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Published by menefilis, 2022-08-30 16:52:35

Naruto 5e - Full Document

Naruto 5e - Full Document

MAKING AN ATTACK MELEE ATTACKS

Whether you’re striking with a melee weapon, firing a Used in hand-to-hand combat, a melee attack allows you
weapon at range, or making an attack roll as part of a to attack a foe within your reach. A melee attack typically
Jutsu, an attack has a simple structure. uses either unarmed or handheld weapons such as an Axe, a
1) Choose a target. Pick a target within your attack’s Katana, or Tonfa’s. A typical monster makes a melee attack
when it strikes with its claws, horns, teeth, tentacles, or
range: a creature, an object, or a location. other body part. A few Jutsu also involve making a melee
2) Determine modifiers. The GM determines whether the attack.

target has cover and whether you have advantage or Most creatures have a 5-foot reach and can thus attack
disadvantage against the target. In addition, Justus, targets within 5 feet of them when making a melee attack.
special abilities, and other effects can apply penalties Certain creatures (typically those larger than Medium) have
or bonuses to your attack roll. melee attacks with a greater reach than 5 feet, as noted in
3) Resolve the attack. You make the attack roll. On a hit, their descriptions.
you roll damage, unless the particular attack has rules
that specify otherwise. Some attacks cause special When you are unarmed, you can fight in melee by
effects in addition to or instead of damage. If there’s making an unarmed strike. You are proficient in your
ever any question whether something you’re doing unarmed strikes and unless otherwise indicated, they do
counts as an attack, the rule is simple: if you’re 1 + your Strength modifier bludgeoning damage. For the
making an attack roll, you’re making an attack. purpose of interacting with other features, feats, and
jutsu, your unarmed attacks count as also being finesse.
ATTACK ROLLS
OPPORTUNITY ATTACKS
When you make an attack, your attack roll determines
whether the attack hits or misses. To make an attack roll, In a fight, everyone is constantly watching for enemies to
roll a d20 and add the appropriate modifiers. If the total of drop their guard. You can rarely move heedlessly past your
the roll plus modifiers equals or exceeds the target’s Armor foes without putting yourself in danger; doing so provokes
Class (AC), the attack hits. The AC of a character is an opportunity attack.
determined at character creation, whereas the AC of a
creature is in its stat block. You can make an opportunity attack when a hostile
creature that you can see moves out of your reach. To make
MODIFIERS TO THE ROLL the opportunity attack, you use your reaction to make one
melee attack against the provoking creature. The attack
When a character makes an attack roll, the two most interrupts the provoking creature’s movement, occurring
common modifiers to the roll are an ability modifier and the right before the creature leaves your reach. A creature can
character’s proficiency bonus. When a creature makes an only trigger an attack of opportunity from you once per
attack roll, it uses whatever modifier is provided in its stat movement
block.
You can avoid provoking an opportunity attack by taking
Ability Modifier. The ability modifier used for a melee the Disengage action. You also don’t provoke an opportunity
weapon attack is Strength, and the ability modifier used for attack when you teleport or when someone or something
a ranged weapon attack is Dexterity. Weapons that have the moves you without using your movement, action, or
finesse or thrown property break this rule. reaction. For example, you don’t provoke an opportunity
Some Jutsu’s also require an attack roll. The ability modifier attack if an explosion hurls you out of a foe’s reach or if
used for a Jutsu attack depends on the Jutsu casting ability gravity causes you to fall past an enemy.
of the caster, as explained in chapter 10.
CONTESTS IN COMBAT
Proficiency Bonus. You add your proficiency bonus to your
attack roll when you attack using a weapon with which you Battle often involves pitting your prowess against that of
have proficiency, as well as when you attack with a Jutsu. your foe. Such a challenge is represented by a contest. This
section includes the most common contests that require an
ROLLING 1 OR 20 action in combat: grappling and shoving a creature. The GM
can use these contests as models for improvising others.
Sometimes fate blesses or curses a combatant, causing the
novice to hit and the veteran to miss. GRAPPLING

If the d20 roll for an attack is a 20, the attack hits When you want to grab a creature or wrestle with it, you can
regardless of any modifiers or the target’s AC. In addition, use the Attack action to make a special melee attack, a
the attack is a critical hit, as explained later in this chapter. grapple. If you’re able to make multiple attacks with the
Attack action, this attack replaces one of them.
If the d20 roll for an attack is a 1, the attack misses
regardless of any modifiers or the target’s AC. The target of your grapple must be no more than one size
larger than you, and it must be within your reach. Using at
UNSEEN ATTACKERS AND TARGETS least one free hand, you try to seize the target by making a
grapple check, a Strength (Athletics) check contested by the
Combatants often try to escape their foes’ notice by hiding, target’s Strength (Athletics) or Dexterity (Acrobatics) check
casting the camouflage Jutsu, or lurking in darkness. When (the target chooses the ability to use). If you succeed, you
you attack a target that you can’t see, you have disadvantage subject the target to the grappled condition (see conditions).
on the attack roll. This is true whether you’re guessing the The condition specifies the things that end it, and you can
target’s location or you’re targeting a creature you can hear release the target whenever you like (no action required).
but not see. If the target isn’t in the location you targeted,
you automatically miss, but the GM typically just says that Escaping a Grapple. A grappled creature can use its action
the attack missed, not whether you guessed the target’s to escape. To do so, it must succeed on a Strength (Athletics)
location correctly. or Dexterity (Acrobatics) check contested by your Strength
(Athletics) check.
When a creature can’t see you, you have advantage on
attack rolls against it. If you are hidden-both unseen and Moving a Grappled Creature. When you move, you can
unheard-when you make an attack, you give away your drag or carry the grappled creature with you, but your speed
location when the attack hits or misses.

