The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by menefilis, 2022-08-30 16:52:35

Naruto 5e - Full Document

Naruto 5e - Full Document

For example, if a character attempts to climb up a USING EACH ABILITY
dangerous cliff. The Dungeon Master might ask for a
Strength (Athletics) check. If the character is proficient Every task that a character or monster might attempt in
in Athletics, the character’s proficiency bonus is added the game is covered by one of the six abilities. This
to the Strength check. If the character lacks that section explains in more detail what those abilities mean
proficiency, he or she just makes a Strength check. and the ways they are used in the game.

PASSIVE CHECKS STRENGTH

A passive check is a special kind of ability check that Strength measures bodily power, athletic training, and
doesn’t involve any die rolls. Such a check can represent the extent to which you can exert raw physical force.
the average result for a task done repeatedly, such as
searching for secret doors over and over again, or can be STRENGTH CHECKS
used when the GM wants to secretly determine whether
the characters succeed at something without rolling A Strength check can model any attempt to lift, push,
dice, such as noticing a hidden monster. pull, or break something, to force your body through a
space, or to otherwise apply brute force to a situation.
Here’s how to determine a character’s total for a The Athletics skill reflects aptitude in certain kinds of
passive check: Strength checks. The Taijutsu Skill reflects your aptitude
to use complex Taijutsu maneuvers, and recognize
10 + all modifiers that normally apply to the check. another creature's physical aptitude in Taijutsu and
general knowledge in Taijutsu.
If the character has advantage on the check, add 5. For
disadvantage, subtract 5. The game refers to a passive Athletics. Your Strength (Athletics) check covers
check total as a score. difficult situations you encounter while climbing.
jumping. or swimming. Examples include the following
For example, if a 1st-level character has a Wisdom of activities:
15 and proficiency in Perception, he or she has a passive
Wisdom (Perception) score of 14. • You attempt to climb a sheer or slippery cliff, avoid
hazards while scaling a wall, or cling to a surface while
The rules on hiding in the “Dexterity” section below something is trying to knock you off.
rely on passive checks, as do the exploration rules in
chapter 7. • You try to jump an unusually long distance or pull off a
stunt midjump.
WORKING TOGETHER
• You struggle to swim or stay afloat in treacherous
Sometimes two or more characters team up to attempt a currents, storm-tossed waves, or areas of thick
task. The character who’s leading the effort, or the one seaweed. Or another creature tries to push or pull you
with the highest ability modifier, can make an ability underwater or otherwise interfere with your
check with advantage, reflecting the help provided by swimming.
the other characters. In combat, this requires the Help
action (see chapter 8). Martial Arts. Your Strength (Martial Arts) check
covers situations you encounter while training, learning,
A character can only provide help if the task is one that or Encountering Complex Martial arts Maneuvers. This
he or she could attempt alone. For example, trying to skill can also be Applied to Intelligence to signify more
open a lock requires proficiency with security kits, so a knowledge on a particular maneuver or technique or
character who lacks that proficiency can’t help another Dexterity to signify a more agile version or attempt at a
character in that task. Moreover, a character can help Maneuver, This Skill is placed in Strength as a baseline,
only when two or more individuals working together but applies to these 2 Skills as well. Examples include the
would actually be productive. Some tasks, such as following activities:
threading a needle, are no easier with help.
• You see a Taijutsu or Bukijutsu and attempt to Identify
GROUP CHECKS if you have seen or heard of it before as a reaction.

When a number of individuals are trying to accomplish • You begin to create the foundations of a new Taijutsu
something as a group, the GM might ask for a group form or technique while training or creating a jutsu
ability check. In such a situation, the characters who are
skilled at a particular task help cover those who aren’t. • You clash Taijutsu attacks with another creature and
must best them in a bout of Strength or Speed
To make a group ability check, everyone in the group overcoming their skill in their respective technique
makes the ability check. If at least half the group with your own during a jutsu clash.
succeeds, the whole group succeeds. Otherwise, the
group fails. Other Strength Checks. The GM might also call for a
Strength check when you try to accomplish tasks like the
Group checks don’t come up very often, and they’re following:
most useful when all the characters succeed or fail as a
group. For example, when adventurers are navigating a • Force open a stuck, locked, or barred door
swamp, the GM might call for a group Wisdom (Survival) • Break free of bonds
check to see if the characters can avoid the quicksand, • Push through a tunnel that is too small
sinkholes, and other natural hazards of the • Hang on to a wagon while being dragged behind it
environment. If at least half the group succeeds, the • Tip over a statue
successful characters are able to guide their companions • Keep a boulder from rolling
out of danger. Otherwise, the group stumbles into one of
these hazards.

149

ATTACK ROLLS AND DAMAGE ATTACK ROLLS AND DAMAGE

You add your Strength modifier to your attack roll and You add your Dexterity modifier to your attack roll and
your damage roll when attacking with a melee weapon your damage roll when attacking with a ranged weapon.
such as a Great Axe or Naginata. You use melee weapons such as a short bow or Shuriken. You can also add your
to make melee attacks in hand-to-hand combat, and Dexterity modifier to your attack roll and your damage
some of them can be thrown to make a ranged attack. roll when attacking with a melee weapon that has the
finesse property, such as a Katana or Broadsword.
LIFTING AND CARRYING
ARMOR CLASS
Your Strength score determines the amount of weight
you can bear. The following terms define what you can Depending on the armor you wear, you might add some
lift or carry. or all of your Dexterity modifier to your Armor Class.

Carrying Capacity. Your carrying capacity is your INITIATIVE
Strength score multiplied by 15. This is the weight (in
pounds) that you can carry, which is high enough that At the beginning of every combat, you roll initiative by
most characters don’t usually have to worry about it. making a Dexterity check + half your proficiency
rounded down. Initiative determines the order of
Push, Drag, or Lift. You can push, drag, or lift a weight creatures’ turns in combat, as described in chapter 8.
in pounds up to twice your carrying capacity (or 30 times
your Strength score). While pushing or dragging weight STEALTH
in excess of your carrying capacity, your speed drops to 5
feet. When you would attempt to become imperceptible to
another creature by gaining total cover, becoming
Size and Strength. Larger creatures can bear more undetected or even becoming completely hidden is
weight, whereas tiny creatures can carry less. For each considered the act of Stealth. When you would attempt to
size category above Medium, double the creature’ do this, you must follow the Rules, actions and
carrying capacity and the amount it can push. drag, or conditions laid out below.
lift. For a Tiny creature, halve these weights.
Concealing An Object. You attempt to hide a small
DEXTERITY object on your person (such as a weapon with the hidden
quality). When you try to sneak a concealed object past
Dexterity measures agility, reflexes, and balance. someone who might notice it, as an action make a
Dexterity (Sleight of Hand) check vs the creatures
DEXTERITY CHECKS Passive Perception. Once you make your Sleight of Hand
check, you do not reroll this no matter how many other
A Dexterity check can model any attempt to move passive observers you attempt to sneak it past. If a
nimbly, quickly, or quietly, or to keep from falling on creature is specifically searching you for a hidden item,
tricky footing. The Acrobatics, Sleight of Hand, and the creature instead makes a Wisdom (Perception) check
Stealth skills reflect aptitude in certain kinds of vs the result of your check, finding the object on a
Dexterity checks. success.

Acrobatics. Your Dexterity (Acrobatics) check covers Hide. You attempt to hide using cover, heavy
your attempt to stay on your feet in a tricky situation, obscurement or darkness to become hidden. When you
such as when you’re trying to run across a sheet of ice, would attempt to Hide, you make a Dexterity (Stealth)
balance on a tightrope, or stay upright on a rocking check. This result is compared to the Passive perception
ship's deck. The GM might also call for a Dexterity of all creatures that are unaware of your presence. You
(Acrobatics) check to see if you can perform acrobatic do not need to remake this Dexterity (Stealth) ability
stunts, including dives, rolls, somersaults, and flips. check so long as you do not attempt to Sneak or move
and remain perfectly still on your turn. Creatures that
Sleight of Hand. Whenever you attempt an act of are aware of your presence but do not know of your
legerdemain or manual trickery, such as planting location can choose to take the Search action on their
something on someone else or concealing an object on turn to look for you. You can’t hide from a creature that
your person, make a Dexterity (Sleight of Hand) check. can see you, and if you make noise (such as shouting a
The GM might also call for a Dexterity (Sleight of Hand) warning or knocking over a vase), you give away your
check to determine whether you can lift a wallet off position. An invisible creature can’t be seen, so it can
another person or slip something out of another always try to hide. Signs of its passage might still be
person’s pocket. noticed, however, and it still has to stay quiet. Once you
are observed or seen by a hostile creature, all creatures
Stealth. Make a Dexterity (Stealth) check when you allied with that creature becomes aware of your position
attempt to conceal yourself from enemies, slink past as well.
guards, slip away without being noticed, or sneak up on
someone without being seen or heard. The result of this Sneak. You can only attempt to sneak while you are
check is vs the opposing creatures Wisdom (Perception) hidden or undetected. When you attempt to move while
checks. you are hidden it is also called sneaking. While sneaking
you can only move up to half of your speed. You must
Other Dexterity Checks. The GM might call for a also make a Dexterity (Stealth) check which cannot be
Dexterity check when you try to accomplish tasks like remade unless by another effect dictating it (You can
the following: sneak while burrowing, climbing, flying or swimming).
The result of the check is compared to all creatures
• Control a heavily laden cart on a steep descent within 30 feet of you passive perception. On a failure
• Steer a chariot around a tight turn they become aware of your presence but you are not
• Pick a lock immediately seen. They instead may begin to actively
• Disable a trap look for you. If they do, you must make another
• Securely tie up a prisoner
• Wriggle free of bonds
• Play a stringed instrument

150

Dexterity (Stealth) check vs their Wisdom (Perception) modifier from 1st level. For example, if you raise your
check. If you pass, you remain unseen. On a failure they Constitution score when you reach 4th level and your
become aware of your location and you become Constitution modifier increases from +1 to +2, you adjust
observed. your hit point maximum as though the modifier had
always been +2. So, you add 3 hit points for your first
Passive Perception. When you hide, there’s a chance three levels, and then roll your hit points for 4th level
someone will notice you even if they aren’t searching. To using your new modifier. Or if you’re 7th level and some
determine whether such a creature notices you, the GM effect lower your Constitution score so as to reduce your
compares your Dexterity (Stealth) check with that Constitution modifier by 1, your hit point maximum is
creature’s passive Wisdom (Perception) score, which reduced by 7.
equals 10 + the creature’s Wisdom modifier, as well as
any other bonuses or penalties. If the creature has CHAKRA POINTS
advantage, add 5. For disadvantage, subtract 5.
Your Constitution modifier contributes to your chakra
What can you See? one of the main factors in points. Typically, you add your Constitution modifier to
determining whether you can find a hidden creature or each Chakra Die you roll for your chakra points.
object is how well you can see in an area, which might be If your Constitution modifier changes, your Chakra point
lightly or heavily obscured. (See Chapter 7) maximum changes as well, as though you had the new
modifier from 1st level. For example, if you raise your
STEALTH CHART Constitution score when you reach 4th level and your
Constitution modifier increases from +1 to +2, you adjust
Stealth Status Effect/Definition your Chakra point maximum as though the modifier had
Observed/Seen always been +2. So, you add 3 Chakra points for your first
Creatures can see you. You are not Hidden or three levels, and then roll your hit points for 4th level
Hidden/Unseen/ Undetected and cannot gain the benefit of either. using your new modifier. Or if you’re 7th level and some
Aware effect lower your Constitution score so as to reduce your
Creatures are aware of your presence but they cannot Constitution modifier by 1, your Chakra point maximum
Unaware/ see you and do not know your location. Creatures who is reduced by 7.
Undetected are aware of your presence can take the search action
to attempt to find you. INTELLIGENCE

Creatures are unaware of your presence and do not Intelligence measures mental acuity, accuracy of recall,
know of your location. While you are undetected you and the ability to reason.
can gain the benefit of surprising a creature, triggering
a surprise round. INTELLIGENCE CHECKS

CONSTITUTION An Intelligence check comes into play when you need to
draw on logic, education, memory, or deductive
The Constitution measures health, stamina, vital forces, reasoning. The Crafting, History, Investigation, Nature,
and Chakra limits. and Ninjutsu skills reflect aptitude in certain kinds of
Intelligence checks.
CONSTITUTION CHECKS
Crafting. Your Intelligence (Crafting) checks measure
Constitution checks are uncommon. Only one skill your ability to appraise, repair, disable, or create objects
applies to Constitution checks and that would be your of varying fields such as Technology, architecture and
Chakra Control, the rest of the effects that Constitution even demolitions. You can also use this skill to recall
provides can be seen as always active, or Passive. information regarding the basics and advanced concepts
Because the endurance this ability represents is largely of Crafting.
passive rather than involving a specific effort on the part
of a character or monster. A Chakra control check can be History. Your Intelligence (History) check measures
used to model you attempting to control your chakra or a your ability to recall information about artifacts,
jutsu with much finer focus or empowering it beyond its histories, religions, cultures and other known or
normal parameters. A Constitution check can model your discovered facts or theories.
attempt to push beyond normal limits, however.
Investigation. When you look around for clues and
Chakra Control. Your Constitution (Chakra Control) make deductions based on those clues, you make an
check covers your attempt to manipulate your chakra in Intelligence (Investigation) check. You might deduce the
any way. This includes Jutsu Clashes. Additionally, this location of a hidden object, discern from the appearance
check s mad whenever you would make a Concentration of a wound what kind of weapon dealt it, or determine
check to maintain a jutsu your concentrating on. the weakest point in a tunnel that could cause it to
collapse. Poring through ancient materials in search of a
Other Constitution Checks. The GM might call for a hidden fragment of knowledge might also call for an
constitution check when you try to accomplish tasks like Intelligence (Investigation) check.
the following:
Nature. Your Intelligence (Nature) check measures
• Hold your breath your ability to recall lore about terrain, plants and
• March or labor for hours without rest animals, the weather, and natural cycles.
• Go without sleep
• Survive without food or water Ninshou. Your Intelligence (Ninshou) check measures
• Quaff an entire stein of sake in one go your ability to control, enhance, recognize, and create
Ninshou of any type you are experienced with. This skill
HIT POINTS is also used when your ninjutsu with the Clash Keyword
Clashes with an opposing Jutsu and a struggle ensues.
Your Constitution modifier contributes to your hit
points. Typically, you add your Constitution modifier to Other Intelligence Checks. The GM might call for an
each Hit Die you roll for your hit points. Intelligence check when you try to accomplish tasks like
If your Constitution modifier changes, your hit points the following:
maximum changes as well, as though you had the new

151

• Communicate with a creature without using words Performance, and Persuasion skills reflect aptitude in
• Estimate the value of a precious item certain kinds of Charisma checks.
• Pull together a disguise to pass as a city guard
• Forge a document Deception. Your Charisma (Deception) check determines
• Win a game of skill whether you can convincingly hide the truth, either
verbally or through your actions. This deception can
WISDOM encompass everything from misleading others through
ambiguity to telling outright lies. Typical situations
Wisdom reflects how attuned you are to the world around include trying to fast-talk a guard, con a merchant, earn
you and represents perceptiveness and intuition. money through gambling, pass yourself off in a disguise,
dull someone’s suspicions with false assurances, or
WISDOM CHECKS maintain a straight face while telling a blatant lie.

A Wisdom check might reflect an effort to read body Intimidation. When you attempt to influence someone
language, understand someone’s feelings, notice things through overt threats, hostile actions, and physical
about the environment, or care for an injured person. The violence, the GM might ask you to make a Charisma
Animal Handling, Genjutsu, Insight, Medicine, Perception, (Intimidation) check. Examples include trying to pry
and Survival skills reflect aptitude in certain kinds of information out of a prisoner, convincing street thugs to
Wisdom checks. back down from a confrontation, or using the edge of a
broken bottle to convince a sneering informant to
Animal Handling. When there is any question whether reconsider a decision.
you can calm down a domesticated animal, keep a mount
from getting spooked, or intuit an animal’s intentions, the Performance. Your Charisma (Performance) check
GM might call for a Wisdom (Animal Handling) check. You determines how well you can delight an audience with
also make a Wisdom (Animal Handling) check to control music, dance. acting, storytelling, or some other form of
your mount when you attempt a risky maneuver. entertainment.

Illusion. Your Wisdom (Illusion) check measures your Persuasion. When you attempt to influence someone or
ability to control, enhance, recognize, and create Genjutsu a group of people with tact, social graces, or good nature,
of any type you are experienced with. For example, if the GM might ask you to make a Charisma (Persuasion)
something about a situation seems off the GM might allow check. Typically, you use persuasion when acting in good
you to make a Wisdom (Illusions) check to see if you are faith, to foster friendships, make cordial requests, or
under a Genjutsu. exhibit proper etiquette. Examples of persuading others
include convincing a Chamberlain to let your party see the
Insight. Your Wisdom (Insight) check decides whether king, negotiating peace between warring tribes, or
you can determine the true intentions of a creature, such as inspiring a crowd of townsfolk.
when searching out a lie or predicting someone’s next
move. Doing so involves gleaning clues from body Other Charisma Checks. The GM might call for a
language, speech habits, and changes in mannerisms. Charisma check when you try to accomplish tasks like the
following:
Medicine. A Wisdom (Medicine) check lets you try to
stabilize a dying companion or diagnose an illness. • Find the best person to talk to for news, rumors, and
gossip
Perception. Your Wisdom (Perception) check lets you
spot, hear, or otherwise detect the presence of something. SAVING THROWS
It measures your general awareness of your surroundings
and the keenness of your senses. For example, you might A saving throw-also called a save-represents an attempt to
try to hear a conversation through a closed door, eavesdrop resist a jutsu, a trap, a poison, a disease, or a similar threat.
under an open window, or hear monsters moving stealthily You don’t normally decide to make a saving throw; you are
in the forest. Or you might try to spot things that are forced to make one because your character or monster is at
obscured or easy to miss, whether they are orcs lying in risk of harm.
ambush on a road, thugs hiding in the shadows of an alley,
or candlelight under a closed secret door. To make a saving throw, roll a d20 and add the
appropriate ability modifier. For example, you use your
Survival. The GM might ask you to make a Wisdom Dexterity modifier for a Dexterity saving throw.
(Survival) check to follow tracks, hunt wild game, guide
your group through frozen wastelands, identify signs that A saving throw can be modified by a situational bonus or
wolves or Lions live nearby, predict the weather, or avoid penalty and can be affected by advantage and
quicksand and other natural hazards. disadvantages, as determined by the GM.

Other Wisdom Checks. The GM might call for a Wisdom Each class gives proficiency in at least two saving
check when you try to accomplish tasks like the following: throws. The Scout-Nin, for example, is proficient in
Intelligence saves. As with skill proficiencies, proficiency
• Get a gut feeling about what course of action to follow in a saving throw lets a character add his or her proficiency
bonus to saving throws made using a particular ability
CHARISMA score. Some monsters have saving throw proficiencies as
well.
Charisma measures your ability to interact effectively with
others. It includes such factors as confidence and The Difficulty Class for a saving throw is determined by
eloquence, and it can represent a charming or the effect that causes it. For example, the DC for a saving
commanding personality. throw allowed by a Jutsu is determined by the caster’s
Ninjutsu, Taijutsu, or Genjutsu casting ability and
CHARISMA CHECKS proficiency bonus. The result of a successful or failed
saving throw is also detailed in the effect that allows the
A Charisma check might arise when you try to influence or save. Usually, a successful save means that a creature
entertain others, when you try to make an impression or suffers no harm, or reduced harm, from an effect.
tell a convincing lie, or when you are navigating a tricky
social situation. The Deception, Intimidation,

152

CHAPTER 7: ADVENTURING & MISSIONS

elving into an ancient Samurai’s tomb, Even in a dungeon, particularly a large dungeon or a cave
network, the GM can summarize movement between
Dslipping through the Land of Waves encounters: “After killing the guardian at the entrance to
underground water way in the Mist Village, the ancient Uzumaki stronghold. you consult your map,
cutting a fresh trail through the thick jungles which leads you through miles of echoing corridors to a
in the Land of Fire’s Forest of Death are the chasm bridged by a narrow stone arch.”
things that Naruto adventures are made of.
Your character in the game might explore forgotten ruins Sometimes it’s important, though, to know how long it
and uncharted lands, uncover dark secrets and sinister takes to get from one spot to another, whether the answer is
plots, slay foul monsters and defeat erroneous criminals. in days, hours, or minutes. The rules for determining travel
And if all goes well, your character will survive to claim time depend on two factors: the speed and travel pace of the
rich rewards and village wide fame and worldwide infamy creatures moving and the terrain they’re moving over.
before embarking on a new adventure or mission.
SPEED
This chapter covers the basics of the adventuring life,
from the mechanics of movement to the complexities of Every character and monster have a speed, which is the
social interaction. The rules for resting are also in this distance in feet that the character or monster can walk in 1
chapter, along with a discussion of the activities your round. This number assumes short bursts of energetic
character might pursue between missions. movement in the midst of a life-threatening situation.
The following rules determine how far a character or
Whether shinobi are exploring a dusty dungeon or the monster can move in a minute, an hour, or a day.
complex relationships of a noble clan, the game follows a
natural rhythm, as outlined in the book’s introduction: TRAVEL PACE

1. The GM describes the environment. While traveling, a group of adventurers can move at a
2. The players describe what they want to do. normal, fast, or slow pace, as shown on the Travel Pace
3. The GM narrates the results of their actions. table. The table states how far the party can move in a
period of time and whether the pace has any effect. A fast
Typically, the GM uses a map as an outline of the pace makes characters less perceptive, while a slow pace
adventure, tracking the characters’ progress as they makes it possible to sneak around and to search an area
explore enclave corridors or wilderness regions. more carefully (see the “Activity While Traveling” section
later in this chapter for more information).
The GM’s notes, including a key to the map, describe
what the adventurers find as they enter each new area. FORCED MARCH
Sometimes, the passage of time and the adventurers’
actions determine what happens, so the GM might use a The Travel Pace table assumes that characters travel for 8
timeline or a flowchart to track their progress instead of a hours within a given day. They can push on beyond that
map. limit, at the risk of exhaustion.

TIME For each additional hour of travel beyond 8 hours, the
characters cover the distance shown in the Hour column for
In situations where keeping track of the passage of time is their pace, and each character must make a constitution
important, the GM determines the time a task requires. saving throw at the end of the hour. The DC is 10 + 1 for each
The GM might use a different time scale depending on the hour past 8 hours. On a failed saving throw, a character
context of the situation at hand. In an enclosed suffers one level of exhaustion (see appendix A).
environment, the adventurers’ movement happens on a
scale of minutes. It takes them about a minute to creep MOUNTS, TRAINS, AND VEHICLES
down a long hallway, another minute to check for traps on
the door at the end of the hall, and a good ten minutes to For short spans of time (up to an hour), many animals move
search the chamber beyond for anything interesting or much faster than humanoids. A mounted character can ride
valuable. In a city or wilderness, a scale of hours is often at a gallop for about an hour, covering twice the usual
more appropriate. Adventurers eager to reach the lonely distance for a fast pace. If fresh mounts are available every 8
tower at the heart of the forest hurry across those fifteen to 10 miles, characters can cover larger distances at this
miles in just under four hours’ time. pace, but this is very rare except in densely populated areas.

For long journeys, a scale of days works best. Following TRAVEL PACE
the road from the Leaf to the Sand, the adventurers spend
four uneventful days before a Bandit ambush interrupts Pace Distance Distance Distance Effort
their journey. Fast Per Minute Per Hour Per Day -5 Passive Perception
Normal -
In combat and other fast-paced situations, the game Slow 500ft 5 miles 40 miles +5 to stealth.
relies on rounds, a 6-second span of time described in
chapter 8. 300ft 3 miles 24 miles

MOVEMENT 200ft 2 miles 16 miles

Swimming across a rushing river, sneaking down a
building corridor, scaling a treacherous mountain slope-
all sorts of movement play a key role in D&D adventures.
The GM can summarize the adventurers’ movement
without calculating exact distances or travel times: “You
travel through the forest and find the ruin entrance late
in the evening of the third day.”

153

DIFFICULT TERRAIN distance. Either way, each foot you clear on the jump costs a
foot of movement. In some circumstances, your GM might
The travel speeds given in the Travel Pace table assume allow you to make a Strength (Athletics) check to jump
relatively simple terrain: roads, open plains, or clear higher than you normally can. You cannot take damage
enclosed corridors. But adventurers often face dense from falling from your own jump’s height. If you fall further
forests, deep swamps, rubble-filled ruins, steep than your initiated jump height you take falling damage as
mountains, and ice-covered ground-all considered normal.
difficult terrain.
ACTIVITY WHILE TRAVELING
You move at half speed in difficult terrain-moving 1 foot
in difficult terrain costs 2 feet of speed-so you can cover As adventurers travel through a dungeon or the wilderness,
only half the normal distance in a minute, an hour, or a day. they need to remain alert for danger, and some characters
might perform other tasks to help the group’s journey.
SPECIAL TYPES OF MOVEMENT
Marching Order The adventurers should establish a
Movement through dangerous dungeons or wilderness marching order. A marching order makes it easier to
areas often involve more than simply walking. Adventurers determine which characters are affected by traps, which ones
might have to climb, crawl, swim, or jump to get where they can spot hidden enemies, and which ones are the closest to
need to go. those enemies when a fight breaks out.

