task until the start of your
next turn if in combat or until you would move more than
Additionally, while you are gaining the benefit of this half your movement speed if outside of combat.
generalization whenever you would make a saving throw
using an ability you are not proficient in to end a While you are gaining this benefit, if you haven’t moved
condition or effect placed on you by a hostile creature or since your last turn, you and allies affected by this feature
environment, you gain a bonus 1d4 to the saving throw. cannot be found as a result of tremorsense, jutsu with the
sensory keyword or chakra sight.
SKILL
If you or an allied creature attacks a creature while
Select one ability score when you select this benefiting from this feature, the attacking creatures attack
generalization. In order to change this ability score, you scores a critical hit if the attack result is at least 5 or
must complete a rest. You gain a +1 bonus to all ability greater than the targets AC. Once a critical hit has been
checks made using this ability score. This bonus scored in this way, it cannot be triggered again until you
increases to +1 at 11th level. complete a short rest.
Additionally, while you are gaining the benefits of this AGGRESSIVE TECHNIQUE
generalization, select two toolkits. You gain proficiency
in these toolkits. You are able to fight for longer periods of time. You gain
the ability to extend your fighting potential, in the form
SIGNATURE JUTSU of controlled breathing.
Beginning at 7th level, you have found a jutsu that you On your turn, as a bonus action, you can breathe in
specialize in better than anyone else who may have come deeply, regaining hit points equal to 1d10 + your scout
before. Select one Jutsu you know of B-Rank or Lower. You level.
gain one of the following benefits of your choice when
using the chosen Jutsu. You may switch which jutsu this Alternatively, you can as a bonus action, breathe in a
feature affects whenever you would learn a new jutsu from slightly different way, regaining chakra points equal to
leveling up in this class. You can select a second Signature 1d10 + half your scout level.
effect and Jutsu to gain the benefits of both effects
beginning at 15th level. You can use this feature twice per long rest.
SIGNATURE POWER SUPPORTIVE TECHNIQUE
When you use your chosen jutsu, you deal additional You are able to have a presence on the battlefield even
damage equal to your Jutsu Types Ability Modifier when in the back of the battlefield.
(Ninjutsu, Genjutsu or Taijutsu.), while also ignoring
resistance to your chosen jutsu’s damage type. When you would take the attack action, you instead, in
place of making one of your attacks can target a willing
SIGNATURE RAMPING creature who can hear and/or see you within 60 feet.
They gain advantage on the next attack roll, ability check
When you would upcast your chosen jutsu, reduce the cost or saving throw they make (their choice) before the end
of the upcast by 1. If your upcast adds additional die of any of your next turn.
type. Add one additional die. Otherwise, increase the save
DC of the chosen Jutsu (If any) by +1. You can use this feature a number of times equal to
your proficiency bonus per long rest.
SIGNATURE CONTROL
TACTICAL TECHNIQUE
When you would cast your chosen jutsu, reduce the cost of
the chosen jutsu by 2. If this would reduce the cost of the You have a much higher affinity with tactics and
jutsu to 0, it instead costs 1. If your chosen jutsu requires planning out your movement and actions.
concentration, reduce the cost to maintain the jutsu by 2
this can reduce the cost to maintain a jutsu to 0. Creatures who would make opportunity attacks
targeting you or allied creatures within 10 feet of you are
made at disadvantage. Yourself and creatures who begin
their turns within 10 feet of you can take the Dash or
Dodge action as a bonus action.
You and other creatures can benefit from this feature a
number of times equal to your proficiency bonus per
long rest.
SCOUTING TECHNIQUE DEVASTATING CRITICAL
ASSAULT SCOUT Starting at 14th level, when you score a critical hit with a
melee attack, you gain a bonus to that attack's damage
Those Scout-Ninja who choose to become Assault roll equal to your Scout Nin level.
Specialists focus on the development of raw physical
power honed to deadly perfection. Assault Specialist When you score a critical hit with a ranged attack, you
Scouts combine rigorous training with physical gain a bonus to that attack’s damage roll equal to half of
excellence to deal devastating blows. your Scout Nin level.
SUPERIOR ASSAULT SURVIVOR
Beginning at 3rd Level you learn maneuvers that are At 17th level, you attain the pinnacle of resilience in
fueled by a special dice called Superiority Dice. battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modifier if you
Maneuvers: You learn one maneuver of your choice, have less than half of your hit points left. You don’t gain
which are detailed in the Assault Maneuvers Section at this benefit if you have 0 hit points.
the end of this class. You earn more at higher levels as
shown in the “Maneuvers Known” Column of the RELENTLESS ASSAULT
Superior Assault table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per Starting at 20th level, whenever you would use the
attack. When you take a long rest, you may switch one Brutish Assault feature you deal additional damage
maneuver you know for another you qualify for. equal to your proficiency bonus.
Superiority Dice: You have two superiority dice, which Whenever you would use an Assault Maneuver you
are d4’s, you earn more at higher levels, as shown in the deal additional damage equal to your proficiency bonus.
Superiority Dice column of the Superior Assault table. A
superiority die is expended when you use it. You regain SUPERIOR ASSAULT TABLE
all of your expended superiority dice when you finish a
short or long rest. Scout-Nin Superiority Dice Maneuvers Known
Level 2 1
BRUTISH ASSAULT 3rd 2 1
4th 2 1
Additionally, at 3rd level, whenever you hit with a melee 5th 3 1
or ranged attack and deal damage, you deal additional 6th 3 2
damage equal to 1d4. This increases based on your level 7th 3 2
in this class, as shown on the Assault Growth Table. This 8th 4 2
bonus damage can only happen twice per turn. 9th 4 2
10th 4 3
ASSAULT GROWTH TABLE 11th 5 3
12th 5 3
Level Bonus Damage 13th 5 3
3rd 1d4 14th 6 4
6th 1d6 15th 6 4
9th 1d8 16th 6 4
14th 1d10 17th 7 4
17th 1d12 18th 7 5
19th 7 5
BRUTISH DURABILITY 20th
Also, at 3rd level once per short rest, whenever you make
a saving throw, you may add a superiority die to the
result. This does not spend the die. If you would use this
feature again before completing a short rest, you may
spend a superiority die to activate this feature an
additional time.
If applying this bonus to a death saving throw
increases the total to 20 or higher, you gain the benefits
of rolling a natural 20.
UNTAPPED POTENTIAL
Beginning, at 6th Level your superiority die begins to
grow in strength as you do. Your superiority die grows 1
step, into a D6. It repeats this process becoming a d8 at
9th, a D10 at 14th, and D12 at 20th.
REMARKABLE ATHLETE
At 9th level, you can add half your proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution
check you make that doesn't already use your
proficiency bonus.
DEFENSIVE SCOUT You can recover a barriers hit points as a bonus action
by spending chakra. By spending 1 chakra, your barrier
Those Scout Ninja who choose to become Defensive recovers 2 Hit points.
Scouts train to bolster those around them. They can
inspire their allies with renewed vigor, lifting them to For as long as your barrier has hit points, you are
new heights, while simultaneously protecting them from considered proficient in the Chakra Control skill for the
harm. purpose of maintaining concentration on Ninjutsu &
Genjutsu.
SUPERIOR DEFENSE
When a hostile creatures hits you with a melee attack
Beginning at 3rd Level you learn maneuvers that are while your barrier has hit points, they take force damage
fueled by a special dice called Superiority Dice. equal to your Intelligence modifier (minimum of 1).
Maneuvers: You learn two maneuvers of your choice, PROJECTED BARRIER
which are detailed in the Defensive Maneuvers Section at
the end of this class. You earn more at higher levels as Beginning at 6th level, you’ve learned how to
shown in the “Maneuvers Known” Column of the manipulate your barrier to create new effects. As an
Superior Defense table. Many Maneuvers enhance your action, you can spend three of your barrier’s hit points to
allies in some way. You can only use one maneuver per create a unique effect. You have two such effects: Chakra
ally, per turn. When you take a long rest, you may switch Sphere, and Chakra Wave. When you use your Chakra
one maneuver you know for another you qualify for. Barrier, you choose which effect to create.
Superiority Dice: You have two superiority dice, which Chakra Sphere. You create a protective spherical
are d6’s, you earn more at higher levels, as shown in the barrier in a 5-foot-radius sphere a point you can see
Superiority Dice column of the Superior Defense table. A within 30 feet that lasts until the start of your next turn.
superiority die is expended when you use it. You regain Creatures within the barrier have three-quarters cover
all of your expended superiority dice when you finish a from attacks originating from outside the barrier. You
short or long rest. can maintain the barrier by spending an additional
barrier hit point at the start of each of your turns (no
SUPERIOR DEFENSE TABLE action required).
Scout-Nin Superiority Dice Maneuvers Known Chakra Wave. You create a wave of chakra in a 15-foot
Level 2 2 cone. Each creature within the cone must make a
3rd 2 2 Strength saving throw against your Ninjutsu Save DC. On
4th 2 2 a failed save, a creature takes 5d6 Force damage and is
5th 2 2 pushed back to the edge of the cone. On a success, they
6th 3 2 take half damage and aren’t pushed.
7th 3 3 This features damage increases by 2d6 when you reach
8th 3 3 10th level (7d6) and 14th level (9d6).
9th 3 3
10th 4 3 REGENERATIVE SHIELDING
11th 4 3
12th 4 4 Starting at 9th level, you can convert your chakra into
13th 5 4 your barriers hit points far more efficiently. For every 1
14th 5 4 chakra you spend, your barrier regains 3 hit points, and
15th 5 4 gains resistance to damage until the end of your next
16th 5 4 turn.
17th 6 5
18th 6 5 RALLYING BARRIER
19th 6 5
20th Beginning at 14th level, you learn how to inspire your
allies to fight on past their injuries. When you use your
CHAKRA BARRIER Chakra Barrier feature, you can choose up to three
creatures within 60 feet of you that are allied with you.
Also, at 3rd level, you learn to manifest a powerful Each one gains temporary hit points equal to your Scout
barrier of chakra. Whenever you complete a short or long level, provided that the creature can see or hear you.
rest, you create a barrier on yourself or 1 creature that is
within 30 feet, that lasts until you finish a short or long ADAPTIVE SHIELDING
rest. That barrier has hit points equal to Three times
your scout-nin level. Your barrier can never have hit At 17th level, when your chakra barrier takes damage,
points greater than three times your scout-nin level. you can have it gain resistance to subsequent damage of
Whenever you take damage, the barrier takes the that type until the start of your next turn (no action
damage instead. If this damage reduces the barrier to 0 required). If it takes damage of more than one type
hit points, you or the creature benefiting from this simultaneously, you can choose which type it gains
feature take any remaining damage. While the barrier resistance to. Your barrier can only have resistance to
has 0 hit points, it can’t absorb damage, but its power one type of damage at a time.
remains.
SUPERIOR SHIELDING
Beginning at 20th level, you learn to apply your Chakra
barrier to all of your allies. As an action, you may select
up to 3 creatures you can see within 60 feet of you that
you are allied with. Each creature gains a chakra barrier
with hit points equal to your Scout-Nin level. They
cannot spend their own chakra to recover their barriers
hit points, and when it reaches 0, they lose their chakra
barrier and cannot gain a new one until a short or long
rest.
TACTICAL SCOUT MASTER SIGNATURE MANEUVER
Those Scout Ninja who choose to become Tactical At 17th level, you can choose a second signature
Specialists employ martial techniques passed down maneuver. Additionally, when you use either of your
through generations. To a Tactical Specialist, combat is signature maneuvers, you can roll a d10 instead of a d8.
an academic field, sometimes including subjects beyond
battle such as weaponsmith or armor craft. Not every UNMATCHED TACTICS
scout absorbs the lessons of history, theory, and artistry
that are reflected in the Tactical Specialty, but those who At 20th level, you may use any number of maneuvers you
do are well-rounded fighters of great skill and knowledge. want per attack, per turn.
SUPERIOR TACTICS Additionally, if you have 0 Superiority Die, you can
spend 20 Chakra. You regain all spent superiority die.
Beginning at 3rd Level you learn maneuvers that are Superiority die gained this way vanish at the end of your
fueled by a special dice called Superiority Dice. next turn.
Maneuvers: You learn three maneuvers of your choice, SUPERIOR TACTICS TABLE
which are detailed in the Tactical Maneuvers Section at
the end of this class. You earn more at higher levels as Scout-Nin Superiority Dice Maneuvers Known
shown in the “Maneuvers Known” Column of the Level 2 3
Superior Tactics table. Many Maneuvers enhance you or 3rd 2 3
your allies in some way. You can only use one maneuver 4th 2 3
per attack. When you take a short rest, you may switch 5th 3 4
any maneuver you know for another you qualify for. 6th 3 4
7th 3 4
Superiority Dice: You have two superiority dice, which 8th 4 4
are d10’s, you earn more at higher levels, as shown in the 9th 4 5
Superiority Dice column of the Superior Defense table. A 10th 4 5
superiority die is expended when you use it. You regain 11th 5 5
all of your expended superiority dice when you finish a 12th 5 5
short or long rest. 13th 5 6
14th 6 6
Saving Throws: Some of your maneuvers require your 15th 6 6
target to make a saving throw to resist the maneuver’s 16th 6 6
effects. The saving throw for each maneuver is listed 17th 7 7
within the maneuver itself. 18th 7 7
19th 7 7
MASTER OF TACTICS 20th
Starting at 3rd Level, you can use the Help action as a
bonus action. Additionally, when you use the Help action
to aid an ally in attacking a creature, the target of that
attack can be within 30 feet of you, rather than 5 feet of
you, if the target can see or hear you.
STUDENT OF WAR
Starting at 6th Level, your knowledge and experience in
battle has provided you with amplified knowledge on how
to handle difficult, if not impossible situations.
Once per turn, you can choose to spend one superiority
die when you would make an ability check against a
hostile creature or make a saving throw against a hostile
effect adding the superiority die result to the check or
save.
Additionally, if you spend at least 1 minute observing or
interacting with another creature outside combat, you can
learn certain information about its capabilities compared
to your own. The GM tells you if the creature is your equal,
superior, or inferior in regard to two of the following
characteristics of your choice: Strength, Dexterity,
Constitution, Armor Class, Current hit points or Total
class levels (if any).
SIGNATURE MANEUVER
At 9th level, you choose a maneuver as your signature
maneuver. Whenever you use that maneuver, you can roll
a d8 and use it instead of expending a Superiority Dice.
You may only use this feature once per turn.
RELENTLESS
At 14th level, when you roll initiative and have no
superiority dice remaining, you regain 2 superiority die.
Also, when you roll initiative, you may spend a superiority
die, increasing your initiative roll by the result.
CLONING SCOUT SUPERIOR CLONES
Those Scout-Nin that choose to become Cloning specialist Beginning at 9th level, when you use a ninjutsu to summon
employ superior numbers as their primary method of clone(s) of any type, you gain 1 superiority die. The size of
combat. They hone this skill through repeated use of their this die is a d6. If you do not spend this die, it is lost when all
Clones in different situations allowing them to becomes clones are killed or dispersed or 1 minute has passed. You can
masters of duplicative combat. Not every scout has the gain the benefit of this feature a number of times equal to
ability to use Clones the way a Cloning Scout can and it your Intelligence Modifier before a long rest.
shows through their tactics and abilities available to them.
Additionally, clones you summon, can use maneuvers you
CLONING TACTICS know spending your superiority die.
Beginning at 3rd Level you learn maneuvers that are fueled CLONE RECOIL
by a special dice called Superiority Dice.
Starting at 14th level, if a clone dies to an attack, their
Maneuvers: You learn one maneuver of your choice, which remaining chakra is released in a violent show of force.
are detailed in the Clone Maneuvers Section at the end of
this class. You earn more at higher levels as shown in the Creatures within 10 feet of your clone when it died must
“Maneuvers Known” Column of the Superior Cloning table. succeed a Dexterity saving throw vs Your Ninjutsu save DC,
Many Maneuvers enhance you or your clones in some way. taking force damage equal to half your level on a failed save
You can only use one maneuver per round. When you take a (Rounded down).
long rest, you may switch one maneuver you know for
another you qualify for. Additionally, when a clone of yours dies you may spend
your reaction to use your Clone Inclusive class feature
Superiority Dice: You have two superiority dice, which are summoning an additional clone of the same type.
d8’s, you earn more at higher levels, as shown in the Summoning a clone in this manner does not spend a
Superiority Dice column of the Superior Defense table. A superiority die. You can only summon a clone in this way,
superiority die is expended when you use it. You regain all of using this feature twice per rest. If you attempt to use this
your expended superiority dice when you finish a short or feature any additional times after the first two it costs 1
long rest Superiority die per use.
SHADOW CLONE SEARCHING SELF SUFFICIENT CLONES
Starting at 3rd Level, you learn the Shadow Clone Technique, Beginning at 17th level, you can use your reaction to spend a
this does not count against your Known jutsu limit for this superiority dice. When you do, all clones currently active
class. Clones Summoned using this jutsu can use 1 chakra gains either Hit points and Chakra points or Temporary Hit
every minute to extend their active time by an additional points and Temporary Chakra points equal to twice the result
minute. of your superiority die + Your Ninjutsu ability Modifier.
CLONE INCLUSIVE SUPREME CLONES
Starting at 3rd Level, you ignore any Nature Release Beginning at 20th level, Select one Clone Maneuver. Your
keyword limitations when learning or using Ninjutsu with clones can perform this maneuver without expending a
“Clone” in its name. superiority die.
Additionally, clones you summon which have restrictions SUPERIOR CLONING TABLE
on jutsu Keywords, no long have such restrictions and can
cast any Jutsu you know as if they were a Shadow Clone. Scout-Nin Superiority Dice Maneuvers Known
Level 2 1
Also, you can, spend 1 Superiority die to 3rd 2 1
summon a Clone as if casting any 4th 2 1
Ninjutsu you know that summons 5th 2 1
clones. When you do you do not spend 6th 3 2
chakra and treat the clone as if you 7th 3 2
summoned it at the highest rank casting 8th 3 2
available to you. Regardless of the 9th 3 2
Clone summoned with this 10th 4 3
feature, it can only cast 1 11th 4 3
jutsu. 12th 4 3
13th 5 3
CLONES 14th 5 4
EVERYWHERE 15th 5 4
16th 5 4
At 6th level, when 17th 6 4
you would summon 18th 6 5
clones as a result of a 19th 6 5
Ninjutsu you cast 20th
with Clone in its
name, you always
summon 1 additional
clone at no additional cost. This
does not work if a clone is
summoned as a result of the Clones
Inclusive feature.
MANEUVERS CLONING MANEUVERS
The maneuvers are presented in alphabetical order. AGILE CLONES
ASSAULT MANEUVERS When you use a bonus action to command a clone to
perform an action of any type, you can expend one
AMPLIFIED ATTACK superiority die to allow a number of clones equal to half of
the result (Rounded down) to take an additional
When you cast a jutsu, that forces a creature to make a movement. When they take this additional movement,
saving throw of any kind, you can expend one their movement speed is doubled until the end of the
superiority die, increasing the save DC by the result. current turn. This movement does not provoke attacks of
opportunities.
CRIPPLING STRIKE
BODY SWITCH
When you hit a creature with an attack, you can expend a
superiority die to cripple its movement. Add the number When you are hit with an attack, as a reaction, before the
rolled to the attack and damage rolls of the attack. The effect of the attack applied to you, you may spend a
creature must succeed on a constitution saving throw vs superiority die to switch places with a clone within 30 feet
your save DC (If Weapon or Unarmed, Taijutsu save DC) of you. When you switch places, no movement is made, you
or have its movement speed halved. At the end of each of and clone instantly swap places.
its turns, the target can make a constitution saving
throw to end the effect. COMBO ATTACK
CRITICAL ASSAULT When you use a melee or ranged attack, if you have at least
one clone active, you can spend one superiority die to have
As a part of the action used to attack, you can expend a the clone perform the same attack as a part of the same
superiority die. Add the number rolled to the result of the action, dealing half damage on a success. You can spend an
attack roll. If the total of the d20 + your superiority die additional superiority die for each additional clone you want
(Ignoring all other modifiers or bonuses) is equal to or to perform the same attack. If the attack you are using is the
greater than 20, the attack is counted as a Critical hit. result of a Jutsu you cast, each selected may cast the select
jutsu at half cost.
DEVASTATING KNOCK BACK
DEFENSIVE CLONE
When you hit a creature with a melee attack, you can
expend one superiority die to attempt to knock the When an allied creature is hit with an attack that is within 15
opponent back. You add the superiority die to the feet of your clone, as a reaction, before the effect of the
attack’s damage roll, and the target must make a attack applied to them, you may spend a superiority die to
Strength saving throw vs your save DC (If Weapon or have either yourself or a clone interpose the attack, taking
Unarmed, Taijutsu save DC). On a failed save, the target the damage or effect of the attack. You or the clone must be
is thrown back a number of feet equal to 5 x the result of aware of the attack to use this maneuver.
the superiority Die. If the target hits a solid surface, they
take additional damage as if they were falling. ENERGIZING CLONE
EXPLOSIVE STRIKE When a clone(s) of yours is killed, dispelled or
unsummoned, you may spend a superiority die to regain
When you hit a creature with an attack, you can expend chakra equal to twice result + your constitution modifier.
one superiority die to damage another creature withing 5
feet of the target with the same attack. Choose up to two FRENZIED CLONE
creatures within 5 feet of each other. Add your
superiority die to the attack and damage rolls. On a hit, If you have one or more clones active, you may spend a
both the initial target and the second target that was superiority die. The next time you command your clones to
chosen, suffer the effects of the attack. attack, they add the result of the roll to the attack and
damage rolls they make if any. Additionally, clones that
MENACING ATTACK would normally deal half damage instead, deals the full
damage of the jutsu.