5

is halved unless the creature is two or more sizes smaller A target with three-quarters cover has a +5 bonus to AC
than you. and Dexterity saving throws. A target has three-quarter
cover if about three-quarters of it is covered by an obstacle.
SHOVING The obstacle might be a portcullis, an arrow slit, or a thick
tree trunk.
Using the Attack action, you can make a special melee attack
to shove a creature, either to knock it prone or push it away A target with total cover can’t be targeted directly by an
from you. If you’re able to make multiple attacks with the attack or a Jutsu, although some Jutsu can reach such a
Attack action, this attack replaces one of them. target by including it in an area of effect. A target has total
cover if it is completely concealed by an obstacle.
The target of your shove must be no more than one size
larger than you, and it must be within your reach. You make DAMAGE AND HEALING
a Strength (Athletics) check contested by the target’s
Strength (Athletics) or Dexterity (Acrobatics) check (the Injury and the risk of death are constant companions of
target chooses the ability to use). If you win the contest, you those who explore the worlds of D&D. The thrust of a
either knock the target prone or push it 5 feet away from Katana, a well-placed Shuriken, or a jolt of lightning
you. from a Lightning affinity Jutsu all have the potential to
damage, or even kill, the hardest of creatures.
RANGED ATTACKS
HIT POINTS
When you make a ranged attack, you fire an arrow or
crossbow bolt, hurl a Kunai, or otherwise send projectiles to Hit points represent a combination of physical and mental
strike a foe at a distance. A creature might have a natural durability, the will to live, and luck. Creatures with more hit
ranged weapon. Many Jutsu also involve making a ranged points are more difficult to kill. Those with fewer hit points
attack. are more fragile.

RANGE A creature’s current hit points (usually just called hp) can
be any number from the creature’s hit point maximum
You can make ranged attacks only against targets within a down to 0. This number changes as a creature takes damage
specified range. If a ranged attack, such as one made with a or receives healing.
Jutsu, has a single range, you can’t attack a target beyond
this range. Some ranged attacks, such as those made with a Whenever a creature takes damage, that damage is
ranged weapon, have two ranges. The smaller number is the subtracted from its hit points. The loss of hit points has no
normal range, and the larger number is the long range. Your effect on a creature’s abilities until the creature drops to 0
attack roll has disadvantage when your target is beyond hit points.
normal range, and you can’t attack a target beyond the long
range. DAMAGE ROLLS

RANGED ATTACK IN CLOSE COMBAT Each weapon, Jutsu, and harmful monster ability specifies
the damage it deals. You roll the damage die or dice, add any
Aiming a ranged attack is more difficult when a foe is next modifiers, and apply the damage to your target. Modified
to you. When you make a ranged attack with a weapon, a weapons, special abilities, and other factors can grant a
Jutsu, or some other means, you have disadvantage on the bonus to damage.
attack roll if you are within 5 feet of a hostile creature who
can see you and who isn’t incapacitated. When attacking with a weapon, you add your ability
modifier-the same modifier used for the attack roll-to the
TWO-WEAPON FIGHTING damage. A Jutsu tells you which dice to roll for damage and
whether to add any modifiers.
When you take the Attack action and attack with a light
weapon that you’re holding in one hand (or a double If a Jutsu or other effect deals damage to more than one
weapon), you can use a bonus action to attack with a target at the same time, roll the damage once for all of them.
different light weapon that you’re holding in the other For example, when a Ninjutsu Specialist casts Fireball Jutsu
hand. You don’t add your ability modifier to the damage of or a Nara casts a Black Spider Lily, the Jutsu’s damage is
the bonus attack, unless that modifier is negative. rolled once for all creatures caught in the blast.
If a weapon has the thrown property, you can throw the
weapon, instead of making a melee attack with it. CRITICAL HITS

COVER When you score a critical hit, you get to roll extra dice for
the attack’s damage against the target. Roll all of the
Walls, trees, creatures, and other obstacles can provide attack’s damage dice twice and add them together. Then add
cover during combat, making a target more difficult to any relevant modifiers as normal. To speed up play, you can
harm. A target can benefit from cover only when an attack roll all the damage dice at once.
or other effect originates on the opposite side of the cover.
For example, if you score a critical hit with a Kunai, roll
There are three degrees of cover. If a target is behind 2d4 for the damage, rather than 1d4, and then add your
multiple sources of cover, only the most protective degree of relevant ability modifier. If the Attack involves other
cover applies; the degrees aren’t added together. For damage dice, such as from the Hunter-Nin’s Sneak Attack
example, if a target is behind a creature that gives half cover feature, you roll those dice twice as well.
and a tree trunk that gives three-quarters cover, the target
has three-quarters cover. CRITICAL THREAT RANGE

A target with half cover has a +2 bonus to AC and Some class features, weapon seals, and jutsu increase
Dexterity saving throws. A target has half cover if an your critical threat range. When you increase your
obstacle blocks at least half of its body. The obstacle might critical threat range in any way, you are reducing the
be a low wall, a large piece of furniture, a narrow tree trunk, required roll to score a critical hit. Normally, with no
or a creature, whether that creature is an enemy or a friend. change to your critical threat range, you need to roll a
Natural 20. But by increasing your critical threat range
by +1, you now need to roll a 19 or 20 on a d20. In most

6

cases, critical threat range bonuses stack, up to +4. reduces all damage by 5. The 25 damage is first reduced by 5
Regardless of how many sources of Critical threat range and then halved, so the creature takes 10 damage.
bonuses you have, the most you can have at any given
time is +4, which equates to 16-20. Multiple instances of resistance or vulnerability that
affect the same damage type count as only one instance. For
DAMAGE TYPES example, if a creature has resistance to lightning damage as
well as resistance to all Ninjutsu damage, the damage of
Different attacks, damaging Jutsu’s, and other harmful Ninjutsu based lightning damage is reduced by half against
effects deal different types of damage. Damage types have the creature, not reduced by three-quarters.
no rules of their own, but other rules, such as damage
resistance, rely on the types. HEALING

The damage types follow, with examples to help a GM Unless it results in death, damage isn’t permanent. Even
assign a damage type to a new effect. death is reversible through certain Jutsu. Rest can restore a
creature’s hit points (as explained in chapter 7), and special
Acid. The corrosive spray of a black viper wolf’s breath and methods such as a Healing Jutsu or a Blood Pill can remove
the dissolving enzymes secreted by a black pudding deal damage in an instant.
acid damage
When a creature receives healing of any kind, hit points
Bludgeoning. Blunt force attacks—hammers, falling, regained are added to its current hit points. A creature’s hit
constriction, and the like—deal bludgeoning damage. points can’t exceed its hit point maximum, so any hit points
regained in excess of this number are lost. For example, a
Cold. The chill of a cold wave of water or chilling wave of Ice Medical-Nin grants a Hunter-Nin 8 hit points of healing. If
deals cold damage. the Hunter-Nin has 14 current hit points and has a hit point
maximum of 20, the Hunter regains 6 hit points from the
Chakra. The damage done to a creatures chakra network. Medical-Nin, not 8.
When a creature takes chakra damage, they instead
reduce the result from their chakra point total. A creature that has died can’t regain hit points until a
Jutsu has restored it to life.
Earth. The damage made by Earth based attacks.
Fire. The concussive damage of an explosion or an open DROPPING TO 0 HIT POINTS

flame deal fire damage. When you drop to 0 hit points, you either die outright or fall
Force. Certain techniques that channel the pure energy of unconscious, as explained in the following sections.