WALL RUNNING & WATER WALKING A character might occupy the front rank, one or more
middle ranks, or the back rank. Characters in the front and
Unlike the Base version of D&D, Shinobi in the World of back ranks need enough room to travel side by side with
Naruto have ways to traverse uniquely difficult terrain such others in their rank. When space is too tight, the marching
as steep walls, Deep waters, and even walking upside down. order must change, usually by moving characters to a middle
Shinobi are taught at a very young age, to mold chakra to rank. Fewer Than Three Ranks. If an adventuring party
the soles of their feet to walk across normally unwalkable arranges its marching order with only two ranks, they are a
surfaces. A Creature with at least 1 chakra point and knows a front rank and a back rank. If there’s only one rank, it’s
Jutsu of any type, can spend 1 chakra to activate the abilities considered a front rank.
of Water walking, and Wall Walking/Running. Once
activated, you treat the surface you are walking on as a Solid STEALTH
surface for up to 1 hour. At the end of the hour, you must
reactivate this ability to continue to do so. While Water While traveling at a slow pace, the characters can move
walking or Wall Running, you may stand still or move at stealthily. As long as they’re not in the open, they can try to
normal speed and unless under a unique circumstance, you surprise or sneak by other creatures they encounter.
suffer no Stealth Penalty. While wall running or water
walking each foot of movement costs 1 extra foot (2 extra NOTICING THREATS
feet in difficult terrain)
Use the passive Wisdom (Perception) scores of the characters
CLIMBING, SWIMMING, AND CRAWLING to determine whether anyone in the group notices a hidden
threat. The GM might decide that a threat can be noticed only
In other situations where wall running or water walking is by characters in a particular rank. For example, as the
not viable, your character can do any of the aforementioned. characters are exploring a maze of tunnels, the GM might
While climbing, swimming, or crawling, each foot of decide that only those characters in the back rank have a
movement costs 1 extra foot (2 extra feet in difficult chance to hear or spot a stealthy creature following the
terrain), unless a creature has a climbing or swimming group, while characters in the front and middle ranks cannot.
speed. At the GM’s option, climbing a slippery vertical While traveling at a fast pace, characters take a -5 penalty to
surface or one with few handholds requires a successful their passive Wisdom (Perception) scores to notice hidden
Strength (Athletics) check. Similarly, gaining any distance threats.
in rough water might require a successful Strength
(Athletics) check. Encountering Creatures. If the GM determines that
the adventurers encounter other creatures while they’re
JUMPING traveling, it’s up to both groups to decide what happens
next. Either group might decide to attack, initiate a
Your Strength determines how far you can jump. conversation, run away, or wait to see what the other
Long Jump. When you make a long jump, you cover a group does.

number of feet up to 5 + your strength score if you move at Surprising Foes. If the adventurers encounter a
least 10 feet on foot immediately before the jump. hostile creature or group, the GM determines whether
the adventurers or their foes might be surprised when
When you make a standing long jump, you can leap only combat erupts. See chapter 9 for more about surprise.
half that distance. Either way, each foot you clear on the
jump costs a foot of movement. OTHER ACTIVITIES

This rule assumes that the height of your jump doesn’t Characters who turn their attention to other tasks as the
matter, such as a jump across a stream or chasm. At your group travels are not focused on watching for danger. These
GM’s option, you must succeed on a DC 15 Strength characters don’t contribute their passive Wisdom
(Athletics) check to clear a low obstacle (no taller than a (Perception) scores to the group’s chance of noticing hidden
quarter of the jump’s distance), such as a hedge or low wall. threats. However, a character not watching for danger can do
Otherwise, you hit it. one of the following activities instead, or some other activity
with the GM’s permission.
When you land in Difficult Terrain, you must succeed on a
DC 15 Dexterity (Acrobatics) check to land on your feet. Navigate. The character can try to prevent the group from
Otherwise, you land prone. becoming lost, making a Wisdom (Survival) check when the
GM calls for it. (The Dungeon Master’s Guide has rules to
High Jump. When you make a high jump, you leap into the determine whether the group gets lost.)
air a number of feet equal to your Strength score if you move
at least 10 feet immediately before the jump. When you
make a standing high jump, you can jump only half that

154

Draw a Map. The character can draw a map that records the Dim light, also called shadows, creates a lightly obscured
group’s progress and helps the characters get back on course area. An area of dim light is usually a boundary between a
if they get lost. No ability check is required. source of bright light, such as a torch, and surrounding
darkness. The soft light of twilight and dawn also counts as
Track. A character can follow the tracks of another creature, dim light. A particularly brilliant full moon might bathe the
making a Wisdom (Survival) check when the GM calls for it. land in dim light.
(The Dungeon Master’s Guide has rules for tracking.)
Darkness creates a heavily obscured area. Characters face
Forage. The character can keep an eye out for ready sources darkness outdoors at night (even most moonlit nights), or
of food and water, making a Wisdom (Survival) check when within the confines of an unlit dungeon or a subterranean
the GM calls for it. vault.

THE ENVIRONMENT BLINDSIGHT

By its nature, adventuring involves delving into places A creature with blindsight can perceive its surroundings
that are dark, dangerous, and full of mysteries to be without relying on sight, within a specific radius. Creatures
explored. The rules in this section cover some of the most without eyes and creatures with echolocation or heightened
important ways in which adventurers interact with the senses have this sense. A creature with Blindsight can
environment in such places. The Dungeon Master’s Guide attempt the Search Action without needing to have a direct
has rules covering more unusual situations. line of sight to the creature.

FALLING CHAKRA SIGHT

A fall from a great height is one of the most common A creature with Chakra sight can see Chakra in its pure form.
hazards facing an adventurer. Viewing chakra in this way allows the user to see chakra as a
At the end of a fall, a creature takes 1d6 bludgeoning wavy blue aura. Most creatures chakra are blue but there are
damage for every 10 feet it fell, to a maximum of 50d6. some creatures whose chakra are distinctly different colors
The creature lands prone, unless it avoids taking damage either due to the nature of their chakra or the technique they
from the fall. A falling creature falls 500 feet per round. are using.

SUFFOCATING You can see the chakra of creatures even if they are
obscured by fog, smoke, mist, darkness or even invisibility.
A creature can hold its breath for a number of minutes A creature counts as being seen by you in these conditions
equal to 1 + its Constitution modifier (minimum of 30 and do not gain advantage to make ability checks or attack
seconds). rolls against you in any way. A creature with chakra sight,
cannot see another creatures chakra if, said creature is
When a creature runs out of breath, it can survive for a behind total cover or cannot be seen by normal or special
number of rounds equal to its Constitution modifier means (Ex. Unable to see through solid material).
(minimum 1 round). At the start of its next turn, it drops
to 0 hit points and is dying. A creature with chakra sight gains advantage against
Genjutsu with the Visual Keyword.
For example, a creature with a constitution of 14 can
hold its breath for 3 minutes. If it starts suffocating, it has DARKVISION
2 rounds to reach air before it drops to 0 hit points.
Many creatures within the Naruto Universe, especially those
VISION, LIGHT AND SPECIAL SENSES that dwell underground, have Darkvision. Within a specified
range, a creature with Darkvision can see in darkness as if
The most fundamental tasks of adventuring-noticing the darkness were dim light, so areas of darkness are only
danger, finding hidden objects, hitting an enemy in lightly obscured as far as that creature is concerned.
combat, and targeting a power, to name just a few-rely However, the creature can’t discern color in darkness, only
heavily on a character’s ability to see. Darkness and other shades of gray. A creature cannot attempt the Hide action
effects that obscure vision can prove a significant against a creature with Darkvision using only Darkness.
hindrance. A creature without any additional abilities,
features or equipment, on a clear day, can see 1 mile, or TREMORSENSE
until your view is obscured by terrain features. If it's
raining, it usually cuts it down to 500 feet and a light Fog A creature with tremorsense can detect and pinpoint the
cuts it down to 100 feet. While a creature can see 1 mile on origin of vibrations within a specific radius, provided that
a clear day, after 500 feet they lose the ability to decern the source of the vibrations are in contact with the same
any distinguishable features such as facial expressions or ground or substance. A creature using Tremor sense in a
fine movement from a medium sized creature. volatile and non-solid substance such as within water,
makes any perception checks to find the source of a specific
A given area might be lightly or heavily obscured. In a vibration at disadvantage. A creature with Tremor sense
lightly obscured area, such as dim light, patchy fog, or automatically senses and observes any creature moving into
moderate foliage, creatures have disadvantage on or out of their tremor sense range.
Wisdom (Perception) checks that rely on sight.
Tremorsense cannot be used to detect flying or
A heavily obscured area-such as darkness, opaque fog, incorporeal creatures. Any burrowing creatures, such as
or dense foliage-blocks vision entirely. A creature in a moles, have this special sense.
heavily obscured area effectively suffers from the blinded
condition. The presence or absence of light in an TRUE SIGHT
environment creates three categories of illumination:
bright light, dim light, and darkness. A creature with true sight can, out to a specific range, see in
normal and enhanced darkness, see invisible creatures and
Bright light let's most creatures see normally. Even objects, automatically detect visual illusions and succeed on
gloomy days provide bright light, as do torches, lanterns, saving throws against them, and perceives the original form
fires, and other sources of illumination within a specific of a shape changer or a creature that is transformed by a
radius. power.

155

FOOD & WATER A character can spend one or more Hit & Chakra dice at
the end of a short rest, up to half the character’s
Characters who don’t eat or drink suffer the effects of maximum number of Hit and/or Chakra Dice. For each Hit
exhaustion. Exhaustion caused by lack of food or water or Chakra Die spent in this way, the player rolls the die
can’t be removed until the character eats and drinks the and adds the character’s Constitution modifier to it. The
full required amount. character regains hit points and/or Chakra points equal to
the total. The player can decide to spend an additional Hit
FOOD or chakra Die after each roll. A character regains some
spent Hit and Chakra Dice upon finishing a long or full
A character needs one pound of food per day and can make rest, as explained below.
food last longer by subsisting on half rations. Eating half a
pound of food a day counts as half a day without food. A LONG REST
character can go without food for a number of days equal
to 3 + his or her Constitution modifier (minimum 1). At the A long rest is a longer period of downtime, at least 8
end of each day beyond that limit, a character hours long, during which a character sleeps or performs
automatically suffers one level of exhaustion. A normal day light activity: reading, talking, eating, or standing watch
of eating resets the count of days without food to zero. for no more than 2 hours. If the rest is interrupted by a
period of strenuous activity-at least 1 hour of walking,
WATER fighting, casting Jutsu, or similar adventuring activity-
the characters must begin the rest again to gain any
A character needs one gallon of water per day, or two benefit from it.
gallons per day if the weather is hot. A character who
drinks only half that much water must succeed on a DC 15 At the end of a long rest, a character regains half of
Constitution saving throw or suffer one level of their Maximum hit and chakra points. The character also
exhaustion at the end of the day. A character with access regains half of their spent Hit and Chakra Dice. For
to less water automatically suffers one level of exhaustion example, if a character has eight hit & chakra Dice, he or
at the end of the day. If the character already has one or she can regain four spent Hit and chakra Dice upon
more levels of exhaustion, the character takes two levels finishing a long rest. This does not Heal Conditions that
in either case. may last into the Long Rest, such as the Poisoned
condition. Characters cannot gain the benefit of a long
INTERACTING WITH OBJECTS rest if they are poisoned. A character can’t benefit from
more than one long rest in a 24-hour period, and a
A character’s interaction with objects in an environment character must have at least 1 hit point at the start of the
is often simple to resolve in the game. The player tells the rest to gain its benefits.
GM that his or her character is doing something, such as
moving a lever, and the GM describes what, if anything FULL REST
happens. For example, a character might decide to pull a
lever, which might, in turn, open a door, cause a room to A full rest is a period of extended downtime, at least 24
flood with water, or open a secret door in a nearby wall. If hours long, during which a character sleeps or performs
the lever is rusted in position, though, a character might light activity: reading, talking, eating, or standing watch
need to force it. In such a situation, the GM might call for for no more than 8-12 hours. If the rest is interrupted by
a Strength check to see whether the character can wrench a period of strenuous activity-at least 1 hour of walking,
the lever into place. The GM sets the DC for any such fighting, casting Jutsu, or similar adventuring activity-
check based on the difficulty of the task. the characters must begin the rest again to gain any
benefit from it.
Characters can also damage objects with their weapons
and Jutsu. Objects are immune to poison & Psychic At the end of a full rest, a character regains their
damage, but otherwise they can be affected by physical Maximum hit and chakra points. The character also
attacks and Jutsu much like creatures can. The GM regains all of their spent Hit and Chakra Dice. This Heals
determines an object’s Armor Class and hit points, and Conditions that may last into the full Rest, such as the
might decide that certain objects have resistance or Poisoned condition. A character can’t benefit from more
immunity to certain kinds of attacks. (It’s hard to cut a than one full rest in a 96-hour period, and a character
rope with a club, for example.) Objects always fail must have at least 1 hit point at the start of the rest to
Strength and Dexterity saving throws, and they are gain its benefits.
immune to effects that require other saves. When an
object drops to 0 hit points, it breaks. A character can also CREATING MISSIONS
attempt a Strength check to break an object. The GM sets
the DC for any such check. Building your own Mission can be excited, and even
slightly intimidating, but it can allow you to express
RESTING yourself, your table, and be more creative and tailor
made directly to your players and their characters.
Heroic though they might be, shinobi can’t spend every
hour of the day in the thick of exploration, social Mission Plotting can begin at many different points. A
interaction, and combat. They need rest time to sleep and GM might begin with a particular antagonist, then
eat, tend their wounds, gather their chakra and recover construct a mission (or group of missions) that fits that
their stamina. shinobi can take short rests in the midst of villains theme, and leads the group to them.
an adventuring day and a long rest to end the day. Alternatively, you could start with an interesting
location for exploration, then populate it with
SHORT REST adversaries and challenges appropriate to the setting.

A short rest is a period of downtime, at least 1 hour long,
during which a character does nothing more strenuous
than eating, drinking, reading, and tending to wounds.

156

LOCATIONS quests in this system are broken up into Ranks, and then
further broken down into three tiers within each rank.
Memorable settings that include mysterious and
fantastical locations for players to visit can elicit the The 5 Mission ranks are very similar to that of Jutsu
players’ curiosity. Exploring each location should be a Ranks. D-Rank, C-Rank, B-Rank, A-Rank and S-Rank.
treat in itself, not just a chore the players must complete
to get from one fight to the next. As you create a locale, D-Rank. The lowest classification a mission can have.
picture it in your mind’s eye and write down minor These missions are normally assigned to Genin and are
details you can include as you narrate the game. mostly seen as problem solvers. Most D-Rank missions are
Describing decorations, natural landmarks, wildlife, mission that are not expected to have combat, but if any
peculiar smells, and even temperature changes make a combat is to be had, its expected that it be minor or of no
place feel more real. consequence.

Beyond adversaries and mission rewards, your C-Rank. These missions are normally assigned to
locations can include environment-based challenges, experienced Genin or Low to medium experience Chunin.
from environmental conditions like blizzards to puzzles, Some of these assignments can include combat in addition
traps, or other hazards. These challenges should suit to fixing issues of significance. These missions normally
your adventure’s location: walls of brambles in a castle pose threats to the shinobi taking these missions on.
ruin overrun with vegetation, pools of acid in a cursed
swamp, or Fuinjutsu traps in the tomb of a paranoid B-Rank. These missions are normally assigned to
shinobi or sage. Experienced Chunin or Jonin. These Assignments can
include spying or even assignation. These missions expect
ENCOUNTERS a shinobi to enter combat with opposing shinobi over the
course of the mission.
A robust set of encounters forms the backbone of your
adventure. Encounters often feature combat with other A-Rank. These missions are normally reserved for Jonin
creatures, but they can also include hazards, or you or even Kage level shinobi, similar to that of a Sanin or
might create social encounters in which characters duel Seven Swordsman. These missions generally relate to what
only with words. The rules for building encounters is in a villages or countries personal interest and are
appropriate to your group’s level begin below. normally extremely difficult, dangerous or time
consuming. These missions can take days, weeks months
Some adventures have a clear and direct progression, or in rare cases years to complete depending on the
with encounters occurring at specific times or in a complexity of the request.
specific order. Others, such as a dungeon filled with
interconnected rooms the group can investigate in any S-Rank. These are the most dangerous missions a
order, are nonlinear, and the group can face encounters shinobi can take on. These missions are exclusively
in any order—or even avoid them entirely. Most assigned to highly skilled jonin or large squads of shinobi.
adventures are somewhere in between, with some These mission can include hunting down extremely
keystone encounters you know the characters will need dangerous criminals in the same tier or greater than the
to contend with, but others that are optional. likes of Akatsuki or Orochimaru.

MISSION BUDGET(S) MISSION TIER(S)

When building a Mission, it should have a pre-set budget Missions, while broken into 5 distinct classifications can
in order to help prevent yourself from potentially also be further broken into 3 distinct tiers within their
overwhelming your players. While creating a mission given Ranks.
budget is a guideline it is not a hard or fast rule. You have
free reign to adjust whatever is needed to supplement Trivial. Missions that are labeled as trivial are
your game and table however you see fit. considered very easy for the rank its considered. This does
alter the Experience (XP) offered to the players, while also
All Missions should be built with the following things making things easier in relation to other missions of the
in mind; same rank.

• Rough number of encounters. Moderate. Missions that are labeled as moderate are
• Types of encounters. basically the normal difficulty for a mission. This tier
• Enemy and trap choice/design. offers no alteration to Experience (XP) values.
• Plot/Narrative of the mission.
Extreme. Missions that are labeled as extreme are
When you have these details worked out, its much easier considered extremely difficult for the rank it is labeled as.
to go about actually filling your mission out with the set This mission is borderline creeping into the next rank in
pieces, enemies and environments you want your terms of expectations.
players to experience. As a part of this change in
quest/mission design, there has been a fundamental MISSION XP/RYO/DOWNTIME CALCULATION
change in how mission experience is calculated to better
fit this dynamic. When you are deciding on a mission Rank and tier, you are
pre-emptively deciding on the Experience (XP) budget for
MISSION RANK(S) the mission as well as the Downtime and Ryo rewards for
completing the mission. The following are the base
As in the Naruto universe, quests are organized into experience (XP) budgets, Ryo and downtime reward ranges
Missions. Single, digestible plot hooks or quest lines. and are based on the base ranks of the mission taken;
Quests in this system should, by design act in the same
way to simplify the narrative structure when planning • D-Rank: 300 XP, 50~200 Ryo, 2~5 (1d4+1) Downtime.
out how to set up quest lines for your party. • C-Rank: 600 XP, 200~500 Ryo, 3~8 (1d6+2) Downtime.
• B-Rank: 900 XP, 500~1,500 Ryo, 5~11 (2d4+3) Downtime.
Unlike in normal Dungeons and Dragons where the • A-Rank: 1200 XP, 1,500~5,000 Ryo, 7~16 (3d4+4) Downtime.
players do not have clear and defined quest difficulty, • S-Rank: 1500 XP, 5,000~10,000 Ryo, 9~21 (4d4+5) Downtime.

Once a mission rank is decided, you can then take the
next step in deciding on the tier of the mission. Depending

157

on the tier of the mission you increase the values of all COMBAT ENCOUNTERS:
budgets and rewards based on the tier.
• Minions: 1xp. Minions are inconsequential. Minions
• Trivial: Reduce all values by 25%, Reduce all adversary should be purchased in bulk, 5 at a time in order to avoid
levels by 2. weird math. Its much easier to purchase 5 minions per
player, if you want to use minions.
• Moderate: No Change. All adversaries are the same level
of players. • Standard: 10xp. Standard adversaries are nominal
challenges. Standard adversaries are roughly equal to 1
• Extreme. Increase all Values by 25%, Increase all player character in power. So, purchase 1 for every player
adversary levels by 2. and assign them to different teams with an equal
number of adversaries as there are player in a time.
PURCHASING ENCOUNTERS
• Elites: 25xp. Elite Adversaries are difficult and
Once you have the experience (XP) budget set, the next challenging foes. These adversaries are roughly equal to
thing that you should do is figure out what type of two player characters in power. So, purchase 1 for every 2
encounters you want in your mission. players currently active in a team.

You can figure this out by purchasing different types of • Solo: 100xp. Solo Adversaries are extremely powerful
encounters that you can tweak to fit your campaigns and challenging foes. These adversaries should have the
narrative or theme. Encounters do not need to always be power required to do battle with all of the player
combat and can instead by social or even environmental. characters at once. For the most part Solo adversaries,
The following are the different types of encounters that are adversaries that should show up only during the
can be purchased and what they can entail. If a particular conclusion of a mission as the final Boss fight of the
Encounter multiplies its XP by the rank of the mission it is mission or campaign.
multiplied by the following values (D-Rank: 1, C-Rank:2, B-
Rank: 3, A-Rank: 4, S-Rank:5) DISTRIBUTING XP AND REWARDS

SOCIAL ENCOUNTERS: Once players have completed a mission, you should
distribute all the rewards as follows;
• Hostile Social Encounter: 10xp times the rank of the
mission. These encounters are meant to represent Total mission XP. Split evenly amongst all active
aggressive discussions with potentially hostile creatures players. NPC’s should not have XP split with them.
or groups. The focus of this encounter should be to
potentially avoid conflict by disarming the situation or Total Ryo. All active players should receive the listed Ryo
even potentially escaping. value. A failed mission causes the party to only be paid for
50% of the mission offer.
• Diplomatic Social Encounter: 10xp times the rank of the
mission. These encounters are meant to represent Total Downtime. All active players should receive the
discussions with neutral creatures or groups. The focus decided upon Downtime regardless of a successful mission
of this encounter can be to convince a group to aid you, or a failed mission
or even dissuade a group from becoming hostile towards
another party.

• Intrigue Social Encounter: 10xp times the rank of the
mission. These encounters are meant to represent
discussions with dodgy or even dishonest creatures or
groups. The focus of this encounter can be to learn the
truth of an event or gain a bit more information into said
event that you previously lacked.

ENVIRONMENTAL ENCOUNTERS:

• Traps: 5xp times the rank of the mission. These
encounters are meant to represent any number of traps.
Traps can include spiked pits, laser monitoring systems,
flamethrower hallways etc. Players are challenged in
disarming, avoiding or finding a way through the traps
suffering as few casualties or damage as possible.

• Environmental Hazards: 10xp times the rank of the
mission. These encounters are meant to represent
fighting against the natural environment. This can
involve avoiding Lava, maneuvering up or around a
waterfall, or even making your way through a thick
brush that are coated in poison ivy.

• Puzzle(s): 10xp time the rank of the mission. These
encounters are meant to represent facing a challenging
Puzzle. These puzzles can be actual puzzles or narrative
puzzles that require a skill check to solve.

• Stealth Encounter: 25xp. These encounters are meant to
represent when the players must maneuver through a
certain area or room garnering as little attention from
hostile or even 3rd party creatures as possible.

158

SOCIAL INTERACTION ACTIVE APPROACH TO ROLEPLAYING

Exploring dungeons, overcoming obstacles, and slaying If descriptive roleplaying tells your GM and your fellow
monsters are key parts of D&D adventures. No less players what your character thinks and does, active
important, though, are the social interactions that roleplaying shows them. When you use active
adventurers have with other inhabitants of the world. roleplaying, you speak with your character’s voice, like
Interaction takes on many forms. You might need to an actor taking on a role. You might even echo your
convince an unscrupulous thief to confess to some character’s movements and body language. This
malfeasance, or you might try to flatter a lord so that he approach is more immersive than descriptive
will spare your life. The GM assumes the roles of any roleplaying, though you still need to describe things that
characters who are participating in the interaction that can’t be reasonably acted out.
don't belong to another player at the table. Any such
character is called a nonplayer character (NPC). Going back to the example of Elease roleplaying Hyūga
above, here’s how the scene might play out if Elease used
In general terms, an NPC’s attitude toward you is active roleplaying:
described as friendly, indifferent, or hostile. Friendly
NPCs are predisposed to help you, and hostile ones are Speaking as Himari, Elease says in a Meek, soft voice,
inclined to get in your way. It’s easier to get what you “Oh, well, Um, Hi. I don’t know why you are sitting here
want from a friendly NPC, of course. Below you will find but I’m not all that interested.” In his normal voice.
a Social Chart for Neutral NPCs that players or DM’s may Elease then adds, “I Look down and stare into my lap.”
use to track the relationships with non-hostile NPCs and
potentially plan social events at each new social Level. REACTIVE APPROACH TO ROLEPLAYING

Social interactions have two primary aspects: The GM uses your character’s actions and attitudes to
roleplaying and ability checks. determine how an NPC reacts. A cowardly NPC buckles
under threats of violence. A stubborn merchant refuses
ROLE PLAYING to let anyone badger her. A vain lord laps up flattery.
When interacting with an NPC, pay close attention to
Roleplaying is, literally, the act of playing out a role. In the GM’s portrayal of the NPC’s mood, dialogue, and
this case, it’s you as a player determining how your personality. You might be able to determine an NPC’s
character thinks, acts, and talks. personality traits, ideals, flaws, and bonds, then play on
them to influence the NPC’s attitude.
Roleplaying is a part of every aspect of the game, and
it comes to the fore during social interactions. Your Interactions in D&D are much like interactions in real
character’s quirks, mannerisms, and personality life. If you can offer NPCS something they want, threaten
influence how interactions resolve. them with something they fear, or play on their
sympathies and goals, you can use words to get almost
There are two styles you can use when roleplaying anything you want. On the other hand, if you insult a
your character: the descriptive approach and the active proud warrior or speak ill of a senator’s allies, your
approach. Most players use a combination of the two efforts to convince or deceive will fall short.
styles. Use whichever mix of the two works best for you.
ABILITY CHECKS
DESCRIPTIVE APPROACH TO ROLEPLAYING
In addition to roleplaying, ability checks are key in
With this approach. you describe your character’s words determining the outcome of an interaction. Your
and actions to the GM and the other players. Drawing on roleplaying efforts can alter an NPC’s attitude, but there
your mental image of your character, you tell everyone might still be an element of chance in the situation. For
what your character does and how he or she does it. example, your GM can call for a Charisma check at any
point during an interaction if he or she wants the dice to
For instance, Elease plays the Hyūga, Himari. Himari play a role in determining an NPC’s reactions. Other
has a shy and sensitive personality and blames herself checks might be appropriate in certain situations, at
for any failures the team may endure. On a Mission, an your GM’s discretion.
obnoxious Mercenary sit at Himari’s table and tries to
strike up a conversation with the Hyūga. Pay attention to your skill proficiencies when thinking
of how you want to interact with an NPC, and stack the
Elease says, “Himari looks down into her lap, never deck in your favor by using an approach that relies on
looking this mercenary in the eye, while meekly your best bonuses and skills. If the group needs to trick a
responding to any conversation he strikes up.” guard into letting them into a pavilion, the Hunter who
is proficient in Deception is the best bet to lead the
In this example, Elease has conveyed Himari’s mood discussion. When negotiating for a hostage’s release, the
and given the GM a clear idea of her character's attitude Scout-Nin with Persuasion should do most of the
and actions. talking.
When using descriptive roleplaying, keep the following
things in mind:

• Describe your character’s emotions and attitude.
• Focus on your character’s intent and how others

might perceive it.
• Provide as much embellishment as you feel

comfortable with.

Don’t worry about getting things exactly right. Just focus
on thinking about what your character would do and
describing what you see in your mind.