When you hit a creature with an attack, you can expend
one superiority die to attempt to frighten the target. You MORALE BOOST
add the superiority die to the attack’s damage roll, and
the target must make a Wisdom saving throw vs the Save When you use a bonus action to command your clones to
DC (If Weapon or Unarmed, Taijutsu save DC). On a perform an attack of any type, you can spend one
failed save, it gains ranks of fear equal to half the result superiority die to increase the result of the attack roll of up
of your superiority die. to 2 clones by the result rolled, or the Save DC by Half the
result rolled (Min 1).
WEAK POINT
PREPARED JUTSU
When you hit a creature with an attack, you can expend a
superiority die to temporarily daze the creature. Add When you or a clone would take damage from an attack, you
twice the number rolled to the damage of the attack and can spend your reaction, when you do, all clones currently
the creature must succeed on a constitution saving active casts a Jutsu targeting the triggering creature. At the
throw vs your save DC or be stunned and prone until the conclusion of this casting all active clones are dismissed.
end of its next turn.
TOUGH CLONE
When you command your clones to take any action or when
your clones would take damage, you can, as a reaction spend
a superiority die. They gain temporary hit points equal to
three times the result until the end of your next turn.
DEFENSIVE MANEUVERS DARING ESCAPE
DISTRACTING You can expend one superiority die. When you do, you
gain the effects of the Disengage and Dash actions and
When you hit a creature with an attack, you can expend one you gain advantage on all Strength (Athletics) or
superiority die to distract the creature, giving your allies an Dexterity (Acrobatics) checks until the end of your turn.
opening. You add the superiority die to the attack’s damage
roll. The next attack roll against the target by an attacker EVASIVE FOOTWORK
other than you has advantage if the attack is made before
the start of your next turn. When you move, you can expend one superiority die,
rolling the die and adding the number rolled to your AC
ENHANCEMENT until you stop moving.
You can expend one superiority die to enhance a creature FEINTING ATTACK
you can touch with chakra, granting them temporary hit
points equal to three times the superiority die roll, which You can expend one superiority die and use a bonus
last for 1 minute. Additionally, when the target makes a action on your turn to feint, choosing one creature
Strength or Constitution check or saving throw while it has within 5 feet of you as your target. You have advantage
these temporary hit points, it gains a bonus equal to your on your next attack roll against that creature. If that
Intelligence modifier. attack hits, add the superiority die to the attack’s
damage roll.
GOADING
TRIP ATTACK
When you hit a creature with an attack, you can expend one
superiority die to attempt to goad the target into attacking When you hit a creature with an attack, you can expend
you. You add the superiority die to the attack’s damage one superiority die to attempt to knock the target down.
roll, and the target has disadvantage on all attack rolls You add the superiority die to the attack’s damage roll,
against targets other than you until the end of your next and if the target is large or smaller, it must make a
turn Strength saving throw vs your attacks Save DC (If
weapon or unarmed then Taijutsu Save DC). On a failed
PUSHING ATTACK save, you knock the target prone.
When you hit a creature with an attack, you can expend one MANEUVERING ATTACK
superiority die to attempt to drive the target back. You add
the superiority die to the attack’s damage roll, and if the When you hit a creature with an attack, you can expend
target is Large or smaller, you push the target up to 15 feet. one superiority die to maneuver one of your comrades
This movement can trigger opportunity attacks. into a more advantageous position. You add the
superiority die to the attack’s damage roll, and you
RALLY choose a friendly creature who can see or hear you. That
creature can use its reaction to move up to its full
On your turn, you can use a bonus action expend one movement speed without provoking opportunity attacks
superiority die to bolster the resolve of one of your from the target of your attack.
companions. When you do so, choose a friendly creature
who can see or hear you. That creature gains temporary hit PARRY
points equal to twice the result of your superiority die +
your Intelligence modifier. When another creature damages you with a melee
attack, you can use your reaction and expend one
REASSURE superiority die to reduce the damage by twice the
number you roll on your superiority die + your Dex
As a reaction, you can expend a superiority die and call out modifier.
to a creature within 60 feet that can see or hear you that
has to make a saving throw of any kind. When you do so, If you would spend your reaction to cast a jutsu that
that creature adds the amount rolled to their save. reduces damage, you can instead spend a superiority die,
adding the result to the damage reduced.
SUPPRESSING ATTACK
PRECISION ATTACK
When you hit a creature with an attack, you can expend one
superiority die to maneuver one of your comrades into a When you make an attack roll of any type against a
more advantageous position. You choose a friendly creature, you can expend one superiority die to add twice
creature who can see or hear you. That creature can use its the result to the roll. You can use this maneuver before
reaction to move up to its full speed. You add the or after making the attack roll, but before any effects of
superiority die to the AC of your chosen target until the end the attack are applied.
of their next turn.
RIPOSTE
TACTICAL MANEUVERS
When a creature misses you
COMMANDER’S STRIKE with a melee attack, you can use
your reaction and expend one
When you take the Attack action on your turn, you can superiority die to make a melee
forgo one of your attacks to direct one of your companions weapon attack against the creature.
to strike. When you do so, choose a friendly creature who If you hit, you add twice the
can see or hear you and expend one superiority die. That superiority dies result to the attack’s
creature can immediately use its reaction to take the attack damage roll.
action or cast one jutsu attack of C-Rank or lower, adding
the superiority die to the attack roll.
TAIJUTSU SPECIALIST CREATING A TAIJUTSU SPECIALIST
A Hyūga takes their fighting stance, ready for the assault When creating a Taijutsu Specialist consider a few things
from the surrounding undead summons from the Dark about the character on a personal level? Do they use
shinobi standing just on the other side of the ridge, the Taijutsu as a way to push pass their weaknesses and
Hyūga leaps from undead to undead, striking them each surpass their rivals? Do they use Taijutsu as a way to give
with unmatched precision taking them down one by one themselves discipline and teach themselves patience?
with 1 or two precise strikes.
What made the character so bound to learning so many
A clanless girl in the heat of battle creates an varied and useful Taijutsu techniques and
unorthodox stance, and readies for her training session. what drives them to learn more? Did
Her team assaults her as she parries, dodges and they train under another very skilled
counters each one with a graceful swing of her arms and Shinobi? Or did they become enamored
legs as she then follows each one with a powerful strike by the people around them and want to
knocking each training member back. emulate their skills and techniques?
These shinobi, different as they might be, are QUICK BUILD
connected by one common factor, they are masters in
the field of Taijutsu. While others are able to use Taijutsu You can make a Taijutsu Specialist
techniques they learn with some level of mastery, the quickly by following these
Taijutsu Specialists are the absolute masters of unarmed suggestions. First, put your
combat and technique. They are able to take the concepts highest ability score in Strength or
of the Taijutsu they have and accelerate it to new heights Dexterity, followed by Constitution.
and unmatched levels. Second, choose the Hyūga, Sarutobi,
Inuzuka, Uchiha or Non-Clan, Clans.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize different types of Taijutsu and
stances, allowing for a variety of fighting styles as
shown in the Naruto series and other Manga series.
Players would be able to match or exceed their allies in
combat, close range and even close distance better than
most other classes are able. The characters this class is
pulling inspiration from are as follows: Rock Lee, Might
Guy, Neji Hyūga, Hinata Hyūga, and Killer B
CLASS FEATURES Unarmed Combat
As a Taijutsu Specialist, you gain the following class Also 1st level, your practice of martial arts gives you
features. mastery of combat styles that use unarmed strikes and
Taijutsu Specialist weapons, which are Tonfas,
HIT POINTS Nunchaku, Quarterstaffs, Combat bracers, and Iron
Claws.
Hit Dice: 1d12 per Taijutsu Specialist level
Hit Points at 1st Level: 12 + your constitution modifier You gain the following benefits while you are unarmed
Hit Points at Higher Levels: 1d12 (or 7) + your or wielding only Taijutsu Specialist weapons:
Constitution modifier per Taijutsu Specialist level • You can use Dexterity or Strength for the attack and
after 1st. damage rolls and Save DC calculation of your unarmed
strikes, Taijutsu Specialist weapons and Taijutsu.
CHAKRA POINTS
• You can roll a d6 in place of the normal damage of
Chakra Dice: 1d6 per Taijutsu Specialist level your unarmed strike or Weapons that you are
Chakra Points at 1st Level: 6 + your constitution proficient with. This die changes as you gain Taijutsu
Specialist levels, as shown in the Unarmed Combat
modifier column of the Taijutsu Specialist table.
Chakra Points at Higher Levels: 1d6 (or 4) + your
• When you use the Attack action with an unarmed
Constitution modifier per Taijutsu Specialist level strike or a Taijutsu Specialist weapon on your turn,
after 1st. you can make one unarmed strike as a bonus action.
PROFICIENCIES TAIJUTSU STANCE
Armor: Light armor, medium armor Finally, beginning at 1st Level you adopt a particular
Weapons: All Simple and Martial Weapons Taijutsu Stance. Choose one of the Taijutsu Stances
Ninja Tools: Trapper Kit located in Chapter 13: Customization Options; You Can’t
Saving Throws: Strength, Dexterity take a Taijutsu stance more than once.
Skills: Martial Arts, Choose two from Insight,
COMBO STRING
Investigation, Nature, Acrobatics, Athletics, History,
Stealth, Perception, Medicine, Chakra Control Starting at 2nd level, your training allows you to string
together different attacks that others could only hope to
EQUIPMENT achieve. This is represented by a number of Combo
Points. Your Taijutsu Specialist Level Determines the
You start with the following equipment, in addition to number of Points you have as shown in the Combo Points
the equipment granted by your background: Column of the Taijutsu Specialist Table. You can spend
these points to fuel various Combo features listed below.
• (a) No Armor or (b) Padded Armor or (c) Combat
Jacket When you spend a Combo point, it is unavailable until
you finish a short rest. You must spend at least 1 hour of
• (a) 1 Tonfa or (b) 1 Nunchaku or (c) Combat Bracers or rest meditating to regain your Combo points.
(d) Iron Claw
When you cast a Taijutsu that doesn’t have the
• (a) One Kunai stack or (b) One Shuriken stack Bukijutsu Keyword and hit at least twice with a single
• (a) 2 Paper Bombs or (b) 2 Flash tags casting or at least 2 or more creatures fail their saving
• 1 Smoke Bomb throw against your Taijutsu, you recover one combo
point per additional successful Taijutsu attack or failed
JUTSU CASTING save after the first. You can recover up to three combo
points this way per turn.
NINJUTSU
Unarmed and Taijutsu Specialist Weapon Attacks you
Ninjutsu save DC = 8 + your proficiency bonus + your make have a +1 bonus to attack and damage rolls. This
Intelligence modifier bonus becomes a +2 at 11th level and a +3 at 15th level.
Ninjutsu attack modifier = your proficiency bonus + Additionally, you can spend Combo Points to fuel your
your Intelligence modifier Taijutsu. For each Combo Point you Spend you treat that
spent combo point as 1 Chakra. If you would spend
GENJUTSU Combo Points this way to cast a Taijutsu with the Combo
or Finisher keywords, you may reduce its cost by -1.
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier FLURRY OF BLOWS
Genjutsu attack modifier = your proficiency bonus + After you take the Attack action on your turn, you can
your Wisdom modifier spend 1 Combo point to make two unarmed strikes as a
bonus action.
TAIJUTSU
PATIENT DEFENSE
Taijutsu save DC = 8 + your proficiency bonus + your
Strength modifier You can spend 1 Combo point to take the Dodge action as
a bonus action on your turn.
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier EXTENDED TAIJUTSU
UNARMORED DEFENSE Immediately after you use an unarmed attack on your
turn, you can spend 1 Combo point to use a Taijutsu, as a
Beginning at 1st level, while you are wearing no armor, Bonus Action that has a casting time of 1 Action. You can
your AC equals 10 + Half your Proficiency (rounded gain this benefit once per turn.
down) + Dexterity Modifier + Wisdom Modifier.
STEP OF THE WIND TAIJUTSU STYLE
You can spend 1 Combo point to take the Disengage or Dash PASSIONATE YOUTH
action as a bonus action and your jump distance is doubled
until the end of your turn. Taijutsu Specialists who blend their style with the Passion
of Youth exude a level of charisma unmatched by most in
ENHANCED MOVEMENT the world of Taijutsu, but they also have a level of dedication
that overshadows most. With the Conviction to master the 8
Also, at 2nd level, your speed increases by 10 feet while not Gates, the Passion of Youth is never to be underestimated.
wearing Heavy Armor. This bonus increases when you reach
certain Taijutsu Specialist levels, as shown in the Taijutsu FISTS OF IRON
Specialist table.
When you choose this Style starting at 3rd level, you focus
TAIJUTSU STYLE all of your effort on mastering hardening your fists, elbows,
and other parts of your body until they feel like Iron while in
At 3rd level you learn a Combat style that fits in with how combat. Once per turn, your Unarmed Strike deal an
you view combat and encompasses your overall approach additional die of damage. This Damage increases as you gain
towards Taijutsu. Your Style grants you feature at 3rd Level levels in this class based on the Fists of Iron Strike damage
and again at 6th, 10th, 14th & 17th Levels chart.
ABILITY SCORE IMPROVEMENT/FEAT FIST OF IRON BONUS DAMAGE CHART
When you reach 4th and again at 8th, 12th, 16th, and 19th, Level Damage Die
level, you can increase one ability score by +1 & a Feat of 3rd 1d8
your choice that they qualify for. As normal you can’t 6th 1d10
increase an ability score above 20 using this feature. 10th 1d12
17th 2d6
EXTRA ATTACK
ENHANCED FLURRY
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Attacks Also, at 3rd level, you learn to break your opponent’s guard
you make with the Attack action count as chakra enhanced. with overwhelming power and force using two new
techniques that work alongside your Flurry of Blows.
UNSHAKABLE WILL
Open hand Technique. Whenever you hit a creature with one
At 7th Level, you can use your Action to end one effect on of the attacks granted by your flurry of blows, it must
yourself causing you to be charmed or frightened. make a constitution saving throw or it can’t take
reactions until the end of your next turn.
SUPREME EXTRA ATTACK
Chakra Enhanced Blows. You channel chakra into your hands
Beginning at 11th level, when you use the flurry of blows enhancing your blows even further. You can spend 1
feature, you instead make 3 unarmed strikes instead of 2. Combo Point to deal an additional 1d6 damage for each
strike that hits with your flurry of blows.
MASTER OF EVASION
8 INNER GATES
At 13th level, your Instinctive Agility lets you dodge out of
the way of certain area effects. When a Jutsu allows you to Starting at 6th Level, you learn how to access the 8 inner
make a Dexterity save to take only half damage, you instead gates. This is an extremely dangerous technique but the
take no damage if you succeed on a saving throw, and only benefits sure balance out with the risks. You gain the ability
half damage if you fail. to unlock 3 gates of the 8 that exist. You learn to unlock
more gates at 10th, 14th, and 17th Levels.
PERFECT BODY, PERFECT MIND
Each Gate is released on its own, and provides its own
At 15th level, your intense training grants you proficiency in benefits and detriments. Each Inner gate has a maximum
one additional saving throws of your choice. Additionally, duration of 1 minute after which you immediately end the
whenever you make a saving throw, add your Wisdom gates activation and gain any detriments you would
modifier to the saving throws of ability scores you are not normally gain.
proficient in. You may add half your Wisdom ability score to
saving throws you are proficient in (Rounded down). Also, While active you cannot cast or maintain concentration
whenever you make a saving throw and fail, you can spend 1 on any Ninjutsu or Genjutsu.
combo point to reroll it and take the new result. You can Please Refer to the 8 Inner Gate Chart to See which Gates are
reroll saving throws in this way once per turn. unlocked at which levels and the benefits/detriments they
bring with each gate.
PERFECT SELF
Benefits and detriments stack both while active and upon
You’ve gained perfect control over your body. Beginning at ending the forms. You can end the activation of any gate but
20th level, your Strength or Dexterity (Choose one) and the 8th gate as a bonus action, taking on accumulated
Wisdom increase by 2. Your maximum for those scores exhaustion from each previous gate all at once.
increases by 2. Additionally, when you roll for initiative and
have no Combo points remaining, you regain 3 Combo When you would end the 8th gate of Death, you turn to
points. ash, unable to be revived by any means.
8 INNER GATES
Level Gates Casting Time Benefit Detriment
STR +2, Speed +10 -
6th 1st Gate of Opening Action STR +2, Heal 2 Hit Die -
STR +4, Speed +10, AC +1 Exhaustion +1, Weakened 1 Hour
6th 2nd Gate of Healing Bonus Action CON +2, Speed +10 Exhaustion +1, Slowed 1 Hour
STR +4, Speed +10, AC+1, Extra Action Exhaustion +1, 1d12+1 Damage each round while active
6th 3rd Gate of Life Action STR +6, Con +2 Exhaustion +1. 1d12+3 Damage end of turn while active
STR +6, AC +1 Exhaustion +1, 1d12+5 Damage end of turn while active.
10th 4th Gate of Pain Action STR +6, Con +2, Double Speed, AC +2, Extra Exhaustion +1, 1d12+7 Damage end of turn while active.
Action. Remains in form a Number of rounds Equal to Con Modifier
10th 5th Gate of Limit Bonus Action
14th 6th Gate of View Action
14th 7th Gate of Wonder Bonus Action
17th 8th Gate of Death Action
IRON HEART FORTITUDE UNNATURAL FOCUS COMBO POINT TABLE
Beginning at 10th Level, while gaining the benefits of your 8 Level Combo Points
Inner gates feature, and you are in the 3rd Gate of Life or 3rd 6
above, you are immune to the Effects of Exhaustion, 4th 7
Weakened and Slowed. You suffer the effects whenever you 5th 8
are no longer gaining the benefits of the 8 Inner gates.
6th 11
Also, at 10th level, as a Full Turn Action, and by reducing 7th 12
your movement speed to 0, you can immediately assume up
to the 5th gate, gaining all previous gates benefits and 8th 13
detriments as well. You can do this twice per long rest. 9th 14
10th 16
PASSIONATE NAPS 11th 17
Beginning at 14th Level, when you would take a short rest, 12th 18
you recover 1 rank of exhaustion, Weakened and Slowed.
You gain the benefit of this feature twice, before you need a 13th 19
long rest.
14th 21
TRIED AND TRUE RESTS
15th 22
Beginning at 17th level, when you would gain the benefit of 16th 23
a long rest, you recover up to two ranks of exhaustion, 17th 24
Slowed, and Weakened instead of one.
18th 25
TALENT & FOCUS
19th 26
Taijutsu Specialists who Blend their style with Talent and
Focus have a level of perfection about them. Their Talent 20th 27
comes from hard work, dedication, and a never-ending
supply of determination to always be better than the Shatterpoint. When you use Patient Defense and then make
previous day. With this blend of ideologies and innate skill an unarmed attack after, the target creature must succeed
You are able to achieve and break limits others thought a Constitution Saving throw, Losing 1 Damage Resistance
impossible. until the end of your next turn.
UNNATURAL TALENT Fractured Stance. When a Hostile creature makes a melee
attack and misses after you used Patient Defense, you
When you choose this Style starting at 3rd level, you focus may make a single unarmed attack against the creature,
all of your effort on surpassing the limits of your body, this does not cost a reaction. If it Reduces the target
allowing you to perform more Combos than normally creatures HP to 0, You regain 2 Combo points.
possible. You Increase Your Combo points by 3. You Gain
more Combo Points than normal as you gain levels in this Impatient Defense. When you take the Patient Defense
class based on the Unnatural Focus Combo Point Chart. Action, you may Instead grant yourself Advantage on your
next Unarmed or Taijutsu attack.
Additionally, unarmed attacks you make are treated as if
they have the Critical and Deadly Weapon Properties. Deflect Missiles. When you would take damage from a ranged
Additionally, you can spend 1 Combo Points to grant weapon attack, you can reduce the damage dealt by your
yourself advantage on all Strength and Dexterity Ability Unarmed combat die + Your Taijutsu Modifier + Your
Checks until the end of your turn Taijutsu Specialist Level as a reaction. If you reduce the
damage to 0, you can spend 1 combo point to deflect the
ENHANCED PATIENCE ranged attack back at the target if they are within 60 feet
of you. You make the attack as a Ranged Taijutsu attack,
Also, at 3rd level, you learn to control the flow of combat regardless of the attack’s properties.
when you act defensively and anticipate your enemies
attacks You learn 1 of the following combo string features. FOCUSED STRIKE
At 10th, 14th, and 17th levels you add 1 more.
Beginning at 6th level, you can interfere with the chakra
Redirected Aggression. When a Hostile creature makes a flow in one’s body with a single strike in your opponent’s
melee attack and misses, you may as a reaction, open defenses. When you hit another creature with a melee
immediately spend one Combo Point to redirect the weapon attack, you can spend 5 combo points to attempt a
missed attack back towards them. Make an Unarmed Focused Strike. The target must succeed a constitution
Attack roll. On a hit, the creature suffers their own saving throw vs your Taijutsu save DC, or be stunned until
damage as if they attacked themselves. the end of their next turn.