Chakra deal force damage. DESCRIBING THE EFFECTS OF DAMAGE
Lightning. The electrifying energy of the force lightning or
Game Masters describe hit point loss in different ways.
electroshock Jutsu’s deals lightning damage. When your current hit point total is half or more of your hit
Necrotic. Necrotic damage dealt by techniques that deals point maximum, you typically show no signs of injury.
When you drop below half your hit point maximum, you
directly with one’s life force. show signs of wear, such as cuts and bruises. An attack that
Piercing. Puncturing and impaling attacks, including reduces you to 0 hit points strikes you directly, leaving a
bleeding injury or other trauma, or it simply knocks you
spears and monsters’ bites, deal piercing damage. unconscious.
Poison. Venomous stings and toxic liquids deal poison
INSTANT DEATH
damage.
Psychic. The crippling agony caused by techniques that Massive damage can kill you instantly. When damage
reduces you to 0 hit points and there is damage remaining,
affect the mind, deals psychic damage. you die if the remaining damage equals or exceeds your
Slashing. Swords, axes, and monsters’ claws deal slashing point maximum.

damage. For example, a Scout-Nin with a maximum of 12 hit
Wind. Any sort of damage done by an attack that uses air or points currently has 6 hit points. If she takes 18 damage
from an attack, she is reduced to 0 hit points, but 12 damage
is made of air, such as a gust of wind or a raging tornado remains. Because the remaining damage equals her hit point
is treated as wind damage. maximum, the Scout-Nin dies.

EFFECT MULTIPLICATION FALLING UNCONSCIOUS

Some effect within the game will direct you to multiply an If damage reduces you to 0 hit points and fails to instantly
attacks or jutsu’s effects. Regardless of the sources of these kill you, you fall unconscious (see Conditions). This
effects, their duration or their strength, you cannot stack unconsciousness ends if you regain any hit points.
effects that multiply damage, healing, damage reduction,
temporary hit points or temporary chakra points. You DEATH SAVING THROWS
instead must choose which single; multiplicative effect
takes priority. Whenever you start your turn with 0 hit points, you must
make a special saving throw, called a death saving throw, to
DAMAGE RESISTANCE AND determine whether you creep closer to death or hang onto
VULNERABILITY life. Unlike other saving throws, this one isn’t tied to any
ability score. You are in the hands of fate now, aided only by
Some creatures and objects are exceedingly difficult or Jutsu and features that improve your chances of succeeding
unusually easy to hurt with certain types of damage. If a on a saving throw. Roll a d20. If the roll is 10 or higher, you
creature or an object has resistance to a damage type, succeed. Otherwise, you fail. A success or failure has no
damage of that type is halved against it. If a creature or an effect by itself. On your third success, you become stable
object has resistance to a condition, they roll their saving (see below). On your third failure, you die. The successes
throws at advantage. If a creature or an object has and failures don’t need to be consecutive; keep track of both
vulnerability to a damage type, damage of that type is
doubled against it. If a creature or an object has
vulnerability to a condition, they make their saving throw at
disadvantage.

Resistance and then vulnerability are applied after all
other modifiers to damage. For example, a creature has
resistance to Wind damage and is hit by an attack that deals
25 Wind damage. The creature is also within an aura that

7

until you collect three of a kind. The number of successful If you have 0 hit points, receiving temporary hit points
death saves are reset to zero when you regain any hit points doesn’t restore you to consciousness or stabilize you. They
or become stable. The number of failures do not reset until can still absorb damage directed at you while you’re in that
you complete a short rest. state, but only true healing can save you.

Rolling 1 or 20. When you make a death saving throw and Unless a feature that grants you, temporary hit points
roll a 1 on the d20, it counts as two failures. If you roll a 20 has a duration, they last until they’re depleted or you finish
on the d20, you regain 1 hit point and remove two failed a long rest.
death saving throws from the count.
CONDITIONS
Damage at 0 Hit Points. If you take any damage while you
have 0 hit points (for example, by catching fire because your Conditions alter a creature’s capabilities in a variety of
limbs were all chopped off next to a pit of lava), you suffer a ways and can arise as a result of a Jutsu, a class feature, a
death saving throw failure. If the damage is from a critical monster’s attack, or other effects. Most conditions, such
hit, you suffer two failures instead. If the damage equals or as blinded, are impairments, but a few, such as invisible,
exceeds your hit point maximum, you suffer instant death. can be advantageous.

STABILIZING A CREATURE A condition lasts either until it is countered (the prone
condition is countered by standing up, for example) or
The best way to save a creature with 0 hit points is to heal it. for a duration specified by the effect that imposed the
If healing is unavailable, the creature can at least be condition
stabilized so that it isn’t killed by a failed death saving
throw. If multiple effects impose the same condition on a
creature, each instance of the condition has its own
You can use your action to administer first aid to an duration, but most condition’s effects don’t get worse. A
unconscious creature and attempt to stabilize it, which creature either has a condition or doesn’t.
requires a successful DC 20 Wisdom (Medicine) check.
Beating this DC by 5 or more removes one failed death save In rare conditions such as “Bleeding” or “Slowed”
from them, if any. these conditions can get worse if applied multiple times
detailed by the Condition gaining a number next to it
A stable creature doesn’t make death saving throws, even (I.e., Bleeding 3 or Slowed 5). A select few of these
though it has 0 hit points, but it does remain unconscious. conditions will persist outside of combat. The following
The creature stops being stable, and must start making definitions specify what happens to a creature while it is
death saving throws again, if it takes any damage. A stable subjected to a condition.
creature that isn’t healed regains 1 hit point after 8 hours.
BERSERK
ADVERSARIES AND DEATH
• A berserk creature is driven mad with blind rage, most
Most GMs have a monster die the instant it drops to 0 hit commonly due to the effects of a drug, a Genjutsu, or a
points, rather than having it fall unconscious and make creature associated with madness.
death saving throws.
• A berserk creature must use its action each round to
Mighty villains and special nonplayer characters are attack the creature nearest to it. If it can make extra
common exceptions; the GM might have them fall attacks as part of the Attack action, it uses those extra
unconscious and follow the same rules as player characters. attacks, moving to attack the next nearest creature
after it fells its current target. If it has multiple
KNOCKING A CREATURE OUT possible targets, it attacks one at random.