159

BETWEEN MISSIONS spend, you can keep doing the same thing for a longer
period of time, or switch to a new downtime activity.
Between trips to dungeons and battles against ancient
evils, adventurers need time to rest, recuperate, and Downtime activities other than the ones presented below
prepare for their next adventure. Many adventurers also are possible. If you want your character to spend his or her
use this time to perform other tasks, such as crafting downtime performing an activity not covered here, discuss
arms and armor, performing research, or spending their it with your GM.
hard-earned ryo.
DOWNTIME ACTIVITIES
In some cases, the passage of time is something that
occurs with little fanfare or description. When starting a Downtime Activities
new adventure, the GM might simply declare that a
certain amount of time has passed and allow you to Carousing
describe in general terms what your character has been
doing. At other times, the GM might want to keep track Crafting Non-Enhanced Items
of just how much time is passing as events beyond your
perception stay in motion. Crafting Chakra-Enhanced Items

GAINING DOWNTIME Learning a Jutsu

Downtime is a measure of time that is used in-between Creating a Jutsu
your missions and adventures. DM’s are encouraged to
provide players with Downtime after every mission or Customizing a Jutsu
Adventure to some degree. Normally Downtime is
provided in a count of single days, but that can be easily Recuperating
seen as too cumbersome. In Naruto 5E, DM’s and Players
are provided Downtime in the form of Weeks, a 7-day Researching
collection of time. The minimum amount of downtime a
player can be given is 1 week. Downtime activities are Shopping
spent in weeks, usually 8-10 hours of day working on the
activity, with the remaining time doing other things Training
such as sleeping, spending time with NPC’s or other
minor activities but the lion's share being performing Working With Toolkits
your chosen activity.
CAROUSING
LIFESTYLE EXPENSES
You choose whether to spend time with the lower, middle,
Between adventures, you choose a particular quality of life or upper class, costing 10, 50, and 250
and pay the cost of maintaining that lifestyle, as described Ryo per week respectively. If you want to spend time with
in chapter 5. Living a particular lifestyle doesn’t have a the upper class, you'll either need access to the local
huge effect on your character, but your lifestyle can affect nobility or be disguised with one. During the week you
the way other individuals and groups react to you. For mingle, party, and socialize with members of that social
example, when you lead a wealthy lifestyle, it might be class. At the end of the week, you gain a number of contacts
easier for you to influence the nobles of the city than if you within that class. Some examples are criminals in the lower
live in poverty. class, soldiers in the middle class, and nobles in the upper
class. This option is great for collecting allies and intel,
LIFESTYLE EXPENSES especially if you are new to the area. If your character is a
charismatic one who needs information, then you should
carouse as much as you can.

Lifestyle Ryo Cost/Week
Wretched -
Squalid 5
Poor 10
Modest 50
Comfortable 75
Wealthy 100
Unprecedented 250

DOWNTIME ACTIVITIES

Between adventures, the GM might ask you what your
character is doing during his or her downtime. Periods of
downtime are always in the form a Weeks (1 Week, 2
Weeks, or even 12 Weeks) but each downtime activity
requires a certain number of weeks to complete before you
gain any benefit, and at least 8-10 hours of each day within
the week, must be spent on the downtime activity for the
week to count. The weeks do not need to be consecutive. If
you have more than the minimum number of weeks to

160

CRAFTING NON-ENHANCED ITEMS ARMOR/WEAPON QUALITIES

You can craft unenhanced objects, including adventuring All armor and weapons listed in this book are listed at their
equipment and works of art. You must be proficient with base quality which, for the most part are made my skill
tools related to the object you are trying to create (typically craftsman, but at not the best possible quality that they
artisan or crafting tools). You might also need access to could be.
special materials or locations necessary to create it. For
example, someone proficient with crafting tools needs a These base quality arms and armaments are great for the
forge in order to craft a sword or suit of armor. average shinobi and should by extension be used by the
vast majority, but there are better quality versions of the
For every week of downtime, you spend crafting, you can same equipment. While these better-quality arms are not
craft one or more items with a total market value not going to provide a boost to a user’s AC or To-hit or damage
exceeding 100 Ryo, and you must expend raw materials when used, it does provide a much more stable base to
worth half the total market value. If something you want to work with when adding Enhancement seals to them.
craft has a market value greater than 100 Ryo, you make
progress every Week in 100 Ryo increments until you reach These items for the most part are not normally sold in
the market value of the item. For example, a Reinforced most shops and in most cases must be made from scratch.
Chunin Jacket (market value 750 Ryo) takes 8-weeks to There are some shops that can provide better quality
craft by yourself. equipment but they are few and far between. The following
are the qualities that can be applied to standard weapons
Multiple characters can combine their efforts toward the and armor; Greater, Superior, Supreme and Mastercraft.
crafting of a single item, provided that the characters all
have proficiency with the requisite tools and are working Greater. This item is made with fine materials and
together in the same place. Each character contributes 100 metals. Items with this quality is counted as being 25%
Ryo worth of effort for every week spent helping to craft more expensive than their base price. Items with this
the item. For example, three characters with the requisite quality has 5 Enhancement Seal slots that can be applied to
tool proficiency and the proper facilities can craft a them.
Reinforced Chunin Jacket plus another item worth 150 Ryo
in 3 weeks, at a total cost of 900 Ryo. Superior. This item is made with rare materials
generally only found in hostile environments such as
While crafting, you automatically maintain a modest active volcanoes, mines and caves miles underwater, and
lifestyle. If you have expertise in your chosen tool, you in ancient Shinobi or Sage ruins. Items with this quality is
increase the market value of an item you can craft to 150 counted as being 50% more expensive than their base
per week, instead of 100. If a creature with expertise helps price. Items with this quality has 7 Enhancement Seal slots
another creature craft an item they contribute 150 Ryo that can be applied to them.
worth of effort to each week of crafting.
Supreme. This item is made with endangered materials
If a crafter is in a hurry, they can attempt to craft an item generally only found in A and S-Rank hostile
even faster than what they normally would be able to. This environments such as active volcano's miles underwater,
is called Swift Crafting. By spending an additional Charge guarded by exiled sage beasts or ancient Sage ruins
of their chosen kit, they increase the market value they protected by powerful Sage art barriers. Crafting an item of
contribute to build time by 100 Ryo, per charge spent. this quality requires Expertise with the required Tool Kit.
Items with this quality is counted as being 75% more
Alternatively, a crafter can make a Strength or expensive than their base price. Items with this quality has
Intelligence (Armorsmith or Weaponsmith Kit) check vs a 9 Enhancement Seal slots that can be applied to them.
Swift Craft DC found on the Kits Variant Chart. On a
success, they gain a +100 Ryo Bonus for every +5 they get
over the listed DC.

VARIANT: ARMORSMITH KIT

Item Swift Charges Bonus Effect Cost
Armorsmith Kit Craft DC 5
Greater Armorsmith Kit 7 - 200 Ryo
Superior Armorsmith Kit 24 9
22 Gain a +1d4 bonus to all checks made to create Armor or Armor Seals. 450 Ryo
Supreme Armorsmith Kit 20 12
Gain a +1d4 bonus to all checks made to create Armor or Armor Seals and increase the per 750 Ryo
18 week Market value contribution on items you are crafting with this kit by 100 Ryo.

Gain a +1d4 bonus to all checks made to create Armor or Armor Seals, increase the per week 1000 Ryo
Market value contribution on items you are crafting with this kit by 150 Ryo and when you
make a Swift Craft check, increase the Ryo Bonus to 200 for every +3 you get over the listed DC.

VARIANT: WEAPONSMITH KIT

Item Swift Charges Bonus Effect Cost
Craft DC 5- 200 Ryo
Weaponsmith Kit 7 Gain a +1d4 bonus to all checks made to create Weapons or Weapon Seals. 450 Ryo
24
Greater Weaponsmith 22 9 Gain a +1d4 bonus to all checks made to create Weapons or Weapon Seals and increase the per 750 Ryo
Kit week Market value contribution on items you are crafting with this kit by 100 Ryo.
20 1000 Ryo
Superior 12 Gain a +1d4 bonus to all checks made to create Weapons or Weapon Seals, increase the per week
Weaponsmith Kit 18 Market value contribution on items you are crafting with this kit by 150 Ryo and when you make a
Swift Craft check, increase the Ryo Bonus to 200 for every +3 you get over the listed DC.
Supreme 161
Weaponsmith Kit

Mastercraft. This item is made with materials generally ENHANCEMENT SEAL CRAFTING DC
only provided by extraplanar creatures such as Sage
Beasts, Demons, Devils or even Ōtsutsuki. Very, very few Item Rank Minimum Crafting DC
Items with this quality has ever been seen or used, with D-Rank 15
even less being made by Shinobi hands. Crafting an item of C-Rank 18
this quality requires 3 creatures with Expertise with the B-Rank 21
Crafting Skill and the required Tool Kit. Items with this A-Rank 24
quality is counted as being 125% more expensive than their S-Rank 27
base price. Items with this quality has 11 Enhancement Seal
slots that can be applied to them.

CRAFTING CHAKRA- Unlike normal Crafting when you are imbuing an item
ENHANCED ITEMS if you fail the Ability check, you don’t lose out on all the
material or cost, you instead lose time. You waste the
You can craft Chakra Enhanced objects, including Jutsu Downtime spent working on the item, and must commit
Scrolls and Chakra-Enhanced Weapons. You must be at least half of the listed time again towards recreating
proficient with a Weaponsmith Kit or Armorsmith Kit the seals. with an Enhancement seal, you must be mindful
and be able to access a Sealsmith Forge. A Sealsmith of a few restrictions;
forge is a special location dedicated towards modifying
and augmenting normally mundane weapons and tools. • Seals of the Same name, do not stack.
• Seals of different names, do stack.
The process to create a Chakra enhanced item can feel • Your weapon carries the same Downtime cost as the
long or arduous. While unlike normal Crafting where you
need raw materials and a forge to melt down different highest ranked Seal being imbued on your item.
materials to get the required results, this is less of an art • Regardless of who makes this item, if the wielder is not
and more focused in the realm of both Alchemy and
science. When you want to craft a chakra enhanced item of the appropriate level, they do not gain proficiency
you must first begin to decide on how you wish to with the weapon regardless of outside features of
upgrade this weapon by spending 1 Week of Downtime to effects. Additionally, if it is armor, they do not gain the
find the required materials for the Seal you wish to carve benefit of the armor’s new effects.
into your weapon or armor. All but the most legendary or • You must be proficient with the imbued item in order to
even sentient weapons and armor can be infused with an use it effectively.
Enhancement seal.
Seals of different ranks, occupy more of your weapons
ENHANCEMENT SEAL MINIMUM LEVEL REQUIREMENT or armors Seal slots based on the rank of the seal. So be
sure to plan ahead.

ENHANCEMENT SEAL SLOT ALLOTMENT

Item Rank Minimum Level Enhancement Rank Slots used
D-Rank Level 1+ D-Rank 1
C-Rank Level 5+ C-Rank 2
B-Rank Level 9+ B-Rank 3
A-Rank Level 13+ A-Rank 4
S-Rank Level 17+ S-Rank 5

ENHANCEMENT SEAL Finally, different seals regardless of rank carry their
own Ryo cost to have them imbued. Normally the cost
An Enhancement seal is a special form of Fuinjutsu that located in the Seals description is how much the seals
combine blacksmithing with Ninshou Seal weaving. materials cost in the market place for you to craft
Enhancement seals are what make Chakra Enhanced yourself. But if you wish to pay for someone else, such as a
weapons so special. All base mundane weapons and armor Sealsmith to imbue your weapons for you, there is a
have the potential to have up to 3 Seals imbued upon premium on this service. Increase the cost of your chosen
them. This seal allotment is coequally known as Seal Slots. seal(s) by 50%.

These Seals are organized in the standard Rank System CHAKRA ENHANCED ITEM DOWNTIME COST
that proliferates the Shinobi World of D-Rank all the way
up to S-Rank. Each seal tier have their own list of Seal, Item Rank Downtime Cost
their own Ryo Cost, and some seals even increase the D-Rank 2 Week
difficulty to infuse them onto your item of choice. C-Rank 4 Weeks
B-Rank 14 Weeks
Much like Ninjutsu, shinobi must be of appropriate A-Rank 24 Weeks
level in order to utilize and in many cases, even wield S-Rank 51 Weeks
Chakra Enhanced weapons. In order to wield these
weapons, you must be of the appropriate level. If even one
seal infused on your weapon is of a higher rank, the
weapon is counted as the highest rank imbued on it.
While most seals do not increase difficulty there is a
standard Difficultly level based on the Rank of the chosen
seal.

162

WEAPON ENHANCEMENT SEALS ILLUSORY SEAL (MINOR)

D-RANK SEALS Ryo Cost: 500
Weapons imbued with this seal grant its user a +1 bonus
BLOODY SEAL (MINOR) to their Genjutsu Attack.

Ryo Cost: 350 MARTIAL SEAL (MINOR)
Weapons imbued with this seal does 1d4 bonus damage
to bleeding targets with weapon attacks. Ryo Cost: 500
Weapons imbued with this seal grant its user a +1 bonus
CHILLING SEAL (MINOR) to their Taijutsu Attack.

Ryo Cost: 500 NINSHOU SEAL (MINOR)
Weapons imbued with this seal deals cold damage in
addition to their listed damage. They also deal 1d4 bonus Ryo Cost: 500
damage to slowed targets with weapon attacks. Weapons imbued with this seal grant its user a +1 bonus
to their Ninjutsu Attack.
COLD STEEL SEAL (MINOR)
OBSIDIAN IRON SEAL (MINOR)
Ryo Cost: 750
Weapons imbued with this seal grants its user a +1 bonus Ryo Cost: 750
to Saving throws vs Ninjutsu. Weapons imbued with this seal grants its user a +1 bonus
to Saving throws vs Taijutsu.
CORROSIVE SEAL (MINOR)
SERRATED SEAL (MINOR)
Ryo Cost: 500
Weapons imbued with this seal deals acid damage in Ryo Cost: 750
addition to their listed damage. They also deal 1d4 bonus Weapons imbued with this seal increase its damage die
damage to corroded targets with weapon attacks. by 1 step. (d4>d6>d8>d10>d12)

CRUSHING SEAL (MINOR) SHOCKING SEAL (MINOR)

Ryo Cost: 500 Ryo Cost: 500
Weapons imbued with this seal deals Earth damage in Weapons imbued with this seal deals lightning damage
addition to their listed damage. They also deal 1d4 bonus in addition to their listed damage. They also deal 1d4
damage to weakened targets with weapon attacks. bonus damage to shocked targets with weapon attacks.

DEFENSIVE SEAL (MINOR) SICKENING SEAL (MINOR)

Ryo Cost: 300 Ryo Cost: 500
Weapons imbued with this seal grants its holder a +1 Weapons imbued with this seal deals Poison damage in
bonus to their AC. addition to their listed damage. They also deal 1d4 bonus
damage to poisoned targets with weapon attacks.
ENHANCED SEAL (MINOR)
STAR METAL SEAL (MINOR)
Ryo Cost: 600
Crafting DC: +1 Ryo Cost: 750
Weapons imbued with this seal gains a +1 Bonus to hit Weapons imbued with this seal grants its user a +1 bonus
and damage with weapon attacks. to Saving throws vs Genjutsu.

EXTENDING SEAL (MINOR) STORING SEAL (MINOR)

Ryo Cost: 250 Ryo Cost: 500
Melee Weapons imbued with this seal increases their Crafting DC: +1
attack range by 5ft. Ranged Weapons imbued with this Select one Ninjutsu, Genjutsu or Bukijutsu (That the
seal increases their attack range by 25ft. selected weapon can be used as a component to cast in
the case for Bukijutsu). The selected Jutsu cannot be
GRIEVOUS SEAL (MINOR) higher than D-Rank.

Ryo Cost: 750 If the selected Jutsu in one which doesn’t deal damage
When you use this weapon in a Bukijutsu of C-Rank or or affect other creatures, the item gains 2 Charges,
lower, affected creatures take a -1 penalty to their saving which recharge at the conclusion of a long rest. You may
throws. spend 1 charge to cast the sealed jutsu. If the jutsu has a
range of self, the effects take place, and additionally if
GUIDING SEAL (MINOR) the jutsu is a Concentration jutsu, you still need to
concentrate on the jutsu, but you do not pay the Chakra
Ryo Cost: 250 cost.
Weapons imbued with this seal gain a +1 Bonus to hit
with weapon attacks. If the selected Jutsu is one which deals damage or
affects other creatures, the item gains 2 charges, which
HOT SEAL (MINOR) recharge at the conclusion of a long rest. You may spend 1
charge to cast the stored jutsu. If the stored Jutsu is a
Ryo Cost: 500 concentration jutsu, you still need to concentrate on the
Weapons imbued with this seal deals fire damage in jutsu, but you do not pay the chakra cost. The sealed Jutsu
addition to their listed damage. They also deal 1d4 bonus cannot affect an Area if it deals damage or affects other
damage to burning targets with weapon attacks. creatures.

163

STRIKING SEAL (MINOR) OCCULT SEAL (REFINED)

Ryo Cost: 250 Ryo Cost: 1250
Weapons imbued with this seal gain a +1 Bonus to Damage Weapons imbued with this seal deals Cold damage in
with weapon attacks. addition to their listed damage for the purposed of
overcoming resistance and capitalizing on
WOUNDING SEAL (MINOR) Vulnerabilities.

Ryo Cost: 350 While within 120 feet of an Aberration or Undead
Weapons imbued with this seal that score a critical hit, creature, this weapon gains a +2 bonus to attack and
increases all damage dealt by 1 step. damage rolls with weapon attacks.
(d4>d6>d8>d10>d12).
PRIMAL SEAL (REFINED)
C-RANK SEALS
Ryo Cost: 1250
ABYSSAL SEAL (REFINED) Crafting DC: +1
Weapons imbued with this seal deals Poison damage in
Ryo Cost: 1000 addition to their listed damage for the purposed of
Weapons imbued with this seal deals an additional overcoming resistance and capitalizing on
damage die against Demons and Monstrosities with Vulnerabilities.
weapon attacks.
While within 120 feet of a Beast or Monstrosity
CELESTIAL SEAL (REFINED) creature, this weapon gains a +2 bonus to attack and
damage rolls with weapon attacks.
Ryo Cost: 1000
Weapons imbued with this seal deals an additional SOLAR SEAL (REFINED)
damage die against Sage Beasts and Undead with weapon
attacks. Ryo Cost: 1250
Crafting DC: +1
CHAOTIC SEAL (REFINED) Weapons imbued with this seal deals Fire damage in
addition to their listed damage for the purposed of
Ryo Cost: 1000 overcoming resistance and capitalizing on
Weapons imbued with this seal deals an additional Vulnerabilities.
damage die against Constructs and Mutants with weapon
attacks. During the day, while under direct sunlight, if this
weapon deals bonus damage of any type by rolling
DISRUPTIVE SEAL (REFINED) additional die, you roll 1 additional damage die of a size
equal to the weapons base damage die.
Ryo Cost: 1250
Weapons imbued with this seal that deals damage to a STELLAR SEAL (REFINED)
creature concentrating on a Jutsu, forces the target
creature to roll their Chakra Control Check to maintain Ryo Cost: 1250
concentration at a -2 Penalty to the check. Crafting DC: +1
Weapons imbued with this seal deals Force damage in
FEARSOME SEAL (REFINED) addition to their listed damage for the purposed of
overcoming resistance and capitalizing on
Ryo Cost: 1100 Vulnerabilities.
Weapons imbued with this seal grants its user proficiency
with the Intimidation Skill. Additionally, the user can use During twilight, while the sun, moon, and stars are
their action in combat to make an Intimidation check out all at once, this weapon ignores resistance and
using the infused weapons Primary ability score against a immunity.
creature within 5 feet of them vs the targets Wisdom
(Insight). On a success, the target drops any weapon they WARDING SEAL (REFINED)
are holding out of fear. The target then becomes immune
to this effect until they complete a long rest. Ryo Cost: 1750
Weapons imbued with this seal can be used to set up
LACERATION SEAL (REFINED) barriers in a 5-foot cube around its user. As an action or
reaction to being targeted for an attack, or making a
Ryo Cost: 1500 Strength, Dexterity or Constitution saving throw, the
Weapons imbued with this seal deals double damage to holder can activate this ward, erecting a Barrier large
creatures with Temporary Hit points with weapon attacks. enough to protect only themselves or another creature.
This barrier counts as a structure gaining AC equal to the
LUNAR SEAL (REFINED) users Highest Jutsu Save DC. The Barrier also gains Hit
points equal to three times the user’s level. Creatures
Ryo Cost: 1250 inside the barrier benefit from Total Cover, and cannot
Crafting DC: +1 be targeted by outside influences. Nothing can get in or
Weapons imbued with this seal deals Necrotic damage in out, of the barrier, but the creature inside can breathe
addition to their listed damage for the purposed of normally. This barrier can last for 1 minute, until its
overcoming resistance and capitalizing on Vulnerabilities. destroyed, or dispelled as a bonus action. Once used, this
barrier cannot be erected again until the user completes
At Night, under the light of any phase of moon except a short or long rest.
the new moon, this weapon gains a +1 bonus to its critical
threat range with weapon attacks. This stacks with the
Critical Weapon property, and other features that increase
the critical threat range.

164

B-RANK SEALS ILLUSORY SEAL (GREATER)

BLOODY SEAL (GREATER) Ryo Cost: 2000
Weapons imbued with this seal grant its user a +2 bonus
Ryo Cost: 2250 to their Genjutsu Attack.
Weapons imbued with this seal does 2d4 bonus damage
to bleeding targets with weapon attacks. MARTIAL SEAL (GREATER)

Additionally, the target creature, if they already have 1 Ryo Cost: 2000
stack of bleeding, immediately gain an additional one. Weapons imbued with this seal grant its user a +2 bonus
This effect can be used once per turn. to their Taijutsu Attack.

CHILLING SEAL (GREATER) NINSHOU SEAL (GREATER)

Ryo Cost: 2000 Ryo Cost: 2000
Weapons imbued with this seal deals cold damage in Weapons imbued with this seal grant its user a +2 bonus
addition to their listed damage. They also deal 1d4 bonus to their Ninjutsu Attack.
cold damage with weapon attacks.
OBSIDIAN IRON SEAL (GREATER)
COLD STEEL SEAL (GREATER)
Ryo Cost: 2500
Ryo Cost: 2500 Weapons imbued with this seal grants its user a +2
Weapons imbued with this seal grants its user a +2 bonus to Saving throws vs Taijutsu.
bonus to Saving throws vs Ninjutsu.
SERRATED SEAL (GREATER)
CORROSIVE SEAL (GREATER)
Ryo Cost: 2500
Ryo Cost: 2000 Weapons imbued with this seal deal increases its
Weapons imbued with this seal deals acid damage in Weapon damage by 1 die.
addition to their listed damage. They also deal 1d4 bonus
acid damage with weapon attacks. SHOCKING SEAL (GREATER)

CRUSHING SEAL (GREATER) Ryo Cost: 2000
Weapons imbued with this seal deals lightning damage
Ryo Cost: 2000 in addition to their listed damage. They also deal 1d4
Weapons imbued with this seal deals Earth damage in bonus Lightning damage with weapon attacks.
addition to their listed damage. They also deal 1d4 bonus
earth damage with weapon attacks. SICKENING SEAL (GREATER)

DEFENSIVE SEAL (GREATER) Ryo Cost: 2000
Weapons imbued with this seal deals Poison damage in
Ryo Cost: 2000 addition to their listed damage. They also deal 1d4 bonus
Weapons imbued with this seal grants its holder a +2 Poison damage.
bonus to their AC.
STAR METAL SEAL (GREATER)
ENHANCED SEAL (GREATER)
Ryo Cost: 2500
Ryo Cost: 2500 Weapons imbued with this seal grants its user a +2
Crafting DC: +1 bonus to Saving throws vs Genjutsu.
Weapons imbued with this seal gains a +2 Bonus to hit
and damage with weapon attacks. STORING SEAL (GREATER)

EXTENDING SEAL (GREATER) Ryo Cost: 2000
Crafting DC: +2
Ryo Cost: 1750 Select one Ninjutsu, Genjutsu or Bukijutsu That the
Melee Weapons imbued with this seal increases their selected weapon can be used as a component to cast, in
attack range by 15ft. Ranged Weapons imbued with this the case for Bukijutsu. The selected Jutsu cannot be
seal increases their attack range by 50ft. higher than B-Rank.

GRIEVOUS SEAL (GREATER) If the selected Jutsu in one which doesn’t deal damage
or affect other creatures, the item gains 3 Charges,
Ryo Cost: 2500 which recharge at the conclusion of a long rest. You may
When you use this weapon in a Bukijutsu of A-Rank or spend 1 charge to cast the sealed jutsu. If the jutsu has a
lower, affected creatures take a 1d6 penalty to their range of self, the effects take place, and additionally if
saving throws. the jutsu is a Concentration jutsu, you still need to
concentrate on the jutsu, but you do not pay the Chakra
GUIDING SEAL (GREATER) cost.

Ryo Cost: 1250 If the selected Jutsu is one which deals damage or
Weapons imbued with this seal gain a +2 Bonus to hit affects other creatures, the item gains 3 charges, which
with weapon attacks. recharge at the conclusion of a long rest. You may spend
1 charge to cast the stored jutsu. If the stored Jutsu is a
HOT SEAL (GREATER) concentration jutsu, you still need to concentrate on the
jutsu, but you do not pay the chakra cost. The sealed
Ryo Cost: 2000 Jutsu cannot affect an Area if it deals damage or affects
Weapons imbued with this seal deals fire damage in other creatures.
addition to their listed damage. They also deal 1d4 bonus
fire damage with weapon attacks.

165

STRIKING SEAL (GREATER) OCCULT SEAL (SUPERIOR)

Ryo Cost: 1250 Ryo Cost: 2000
Weapons imbued with this seal gain a +2 Bonus to Weapons imbued with this seal deals Cold damage in
Damage with weapon attacks. addition to their listed damage for the purposed of
overcoming resistance and capitalizing on
WOUNDING SEAL (GREATER) Vulnerabilities.

Ryo Cost: 1500 While within 120 feet of a hostile Aberration or Undead
Weapons imbued with this seal that score a critical hit, creature, this weapon gains a +5 bonus to attack and
increases all damage dealt by 1 step and deals twice your damage rolls with weapon attacks.
weapons chosen ability modifier in damage.
(d4>d6>d8>d10>d12). PRIMAL SEAL (SUPERIOR)

A-RANK SEALS Ryo Cost: 2500
Weapons imbued with this seal deals Poison damage in
ABYSSAL SEAL (SUPERIOR) addition to their listed damage for the purposed of
overcoming resistance and capitalizing on
Ryo Cost: 2000 Vulnerabilities.
Weapons imbued with this seal deals an additional
damage die against Demons and Monstrosities with While within 120 feet of a hostile Beast or Monstrosity
weapon attacks. creature, this weapon gains a +5 bonus to attack and
damage rolls with weapon attacks.
Additionally, such creatures are treated as if they have
vulnerability against your weapons damage. SOLAR SEAL (SUPERIOR)

CELESTIAL SEAL (SUPERIOR) Ryo Cost: 2500
Crafting DC: +1
Ryo Cost: 2000 Weapons imbued with this seal deals Fire damage in
Weapons imbued with this seal deals an additional addition to their listed damage for the purposed of
damage die against Sage Beasts and Undead with weapon overcoming resistance and capitalizing on
attacks. Vulnerabilities.

Additionally, such creatures are treated as if they have During the day, while under direct sunlight, if this
vulnerability against your weapons damage. weapon deals bonus damage of any type by rolling
additional die, you roll 2 additional damage die of a size
CHAOTIC SEAL (SUPERIOR) equal to the weapons base damage die with weapon
attacks.
Ryo Cost: 2000
Weapons imbued with this seal deals an additional STELLAR SEAL (SUPERIOR)
damage die against Constructs and Mutants with weapon
attacks. Ryo Cost: 2500
Crafting DC: +1
Additionally, such creatures are treated as if they have Weapons imbued with this seal deals Force damage in
vulnerability against your weapons damage addition to their listed damage for the purposed of
overcoming resistance and capitalizing on
DISRUPTIVE SEAL (SUPERIOR) Vulnerabilities.