TALENTED ADAPTATION Shatter. You may spend 1 Combo Point to use your Flurry of
Blows as a Reaction to a Creature attempting to cast a
Beginning at 10th level, when you would complete a rest of Jutsu within 15 Feet of you. You may move up to half
any type, choose one of the following damage types; your movement speed and begin striking their Vital
Bludgeoning, piercing, slashing, force, fire, lightning or cold. points and open defenses with precision meant to
You mold and manifest your chakra imitating a small prevent their action. On a Hit, Target Creature Must
selection of nature release or weapon shape, enhancing a succeed a Constitution Saving throw or the jutsu effect
single attack. On your turn, you can spend 2 combo points. immediately ends. Chakra is still spent if the Jutsu ends
When you do, the first melee weapon attack you make this way.
against a creature is treated as the selected damage type
and increases the damage dealt by 1 die on a hit. This bonus Unstable Core. You may Spend 1 Combo point to use your
lasts until the end of your turn. Flurry of Blows as a Bonus Action. On any hit of this
Flurry of Blows, target Creature must succeed a Strength
If this feature is used in the same attack with Focused saving throw, or be knocked prone.
Strike if the target fails by 5 or more, they instead become
paralyzed until the end of their next turn. UNTOUCHABLE
UNMATCHED TALENT & FOCUS Starting at 6th Level, you are able to spend 1 Combo Point to
prevent Attacks of opportunity against you until the start of
Starting, at 14th Level your patient and reactionary your next turn.
fighting style has become stuff of legend. Whenever a
creature misses you with an attack, you may spend 1 combo UNMATCHED REFLEXES
point to use your flurry of blows feature as a reaction.
Starting at 10th Level you learn to react more often
TALENTED BLOW preventing situations before they even start. You may Spend
1 Combo Points, to gain the use of an additional Reaction
Starting, at 17th Level you have learned to take full this round. This can only be done once per round. You may
advantage of your Focused Strike. When a creature would do this a second time starting at 17th Level.
suffer the effects of your Focused Strike, you may spend an
additional 5 Combo points, dealing 8d10 necrotic damage DEBILITATING BARRAGE
to the stunned creature. You may spend additional combo
points, dealing an additional 2d10 for each additional At 14th Level you’ve gained the knowledge to temporarily
combo point spent. inhibit a creatures Fortitude by striking a series of pressure
points. Whenever you hit a creature with two or more
Alternatively, if you used both Focused Strike and attacks granted by a flurry of blows, you can spend 3 Combo
Talented Adaptation and a creature becomes paralyzed as a points to cause the creature to become vulnerable to a
result, you can spend an additional 5 combo points. When damage type of your choice. This effect lasts until the end of
you do, you deal 8d12 necrotic damage to the paralyzed your next turn.
creature. You may spend additional combo points, dealing
an additional 2d12 for each additional combo point spent. DISTURBING ENDURANCE
DISTURBANCE Beginning at 17th Level, you’ve learned how to recoup your
lost stamina and energy far more efficiently than before.
Taijutsu Specialists who Blend their style with the Art of When you would regain combo points as a result of casting a
Disturbance have a level of trickery mixed into their Taijutsu, you may instead regain up to 5, instead of up to 3.
fighting. They Focus on overwhelming their enemies with
a flurry of attacks from multiple angles at once using both
Armed and Unarmed options. You can break, even the most
perfect defense.
BLINDING SPEED
When you choose this Style, starting at 3rd Level, you focus
on overwhelming your enemies with more than they could
conceivably handle at one time. By Spending 2
Combo Points, you are able to Gain an additional
Bonus Action & Increase your Movement speed
by 10. This can only be done once Per turn and
costs no Action. You may do this a second time
per turn starting at 17th Level.
DISTURBANCE FLURRY
Also, at 3rd Level, you learn to break your
opponent's combat Flow using your Mastery
over Combos using 2 new Techniques using your
Flurry of Blows.
Additionally, while gaining the benefit of
Unarmed Defense or Perfect Body, Perfect Mind
you may instead use Charisma in place of
Wisdom.
WEAPON SPECIALIST CREATING A WEAPON SPECIALIST
An Inuzuka draws their twin hand scythes as they then When creating a Weapon Specialist consider
drop a smoke bomb at their feet, and begin to swing a few things about the character in regards
their weapons through the smoke using their artificially to their stance on fighting and how they
created environmental advantage to their benefit. Slicing view ninja tools. Do they use their
and dicing their enemies when they cannot see through weapons as a tool of war or peace? Do
the smoke while the Inuzuka can smell them. they use their weapons as a way to
share their ideals while in combat
A Sarutobi draws their longbow, as they coat it in or is it an extension of themselves?
lightning, firing it off into the sky, creating lightning Do they use their weapons as a way
strikes where the arrow lands striking down their foes to give themselves discipline and
with extreme prejudice. teach themselves patience? Did
they train under another very
These shinobi, different as they might be, are connected skilled Shinobi? Or did they become
by one common factor, they are masters Swordsman, enamored by the people around
bowman and many other tools of the trade in the shinobi them and want to emulate their
world. These weapons define the user, allowing them to skills and techniques?
shift the tides of battle with the edge of a blade of the
knock of a bow, the song of a flying shuriken or the QUICK BUILD
lethality of a flying kunai.
You can make a Weapon Specialist
CHARACTER INSPIRATIONS quickly by following these suggestions.
First, put your highest ability score in
When designing this class, it was built with the intent to Strength or Dexterity, followed by
allow players to utilize different types of Weapons, ninja Constitution. Second, choose the Hyūga,
tools and be able to use that exclusively in a world of Sarutobi, Inuzuka, Uchiha or Non-Clan,
Jutsu and seemingly ranged superiority. This Class Clans.
allows for a variety of fighting styles as shown in the
Naruto series and other Manga series that specialize in
martial weapon dominance. Players would be able to
match or exceed their allies in combat, close- & Long-
range sustained combat by being more effective at using
Weapons and Ninja tools than the other classes. The
characters this class is pulling inspiration from are as
follows: Asuma Sarutobi, TenTen, Zabuza Momochi,
Kisame Hoshigaki, Temari, Kankuro, Killer B, Mifune,
Darui, and Sasuke Uchiha
CLASS FEATURES WEAPON FOCUS
As a Weapon Specialist, you gain the following class Starting at 1st Level, the Weapon Specialist chooses a
features. weapon type (Such as Katana’s) that they will specialize
into. This weapon becomes known as your Weapon
HIT POINTS Focus. Weapons of that selected type gains a +1 Bonus to
Attack & Damage rolls and gain one trait from the
Hit Dice: 1d10 per Weapon Specialist level following list. Bonuses to attack and damage gained
Hit Points at 1st Level: 10 + your constitution modifier from this feature also apply to Bukijutsu cast using this
Hit Points at Higher Levels: 1d10 (or 6) + your weapon type. Once selected you cannot go back and
change your selection.
Constitution modifier per Weapon Specialist level
after 1st. Additionally, when using a weapon, you are proficient
in, as a component in a Bukijutsu, you may instead use
CHAKRA POINTS your Dexterity Modifier instead of your Strength for your
Attack & damage rolls and Save DC and you may always
Chakra Dice: 1d8 per Weapon Specialist level use Bukijutsu that, the weapon originally qualified for
Chakra Points at 1st Level: 8 + your constitution regardless of its current damage type if under the effects
of jutsu, weapon seals or features.
modifier
Chakra Points at Higher Levels: 1d8 (or 5) + your At the 9th level of Weapon Specialist, you choose
between the following;
Constitution modifier per Weapon Specialist level
after 1st. • Select another weapon type to specialize in, granting
the newly selected weapon a +1 Bonus to Attack &
PROFICIENCIES Damage rolls and a trait.
Armor: Light armor, medium armor, Heavy Armor • Grant your current Weapon Focus an additional +1
Weapons: All Simple and Martial Weapons Bonus to attack & Damage rolls and another trait.
Ninja Tools: Weaponsmith Kit, Armorsmith Kit
Saving Throws: Strength, Constitution At 15th level, you choose between the following;
Skills: Martial Arts, Choose three from Acrobatics,
• Select another weapon type to specialize in, granting
Athletics, Crafting, History, Intimidation, Perception, the newly selected weapon a +1 Bonus to Attack &
Sleight of Hand, Stealth, Survival Damage rolls and a trait.
EQUIPMENT • Select one of your current Weapon Focuses granting
them an additional +1 Bonus to attack & Damage rolls
You start with the following equipment, in addition to and a trait.
the equipment granted by your background:
Trait Requirement Trait Requirement
• (a) Padded Armor or (b) Combat Jacket or (c) Flak Blocking - Multiattack -
Jacket. Critical - Reach (Can be
taken twice) Melee
• (a) 1 Simple Weapon or (b) 1 Martial Weapon Deadly - Returning
• (a) 1 Simple Weapon or (b) 1 Martial Weapon Ranged or
• (a) One Kunai stack or (b) One Shuriken stack Disarm Melee Thrown (30/60) thrown
• 2 Paper Bombs Finesse Trip -
Not-Two Handed Melee
JUTSU CASTING Grapple (Excluding bows)
Versatile Melee, Not Light
NINJUTSU Melee or Heavy
Ninjutsu save DC = 8 + your proficiency bonus + your Hidden Light -
Intelligence modifier
WEAPON FLURRY
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier Also, at 2nd Level, you are an unrelenting flurry of
weapon attacks. You can perform a series of different
GENJUTSU techniques called Flurry Techniques. These Flurry
Techniques are fueled by Flurry Die. This die changes as
Genjutsu save DC = 8 + your proficiency bonus + your you gain Weapon Specialist levels, as shown in the Flurry
Wisdom modifier Die Column of the Weapon Specialist Class table.
Genjutsu attack modifier = your proficiency bonus + Once per Turn, you can use one of the following Flurry
your Wisdom modifier Techniques. Some Flurry Techniques require your
Opponent to make a Saving throw. The Save DC for these
TAIJUTSU Effects are calculated using your Taijutsu Save DC. You
gain additional Effects from your Weapon Form as you
Taijutsu save DC = 8 + your proficiency bonus + your gain levels in this class. You can only use Flurry
Strength modifier Techniques with weapons you have marked as your
Weapon Focus;
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier
ENHANCED DEFLECTION WEAPON FORMS
As a reaction you can roll a Flurry Die and add it to your RANGER FORM
AC against one attack before the start of your next Turn.
Weapon Specialist who focuses on the Ranger form,
CHAKRA STRIKE exploiting the superiority of ranged combat. Ensuring they
keep distance from their targets and overwhelm them with
When you hit a creature with a weapon attack, you Pinpoint Attacks from a safe distance.
spend 5 Chakra to deal additional damage to the target.
The Extra Damage is 2 Flurry Die. For every additional 5 RANGER TECHNIQUES
Chakra you spend, increase the flurry Die by 1, up to a
maximum of 8 Flurry Die. Starting at 3rd level, you learn additional Flurry Techniques
that supplement your Ranger Form.
PERCEPTIVE AUGMENTATION
Blinding Shot. When you target a creature with a ranged
Your Speed increases by an amount equal to 5 x your Weapon attack, you can spend 5 chakra, adding your
Flurry Die until the end of your turn. flurry die to the attack roll. On a hit, you attempt to blind
them, striking them in the eyes. The target must make a
FOCUSED EFFICIENCY constitution saving throw, being blinded until the
beginning of your next turn on a failed save.
When you cast a bukijutsu you may reduce the cost of
that jutsu by an amount equal to half your Flurry Die Brutal Shot. When you would hit a creature with a ranged
(Min 1.). You cannot reduce a jutsu cost below 1 using weapon attack, you can spend 5 chakra, adding 2 flurry
this feature. die to the damage roll. The target must then make a
Strength saving throw being Dazed on a failed save until
WEAPON STANCE the end of their next turn.
Beginning at 2nd Level you adopt a particular Weapon Crippling Shot. When you would hit a Creature with a Ranged
Stance as your specialty. Choose one of the Weapon Weapon attack, you can spend 5 chakra, adding your
Stances located in Chapter 13: Customization Options; flurry die to the damage roll. When you do, the Target
You can’t take a Weapon Stance more than once. must make a Dexterity Saving throw. On a failed save the
targets movement is reduced by half, are knocked prone
WEAPON FORM and makes their next Dexterity saving throw at
disadvantage.
When you reach 3rd Level, you begin to focus your
studies on a specific fighting form with your weapons. RANGER STYLES
Your Form grants you Features at 3rd level, and again at
6th, 13th, & 20th Levels. Alongside these Forms, you also Also, at 3rd level, you get to choose a Style that supports
learn a Style to help compliment the form you’ve chosen. your combat style. You know 1 Style from the following List,
You start with 1 style from your chosen weapon Form, and gain more as you gain levels in this class based on the
and gain more as you level up as a Weapon Specialist. Styles Known Table of the Weapon Specialist.
ABILITY SCORE IMPROVEMENT/FEAT Shuriken Slinger. Ranged Taijutsu you cast with the
Bukijutsu Keyword, that uses Kunai, Shuriken or Senbon
When you reach 4th and again at 8th, 12th, 16th, and as Components deal an additional Flurry Die in damage
19th, level, you can increase one ability score by +1 & a on a successful hit. Additionally, when you would roll an
Feat of your choice that they qualify for. As normal you Ammunition die you roll an additional ammunition die
can’t increase an ability score above 20 using this taking the higher result.
feature.
Dead-eye Stance. You gain a Bonus to Damage rolls made
EXTRA ATTACK with Ranged Taijutsu Attacks using a Bukijutsu, equal to 1
Flurry die while attacking a creature within 30 feet of you.
Beginning at 5th level, you can attack twice, instead of Additionally, attacking a creature within 5 feet of you
once, whenever you take the Attack action on your turn. does not impose disadvantage on your ranged attacks.
CRITICAL FOCUS Double Jeopardy. When you cast a Bukijutsu, that uses a
Ranged Weapon or a weapon with the Thrown Property,
Starting at 7th Level, your critical threat range with that would force a creature to make a Saving throw, a
weapon attacks and Bukijutsu attacks increased by +1. creature that fails the saving throw takes additional
This increases to +2 at 14th level. At 18th level, when you damage equal to 1 Flurry Die. If they fail by 5 or more,
score a critical hit with these types of attacks, you deal they take additional damage equal to 3 flurry die. If they
an additional die of damage. fail by 10 or more, they take additional damage equal to 5
flurry die.
BATTLE READINESS
Creating Distance. Once per turn, when you make a ranged
Starting at 10th level, you have fully learned how to meld Taijutsu Attack using a Bukijutsu, your movement speed
your physical self with the Spiritual. You have advantage increases by 15 feet while you are moving away from the
on Initiative Checks. target creature, until the end of your next turn. Your
movement until the end of your turn does not provoke
SUPERIOR ATTACK attacks of opportunity.
Beginning at 11th level, you can attack three times, Keen Eyed Stance. Once per turn, when you score a critical hit
instead of twice, whenever you take the Attack action on with a ranged Taijutsu attack using a Bukijutsu, you may
your turn. add 2 additional damage die to the damage roll.
Rangers Aim. Once per turn, you can as a Bonus action
take aim at a creature you can see within range. The
next Ranged Taijutsu attack you make with a
Bukijutsu is made at advantage.
CURVED SHOT Disaster Dance. When you take the Dash Action, if you
end your movement within range to make a melee
Starting at 6th level, you learn how to work all the angles weapon attack, you may take the attack action against
of a battlefield to your advantage. Once per turn, when the target. You may apply up to two Flurry Techniques
you would miss a ranged Taijutsu attack with a this way to a single attack. You can use this style once
Bukijutsu, you may add one Flurry Die to the attack roll, per turn.
increasing the attack roll total by the result, potentially
turning a miss into a hit. Exploitive Dance. When you hit a creature two or more
times using a Bukijutsu or weapon attack you may deal
QUICK DRAW additional damage equal to two flurry die.
Beginning at 13th Level, you learn to perform miracles Mobility Dance. Once per Turn, when a creature deals
with your ranged weapons. On your first turn in combat, damage to you with a Ranged attack, as a reaction,
if you are not surprised, you can use your attack action to move up to your full movement towards the triggering
attack creatures that have not acted yet. Choose up to 6 creature. This movement does not provoke attacks of
creatures that you can see within 90 feet of you. Make a opportunity. You may gain the benefit of the Perceptive
ranged weapon attack targeting each creature. On a hit, Augmentation flurry technique when you use this
you deal your weapons damage and can apply a Flurry feature.
Technique to each attack made this way at half the cost.
Once you’ve used this feature you must complete a short Savage Dance. Select One creature as a Bonus Action that
or long rest before you can use it again. you can see within 30 Feet of you. You have advantage
on the first Attack roll you make using a Bukijutsu
UNMATCHED EFFICIENCY each turn for the next minute. Additionally, you have
disadvantage on all attacks made against all other
At 20th Level, you have an unmated efficiency for your creatures for the duration. This stance ends early if the
agility. Your Dexterity and Wisdom scores increase by 2. creature of your hit points drop to 0, either of you fall
Your maximum for those scores increases by 2. unconscious or you end it as a bonus action. You can
use this feature twice per short rest.
Additionally, if a Ranged Attack you make, misses a
target creature you can treat the miss as a hit. Storming Dance. When you score a critical hit with a
Alternatively, if you fail a Dexterity or Wisdom saving Bukijutsu or Melee weapon attack, you can make one
throw, you may treat it as a success. You can use each of additional melee weapon attack against the same
these effects twice per rest. creature. You may gain the benefits of this feature no
more than twice way per turn.
BATTLE DANCER FORM
RELENTLESS
Weapon Specialist who focuses on the Battle Dancer
Form, utilizing their ruthless efficiency to decimate and Starting at 6th Level, add your Strength or Constitution
defeat unprepared opponents with powerful and deadly modifier (Your choice) to your initiative. Additionally,
melee attacks. your speed increased by +10.
BATTLE TECHNIQUES WHIRLWIND SWEEP
Starting at 3rd level, you learn additional Flurry At 13th Level, you can use your action to make a melee
Techniques that supplement your Battle Dancer Form. weapon attack against any number of creatures within
range of your melee weapon, making a separate attack
Disastrous Strike. When you would use the Chakra Strike roll for each target. You can use any of your Flurry
Flurry Technique, you can spend an additional 3 Techniques once for each target.
chakra, when you do, increase the number of Flurry
die rolled by +1. You also reroll all 1’s and 2’s, taking Additionally, all creatures within 15 of you, excluding
the second result. those who you scored a hit against, must succeed a
Dexterity saving throw vs your Taijutsu Save DC. On a
Forced Regression. When you hit a creature with a Melee failed save they fall prone and are Dazed until the end of
weapon attack, you can spend 5 Chakra, to cure one their next turn.
condition you are currently under the effect of except
Exhaustion. You can use this feature twice per rest.
BATTLE DANCER STYLES MASTER OF AGGRESSION
Also, at 3rd level, you get to choose a Style that supports At 20th level, your presence on the battlefield is a
your combat ability. You know 1 Style from the following graceful blur of deadly blades, crippling hammers and
List, and gain more as gain levels in this class based on daring acrobatics. Your Strength and Dexterity scores
the Styles Known Table of the Weapon Specialist. increase by 2. Your maximum for those scores increases
by 2.
Destructive Dance. Select one creature as a Bonus action
that you can see within 30 Feet of you. You add half of Additionally, as an Action, by spending 10 Chakra, you
your Weapon Specialist Level to the next Bukijutsu you select one creature you can see within 90 feet of you. You
casts Damage rolls. The target creature gains spend your movement moving at unreal speeds in a
advantage on attacks against you until the end of their straight line towards the target, ending your movement
next turn. If you score a critical hit during the turn you within 5 feet of them, ignoring all difficult terrain or
use this feature, you instead add your total Weapon obstructions in your path. This movement does not
Specialist level to the critical hits damage roll, and the provoke attacks of opportunity. Make a melee weapon
target does not gain advantage against you. You can attack for each creature within 10 feet of the path you
use this feature twice per short rest. took. You can use any of your Flurry Techniques effects
twice on each target at half the cost (rounded down). You
can use this feature once per rest.
SAMURAI FORM Defensive Draw. As a Bonus action, you enter a defensive
stance. Roll 1 flurry die and record the result. Until the
Weapon Specialists who focuses on the Samurai form, learn start of your next turn you gain one of the following
the unique fighting style of the Samurai, allowing a blend of benefits and can use the selected effect a number of
both Ranged and Melee combat from using the Katana, the times equal to your flurry die result;
Naginata to the Bow & arrow, they are specialists in both
forms of combat able to adapt to the situation at hand and • Melee attacks that target you trigger an attack of
pull victory through Skill and unmatched talent. opportunity that does not cost your reaction. You may
use any Flurry Technique in addition to this attack.
KENJUTSU TECHNIQUE
• When a Ranged attack would target you, make an
Starting at 3rd level, you learn additional Flurry Techniques attack roll. If the result of your attack roll is more than
that supplement your Samurai Form. the triggering creatures attack, you negate their
attack.