Sometimes an attacker wants to incapacitate a foe, rather • If a berserk creature can use its reaction and/or bonus
than deal a killing blow. When an attacker reduces a action to deal damage directly to a creature, it must do
creature to 0 hit points with a melee or Ranged weapon so.
that deals Lightning or Bludgeoning damage, the attacker
can knock the creature out. The attacker can make this • When a non-hostile creature moves out of a berserk
choice the instant the damage is dealt. The creature falls creature's reach, it provokes an opportunity attack.
unconscious and is stable.
• A berserk creature has disadvantage on Wisdom ability
TEMPORARY HIT & CHAKRA POINTS checks and saving throws.

Some Jutsu and special abilities confer temporary hit • A berserk creature automatically fails Intelligence
points to a creature. Temporary hit points aren’t actual hit ability checks and saving throws.
points; they are a buffer against damage, a pool of hit
points that protect you from injury. • A berserk creature is immune to the charmed and
frightened conditions.
When you have temporary hit points and take damage,
the temporary hit points are lost first, and any leftover • The condition ends if the berserk creature starts its
damage carries over to your normal hit points. For turn with no creatures within 60 feet of it that it can
example, if you have 5 temporary hit points and take 7 see or hear.
damage, you lose the temporary hit points and then take 2
damage. • Creatures that are immune to the charmed condition
are also immune to the berserk condition. A Jutsu
Because temporary hit points are separate from your which cures the charmed condition also cures this
actual hit points, they can exceed your hit point maximum. Condition.
A character can, therefore, be at full hit points and receive
temporary hit points. • Creatures who are suffering from this condition
cannot mold chakra.
Healing can’t restore temporary hit points, and they
can’t be added together. If you have temporary hit points BLEEDING
and receive more of them, you decide whether to keep the
ones you have or to gain new ones. A bleeding creature has been dealt a serious wound that
has opened a vein or artery. They are still conscious, but
unless the wound is treated, they could die. Bleeding
prevents resting.

8

• At the end of their turn, a bleeding creature takes 1d4 • Chilled can be applied to a creature up to 5 times total.
necrotic damage which cannot be reduced by any Each application increase the amount of cold damage by
means. 1d6, up to a maximum of 5d6 at max ranks.

• The creature may attempt to stop the bleeding by • Each application of Chilled Resets the duration a creature
succeeding on a DC 15 medicine check. is affected by this condition.

• The Bleeding condition can grow in lethality, If the • A creature takes a -1 Penalty to Dexterity Saving throws
creature affected by the bleeding condition is affected and Ability Checks for each Rank of Chilled they are
by the Bleeding condition again, they gain another currently affected by.
rank, increasing the necrotic damage by 1d4.
• A Creature Resistant to Cold Damage instead takes 1d4
BLINDED cold damage and no further effects from this condition.

• A blinded creature can’t see and automatically fails any • A Creature Immune to Cold Damage Cannot be Chilled and
ability check that requires sight. therefor is immune to this condition.

• Attack rolls against the creature have advantage, and the CORRODED
creature’s attack rolls have disadvantage.
A corroded creature has been coated in an extremely acidic
• A creature can willingly close their eyes as a free action substance that sticks to the creature. They are still
for an extended period of time. Doing so imposes this conscious but the acid is slowly seeping deeper and deeper
Condition on them until the beginning of their next turn, so long as it remains on the person. If left untreated, they
they cannot reopen their eyes until then, unless they are could die. Corrosion prevents resting. A creature can make a
forced to do so by some other means. Saving throw to end the condition as noted below, or
submerge themselves fully into any body of water.
BURNED
• A corroded creature gains a -1 to all Ability Checks and
• A Burned Creature or object takes 1d8 fire damage at the attack rolls.
start of each of their turns for the duration of this
condition or 1 minute has passed, whichever comes first. • A Corroded creatures takes 1d4 Acid damage at the
beginning of each of their turns.
• A Creature can spend an Action to make a DC 15 Dexterity
(Survival) Check to put out the flames. On a successful • The Corroded condition can grow in lethality, if the
check, the condition ends. creature affected by the corroded condition is affected by
the corroded condition again, they gain another rank
• Burned can be applied to a creature up to 3 times total. (Corroded 2), increases the penalty to all Ability Checks
Each application increase the amount of fire damage by and attack rolls by -1, and Acid damage by 1d4.
1d8, up to a maximum of 3d8 at max ranks.
• A creature can end the corroded condition by using their
• A creature takes a -2 Penalty to Concentration Checks for action making a DC 15 Dexterity or Constitution saving
each Rank of Burned they are currently affected by. throw.

• Creatures that are immune to fire damage are immune to DAZED
this condition..
• A Dazed creature is recovering from a powerful blow and
CHARMED cannot take as many actions as usual.

Some special abilities and jutsu can lead to a special • A Dazed creature can only either move or take an action,
condition called Charmed sometimes called Enamored. not both.
Charmed is measured in 5 levels (or ranks). An effect can
give a creature one or more levels of charmed as specified in • A Dazed creature cannot take a bonus action or benefit
the effect’s description. All conditions listed only take effect from a reaction.
while you can see the creature you are charmed by.
• The Dazed Condition lasts until the End of the affected
CHARMED LEVEL creature’s next turn.

Rank Effect DEAFENED

1 You have disadvantage on Charisma and Wisdom Ability checks • A deafened creature can’t hear and automatically fails any
against your charmer. Additionally, you cannot attack or intentionally ability check that requires hearing.
bring harm to your charmer.
• A deafened creatures has a -10 Penalty to their Passive
2 Your charmer has advantage on all Charisma ability checks made Perception.
against you. You see your charmer in a primarily favorable light.
• Creatures Currently Hidden from a Deafened creature do
3 You cannot maintain concentration on more than one jutsu while you not need to reroll Dexterity (Stealth) Checks to maintain
can see your charmer. Stealth against them.

4 You automatically fail all Wisdom and Charisma ability checks made • Wisdom Rolls made by the creature are made at
against your charmer. disadvantage.

5 You believe that your charmer is the most trustworthy person in your • A creature can willingly cover their ears for an extended
immediately vicinity. period of time as a bonus action. Doing so imposes this
Condition on them and occupies both hands until the
CHILLED beginning of their next turn.