Ryo Cost: 2600 During twilight, while the sun, moon, and stars are
Crafting DC: +2 out all at once, this weapon treats creatures with
Weapons imbued with this seal that deals damage to a resistance as if they have vulnerability and ignores
creature concentrating on a Jutsu, forces the target Immunity.
creature to roll their Chakra Control Check to maintain
concentration at a -5 Penalty to the check. SPEED SEAL (SUPERIOR)

Additionally, if the creature breaks concentration, they Ryo Cost: 3000
cannot concentrate on another jutsu for the next minute. Crafting DC: +2
Weapons imbued with this seal can be used in extremely
LACERATION SEAL (SUPERIOR) quick succession. If this weapon was used to make an
attack with the attack action, or with a bonus action, you
Ryo Cost: 3000 make one additional weapon attack with this weapon.
Weapons imbued with this seal deals Triple damage to This happens once per turn.
creatures with Temporary Hit points with weapon attacks.
Additionally, if you reduce a creature’s temporary hit S-RANK SEALS
points to 0 using this weapon, the next time they would
gain temporary hit points, they instead gain only half. BLOODY SEAL (MASTERCRAFT)

LUNAR SEAL (SUPERIOR) Ryo Cost: 5000
Weapons imbued with this seal does 3d4 bonus damage
Ryo Cost: 2500 to bleeding targets with weapon attacks.
Crafting DC: +1
Weapons imbued with this seal deals Necrotic damage in Additionally, the target creature, if they already have 1
addition to their listed damage for the purposed of stack of bleeding, immediately gain an additional two.
overcoming resistance and capitalizing on Vulnerabilities. This effect can trigger twice per turn.

At Night, under the light of any phase of moon except
the new moon, this weapon gains a +2 bonus to its critical
threat range with weapon attacks.. This stacks with the
Critical Weapon property, and other features that increase
the critical threat range.

166

CHILLING SEAL (MASTERCRAFT) Weapons imbued with this seal grants its user a +3 bonus
to Saving throws vs Taijutsu.
Ryo Cost: 3000
Weapons imbued with this seal deals cold damage in SERRATED SEAL (MASTERCRAFT)
addition to their listed damage. They also deal 2d6
bonus cold damage with weapon attacks. Ryo Cost: 5000
Weapons imbued with this seal deal increases its
COLD STEEL SEAL (MASTERCRAFT) Weapon damage by 2 die.

Ryo Cost: 5000 SHOCKING SEAL (MASTERCRAFT)
Weapons imbued with this seal grants its user a +3
bonus to Saving throws vs Ninjutsu. Ryo Cost: 3000
Weapons imbued with this seal deals lightning damage
CORROSIVE SEAL (MASTERCRAFT) in addition to their listed damage. They also deal 2d6
bonus Lightning damage with weapon attacks.
Ryo Cost: 3000
Weapons imbued with this seal deals acid damage in SICKENING SEAL (MASTERCRAFT)
addition to their listed damage. They also deal 2d6
bonus acid damage with weapon attacks. Ryo Cost: 3000
Weapons imbued with this seal deals Poison damage in
CRUSHING SEAL (MASTERCRAFT) addition to their listed damage. They also deal 2d6 bonus
Poison damage with weapon attacks.
Ryo Cost: 3000
Weapons imbued with this seal deals Earth damage in STAR METAL SEAL (MASTERCRAFT)
addition to their listed damage. They also deal 2d6
bonus earth damage with weapon attacks. Ryo Cost: 5000
Weapons imbued with this seal grants its user a +3 bonus
DEFENSIVE SEAL (MASTERCRAFT) to Saving throws vs Genjutsu.

Ryo Cost: 5000 STORING SEAL (MASTERCRAFT)
Weapons imbued with this seal grants its holder a +3
bonus to their AC. Ryo Cost: 5000
Crafting DC: +3
ENHANCED SEAL (MASTERCRAFT) Select one Ninjutsu, Genjutsu or Bukijutsu That the
selected weapon can be used as a component to cast, in
Ryo Cost: 5000 the case for Bukijutsu. The selected Jutsu cannot be
Crafting DC: +3 higher than S-Rank.
Weapons imbued with this seal gains a +3 Bonus to hit
and damage with weapon attacks. If the selected Jutsu in one which doesn’t deal damage
or affect other creatures, the item gains 3 Charges,
GRIEVOUS SEAL (MASTERCRAFT) which recharge at the conclusion of a long rest. You may
spend 1 charge to cast the sealed jutsu. If the jutsu has a
Ryo Cost: 3000 range of self, the effects take place, and additionally if
When you use this weapon in a Bukijutsu of S-Rank or the jutsu is a Concentration jutsu, you still need to
lower, affected creatures take a 2d6 penalty to their concentrate on the jutsu, but you do not pay the Chakra
saving throws. cost.

GUIDING SEAL (MASTERCRAFT) If the selected Jutsu is one which deals damage or
affects other creatures, the item gains 3 charges, which
Ryo Cost: 2000 recharge at the conclusion of a long rest. You may spend
Weapons imbued with this seal gain a +3 Bonus to hit 1 charge to cast the stored jutsu. If the stored Jutsu is a
with weapon attacks. concentration jutsu, you still need to concentrate on the
jutsu, but you do not pay the chakra cost. The sealed
HOT SEAL (MASTERCRAFT) Jutsu cannot affect an Area if it deals damage or affects
other creatures.
Ryo Cost: 3000
Weapons imbued with this seal deals fire damage in STORING SEAL JUTSU DC
addition to their listed damage. They also deal 2d6
bonus fire damage with weapon attacks. Jutsu Rank Save DC
D-Rank 15
ILLUSORY SEAL (MASTERCRAFT) C-Rank 17
B-Rank 19
Ryo Cost: 3000 A-Rank 21
Weapons imbued with this seal grant its user a +3 S-Rank 23
bonus to their Genjutsu Attack.
STRIKING SEAL (MASTERCRAFT)
MARTIAL SEAL (MASTERCRAFT)
Ryo Cost: 2000
Ryo Cost: 3000 Weapons imbued with this seal gain a +3 Bonus to
Weapons imbued with this seal grant its user a +3 Damage with weapon attacks.
bonus to their Taijutsu Attack.

NINSHOU SEAL (MASTERCRAFT)

Ryo Cost: 3000
Weapons imbued with this seal grant its user a +3
bonus to their Ninjutsu Attack.

OBSIDIAN IRON SEAL (MASTERCRAFT)

Ryo Cost: 4000

167

WOUNDING SEAL (MASTERCRAFT) OBSIDIAN IRON SEAL (MINOR)

Ryo Cost: 5000 Ryo Cost: 750
Weapons imbued with this seal that score a critical hit, Armor imbued with this seal grants its user a +1 bonus to
increases all damage dealt by 1 step and deals three your Saving throws vs Taijutsu and Bukijutsu.
weapons chosen ability modifier in damage with weapon
attacks. SHOCKING SEAL (MINOR)

Additionally, your weapon damage die all deal their Ryo Cost: 500
maximum possible damage with weapon attacks. Armor imbued with this seal reduces all incoming
lightning Damage by 1d4.
ARMOR ENHANCEMENT SEALS
SICKENING SEAL (MINOR)
D-RANK SEALS
Ryo Cost: 500
BLOODY SEAL (MINOR) Armor imbued with this seal reduces all incoming poison
Damage by 1d4.
Ryo Cost: 350
Armor imbued with this seal does grants you resistance STAR METAL SEAL (MINOR)
to the bleeding condition and its damage.
Ryo Cost: 750
CHILLING SEAL (MINOR) Armor imbued with this seal grants its user a +1 bonus to
Saving throws vs Genjutsu.
Ryo Cost: 500
Armor imbued with this seal reduces all incoming cold C-RANK SEALS
Damage by 1d4.
ABYSSAL SEAL (REFINED)
COLD STEEL SEAL (MINOR)
Ryo Cost: 1000
Ryo Cost: 750 Armor imbued with this seal grants its wearer resistance
Armor imbued with this seal grants its user a +1 bonus to against Demons and Monstrosities weapon attacks,
Saving throws vs Ninjutsu. bukijutsu and taijutsu.

CORROSIVE SEAL (MINOR) CELESTIAL SEAL (REFINED)

Ryo Cost: 500 Ryo Cost: 1000
Armor imbued with this seal does grants you resistance Armor imbued with this seal grants its wearer resistance
to the corroded condition and its damage. against Sage Beasts and Undead weapon attacks,
bukijutsu and taijutsu.
CRUSHING SEAL (MINOR)
CHAOTIC SEAL (REFINED)
Ryo Cost: 500
Armor imbued with this seal reduces all incoming earth Ryo Cost: 1000
Damage by 1d4. Armor imbued with this seal grants its wearer resistance
against Constructs and Mutants weapon attacks,
DEFENSIVE SEAL (MINOR) bukijutsu and taijutsu.

Ryo Cost: 300 DISRUPTIVE SEAL (REFINED)
Armor imbued with this seal grants its holder a +1 bonus
to their AC. Ryo Cost: 1250
Armor imbued with this grants its user a +2 bonus to
ENHANCED SEAL (MINOR) Chakra Control Checks, made to maintain concentration.

Ryo Cost: 600 FEARSOME SEAL (REFINED)
Crafting DC: +1
Armor imbued with this seal Reduces all incoming Ryo Cost: 1100
damage by 1. Armor imbued with this seal grants its user proficiency
with the Intimidation Skill. Additionally, the user can
HOT SEAL (MINOR) use their action in combat to make an Intimidation check
using the infused weapons Primary ability score against
Ryo Cost: 500 a creature within 5 feet of them vs the targets Wisdom
Armor imbued with this seal reduces all incoming Fire (Insight). On a success, the target drops any weapon they
Damage by 1d4. are holding out of fear. The target then becomes immune
to this effect until they complete a long rest.
ILLUSORY SEAL (MINOR)
LUNAR SEAL (REFINED)
Ryo Cost: 500
Armor imbued with this seal reduces all incoming Ryo Cost: 1250
psychic Damage by 1d4. Crafting DC: +1
Armor imbued with this seal gains resistance against
MARTIAL SEAL (MINOR) Lightning or Fire damage (Select one at creation).

Ryo Cost: 500 At Night, under the light of any phase of moon except
Armor imbued with this seal reduces all incoming the new moon, this armor treats critical hits with
Bludgeoning, piercing or slashing Damage by 1d4. weapon attacks or Taijutsu or Bukijutsu as normal hits.

NINSHOU SEAL (MINOR)

Ryo Cost: 500
Armor imbued with this seal reduces all incoming
Ninjutsu Damage by 1d4.

168

OCCULT SEAL (REFINED) COLD STEEL SEAL (GREATER)

Ryo Cost: 1250 Ryo Cost: 2500
Armor imbued with this seal gains resistance against Armor imbued with this seal grants its user a +2 bonus to
Poison or Psychic damage (Select one at creation). Saving throws vs Ninjutsu.

While within 60 feet of a hostile Aberration or Undead CORROSIVE SEAL (GREATER)
creature, this Armor gains a +1 bonus to AC.
Ryo Cost: 2000
PRIMAL SEAL (REFINED) Armor imbued with this seal has a +1 to AC and
resistance to Acid damage and immunity to the corroded
Ryo Cost: 1250 condition.
Crafting DC: +1
Armor imbued with this seal gains resistance to Wind or CRUSHING SEAL (GREATER)
Earth damage (Select one at creation).
Ryo Cost: 2000
While within 60 feet of a hostile Beast or Monstrosity Armor imbued with this seal has a +1 to AC and
creature, this armor gains a +1 bonus to AC. resistance to Earth damage.

SOLAR SEAL (REFINED) DEFENSIVE SEAL (GREATER)

Ryo Cost: 1250 Ryo Cost: 2000
Crafting DC: +1 Armor imbued with this seal grants its holder a +2 bonus
Armor imbued with this seal grants resistance to Cold or to their AC.
Necrotic damage (Select one at creation).
ENHANCED SEAL (GREATER)
During the day, while under direct sunlight, if the user
of this armor has a bonus to any ability check that allows Ryo Cost: 2000
them to roll additional die. They roll 1 additional 1d4 Crafting DC: +2
adding the result to the ability check. Armor imbued with this seal Reduces all incoming
damage by 3.
STELLAR SEAL (REFINED)
HOT SEAL (GREATER)
Ryo Cost: 1250
Crafting DC: +1 Ryo Cost: 2000
Armor imbued with this seal gains resistance to Force Armor imbued with this seal has a +1 to AC and
damage. resistance to fire Damage and immunity to the burning
condition.
During twilight, while the sun, moon, and stars are
out all at once, this armor gains resistance to all damage, OBSIDIAN IRON SEAL (GREATER)
and immunity to Force damage.
Ryo Cost: 2500
WARDING SEAL (REFINED) Armor imbued with this seal grants its user a +2 bonus to
Saving throws vs Taijutsu.
Ryo Cost: 1750
Armor imbued with this seal can be used to set up SHOCKING SEAL (GREATER)
barriers in a 5-foot cube around its user. As an action or
reaction to being targeted for an attack, or making a Ryo Cost: 2000
Strength, Dexterity or Constitution saving throw, the Armor imbued with this seal has a +1 to AC and
holder can activate this ward, erecting a Barrier large resistance to Lightning Damage and immunity to the
enough to protect only themselves or another creature. shocked condition.
This barrier counts as a structure gaining AC equal to the
users Highest Jutsu Save DC. The Barrier also gains Hit SICKENING SEAL (GREATER)
points equal to three times the user’s level. Creatures
inside the barrier benefit from Total Cover, and cannot Ryo Cost: 2000
be targeted by outside influences. Nothing can get in or Armor imbued with this seal has a +1 to AC and
out, of the barrier, but the creature inside can breathe resistance to Poison Damage and immunity to the
normally. This barrier can last for 1 minute, until its poisoned condition.
destroyed, or dispelled as a bonus action. Once used, this
barrier cannot be erected again until the user completes STAR METAL SEAL (GREATER)
a short or long rest.
Ryo Cost: 2500
B-RANK SEALS Armor imbued with this seal grants its user a +2 bonus to
Saving throws vs Genjutsu.
BLOODY SEAL (GREATER)
A-RANK SEALS
Ryo Cost: 2250
Armor imbued with this seal has immunity to the ABYSSAL SEAL (SUPERIOR)
bleeding condition.
Ryo Cost: 4000
CHILLING SEAL (GREATER) Armor imbued with this seal grants its wearer resistance
against Demons and Monstrosities weapon attacks,
Ryo Cost: 2000 bukijutsu, taijutsu, ninjutsu, and genjutsu.
Armor imbued with this seal has a +1 to AC and
resistance to Cold Damage.

169

CELESTIAL SEAL (SUPERIOR) Dexterity saving throws. Additionally, if you pass a
dexterity save, you suffer no effect or damage. If you fail,
Ryo Cost: 4000 you take half damage, and suffer any additional
Armor imbued with this seal grants its wearer resistance conditions as normal.
against Sage Beasts and Undead weapon attacks,
bukijutsu, taijutsu, ninjutsu, and genjutsu. S-RANK SEALS

CHAOTIC SEAL (SUPERIOR) CHILLING SEAL (MASTERCRAFT)

Ryo Cost: 4000 Ryo Cost: 3000
Armor imbued with this seal grants its wearer resistance Armor imbued with this seal has a +2 to AC and
against Constructs and Mutants weapon attacks, Immunity to Cold Damage, and the Chilled and Slowed
bukijutsu, taijutsu, ninjutsu, and genjutsu. Conditions.

DISRUPTIVE SEAL (SUPERIOR) DEFENSIVE SEAL (MASTERCRAFT)

Ryo Cost: 4500 Ryo Cost: 5000
Crafting DC: +2 Armor imbued with this seal grants its holder a +3 bonus
Armor imbued with this grants its user a +5 bonus to to their AC and the damage you take from attacks or
Chakra Control Checks, made to maintain concentration. effects by 2d4.

Additionally, you can concentrate on 1 additional ENHANCED SEAL (MASTERCRAFT)
jutsu.
Ryo Cost: 5000
LUNAR SEAL (SUPERIOR) Crafting DC: +3
Armor imbued with this seal reduces all incoming
Ryo Cost: 4000 damage by 2d6+2
Crafting DC: +2
Armor imbued with this seal gains Immunity against HOT SEAL (MASTERCRAFT)
Lightning or Fire damage (Select one at creation)
Ryo Cost: 3000
At Night, under the light of any phase of moon except Armor imbued with this seal has a +2 to AC and
the new moon, this armor treats critical hits with Immunity to Fire Damage, and the Burned and Corroded
weapon attacks or Taijutsu or Bukijutsu as normal hits. conditions.

OCCULT SEAL (SUPERIOR) OBSIDIAN IRON SEAL (MASTERCRAFT)

Ryo Cost: 4000 Ryo Cost: 5000
Armor imbued with this seal gains immunity against Armor imbued with this seal grants its user a +3 bonus to
Poison and Psychic damage from Aberrations or Undead. Saving throws vs Taijutsu and Bukijutsu.

While within 60 feet of a hostile Aberration or Undead
creature, this Armor gains a +3 bonus to AC.

PRIMAL SEAL (SUPERIOR) SHOCKING SEAL (MASTERCRAFT)

Ryo Cost: 4000 Ryo Cost: 3000
Armor imbued with this seal gains immunity to Wind or Armor imbued with this seal has a +2 to AC and
Earth damage from Beasts or Monstrosities. Immunity to Lightning Damage, and the shocked and
weakened conditions.
While within 60 feet of a hostile Beast or Monstrosity
creature, this armor gains a +3 bonus to AC. SICKENING SEAL (MASTERCRAFT)

SOLAR SEAL (SUPERIOR) Ryo Cost: 3000
Armor imbued with this seal has a +2 to AC and
Ryo Cost: 4000 Immunity to Poison Damage, and the poisoned and
Crafting DC: +2 Stunned conditions.
Armor imbued with this seal grants immunity to Cold or
Necrotic damage (Select one at creation). STAR METAL SEAL (MASTERCRAFT)

During the day, while under direct sunlight, if the user Ryo Cost: 5000
of this armor has a bonus to any ability check that allows Armor imbued with this seal grants its user a +3 bonus to
them to roll additional die. They roll 2 additional d4 Saving throws vs Genjutsu.
adding the result to the ability check.

STELLAR SEAL (SUPERIOR)

Ryo Cost: 4000
Crafting DC: +1
Armor imbued with this seal gains immunity to Force
damage.

During twilight, while the sun, moon, and stars are
out all at once, this armor gains resistance to all damage,
and immunity to Force damage and you reduce resisted
damage by an additional 5 damage.

SPEED SEAL (SUPERIOR)

Ryo Cost: 5000
Crafting DC: +2
Armor imbued with this seal modifies your speed and
reflexes. The wearer of this armor increases their
movement speed by 20 feet, and gains a +2 bonus to all

170

LEARNING/ CREATING A the selected Keywords costs together to get the final
JUTSU Chakra cost of your jutsu.

You can spend time between adventures learning a new STEP ONE: DEVELOPING THE CONCEPT OF YOUR JUTSU
Jutsu that your master, your ally or your Mentor may
know and you want to learn or you may want to create a The first step of developing your own Jutsu (Or even
new path, by creating your own jutsu. Learning or creating a Variation of one that you already know) is to
creating jutsu does not count against your Jutsu known first figure out the type of jutsu it will be. Classifying
for your class. Regardless, beware that modifying or your Jutsu allows you to create the core requirements of
creating a new Jutsu prevents you from upcasting that the Jutsu itself. By selecting one of the following Jutsu
newly created jutsu. Types you set the path you must follow for the rest of
this journey building this Jutsu.
LEARNING A JUTSU
a) Ninjutsu- Molding Chakra to perform a technique
When you want to train towards Learning a New Jutsu, that interacts with a creature or the world.
you must spend Downtime towards adding that jutsu to
your Known jutsu list. After picking the jutsu you wish to b) Taijutsu- Using martial Arts techniques with or
learn, you must get the holder/owner of that particular without weapons to attack or defend with one's
jutsu to begin teaching you. Learning a Jutsu may be a body.
grand experience that the DM can draw out for story
purposes, but there are a few requirements that must be c) Genjutsu- Molding Chakra to manipulate a
met. creature's 5 senses into believing one aspect of
reality that they are experiencing.
• You cannot learn Jutsu more than 1 rank Above when
you are able to learn Normally. (A Level 4 character Once you have the Concept of your Jutsu decided you will
can spend his Downtime to learn up to a C-Rank Jutsu, go direction to your Jutsu’s, Creation section. Each
but not a B-Rank since a B Rank is two ranks higher section carries its own list of Rules, Range Increments,
than what he can at his level, which is D-Rank) Damage types, Keywords etc.

• You must have the Nature Affinity to learn a Jutsu with
such a requirement. (You cannot learn a Fire Release
Jutsu, if you only have Wind Affinity.)

You must commit a specified amount of Downtime
towards learning this jutsu. (This downtime does not
need to be at the same time.)

LEARNING A JUTSU

Jutsu Rank Self-Taught Master Taught
E-Rank Downtime Cost Downtime cost
D-Rank 2-Weeks 1-Week
C-Rank 5-Weeks 3-Weeks
B-Rank 9-Weeks 5-Weeks
A-Rank 18-Weeks 11-Weeks
S-Rank 45-Weeks 25-Weeks
52-Weeks 35-Weeks

CREATING A JUTSU

When you want to train towards Creating a Jutsu you are
embarking on a journey that no one else has. The Jutsu
you may create may be a minor form of Medical ninjutsu,
or it may be an all-powerful multi–Elemental Jutsu.
Either way this is a much more difficult and involved
process than learning a Jutsu. As a Jutsu creator, you
must not only create the Jutsu’s Effects, but you must
decide how much power it has, how much chakra it costs
and the requirements needed to even perform it. Do you
need the Visual prowess of the Sharingan to pull this
jutsu off? Do you need the massive reserves of chakra
like an Uzumaki to use it? Do you only need to have
access to the Wind Affinity to use it? These are
considerations you must undertake to begin the process
of Jutsu Creation.

Either way, if you decide to Create a Jutsu, you must
follow the following Building Path to achieve such a
Goal. While building your Jutsu, you will encounter
points where you have to select Keywords to add to the
Jutsu’s overall build. Certain Keywords will Increase or
Decrease the final chakra cost of the Jutsu, you add all of

171

NINJUTSU CREATION RULES

STEP TWO: NINJUTSU PREREQUISITE(S), COMPONENTS
& RANGE

The second step of developing your ninjutsu is to figure
out the base requirements, how this new Jutsu is
activated regarding its Components, and whether it will
be a ranged or Melee Jutsu. While selecting the Required
Keywords for your Jutsu, keep in mind Select Jutsu Types
have Mandatory Components and regardless of what type
of jutsu you make your jutsu must have at least 1
Component. If your jutsu does not have a Requirement in
the list (Such as in the Requirement Keywords) then you
may skip that Step. But most Jutsu encompass all or
some of these Categories.

PREREQUISITE KEYWORDS

Requirements Keywords Chakra Cost COMPONENT KEYWORDS
Hijutsu +1
Medical +1 Component Keyword
Fuinjutsu +1 Hand Seals (HS)
Nature Release +1 Chakra Molding (CM)
Required Feature -2
Chakra Seals (CS)
HIJUTSU Mobility (M) Chakra Cost
Weapon (W) - (Mandatory)
By selecting this requirement keyword your Ninjutsu Ninja Tools (NT) +1
gains the Hijutsu Keyword, and counts as being a Clan
Jutsu for you. You cannot select this Keyword if you are -
non-Clan. By selecting this keyword, you increase the -
final cost of your jutsu by +1. -1
-1
MEDICAL
HAND SEALS (HS)
By selecting this requirement keyword your Ninjutsu
will gain the Medical Keyword. By Selecting this By Selecting this Component Keyword, your ninjutsu
keyword, you increase the final cost of your Jutsu by +1 requires you to have 1 hand free in order to weave
handseals. Hand Seals are mandatory when creating a
FUINJUTSU Ninjutsu. If you want to create a Ninjutsu without Hand
Seals as a component. Increase the final cost of your
By selecting this requirement keyword your Ninjutsu Jutsu by +2 and remove the Hand Seal Component.
will gain the Fuinjutsu Keyword. By Selecting this
keyword, you increase the final cost of your Jutsu by +1 CHAKRA MOLDING (CM)

NATURE RELEASE By selecting this Component Keyword, your ninjutsu
requires you to mold chakra in order to utilize it. In order
By selecting this requirement keyword your Ninjutsu to utilize a Nature Release of any type, you must add this
will gain one or many Nature Release Keywords by Component Keyword. Selecting this keyword, you
Selecting this keyword you increase the final cost of your increase the final cost of your Jutsu by +1.
Jutsu by +1
CHAKRA SEALS (CS)
REQUIRED FEATURE
By Selecting this Component Keyword, your ninjutsu
By selecting this requirement keyword, you are required requires you to have 1 hand free in order to create the
to be able to benefit from a Clan, Class, or Class Mod chakra seals needed in order to manifest the required
Feature to use this Ninjutsu. The chosen feature, must be jutsu. In order to utilize Fuinjutsu of any type, you must
a feature that can only be activated by the user. The add this Component Keyword.
chosen feature cannot be something passive like
Unarmed Combat from Taijutsu Specialist, or Advanced MOBILITY (M)
Nature Transformation from the Sarutobi Clan. The
feature must require direct input from the player. By Selecting this Component Keyword, your ninjutsu
Selecting this keyword, you reduce the final cost of your requires you to have at least 5 feet of movement
Jutsu by -2 available to you. While your jutsu doesn’t spend this
(For example. If you are creating a Ninjutsu that requires the movement, it requires you to be able to move your body
Sneak Attack feature, then this jutsu can only be used when freely.
you would be able to benefit from the Sneak attack feature.)