Fighting Spirit. As a bonus action on your turn, you can
spend 10 chakra to give yourself advantage on all weapon Frenetic Draw. Once per turn, when you would hit a
attack rolls until the end of the current turn. When you do creature with a weapon attack, you can spend 5
so, you also gain 10 temporary hit points. You can spend chakra. When you do, they must make a Strength
additional chakra in multiples of 5. For every 5 extra saving throw vs your Taijutsu Save DC. On a failed save
chakra you spend you increase the number of temporary they gain disadvantage on all attacks and Ability
hit points gained from this feature by 10. You can gain no checks they make until the end of their next turn.
more than 30 Temporary hit points from this feature.
Temporary hit points gained from this feature last for 1 Iatsu Draw. By spending your Bonus Action and Reaction
minute. on your turn, you can enter a quick strike stance. Your
next melee weapon or taijutsu attack before the end of
Riposte. When another creature damages you with a melee your turn, you add your Weapon specialist level to
or Ranged attack, you can as a reaction, use your Flurry your next attack and damage rolls. The taijutsu cast
Die to attempt to deflect the attack. When you do so, the must have the bukijutsu keyword.
damage you take is reduced by Your Flurry Die + Your
Strength or Dexterity Modifier (Your choice). If You CIRCLE OF PROTECTION
reduce the damage to 0 you can immediately take the
attack action against the triggering creature as part of the At 6th Level, you learn to fend off attacks directed at
reaction. You can spend Chakra to increase your Ripostes you, your allies or other creatures nearby. If you or a
potency. For every 5 chakra you spend, you roll 1 creature you can see within 10 feet of you is hit by an
additional Flurry die, reducing damage further, by the attack, you can spend your reaction to ward both the
result. creature and yourself. Roll 2 flurry die and add the result
to both yours and the target allies AC until the beginning
SAMURAI STYLES of your next turn. They must be within 10 feet of you to
gain the benefit.
Also, at 3rd level, you get to choose a Style that supports
your combat ability. You know 1 Style from the following You can use this feature a number of times equal half
List, and gain more as gain levels in this class based on the your proficiency bonus per long rest.
Styles Known Table of the Weapon Specialist.
ENHANCED STRIKES
Aggressive Draw. As a Reaction on your turn, you can take an
aggressive stance. Until the end of your turn, double your Starting at 13th Level, your weapon is constantly being
speed and jump distance. You gain an additional bonus fed your chakra, enhancing its offensive potential.
action, which you can only use to Dash. Additionally, Whenever you hit a creature with a weapon attack using
when you Dash or Jump, you have advantage on the first a weapon you have as your Weapon Focus, the creature
taijutsu attack or weapon attack you make against each takes extra force damage equal to your flurry die.
creature within range of your weapon where you land or
end your movement. MASTER OF FOCUS
Blade Draw. As a reaction to a creature missing, you with an At 20th level, you might overwhelm even the most
attack, you may spend 5 chakra. When you do, you gain implacable of foes. Your Strength and Constitution
temporary hit points equal to your Weapon Specialist scores increase by 2. Your maximum for these scores
level for the next minute, and make a weapon attack increases by 2.
against the triggering creature if they are within range.
On a hit, they gain disadvantage against you for the Additionally, as an action, you can spend 10 chakra
remainder of their turn. You can use two Flurry to gain the following benefits for 1 minute:
Techniques in addition to this attack.
• You have resistance to Slashing,
Crashing Wave. As a Bonus action, you may spend 5 chakra. Bludgeoning or piercing damage.
When you do, until the end of your turn, you reroll 1’s and
2’s for; Attack rolls, Ability checks, and Saving throws. • When an ally within 30 feet of you
You must use the new results. (This can be done before any takes the Attack action, they can
jutsu or feature would force you to remake a saving throw or make one additional attack as a
ability check.). If you roll a Natural 20 as a result of this part of that same action.
feature, the next attack you make that deals damage to a
creature deals additional damage equal to 3 Flurry die. • Your attack rolls can’t suffer
from disadvantage.
• Whenever a creature hits
you with a melee attack,
it takes force damage
equal to half of the damage
you take from the attack.
• Enhanced Strikes now counts
for Bukijutsu that use chosen
weapon.
CHAPTER 5: EQUIPMENT
The marketplace of a large city or village teems WEAPONS, ARMOR AND OTHER EQUIPMENT
with buyers and sellers of many backgrounds and
for many reasons: shady merchants trying to sell As a general rule, undamaged weapons, armor, and other
off curious wares they’ve found on their travels (or equipment fetch half their cost when sold in a market.
trying to steal from careless travelers), up and coming Used weapons and armor aren’t always in good enough
technologists, selling various scientific ninja tools, condition to sell, but can be kept and modified for
shinobi weaponsmiths and samurai armor smiths. In the personal use if you are or can find a Weaponsmith good
largest cities, almost anything imaginable is offered for enough to complete such a task.
sale, from exotic spices and luxurious clothing to
scientific ninja tools and cutting-edge vehicles. CHAKRA ENHANCED ITEMS
For a shinobi or samurai, the availability of armor, A Chakra Enhance item is an item that either is infused
weapons, and other adventuring gear is of paramount with either an Sealsmith’s Enhancement Seal or has a +1
importance, since proper equipment can mean the or higher bonus to either;
difference between life and death in a stronghold or the
untamed wilds. This chapter details the mundane and • Attack and Damage Rolls provided via an
exotic merchandise that shinobi commonly find useful Enhancement Seal, A Clan or Class Feature, or a Jutsu.
in the face of the threats that the worlds of D&D present.
• Armor Class provided via an Enhancement Seal, A Clan
VARIANT: STARTING WEALTH BY CLASS or Class Feature, or a Jutsu.
Class Funds A weapon that gains any bonuses from Feats or
All 5d6 x 25 Ryo Fighting styles do not count as chakra enhanced in any
way.
WEALTH
GEMS, JEWELRY, AND VALUABLE
Wealth generally appears in the form of Ryo. The Land of ARTIFACTS.
Iron and Land of Moon each have their own mints, but in
most countries, Ryo is interchangeable. Other trade These items retain their full value in the marketplace,
goods, gemstones, artifacts, and property can reflect and you can either trade them in for Ryo or use them as
your character’s financial well-being. Members of the currency for other transactions. For exceptionally
lower-class trade in goods, bartering for what they need valuable treasures, the GM might require you to find a
and paying taxes in raw materials. Members of the buyer in a large city or even another country.
nobility trade either in legal rights, such as the rights to
a mine, a port, or a company, or in high denomination
credits. Only merchants, adventurers, and those offering
professional services for hire commonly deal in ryo.
CURRENCY
Ryo comes in a variety of denominations: from a single
Ryo coin to paper bills with predefined values up to Solid
Ryo Bars worth an incredible value. While the Land of
Iron and Moon have their own currencies, in most
Countries they can be used interchangeably.
With ten ryo, a character can buy a day's worth of
food, some common clothing, a Bingo Book, or a glow
rod. A skilled (but not exceptional) artisan can earn 100
Ryo a day. A Genin can earn on average, up to 100 Ryo a
day with on D-Rank Missions. Ryo is the standard unit of
measure for wealth. When merchants discuss deals that
involve goods or services worth hundreds or thousands
of ryo, the transactions don’t usually involve the
exchange of individual bills. Rather, ryo is a standard
measure of value, and the actual exchange is in letters of
credit, or valuable goods.
SELLING TREASURES
Opportunities abound to find treasure, equipment,
weapons, armor, and more in the dungeons you explore.
Normally, you can sell your treasures and trinkets when
you return to a Village or other settlement, provided that
you can find buyers and merchants interested in your
loot.
126
ACTIVE INVENTORY BASIC SUPPLIES
The right gear at the right time can make all the In addition to inventory slots, you can freely carry a
difference between life and death. But how do you keep limited number of basic supplies. One ration pack, one
track of what your carrying? This section introduces thermos, one wallet.
inventory Slots, object bulk, and new systems to help
you manager your inventory. (All Credit goes to Giffy • Ration Case: Stores up to 1 week of basic food rations.
Glyph for laying the groundwork for this system rework) • Thermos: Holds enough liquid for 1 person, for 1 day.
• Wallet: Holds up to 10,000 Ryo in any denomination of
YOUR INVENTORY
currency.
Your Inventory Capacity depends on your Strength
modifier. The stronger you are, the more Bulk you can These three basic supply containers don’t occupy any
carry. inventory slots, and by extension have no Bulk
associated with them. If you carry more copies of these
But as your Active Inventory increases so too does 3, they would each occupy 1 bulk and cost 5 Ryo Each.
your characters overall Bulk. Your Characters bulk equals Although they don’t occupy any inventory slots, they can
the larger of either a) your minimum bulk or b) the total still be affected by NPC’s and adversaries in some
bulk of everything in your inventory. fashion. (Stolen, damaged, destroyed, etc.) So do keep an
eye on them.
All Shinobi have a base of 10 Inventory Slots. This
determined how many things you can carry. This ENCUMBRANCE
includes, weapons, armor, tools, and other pieces of
equipment. If you find yourself carrying more than your inventory
capacity allows, you are encumbered. While you are
A shinobi has two ways of increasing this Inventory encumbered, you gain the following condition.
limitation. The first way is to increase their Strength. A
shinobi increases their base bulk limitation by 2 for ENCUMBERED
every +1 they have in their Strength Ability Modifier. (Ex.
Soren, is an Uzumaki Scout-Nin with a 14 Strength, • Your Speed is Halved.
giving him a +2 Modifier. His Base bulk and by extension • You have disadvantage on ability checks, attack rolls
his base Inventory Slot is 14, 10 + 2 + 2).
and saving throws, that use Strength, Dexterity, or
The second way to increase your Inventory Slot Constitution.
capacity is to purchase Storage Tools such as a Shinobi
Backpack, or a Waist Pouch which each applies their own ARMOR
bonuses to a wearers Inventory limits, assisting a
shinobi is bringing more to the table in terms of The different Countries of Naruto are a vast tapestry
equipment and ninja tools to get the job done. made up of many different cultures, each with its own
cultural influence on technology. For this reason,
Shinobi have access to a variety of armor types, ranging
from basic Padded Armor to Shinobi Battle Armor with
several other kinds of armor in between. The Armor
table collects the most commonly available types of
armor found in the game and separates them into three
categories: light armor, medium armor, and heavy
armor.
The Armor table shows the cost and other properties
of the common types of armor worn in the Naruto World.
ARMOR PROFICIENCY
Anyone can put on a suit of armor. Only those proficient
in the armor’s use know how to wear it effectively,
however. Your class gives you proficiency with certain
types of armor. Wearing armor that you are proficient in
grants you the armors, Armor Bonus, any potential
Dexterity Bonus as well as half of your Proficiency Bonus
(Rounded down) to your AC Calculation. If you wear
armor that you lack proficiency with, you have
disadvantage on any ability check, saving throw, or
attack roll that involves Strength or Dexterity, and
Ninjutsu, Taijutsu, or Genjutsu Cast.
ARMOR BONUS
Armor protects its wearer from attacks. The armor you
wear determines your Armor Bonus.
AC is determined by 10 + Armor Bonus + Dexterity +
Half Proficiency (Rounded Down).
ARMOR EFFECT
Different Mundane armors provide additional benefits or
penalties to wearing them, such as Bonuses or Penalties
to ability checks. Each of these armors hold their own
benefits or penalties.
127
LIGHT ARMOR COMBAT JACKET
Made from flexible and thin materials, light armor favors Providing solid protection for a minimal cost, Combat
agile adventurers since it offers some protection without Jackets are considered excellent protection for entrenched
sacrificing mobility. If you wear light armor, you can add troops or guards. However, this protection comes at a cost
your full Dexterity mod to determine your Armor Class of mobility, limiting its uses by rapidly advancing infantry.
with no limits. Still, it provides more mobility than an Armored Combat
Jacket.
PADDED ARMOR
ARMORED COMBAT JACKET
Padded Armor Consists of Resistant Materials layered on
top of one another in a way that provides protection to Armored Variant of the Combat Jacket that’s designed for
your more vulnerable parts of your body. more protection.
LEATHER ARMOR CHUNIN JACKET
The Breastplate and shoulder protectors of this armor are This standard flak jacket is worn by chunin and Jonin
made of thin but layered leather that has been stiffened by shinobi. This armor-plated jacket offers the wielder 6
being boiled in oil and made to fit under common clothing pockets that can hold up to one pound of material, and are
to hide the armor your wearing, under standard clothing. generally used to hold scrolls. The Hidden Villages all have
different designs for this armor that are easy to
differentiate.
STUDDED LEATHER ARMOR REINFORCED CHUNIN JACKET
Studded Leather armor is Leather armor reinforced with A reinforced and enhanced Chunin Jacket that provides
metal bolts, rivets or plates that cover sensitive body parts even more protections with little mobility cost.
like your heart, Neck and Spine.
HEAVY ARMOR
MEDIUM ARMOR
Of all the armor categories, heavy armor offers the best
Medium armor offers more protection than light armor, protection. These suits of armor cover most of, if not the
but it also impairs movement more. If you wear medium entire body and are designed to stop a wide range of
armor, you add your Dexterity modifier, to a maximum attacks. Only proficient warriors can manage their weight
detailed in the Dex bonus column, to the Armor Bonus of and bulk. Heavy armor doesn’t let you add your Dexterity
the Armor You are wearing. modifier to your Armor Class.
128
FLAK JACKET tables show the most common weapons used in the
world of Naruto, their price and the damage they deal
Flak Jackets are armors with reduced weight, but when they hit, and any special properties they possess.
restricts movement. The armor is commonly used by Every weapon is classified as a Simple Melee Weapon,
mercenaries, bounty hunters, soldiers, and civilians that Simple Ranged Weapon, Martial Melee Weapon, Martial
live in dangerous areas Ranged Weapon, Exotic Melee or Exotic Ranged. A Melee
Weapon is used to attack a target within 5 feet of you,
ARMORED FLAK JACKET whereas a Ranged Weapon is used to attack a target at a
distance.
Armored Variant of Flak Jackets that provide more
protection.
BATTLE ARMOR WEAPON PROFICIENCY
Battle Armor that is mass produced from the Land of Your Clan, class, and feats can grant you proficiency with
Iron, Made for War time conflicts and is generally used certain weapons or categories of weapons. The three
by foot soldiers and infantrymen. Provides enhanced categories are simple, martial & Exotic. Most people can
protections, but does not allow for very complex use simple weapons, which are commonly seen in the
mobility maneuvers. hands of the unspecialized, with proficiency. Martial
weapons, including Katana’s, Tonfa & Chakrams require
SHINOBI BATTLE ARMOR more specialized training to use effectively. Most
warriors use martial weapons because these weapons
Battle Armor that is specially made in each of their put their fighting style and training to best use.
respective countries. This variant of the Battle Armor Proficiency with a weapon allows you to add your
provides more protection in a Shinobi’s vital area’s proficiency bonus to the attack roll for any attack you
while also providing a lighter load. The Bulk of this make with that weapon. If you make an attack roll using
armor still prevents complex mobility but is offset by the a weapon with which you lack proficiency, you do not
increase in overall protections provided by specialized add your proficiency bonus to the attack roll.
Developments.
WEAPON PROPERTIES
JONIN JACKET
Many weapons have special properties related to their
Jonin Jackets are very similar in design to Chunin Jackets use, as shown in the Weapons table.
but provide more protection via its woven in protective
materials.
ARMORED JONIN JACKET AMMUNITION
Armored Variant of the Jonin Jacket. You can use a weapon that has the ammunition property
to make a ranged attack only if you have ammunition to
RONIN ARMOR fire from the weapon. Each time you attack with the
weapon, you roll your ammunition die. If you use a
Armor that was initially designed for Wandering Ranged weapon that has the ammunition property to
Samurai who belong to no clan or house. This armor is make a melee attack, you treat the weapon as an
extremely resistant to the perils of the Land of Iron. improvised weapon (see “Improvised Weapons” later in
the section).
SAMURAI ARMOR
BLOCKING
Samurai Armor that is specially made for use by the
Samurai of the Land of Iron. The Samurai that wear this Weapons with the Blocking Property allows you to fight
armor are walking tanks and can take far more both defensively and offensively. While equipped,
punishment than the average shinobi, in turn allowing increase your AC by +1. This bonus can only be applied
them the ability to survive significantly longer than their once. If this weapon property is applied to a weapon with
shinobi counterparts. the Unarmed weapon property, you do not gain this
benefit if using another weapon.
GETTING INTO AND OUT OF ARMOR
CRITICAL
The time it takes to don or doff armor depends on the
armor’s category. Weapons with the Critical Property gain a +1 bonus to
Critical Threat range when making weapon attacks. This
Don. This is the time it takes to put on armor. You Bonus can only be applied once, even if dual wielding.
benefit from the armor’s Armor Bonus only if you take
the full time to don a suit of armor. DEADLY
Doff. This is the time it takes to take off armor. If you Weapons with the Deadly Property adds an additional
have help, reduce this time by half. damage die on a critical hit, with a weapon attack.
DONNING AND DOFFING ARMOR DISARM
Light Armor: 1 Minute to Don or Doff If a weapon has the Disarm property, when you take the
Medium Armor: 5 Minutes to Don, 1 Minute to Doff attack action, you may forgo one of your weapon attacks
Heavy Armor: 10 Minutes to Do, 5 Minutes to Doff to attempt to Disarm a target creature. The target
creature must succeed a Strength (Athletics) or Dexterity
WEAPONS (Acrobatics) check vs your Attack Roll Result. On a
Success, they are unaffected. On a failure, their weapon
Your class grants proficiency in certain weapons, or item they are holding falls to their feet within 5 feet of
reflecting both the class’s focus and the tools you are them.
most likely to use. Whether you favor a Katana or a
Shuriken, your weapon and your ability to wield it
effectively can mean the difference between life and
death while adventuring and on Missions. The Weapons
129
FINESSE TWO-HANDED
When making a weapon attack with a finesse weapon, you This weapon requires two hands to use.
use your choice of your Strength or Dexterity modifier for the
attack and damage rolls. You must use the same modifier for UNARMED
both rolls.
This weapon increases your base unarmed damage to its
GRAPPLE described value while also applying its damage type to your
unarmed damage. If your unarmed attack damage is
As an attack action, you make a grapple check against a greater than this weapons damage dice, you may use the
target creature in range. On a successful critical hit with a larger die instead of the listed one for damage. This
weapon of this type, you can automatically grapple the target weapon also does not prevent you from using Handseals
of the attack, no check needed. (HS) while wielding it. This weapon is equipped to both
hands when equipped. If you would cast a Bukijutsu while
HEAVY gaining the benefit of a weapon with this property, you
must use the listed damage die of the weapon, regardless
Weak creatures have disadvantage on attack rolls with heavy of circumstance. If you would cast a Taijutsu while gaining
weapons. A creature must have a Strength score of 15 to use the benefits of this weapon property, you cannot gain the
this weapon effectively. benefit of weapon seals.
HIDDEN VERSATILE
You have advantage on Dexterity (Sleight of Hand) checks This weapon can be used with one or two hands. A damage
made to conceal a hidden weapon. value in parentheses appears with the property-the
damage when the weapon is used with two hands to make a
LIGHT melee attack.
A light weapon is small and easy to handle, making it ideal IMPROVISED WEAPON
for use when fighting with two weapons. See the rules for
two-weapon fighting in chapter 8. Sometimes characters don’t have their weapons and have
to attack with whatever is close at hand. An improvised
LOADING weapon includes any object you can wield in one or two
hands, such as broken glass, a table leg, a frying pan, a
A limited number of shots can be made with a weapon that wagon wheel, or a dead enemy. In many cases, an
has the Loading property. A character must then reload it improvised weapon is similar to an actual weapon and can
using an action or a bonus action (the character’s choice). be treated as such. At the GM’s discretion, a character
You must have one free hand to reload. proficient with a weapon can use a similar object as if it
were that weapon and use his or her proficiency bonus.
MULTIATTACK
AMMUNITION DIE
A weapon with the Multiattack property can also be used to
attack as a bonus action. If an attack is made as a bonus Instead of tracking each individual Kunai, Shuriken, arrow,
action using this property, you do not add your Ability bolts etc. you take a D8- this is your Ammunition die. Roll it
modifier to the damage. whenever you use a weapon or a Jutsu with a weapon, with
the ammunition trait: if you roll a 1 or a 2, the die gets one
RANGE size smaller. If you’re down to one piece of ammunition
and you use it, that’s it-it’s all gone! Remove it from your
A weapon that can be used to make a ranged attack has a inventory.
range shown in parentheses after the ammunition or thrown
property. The range lists two numbers. The first is the AMMUNITION DIE
weapon’s normal range in feet, and the second indicates the
weapon’s maximum range. When attacking a target beyond D8 > D6 > D4 > 1
normal range, you have disadvantage on the attack roll. You
can’t attack a target beyond the weapon’s long range. REPLENISHING AMMUNITION
REACH To increase your ammunition die, you can recover ammo
from the environment or buy additional ammunition.
This weapon adds 5 feet to your reach for each Rank of Reach
it has when you attack with it. (Ex. Reach 1 adds 5 Feet of • Buying ammunition gives you a full D8 Ammunition
range to the weapon) die.
RETURNING • If you choose to recover ammo from the environment
you increase your ammunition die by one step.