• A Chilled Creature has its body overwhelmed by cold, ENVENOMED
taking 1d6 cold damage at the start of each of their turns
for the duration of this condition or 1 minute has passed, • An envenomed character takes 1d6 poison damage at the
whichever comes first. beginning of each of its turns for the duration.

• Creatures that are immune to the poisoned condition or
poison damage are immune to the envenomed condition.

• Envenomed can be applied to a creature a up to 5 times
total. Each application increases the amount of poison
damage by 1d6, up to a maximum of 5d6 at max ranks.

9

• Each application of Envenomed does not reset the time a INCAPACITATED
creature is poisoned unless otherwise stated.
• An incapacitated creature can’t take actions or
• Creatures that apply the poisoned condition can choose to reactions.
apply the envenomed condition instead, however, the
duration is halved (to a minimum of 1 round), if any. INVISIBLE

EXHAUSTION • An invisible creature is impossible to see without the
aid of powers or a special sense. For the purpose of
Some special abilities and environmental hazards, such hiding, the creature is heavily obscured. The
as and the long-term effects of freezing or scorching creature’s location can be detected by any noise it
temperatures, can lead to a special condition called makes or any tracks it leaves.
exhaustion. Exhaustion is measured in six levels. An
effect can give a creature one or more levels of • Attack rolls against the creature have disadvantage,
exhaustion, as specified in the effect’s description. and the creature’s attack rolls have advantage.

If an already exhausted creature suffers another effect PARALYZED
that causes exhaustion, its current level of exhaustion
increases by the amount specified in the effect’s • A paralyzed creature is incapacitated (see the
description. A creature suffers the effect of its current condition) and can’t move or speak.
level of exhaustion as well as all lower levels. For
example, a creature suffering level 2 exhaustion has its • The creature automatically fails Strength and
speed halved and has disadvantage on ability checks. Dexterity saving throws. Attack rolls against the
creature have advantage.
An effect that removes exhaustion reduces its level as
specified in the effect’s description, with all exhaustion • Any attack that hits the creature is a critical hit if the
effects ending if a creature’s exhaustion level is reduced attacker is within 5 feet of the creature.
below 1. Finishing a long rest reduces a creature’s
exhaustion level by 1, provided that the creature has also PETRIFIED
ingested some food and drink.
• A petrified creature is transformed, along with any
EXHAUSTION LEVEL object it is wearing or carrying, into a solid inanimate
substance (usually stone). Its weight increases by a
Rank Effect factor of ten, and it ceases aging.
1 Disadvantage on ability checks
2 Speed halved • The creature is incapacitated (see the condition), can’t
3 Disadvantage on attack rolls and saving throws move or speak, and is unaware of its surroundings.
4 Hit point maximum halved
5 Speed reduced to 0 • Attack rolls against the creature have advantage.
6 Death • The creature automatically fails Strength and

FEAR Dexterity saving throws.
• The creature has resistance to all damage.
Some special abilities and jutsu can lead to a special • The creature is immune to poison and disease,
condition called Fear sometimes called Frightened. Fear
is measured in 5 levels (or ranks). An effect can give a although a poison or disease already in its system is
creature one or more levels of fear as specified in the suspended, not neutralized.
effect’s description. All conditions listed only take effect
while you can see the cause of your fear. POISONED

FEAR LEVEL • A poisoned creature has disadvantage on attack rolls
and ability checks.
Rank Effect
1 Disadvantage on ability checks • A Poisoned Creature do not gain the benefits of a Short
2 Disadvantage on Attack Rolls or Long Rest.
3 Cannot maintain concentration on Jutsu or effects
4 Disadvantage on Strength, Dexterity, and PRONE
Intelligence Saving throws
5 Stunned • A prone creature’s only movement option is to crawl,
unless it stands up and thereby ends the condition.
GRAPPLED
• The creature has disadvantage on melee attack rolls.
• A grappled creature’s speed becomes 0, and it can’t • The creature has disadvantage on ranged attack rolls
benefit from any bonus to its speed.
against targets within 30 feet.
• The condition ends if the grappler is incapacitated (see • An attack roll against the creature has
the condition).
advantage if the attacker is within 5
• The condition also ends if an effect removes the feet of the creature. Otherwise,
grappled creature from the reach of the grappler or the attack roll has disadvantage.
grappling effect.
RESTRAINED

• A restrained creature’s speed
becomes 0, and it can’t benefit from
any bonus to its speed.

• Attack rolls against the creature have
advantage, and the creature’s attack
rolls have disadvantage.

• The creature has disadvantage on
Dexterity saving throws.

10

SHOCKED UNCONSCIOUS

• A shocked creature’s speed is reduced by half. • An unconscious creature is incapacitated (see the
• A shocked creature takes an additional 1d6 Lightning condition), can’t move or speak, and is unaware of its
surroundings
damage when they would take Lightning Damage.
• The shocked condition last for the duration of its • The creature drops whatever it holding and falls
prone.
duration or 1 minute has passed, whichever comes
first • The creature automatically fails Strength and
• A Shocked creature can’t take bonus actions as their Dexterity saving throws.
muscles seize up at inopportune moments.
• A shocked creature has a -1 Penalty to Strength Saving • Attack rolls against the creature have advantage.
throws. • Any attack that hits the creature is a critical hit if the
• Shocked can be applied to a creature up to 5 times
total. Each application increase the Penalty by -1, up to attacker is within 5 feet of the creature.
a maximum of -5 at max ranks.
• A creature resistant or Immune to Lightning damage WEAKENED
also has resistance or immunity to this condition.
• A weakened creature deals only half damage with
SLOWED melee attacks, and has disadvantage on Strength and
Dexterity checks and saves.
• A slowed creature has its speed halved.
• Slowed creatures have their AC reduced by 2 while they • The weakened condition last for the duration of its
duration or 1 minute has passed, whichever comes
are slowed, and have disadvantage on Dexterity saving first
throws.
• The slowed condition last for the duration of its • A weakened creature has a -2 penalty to Strength,
duration or 1 minute has passed, whichever comes Dexterity, and Constitution Ability checks and saving
first throws.
• A Slowed Creature can be slowed even further with
multiple applications of this condition. If a Slowed • A weakened creature's speed is reduced by 10 feet, to a
creature is affected by the Slowed Condition again, minimum of half its base speed.
their AC is further reduced by 2, and their speed is
reduced by half again. (Rounded to the nearest 5 feet, • A Weakened Creature can be Weakened even further
with a min of 5 Feet) with multiple applications of this condition. If a
• Slowed creatures can't use reactions, and can only use Weakened creature is affected by the Weakened
an action or bonus action on their turn, not both. A Condition again, they take a further -2 Penalty to
slowed creature can also never make more than one Strength, Dexterity, and Constitution Ability checks
attack per turn. and saving throws per rank of Weakened and their
speed is reduced by 10 feet, to a minimum of half its
STUNNED base speed.