172

WEAPON (W) DAMAGE TYPES

By Selecting this Component Keyword, your ninjutsu Component Keyword Chakra Cost
requires you to have a weapon available to you and Fire +1
within reach. Select one weapon type that this Ninjutsu Cold +1
requires in order to function. Selecting this keyword, you Lightning +1
reduce the final cost of your Jutsu by -1. Wind +1
Earth +1
NINJA TOOLS (NT) Bludgeoning +1
Slashing +1
By Selecting this Component Keyword, your ninjutsu Piercing +1
requires you to have a Ninja tool available to you and Poison +1
within reach. Select one Ninja Tool that this Ninjutsu Acid +2
requires in order to function. In order for you to select Force +3
this keyword the range of your jutsu must either be Self, Necrotic +2
or Touch. Selecting this keyword, you reduce the final
cost of your Jutsu by -1. JUTSU RANGES

RANGE KEYWORDS

Range Keywords Chakra Cost Jutsu Range Chakra Cost
Self - 30ft +1
Touch (5 feet) - 60ft +2

Ranged (See Range Chart)

SELF 90ft +3
120ft +4
Your Ninjutsu has a range of self. This Ninjutsu either 250ft +5
will only affect you, or use you as the center of its effect
radius. Select this range if your jutsu will do either of JUTSU EFFECT KEYWORDS
these things.
All ninjutsu impose some effect. Effects can include
TOUCH Damage, a new Condition such as poisoned or burned,
being stunned, a healing effect, or a defensive effect.
Your Ninjutsu has a Range of Touch (5 Feet). Your While creating your Jutsu, you add additional effects to
ninjutsu will only be able to apply its effects if you are your jutsu until you have your desired stack of effects.
able to physically touch your target creature. You must Some effects can be applied multiple times increasing its
make a Melee Ninjutsu attack roll to score a hit with this effect by adding the values together for its effect, but
Range. also increasing the overall chakra cost by the Listed
Values.
RANGED
Ninjutsu can only have One Conditional Effect. This
Your Ninjutsu has a range greater than 5 feet base. Your can be increased to two with Secondary effect or Delayed
ninjutsu will be able to travel over a distance to interact Effect. Secondary effect and Delayed effect do not stack
with your target creature or area. Selecting this keyword, and cannot be taken together.
you increase the final cost of your Jutsu by +1. You must
make a Ranged Ninjutsu attack roll to score a hit with JUTSU EFFECT KEYWORDS
this Range.
AREA
STEP THREE: DAMAGE TYPES, RANGE, EFFECT.
Chakra Cost: +2
The third Step of jutsu creation comes down to selecting Your Jutsu gains an area of effect in the shape of one of
your Jutsu’s Damage Type, The Final Range of your Jutsu the following: 10ft radius Sphere, 15ft Cone, 15ft Cube, 20ft
Based on the Range Keyword Selected, and what sort of Cylinder or 30ft Line.
effects it may have (If any). Jutsu Effects are Built using
Keywords as Well, with Each Keyword having an Creatures must succeed a Dexterity save vs your
associated Effect or Saving throw attached to it. Ninjutsu Save DC. If your Jutsu requires any other Saving
throw to avoid an additional Condition, this Dexterity
DAMAGE TYPE(S) save replaces that save. This does not count for Effects
Selected with "Secondary Effect". Reduce the Damage
If your Ninjutsu deals damage of any type, you will be Die by 1.
able to select the types of Damage it deals. Jutsu that
deals Multiple types of Damage at once cost additional You can take this Keyword multiple times, each time
Chakra. If the Jutsu has a Certain Nature Affinity it will increasing the Radius of the jutsu by 15ft.
automatically deal that type of Damage.
Creatures suffer half damage and no Conditional
JUTSU RANGE effects on a successful save.

All jutsu have some degree of range, but most jutsu are
casted at a distance. Jutsu that are casted at a distance
generally are advantageous but are also more costly.

173

AUGMENTATION CONDITIONAL

Chakra Cost: +2 Chakra Cost: -3
Required Keywords: Self or Touch, Chakra Molding, Your Jutsu is only effective against creatures who are
currently suffering from a condition already. If you use
Lasting, Damage this jutsu on a creature currently not under the effects of
Your Jutsu modifies your unarmed or weapons attack in your selected condition, this jutsu deals half damage (If
some way, making it more lethal, more powerful, and any) and imposes no additional conditions to the
overall, more potent. Select either unarmed or weapons, creature.
this jutsu will only affect the selected type. Reduce the
damage die by 2. Select One Condition from the following list: Bleeding,
blinded, charmed, deafened, grappled, incapacitated,
While concentrating on this jutsu, when you would paralyzed, petrified, poisoned, restrained, shocked,
deal damage with the modified form of attack, you deal slowed, stunned or unconscious.
additional damage equal to Damage die remaining from
the Damage Keyword. CRITICAL

BLEEDING Chakra Cost: +3
Your Jutsu Can achieve a critical strike on a roll of a 19-
Chakra Cost: +1 20. You can take this keyword up to 4 times. Each time
Conditional Effect you take this effect you increase the critical strike range
Your Jutsu has the chance to inflict the Bleeding by 1 up to a maximum of 16-20.
condition. You can only select this keyword if your Jutsu
has the Slashing, Piercing or Wind damage type. DAMAGE
Creatures Affected by your Jutsu must make a
constitution save vs your Jutsu Save DC. Chakra Cost: +1
Your Jutsu Deals damage of your chosen type. Your Jutsu
BLINDING starts off dealing 4d4 of your chosen Damage type.
This Effect can be taken multiple times. Increasing
Chakra Cost: +2 damage done by 1d4 up to a max of 20d4. Each time this
Conditional Effect keyword is taken, past the first time, costs +1 chakra.
Your jutsu has the chance to inflict the Blinded
condition. Creatures affected by your jutsu must make a DEAFENING
constitution (or Wisdom) save vs your Jutsu Save DC.
(Choose the saving throw at jutsu Creation, this cannot Chakra Cost: +1
be changed Later). Conditional Effect
Your jutsu has the chance to cause the deafened
BURNED condition. Creatures affected by your jutsu must make a
constitution (or Wisdom) save vs your Jutsu save DC.
Chakra Cost: +2 (Choose the saving throw at jutsu Creation, this cannot
Conditional Effect be changed later).
Your Jutsu has the chance to inflict the burned
Condition. You can only select this Keyword if the Jutsu DELAYED EFFECT
has Fire Release. Creatures affected by your jutsu must
make a constitution save vs your Jutsu save DC or suffer Chakra Cost: +1
the Burned Condition Your jutsu after affecting a creature has a delayed effect
that activated on the following round after this jutsu
CHILLED ends. Select one effect Keyword that your jutsu currently
has, other than this one. Your jutsu activates the selected
Chakra Cost: +2 effect at the beginning of either your, or the affected
Conditional Effect creature’s next turn.
Your Jutsu has the chance to inflict the chilled condition.
You can only select this Keyword if the Jutsu has Water EMPOWERED DAMAGE
Release. Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the Chakra Cost: +2/+3
Chilled Condition Required Keywords: Damage
Your Jutsu increases its overall damage potential.
CORRODED Increase your Damage die by 1 Step.
(d4>d6>d8>d10>d12.)
Chakra Cost: +2
Conditional Effect This effect can be taken multiple times, with each time
Your Jutsu has the chance to inflict the corroded increasing the cost by +2 up to a d8. If you would take
Condition. You can only select this Keyword if the Jutsu this keyword to increase the die beyond a d8 you instead
deals acid damage. Creatures affected by your jutsu must increase cost by +3.
make a constitution save vs your Jutsu save DC or suffer
the Corroded Condition. EMPOWERED HEALING

CLASH Chakra Cost: +2/+3
Required Keywords: Healing
Chakra Cost: +1 This keyword increases this Jutsu’s overall healing
Your Jutsu gains the Ability to clash with other Jutsu potential. Increase your healing die by 1 Step.
with the Clash Keyword. (d4>d6>d8>d10>d12.)

This effect can be taken multiple times. with each time
increasing the cost by +2 up to a d8. If you would take
this keyword to increase the die beyond a d8 you instead
increase cost by +3

174

EMPOWERED SHIELDING LASTING

Chakra Cost: +2/+3 Chakra Cost: +2/+3
Required Keywords: Shielding Your Jutsu increases its duration from Instant by one
This Keyword increases this Jutsu’s overall Protective step. This effect can be taken multiple times. Each time
potential. Increase your Temporary hit point Die by 1 you take this effect it increases the duration by one more
Step. (d4>d6>d8>d10>d12.) step. Instant> Concentration 1 Minute > Concentration
10 Minutes > 1 Hour > 8 Hours > 24 Hours > 1 Week.
This effect can be taken multiple times. with each time
increasing the cost by +2 up to a d8. If you would take Once you reach 1 Hour and beyond the jutsu no longer
this keyword to increase the die beyond a d8 you instead require concentration and each additional application of
increase cost by +3. this keyword costs +3 instead of +2.

ENHANCING MULTIPLE STRIKES

Chakra Cost: +2 Chakra Cost: +2
Required Keywords: Self or Touch, Chakra Molding, Your Jutsu grants you more than a single Attack Roll.
Lasting Your Jutsu Grants you an extra attack roll. Split your
Your Jutsu modifies your Ability scores in some way Damage dice between the attacks evenly. You can take
shape or form. this Keyword Multiple times. Each time you take this
effect increase the amount of attack rolls with this jutsu
At Jutsu creation, select one Ability score. While by 1 splitting the damage die evenly amongst each
concentrating on this jutsu, the selected Ability score attack.
increases by +1. You may take this keyword up to 5 times.
PETRIFYING
EXHAUSTING
Chakra Cost: +5
Chakra Cost: +5 Conditional Effect
Your Jutsu has the chance to increase a creature’s Required Keywords: Lasting
exhaustion rank by 1. Creatures affected by your jutsu Your Jutsu has the chance to inflict the petrify condition.
must make a constitution save vs your Jutsu save DC. You can only select this keyword if the jutsu has the
Creatures affected by a jutsu with this Keyword, can Earth Release Affinity.
never have more than 3 ranks of exhaustion applied to
them at any time by this jutsu. Creatures affected by your jutsu must make
constitution save vs your Jutsu save DC at the beginning
HEALING of each of their turns. When the creature fails three
times their body fully hardens as they become petrified
Chakra Cost: +2 turning fully into stone suffering the Petrified condition.
Required Keywords: Medical
Your Jutsu Heals a creatures hit points. POISONING

Additionally, this keyword cannot be taken with the Chakra Cost: +1
Damage, Chakra Damage or the Chakra Absorption Conditional Effect
Keywords. Required Keywords: Poison Damage type
Your Jutsu has the chance to inflict the poisoned
Your Jutsu starts off healing 3d4 Hit Points or Chakra Condition.
Points (choose one at jutsu creation). This keyword can
be taken multiple times, increasing the Healing by 1d4 Creatures affected by your jutsu must make a
up to a maximum of 20d4. constitution save vs your Jutsu save DC or suffer the
poisoned condition.
IMMUNITY
POWERFUL
Chakra Cost: +5
Your jutsu grants you immunity to one damage or Chakra Cost: +3
condition type. Select one damage or condition type Required Keywords: Damage or Shielding or Healing
from the following list: Bludgeoning, cold, earth, fire, Your Jutsu is magnified further. When you would roll
force, lightning, necrotic, piercing, poison, psychic, dice for your jutsu’s damage, temporary hit points or
slashing, wind, bleeding, blinded, charmed, deafened, any other linked effect based on the required keywords.
grappled, incapacitated, paralyzed, petrified, restrained, You add your Ninjutsu Ability Modifier to the roll.
slowed, stunned or unconscious.
RESISTANCE
You gain immunity to the given damage type or
condition until the start of your next turn. If you take Chakra Cost: +2
this keyword along with the Lasting keyword, you gain Your Jutsu grants a creature with Resistance to a given
these benefits for the duration you concentrate on the damage type or Condition.
created Jutsu. This keyword can be taken multiple times.
Each time you take this effect select another damage Select one Damage type or Condition type from the
type or Condition. following list: Acid, Bludgeoning, cold, earth, fire, force,
lightning, necrotic, piercing, poison, psychic, slashing,
KNOCK BACK wind, bleeding, blinded, charmed, deafened, exhaustion,
grappled, incapacitated, paralyzed, petrified, restrained,
Chakra Cost: +1 slowed, stunned or unconscious.
Your Jutsu has the chance to knock a creature back 10ft.
Creatures affected by your jutsu must make a Strength You gain Resistance to the given damage type until the
saving throw vs your Jutsu Save DC. start of your next turn or advantage on the next saving
throw against the selected condition. If you take this
This effect can be taken multiple times. Each time you keyword along with the Lasting keyword, you gain these
take this effect it increases the knock back distance by up benefits for the duration you concentrate on the created
to 10ft on a failed save. Jutsu. This Keyword can be taken multiple times.

175

RESTRAINING SPEEDY

Chakra Cost: +2 Chakra Cost: +3
Conditional Effect Your Jutsu can be cast at a significantly faster speed than
Your Jutsu has the chance to inflict the restrained most others. Reduce the cast time of your Jutsu from an
condition. Creatures affected by your jutsu must make a action to a bonus Action. Reduce your Damage die by 1.
Dexterity (or Strength) save vs your Jutsu save DC or You can take this Keyword a second time further
suffer the restrained condition. reducing it to a Reaction, if you do reduce your Damage
die by 1 a second time.
SEALING
STUNNING
Chakra Cost: +3
Required Keywords: Fuinjutsu, Touch, Chakra Seals Chakra Cost: +5
(CS), Lasting Conditional Effect
Your Jutsu seals away a creatures Chakra or Jutsu. Your Jutsu has a chance to inflict the Stunned Condition.
Scoring a hit with this jutsu forces the target to make a Creatures affected by your jutsu must make a
constitution or Wisdom saving throw. (Select at jutsu constitution save vs your Jutsu save DC or suffer the
creation. Cannot be changed later). On a failed save, the stunned condition.
target is marked with a Single Seal. While they are
marked with this seal, they cannot cast Ninjutsu or WEAKENING
Genjutsu. They can use their action to make a
Constitution (Chakra control) or Intelligence (Ninshou) Chakra Cost: +2
check vs your Ninjutsu save DC to remove the seal. Conditional Effect
Your Jutsu has a chance to inflict the Weakened
This Keyword can be taken multiple times. Each time condition. Creatures affected by your jutsu must make a
you take this keyword, the number of seals you mark constitution save vs your Jutsu save DC or suffer the
your target with increases by +1. weakened condition.

SECONDARY EFFECT STEP FOUR: FINALIZING THE COST, NAME, AND YOUR
LEGACY.
Chakra Cost: +3
Your jutsu has multiple conditional effects built into it. The fourth and Final step is to clarify the final rank, cost
You can only select this keyword if you have a keyword and downtime cost of Your Jutsu, while also coming up
that requires a saving throw of some type. Select a with a memorable name.
second conditional effect. Your Jutsu gains this second
effect and forces a second saving throw alongside the When you are finalizing your jutsu there are a few
other saving throws. things you need to do in order to also get the final Rank
of this new Jutsu.
SHIELDING
First take your Jutsu's damage (If any) and average the
Chakra Cost: +2 amount of potential damage it can deal. This is done by
Your Jutsu grants Temporary Hit Points. Your Jutsu taking the damage die (D4, D6, D8, D10, D12) and using
grants up to 3d4 worth of Temporary hit points. These the dies Average. (D4 is 3, D6 is 4, D8 is 5, D10 is 6, D12 is
hit points do not stack with any other ability, feature or 7).
jutsu that provides temporary hit points.
Second you take this average and multiply it by the
This keyword can be taken multiple times, increasing number of damage die your jutsu has and compare it to
the Temp hit points gained by 2d4 up to a maximum of the table below to determine the Rank of the Jutsu and
20d4. the Downtime cost associated with it.

SHOCKING If your jutsu does not deal damage, then you instead
use the Chakra Cost Column of the table below to
Chakra Cost: +1 determine the Rank of the Jutsu and the Downtime cost
Conditional Effect associated with it.
Your Jutsu has the chance to inflict the Shocked
condition. You can only select this keyword if the jutsu FINAL NINJUTSU DAMAGE & RANK CORRELATION
has the Lightning Affinity.
Damage Cost Associated Rank Downtime Cost
Creatures affected by your jutsu must make a 1-20 1-8 D-Rank 5-Weeks
constitution save vs your Jutsu save DC or suffer the 21-34 9-13 C-Rank 12-Weeks
Shocked condition.
35-49 14-19 B-Rank 25-Weeks
SLOWING 50-69 20-25 A-Rank 52-Weeks
70+ 26+ S-Rank 104-Weeks
Chakra Cost: +2
Conditional Effect
Your jutsu has the chance to inflict the slowed condition.
Creatures affected by your jutsu must make a Strength
(or Constitution, Pick one. This cannot be changed later.)
save vs your Jutsu save DC or suffer the Slowed
condition.

176

GENJUTSU CREATION RULES HAND SEALS (HS)

STEP TWO: GENJUTSU PREREQUISITE(S), COMPONENTS By Selecting this Component Keyword, your genjutsu
& RANGE requires you to have 1 hand free in order to weave
handseals. If you want to create a Genjutsu without Hand
The second step of developing your genjutsu is to figure Seals as a component. Increase the final cost of your
out the base requirements, how this new Jutsu is Jutsu by +2 and remove the Hand Seal Component.
activated regarding its Components, and whether it will
be a ranged or Melee Jutsu. While selecting the Required CHAKRA MOLDING (CM)
Keywords for your Jutsu, keep in mind Genjutsu have
Mandatory Components. If your jutsu does not have a By selecting Genjutsu as your jutsu type, you have to
Requirement in the list (Such as in the Requirement take this keyword for your jutsu.
Keywords) then you may skip that Step. But most Jutsu
encompass all or some of these Categories. CHAKRA SEALS (CS)

PREREQUISITE KEYWORDS By Selecting this Component Keyword, your genjutsu
requires you to have 1 hand free in order to create the
Requirements Keywords Chakra Cost chakra seals needed in order to manifest the required
Hijutsu +1 jutsu. In order to utilize Fuinjutsu of any type, you must
Medical +1 add this Component Keyword. Selecting this keyword,
Fuinjutsu +1 reduces the final cost of your Jutsu by -1.
Required Feature -2
WEAPON (W)
HIJUTSU
By Selecting this Component Keyword, your genjutsu
By selecting this requirement keyword your Genjutsu requires you to have a weapon available to you and
gains the Hijutsu Keyword, and counts as being a Clan within reach. Select one weapon type that this Genjutsu
Jutsu for you. You cannot select this Keyword if you are requires in order to function. In order for you to select
non-Clan. By selecting this keyword, you increase the this keyword the range of your jutsu must either be Self,
final cost of your jutsu by +1. or Touch. Selecting this keyword, increases the final cost
of your Jutsu by -2.
MEDICAL
NINJA TOOLS (NT)
By selecting this requirement keyword your Genjutsu
will gain the Medical Keyword. By Selecting this By Selecting this Component Keyword, your genjutsu
keyword, you increase the final cost of your Jutsu by +1 requires you to have a Ninja tool available to you and
within reach. Select one Ninja Tool that this Genjutsu
requires in order to function. In order for you to select

FUINJUTSU RANGE KEYWORDS

By selecting this requirement keyword your Genjutsu Range Keywords Chakra Cost
will gain the Fuinjutsu Keyword. By Selecting this Self -
keyword, you increase the final cost of your Jutsu by +1 Touch (5 feet) -

REQUIRED FEATURE Ranged (See Jutsu Ranges)

By selecting this requirement keyword, you are required this keyword the range of your jutsu must either be Self,
to be able to benefit from a Clan, Class, or Class Mod or Touch. Selecting this keyword, increases the final cost
Feature to use this Genjutsu. The chosen feature, must of your Jutsu by -2.
be a feature that can only be activated by the user. The
chosen feature cannot be something passive like SELF
Unarmed Combat from Taijutsu Specialist, or Advanced
Nature Transformation from the Sarutobi Clan. The Your Genjutsu has a range of self. This Genjutsu either
feature must require direct input from the player. will only affect you, or use you as the center of its effect
(For example. If you are creating a Genjutsu that requires radius. Select this range if your jutsu will do either of
the Actualization feature, then this jutsu can only be used these things.
when you would be able to benefit from the Sneak attack
feature.) TOUCH

COMPONENT KEYWORDS Your Genjutsu has a Range of Touch (5 Feet). Your
genjutsu will only be able to apply its effects if you are
Component Keyword Chakra Cost able to physically touch your target creature. You must
Hand Seals (HS) - (Mandatory) make a Melee Genjutsu attack roll to score a hit with this
Chakra Molding (CM) +1 (Mandatory) Range.

Chakra Seals (CS) -1 RANGED
Weapon (W) -2
Ninja Tools (NT) -2 Your Genjutsu has a range greater than 5 feet base. Your
genjutsu will be able to travel over a distance to interact
with your target creature or area. Selecting this keyword,
you increase the final cost of your Jutsu by +1. You must
make a Ranged Genjutsu attack roll to score a hit with
this Range.

177

STEP FOUR: DAMAGE TYPES, RANGE, SENSORY JUTSU EFFECT KEYWORDS
KEYWORDS, AND EFFECT.
AREA
The third Step of jutsu creation comes down to selecting
your Jutsu’s Damage Type, The Final Range of your Jutsu Chakra Cost: +2
Based on the Range Keyword Selected, and what sort of Your Jutsu gains an area of effect in the shape of one of
effects it may have (If any). Jutsu Effects are Built using the following: 10ft radius Sphere, 10ft Cone, 15ft Cube, 10ft
Keywords as Well, with Each Keyword having an Cylinder or 10ft Line.
associated Effect or Saving throw attached to it.
Creatures must succeed an Intelligence, Wisdom or
DAMAGE TYPE(S) Charisma save vs your Genjutsu Save DC (Select one at
jutsu creation). If your Jutsu requires any other Saving
If your Genjutsu Deals Damage by default the damage throw to avoid an additional Condition, this save
type dealt is Psychic. replaces that save. This counts for effects Selected with
"Tertiary Effect".
DAMAGE TYPE(S)
You can take this Keyword multiple times, each time
Component Keyword Chakra Cost increasing the Radius of the jutsu by 15ft.
Psychic -
Creatures suffer half damage and no Conditional
JUTSU RANGE effects on a successful save.

All jutsu have some degree of range, but most jutsu are AUGMENTATION
casted at a distance. Jutsu that are casted at a distance
generally are advantageous but are also more costly. Chakra Cost: +2
Required Keywords: Self or Touch, Chakra Molding,
JUTSU RANGES
Tactile, Lasting, Damage
Jutsu Range Chakra Cost Your Jutsu modifies your unarmed or weapons attack in
30ft +1 some way, making it more lethal, more powerful, and
60ft +2 overall, more potent. Select either unarmed or weapons,
this jutsu will only affect the selected type. Reduce the
90ft +3 damage die by 2.
120ft +4
250ft +5 While concentrating on this jutsu, when you would
deal damage with the modified form of attack, you deal
SENSORY KEYWORDS additional damage equal to Damage die remaining from
the Damage Keyword.
Most Genjutsu when cast affects a creature’s senses, but
not all of them. Each sense is important to the potency of BLINDING
the genjutsu and affects what effect keywords you can
and cannot add to your Jutsu. Chakra Cost: +2
Conditional Effect
SENSORY KEYWORDS Required Keywords: Visual
Your jutsu has the chance to inflict the Blinded condition
Keyword Chakra Cost Keyword Requirement(s) until the start of the affected creature’s next turn.
Visual -1
Creatures affected by your jutsu must make an
Tactile +1 Intelligence, Wisdom or Charisma save vs your Jutsu
Save DC. (Choose the saving throw at jutsu Creation, this
Auditory +1 cannot be changed Later).

Inhaled -1 Ninja Tools (NT) BOOSTING

JUTSU EFFECT KEYWORDS Chakra Cost: +3
Required Keywords: Self or Touch, Chakra Molding,
All genjutsu impose some effect. Effects can include Tactile
Damage, a new Condition such as charmed or Your Jutsu modifies chance in some way shape or form.
frightened, being stunned, a healing effect, or a At Jutsu creation, select one from the following;
defensive effect. While creating your Jutsu, you add
additional effects to your jutsu until you have your • Attack Rolls
desired stack of effects. Some effects can be applied • Saving throws
multiple times increasing its effect by adding the values • Ability Checks
together for its effect, but also increasing the overall
chakra cost by the Listed Values. When you use this jutsu, you add 1d4 the selected
check, the next time you would roll it before the
Genjutsu can have up to Two Conditional effects. This beginning of your next turn. If you take the Lasting
can be increased to three with Tertiary effect or Delayed Keyword, you instead add the bonus to the check so long
Effect. Tertiary effect and Delayed effect do not stack and as you maintain concentration. You may take this
cannot be taken together in any combination. keyword multiple times. Each time you take this
keyword add 1 additional d4 to the roll.

Alternatively, you may take this keyword an additional
time selecting a different check.

178

CHARMING EMPOWERED DAMAGE

Chakra Cost: +2 Chakra Cost: +2/+3
Required Keywords: Visual or Auditory or Inhaled Required Keywords: Damage
Your Justus has the chance to inflict the Charmed Your Jutsu increases its overall damage potential.
condition. Increase your Damage die by 1 Step.
(d4>d6>d8>d10>d12.)
Creatures affected by your jutsu must an Intelligence,
Wisdom or Charisma save vs your Genjutsu Save DC. This effect can be taken multiple times, with each time
(Choose the saving throw at Jutsu creation, this cannot increasing the cost by +2 up to a d8. If you would take
be changed later). this keyword to increase the die beyond a d8 you instead
increase cost by +3.
CONDITIONAL
EMPOWERED HINDERING
Chakra Cost: -2
Your Jutsu is only effective against creatures who are Chakra Cost: +2/+3
currently suffering from a condition already. If you use Required Keywords: Hindering
this jutsu on a creature currently not under the effects of Your Jutsu increases its overall hindering potential.
your selected condition, this jutsu deals half damage (If Increase your hindering die by 1 Step.
any) and imposes no additional conditions to the (d4>d6>d8>d10>d12.)
creature.
This effect can be taken multiple times with each time
Select One Condition from the following list: Bleeding, increasing the cost by +2 up to a d8. If you would take
blinded, charmed, deafened, grappled, incapacitated, this keyword to increase the die beyond a d8 you instead
paralyzed, petrified, poisoned, restrained, slowed, increase cost by +3.
stunned or unconscious.
EMPOWERED SHIELDING
CRITICAL
Chakra Cost: +2/+3
Chakra Cost: +3 Required Keywords: Shielding
Your Jutsu Can achieve a critical strike on a roll of a 19- This Keyword increases this Jutsu’s overall Protective
20. You can take this keyword up to 4 times. Each time potential. Increase your Temporary hit point Die by 1
you take this effect you increase the critical strike range Step. (d4>d6>d8>d10>d12.)
by 1 up to a maximum of 16-20.
This effect can be taken multiple times. with each time
DAMAGE increasing the cost by +2 up to a d8. If you would take
this keyword to increase the die beyond a d8 you instead
Chakra Cost: +1 increase cost by +3.
Required Keywords: Tactile
Your Jutsu Deals damage of your chosen type. Your Jutsu FRIGHTENING
starts off dealing 4d4 of your chosen Damage type.
This Effect can be taken multiple times. Increasing Chakra Cost: +3
damage done by 1d4 up to a max of 20d4. Each time this Conditional Effect
keyword is taken, past the first time, costs +1 chakra. Your Jutsu has the chance to inflict 1 rank of the Fear
Condition until the start of the affected creature’s next
DEAFENING turn.