If a weapon has the Returning property, you can, after
throwing the weapon to make a ranged attack call it back to AMMUNITION COSTS Bulk Cost
you if it was thrown less than 30 feet from you. You must 2 25 Ryo
have one hand free to catch it. Ammunition 1 10 Ryo
Arrows (1 Stack) 2 25 Ryo
THROWN Blowgun Needles (1 Stack) 2 10 Ryo
1 15 Ryo
If a weapon has the thrown property, you can throw the Crossbow Bolts (1 Stack) 2 25 Ryo
weapon to make a ranged attack using your Strength instead Kunai (1 Stack)
of Dexterity for Attack and Damage rolls.
Senbon Needles (1 Stack)
TRIP Shuriken (1 Stack)
If a weapon has the trip property, you can as an attack action
attempt to trip a target creature. The target creature must
succeed an athletics or acrobatics check vs your Attack Roll
Result. On a Success, they are unaffected. On a failure, they
fall prone.
130
Weapons Cost Damage Damage Type Weapon Properties Bulk
Simple Melee Weapons
5 Ryo 1d6 Slashing Light, thrown (20/60) 2
Hand Axe 10 Ryo 2d4 Slashing Reach 1, Grapple, Finesse, Two-Handed 2
Chained Hand Scythe 5 Ryo 1d4 Slashing Light, Finesse, Critical 1
10 Ryo 1d4 Piercing Light, Finesse, Thrown (30/60), Multiattack, ammunition 2
Hand Scythe 5 Ryo 1d6 Bludgeoning versatile (1d8), Blocking 2
Kunai 10 Ryo 1d6 Piercing Versatile (1d8), Reach 1 2
15 Ryo 1d6 Piercing Light, Finesse 2
Quarterstaff 5 Ryo 1d4 Bludgeoning Reach 2, Grapple, Trip, Two-handed 2
Spear
15 Ryo 1d4 Piercing Thrown (30/60), Multiattack, ammunition 1
Tanto (Shortsword) 25 Ryo 1d6 Piercing Two-Handed, Finesse, Range (80/320), ammunition 2
Weighted Chain 25 Ryo 1d4 Slashing Thrown (30/120), Multiattack, ammunition 2
1 Ryo 1d4 Bludgeoning Range (30/120), ammunition 1
Simple Ranged Weapons
Senbon 15 Ryo 1d6 Slashing Light, Finesse, Disarming 2
20 Ryo 1d6 Piercing Reach 1, Trip, Grapple 3
Short Bow 15 Ryo 1d4 Bludgeoning Disarm, Light, Unarmed 1
Shuriken 40 Ryo 1d12 Slashing Critical, Heavy, Two-Handed 3
Sling 30 Ryo 1d8 Piercing Reach 1, Two-Handed 3
25 Ryo 1d6 Slashing Critical, Light, Finesse, Unarmed 1
Martial Melee Weapons 15 Ryo 1d4 Piercing Blocking, Disarm, Light 1
Broadsword 20 Ryo 1d8 Slashing Versatile (1d10), Deadly, Finesse 2
45 Ryo 1d10 Slashing Reach 1, Heavy, Trip, Two-Handed 3
Chained Spear 15 Ryo 1d6 Bludgeoning Disarm, Light, Multiattack 2
Combat Bracers 50 Ryo 2d6 Slashing Critical, Heavy, Two-Handed 3
30 Ryo 1d10 Piercing Trip, Grapple, Reach 3
Great Axe 45 Ryo 1d10 Slashing Reach 1, Deadly, Heavy, Two-Handed 3
Hooked Lance 40 Ryo 1d10 Bludgeoning Heavy, Versatile (1d12), Deadly 3
20 Ryo 1d6 Bludgeoning Blocking, Light, Hidden, Trip 2
Iron Claw 35 Ryo 1d8 Bludgeoning Reach 1 3
Jitte 10 Ryo 1d4 Slashing Reach 1, Trip, Finesse 1
5 Ryo 1d4 Slashing Reach 2, Grapple, Trip, Finesse, Two-Handed 1
Katana (Long Sword) 35 Ryo 1d6 Slashing Light, Finesse, Hidden 1
Naginata
Nunchaku 50 Ryo 1d6 Slashing Range (30/60), Light, Thrown, Returning 2
100 Ryo 1d10 Slashing Range (60/180), Two-Handed, Thrown, Returning 3
Odachi (Great Sword) 40 Ryo 1d10 Piercing Range (150/600), Finesse, Two-Handed, ammunition 3
Sasumata (Forked Spear) 50 Ryo 1d6 Piercing Range (30/120), Light, Loading, ammunition 2
100 Ryo 1d10 Piercing Range (30/120), Heavy, Finesse, Loading, ammunition 3
Scythe 15 Ryo 1d4 Piercing Range (25/100), ammunition 1
Tetsubo - Grappling, Range (10/15) 1
5 Ryo 1d8 - Range (50/100), Hidden, Thrown. 2
Tonfa 30 Ryo 1d12 Slashing Range (40/80), Heavy, Thrown 3
War Club 50 Ryo Slashing
Whip
Battle Wire
Knuckle Blades
Martial Ranged Weapons
Chakram
Monster Chakram
Longbow
Crossbow, Hand
Crossbow, Heavy
Blowgun
Net
Fuma-Shuriken
Monster Shuriken
131
ADVENTURING GEAR CLOTHING
This section describes the items that have special rules or Common clothing made through basic tailoring. Most
require further explanation. sets of clothing are considered Commoners clothes, but
can be broken up into different categories based on the
EQUIPMENT PACKS quality of said clothing. While still counting as
unarmored for the purpose as calculating AC, better
The starting equipment you get from your background quality clothing can provide benefits based on those
includes a collection of useful Shinobi gear, put together being interacted with, while wearing such clothes. 1 Bulk
in a pack. The contents of these packs are listed here. If
you are buying your starting equipment, you can purchase CLOTHING
a pack for the price shown, which might be cheaper than
buying the items individually. All Packs all contents are Clothing Quality Benefit(s) Cost
sealed inside of an Item scroll, which has a Bulk of 1.
Ordinary - 5 Ryo
(Items within an equipment pack that do not have a
description, or mechanical use in or out of combat and seem Fine +1d4 Bonus to Charisma Checks with 200 Ryo
to be primarily used for Roleplay, have no bulk. (Ex. Books, someone living a Comfortable or lesser
Writing Utensils.) lifestyle
CAPTAIN’S PACK High-Fashion +1d8 Bonus to Charisma checks with 500 Ryo
someone who is living a Wealthy or
Cost: 400 Ryo. Unprecedented lifestyle.
Contents: 1 Toolkit (pick one), Commoner’s clothes, an
empty book, writing utensils, 7 days of field rations, a Winter Advantage on all ability checks or saving 100 Ryo
compass, Shinobi leg pouch and a thermos. throws as a result of a cold environment
EXPLORER’S PACK COMPASS
Costs: 400 Ryo. When used, so long as the user is not underground or in
Contents: 1 bedroll, 5 glow rods, 5 heating pads, 1 Radio an extremely elevated location relative to sea level, they
Link, Commoner’s clothes, 7 days of field rations, a gain a +2 bonus to Survival checks made to navigate. 0
Shinobi Backpack, and 50 feet of rope sealed inside a Bulk.
scroll.
GLOW RODS
INFILTRATOR’S PACK
A small stick the side of a mechanical pen or pencil.
Costs: 700 Ryo. When bent, it snaps and gives off a soft neon green light.
Contents: 1 Hacker or Security Kit (Pick one), 1 Blank The glow rod creates 20 feet of bright light and an
Keycards, 1 Blank Data Scroll, Shinobi Waist Bag. additional 10 feet of Dim light. 0 bulk.
CRAFTER’S PACK GRAPPLING HOOK
Costs: 500 Ryo. You can throw a grappling hook with a rope tied to it to
Contents: 3 Toolkits (Pick three). make a climb easier, when wall walking is out of the
question. To anchor a grappling hook, make a Strength
TRAVELER’S PACK or Dexterity (Survival) check vs the anchors DC, which is
based on the target anchoring condition. On a success,
Costs: 200 Ryo. your hook has a firm hold, but if you fail by 5 or more,
Contents: Commoner’s clothes, Shinobi waist bag, the hook seems like it will hold but actually falls when
shinobi belt pouch, Shinobi leg pouch, 1 bedroll, 2 glow you're partway up. 1 Bulk.
rods, 1 blank map scroll.
MUNDANE EQUIPMENT GRAPPLING HOOK DC’S
BEDROLL DC Anchoring Condition(s)
Allows a creature to gain the benefits of a Short or long 15 Complete 90-degree angle with a clear and obvious
rest while not indoors or within a comfortable anchoring point that provides adequate support for the
environment. 2 Bulk. climbers weight.
CALTROPS 20 Slightly awkward conditions such as heavy winds, rain or
awkward anchoring points.
These four-pronged metal spikes can cause damage to a
creature's feet. You can scatter caltrops in an empty 25 Very awkward conditions such Dim light, rain, lightly
adjacent space, with a bonus action. The first creature obscured vision, or uneven anchoring points.
that moves into that square must succeed at a DC 14
acrobatics check or take 1d4 piercing damage and gain 1 30 Extremely difficult conditions such as Darkness, unfixed
rank of bleed. A creature who has gained the bleeding anchoring points.
condition from caltrops takes a 5-foot penalty to its
Speed. Spending an action to pluck the caltrops free HEATING PAD
removes the speed penalty, but not the bleeding
condition. Once a creature takes damage from caltrops, Small handheld pad that when activated warms up and
enough caltrops are ruined that other creatures moving maintains a comfortable temperature for no more than 1
into the same space are safe. Deployed caltrops can be hour. While active, this grants its holder resistance to
salvaged and reused if no creatures took damage from cold damage a result of a hostile environment, and
them. Otherwise, enough caltrops are ruined that they immunity to the Chilled condition, as a result of a hostile
can't be salvaged. 1 Bulk. environment. Once a heating pad has been used, it is
spent, and cannot be reused. 0 Bulk.
132
LOCK(S) Lockpick DC Lockpick Duration Failed Attempts HP Multiplier Cost
10 1 Round 5 1x 1 Ryo
Lock Quality 15 1d4 Rounds 5 2x 10 Ryo
Poor 20 1 Minute 3 4x 50 Ryo
Simple 25 5 Minutes 3 6x 200 Ryo
Average 30 10 Minutes 2 10x 1000 Ryo
Greater 35 1 Hour 1 15x 5000 Ryo
Superior
Supreme
LOCK Save and Notice/Disable DC of the trap by +2. If a creature
beats the Build DC by 5 or more, the Traps Save DC is
A mundane but extremely common accessory which is increased by +1 and the Notice/Disable DC is increased by
employed all across the ninja world for mechanical and +2, for every 5 the creature beat the Build DC by.
most standard non-electronic doors or latches. All locks are
made of Steel or Iron and have an AC of 20 with a number of Additionally for every Rank, beyond D-Rank a trap is,
hit points equal to 15 x their Quality multiplier. All locks it’s damage, if any is increased by +2 damage die.
regardless of quality requires a Security Kit to pick and all
has its own lockpick DC, number of allowable failed These traps requires an active Wisdom (Perception) or
attempts before the lock jams and breaks, and total time Intelligence (Investigation) check vs its Notice DC to be
needed to complete the process. All locks require a total of 5 noticed. If a trap is noticed prior to it being triggered,
checks using the Security Kit to complete the challenge then a creature with the appropriate Toolkit can attempt
(This only spends one use of the Kit). Unlike most other to disable it so long as they are within 5 feet of the
ability challenges, a creature only fails if they fail to meet triggering area. On a failed check, the trap triggers
the Lockpick DC a number of times equal to the Failed anyway.
attempts column on the Lock(s) table. If a lock is broken or
destroyed, depending on the type of lock broken or Finally, the constructor of a Trap can make a trap either
destroyed it may permanently seal or prevent normal entry a Snare or Trigger based trap. A snare-based trap is a trap
into the container or area the lock was used to seal. that has a set trigger and cannot be activated manually
except by an unsuccessful Disable attempt. A trigger-
TRAPS based trap is a trap that can only be manually or remotely
activated by its maker or whomever they designate as a
A Hazard or Item that is constructed or developed to hinder triggering creature.
creatures who encounter it. Traps can only be made with a
Toolkit listed in the following chart. Additionally, all Traps Alarming Trap. You create an alarm snare by rigging
have Rank based variants that increases its difficulty and one or more noisy objects to a trip wire, pressure plate or
risk associated with it. manual trigger. When you create an alarm snare, you
designate a range between 100 to 500 feet at which it can
All traps requires proficiency in both the Toolkit required be heard. When a Small or larger creature enters the
and the Crafting skill to even attempt to make a trap. square, the snare makes a noise loud enough that it can be
heard by all creatures in the range you designated.
All traps requires an Intelligence (Toolkit) or Intelligence
(Crafting) check, while maintaining access to the listed Deadfall Trap. A weight-sensitive plate buried
Toolkit for the duration to create. Attempting to create a underneath sand or a sensitive wire holding a boulder,
trap costs 1 charge of a Trappers Kit or its listed Toolkit. A large tree or some other Large object over a cliff ledge,
Trappers kit can be used to create all listed Traps, but unless causing it to fall on targets within 45 feet of the target
specified cannot be used to disable all listed traps. A Security space. Select a 15-foot cube shaped space as the trigger
kit can be used to Disable all listed traps, but cannot be used space, if this trap is set to a trigger. Next select a 15-foot
to create a trap. wide, 60-foot line that this trap affects. All ranges and
spaces must be selected prior to the activation of this trap.
All Traps begin at D-Rank and increases in stature by 1 All creatures in the lines range must make a Saving throw,
degree every rank up until S-Rank. For every Rank a builder taking 2d10 + (5 times Rank) bludgeoning damage, or half
would attempt to increase a Traps Rank by, they increase as much on a success.
the DC required to build the trap (Build DC) by +4 and the
MUNDANE TRAPS
Trap Build DC Save DC Notice/ Vs Ability Score Time to build Toolkit Req To Create/Disable
Alarming Trap 15 12 Disable DC Dexterity 10 Minutes Trappers Kit
Deadfall Trap 15 14 14 Dexterity 10 Minutes Trappers Kit
Drowning Pit Trap 15 15 16 Dexterity 10 Hours Trappers Kit
Explosive Trap 15 12 17 Dexterity 10 Minutes Demolitions Kit + 2 Paper Bombs
Flashing Trap 15 13 14 Constitution 1 Minutes Demolitions Kit + 2 Flash Tags
Hidden Pit Trap 15 15 15 Dexterity 1 Hour Trappers Kit
Poisonous Lock 15 13 17 Constitution 1 Hour Poison Kit
Poisonous Trap 15 12 15 Dexterity 10 Minutes Poison Kit + Poison Gas Tags
Restraining Trap 15 14 14 Strength 10 Minutes Trappers Kit + Battle Wire
Shocking Trap 15 14 16 Constitution 10 Minutes Hackers Kit + 2 Shock Bombs
Weapon Trap 15 14 16 Dexterity 1 Minutes Trappers Kit + 1 Weapon Scroll
Yellow Mold 15 18 16 Constitution 10 Hours Cooking Kit
20
133
Drowning Pit Trap. A trapdoor covers a 10-foot- fails their saving throw by 5 or more, is stunned and
square pit that’s 30 feet deep and has 5 feet of water at
the bottom. Four water spouts in the walls connect to paralyzed until the end of their next turn, and afterwards
hidden water tanks. Each water spout extends out of a
different wall, 6 inches from the top of the pit. A creature grappled and restrained for the next minute. Creatures
who walks onto the trap door triggers this trap. The
triggering creature falls into the pit and takes falling restrained or grappled in this way, remakes this save at
damage. A creature can attempt to make their saving
throw to avoid falling in on a success. Regardless the the end of each of their turns ending the effects on a
trapdoor then immediately closes shut, and this trap
rolls Initiative using a +10 bonus. As an action and Bonus successful save.
action the trap fills the pit with 5 feet of water for each
action spent. This trap loses its bonus action when 2 of Shocking Trap. You create an explosive trap that
the water spouts are disabled, and its Action when all 4
of the water spouts are disabled. If the pit would fill with utilizes multiple Shock Bombs of the same type that all
water up to the top (30 feet), the trap stops filling with
water, and the creature inside begins drowning. This explodes with a creature enters the traps space ,
trap can be reset by reengaging the door and refilling the
water tanks. or when the trap is manually triggered. This trap is set
Explosive Trap. You create an explosive trap that on a 5-foot space. All creatures within 10 feet of this trap
utilizes multiple Paper bombs of the same type that all
explodes with a creature enters the traps square, or when it is triggered makes its saving throw taking 8d6
when the trap is manually triggered. This trap is set on a
5-foot space. All creatures within 10 feet of this trap lighting damage on a failed save or half as much on a
when it is triggered makes its saving throw taking 8d4
fire damage on a failed save or half as much on a success. success. A creature who fails their saving throw by 5 or
A creature who fails their saving throw by 5 or more,
takes double damage. more, takes double damage.
Flashing Trap. You create an explosive trap that Weapon Trap. You create a trap that utilizes multiple
utilizes multiple Flash Tags of the same type that all
explodes with a creature enters the traps square, or small weapons (Kunai, Shuriken, Senbon etc.) that all fire
when the trap is manually triggered. This trap is set on a
5-foot space. All creatures within 10 feet of this trap overwhelming the target space when a creature enters
when it is triggered makes its saving throw being
blinded for 2d4 rounds on a failed save or half as much the traps square, or when the trap is manually triggered.
on a success. A creature who fails their saving throw by 5
or more, is blinded and dazed for 1 minute. This trap is set on a 5-foot space. All creatures within 15
Hidden Pit Trap. A trapdoor covers a 10-foot-square feet of this trap when it is triggered makes its saving
pit that’s 30 feet deep and has 5 feet of water at the
bottom. A creature who walks onto the trap door triggers throw taking 9d4 Slashing or Piercing damage (Pick one)
this trap. The triggering creature falls into the pit and
takes falling damage. A creature can attempt to make on a failed save or half as much on a success. A creature
their saving throw to avoid falling in on a success. This
trap can be reset by reengaging the door. who fails their saving throw by 5 or more, takes double
Poisonous Lock. You create a sprint loaded lock with a damage and gains 2 ranks of bleeding.
poisoned spine near the keyhole. Breaking this lock does
not disengage the poison spine. A creature that attempts Yellow Mold. You cultivate a poisonous spore of mold
to unlock or pick this lock without the correct key
triggers this trap. When this trap is triggered, the that assaults nearby creatures. This trap is triggered
triggering creature is stabbed with the poisoned spine
forcing them to make a saving throw. On a failed save when a creature moves into the molds space, damages,
they are poisoned and envenomed for 1 hour. A creature
who fails their saving throw by 5 or more, instead gains or fails to disable to mold. When the trap is triggered, all
3 ranks of envenomed.
creatures within 10 feet are exposed to the mold. They
Poisonous Trap. You create an explosive trap that
utilizes multiple Poison Tags of the same type that all must make a Saving throw every minute for the next
explodes with a creature enters the traps square, or
when the trap is manually triggered. This trap is set on a hour. Each failed save inflicts them with 2 ranks of the
5-foot space. All creatures within 10 feet of this trap
when it is triggered makes its saving throw being envenomed condition, which persists for 24 Hours, and
poisoned for 1d4 minutes on a failed save or half as much
on a success. A creature who fails their saving throw by 5 instead triggers once every 1 minute, instead of every
or more, is Poisoned and Envenomed 2d4 minutes.
turn.
Restraining Trap. You create a trap made to capture
creatures who enter the traps space. This trap is set on a COMMUNICATION TOOLS
5-foot space. All creatures within 10 feet of this trap
when it is triggered makes its saving throw being RADIO LINK
grappled and restrained on a failed save. A creature who
Radio Links are standard handheld communication
devices, fitted with microphones and receivers. A
standard, personal radio link has a range of up to 1 mile,
but is reduced by up to half in dense, urban areas or
areas of high-level interference.
RADIO JAMMERS
A radio jammer is a device used to scramble
communications. A radio jammer can block
transmissions from communications devices in a 1-mile
radius.
RADIO LINK (WORN)
A Worn Radio link can be installed into clothing, armor,
or worn independently. It Functions as a hands-free
Radio link.
VIDEO CHAT DEVICE
A Video Chat Device is a communications unit that
utilizes the Ninja Net. It enables users to send and
receive Video messages through Video based
transmission networks live in real time. Usually requires
the infrastructure of a Village or City to be reliable.
RADIO TRACE DEVICE
A Radio Trace device is a worn gadget that can be used to
trace a Radio transmission back to its source. It vibrates
more and more, the closer it gets to the source of a radio
transmission.