• A stunned creature is incapacitated (see the
condition), can’t move, and can speak only falteringly.

• The creature automatically fails Strength and
Dexterity saving throws.

• Attack rolls against the creature have advantage.

SURPRISED

• A creature surprised at the beginning of an encounter
spends their first turn of combat unable to move, take
an action, bonus action or reaction until the beginning
of their next turn.

• A creature surprised after initiative has already been
rolled cannot take reactions until the end of
the current turn, after which they are
no longer surprised.

• A surprised creature cannot
have their surprised
condition removed by
jutsu based effects. This
means that a creature
who is surprised cannot
heal themselves or be
healed by another
creature of it. This is not a
condition that can be
removed in that way.

11

CHAPTER 9: JUTSU CASTING

agic exists in the worlds of Naruto in the form of CASTING IN ARMOR

MJutsu. This chapter provides the rules for casting Because of the mental focus and precise gestures required
these Jutsu. There are Three Types of Jutsu: for Hand Seal Weaving, you must be proficient with the
Ninjutsu, Genjutsu, and Taijutsu. Jutsu follow armor you are wearing to cast a Jutsu with any Hand Seal
the following rules here. component. You are otherwise too distracted and physically
hampered by your armor for Jutsu casting.
WHAT IS A JUTSU?
CASTING A JUTSU
A Jutsu is a discrete or blatantly obvious effect, a shaping of
chakra from one’s body that creates a desired effect. In casting When a character casts any Jutsu, the same basic rules are
a Jutsu, a character carefully constructs the desired effect followed, regardless of the character’s class or the Jutsu’s
using their chakra, and then releases it, all in the span of a few effects.
seconds.
Each Jutsu’s description in chapters 10, 11, and 12 begins
Jutsu can be versatile tools, powerful weapons, or protective with a block of information, including the Jutsu’s name,
wards. They can deal damage or heal it, impose or remove Rank, Chakra Cost, prerequisites (if it has any), casting
conditions (see Conditions), drain life energy away, and time, range, and duration. The rest of a Jutsu entry describes
restore life to the dead. the Jutsu’s effect.

A great number of Jutsu exist and over time many have been CASTING A JUTSU AT A HIGHER RANK
created and forgotten. An ancient Ninjutsu technique may
exist in a long-lost Ninja Scroll. When a shinobi casts a Jutsu, that jutsu is normally locked
to whatever rank it is casted it. But in some special cases,
JUTSU KNOWN some jutsu can be upcasted to higher ranks if you can both
learn & cast jutsu of at least one rank higher than the jutsu’s
Before a Shinobi can use a Jutsu, he or she must have the Jutsu base rank. As a general rule of thumb, unless stated
learned, or must have access to the Jutsu in an enhanced item. otherwise by a class or clan feature, or a feat you can upcast
Once a Jutsu’s learned, it is always prepared. The number of jutsu to the following ranks at the appropriate levels;
Jutsu a Ninja can have at any given time depends on the
character’s level and Ninja Class. • C-Rank Starting at 5th Level
• B-Rank Starting at 9th level
When you learn a Jutsu of E-Rank, S-Rank, or anywhere in • A-Rank Starting at 13th level
between, you choose from the list of Jutsu provided in • S-Rank Starting at 17th level
Chapters 10, 11, & 12. You can learn Jutsu from any level up to
your Max Jutsu Known, including E-Rank Jutsu. The total ABILITY SCORE REQUIREMENTS
number of Jutsu you learn in this way can’t exceed your Jutsu
Known for your class. In order to cast a jutsu of B-Rank or higher, you must meet a
minimum ability score requirement. This represents the
If a Jutsu is granted to you by a clan or class feature, that characters ability to physically, mentally, or spiritually handle
Jutsu does not count against your Jutsu known and you can’t the stress the jutsu puts on the users bodies. Here are the
voluntarily unlearn it, but instead switch it with another Jutsu following ability score minimums for jutsu of B-Rank or
following the rules and conditions of the feature that granted higher;
you the extra jutsu. If you already know that Jutsu, you may
learn an additional Jutsu that is available to you that still • B-Rank: 14 or higher.
meets the features conditions. • A-Rank: 16 or higher.
• S-Rank: 18 or higher.
Additionally, every time you learn a new Jutsu as a result of
gaining a level, you can choose one or all of the Jutsu you know When you are calculating which ability scores need to meet
and replace it with other Jutsu of the same type (Ninjutsu, the above requirements in order to cast, you only refer to the
Genjutsu, Taijutsu or Bukijutsu as long as that Jutsu’s not of a ability score used to calculate the attack and damage rolls and
higher level than your max jutsu rank. the Save DC for the chosen jutsu.

CHAKRA POINTS This rule excludes all Jutsu classified as Hijutsu. Hijutsu can
be cast, regardless of your current ability scores, so long as all
Regardless of how many Jutsu a ninja knows, he or she can other rules and conditions are followed when adding one to
cast only a limited number of Jutsu before resting. your known jutsu list.
Manipulating your Chakra and channeling its energy into even
a simple Jutsu is physically and mentally taxing, and higher- CLASSIFICATION
Ranked Jutsu are even more so. Thus, each class’s description
includes a table showing that classes Chakra Die (Similar to All jutsu fall into one of 5 classifications. A Hijutsu,
the Classes Hit die). Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. While Ninjutsu
and Genjutsu are mutually exclusive. Bukijutsu is a subtype
When a character casts a Jutsu he or she expends a number of Taijutsu. And Hijutsu can technically be any of the above.
of points based on the chakra cost of the Jutsu to cast it. When
Umara casts Substitution Technique, a D-Rank Jutsu she HIJUTSU
spends 5 of her 12 chakra points, leaving 7 remaining.
A jutsu with the Hijutsu Classification usually indicates it’s a
Finishing a long rest restores up to half of your maximum Jutsu from a clan, and not something can be easily or
chakra points, while a full rest restores all of your chakra normally learned by anyone outside of that clan.
points. (See chapter 7 for the rules on resting).