Chakra Cost: +2 Creatures affected by your jutsu must make a Wisdom
Conditional Effect (or Charisma) save vs your Genjutsu Save DC. (Choose
Required Keywords: Auditory the saving throw at Jutsu creation, this cannot be
Your jutsu has the chance to cause the deafened changed later).
condition until the start of the affected creature’s next
turn. Creatures affected by your jutsu must make a HINDERING
Wisdom (or Charisma) save vs your Genjutsu save DC.
(Choose the saving throw at jutsu Creation, this cannot Chakra Cost: +3
be changed later). Required Keywords: Chakra Molding, Tactile
Your Jutsu modifies chance in some way shape or form.
At Jutsu creation, select one from the following;

DELAYED EFFECT • Attack Rolls
• Saving throws
Chakra Cost: +1 • Ability Checks
Your jutsu after affecting a creature has a delayed effect
that activated on the following round after this jutsu When you use this jutsu, your targets reduces the
ends. Select one effect Keyword that your jutsu currently selected check by 1d4 the next time they would roll it
has, other than this one. Your jutsu activates the selected before the end of their next turn. If you take the Lasting
effect at the beginning of either your, or the affected Keyword, they instead add the penalty to the check so
creature’s next turn. long as you maintain concentration. You may take this
keyword multiple times. Each time you take this
EMPOWERED BOOSTING keyword add 1 additional d4 to the roll up to a maximum
of 5d4
Chakra Cost: +2/+3
Required Keywords: Boosting Alternatively, you may take this keyword an additional
Your Jutsu increases its overall boosting potential. time selecting a different check.
Increase your bonus die by 1 Step.
(d4>d6>d8>d10>d12.)

This effect can be taken multiple times, with each time
increasing the cost by +2 up to a d8. If you would take
this keyword to increase the die beyond a d8 you instead
increase cost by +3.

179

IMMUNITY RESTRAINING

Chakra Cost: +5 Chakra Cost: +2
Required Keywords: Tactile Conditional Effect
Your Jutsu Grants You Immunity to one Damage or Required Keywords: Any Sensory Keyword
Condition type. Select One Damage or Condition type Your Jutsu has the chance to inflict the restrained
from the following list: Psychic, blinded, charmed, condition. Creatures affected by your jutsu must make an
deafened, grappled, incapacitated, paralyzed, slowed, Intelligence, Wisdom or Charisma save vs your Jutsu
stunned or unconscious. save DC or suffer the weakened condition..

You gain immunity to the given damage type or SEALING
condition until the start of your next turn. If you take
this keyword along with the Lasting keyword, you gain Chakra Cost: +3
these benefits for the duration you concentrate on the Required Keywords: Fuinjutsu, Touch, Chakra Seals
created Jutsu. This keyword can be taken multiple times. (CS), Lasting
Each time you take this effect select another damage Your Jutsu seals away a creatures Chakra or Jutsu.
type or Condition. Scoring a hit with this jutsu forces the target to make an
Intelligence, Wisdom or Charisma saving throw (Select
LASTING one). On a failed save, the target is marked with a Single
Seal for 1 minute. While they are marked with this seal,
Chakra Cost: +2/+3 they cannot cast Ninjutsu or Genjutsu. They can use their
Your Jutsu increases its duration from Instant by one action to make a Constitution (Chakra control) or
step. This effect can be taken multiple times. Each time Wisdom (Illusion) check vs your Genjutsu save DC to
you take this effect it increases the duration by one more remove the seal.
step. Instant> Concentration 1 Minute > Concentration
10 Minutes > 1 Hour > 8 Hours > 24 Hours > 1 Week. This Keyword can be taken multiple times. Each time
you take this keyword, the number of seals you mark
Once you reach 1 Hour and beyond the jutsu no longer your target with increases by +1.
require concentration and each additional application of
this keyword costs +3 instead of +2. TERTIARY EFFECT

MULTIPLE STRIKES Chakra Cost: +3
Your jutsu has multiple conditional effects built into it.
Chakra Cost: +3 You can only select this keyword if you have two
Your Jutsu grants you more than a single Attack Roll. keywords that are conditional effects. Select a third
Your Jutsu Grants you an extra attack roll. Split your conditional effect. Your Jutsu gains this third effect and
Damage dice between the attacks evenly. You can take forces an additional saving throw alongside the other
this Keyword Multiple times. Each time you take this saving throws.
effect increase the amount of attack rolls with this jutsu
by 1 splitting the damage die evenly amongst each SHIELDING
attack.
Chakra Cost: +2
POWERFUL Required Keywords: Tactile
Your Jutsu grants Temporary Hit Points. Your Jutsu
Chakra Cost: +3 grants you up to 3d4 worth of Temporary hit points.
Required Keywords: Damage or Shielding or Boosting or These hit points do not stack with any other ability,
feature or jutsu that provides temporary hit points.
Hindering
Your Jutsu is magnified further. When you would roll This keyword can be taken multiple times, increasing
dice for your jutsu’s damage, temporary hit points or the Temp hit points gained by 1d4 up to a maximum of
any other linked effect based on the required keywords. 20d4.
You add your Genjutsu Ability Modifier to the roll.
SLOWING
RESISTANCE
Chakra Cost: +2
Chakra Cost: +2 Conditional Effect
Required Keywords: Tactile Required Keywords: Tactile or Inhaled
Your Jutsu grants a creature with Resistance to a given Your jutsu has the chance to inflict the slowed condition.
damage type or Condition. Creatures affected by your jutsu must make an
Intelligence, Wisdom or Charisma save vs your Jutsu
Select one Damage type or Condition type from the save DC or suffer the weakened condition..
following list: Psychic, blinded, charmed, deafened,
grappled, incapacitated, paralyzed, slowed, stunned or SPEEDY
unconscious.
Chakra Cost: +3
You gain Resistance to the given damage type until the Your Jutsu can be cast at a significantly faster speed than
start of your next turn or advantage on the next saving most others. Reduce the cast time of your Jutsu from an
throw against the selected condition. If you take this action to a bonus Action. Reduce your Damage die by 1.
keyword along with the Lasting keyword, you gain these You can take this Keyword a second time further
benefits for the duration you concentrate on the created reducing it to a Reaction, if you do reduce your Damage
Jutsu. This Keyword can be taken multiple times. Each die by 1 a second time.
time you take this effect select another damage type or
effect.

180

STUNNING

Chakra Cost: +5
Conditional Effect
Required Keywords: Tactile or Inhaled
Your Jutsu has a chance to inflict the Stunned Condition.
Creatures affected by your jutsu must make an
Intelligence, Wisdom or Charisma save vs your Jutsu
save DC or suffer the weakened condition.

UNAVOIDABLE

Chakra Cost: +2
Your Jutsu does not require you to make an attack roll,
instead always having the chance to hit your target.
Select a target creature within range that you can sense
with one of the following senses. (Vision, Hearing,
Smell). Target Creature must make an Intelligence
Wisdom or Charisma save vs your Genjutsu Save DC.
(Choose the saving throw at jutsu creation)

WEAKENING

Chakra Cost: +3
Conditional Effect
Required Keywords: Tactile or Inhaled
Your Jutsu has a chance to inflict the Weakened
condition. Creatures affected by your jutsu must make an
Intelligence, Wisdom or Charisma save vs your Jutsu
save DC or suffer the weakened condition.

STEP FOUR: FINALIZING THE COST, NAME, AND YOUR
LEGACY.

The fourth and Final step is to clarify the final rank, cost
and downtime cost of Your Jutsu, while also coming up
with a memorable name.

When you are finalizing your jutsu there are a few
things you need to do in order to also get the final Rank
of this new Jutsu.

First take your Jutsu's damage (If any) and average the
amount of potential damage it can deal. This is done by
taking the damage die (D4, D6, D8, D10, D12) and using
the dies Average. (D4 is 3, D6 is 4, D8 is 5, D10 is 6, D12 is
7).

Second you take this average and multiply it by the
number of damage die your jutsu has and compare it to
the table below to determine the Rank of the Jutsu and
the Downtime cost associated with it.

If your jutsu does not deal damage, then you instead
use the Chakra Cost Column of the table below to
determine the Rank of the Jutsu and the Downtime cost
associated with it.

FINAL GENJUTSU DAMAGE & RANK CORRELATION

Damage Cost Associated Rank Downtime Cost
1-20 1-8 D-Rank 5-Weeks
21-34 9-13 C-Rank 12-Weeks

35-49 14-19 B-Rank 25-Weeks
50-69 20-25 A-Rank 52-Weeks
70+ 26+ S-Rank 104-Weeks

181

TAIJUTSU CREATION RULES CHAKRA MOLDING (CM)

STEP TWO: TAIJUTSU PREREQUISITE(S), COMPONENTS By selecting this Component Keyword, your taijutsu
& RANGE requires you to mold chakra in order to utilize it. In order
to utilize a Nature Release of any type, you must add this
The second step of developing your taijutsu is to figure Component Keyword. Selecting this keyword, you
out the base requirements, how this new Jutsu is increase the final cost of your Jutsu by +1.
activated regarding its Components, and whether it will
be a ranged or Melee Jutsu. While selecting the Required MOBILITY (M)
Keywords for your Jutsu, keep in mind Select Jutsu Types
have Mandatory Components. If your jutsu does not have By Selecting this Component Keyword, your taijutsu
a Requirement in the list (Such as in the Requirement requires you to have at least 5 feet of movement
Keywords) then you may skip that Step. But most Jutsu available to you. While your jutsu doesn’t spend this
encompass all or some of these Categories. movement, it requires you to be able to move your body
freely. All Taijutsu must have this keyword.
PREREQUISITE KEYWORDS
WEAPON (W)
Requirements Keywords Chakra Cost
Hijutsu +1 By Selecting this Component Keyword, your taijutsu
Bukijutsu - requires you to have a weapon available to you and
Nature Release +2 within reach. Select one weapon type that this Taijutsu
Required Feature -2 requires in order to function.

HIJUTSU NINJA TOOLS (NT)

By selecting this requirement keyword your Taijutsu By Selecting this Component Keyword, your taijutsu
gains the Hijutsu Keyword, and counts as being a Clan requires you to have a Ninja tool available to you and
Jutsu for you. You cannot select this Keyword if you are within reach. Select one Ninja Tool that this Taijutsu
non-Clan. By selecting this keyword, you increase the requires in order to function. Selecting this keyword, you
final cost of your jutsu by +1. reduce the final cost of your Jutsu by -1.

RANGE KEYWORDS

BUKIJUTSU Range Keywords Chakra Cost
Self -
By selecting this requirement keyword your Taijutsu Touch (5 feet) -
gains the Bukijutsu Keyword, and now requires a
Weapon of some sort. You cannot select this Keyword if Ranged (See Jutsu Range)
your taijutsu does not also have the Weapon (W)
Component Keyword. SELF

NATURE RELEASE Your Taijutsu has a range of self. This Taijutsu either will
only affect you, or use you as the center of its effect
By selecting this requirement keyword your Taijutsu will radius. Select this range if your jutsu will do either of
gain one or many Nature Release Keywords by Selecting these things.
this keyword you increase the final cost of your Jutsu by
+2. TOUCH

REQUIRED FEATURE Your Taijutsu has a Range of Touch (5 Feet). Your
taijutsu will only be able to apply its effects if you are
By selecting this requirement keyword, you are required able to physically touch your target creature. You must
to be able to benefit from a Clan, Class, or Class Mod make a Melee Taijutsu attack roll to score a hit with this
Feature to use this Taijutsu. The chosen feature, must be Range.
a feature that can only be activated by the user. The
chosen feature cannot be something passive like RANGED
Unarmed Combat from Taijutsu Specialist, or Advanced
Nature Transformation from the Sarutobi Clan. The Your Taijutsu has a range greater than 5 feet base. Your
feature must require direct input from the player. taijutsu will be able to travel over a distance to interact
(For example. If you are creating a Taijutsu that requires the with your target creature or area. Selecting this keyword,
Sneak Attack feature, then this jutsu can only be used when you increase the final cost of your Jutsu by +1. You must
you would be able to benefit from the Sneak attack feature.) make a Ranged Taijutsu attack roll to score a hit with
this Range.
COMPONENT KEYWORDS
STEP FOUR: DAMAGE TYPES, RANGE, EFFECT.
Component Keyword Chakra Cost
Chakra Molding (CM) +1 The third Step of jutsu creation comes down to selecting
your Jutsu’s Damage Type, The Final Range of your Jutsu
Mobility (M) - (Mandatory) Based on the Range Keyword Selected, and what sort of
Weapon (W) - (Mandatory for Bukijutsu) effects it may have (If any). Jutsu Effects are Built using
Ninja Tools (NT) -1 Keywords as Well, with Each Keyword having an
associated Effect or Saving throw attached to it.

182

DAMAGE TYPE(S) You can take this Keyword multiple times, each time
increasing the Radius of the jutsu by 15ft.
If your Taijutsu deals damage of any type, you will be
able to select the types of Damage it deals. Jutsu that Creatures suffer half damage and no Conditional
deals Multiple types of Damage at once cost additional effects on a successful save.
Chakra. If the Jutsu has a Certain Nature Affinity it will
automatically deal that type of Damage. AUGMENTATION

DAMAGE TYPES Chakra Cost: +2
Required Keywords: Self or Touch, Chakra Molding,
Component Keyword Chakra Cost
Fire +2 Lasting, Damage
Cold +2 Your Jutsu modifies your unarmed or weapons attack in
some way, making it more lethal, more powerful, and
Lightning +2 overall, more potent. Select either unarmed or weapons,
Wind +2 this jutsu will only affect the selected type. Reduce the
Earth +2 damage die by 2.
Bludgeoning +1
Slashing +1 While concentrating on this jutsu, when you would
Piercing +1 deal damage with the modified form of attack, you deal
Poison +2 additional damage equal to Damage die remaining from
Acid +2 the Damage Keyword.
Necrotic +3
BLEEDING
JUTSU RANGE
Chakra Cost: +2
Conditional Effect
Your Jutsu has the chance to inflict the Bleeding
condition. You can only select this keyword if your Jutsu
has the Slashing, Piercing or Wind damage type.
Creatures Affected by your Jutsu must make a
constitution save vs your Jutsu Save DC.

All jutsu have some degree of range, but most jutsu are BLINDING
casted at a distance. Jutsu that are casted at a distance
generally are advantageous but are also more costly. Chakra Cost: +2
Conditional Effect
JUTSU RANGES Your jutsu has the chance to inflict the Blinded
condition. Creatures affected by your jutsu must make a
Jutsu Range Chakra Cost constitution save vs your Taijutsu Save DC.
30ft +2
60ft +3 BURNED

90ft +4 Chakra Cost: +2
120ft +5 Conditional Effect
250ft +6 Your Jutsu has the chance to inflict the burned
Condition. You can only select this Keyword if the Jutsu
JUTSU EFFECT KEYWORDS has Fire Release. Creatures affected by your jutsu must
make a constitution save vs your Taijutsu save DC or
suffer the Burned Condition.

All taijutsu impose some effect. Effects can include CHAKRA ABSORPTION
Damage, a new Condition such as stunned or paralyzed,
a self-healing effect, or a defensive effect. While creating Chakra Cost: +3
your Jutsu, you add additional effects to your jutsu until Required Keywords: Touch, Chakra Molding, Damage
you have your desired stack of effects. Some effects can Your jutsu, instead of dealing damage to a creature hit
be applied multiple times increasing its effect by adding points, absorbs chakra points from a creature and
the values together for its effect, but also increasing the transfer them to you. Reduce your Damage die by 1.
overall chakra cost by the Listed Values.
CHAKRA DAMAGE
Taijutsu can only have One Conditional Effect. This
can be increased to two with Secondary effect or Delayed Chakra Cost: +2
Effect. Secondary effect and Delayed effect do not stack Required Keywords: Touch, Chakra Molding, Damage
and cannot be taken together. Your Jutsu, instead of dealing damage to a creature Hit
points, deal damage to a creatures Chakra Points. Reduce
JUTSU EFFECT KEYWORDS your Damage die by 1.

AREA CHILLED

Chakra Cost: +2 Chakra Cost: +2
Your Jutsu gains an area of effect in the shape of one of Conditional Effect
the following: 10ft radius Sphere, 10ft Cone, 15ft Cube, 10ft Your Jutsu has the chance to inflict the chilled condition.
Cylinder or 15ft Line. You can only select this Keyword if the Jutsu has Water
Release. Creatures affected by your jutsu must make a
Creatures must succeed a Dexterity save vs your constitution save vs your Jutsu save DC or suffer the
Taijutsu Save DC. If your Jutsu requires any other Saving Chilled Condition
throw to avoid an additional Condition, this Dexterity
save replaces that save. This does not count for Effects
Selected with "Secondary Effect".

183

CORRODED EMPOWERED DAMAGE

Chakra Cost: +2 Chakra Cost: +2/+3
Conditional Effect Required Keywords: Damage
Your Jutsu has the chance to inflict the corroded Your Jutsu increases its overall damage potential.
Condition. You can only select this Keyword if the Jutsu Increase your Damage die by 1 Step.
deals acid damage. Creatures affected by your jutsu must (d4>d6>d8>d10>d12.)
make a constitution save vs your Jutsu save DC or suffer
the Corroded Condition. This effect can be taken multiple times, with each time
increasing the cost by +2 up to a d8. If you would take
CLASH this keyword to increase the die beyond a d8 you instead
increase cost by +3.
Chakra Cost: +1
Your Jutsu gains the Ability to clash with other Jutsu EMPOWERED SHIELDING
with the Clash Keyword.
Chakra Cost: +2/+3
CONDITIONAL Required Keywords: Shielding
This Keyword increases this Jutsu’s overall Protective
Chakra Cost: -2 potential. Increase your Temporary hit point Die by 1
Your Jutsu is only effective against creatures who are Step. (d4>d6>d8>d10>d12.)
currently suffering from a condition already. If you use
this jutsu on a creature currently not under the effects of This effect can be taken multiple times, with each time
your selected condition, this jutsu deals half damage (If increasing the cost by +2 up to a d8. If you would take
any) and imposes no additional conditions to the this keyword to increase the die beyond a d8 you instead
creature. increase cost by +3.
Select One Condition from the following list: Bleeding,
blinded, charmed, deafened, grappled, incapacitated, EXHAUSTING
paralyzed, petrified, poisoned, restrained, shocked,
slowed, stunned or unconscious. Chakra Cost: +5
Your Jutsu has the chance to increase a creature’s
CRITICAL exhaustion rank by 1. Creatures affected by your jutsu
must make a constitution save vs your Jutsu save DC.
Chakra Cost: +3 Creatures affected by a jutsu with this Keyword, can
Your Jutsu Can achieve a critical strike on a roll of a 19- never have more than 3 ranks of exhaustion applied to
20. You can take this keyword up to 4 times. Each time them at any time by this jutsu.
you take this effect you increase the critical strike range
by 1 up to a maximum of 16-20. IMMUNITY

DAMAGE Chakra Cost: +5
Your Jutsu Grants You Immunity to one Damage or
Chakra Cost: +1 Condition type. Select One Damage or Condition type
Your Jutsu Deals damage of your chosen type. Your Jutsu from the following list: Bludgeoning, cold, earth, fire,
starts off dealing 4d4 of your chosen Damage type. force, lightning, necrotic, piercing, poison, psychic,
This Effect can be taken multiple times. Increasing slashing, wind, bleeding, blinded, charmed, deafened,
damage done by 1d4 up to a max of 20d4. Each time this grappled, incapacitated, paralyzed, petrified, restrained,
keyword is taken, past the first time, costs +1 chakra. slowed, stunned or unconscious.

DEAFENING You gain immunity to the given damage type or
condition until the start of your next turn. If you take
Chakra Cost: +2 this keyword along with the Lasting keyword, you gain
Conditional Effect these benefits for the duration you concentrate on the
Your jutsu has the chance to cause the deafened created Jutsu. This keyword can be taken multiple times.
condition. Creatures affected by your jutsu must make a Each time you take this effect select another damage
constitution save vs your Jutsu save DC. type or Condition.

DEFINING KNOCK BACK

Chakra Cost: +2 Chakra Cost: +1
Required Keywords: Self or Touch, Chakra Molding, Your Jutsu has the chance to knock a creature back 10ft.
Lasting Creatures affected by your jutsu must make a Strength
Your Jutsu defines your Ability score(s) by locking them saving throw vs your Jutsu Save DC.
at a set number
At Jutsu creation, select two Ability scores. While This effect can be taken multiple times. Each time you
concentrating on this jutsu, the selected Ability score is take this effect it increases the knock back distance by up
set to 14. You may take this keyword multiple times, each to 10ft on a failed save.
time increasing the number the ability score(s) are set to
by +1, up to a maximum of 20. LASTING

DELAYED EFFECT Chakra Cost: +2
Your Jutsu increases its duration from Instant by one
Chakra Cost: +1 step. This effect can be taken multiple times. Each time
Your jutsu after affecting a creature has a delayed effect you take this effect it increases the duration by one more
that activated on the following round after this jutsu step. Instant> Concentration 1 Minute> 10 Minutes> 1
ends. Select one effect Keyword that your jutsu currently Hour.
has, other than this one. Your jutsu activates the selected
effect at the beginning of either your, or the affected
creature’s next turn

184

MULTIPLE STRIKES SHOCKING

Chakra Cost: +2 Chakra Cost: +2
Required Keywords: Damage Conditional Effect
Your Jutsu grants you more than a single Attack Roll. Your Jutsu has the chance to inflict the Shocked
Your Jutsu Grants you an extra attack roll. Split your condition. You can only select this keyword if the jutsu
Damage dice between the attacks evenly. You can take has the Lightning Affinity.
this Keyword Multiple times. Each time you take this
effect increase the amount of attack rolls with this jutsu Creatures affected by your jutsu must make a
by 1 splitting the damage die evenly amongst each constitution save vs your Jutsu save DC or suffer the
attack. Shocked condition.

POISONING SLOWING

Chakra Cost: +3 Chakra Cost: +2
Required Keywords: Poison Damage type Conditional Effect
Conditional Effect Your jutsu has the chance to inflict the slowed condition.
Your Jutsu has the chance to inflict the poisoned Creatures affected by your jutsu must make a Strength
Condition. (or Constitution, Pick one. This cannot be changed later.)
save vs your Jutsu save DC or suffer the Slowed
Creatures affected by your jutsu must make a condition.
constitution save vs your Jutsu save DC or suffer the
poisoned condition. SPEEDY

RESISTANCE Chakra Cost: +1
Your Jutsu can be cast at a significantly faster speed than
Chakra Cost: +2 most others. Reduce the cast time of your Jutsu from an
Your Jutsu grants a creature with Resistance to a given action to a bonus action. Reduce your damage die by 1.
damage type or Condition. You can take this Keyword a second time further
reducing it to a Reaction, if you do reduce your Damage
Select one Damage type or Condition type from the die by 1 a second time.
following list: Bludgeoning, cold, earth, fire, force,
lightning, necrotic, piercing, poison, psychic, slashing, STUNNING
wind, bleeding, blinded, charmed, deafened, exhaustion,
grappled, incapacitated, paralyzed, petrified, restrained, Chakra Cost: +3
slowed, stunned or unconscious. Conditional Effect
Your Jutsu has a chance to inflict the Stunned Condition.
You gain Resistance to the given damage type until the Creatures affected by your jutsu must make a
start of your next turn or advantage on the next saving constitution save vs your Jutsu save DC or suffer the
throw against the selected condition. If you take this stunned condition.
keyword along with the Lasting keyword, you gain these
benefits for the duration you concentrate on the created UNARMED/ARMED
Jutsu. This Keyword can be taken multiple times. Each
time you take this effect select another damage type or Chakra Cost: +2
effect. Required Keywords: Damage or Shielding
Your taijutsu is magnified even further. You add your
RESTRAINING unarmed damage die plus your Taijutsu ability modifier
to the damage of your Taijutsu.
Chakra Cost: +2
Conditional Effect If your taijutsu has the Bukijutsu Keyword, you
Your Jutsu has the chance to inflict the restrained instead add your weapon damage die plus your Taijutsu
condition. Creatures affected by your jutsu must make a ability modifier.
Dexterity (or Strength) save vs your Jutsu save DC or
suffer the restrained condition. WEAKENING

SECONDARY EFFECT Chakra Cost: +2
Conditional Effect
Chakra Cost: +2 Your Jutsu has a chance to inflict the Weakened
Your jutsu has multiple conditional effects built into it. condition. Creatures affected by your jutsu must make a
You can only select this keyword if you have a keyword constitution save vs your Jutsu save DC or suffer the
that requires a saving throw of some type. Select a weakened condition.
second conditional effect. Your Jutsu gains this second
effect and forces a second saving throw alongside the STEP FOUR: FINALIZING THE COST, NAME, AND YOUR
other saving throws. LEGACY.

SHIELDING The fourth and Final step is to clarify the final rank, cost
and downtime cost of Your Jutsu, while also coming up
Chakra Cost: +3 with a memorable name.
Your Jutsu grants Temporary Hit Points. Your Jutsu
grants you up to 3d4 worth of Temporary hit points. When you are finalizing your jutsu there are a few
These hit points do not stack with any other ability, things you need to do in order to also get the final Rank
feature or jutsu that provides temporary hit points. of this new Jutsu.

This keyword can be taken multiple times, increasing First take your Jutsu's damage die (If any) and average
the Temp hit points gained by 2d4 up to a maximum of the amount of potential damage it can deal. This is done
20d4. by taking the damage die (D4, D6, D8, D10, D12) and
using the dies Average. (D4 is 3, D6 is 4, D8 is 5, D10 is 6,
D12 is 7). (If your Jutsu has the Unarmed keyword, you
do not use your current damage die for this calculation.)