134
DATA RECORDING, SECURITY AND Ninja-Net Security. The Ninja net for all of its luster is
STORAGE TOOLS still an exploitable system when challenged by the right
tools. That’s why most Ninja-Net systems are designed
NINJA-NET with security systems to protect it, its users, and the files
that live on its network. When a foreign entity is able to
The Ninja Net is a new phenomenon within the world of gain access to a network it usually spells doom for that
Naruto, while it may not be wholly canonical for the system and any secrets on it. So counter hackers or
purpose of this conversion and system, it is a relatively security systems are used to find, punish and eject such
new and novel technology. entities. While a creature is on a network it is not
supposed to be on, for every 10 minutes it remains it
The Ninja-Net, while new is not something that is must make a Check using whatever means it used to gain
shared evenly or even distributed freely throughout the access to the system vs a Counter Hack DC located on the
Ninja world. Ninja net as a concept is basically a Ninja Net System Table. On a failed check they gain a -2
collection of data servers that share and communicate Penalty to all subsequent checks. After 3 failed Counter
information over communication systems such as phone Hack checks, they are ejected from the system for the
lines or wireless systems such as Bluetooth or radio next 24 Hours and their physical location becomes
links. known to the system owners.
For the most part the Ninja-Net has become a global NINJA-NET SYSTEM RANK(S)
commodity, allowing civilians to purchase food on the
net and have it picked up and delivered all without Item Security Counter Max # of Maximum Range
leaving their homes. It also gave birth to a set of new D-Rank DC Hack DC Traps 25 Miles
potential threats to a village, something called Hackers. C-Rank 50 Miles
Hacking has become a new school of expertise for 14 15 1
Shinobi to excel in, learning how to breach an enemy
system and take control, all the while maintain complete 18 19 2
anonymity.
B-Rank 22 23 3 100 Miles
Throughout most of the Ninja world the Ninja net is A-Rank 26 27 4 250 Miles
unique to each country and is broken down into three S-Rank 30 31 5 500 Miles
categories: Regional, National, Militarized. The
breakdown of these three are as follows; KEYCARDS
Regional. Regional Ninja-Net systems are usually Keycards are small plastic cards about the size of playing
hosts to basic webpages, chat rooms and message boards cards, that contain coded information about their
that primarily connect villagers to one another over bearers and grant them access to secure areas. All
relatively long distances of up to 50 Miles. Most Regional keycards are assigned to a certain Data Server, which
Ninja-Net systems are powered by newer and more holds all records and access levels of a certain Keycard.
technologically powerful companies and organizations Most new era businesses, buildings or technologies
which strive to get their products out to the public via a require Keycard access instead of Lock and Key access. A
new sensation called Ads. Most of these systems are Shinobi with a Blank keycard and a Hackers Kit could
protected by D and C-Rank security systems. potentially fake (or spoof) the correct access credentials
to access a previously inaccessible area.
National. National Ninja-Net systems are more
advanced and far more pretty to look at. With national RECORDING SCROLLS
design standards enforced across each nation
individually, this is the network that most politicians, A Recording Scroll is a single scroll designed to capture
including the Kage, use to communicate with other and store both audio and visual information fed to it
Countries National Ninja-Net systems. National Systems within 15 feet. The information is transcribed in plain
are normally limited to the country they are housed text in the language of the owner’s choice, and can store
under and have to go through dozens of security up to 1000 Words or 5 minutes of Audio.
clearance checks prior to even opening a video call with
someone else in another country. While these systems DATA SCROLLS
are used for international communication, these
systems don’t normally hold critical information on it A Data Scroll is a single scroll with an input port that can
directly, but the security systems in place normally be plugged into an electronic device such as a computer
range into the B and A-Rank levels. and works exactly like a flash drive. It stores data and
can also transmit data. When opened can also view
Militarized. The Militarized Ninja-Net are highly stored data as still images and/or plain text.
advanced systems that keep the entirety of a countries
militaries connected. These systems are the ones that DATA SERVER SCROLLS
can spell doom for a squad of shinobi who finds
themselves in enemy territory. These systems, unlike A Data Server Scroll is a Large Scroll standing around 5
the previous two can be spread worldwide and localized Feet Long and 3 Feet Thick. These scrolls store massive
at the drop of a hat. Most of these systems are running amounts of information and act as Servers and
due to secretly installed Data Server Scrolls, server Databases in most modern Cities and Villages, holding
terminals that create highly efficient networks that can massive amounts of information and as the basis of the
allow a Shinobi in the Land of Water to communicate Ninja-Net. (A new network of interconnected data
with their commanders in the Land of Earth almost centers.) Still new and growing but a technology that is
instantaneously. These systems are mission critical to being rapidly adopted by the Ninja world as a whole.
keep online and usually hold the breath of a countries
Secrets, but due to such importance they are usually
protected by a series of different S-Rank security
measures.
135
COMMUNICATION & DATA RECORDING TOOLS PAPER BOMBS
Item Bulk Cost Paper Bombs are cheap, low-damage bombs used mainly
Radio Link 0 50 Ryo by Shinobi personnel, mercenaries, bounty hunters, and
Radio Jammer 1 500 Ryo adventurers. Explosive Tags can be set to detonate on
Radio Link (Worn) 0 150 Ryo impact or set with a timer that lasts several seconds before
Video Chat Device 1 350 Ryo detonating. Explosive Tags have a thrown range of 30 feet.
Radio Tracing Device 2 1500 Ryo As an action, you can throw an Explosive Tag at a point you
Key Cards 1 100 Ryo can see within range. Each creature within 10 feet must
Recording Scrolls 1 250 Ryo make a DC 13 Dexterity saving throw. A creature takes 5d4
Data Scrolls 2 500 Ryo fire damage on a failed save, or half as much as on a
Data Server Scrolls 3 - successful one. This item is 1 Bulk
EXPLOSIVE TOOLS Paper bombs can be affixed to Kunai. When they are the
range of the Paper bomb becomes wholly reliant on the
BREACHING TAG kunai itself. When affixed. The next time the affixed Kunai
would deal damage to a creature, the paper bomb explodes.
A Ninja Tag used to blow holes in larger constructs, a A creature who took damage from the kunai prior to it
breaching Tag creates a devastating explosion. detonating makes their saving throw at disadvantage.
Installing a breaching Tag takes 1 minute. The tag can
be set with a 6-second timer, or detonated remotely Also, a Kunai stack can be affixed with paper bombs if
using a remote detonator seal within 250 Feet of the set you spend 10 Paper bombs. While affixed, you cannot
Tag. This item is 1 Bulk recover any spent Kunai. If an affixed Kunai would be used
or spent as a part of a Jutsu’s casting, the paper bombs only
Once detonated, the breaching charge destroys an explode once and its damage die is increased by 1 step.
unenhanced section of wall up to 10 feet wide, 10 feet
tall, and 5 feet deep. Additionally, each creature within Paper bombs can also be secretly affixed to another
20 feet of the charge must make a DC 15 Dexterity creature, primed and ready to detonate. In order to do this,
saving throw. A creature takes 3d6 fire damage and 3d6 make a Dexterity (Sleight of hand) check vs the targets AC
bludgeoning damage on a failed save, or half as much or Passive Perception whichever is higher. On a success the
on a successful one. A construct makes this save with paper bomb is attached to them and can be detonated as a
disadvantage. If the breaching charge is installed on the bonus action. On a failure it is not affixed to them. If you
construct, it automatically fails the saving throw and are in combat and the target is aware of you, you must
takes the maximum possible damage. make this Sleight of hand check at disadvantage vs the
targets AC.
Finally, all constructs and structures take double
damage from this item. VARIANT: PAPER BOMBS
VARIANT: BREACHING TAG Item Save DC Damage Cost
Paper Bombs 13 5d4 Fire 25 Ryo
Greater Paper Bombs 16 8d4 Fire 100 Ryo
Superior Paper Bombs 19 11d4 Fire 300 Ryo
Supreme Paper Bombs 22 14d4 Fire 500 Ryo
Item Save DC Damage Cost EXPLOSIVE TAG BALL
Breaching Tag 15 3d6 Fire/3d6 Blud. 100 Ryo
Greater Breaching Tag 17 5d6 Fire/5d6 Blud. 250 Ryo Explosive Tag Balls are paper bombs, but shaped into a
Superior Breaching Tag 19 7d6 Fire/7d6 Blud. 500 Ryo small sphere allowing it to bounce and roll and making it
Supreme Breaching Tag 21 9d6 Fire/9d6 Blud. 1000 Ryo more aerodynamic. Explosive Tag Balls can be thrown up
to a range equal to (30 Feet + Your Strength Mod x 5)
CHILI PEPPER BOMB each creature within 10 feet must make a DC 13 Dexterity
saving throw. A creature takes 3d6 fire damage on a
A small sphere the size of a golf ball that when thrown failed save, or half as much as on a successful one. This
against a solid surface, explodes into a Thick red mist item is 1 Bulk.
up to 10 feet high and 5 feet wide before dissipating
within 1 minute. When used creates a hazy red fog that VARIANT: EXPLOSIVE TAG BALL
doesn’t obscure vision, but causes a direct nasal
stimulation to creatures in its radius. All creatures in Item Save DC Damage Cost
the affected area who begins its turn in the mist, can Explosive Tag Ball 13 3d6 Fire 75 Ryo
remake any saving throw to resist or end a genjutsu at Greater Explosive Tag Ball 16 6d6 Fire 150 Ryo
the beginning of their turns, regardless of the effects of Superior Explosive Tag Ball 19 9d6 Fire 350 Ryo
the genjutsu itself. A creature can only gain the benefit Supreme Explosive Tag Ball 22 11d6 Fire 500 Ryo
of this item twice per use. This item is 1 Bulk
VARIANT: CHILI PEPPER BOMBS
Item Bonus to Genjutsu Save Cost
Chili Pepper
Advantage 75 Ryo
Greater Chili Pepper Advantage + 1d4 250 Ryo
Superior Chili Pepper Advantage + 1d8 525 Ryo
Supreme Chili Pepper Advantage + 1d12 700 Ryo
136
FIRE BOMB POISON TAG
Fire Bombs are palm-sized, spherical, and extremely Poison Tags are primarily used to flush enemies out of cover
deadly explosive heat-based weapons. In addition to and other protected areas, though there are of course other
being surprisingly powerful for their size, they can only uses. Poison Tags have a range equal to 30 feet + your
be turned off by whoever turned them on. Fire Bombs Strength modifier x 5. As an action, you can throw a Poison
have a range equal to 30 feet + your Strength modifier x tag at a point you can see within range. The tag explodes in a
5. As an action, you can throw a Firebomb at a point you 15ft radius sphere of yellow-green fog centered on a point
can see within range. Each creature within 10 feet must you choose within range. The sphere spreads around corners,
make a DC 15 Dexterity saving throw. A creature takes and its area is heavily obscured. It lasts for 1 minute or until a
5d6 fire bludgeoning damage on a failed save, or half as wind of at least 10 miles per hour disperses it. When a
much as on a successful one. Additionally, on a failed creature enters the fog’s area for the first time on a turn or
save, the creature is knocked prone and gains the burned starts its turn there, that creature must make a DC 13
condition. All combustible and flammable items that is Constitution saving throw. The creature takes 1d8 poison
not held or worn, also is set afire. This item is 1 Bulk damage on a failed save, or half as much damage on a
successful one. Additionally, on a failed save, the creature is
VARIANT: FIRE BOMB poisoned while it is in the cloud. Constructs and Creatures
wearing appropriate protective equipment are unaffected.
Item Save DC Damage Cost This item is 1 Bulk
Fire Bomb 15 5d6 Fire 100 Ryo
Greater Fire Bomb 18 8d6 Fire 250 Ryo VARIANT: POISON TAG
Superior Fire Bomb 21 11d6 Fire 375 Ryo
Supreme Fire Bomb 24 14d6 Fire 550 Ryo Item Save DC Bonus Effect Cost
Poison Tag 13 - 100 Ryo
FLASH TAG Greater Poison Tag 16 1 Rank of Envenom 250 Ryo
Superior Poison Tag 19 3 Ranks of Envenom 400 Ryo
Flash tags are paper bombs repurposed to create an Supreme Poison Tag 21 5 Ranks of Envenom 650 Ryo
extreme source of white light meant to cause temporary
visual impairment. Flash Tags can be set to detonate on SHOCK BOMB
impact or set with a timer that lasts several seconds before
detonating. Flash Tags have a range equal to 30 feet. As an Shock Bombs are usually used when the object of a mission is
action, you can throw a Flash Tag at a point you can see to detain, capture, or subdue rather than kill. Shock Bombs
within range. Each creature within 10 feet must make a DC have a range equal to 30 feet + your Strength modifier x 5. As
14 Constitution saving throw. A creature becomes blind an action, you can throw a Shock Bomb at a point you can see
until the end of their turn on a Failed save or suffer no within range. Each creature within 10 feet must make a DC 15
negative effects on a successful save. This item is 1 Bulk Dexterity saving throw. A creature takes 4d6 lightning
damage on a failed save, or half as much as on a successful
VARIANT: FLASH TAG one. Additionally, on a failed save, the creature is shocked
until the end of its next turn. This item is 1 Bulk
Item Save DC Bonus Effect Cost
Flash Tag 14 - 100 Ryo VARIANT: SHOCK BOMB
Greater Flash Tag 17 Daze: 1d4 Round 250 Ryo Item Save DC Damage Cost
Shock Bomb 15 4d6 Lightning 100 Ryo
Superior Flash Tag 20 Daze: 1d8 Round 375 Ryo Greater Shock Bomb 18 5d6 Lightning 250 Ryo
Superior Shock Bomb 21 8d6 Lightning 375 Ryo
Supreme Flash 23 Daze: 1d12 Round 500 Ryo Supreme Shock Bomb 24 11d6 Lightning 500 Ryo
Tag
ICE BOMB
Ice Bombs are palm-sized, spherical, and extremely deadly
explosive Cold based weapons. In addition to being
surprisingly powerful for their size, they can only be turned SMOKE BOMB
off by whoever turned them on. Ice Bombs have a range equal Smoke Bombs are small gum ball sized spheres that cost 25
Ryo, that contain a very potent and powerful mixture of
to 30 feet + your Strength modifier x 5. As an action, you can gunpowder and sulfur mixed with some other mineral
ingredients designed to, when throw react and create a thick
throw an Ice Bomb at a point you can see within range. Each and hazy smoke. Smoke bombs have a range equal to 30 feet
+5 your strength modifier x 5. As an action, you can throw a
creature within 10 feet must make a DC 14 Constitution Smoke bomb at a point you can see within range. The bomb
explodes releasing smoke that heavily obscures the vision of
saving throw. A creature takes 4d6 Cold damage and gains all creatures in a 25-foot radius. A moderate wind (At least 10
miles per hour) disperses the smoke in 4 rounds. A Strong
one rank of the chilled condition until the end of their next wind (20+ miles per hour) disperses it in one round. This
item is 1 Bulk
turn on a failed save, or half as much damage and no
additional effects as on a successful one.
VARIANT: ICE BOMB
Item Save DC Damage Cost
Ice Bomb 15 4d6 Cold 100 Ryo
Greater Ice Bomb 18 5d6 Cold 250 Ryo
Superior Ice Bomb 21 8d6 Cold 375 Ryo
Supreme Ice Bomb 24 11d6 Cold 500 Ryo
137
LIFE SUPPORT TOOLS GENJUTSU PILL
AQUATIC REBREATHER An edible pill that contains a drug designed to place the
user under a deep hypnotic dream-like state for up to 1
Aquatic breathers are breath masks designed to operate hour. When ingested by a creature, they must make a DC
underwater. While worn, the wearer can breathe water for 15 Wisdom save. On a failure, the creature is rendered
up to 1 hour before the Filters needs to be replaced. paralyzed while under the effects of the pill. On a
success, the creature is unaffected by the pill. An affected
RESPIRATOR character can be woken out of the Genjutsu either by
damage or by being shaken by another creature.
A respirator, or breath mask, is a portable device that allows
an oxygen-breather to survive in low-oxygen atmospheres. FIRST AID KIT
LIFE SUPPORT TOOLS A common First Aid Kit can be stocked with recovery
potions, and contains bandages, bone stabilizers,
Item Bulk Cost antiseptics, and other essentials for the treatment of
Aquatic Rebreathers 1 250 Ryo wounds. As an action, you can expend two uses of the kit to
Respirator 1 150 Ryo stabilize a creature that has 0 hit points, without needing
to make a Wisdom (Medicine) check which automatically
MEDICAL TOOLS removes one failed death save, if any.
ANTIDOTE KIT Alternatively, this First Aid Kit can be used over the
course of a Short or Long rest. When used in this way
An antidote kit contained a variety of wide-spectrum spend 1 use of this First Aid Kit per creature you want
antidote injectors that were designed to neutralize most this kit to affect. Affected Creatures gain an additional
commonly encountered poisons. A kit has two Syringes 2d4 Hit points back over the course of its short or 2d6
(Uses). As an action, you can administer a Syringe of the kit Hit points over the course of its long rest.
to cure a target of one poison of D-Rank or lower, affecting
them or to give them advantage on saving throws against a VARIANT: FIRST AID KIT(S)
Poison or poisoned condition of up to 1 rank higher for 1
hour. Item Short Rest Long Rest Cost
First Aid kit 2d4 2d6 100 Ryo
VARIANT: ANTIDOTE KIT QUALITIES Greater First Aid kit 4d4 4d6 250 Ryo
Superior First Aid kit 6d4 6d6 500 Ryo
Quality Rank of Poison Cost Supreme First Aid kit 8d4 8d6 750 Ryo
Standard Antidote Kit
D-Rank 100 Ryo
Enhanced Antidote Kit C-Rank 250 Ryo MILITARY RATION PILL
Greater Antidote Kit B-Rank 450 Ryo
Superior Antidote Kit A-Rank 750 Ryo An edible pill that contains a drug designed to super
Supreme Antidote Kit S-Rank 1000 Ryo charge the person who consumes it, bodies,
regeneration speed. Consuming a military ration pill
BLOOD PILL takes a bonus action. A Creature who takes this pill gains
2d8+2 Temporary Hit & Chakra points for 1 hour. Taking
An edible pill that contains a drug designed to super charge another dosage of this item does not stack. Instead, it
the person who consumes it, blood reproduction. will replace however much you originally had. You
Consuming a blood pill takes a bonus action. Creatures who cannot gain the benefit of this Pill more than twice in a
take this pill gain 2d4 + 2 Hit points. single 24-hour Period.
VARIANT: BLOOD PILL TYPES VARIANT: MILITARY RATION TYPES
Item HP Regained Cost Item Temp HP/CP Gained Cost
Blood Pill 2d4+2 50 Ryo Military Ration Pill 2d8+2 150 Ryo
Greater Blood Pill 4d4+4 150 Ryo Greater Military Ration Pill 5d8+5 250 Ryo
Superior Blood Pill 6d4+6 300 Ryo Superior Military Ration Pill 8d8+8 450 Ryo
Supreme Blood Pill 750 Ryo Supreme Military Ration Pill 1000 Ryo
10d4+10 12d8+12
CHAKRA PILL MEDICAL TOOLS Bulk Uses Cost
1 2 250 Ryo
An edible pill that contains a drug designed to super charge Item 1 2 50 Ryo
the person who consumes it, bodies, stamina recovery. Antidote Kit 1 2 50 Ryo
Consuming a chakra pill takes a bonus action. A Creature Blood Pill 1 2 150 Ryo
who takes this pill regains 1d8+1 Chakra points. Chakra Pill 2 4 100 Ryo
Genjutsu Pill 1 2 150 Ryo
VARIANT: CHAKRA PILL TYPES Medkit
Military Ration Pill
Item Chakra Regained Cost
Chakra Pill
Greater Chakra Pill 1d8+1 75 Ryo
Superior Chakra Pill
Supreme Chakra Pill 2d8+2 150 Ryo
6d8+6 300 Ryo
10d8+10 750 Ryo
138
TOOLKITS COOKING KIT
A toolkit helps you to do something you couldn’t This kit includes all of the necessary implements to
otherwise do, such as craft or repair an item, pick a lock, prepare and serve food for up to six people at any single
or hack into a computer. Your clan, class, background, or time. Proficiency with this kit lets you add your
feats give you proficiency with certain tools, which lets proficiency bonus to any ability checks you make to
you add your proficiency bonus to any ability check you identify or create food or involved with using this kit.
make using that tool. Tool use is not tied to a single While you have proficiency with this kit you can also use
ability, since proficiency with a tool represents broader it to do the following; Cook meals with beneficial effects,
knowledge of its use. Once a toolkit has all of its Charges Create cooked food rations and Military Ration Pills.
spent, it becomes useless and cannot be replenished, and
instead only replaced. Regardless of the Toolkit Cooking Meal. By spending 1 charge, you can spend
purchases, all toolkits have a Bulk of 2. one hour of leisure time or the duration of a short rest
cooking a reinvigorating meal for up to six creatures. A
ALCHEMIST KIT creature who would benefit from this meal gains a
number of temporary hit points equal to the Quality of
This Kit contains all the necessary implements to create this cooking kit. Alternatively, you can spend 2 charges.
and test the properties of different chemicals solutions If you do, over the same period of time you can create a
and concoctions. These implements would include a refreshing meal, that instead grants up to six creatures
variety of different stable elements, mixing solutions, the benefit of the Bless genjutsu cast at D-Rank for the
and stabilizing tablets. Proficiency with this kit allows next hour.
you to add your proficiency bonus to all checks involving
this kit and also allows you to do the following; Test Creating Cooked Food Rations. By spending 1 charge,
Chemical Properties, Create Compounds, Create you can spend 1 hour of leisure time or the duration of a
Concoctions and Create Chemical bombs. short rest creating and maintaining dried meats, veggies
and herbs condensed into an edible block of foodstuff
Create Chemical Bombs (X Charge(s)). By spending 1 similar in texture to a cookie, known as a Cooked Food
hour or over the course of a short rest and up to 2 Ration. Creatures who eat this Food Ration are satiated
charges, you spend time mixing a collection of different and do not need to eat for the next 24 hours. At the
solutions together. When you do you can create a conclusion of this period of time spend doing this, you
number of the following up to the number of charges create 5 food rations.
spent of a quality equal to the quality of this kit; Smoke
Bombs, Ice Bombs or Chili Pepper Bombs. Military Ration Pills. By spending at least 1 charge,
you can spend 1 hour of leisure time or the duration of a
Create Chemical Compounds. By spending at up to 2 short rest creating and maintaining special herbs,
charges, you spend 1 hour of leisure time or the duration minerals and other nutrient rich foods condensed into
of a short rest mixing and maintaining a stable an edible ball of foodstuff similar in texture to a cookie,
compound meant to reinvigorate a user’s Chakra known as a Military Ration Pill. When you do, you create
network, known as a Chakra Pill. When you do, you a number of single use Military Ration pills of a quality
create a number of single use Chakra pills of a quality equal to the quality of this Kit, equal to the number of
equal to the quality of this Kit, equal to the number of charges spent.
charges spent.