12

NINJUTSU spying or assassinations, and ninja are expected to go up
against enemy ninja during the course of the mission.
A jutsu with the Ninjutsu Classification has the ability to
affect the physical world in some way shape or form. In order to cast Jutsu of this rank, the casters ability score
Ninjutsu is a unique category of jutsu which forms the basis used to calculate attack and damage rolls and the Save DC for
of the five nature releases (Earth, Wind, Fire, Water & the chosen jutsu, must be at least a 14 or greater.
lightning)
A-RANK
GENJUTSU
A-Rank is preceded by B-rank and followed by S-rank. It is
A jutsu with the Genjutsu Classification is one of illusions typically used when classifying techniques intended for
and affects the mind, and personal realities of those it would ninja of the Kage and jōnin levels. A-rank techniques are
target. Genjutsu for the most part do not directly affect the often very useful, but need extensive training before they
physical world and instead affects one’s perception of the can be mastered. Some A-rank techniques also pose a risk to
physical world. the user, resulting in their classification as kinjutsu (Literally
meaning: Forbidden Techniques).
TAIJUTSU
There are also A-rank missions. These missions relate to
A jutsu with the Taijutsu Classification is one of physical what is in a village or country's personal interests and are
activity. Taijutsu is one where someone is using their body extremely difficult or dangerous to complete, usually
to complete a series of complicated movements. assigned to jōnin.

BUKIJUTSU In order to cast Jutsu of this rank, the casters ability score
used to calculate attack and damage rolls and the Save DC for
A jutsu with the Bukijutsu Classification is one of tool the chosen jutsu, must be at least a 16 or greater.
manipulation. Bukijutsu utilizes physical tools such as
swords, wires, kunai, shuriken etc. to complete a series of S-RANK
complicated movements. This is a subsection of Taijutsu
since they both require the physical movements of the user. S-Rank is preceded by A-rank. It is typically used when
classifying techniques intended for highly experienced jōnin
RANK and Kage-level shinobi. S-rank techniques are almost always
unique to a single user, and as such are trademark abilities of
Ranks describe the level of power a jutsu, item, or in some that user.
cases a shinobi is expected to have. There are effectively 6
ranks within the hierarchy of jutsu and shinobi. E, D, C, B, A Missions can also be classified as S-rank, these are the
& S-Rank. highest paying and most dangerous type of mission a
ninja can go on. These missions are exclusively assigned
E-RANK to highly skilled jōnin or large squads of ninja

E-Rank describes the lowest and least powerful, effective or In order to cast Jutsu of this rank, the casters ability
even useful techniques, threats, or tools. E-Rank is the most score used to calculate attack and damage rolls and the
widely known amongst the common population and is Save DC for the chosen jutsu, must be at least an 18 or
considered the most basic thing a shinobi could know. greater.

D-RANK CASTING TIME

D-Rank is preceded by E-rank and followed by C-rank. It is Most Jutsu require a single action to cast, but some Jutsu’s
typically used when classifying techniques intended for require a bonus action, a reaction, or much more time to
ninja of the genin level. D-rank techniques are often one of cast.
the first techniques a ninja will learn after leaving the
Academy. BONUS ACTION

There are also D-rank missions, the lowest classification a A Jutsu cast with a bonus action is especially swift. You
mission can receive. These missions are usually assigned to must use a bonus action on your turn to cast the Jutsu,
genin. Naruto Uzumaki describes D-rank missions as not provided that you haven’t already taken a bonus action
being actual missions as they deal with tasks as simple as this turn.
finding missing pets and weeding a garden.
FULL TURN ACTION
C-RANK
A Jutsu cast with a Full turn action is one that requires
C-Rank is preceded by D-rank and followed by B-rank. It is time and focus. You must use Your standard and bonus
typically used when classifying techniques intended for action on your turn to cast the Jutsu, provided that you
ninja of the chunin level. C-rank techniques are often one of haven’t already taken a standard and/or bonus action this
the first techniques a ninja will learn that require some turn.
amount of training.
REACTION
There are also C-rank missions. These missions are
usually assigned to chunin, or in some cases, genin. Some Jutsu can be cast as reactions. These Jutsu take a
Assignments include bodyguard duty and hunting wild fraction of a second to bring about and are cast in
animals, all of which will likely pose some risk to the ninja. response to some event. If a Jutsu can be cast as a reaction,
the Jutsu’s description tells you exactly when you can do
B-RANK so.

B-Rank is preceded by C-rank and followed by A-rank. It is
typically used when classifying techniques intended for
ninja of the jōnin or chunin level. B-rank techniques are
typically useful and can be learned relatively easily with
enough time, such as the Multi-Shadow Clone Technique.

There are also B-rank missions. These missions are
usually assigned to jōnin or chunin. Assignments can involve

13

LONGER CASTING TIMES WEAPONS (W)

Certain Jutsu require more time to cast: minutes or even Weapons are tools of war and usually used for combat
hours. When you cast a Jutsu with a casting time longer than exclusively. Jutsu that requires a Weapon as a component
a single action or reaction, you must spend your action each will usually have the weapon needed as well (Ex. W
turn casting the jutsu, and you must maintain your (Katana)). If a jutsu requires multiple weapons they will be
concentration while you do so (see “Concentration” below). listed with the word “and” in-between them. If a jutsu
If your concentration is broken, the Jutsu fails, but you requires a weapon from a list they will be separated by a
don’t expend chakra points. If you want to try casting the comma. Melee weapons are not consumed when used.
jutsu again, you must start over. Thrown or Ranged weapons do consume ammunition
unless otherwise stated.
RANGE
There are times when a jutsu that requires a weapon will
The target of a Jutsu must be within the Jutsu’s range. For a instead list a damage type common to weapons as the
Jutsu like Agonizing Thorn, the target is a creature. For a weapon needed. This means any weapon that deals that
Jutsu like Earth Flow Spears, the target is the point in space damage type can be used as a component for that jutsu.
where the Spikes rise from the ground.
NINJA TOOLS (NT)
Most Jutsu have ranges expressed in feet. Some Jutsu can
target only a creature (including you) that you touch. Other Ninja tools are usually a series of particular items such as
Jutsu, such as the Substitution Technique, affect only you. Scrolls, flowers, Tool Kits and a number of other items.
These Justus have a range of self. Jutsu that requires a Ninja tool as component will usually
have the tool needed as well. (Ex. NT (Medicine Kit)). If a
Jutsu that create cones or lines of effect that originate jutsu requires multiple tools they will be listed with the
from you also have a range of self, indicating that the origin word “and” in-between them. If a jutsu requires a ninja
point of the power’s effect must be you (see “Areas of tool from a list they will be separated by a comma. These
Effect” later in this chapter). tools are always consumed by the use of the jutsu and are
lost.
Once a Jutsu is cast, its effects aren’t limited by its range,
unless the Jutsu’s description says otherwise. DURATION