185

Second you take this average and multiply it by the Knock Back: The Giant Rasengan has an extremely
number of damage die your jutsu has and compare it to powerful knockback effect in the show. So, to find a
the table below to determine the Rank of the Jutsu and baseline we will make it a 30ft Knock back, far enough to
the Downtime cost associated with it. create distance but short enough to where Naruto can’t
re-engage in combat next round. +3 Chakra Cost.
If your jutsu does not deal damage, then you instead
use the Chakra Cost Column of the table below to After collecting all of the Keywords effects and Chakra
determine the Rank of the Jutsu and the Downtime cost Cost of our New Jutsu Here is how it will look.
associated with it.
GIANT RASENGAN
FINAL TAIJUTSU DAMAGE & RANK CORRELATION
Classification: Ninjutsu
Damage Cost Associated Rank Downtime Cost Rank: -
1-20 1-8 D-Rank 5-Weeks Casting Time: 1 Action
21-34 9-13 C-Rank 12-Weeks Range: Touch
Duration: Instant
35-49 14-19 B-Rank 25-Weeks Components: CM
50-69 20-25 A-Rank 52-Weeks Cost: 19 Chakra
70+ 26+ S-Rank 104-Weeks Keywords: Ninjutsu, Damage (Empowered), Knock Back,
Clash
JUTSU CREATION EXAMPLE(S) Description: You generate a Powerful sphere of spiraling
chakra to strike an enemy with. Make a Melee Ninjutsu
GIANT RASENGAN Attack. On a Hit, the target creature takes 10d8 Force
Damage and must make a Strength Saving throw vs your
Step One: Developing the Concept of your Jutsu. Ninjutsu Save DC, on a failure they are knocked back
Giant Rasengan is a Ninjutsu, which should be apparent 30ft.
from the way the show and manga presents it. We
already know from the show what we need it to do. We Step Four: Finalizing the Cost, Name
need it to be a powerful, explosive force when we hit an Giant Rasengan is complete for the most part. Now we
enemy with it. need to figure out the final rank of the jutsu. We take the
Average of the Damage die. (D8 is 5) We then multiply
Step Two: Requirement, Component & Range Keywords. this by the number of damage die the jutsu has (10).
Giant Rasengan does not have any Clan or Nature affinity 10 * 5 = 50. Looking at the above Chart. Giant Rasengan
Keywords, it is also a Touch Jutsu since Naruto has to be ends up being an A-Rank jutsu.
in Punching Range. Finally, the only Component it
requires of Naruto is for him to be able to Mold Chakra so GIANT RASENGAN
Chakra Molding is the only Component he needs.
Classification: Ninjutsu
Where are we so far? Rank: A-Rank
Currently Giant Rasengan looks like this: Casting Time: 1 Action
Range: Touch
GIANT RASENGAN Duration: Instant
Components: CM
Classification: Ninjutsu Cost: 19 Chakra
Rank: - Keywords: Ninjutsu, Damage (Empowered), Knock Back,
Casting Time: - Clash
Range: Touch Description: You generate a Powerful sphere of spiraling
Duration: Instant chakra to strike an enemy with. Make a Melee Ninjutsu
Components: CM Attack. On a Hit, the target creature takes 10d8 Force
Cost: 1 Chakra Damage and must make a Strength Saving throw vs your
Keywords: - Ninjutsu Save DC, on a failure they are knocked back
Description: - 30ft.

Step Three: Damage Types, Range, Effect Keywords.
Giant Rasengan is a powerful attack but generally has no
damage type other than the extreme drilling force of the
spinning chakra, so we will pick force as the damage
type. +3

Next, we will skip the jutsu range options since our jutsu
is a touch range one.

Next, we will select our list of jutsu keywords going in
order we select:

Clash: The Rasengan’s biggest appeal comes when he
clashes with Sasuke’s Chidori. +1 Chakra Cost.

Damage: Due to the Giant Rasengan being a Powerful
Jutsu, we will apply the Damage Keyword 7 Times just to
ensure we add to its umph. (10d4) +7 Chakra Cost.

Empowered Damage: We will Increase the Damage die
Twice. Raising it up to a d8. (10d8) +4 Chakra Cost

186

CUSTOMIZING A JUTSU Genjutsu

Sometimes you don’t want to create something new • You cannot remove the Genjutsu or Fuinjutsu
from scratch. Sometimes you want to modify something, Keyword.
making it your own. This process is called Jutsu
Customization, or Customizing a Jutsu. This process will • If you remove a Sensory Keyword (Visual, Auditory,
allow you to take an already defined jutsu that you know Inhale etc.) you must replace it with another Sensory
and modify its mechanics in multiple ways. You can take keyword.
the simple Fireball Jutsu and modify it, enhancing it with
Lightning Release, so you breathe a ball of multi- CORE KEYWORDS
elemental destruction, without having to start from
scratch. Core Keywords Removing Adding
Chakra Cost Chakra Cost Downtime Cost
As a Jutsu’s Customizer, you must work with a jutsu
that already exists and has predefined limitations built Medical -1 +1 1-Week
in for you to push to their breaking points.
Fuinjutsu -1 +1 1-Week
Select one Jutsu that you know. This jutsu is one you
begin to modify its core functions, mechanics and Earth Release - +2 3-Week
potential.
Wind Release - +2 3-Week

Fire Release - +2 3-Week

CUSTOMIZING A JUTSU RULES Water Release - +2 3-Week

STEP ONE: MODIFYING YOUR JUTSU’S CORE Lightning Release - +2 3-Week
COMPONENTS
Visual -2 +2 2-Week
The First potential step of customizing/modifying your
jutsu is to modify their base component requirements. Auditory -1 +1 2-Week
Changing how this new Jutsu’s version is activated
regarding its Components. You can choose to add Inhale -1 +1 2-Week
additional components or remove existing ones at
varying chakra cost adjustments. If you do not want to Tactile -1 +1 2-Week
modify this jutsu’s component keywords, then you may
skip this step. Clash -1 +1 2-Week

Finisher -1 +1 1-Week

STEP THREE: MODIFYING YOUR JUTSU’S RANGE

COMPONENT KEYWORDS The Third potential step of customizing/modifying your
jutsu is to modify its range. Follow the following guide in
regards to modifying your jutsu’s range.

Component Removing Adding Downtime JUTSU RANGE
Keyword Chakra Cost Chakra Cost Cost
Hand Seals (HS) +1 -1 1-Week Component Decreasing Range Increasing Range Downtime
Chakra Seals (CS) +1 -1 2-Week(s) Keyword Chakra Cost
Chakra Cost Cost
Weapon (W) +1 -1 1-Week Jutsu Range -1
Ninja Tools (NT) +1 -1 1-Week +1 1-Week Per
Increment

STEP TWO: MODIFYING YOUR JUTSU’S CORE KEYWORDS SELF

The Second potential step of customizing/modifying If your Jutsu has a range of self, the next range
your jutsu is to modify the base keyword requirements, increment would be Touch. You cannot reduce range
changing how this new jutsu interacts with the world. below Self

Ninjutsu TOUCH

• You cannot remove the Ninjutsu or Fuinjutsu If your Jutsu has a range of touch, the next range
Keyword. increment would be 15 feet. If you reduce the Range, the
range becomes Self.
• If your Jutsu does not have a Nature Release Keyword,
you can choose to add it so long as you can cast jutsu RANGED
with that keyword. Adding a Nature release keyword
in this way changes the damage type to match the If your Jutsu has any range of 10 feet or greater, for each
corresponding Nature release. additional range increase, the range of the jutsu
increases by double its current range. If you reduce the
• If your jutsu already has a nature release keyword, you range, reduce the range by half to a minimum of 5 feet,
cannot remove that keyword. which is counted as touch.

• If your jutsu already has a nature release keyword, you AREA OF EFFECT
may add additional nature release keywords. For each
additional nature release keyword, your jutsu’s If your Jutsu has an area of effect, such as a Sphere, Line,
damage is evenly split between each new damage type. Cone, cylinder, cube or any other shape, for each
additional range increase, the size of this jutsu increases
Taijutsu by 10 feet. If you reduce the area of effect size it
decreases by 10 feet.
• If your Jutsu has the Finisher Keyword you cannot
remove it.

• You cannot remove the Taijutsu or Bukijutsu Keyword.

187

STEP FOUR: MODIFYING DAMAGE & EFFECTS DAMAGE/HEALING

The fourth Step of jutsu modification comes down to Chakra Cost: +2/-1
altering the strength and power behind your chosen jutsu. Downtime Cost: 2-Weeks
If your Jutsu deals damage of any type or heals, you can
JUTSU EFFECT KEYWORDS modify it. By increases the damage dealt or healing
received, you can increase or decrease the number of
All Jutsu, at their core imparts some effect. Effects can damage dice or healing dice your jutsu has by 1. By
include Damage, a new Condition such as poisoned or increase the number of die, you increase the chakra cost
burned, being stunned, a healing effect, or a defensive by +2. By reducing the number of die, you reduce the
effect. While modifying your Jutsu, you manipulate the chakra cost by -1.
jutsu’s core formula changing things ever so slightly.

JUTSU EFFECT KEYWORDS EMPOWERED DAMAGE/HEALING

AREA Chakra Cost: +3/-2
Downtime Cost: 2-Weeks
Chakra Cost: +3 You can increase or decrease your jutsu’s overall damage
Downtime Cost: 3-Weeks or healing potential. Increase or decrease your Damage
Your Jutsu gains an area of effect in the shape of one of the or healing die by 1 Step. (d4>d6>d8>d10>d12.) By
following: 10ft radius sphere, 15ft Cone, 30ft Cube, 20ft Cylinder increase the size of the die, you increase the chakra cost
or 30ft Line. by +3. By reducing the size of the die, you reduce the
chakra cost by -2.
Creatures must succeed a Dexterity save vs your Ninjutsu
Save DC. If your Jutsu requires any other Saving throw to EMPOWERED SHIELDING
avoid an additional Condition, this Dexterity save replaces
that save. This does not count for Effects Selected with Chakra Cost: +2
"Secondary Effect". Downtime Cost: 2-Weeks
This Keyword increases this Jutsu’s overall Protective
You can take this Keyword multiple times, each time potential. Increase your Temporary hit point Die by 1
increasing the Radius of the jutsu by 15ft. Step. (d4>d6>d8>d10>d12.)

Creatures suffer half damage and no Conditional effects You can only take this keyword if you already have the
on a successful save. Shielding Keyword or provides temporary hit points.
This effect can be taken multiple times. Each time you
BLEEDING take this effect it increases the Temporary Hit point die
up to a maximum of a d12.
Chakra Cost: +2
Conditional Effect ENHANCING
Downtime Cost: 2-Weeks
Your Jutsu has the chance to inflict the Bleeding condition. Chakra Cost: +3
You can only select this keyword if your Jutsu has the Downtime Cost: 3-Weeks
Slashing, Piercing or Wind damage type. Creatures Affected Your Jutsu modifies your Ability scores in some way
by your Jutsu must make a constitution save vs your Jutsu shape or form.
Save DC.
At Jutsu modification, select one Ability score. While
BURNED concentrating on this jutsu, the selected Ability score
increases by +1. You may take this keyword up to 5 times.
Chakra Cost: +2
Conditional Effect POWERFUL
Downtime Cost: 2-Weeks
Your Jutsu has the chance to inflict the burned Condition. Chakra Cost: +3
You can only select this Keyword if the Jutsu has Fire Downtime Cost: 3-Weeks
Release. Creatures affected by your jutsu must make a Your Jutsu is magnified further. When you would roll
constitution save vs your Jutsu save DC or suffer the Burned dice for your jutsu’s damage, temporary hit points or
Condition any other linked effect based on the required keywords.
You add your Jutsu's Ability Modifier to the roll.
CHILLED
MULTIPLE STRIKES
Chakra Cost: +2
Conditional Effect Chakra Cost: +2/-2
Downtime Cost: 2-Weeks Downtime Cost: 2-Weeks
Your Jutsu has the chance to inflict the chilled Condition. If your Jutsu grants you more than one Attack Roll. You
You can only select this Keyword if the Jutsu has the can Add or subtract 1 attack roll from your jutsu. If you
water release keyword. Creatures affected by your jutsu add an additional attack roll to your jutsu increase the
must make a constitution save vs your Jutsu save DC or chakra cost by +2 and you would roll the same damage as
suffer the chilled Condition. all previous attacks. If you would remove an attack,
reduce the chakra cost by -2.
CORRODED

Chakra Cost: +2
Conditional Effect
Downtime Cost: 2-Weeks
Your Jutsu has the chance to inflict the corroded Condition.
You can only select this Keyword if the Jutsu deals acid
damage. Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
Corroded Condition.

188

SHIELDING WEAKENING

Chakra Cost: +3 Chakra Cost: +3
Downtime Cost: 3-Weeks Conditional Effect
Your Jutsu grants Temporary Hit Points. Your Jutsu Downtime Cost: 3-Weeks
grants up to 3d4 worth of Temporary hit points. These Your Jutsu has a chance to inflict the Weakened
hit points do not stack with any other ability, feature or condition. Creatures affected by your jutsu must make a
jutsu that provides temporary hit points. constitution save vs your Jutsu save DC or suffer the
weakened condition.
This keyword can be taken multiple times, increasing
the Temp hit points gained by 2d4 up to a maximum of STEP FIVE: FINALIZING THE COST, NEW NAME &
20d4. DOWNTIME COST.

SHOCKING The Final step is to clarify the final rank, cost and
downtime cost of Your Jutsu, while also coming up with
Chakra Cost: +2 a memorable name.
Conditional Effect
Downtime Cost: 2-Weeks When you are finalizing your jutsu there are a few
Your Jutsu has the chance to inflict the Shocked things you need to do in order to also get the final Rank
condition. You can only select this keyword if the jutsu of this new Jutsu.
has the Lightning Affinity.
First take your Jutsu's damage (If any) and average the
Creatures affected by your jutsu must make a amount of potential damage it can deal. This is done by
constitution save vs your Jutsu save DC or suffer the taking the damage die (D4, D6, D8, D10, D12) and using
Shocked condition. the dies Average. (D4 is 3, D6 is 4, D8 is 5, D10 is 6, D12 is
7).
SLOWING
Second you take this average and multiply it by the
Chakra Cost: +2 number of damage die your jutsu has and compare it to
Conditional Effect the table below to determine the Rank of the Jutsu and
Downtime Cost: 2-Weeks the Downtime cost associated with it.
Your jutsu has the chance to inflict the slowed condition.
Creatures affected by your jutsu must make a Strength If your jutsu does not deal damage, then you instead
(or Constitution, Pick one. This cannot be changed later.) use the Chakra Cost Column of the table below to
save vs your Jutsu save DC or suffer the Slowed determine the Rank of the Jutsu and the Downtime cost
condition. associated with it.

SPEEDY FINAL JUTSU DAMAGE & RANK CORRELATION

Chakra Cost: +3 Damage Cost Associated Rank
Downtime Cost: 3-Weeks 1-20 1-8 D-Rank
Your Jutsu can be cast at a significantly faster speed than 21-34 9-13 C-Rank
most others. Reduce the cast time of your Jutsu from an
action to a bonus action. Reduce your Damage die by 1. 35-49 14-19 B-Rank
You can take this Keyword a second time further 50-69 20-25 A-Rank
reducing it to a Reaction, if you do reduce your Damage 70+ 26+ S-Rank
die by 1 a second time.

STUNNING

Chakra Cost: +7
Conditional Effect
Downtime Cost: 3-Weeks
Your Jutsu has a chance to inflict the Stunned Condition.
Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
stunned condition.

UNAVOIDABLE

Chakra Cost: +3
Downtime Cost: 3-Weeks
Your Jutsu does not require you to make an attack roll,
instead always having the chance to hit your target.
Select a target creature within range that you can sense
with one of the following senses. (Vision, Hearing,
Smell). Target Creature must make a Saving throw vs
your Jutsu Save DC.
Choose one of the follow saving throws at jutsu creation.
Ninjutsu: Strength, Dexterity, Constitution or Wisdom.
Genjutsu: Intelligence, Wisdom, Charisma.
Taijutsu: Strength, Dexterity or Constitution.

189

RECUPERATING ARMORSMITH KIT

You can use downtime between adventures to recover When spending time with an Armorsmith Kit, you can do
from a debilitating injury, disease, or poison. the following with your Downtime;
After 1 Week of downtime spent recuperating, you can
make a DC 15 Constitution saving throw. On a successful CRAFT MUNDANE ARMOR
save, you can choose one of the following results:
Follow the rules presented previously in this chapter to
• End one effect on you that prevents you from craft Armor.
regaining hit points.
CRAFT ARMOR SEALS
• For the next week, gain advantage on saving throws
against one disease or poison currently affecting you. Follow the rules presented previously in this chapter to
craft Armor Seals.
RESEARCHING
WORK AS AN ARMOR CRAFTER
The time between adventures is a great chance to
perform research, gaining insight into mysteries that You can spend downtime working as a metal and
have unfurled over the course of the campaign. Research Armorsmith for another person. When you do, you have
can include poring over dusty tomes and crumbling an opportunity to make Ryo on the side.
scrolls in a library or buying drinks for the locals to pry
rumors and gossip from their lips. First you take on a writ. A writ is a formal request for a
When you begin your research, the GM determines specific item or item(s). Writs function as narrative tools
whether the information is available, how many weeks for you and the DM to work out as the type of equipment
of downtime it will take to find it, and whether there are piece itself does not matter, as much as the rank of the
any restrictions on your research (such as needing to writ does. All writs are broken up into different ranks
seek out a specific individual, tome, or location). The GM similar to Missions ranging from D-Rank up to S-Rank.
might also require you to make one or more ability
checks, such as an Intelligence (Investigation) check to The following is the difficulty class of all Writs.
find clues pointing toward the information you seek, or a
Charisma (Persuasion) check to secure someone's aid. WRIT RANK AND PAYOUT
Once those conditions are met, you learn the
information if it is available. Rank Writ DC Duration Payout
D-Rank 15 1d4+1 DT 500 Ryo
SHOPPING C-Rank 18 1d8+2 DT 1000 Ryo

You can use downtime between adventures to go on a B-Rank 21 2d4+3 DT 1500 Ryo
little shopping spree looking for the best possible deals A-Rank 24 2d6+4 DT 2000 Ryo
on the items you are looking to buy. For 1 week of S-Rank 27 2d8+5 DT 2500 Ryo
downtime, you search high and low, potentially
traveling to other villages, towns, or cities to find the When you select a Writ, roll your duration check using
items you are looking for. Items you find have a 5d4 the listed die values. The result is the maximum total
percent price reduction in the shop they reside in due to Downtime that you must spend in order to complete the
your dedication to looking for a good deal. Writ. You can spend a number of your own Downtime up
to the rolled result in order to complete the writ
TRAINING immediately, or you can choose to spend some
Downtime now and later to complete it at a later time.
You can spend time between adventures, learning a new
language, training with a set of tools, gaining a new Alternatively, when you accept a Writ, you can make a
Feat, or Learning a new Weapon. First, you must find an number of Strength or Intelligence (Armorsmith Kit)
instructor willing to teach you. The GM determines how checks vs the Writ DC, equal to your proficiency bonus.
long it takes, and whether one or more ability checks are
required. Generally, training time is as follows for the Each time you succeed, you reduce the DT required by
following and each costs 100 Ryo per week. This can be 2. Each time you fail a check, you instead increase the
adjusted by the GM as needed; time required by +1.

• 3 Weeks: New Tool or Vehicle Proficiency Once the Writ is complete you receive the listed Payout
• 5 Weeks: New Weapon or Language Proficiency. + 50 Ryo for every day early you completed the Writ.
• 10 Weeks: New Armor Proficiency
• 15 Weeks: New Skill Proficiency
• 25 Weeks: New Feat

WORKING WITH TOOLKITS

You can spend time between adventures, working with
Toolkits you have proficiency in. When you do, you use
them to create items, investigate clues, potentially solve
crimes and much more.

190

PRIVATE CHEF

COOKING KIT Customer Rank Rep Required Quality DC Payout
E-Rank 0 12 150 Ryo
When spending time with a Cooking Kit you can do the D-Rank 5 16 750 Ryo
following with your Downtime; C-Rank 15 21 1000 Ryo
B-Rank 25 27 2100 Ryo
RESEARCH NEW RECIPES A-Rank 35 34 3500 Ryo
S-Rank 50 40 4750 Ryo
The culinary world is one that is always expanding. You
can work with your DM to figure out what new things PRE-MISSION DISH
you want to look for in the world. First, spend a number
of downtime equal to your remaining downtime value. You can spend 1 downtime cooking for yourself and your
Next make an Intelligence, Wisdom or Charisma team. When you do, make an Intelligence, Wisdom or
(Cooking Kit) check, adding a +1 for every additional Charisma (Cooking Kit) vs the Pre-Mission Dish DC, gaining
downtime spent after the first. the listed benefits. You can choose to spend additional
downtime before seeing the results of the check. When you
Next compare the results to the Recipe research chart do, you gain a +2 bonus to the final result. You can select
below. which single effect you gain from any Pre-Mission Dish rank
where you beat the DC. You do not gain multiple effects
RECIPE RESEARCH CHART unless you gain an S-Rank Dish.

Recipe DC Rank Quality Bonus Bonus Payout You can choose to spend one of your Research Recipe’s on
14 D-Rank +2 +300 Ryo this challenge. When you do, you gain a bonus to your
19 C-Rank +1d4+1 +750 Ryo Cooking Kit check, equal to the Quality bonus presented in
23 B-Rank +2d4+2 +1000 Ryo the Recipe Research Chart.
27 A-Rank +3d4+3 +1500 Ryo
30 S-Rank +4d4+4 +1750 Ryo PRE-MISSION DISH

Based on the result of the check, you gain specified Dish DC Dish Rank Effect
Recipe of a rank equal to the highest DC beat. You do not
gain all lower rank recipe’s only the highest ranked DC 15 D-Rank +2 Bonus to Strength, Dexterity or
you beat. When you have this Recipe, you can choose to Constitution Ability Checks for the next
use it to cook private meals for Ryo, or you can choose to 24 hours.
incorporate it into a Pre-Mission dish.
17 C-Rank +2 Bonus to Intelligence, Wisdom or
PRIVATE CHEF Charisma Ability Checks for the next 24
hours.
You can spend downtime cooking for private homes,
individuals or even families. But in order to do so, you 21 B-Rank +2 Bonus Hit Or Chakra Die that last until
must have the appropriate reputation in the culinary your next Long Rest.
world to garner the correct attention. You begin with 0
Rep within the culinary world (Rep = Reputation). 30 A-Rank +25 Bonus to maximum HP/CP for the
next 24 hours.
As you exceed expectations you begin to gain
reputation which can then be spent to gain an audience 40 S-Rank Select any 2 of lower rank.
and chance to make some real Ryo in a high-class
environment. DEMOLITION KIT

You begin as an E-Rank Chef. When cooking for Over the course of a players downtime, they can use their
customers, you must make an Intelligence, Wisdom or Demolitions Kit to do the following;
Charisma (Cooking Kit) check vs the Quality DC as listed
on the Private Chef Chart below. On a success, you gain Detonation Jammer. By spending 2 Weeks of Downtime
+1d4 Rep in the culinary world and the Payout result. On with a Demolitions Kit, you can make an Intelligence
a failure, you lose 1d6 Rep in the culinary world and only (Demolitions Kit) check vs a DC 20. On a success you create a
gain half the payout result. Different customers have Jamming device that blocks the triggering of all explosives
different quality DC’s that must be met. within 30 feet of you. This jammer can only block 2
detonations in this way before its signal is dulled. You gain an
You can choose to spend one of your Research Recipe’s additional detonation blocker for this device for every +3 you
on this challenge. When you do, you gain a Quality bonus get over the DC.
and payout bonus equal to the bonus presented in the
Recipe Research Chart. You only receive the payout Contract Demolition. By spending a number of weeks
bonus is the Quality DC was passed. Once used, you no helping construction companies, builders and other groups
longer can use that Recipe to impress any customer of remove obstructions you are able to make a profit. Spend 1
that rank as word travels fast and other chefs pick up on Week of downtime. When you do, you are able to find a
this new recipe that you found copying and imitating it. demolition project of a Rank equal to your Level or lower.
Make an Intelligence (Demolitions Kit) check vs the
Demolition DC set by the Rank of the job you accept. On a
success you gain the select Payout. You can choose to spend
additional downtime up to your remaining amount prior to
the result of the check being calculated. For every additional
Downtime spent, gain a +2 bonus to the final result. For every
+4 you get above the Demolition DC, you gain a bonus 50%
Ryo Payout.

191

CONTRACT DEMOLITION lower ranked investigations. Some investigations require
more time to complete based on the rank. On each
Character Rank Demolition DC Payout successful check, you can choose to spend additional
Level D-rank 15 450 Ryo downtime up to your remaining amount prior to the
1+ C-Rank 19 900 Ryo result of the check being calculated. For every additional
5+ B-Rank 23 1400 Ryo Downtime spent, gain a +2 bonus to the final result.
9+ A-Rank 27 2800 Ryo
S-Rank 35 5000 Ryo DM's are encouraged to potentially turn these Private
13+ investigations into side missions for Players to actively
17+ participate in.

PRIVATE INVESTIGATION

FORENSICS KIT Rank Min. Rep Investigation Rep Payout
D-rank 0 DT Cost DC Gained 450 Ryo
Over the course of a players downtime, they can use their C-Rank 10 1 12+1d4 +1d4 900 Ryo
Forensics Kit to do the following; B-Rank 15 2 15+1d6 +1d6 1400 Ryo
A-Rank 25 3 20+1d8 +2d4 2800 Ryo
Research Compounds. By spending 2 Weeks of S-Rank 40 4 23+2d4 +2d6 5000 Ryo
Downtime with a Forensics Kit, select a Rank between S+-Rank 75 5 25+2d6 +3d4 10,000 Ryo
D-Rank and S-Rank. When you do, you can make an 10 35+2d8 -
Intelligence (Forensics Kit) check vs all Compound DCs
found within that rank, on the Forensic Research Table. HACKERS KIT
On a success you learn of one of the new and
experimental compounds that are being experimented Over the course of a players downtime, they can use their
with across the world, or even being tested in your home Hackers Kit to do the following;
village.
Research Algorithms. By spending 2 Weeks of
These compounds can be used to gain temporary Downtime with a Forensics Kit, select a Rank between
bonuses on missions in the form of a volatile D-Rank and S-Rank. When you do, you can make an
consumable substance. A consumable compound can be Intelligence (Forensics Kit) check vs all Compound DCs
consumed as a bonus action as if it were a drink, once found within that rank, on the Forensic Research Table.
consumed the vial is empty and cannot be drank from a On a success you learn of one of the new and
second time. In order to create multiple of the same experimental compounds that are being experimented
compound you must spend additional downtime, one for with across the world, or even being tested in your home
each additional compound. If you wish to remake a village.
previously created compound, the DC is reduced by -2.
By spending at least 2 weeks of Downtime with a
Private Investigator. By spending a number of weeks Hackers Kit, you take time to research new ways to
helping the military police you are able to make a profit develop or infiltrate Ninja-Net Systems. Make an
catching criminals within the village or neighboring Intelligence or Wisdom (Hackers Kit) check vs an
towns with your detective/investigative work. Spend at Algorithm DC based on the Algorithm chart below. Based
least 1 Week of downtime. When you do, you are able to on the result you develop either new Program or Hack of
find a police investigation in need of assistance. a rank equal to the result. If a New Program, you are able
to install it onto an allied system with permission which
Make an Intelligence (Forensics Kit) check vs the will help strengthen the system against hacking or
Investigation DC set by the Rank of the crime your provide it with a new feature or function.
tackling. On a success you help find the perpetrator and
help capture them, gaining the Payout. Starting out, you
do not have the Rep (Reputation) to take on any job. So
instead, you must garner a reputation by completing

RESEARCH COMPOUNDS

Compound Name Rank Compound DC Effects Bulk
Hebisulphuric Acid D-Rank 13
The Envenomed Condition instead heals you based on the damage it would 1
15 deal for the next hour.
17
Kurudioxide D-Rank Gain resistance to Necrotic Damage and +1d4 to the next d20 roll you make. 1
Uzumahexanoic C-Rank 19
Immediately spend up to 3 Chakra die, regaining the results + three times 1
23 your constitution modifier as Chakra.