DEMOLITIONS KIT
Test Chemical properties (1 Charge). By spending 4
hours or over the course of a long rest, you can take any This kit contains the appropriate equipment for disarming
object or consumable comprised of a liquid or solid and setting explosives. It contains a plastic face guard and
matter and do alchemical analysis on it. When you do, heavy-duty gloves, as well as precision cutting and
you become aware of its benefits, risks, limitations, and gripping tools, and various common components of
what kit can be used to recreate it, if any. explosives and mines. Proficiency with this kit lets you add
your proficiency bonus to any ability checks you make to
ARMORSMITH KIT disarm or set an explosive.
This Kit contains all the necessary implements to create While you have access to this kit, you can also use it to do
armor of varying types. Proficiency with this kit allows the following; Craft Breaching Tags, Paper bombs,
you to add your proficiency bonus to all checks involving Explosive Tag balls and Fire Bombs.
this kit and also allows you to do the following; Craft
Armor and Armor Seals. By spending up to 2 charge of this kit, over the course of
a short rest, you create a number of the explosives listed,
While you have access to this kit, each time you would up to the number of charges spent of a quality equal to the
attempt to Craft armor or an Armor Seal, you spend a quality of this kit when used.
charge of your Armorsmith kit as some tools break,
become brittle or have wear and tear on them. Additionally, as an action spending 1 Charge of this kit,
you can attempt to disarm any set explosive tool within
This kit grants a creature the ability to create up to C- reach or its snaring range. Make an Intelligence or Wisdom
Rank Armor Seals. Higher quality Armorsmith Kits, will (Demolitions Kit) check vs a DC 15 + the quality of the
allow a creature to create higher ranked armor seals at explosive (Base: +2, Greater: +4, Superior: +6, Supreme:
reduced ryo OR downtime costs as seen on the +8). On a failed check, the explosive detonates regardless.
Armorsmith Chart on the following page. If this would
reduce the total downtime cost of an item to 0, you
would instead only spend 1 week.
139
DISGUISE KIT looking over was left behind Intelligence (Forensics) check.
This DC Can never be greater than 30.
This pouch of cosmetics, hair dye, and small props lets you
create disguises that change your physical appearance If you would attempt to Analyze something that has been
without the use of the Transformation Jutsu. left in any hostile environment, you instead increase the DC
by +1 for every hour that passes, instead of every day. If you
Proficiency with this kit lets you add your proficiency would attempt to analyze something that was left in a
bonus to any ability checks you make to create a disguise. contained, pressurized or sterilized environment, you
While you have proficiency and access to this Kit you can do instead increase the DC by +1 for every week that passes. If
the following; Create a Disguise of varying complexity. you pass the second check, you become aware of the
When creating a disguise of any type, you spend one charge makeup, composition, age of, and purpose for the evidence.
of this kit and create a small satchel or collection of You record this data into a book of your choice found within
clothing, materials and whatever else needed to don the the forensic kit.
disguise. This satchel has a Bulk of 1. You cannot don your
disguise and your armor, unless armor is a part of the Moving forward, when you would see, interact with or
disguise. When you would don any disguise you've come across the source of the evidence or something similar
previously made, it takes 30 minutes of preparation and (a similar drug or chemical), as a part of becoming aware of
work to apply the disguise. this new source make an Intelligence (Forensics) check vs a
DC 15. On a success, you are able to link the previous
Creating a disguise will place its wearer into a variety of evidence found and this new source and form a connection
situations where their identity can be compromised. A (if any). (Ex. You find a bloody knife, and analyze the discarded
creature suspicious of a disguised individual or group of weapon, recording the DNA, fingerprints, hand used, and size of
individuals can make a Wisdom (Insight) vs the creator of hand. If you later encounter someone who’s hand size, and grip
the Disguises Intelligence or Charisma (Disguise Kit) to see is similar to that of the assumed holder of the knife, you make
through the disguise. A creature who fails their insight your forensics check, on a success, you become aware if the
check may lower their suspicions for the moment, but it target is the original owner of or the holder of the knife in
does not make those wearing the disguise immune to any question.)
further checks.
FORGERY KIT
Plain Disguise (1 Charge). A simple change like a
superficial scar, a costume change or applying a small This small box contains a variety of papers and parchments,
temporary tattoo. These are quick to make and only take 10 pens and inks, seals and sealing wax, gold and silver leaf,
minutes to develop the disguise. and other supplies necessary to create convincing forgeries
of physical documents. Proficiency with this kit lets you add
Elaborate Disguise (2 Charges). Somewhere between your proficiency bonus to any ability checks you make to do
being very fast and time consuming to assemble. In 1 hour the following; create a physical forgery of a document,
or over the course of a short rest, you can create a large Badges, ID’s, and signatures.
tattoo, dye your hair, or put on complex dresses like those
huge ballroom gowns or craft extremely convincing copies A creature who interacts with your forgeries may attempt
of seemingly exclusive articles of clothing. Doubling the to see through it if they are unsure of its validity. If they do,
time, it takes to make this type of disguise gives all Insight they make an Intelligence (Investigation) check vs an
checks made to see through this disguise disadvantage Intelligence, Dexterity, or Wisdom (Forgery Kit) check
(DM’s choice based on the type of forgery.) A creature who
Exquisite Disguise (3 Charges). Requiring the most work, fails cannot find any issues or faults with the forgery.
taking its creator a minimum of 4 hours to create. These
disguises include things like using makeup to give yourself Simple Forgeries (1 Charge). A simple forgery is a quick
an entirely new face, creating entirely new costumes, or and typically uninvolved forging of a signature, creating a
creating a new persona for a performance. Doubling the simple letterhead or copying the handwriting of another
time, it takes to make this type of disguise gives all Insight individual. Simple forgeries take no more than 10 minutes
checks made to see through this disguise disadvantage. and require an example of what is being forged.
FORENSICS KIT Complicated Forgeries (2 Charges). A complicated
forgery is a forgery that requires more involvement from
This kit includes all of the necessary implements to collect the preparer. This includes perfectly copying or rewriting an
evidence, DNA, and other remains from any location that entire handwritten document of no more than one page,
you investigate. Proficiency with this kit lets you add your while adding or removing text, words or sentences. Creating
proficiency bonus to any ability checks you make to identify new letterheads with gold or silver foil. Copying a complex
DNA, Finger prints, drugs, pills, chemicals, poisons and drawing or sketch. Or recreating the frame of a wax seal. A
diseases. complicated forgery requires no more than 1 hour an
example of what is being forged.
While you have proficiency and access to this Kit you can
do the following; Analyze Drugs, Chemicals, Poisons and Exquisite Forgeries (3 Charges). Exquisite Forgeries
Diseases, collect DNA & Fingerprints and compare findings. involve expert skill and insight, along with vast amounts of
time and patience. Over the course of 8 hours or a long rest,
Analyze (1 charge). By spending 1 hour canvassing an area you can recreate any multiple page document regardless of
no larger than 10 x 10 feet, you are able to attempt to find length, create old and new wax seals, create impossible to
and collect all material evidence in an area. First, make a DC distinguish ID cards for a single creature, recreate portraits.
15 Intelligence (Investigation) check. On a success, you are Some tasks may require more than 8 hours of uninterrupted
able to find a single piece of evidence. For every +5 you get work and instead may require multiple days of work (DM’s
over the listed DC you find an additional piece of material discretion).
evidence (if any). Evidence found in this manner is counted
as whole or partial drug residue, chemicals or chemical
residue, poisons or even mysterious biological substances.
Next, you spend another hour analyzing the evidence. When
you are analyzing something you must make a DC 10 + 1 for
every day that has passed since the piece of evidence you are
140
HACKERS KIT MEDICINE KIT
Hackers are a new profession in the world of Naruto, This kit includes all of the necessary implements to
using specialized computer Scrolls, built by the hackers perform complex medical inquiries and procedures
themselves, to eke out a living in the emerging digital while not in a medical facility supported by sterilized
world. These computer scrolls were carefully guarded environments, allowing you to diagnose and even treat
and constantly modified and upgraded by the hacker, issues such as broken bones, open wounds and even
who rarely discussed its specs except with like-minded providing immediate care to people who are on death's
individuals. Complex access codes are often used to door making death saving throws. Proficiency with this
prevent a hacker’s scroll from falling into the wrong kit lets you add your proficiency bonus to any ability
hands. Proficiency with this kit lets you add your checks you make to perform medical tasks, light healing,
proficiency bonus to any ability checks you make to hack condition treatment, stabilization and create Blood Pills.
into computers, disable computer networks, find
security systems, or even set cyber traps on a network. Medical Check Up (1 Charge). By spending 1 charge
over the course of 10 minutes, you are able to assess the
Quick Hack (X Charge). As a Full-turn-action, by current status of up to 6 creatures informing them of all
spending at least 1 charge, you can attempt to make an conditions, diseases, poisons or effects, affecting them
Intelligence (Hackers Kit) check vs the Security DC of the at the moment, and how to cure/remove it.
computer or system you are interacting with. On a
success you gain temporary access into a system lasting Light Patch up (X Charge(s)). You select one creature
no more than 1 minute, after which you must exit the within 5 feet of you. For the next 10 minutes, you spend
network to avoid being noticed and activating any time patching them up. Spend any number of charges.
security measures. For every charge spent when For each charge spent, the creature regains 2d4 hit
completing this task, you gain a +2 bonus to the check. points.
Full Hack (3+ Charges). Over the course of 1 hour of Full Fix up (2 Charges). You select one creature within
leisure time or a short rest, while within 120 feet of a 5 feet of you. As an action, you stab them with an adrenal
security or computer network, you are able to attempt a fluid meant to stave off death. Remove one failed death
Full Hack, costing you a minimum of 3 Charges. When save from them.
you do, you make an Intelligence (Hackers Kit) check vs
the Security DC of the computer system. You can spend Stabilization (3 Charges). Select one creature who is
additional charger, gaining a +2 bonus to your check. On dying or making death saving throws within 5 feet of
a success you are able to gain access to the system for the you. By spending 3 charge, you are able to stabilize them
next hour as you have taken your time to invade and gain at 0 hit points. Doing this removes up to 2 failed death
certain credentials. While accessing the network, every saves.
ten minutes you can attempt to gain access to any files
available on the network. If you would be challenged by a Condition Treatment (3 Charges). Select one creature
Counter Hack, you make an Intelligence (Hackers Kit) who is within 5 Feet of you. Over the course of 10
check vs the DC. On a success you maintain access to the minutes to 1 hour you are able to treat a creature curing
system and can steal the chosen data file. On a failure them of a number of conditions they are currently under
you lose access to the system and your Hacking Kit’s the effects of. Roll 1d6. The result is the number of
location is compromised. Stolen files can then be stored minutes spent performing such a treatment times 10.
on a Data Scroll, taking the file off network.
Blood Pill Creation (2 Charge(s)). By spending at least
Alternatively, while you have access to the network 2 charge, you can spend 1 hour of leisure time or the
every 10 minutes, you can instead select and disable duration of a short rest creating blood increasing
different computers on the network temporarily for the stimulants in the form of a pill, known as a Blood Pill.
next hour, after which they automatically reconnect to When you do, you create a number of single use Blood
the network. Doing this reduces the next counter hack pills of a quality equal to the quality of this Kit, for every
DC by -2. A computer can only be removed from a 2 Charges spent, you create one single use Blood Pill.
network in this way once per network hack.
Alternatively, every 10 minutes you can become aware
of one alternative security system that may be connected
to this system networks. (Ex. pressure plates, camera’s,
thermal sensing, sensory ninja etc.)
Cyber Trap (1 Charge). While on a friendly network,
you can choose to spend one charge to set a Cyber trap,
which is represented by a d6. A cyber trap while on a
network only triggers when a hostile or foreign entity
access the network. When such an event occurs
whenever the hostile entity would make a Counter Hack
check as a result of this network, you roll a d6 adding the
result the DC. When this happens, the hostile entity
becomes aware and can choose to spend 2 charges of
their Hackers Kit to nullify the Trap.
141
VARIANT: ALCHEMIST KIT
Item Max # of Items Created Charges Cost
Cooking Kit 2 5 200 Ryo
Greater Cooking Kit 4 7 500 Ryo
Superior Cooking Kit 6 9 750 Ryo
Supreme Cooking Kit 8 12 1200 Ryo
VARIANT: COOKING KIT
Item # of Basic Rations Rank of Bless Charges Bonus Effect Cost
Cooking Kit 5 D-Rank 5 200 Ryo
Greater Cooking Kit 7 D-Rank 7 - 500 Ryo
Superior Cooking Kit 9 B-Rank 9 Consuming 3 Cooked Food Rations at once, as 750 Ryo
an action, can remove 1 Rank of Dazed,
Supreme Cooking Kit 11 B-Rank 12 Envenomed, Exhaustion or Weakened from a 1200 Ryo
creature with no more than 2 Ranks of said
condition, once per long rest.
Consuming 5 Cooked Food Rations at once, as
an action, can remove 1 Rank of Dazed,
Envenomed, Exhaustion or Weakened from a
creature with no more than 3 Ranks of said
condition, once per long rest.
Consuming 7 Cooked Food Rations at once, as
an action, can remove 1 Rank of Dazed,
Envenomed, Exhaustion or Weakened from a
creature with no more than 5 Ranks of said
condition, once per long rest.
VARIANT: DEMOLITIONS KIT
Item Max # of Explosives Charges Bonus Effect Cost
Demolitions Kit Created 5
7 - 200 Ryo
2 9
Greater Demolitions Kit 4 12 Reduce DC to disarm Explosives by -2 450 Ryo
Superior Demolitions Kit 6
Reduce DC to disarm Explosives by -2 and cannot make this check 750 Ryo
at disadvantage.
Supreme Demolitions Kit 8 Reduce DC to disarm Explosives by -2, cannot make this check at 1000 Ryo
disadvantage and can attempt to remake a failed check, once per
attempt without the explosive detonating.
VARIANT: DISGUISE KIT
Item Charges Bonus Effect Cost
Disguise Kit 5 200 Ryo
Greater Disguise Kit 7 - 450 Ryo
Superior Disguise Kit 9 750 Ryo
Gain a +1d4 bonus to Charisma checks while disguised
Supreme Disguise Kit 12 1000 Ryo
Gain a +1d4 bonus to Charisma checks while disguised and reduce the time to done a
disguise to 1 minute.
Gain a +1d4 bonus to Charisma checks while disguised, reduce the time to done a
disguise to 1 minute and reduce the time needed to create a disguise by half.
142
VARIANT: FORENSICS KIT
Item Charges Bonus Effect Cost
Forensics Kit 5 200 Ryo
Greater Forensics Kit 7 - 450 Ryo
Superior Forensics Kit 9 750 Ryo
Gain a +1d4 bonus to Intelligence checks made with this kit.
Supreme Forensics Kit 12 1000 Ryo
Gain a +1d4 bonus to Intelligence checks made with this kit and by spending an
additional charge, you can reduce the DC of the check by -1 for every charge spent.
Gain a +1d4 bonus to Intelligence checks made with this kit, by spending an
additional charge, you can reduce the DC of the check by -1 for every charge spent
and on a success you become aware of the gender, size, shape and any other
physical properties of the physical source of your evidence (if any).
VARIANT: FORGERY KIT
Item Charges Bonus Effect Cost
Forgery Kit 5 200 Ryo
Greater Forgery Kit 7 - 450 Ryo
Superior Forgery Kit 9 750 Ryo
Gain a +1d4 bonus to Intelligence checks made with this kit.
Supreme Forgery Kit 12 1000 Ryo
Gain a +1d4 bonus to Intelligence checks made with this kit and by spending an
additional charge, you can reduce the DC of the check by -1 for every charge spent.
Gain a +1d4 bonus to Intelligence checks made with this kit, by spending an
additional charge, you can reduce the DC of the check by -1 for every charge spent
and on a success you become aware of the gender, size, shape and any other
physical properties of the physical source of your evidence (if any).
VARIANT: HACKERS KIT
Item Charges Bonus Effect Cost
Hackers Kit 5 200 Ryo
Greater Hackers Kit 7 - 500 Ryo
Superior Hackers Kit 9 750 Ryo
Gain a +1d4 bonus to Intelligence checks made with this kit.
Supreme Hackers Kit 12 1000 Ryo
Gain a +1d4 bonus to Intelligence checks made with this kit and by spending an
additional charge, you can reduce the DC of the check by -2 for every charge spent.
Gain a +1d4 bonus to Intelligence checks made with this kit, by spending an
additional charge, you can reduce the DC of the check by -2 for every charge spent
and you reduce the number of charges needed to negate a cyber trap to 1.
VARIANT: MEDICINE KIT
Item Patch Up Rank of Condition’s Charges Bonus Effect Cost
Medicine Kit 2d4 Removed 5 200 Ryo
Greater Medicine Kit 2d4 7 - 575 Ryo
C-Rank
9 Can use this Kit to gain the benefit of an equal Quality 850 Ryo
B-Rank Antidote Kit.
12 1250 Ryo
Superior Medicine Kit 2d6 A-Rank Can use this Kit to gain the benefit of an equal Quality
Antidote Kit and Medkit.
Supreme Medicine Kit 2d8 S-Rank
Can use this Kit to gain the benefit of an equal Quality
Antidote Kit and Medkit, and can spend 3 Charges to
gain the benefits of a short rest, as a Full-Turn-Action,
once per Long Rest.
VARIANT: SECURITY KIT
Item Charges Bonus Effect Cost
Security Kit 5 200 Ryo
Greater Security Kit 7 - 450 Ryo
Superior Security Kit 9 750 Ryo
Gain a +1d4 bonus to one check made to pick a lock or disarm a trap.
Supreme Security Kit 12 1000 Ryo
Gain a +1d4 bonus to two checks made to pick a lock or one check to disarm a trap and
reduce the DC of Disarming traps by 2.
Gain a +1d4 bonus to two checks made to pick a lock or one check to disarm a trap and
reduce the DC of Disarming traps by 2 and reduce the time to pick a lock by 1d10
minutes (Min of 1 Round.).
143
TYPES OF POISONS Effective Rank Poison Craft DC Uses Bulk Cost
D-Rank 20 2 2 250 Ryo
Poison Name D-Rank 22 2 2 275 Ryo
Assassins Blood C-Rank 23 2 2 350 Ryo
Serpent Venom C-Rank 24 2 2 375 Ryo
Midnight tears C-Rank 25 2 2 400 Ryo
Ether B-Rank 26 2 2 750 Ryo
Wolf’s Bane B-Rank 28 2 2 950 Ryo
Devils Kiss B-Rank 29 2 2 1250 Ryo
Kamizuru Venom A-Rank 30 2 2 2100 Ryo
Moulding Mushroom A-Rank 32 2 2 3500 Ryo
Angel’s Breath S-Rank 34 2 2 5000 Ryo
Zetsubo Petals S-Rank 36 2 2 7500 Ryo
Torpor S-Rank 41 2 2 10,000 Ryo
Black Lilly
Malice
POISON KIT Wolfs Bane: This is a poison that best ingested, but
can be applied to a weapon for less potency. A creature
A poisoner’s kit includes the vials, chemicals, and other whom ingests this poison must succeed a DC 17
equipment necessary for the creation of poisons. Constitution saving throw being Poisoned for 72 hours,
Proficiency with this kit lets you add your proficiency taking 10d4 poison damage, and being slowed for the
bonus to any ability checks you make to craft or use duration of the poison or half as much on a successful
poisons. The following Poisons cannot be purchased by save. A creature subjected to this poison via a weapon
normal means and instead must be created or purchased attack must succeed a DC 16 constitution saving throw
from black market salesmen as their use is not wholly taking 5d6 poison damage on a failed save and half as
approved by most villages as a whole, while also not much on a success.
being outright banned. These Poisons are generally
applicable in a variety of situations, being able to be both Devils Kiss: This poison is best ingested, but can be
ingested and applied via a weapons attack. Poison applied to a weapon for less potency. A creature whom
applied to weapons require a bonus action, and are only ingests this poison must succeed a DC 20 Constitution
expended when striking a creature. Once expended in saving throw, as the poison ignites the stomach acid
this way, the poison is no longer able to be applied by the within the creature taking 8d8 fire damage that ignores
weapon without being reapplied. When you would resistances on a failed saved, or half as much on a
attempt to make a Poison, spend a Charge equal to the successful save. The creature must succeed a DC 18
effective Rank of the Poison being made, and make an Constitution saving throw each round until they pass,
Intelligence or Wisdom (Poison Kit) check vs the poison ending this effect, taking 3d8 fire damage on a failed
Craft DC. On a success you create the poison, on a failure, save.
you waste whatever resources were used to attempt to
make the poison. Kamizuru Venom: This venom is extracted from the
Kamizu’s Bee Forest. A creature subjected to this poison
Assassins Blood: A creature subjected to this poison must succeed a DC 19 Constitution saving throw taking
must make a DC 12 Constitution saving throw. On a failed 6d8 poison damage, being poisoned and envenomed for
save, it takes 2d6 poison damage and is poisoned for 24 the 1 hour on a failed save, or half damage and no further
hours. On a successful save, the creature takes half effect on a successful save.
damage and isn’t poisoned.