Ryunite C-Rank 27 Immediately spend 3 Hit die, ending one hostile conditions affecting you, 1
regardless of the rank or number of stacks.
27
Yukimonoxide B-Rank Gain immunity to One of the following conditions; Chilled, Shocked, 2
33 Burned, Poisoned or Bleeding for the next hour.
35
Hyugoxide B-Rank 40 All Taijutsu and Bukijutsu you cast increases their damage die by +2 once 2
per casting, for the next minute.

Uchihanide A-Rank All Nature releases you cast increases their damage die by +2 once per 2
casting, for the next minute.

Senjucite A-Rank Replenish your Hit points to full. 2
Otsucide S-Rank
Kuramamine S-Rank Gain immunity to all hostile Conditions for the next minute. 3

Replenish your Chakra to full. 3

192

If you install this program to strengthen it against (This medicine does not need to be used to cure a mechanical
hacking, increase the Security DC of this system by an affliction or effect. This can be used to help treat or cure
amount as seen on the Algorithm chart. This new program narratively important diseases or conditions if your DM allows it
does not count as a Trap, but a Ninja-Net System can only to, such as lupus, cancer, or even a wholly new virus that exists
have a total of 2 new Programs installed into it this way. If within your world or narrative.).
a third program is installed, the new lowest ranked
program is removed as a part of installing this new MEDICINE RESEARCH CHART
program.
Program Medicine
(If you want to install a new function, be aware that new Rank DC Effects
systems should be primarily used for Role Play. This does not D-rank
mean it cannot have mechanical implications or uses, but it C-Rank 15 Select one condition between Bleeding, Burned,
should not be used to circumvent any challenges. If the DM Poisoned or Chilled. You automatically end the
would approve its use in any challenges, checks or saves, this B-Rank chosen condition at D-Rank.
program can be used to reduce the DC of the Check by 2, +1 for
each rank above D-Rank, or it can be used to grant you a A-Rank 21 Select one condition between Corroded, Dazed,
bonus to your check equal to 1d4 + 1 for each rank above D- Deafened, Paralyzed or D-Rank medicine effect
Rank.) S-Rank on this table. You automatically end the chosen
condition at C-Rank.
If you create a new Hack, you can install this hack the
next time you would gain access to a hostile entities 27 Select one condition between Berserk, Charmed,
systems or networks. You can only maintain one Hack of Fear, Slowed or a C-Rank or lower Medicine effect
single rank at any time. (Ex. You can have one D-Rank hack on this table. You automatically end the chosen
and one C-Rank Hack, but not two C-Rank hacks.) Hacks condition at B-Rank.
installed into hostile systems or networks requires
spending 10 minutes to install it. While a Hack is installed, 33 Select one condition between Petrified, Shocked,
it reduces their Security and Counter Hack DC by an Stunned, Weakened or a B-Rank or lower
amount equal to the result seen on the Algorithm chart Medicine effect on this table. You automatically
end the chosen condition at A-Rank.
MEDICINE KIT
39 Select one condition of your choice. You
Over the course of a players downtime, they can use their automatically end the chosen condition at S-
Medicine Kit to do the following; Rank. (Excluding Exhaustion.)

Research Medicine. By spending at least 3 weeks of If a new medical technique, you are able to create a new
Downtime with a Medicine Kit, you take time to research medical technique. This technique could be a helpful
new medicines or medical techniques. Make an Intelligence technique or a hostile technique used by Hunter-Nin or
or Wisdom (Medicine Kit) check vs the Medicine DC based Anbu black-Ops. Make a Strength, Dexterity or Intelligence
on the Medicine Research chart below. Based on the result (Medicine Kit) check vs the Medicine DC based on the
you develop either new medicines or a new medical Medicine Research chart below. You create this new
technique of your choice. You decide which one prior to technique and pass it on to the medical community (or
making the check. If a new Medicine, you create a medicine Anbu/Hunter-Nin community), which they use extensively.
able to curse diseases, poisons and other afflictions of a They will then pay you for these techniques based on rank.
rank equal to the result or lower. When you successfully
create this medicine, you are able to recreate 2 doses for CONTRACT DEMOLITION
every 1 week of downtime you want to spend on
manufacturing it. This dosage can be increased to 4 doses if Rank Medicine DC Payout
you have regular access to a fully sufficient laboratory such D-rank 15 600 Ryo
as a research facility in a major land or something similar. C-Rank 19 100 Ryo
Administering the medicine for yourself is a bonus action. B-Rank 23 1400 Ryo
Administering the medicine for another willing creature is A-Rank 27 2800 Ryo
an action. If you would try to administer this medicine to a S-Rank 35 7200 Ryo
hostile creature, you can make an Intelligence or Wisdom
(Medicine Kit) check vs the targets AC.

HACKERS KIT CHART

Program Rank Algorithm DC Effects
D-rank 17 +2 Security DC or Counter hack DC
C-Rank 20 +3 Security DC or Counter hack DC.
+5 to Security or Counter Hack DC and +1 to the other.
B-Rank 23 +5 to Security or Counter Hack DC and +3 to the other.
A-Rank 28 +5 Security and Counter Hack DC.
S-Rank 33 Effects
Hack Rank Algorithm DC -2 Security DC or Counter hack DC
D-rank 17 -3 Security DC or Counter hack DC.
C-Rank 20 -5 to Security or Counter Hack DC and -1 to the other.
B-Rank 23 -5 to Security or Counter Hack DC and -3 to the other.
A-Rank 28 -5 Security and Counter Hack DC.
S-Rank 33
193

POISON KIT When you select a Writ, roll your duration check using
the listed die values. The result is the maximum total
Over the course of a players downtime, they can use their Downtime that you must spend in order to complete the
Poison Kit to do the following; Writ. You can spend a number of your own Downtime up
to the rolled result in order to complete the writ
Research Poisons. By spending 1 week of Downtime immediately, or you can choose to spend some
with a Poison Kit, select a poison that you want to Downtime now and later to complete it at a later time.
research, of a rank you are capable of creating, based on
the Poison Research Table. When you do, you can make an Alternatively, when you accept a Writ, you can make a
Intelligence (Poison Kit or Investigation) check vs the number of Strength or Intelligence (Weaponsmith Kit)
Rank DC found within the chart. On a success you become checks vs the Writ DC, equal to your proficiency bonus.
aware of the components needed to create the poison,
allowing you to craft it far easier than you would crafting Each time you succeed, you reduce the DT required by
it blindly. Reduce the Poison Craft DC of the chosen 2. Each time you fail a check, you instead increase the
Poison by 5. time required by +1.

CONTRACT DEMOLITION Once the Writ is complete you receive the listed Payout
+ 50 Ryo for every day early you completed the Writ.
Poison Name Poison Rank Poison Research DC
Assassins Blood D-Rank 17
Serpent Venom D-Rank 19
Midnight tears C-Rank 20
Ether C-Rank 21
Wolf’s Bane C-Rank 22
Devils Kiss B-Rank 23
Kamizuru Venom B-Rank 25
Moulding Mushroom B-Rank 26
Angel’s Breath A-Rank 27
Zetsubo Petals A-Rank 29
Torpor S-Rank 31
Black Lilly S-Rank 33
Malice S-Rank 38

WEAPONSMITH KIT

When spending time with an Weaponsmith Kit, you can
do the following with your Downtime;

CRAFT MUNDANE WEAPONS

Follow the rules presented previously in this chapter to
craft Weapons.

CRAFT WEAPON SEALS

Follow the rules presented previously in this chapter to
craft Weapon Seals.

WORK AS AN WEAPON CRAFTER

You can spend downtime working as a metal and
Armorsmith for another person. When you do, you have
an opportunity to make Ryo on the side.

First you take on a writ. A writ is a formal request for a
specific item or item(s). Writs function as narrative tools
for you and the DM to work out as the type of equipment
piece itself does not matter, as much as the rank of the
writ does. All writs are broken up into different ranks
similar to Missions ranging from D-Rank up to S-Rank.

The following is the difficulty class of all Writs.

WRIT RANK AND PAYOUT

Rank Writ DC Duration Payout 194
D-Rank 15 1d4+1 DT 500 Ryo
C-Rank 18 1d8+2 DT 1000 Ryo

B-Rank 21 2d4+3 DT 1500 Ryo
A-Rank 24 2d6+4 DT 3000 Ryo
S-Rank 27 2d8+5 DT 5500 Ryo

CHAPTER 8: COMBAT BONUS ACTIONS

Te shrieks of kunai cutting through the air flying Various class features, Jutsu, and other abilities let you take
overhead. The clash of an Uchiha’s Fireball an additional action on your turn called a bonus action. The
colliding against a Hyuga’s Palm Rotation. The Flurry of Blows feature, for example, allows a Taijutsu
crackle of lightning emanating from a powerful Specialist to take a bonus action. You can take a bonus
shinobi’s hands as he yells in despair. The action only when a special ability, Jutsu, or other feature of
sharp tang of blood in the air, cutting through the stench of the game states that you can do something as a bonus
vile monsters. Roars of fury, shouts of triumph, cries of action. You otherwise don’t have a bonus action to take. You
pain. Combat in D&D can be chaotic, deadly, and thrilling. can take only one bonus action on your turn, so you must
choose which bonus action to use when you have more than
This chapter provides the rules you need for your one available.
characters and monsters to engage in combat, whether it is
a brief skirmish or an extended conflict in a dungeon or on a You choose when to take a bonus action during your turn,
field of battle. Throughout this chapter, the rules address unless the bonus action’s timing is specified, and anything
you, the player or Game Master. The Game Master controls that deprives you of your ability to take actions also
all the monsters and nonplayer characters involved in prevents you from taking a bonus action.
combat, and each other player controls an adventurer.
“You” can also mean the character or monster that you OTHER ACTIVITIES ON YOUR TURN
control.
Your turn can include a variety of flourishes that require
THE ORDER OF COMBAT neither your action nor your move.

A typical combat encounter is a clash between two sides, a You can communicate however you are able, through brief
flurry of weapon swings, feints, parries, footwork, Ninjutsu utterances and gestures, as you take your turn. You can also
casting, Genjutsu Illusions, and Taijutsu techniques. The interact with one object or feature of the environment for
game organizes the chaos of combat into a cycle of rounds free, during either your move or your action. For example,
and turns. A round represents about 6 seconds in the game you could open a door during your move as you stride
world. During a round, each participant in a battle takes a toward a foe, or you could draw your weapon as part of the
turn. The order of turns is determined at the beginning of a same action you use to attack. If you want to interact with a
combat encounter, when everyone rolls initiative. Once second object, you need to use your action. Some modified
everyone has taken a turn, the fight continues to the next items and other special objects always require an action to
round if neither side has defeated the other. use, as stated in their descriptions.

SURPRISE The GM might require you to use an action for any of
these activities when it needs special care or when it
A squad of shinobi sneaks up on a Mercenary camp, presents an unusual obstacle. For instance, the GM could
springing from cover to attack them. Ninja Hounds patrol a reasonably expect you to use an action to open a stuck door
hallway, leashed to their handler, unnoticed by the shinobi or turn a crank to lower the drawbridge.
until the hound smells one of them. In these situations, one
side of the battle gains surprise over the other. INTERACTING WITH OBJECTS AROUND YOU

The GM determines who might be surprised. If neither Here are a few examples of the sorts of things you can do
side tries to be stealthy, they automatically notice each in tandem with your movement and action:
other. Otherwise, the GM compares the Dexterity (Stealth)
checks of anyone hiding with the passive Wisdom • Draw or stow a weapon
(Perception) score of each creature on the opposing side. • Open or close a door
Any character or monster that doesn’t notice a threat is • Withdraw a Chakra Pill from your pack
surprised at the start of the encounter. If you’re surprised, • Pick up a dropped weapon
you can’t move or take an action on your first turn of • Take an item from a table
combat, and you can’t take a reaction until that turn ends. A • Remove a ring from your finger
member of a group can be surprised even if the other • Stuff some food into your mouth
members aren’t. • Plant a banner in the ground
• Fish a few Ryo from your wallet
YOUR TURN • Drink all the liquid in a glass
• Throw a lever or a switch
On your turn, you can move a distance up to your speed and
take one action. You decide whether to move first or take
your action first. Your speed-sometimes called your walking
speed-is noted on your character sheet. The most common
actions you can take are described in the “Actions in
Combat” section later in this chapter. Many class features
and other abilities provide additional options for your
action.

The “Movement and Position” section later in this
chapter gives the rules for your move.

You can forgo moving, taking an action, or doing
anything at all on your turn. If you can’t decide what to do
on your turn, consider taking the Dodge or Ready action, as
described in “Actions in Combat.”

195

• Pull a glow stick from a leg Pouch. DIFFICULT TERRAIN
• Take a book from a shelf you can reach
• Extinguish a small flame Combat rarely takes place in bare rooms or on featureless
• Don a mask plains. Boulder-strewn caverns, briar-choked forests,
• Pull the hood of your cloak up and over your head treacherous staircases-the setting of a typical fight contains
• Put your ear to a door difficult terrain.
• Kick a small stone Every foot of movement in difficult terrain costs 1 extra foot.
• Turn a key in a lock This rule is true even if multiple things in a space count as
• Tap the floor with a 10-foot pole difficult terrain.
• Hand an item to another character Low furniture, rubble, undergrowth, steep stairs, snow, and
shallow bogs are examples of difficult terrain. The space of
REACTIONS another creature, whether hostile or not, also counts as
difficult terrain.
Certain special abilities, Jutsu’s, and situations allow you to
take a special action called a reaction. A reaction is an BEING PRONE
instant response to a trigger of some kind, which can occur
on your turn or on someone else’s. The opportunity attack, Combatants often find themselves lying on the ground,
described later in this chapter, is the most common type of either because they are knocked down or because they throw
reaction. themselves down. In the game, they are prone, a condition
described in the Conditions chapter.
When you take a reaction, you can’t take another one You can drop prone without using any of your speed.
until the start of your next turn. If the reaction interrupts Standing up takes more effort; doing so costs an amount of
another creature’s turn, that creature can continue its turn movement equal to half your speed. For example, if your
right after the reaction. speed is 30 feet, you must spend 15 feet of movement to
stand up. You can’t stand up if you don’t have enough
MOVEMENT AND POSITION movement left or if your speed is 0.
To move while prone, you must crawl or use Justus that
In combat, characters and monsters are in constant motion, teleport. Every foot of movement while crawling costs 1
often using movement and position to gain the upper hand. extra foot. Crawling 1 foot in difficult terrain, therefore,
costs 3 feet of movement.
On your turn, you can move a distance up to your speed.
You can use as much or as little of your speed as you like on MOVING AROUND OTHER CREATURES
your turn, following the rules here.
You can move through a non-hostile creature’s space. In
Your movement can include jumping, climbing, and contrast, you can move through a hostile creature’s space
swimming. These different modes of movement can be only if the creature is at least two sizes larger or smaller
combined with walking, or they can constitute your entire than you. Remember that another creature’s space is
move. However, you’re moving, you deduct the distance of difficult terrain for you.
each part of your move from your speed until it is used up or Whether a creature is a friend or an enemy, you can’t
until you are done moving. willingly end your move in its space.
If you leave a hostile creature’s reach during your move, you
The "Special Types of Movement’’ section in Chapter 7 provoke an opportunity attack, as explained later in the
gives the particulars for jumping, climbing, and swimming. chapter.

BREAKING UP YOUR MOVE FLYING MOVEMENT

You can break up your movement on your turn, using some Flying creatures enjoy many benefits of mobility, but they
of your speed before and after your action. For example, if must also deal with the danger of falling. If a flying creature
you have a speed of 30 feet, you can move 10 feet, take your is knocked prone, has its speed reduced to 0, or is otherwise
action, and then move 20 feet. deprived of the ability to move, the creature falls, unless it
has the ability to hover.
MOVING BETWEEN ATTACKS
CREATURE SIZE
If you take an action that includes more than one attack, you
can break up your movement even further by moving Each creature takes up a different amount of space. The Size
between those attacks. For example, a Scout-Nin who can Categories table shows how much space a creature of a
make two attacks with the Extra Attack feature and who has particular size controls in combat. Objects sometimes use
a speed of 25 feet could move 10 feet, make an attack, move the same size categories.
15 feet, and then attack again.
SIZE CATEGORIES
USING DIFFERENT SPEEDS
Size Space
If you have more than one speed, such as your walking Tiny 5 by 5 ft.
speed and a flying speed, you can switch back and forth Small 5 by 5 ft.
between your speeds during your move. Whenever you Medium 5 by 5 ft.
switch, subtract the distance you’ve already moved from the Large 10 by 10 ft.
new speed. The result determines how much farther you can Huge 15 by 15 ft.
move. If the result is 0 or less, you can’t use the new speed
during the current move.
For example, if you have a flying speed of 30 and a walking
speed of 60 because you cast the Chakra Movement
Technique on yourself, you could walk 20 feet, then fly 10
feet, and then land to walk 30 feet more.

2

SPACE ACTIONS IN COMBAT

A creature’s space is the area in feet that it effectively When you take your action on your turn, you can take one of
controls in combat, not an expression of its physical the actions presented here, an action you gained from your
dimensions. A typical medium creature isn’t 5 feet wide, class or a special feature, or an action that you improvise.
for example, but it does control a space that wide. If a Many creatures have action options of their own in their stat
Medium Hyūga stands in a 5-foot-wide doorway, other blocks.
creatures can’t get through unless the Hyūga lets them.
A creature’s space also reflects the area it needs to fight When you describe an action not detailed elsewhere in the
effectively. For that reason, there’s a limit to the number of rules, the GM tells you whether that action is possible and
creatures that can surround another creature in combat. what kind of roll you need to make, if any, to determine
Assuming Medium combatants, eight creatures can fit in a success or failure.
5-foot radius around another one. Because larger creatures
take up more space, fewer of them can surround a creature. ATTACK
If five large creatures crowd around a Medium or smaller
one, there’s little room for anyone else. In contrast, as The most common action to take in combat is the Attack
many as twenty medium creatures can surround a action, whether you are swinging a Katana, firing a
Gargantuan one. longbow, or brawling with your fists.
If a square costs extra movement, as a square of difficult
terrain does, you must have enough movement left to pay With this action, you make one melee or ranged attack.
for entering it. For example, you must have at least 2 See the “Making an Attack” section for the rules that govern
squares of movement left to enter a square of difficult attacks.
terrain.
Certain features, such as the Extra Attack feature of the
SQUEEZING INTO A SMALLER SPACE Scout-Nin, allow you to make more than one attack with
this action.
A creature can squeeze through a space that is large
enough for a creature one size smaller than it. Thus, a large CAST A JUTSU
creature can squeeze through a passage that’s only 5 feet
wide. While squeezing through a space, a creature must All Characters within this system have access to Ninjutsu,
spend 1 extra foot for every foot it moves there, and it has Taijutsu and Genjutsu Casting as well as many creatures
disadvantage on attack rolls and Dexterity saving throws. have access to Jutsu and can use them to great effect in
Attack rolls against the creature have advantage while it’s combat. Each Jutsu has a casting time, which specifies
in the smaller space. whether the caster must use an action, a reaction, minutes,
or even hours to cast the Jutsu. Casting a Jutsu is, therefore,
PLAYING ON A GRID not necessarily an action. Most Jutsu do have a casting time
of 1 action, so casting a Ninjutsu Taijutsu or Genjutsu often
If you play out a combat using a square grid and miniatures uses his or her action in combat to cast such a Jutsu. See
or other tokens, follow these rules: (If you use a grid often, chapter 9 for the rules on Ninjutsu, Taijutsu and Genjutsu
consider writing your speed in squares on your character casting
sheet.)
CLASHING JUTSU
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by While most jutsu will never collide with one another, there
are some that will. When this collision happens a Jutsu
square on the grid. This means you use your speed in 5- Clash is initiated. (This is counted as a type of Contest in
foot segments. This is particularly easy if you translate Combat as detailed later in this chapter)
your speed into squares by dividing the speed by 5. For Jutsu with the Clash Keyword that are used in the same turn
example, a speed of 30 feet translates into a speed of 6 (Or round depending on the Jutsu/Ability) initiates a clash.
squares. When a clash is initiated the opposing users of either ability
Entering a Square. To enter a square, you must have at or jutsu must make opposing Checks using certain skills
least 1 square of movement left, unless the square is depending on the ability/jutsu used.
diagonally adjacent to the square, you’re in (discussed
below). Ninjutsu Clash: Intelligence (Ninshou) or Constitution
Corners. Diagonal movement can’t cross the corner of a (Chakra Control) Ability check (the user’s choice) vs an
wall, large tree, or other terrain feature that fills its opposing Intelligence (Ninshou) or Constitution (Chakra
space. Control) ability check.
Ranges. To determine the range on a grid between two
things-whether creatures or objects-start counting Taijutsu Clash: Strength or Dexterity (Martial Arts),
squares from a square adjacent to one of them and stop Strength (Athletics), or Dexterity (Acrobatics) ability
counting in the space of the other one. Count by the check vs an opposing: Strength or Dexterity (Martial
shortest route. Arts), Strength (Athletics), or Dexterity (Acrobatics)
Diagonals. When measuring range or moving diagonally, ability check.
the first diagonal square counts as 5 feet, but the second
diagonal square counts as 10 feet. This pattern of 5 feet Ninjutsu vs Taijutsu Clash: Follow the above rules for the
and then 10 feet continues whenever you’re counting triggering Jutsu.
diagonally, even if you move horizontally or vertically
between different bits of diagonal movement. For When you clash Jutsu of different ranks, the difference in
instance, a character might move one square diagonally power and scales becomes painfully apparent. For every
(5 feet), then three squares straight (15 feet), and then rank higher a jutsu is compared to the one it is clashing, the
another square diagonally (10 feet) for a total movement caster gains a +1 bonus to the Clash check.
of 30 feet.
The winner of the Jutsu Clash deals his or her normal
Jutsu effect/damage while the losers jutsu immediately ends
and suffers the following conditions; Dazed and
Incapacitated until the end of their next turn.

3

ELEMENTAL ADVANTAGE attempt are your imagination and your character’s ability
scores. See the descriptions of the ability scores in chapter
When two different Ninjutsu of differing nature releases 6 for inspiration as you improvise.
clash or interact, you would normally have to assume the
results. With the Elemental Advantage rules, this will clear When you describe an action not detailed elsewhere in
up questionable rulings when a creature uses an ability or the rules, the GM tells you whether that action is possible
Ninjutsu that has one of 5 Nature Release Keywords (Earth, and what kind of roll you need to make, if any, to
Wind, Fire, Water or Lightning Release) against another determine success or failure.
ability or Ninjutsu that has a Superior or Inferior Nature
Release against it. READ THE ENEMY

Each of the 5 Nature Releases are Strong or weak to Sometimes you want to be prepared for when an enemy is
another with some being neutral to each other. When this casting a jutsu but you don’t know exactly how to prepare,
interaction happens the user of the Superior element so to gain full context, you can attempt to read the enemy.
makes their attack roll or Clash check at advantage, while Reading an enemy takes a reaction, which can only be
the user of the inferior element rolls normally. triggered when you see an enemy performing any series of
hand Seals (HS) or unique movements (M) as a part of the
The following is the circle of Elemental Superiority; (‘>’ components needed to cast a jutsu. As a part of the reaction
means the nature release to the left of this symbol is spent, select the triggering creature casting a jutsu as you
superior to the nature release on the right of it.) make an Intelligence (Martial Arts) if Taijutsu or
Bukijutsu, Intelligence (Ninshou) if Ninjutsu or Fuinjutsu,
Fire > Wind > Lightning > Earth > Water > Fire or Intelligence (Illusion) if Genjutsu vs the triggering
creatures Jutsu Save DC. On a success, you become aware of
DASH the jutsu being cast and all of its details and effects, all the
way down to its cost. If you succeed by 5 or more, you gain
When you take the Dash action, you gain extra movement a +2 bonus to your AC and Advantage on the saving throw
for the current turn. The increase equals your speed, after made to resist the jutsu cast until the end of the current
applying any modifiers. With a speed of 30 feet, for turn.
example, you can move up to 60 feet on your turn if you
dash. READY

Any increase or decrease to your speed changes this Sometimes you want to get a jump on a foe or wait for a
additional movement by the same amount. If your speed of particular circumstance before you act. To do so, you can
30 feet is reduced to 15 feet, for instance, you can move up take the Ready action on your turn so that you can act later
to 30 feet this turn if you dash. in the round using your reaction.

DISENGAGE First, you decide what perceivable circumstance will
trigger your reaction. Then, you choose the action you will
If you take the Disengage action, your movement doesn’t take in response to that trigger, or you choose to move up
provoke opportunity attacks for the rest of the turn. to your speed in response to it. Examples include “If the
soldier steps on the trapdoor, I’ll pull the lever that opens
DODGE it,” and “If the enemy steps next to me, I move away.”

When you take the Dodge action, you focus entirely on When the trigger occurs, you can either take your
avoiding attacks. Until the start of your next turn, any reaction right after the trigger finishes or ignore the
attack roll made against you has disadvantage if you can trigger. Remember that you can take only one reaction per
see the attacker, and you make Dexterity saving throws round.
with advantage. You lose this benefit if you are
incapacitated (as explained in Conditions) or if your speed When you ready a Jutsu, you cast it as normal but hold its
drops to 0. chakra, which you release with your reaction when the
trigger occurs. To be readied, a Jutsu must have a casting
HELP time of 1 action, and holding onto the Jutsu’s effect
requires concentration (explained in chapter 9). If your
You can lend your aid to another creature in the completion concentration is broken, the jutsu dissipates without
of a task. When you take the Help action, the creature you taking effect.
aid gains advantage on the next ability check it makes to
perform the task you are helping with, provided that it SEARCH
makes the check before the start of your next turn and you
are proficient in the skill in which you are assisting them When you take the Search action, you devote your
with. attention to finding something. Depending on the nature
of your search, the GM might have you make a Wisdom
Alternatively, you can aid a friendly creature in attacking (Perception) check or an Intelligence (Investigation) check.
a creature within 5 feet of you. You feint, distract the
target, or in some other way team up to make your ally’s USE AN OBJECT
attack more effective. If your ally attacks the target before
your next turn, the first attack roll is made with advantage. You normally interact with an object while doing
something else, such as when you draw a Longbow as part
HIDE of an attack. When an object requires your action for its
use, you take the Use an Object action. This action is also
When you take the Hide action, you make a Dexterity useful when you want to interact with more than one
(Stealth) check in an attempt to hide, following the rules in object on your turn.
chapter 6 for hiding. If you succeed, you gain certain
benefits, as described in the “Unseen Attackers and
Targets” section later in this chapter.

IMPROVISING AN ACTION

Your character can do things not covered by the actions in
this chapter, such as breaking down doors, intimidating
enemies, sensing weaknesses in defenses, or calling for a
parley with a foe. The only limits to the actions you can

4


Click to View FlipBook Version