Moulding Mushroom: This poison is extracted from
Serpent Venom: This poison is created by extracting it the Molding Fungi Forest. This poison can only be
from a dead or incapacitated poisonous snake. A creature ingested to take effect. A creature whom ingests this
subjected to this poison must succeed a DC 13 poison must succeed a DC 19 Constitution saving throw
Constitution saving throw. On a failed save it takes 4d6 be paralyzed for 1 hour on a failed save.
Poison damage and is poisoned for 24 hours.
Angel’s Breath: This poison is a mixed concoction
Midnight Tears: A creature subjected to this poison made from Devils Kiss, Moulding Mushroom, and
suffers no effect until the stroke of midnight. If the Assassins Blood. A creature subjected to this poison must
poison has not been neutralized before then, the succeed a DC 20 Constitution saving throw becoming
creature must succeed a DC 15 Constitution saving Unconscious for 96 Hours (4 Days) on a failed save, or
throw, taking 6d6 poison damage on a failed save, and being Slowed, and Weakened for 24 hours on a
half as much on a successful one. Successful save.
Ether: This poison is not directly used in combat as its Zetsubo Petals: This poison is developed using an
more used in espionage and political manipulation. A extremely rare flower only found in the land of Iron. A
creature subjected to this poison must succeed a DC 16 creature subjected to this poison must succeed a DC 21
Constitution saving throw being charmed by the first Constitution saving throw gaining 5 ranks of
creature they see, that issues a command to them for 24 Envenomed and the Berserk Condition for the next hour
hours. on a failed save, or becoming poisoned for 1 hour on a
successful save.
144
Torpor: This poison is given a deceptively simple name Disarm Traps (2 Charges). As an action you begin to
considering it is known as one of the top 3 poisonous attempt to disarm a live trap. Make a single Dexterity,
concoctions in the shinobi world. A creature subjected to Intelligence or Wisdom (Security Kit) check vs the Disarm
this poison must succeed a DC 22 Constitution saving DC of the target trap. On a success you disarm the trap. On
throw being poisoned for 1 week, when they would regain a failure the trap triggers making you the triggering
hit points by any means, they instead gain 1/4th of the creature. By spending additional charges, you gain a +2
amount they would regain, and taking 10d8 poison bonus to your Security Kit check results.
damage every 24hours. This poison cannot be neutralized
with a Jutsu or effect of Rank, no less than A-Rank on a TRAPPERS KIT
failed save, or half a much on a successful save.
This kit includes all of the necessary implements to
Black Lilly: This poison is crafted from the mysterious prepare and set traps to snare and capture creatures who
Black lotus Lilly. This flower is so poisonous, when it set them off. Proficiency with this kit lets you add your
grows it usually kills all wildlife within 1 mile of it. This proficiency bonus to any ability checks you make to create
flower is known to grow once every year in the Black a trap of any kind. Also, proficiency with this kit is required
Forest, in the land of fire. A creature subjected to this to create Traps.
poison must succeed a DC 23 Constitution saving throw
taking 15d8 poison damage every hour for the next 5 Create a Trap (1 Charge). You attempt to create a trap. By
hours and gains the poisoned condition. If a creature is spending 1 (one) charge of this kit, you begin the process to
within 5 feet of another creature while breathing, the manufacturing a special trap found in the Traps section of
unaffected creature has to succeed a DC 18 Saving throw this chapter.
suffering the same effects as the original creature. This
poison can be nullified by a Jutsu or effect of no less than All Traps begin at D-Rank and increases in stature by 1
S-Rank. degree every rank up until S-Rank. For every Rank a
builder would attempt to increase a Traps Rank by, they
Malice: This poison was created by a shinobi by the increase the DC required to build the trap (Build DC) by +4
name of Sasori and was long since banned by all villages. and the Save and Notice/Disable DC of the trap by +2. If a
This poison is one of legendary fatality. A creature creature beats the Build DC by 5 or more, the Traps Save DC
subjected to this poison must succeed a DC 25 is increased by +1 and the Notice/Disable DC is increased by
Constitution saving throw ignoring resistance or +2, for every 5 the creature beat the Build DC by.
Immunity. On a failed save the affected creature becomes
unconscious for 72 hours, and immediately dies at the end Additionally for every Rank, beyond D-Rank a trap is,
of the duration. This poison can be nullified by a Jutsu or it’s damage, if any is increased by +2 damage die.
effect of no less than S-Rank.
These traps requires an active Wisdom (Perception) or
SECURITY KIT Intelligence (Investigation) check vs its Notice DC to be
noticed. If a trap is noticed prior to it being triggered, then
A security kit includes the tools and mechanical a creature with the appropriate Toolkit can attempt to
components necessary to bypass electronic and disable it so long as they are within 5 feet of the triggering
mechanical locks. It includes sensor devices, a specialized area. On a failed check, the trap triggers anyway.
Radio link designed to detect silent alarms, a small file, a
set of lockpicks, a small mirror mounted to an elongated Finally, the constructor of a Trap can make a trap either
handle, a set of narrow-bladed scissors, and a pair of a Snare or Trigger based trap. A snare-based trap is a trap
pliers. Proficiency with these tools lets you to do the that has a set trigger and cannot be activated manually
following; except by an unsuccessful Disable attempt. A trigger-based
trap is a trap that can only be manually or remotely
Pick locks (1 Charge). By spending a minimum of 1 activated by its maker or whomever they designate as a
Action based on Lock Quality as shown on the Locks Table. triggering creature.
Make five Dexterity, Intelligence or Wisdom (Security Kit)
check vs the Lock DC, you can choose to roll all at once or Enhanced a Trap (x Charges). When you ate creating a
one at a time.. trap, by spending an additional 2 charges, you are able to
enhance it, making it more difficult to avoid or more lethal.
By spending additional charges, you gain a +2 bonus to For every 2 charges you spend enhancing a trap, increase
your Security Kit check results for each charge spent. You the save DC to avoid the effects of the trap by +1 or the
must spend the charges prior to making the check. If you Ability check DC to notice the Trap by +2 or the damage a
chose to roll all five checks at once you can pre-spend as trap does by +1 damage die.
many charges as you desire, then apply each +2 bonus to
each die then add your Dexterity, Intelligence or Wisdom WEAPONSMITH KIT
(Security Kit) bonus to each result to speed things up.
Based on the amount of failures you have vs the quality of This kit includes all of the necessary implements to
the lock, you either pass and successfully unlock the lock prepare and create mundane weapons while in the
or fail and break the locks inner workings jamming it. presence or access of extreme heat and cooling capabilities.
Proficiency with this kit lets you add your proficiency
bonus to any ability checks you make to make weapons.
Also, proficiency with this kit is required to create Chakra
Enhanced Weapons of any type.
VARIANT: TRAPPERS KIT
Item Charges Bonus Effect Cost
200 Ryo
Trappers Kit 5 - 450 Ryo
Greater Trappers Kit 7 Gain a +1d4 bonus to all checks made to create a trap. 750 Ryo
Superior Trappers Kit 9 Gain a +1d4 bonus to all checks made to create a trap and increase the notice DC by +2. 1000 Ryo
Supreme Trappers Kit 12 Gain a +1d4 bonus to all checks made to create a trap, increase the notice DC by +2 and
the Disarm DC by 1d4.
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UTILITY KITS JUTSU SCROLL
Item Bulk Cost A Jutsu scroll bears the words, formula’s and concepts
Camping Kits 5 75 Ryo behind a single Ninjutsu or Genjutsu, written in a
(2) mystical cipher. If you have a jutsu sealed inside the
Two-person Tent (2) 50 Ryo scroll on your known jutsu list, you can read and cast the
Bedroll (1) stored jutsu as an action without providing any
Blanket 3 50 Ryo additional components. Otherwise, you require a
(1) 20 Ryo Ninshou for Ninjutsu or Illusion for Genjutsu, ability
Mess Kits (2) 5 Ryo check to determine the jutsu sealed inside the scroll. The
Field Rations (7 Day) 5 Ryo DC equals 15 + The Jutsu’s rank (D-Rank: 1, C-Rank: 2, B-
100 Ryo Rank: 3, A-Rank: 4, S-Rank: 5). This DC can be increased
Cooking/Eating Utensils 25 Ryo or decreased at the DM’s discretion based on the
Pocket Watch 50 Ryo probability of you seeing or hearing about this jutsu if at
Rope (50 ft) all. Scrolls found or purchased with a Jutsu sealed inside
Field Rations (1 Day) the Scroll have a predefined Save DC and attack bonus
Glow Rod based on the rank of the jutsu used. If you want to seal a
Heat Generator Jutsu inside a blank Jutsu scroll, it requires a Ninshou or
Binoculars Illusions ability check based on the jutsu sealed, and
Two-person Tent Downtime to do it.
SCROLLS SCROLLS Bulk Cost
1 50 Ryo + cost of Item(s)
Scrolls in the Naruto Universe are one of the primary Scroll Type 1 50 Ryo + cost of weapon (s)
tools in a ninja’s arsenal. The average sized scroll is Item Scroll 1
small enough that several can be carried at the same 25 Ryo
time, either in a flak jacket or in a pouch. Weapon Scroll 100 Ryo
Jutsu Scroll 250 Ryo
Larger scrolls are usually carried on the ninja's back. 1000 Ryo
In addition to writing on scrolls, ninja use them to E-Rank 5000 Ryo
summon creatures, people, and items, making D-Rank 10000 Ryo
transportation easier and providing more options when C-Rank
on a mission. Some techniques can also be stored in B-Rank
scrolls with enough time. A-Rank
S-Rank
There are a variety of scroll types that a shinobi can
use to assist in carrying or transporting things. JUTSU SCROLLS
ITEM SCROLL Jutsu Rarity Downtime Cost Save DC Attack Bonus
Rank 13 +4
This scroll is designed with the intent to seal, and store E-Rank Common 0-Weeks (1 Day) 15 +6
up to 5 Bulk worth of tools, objects, or miscellaneous D-Rank 17 +8
items. Items can be stored in this scroll at a rate of 1 bulk C-Rank Uncommon 1-Weeks 19 +10
per 10 minutes of downtime or during downtime. B-Rank 21 +12
A-Rank Rare 3-Weeks 24 +15
You could also purchase these scrolls with items S-Rank
already sealed into them. Such scrolls usually only have a Very Rare 5-Weeks
single object sealed inside of it. The more rare or
expensive the item, the scroll usually will reflect this Legendary 10-Weeks
cost but with an additional tax for the time used to seal
the item. Legendary 15-Weeks
WEAPON SCROLL STORAGE TOOLS Bulk Bonus Cost
+10 Bulk 250 Ryo
This scroll is designed with the intent to seal, and store Item +5 Bulk 75 Ryo
Single weapons of no greater than 5 Bulk. Weapons Shinobi Backpack +3 Bulk 50 Ryo
sealed this way usually require 1 hour of prep time to seal Shinobi Waist Bag +2 Bulk 25 Ryo
into a scroll due to their size in comparison to smaller Shinobi Belt Pouch - 5 Ryo
items in an Item Scroll. Weapons seals inside of a Shinobi Leg Pouch - 5 Ryo
Weapon scroll can be summoned from the scroll on Thermos - 5 Ryo
command as a bonus action. Doing this does destroy the Wallet
scroll in the process. Ration Case
When you store Weapons with the ammunition
quality, you store 1 full stack (1d8 Ammunition Die) of
the weapons in a scroll. You can as a Bonus action restore
your Ammunition die of that weapon type, by expending
a weapon scroll, with those weapons sealed inside them.
Doing this does destroy the scroll in the process.
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CHAPTER 6: USING ABILITY SCORES
ix abilities provide a quick description of ABILITY SCORES & MODIFIERS
Severy creature’s physical and mental Score Modifier
characteristics: 1 -5
Strength. measuring physical power 2-3 -4
Dexterity. measuring agility 4-5 -3
Constitution. measuring endurance and 6-7 -2
Stamina 8-9 -1
Intelligence. measuring reasoning and memory 10-11 -0
Wisdom. measuring awareness and intuition 12-13 +1
Charisma. measuring force of personality 14-15 +2
Is a character muscle-bound and insightful? Brilliant 16-17 +3
and charming? Nimble and hardy? Ability scores define 18-19 +4
these qualities-a creature’s assets as well as weaknesses. 20-21 +5
22-23 +6
The three main rolls of the game-the ability check, the 24-25 +7
saving throw, and the attack roll-rely on the six ability 26-27 +8
scores. The book’s introduction describes the basic rule 28-29 +9
behind these rolls: roll a d20, add an ability modifier 30 +10
derived from one of the six ability scores, and compare
the total to a target number. grant advantage, for example, you still roll only one
additional d20.
This chapter focuses on how to use ability checks and
saving throws, covering the fundamental activities that If circumstances cause a roll to have both advantage
creature's attempt in the game. Rules for attack rolls and disadvantages, you are considered to have neither of
appear in chapter 8. them, and you roll one d20. This is true even if multiple
circumstances impose disadvantage and only one grants
ABILITY SCORES AND advantage or vice versa. In such a situation, you have
MODIFIERS neither advantage or disadvantage.
Each of the creature's abilities has a score, a number that When you have advantage or disadvantage and
defines the magnitude of that ability. An ability score is something in the game lets you reroll the d20, you can
not just a measure of innate capabilities, but also reroll only one of the dice. You choose which one. For
encompasses a creature’s training and competence in example, if Sasuke has advantage on an ability check and
activities related to that ability. rolls a 1 and a 13, then Sasuke could use that feature to
reroll the 1.
A score of 8 or 9 is the normal human average, but
Shinobi and many monsters are a cut above average in You usually gain advantage or disadvantage through
most abilities. A score of 18 is the highest that a person the use of special abilities, actions, or Jutsu. Will of Fire
usually reaches in their lifetime. Shinobi can have scores (see chapter 3) can also give a character advantage on
as high as 20, and monsters and villains can have scores checks related to the character’s personality, ideals, or
as high as 30. bonds. The GM can also decide that circumstances
influence a roll in one direction or the other and grant
Each ability also has a modifier, derived from the advantage or impose disadvantage as a result.
score and ranging from -5 (for an ability score of 1) to
+10 (for a score of 30). The Ability Scores and Modifiers PROFICIENCY BONUS
table notes the ability modifiers for the range of possible
ability scores, from 1 to 30. Characters have a proficiency bonus determined by level,
as detailed in chapter 1. Monsters also have this bonus,
To determine an ability modifier without consulting which is incorporated in their stat blocks. The bonus is
the table, subtract 10 from the ability score and then used in the rules on ability checks, saving throws, Armor
divide the total by 2 (round down). Class and attack rolls.
Because ability modifiers affect almost every attack Your proficiency bonus can’t be added to a single die
roll, ability check, and saving throws, ability modifiers roll or other number more than once. For example, if two
come up in play more often than their associated scores. different rules say you can add your proficiency bonus to
a Wisdom saving throw, you nevertheless add the bonus
ADVANTAGE AND only once when you make the save.
DISADVANTAGE
Occasionally, your proficiency bonus might be
Sometimes a special ability or power tells you that you multiplied or divided (doubled or halved. for example)
have advantage or disadvantage on an ability check, a before you apply it. If a circumstance suggests that your
saving throw, or an attack roll. When that happens, you proficiency bonus applies more than once to the same
roll a second d20 when you make the roll. Use the higher roll, you still add it only once and multiply or divide it
of the two rolls if you have advantage, and use the lower only once.
roll if you have disadvantage. For example, if you have
disadvantage and roll a 17 and a 5, you use the 5. If you
instead have advantage and roll those numbers, you use
the 17.
If multiple situations affect a roll and each one grants
advantage or imposes disadvantage on it, you don’t roll
more than one additional d20. If two favorable situations
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By the same token, if a feature or effect allows you to FLAT ABILITY CHECK DC’S (GENERIC)
multiply your proficiency bonus when making an ability
check that wouldn’t normally benefit from your Task Difficulty DC
proficiency bonus, you still don’t add the bonus to the Very Easy 8
check. For that check your proficiency bonus is 0, given Easy 10
the fact that multiplying 0 by any number is still 0. For Medium 13
instance, if you lack proficiency in the History skill, you Hard 18
gain no benefit from a feature that lets you double your Very Hard 23
proficiency bonus when you make Intelligence (History) Nearly Impossible 25
checks. Unprecedented 30
In general, you don’t multiply your proficiency bonus ABILITY CHECK DC’S (SKILL BASED, ASSUMING PROF)
for attack rolls or saving throws. If a feature or effect
allows you to do so, these same rules apply. Level Easy DC Medium DC Hard DC Very Hard
1-3 11 17 21 23
EXPERTISE 4-6 12 18 22 24
7-9 13 19 23 25
Certain features, such as the Expertise class feature or 10-12 14 20 24 26
Acrobat feat, let you double your proficiency bonus with a 13-15 15 21 25 27
given skill proficiency, granting expertise in that skill. As 16-18 16 22 26 28
usual, you can only gain expertise in a skill or tool once. 19+ 17 23 27 29
ABILITY CHECKS SKILLS
An ability check tests a character or monster’s innate Each ability covers a broad range of capabilities,
talent and training in an effort to overcome a challenge. including skills that a character or a monster can be
The GM calls for an ability check when a character or proficient in. A skill represents a specific aspect of an
monster attempts an action (other than an attack) that ability score, and an individual’s proficiency in a skill
has a chance of failure. When the outcome is uncertain, demonstrates a focus on that aspect. (A character’s
the dice determine the results. starting skill proficiencies are determined at character ~
creation, and the monster's skill proficiencies appear in
For every ability check, the GM decides which of the 4 the monster’s stat block.)
abilities is relevant to the task at hand and the difficulty of
the task, represented by Difficulty Class. The more For example, a Dexterity check might reflect a
difficult a task, the higher its DC. The Typical Difficulty character’s attempt to pull off an acrobatic stunt, to
Classes table shows common DCs. palm an object, or to stay hidden. Each of these aspects
of Dexterity has an associated skill: Acrobatics, Sleight of
To make an ability check, roll a d20 and add the Hand, and Stealth, respectively. So, a character who has
relevant ability modifier. As with other d20 rolls, apply proficiency in the Stealth skill is particularly good at
bonuses and penalties, and compare the total to the DC. If Dexterity checks related to sneaking and hiding.
the total equals or exceeds the DC, the ability check is a
success, the creature overcomes the challenge at hand. The skills related to each ability score are shown in the
Otherwise, it’s a failure, which means the character or following list. See an ability’s description in the later
monster makes no progress toward the objective or sections of this chapter for examples of how to use a skill
makes progress combined with a setback determined by associated with an ability.
the GM.
Strength: Athletics, Martial Arts
CONTESTS Dexterity: Acrobatics, Sleight of Hand, Stealth
Constitution: Chakra Control
Sometimes one character or monster’s efforts are directly Intelligence: Crafting, History, Investigation, Nature,
opposed to another’s. This can occur when both of them
are trying to do the same thing and only one can succeed, Ninshou
such as attempting to snatch up a ring that has fallen on Wisdom: Animal handling, Illusions, Insight, Medicine,
the floor. This situation also applies when one of them is
trying to prevent the other one from accomplishing a Perception, Survival
goal. For example, when a monster tries to force open a Charisma: Deception, Intimidation, Performance,
door that an adventurer is holding closed. In situations
like these, the outcome is determined by a special form of Persuasion
ability check, called a contest.
Sometimes, the GM might ask for an ability check using
Both participants in a contest make ability checks a specific skill-for example, “Make a Wisdom
appropriate to their efforts. They apply all appropriate (Perception) check.” At other times, a player might ask
bonuses and penalties, but instead of comparing the total the GM if proficiency in a particular skill applies to a
to a DC, they compare the totals of their two checks. The check. In either case, proficiency in a skill means an
participant with the higher check total wins the contest. individual can add his or her proficiency bonus to ability
That character or monster either succeeds at the action or checks that involve that skill. Without proficiency in the
prevents the other one from succeeding. skill, the individual makes a normal ability check.
If the contest results in a tie, the situation remains the
same as it was before the contest. Thus, one contestant
might win the contest by default. If two characters tie in a
contest to snatch a ring off the floor, neither character
grabs it. In a contest between a monster trying to open a
door and an adventurer trying to keep the door closed, a
tie means that the door remains shut
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