COMPONENTS A Jutsu’s duration is the length of time the Jutsu persists. A
duration can be expressed in rounds, minutes, hours, or even
A Jutsu’s components are physical requirements you must years. Some Jutsu specify that their effects last until the Jutsu
meet in order to cast it. Each jutsu’s description indicates is dispelled or destroyed.
whether it requires handseals (HS), chakra molding (CM),
chakra seals (CS), mobility (M), weapons (W) or ninja Tools INSTANTANEOUS
(NT) components. If you can’t provide one or more of a
jutsu’s components, you are unable to cast the jutsu. Many Jutsu are instantaneous. The Jutsu harms, heals,
creates, or alters a creature or an object in a way that can’t be
HAND SEALS (HS) dispelled, because its effect exists only for an instant.

Hand signs that are made in an extremely specific order fast CONCENTRATION
enough to be done in the span of a few seconds If a Jutsu
requires hand seals as a component, the caster must have Some Jutsu require you to maintain concentration in order to
free use of at least one hand to perform theses gestures. keep their effect active. If you lose concentration, those Jutsu
end. You can maintain up to two different Jutsu at once.
CHAKRA MOLDING (CM)
If a jutsu must be maintained with concentration, that fact
An advanced technique that requires the casters to mold and appears in its Duration entry and the jutsu specifies how long
shape chakra into specific forms or shapes. If a jutsu you can concentrate on it. You can end concentration at any
requires chakra molding as a component, the caster must be time (no action required).
able to mold chakra. Thus, a character who has their chakra
network sealed, disrupted or are under mentally Jutsu that are maintained cost half (Round down) of the
compromising conditions such as Berserk or Charmed can’t chakra spend to cast the jutsu. The cost to maintain
cast a jutsu with a chakra molding component. concentration must be paid at the beginning of each of your
turns or the Jutsu ends immediately.
If you lose the ability to mold chakra while concentrating
on a Jutsu that requires Chakra molding, you lose the ability Normal activity, such as moving and attacking, doesn’t
to concentrate on such a jutsu, thus ending its effects interfere with concentration. The following factors can break
immediately. concentration:

CHAKRA SEALS (CS) • Casting a third Jutsu that requires concentration. You lose
concentration on a jutsu if you cast a third jutsu that
Paper tags with a personal formula printed on it with ink requires concentration. You can’t concentrate on more
and chakra to symbolize your personal design. These chakra than 2 jutsu at once.
seals are then infused with different chakra signatures to
get the desired effect. If a jutsu requires a Chakra seal, the • Whenever you take damage while you are concentrating on
caster must have a free use of at least one hand to imprint a jutsu, you must make a Constitution (Chakra control)
the needed chakra signature onto it. ability check to maintain your concentration. The DC
equals 12 + The combined Ranks of the Jutsu being
MOBILITY (M) concentrated on (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank:
4, S-Rank: 5) or half of the damage taken, whichever is
The ability to move one’s entire body to perform an action. higher. If you take damage from multiple sources during
A jutsu that requires mobility as a component requires that the same round, such as multiple motes of fire, you make a
the caster is able to move all parts of their body and must separate saving throw for each source of damage.
have a movement speed greater than 0. Conditions that
would restrict movement removes the casters ability to be • Being incapacitated or killed. You lose concentration on a
mobile such as “Restrained” or “Paralyzed” jutsu if you are incapacitated or if you die.

14

The GM might also decide that certain environmental • Visual- Jutsu with the Visual Keyword, are genjutsu that
phenomena, such as turbulence on a ship or train or rocky tricks the targets visual perception. Creatures with True
terrain while on a horse, require you to succeed on a DC 10 sight or Blindness are immune to jutsu with this keyword.
Constitution saving throw to maintain concentration on a Chakra sight provides advantage against Jutsu with this
jutsu. keyword.

Sometimes you would cast a Jutsu that requires • Auditory- Jutsu with the Auditory keyword, are genjutsu
Concentration while outside of direct combat or conflict on a that tricks the targets personal perception of sound.
mission or during a roleplay session. GM’s are urged to not Deafness provides immunity to jutsu with this keyword.
track a player’s time while using the jutsu, instead only
charging them for the initial cost of the jutsu for the • Inhaled- Jutsu with the Inhaled keyword, are genjutsu that
duration. Concentration as a mechanic is designed to restrict are triggered by inhaling a type of poison or drug.
extremely powerful Jutsu from remaining in play during Immunity to poison provides immunity to jutsu with this
combat by having a “tax” imposed for such a powerful effect. keyword.
When using jutsu outside of such situations, they instead
create unique and powerful roleplay opportunities. • Tactile- Jutsu with the Tactile keyword, are genjutsu that
tricks the targets perception of touch (both pleasure and
KEYWORDS pain).

There is an additional section right before a jutsu’s • Unaware- Jutsu with the Unaware Keyword, are genjutsu
description labeled as keyword. Keywords are a handy way to that completely ekes by a creatures ability to discern the
search for certain jutsu that interact with each other, Class or real from fake. These Genjutsu are subtle enough to not be
Clan features or feats. While Keywords doesn’t directly noticeable and requires a Wisdom (Illusions) check vs the
pertain to a jutsu’s effects, they can affect who can and DC of the Genjutsu used, to become fully aware of a single
cannot pick up certain jutsu without completing some Genjutsu affecting you.
conditions.
• Clash-Jutsu with the Clash keyword can initiate a Jutsu
• Ninjutsu-Jutsu with the Ninjutsu Keyword when cast Clash. You can find more rules on Clashing until the
use your Ninjutsu attack bonus or Save DC. Clashing jutsu section in Chapter 8: Combat.

• Genjutsu-Jutsu with the Genjutsu Keyword when cast • Combo-Jutsu with the Combo keyword are Jutsu that
use your Genjutsu attack bonus or Save DC enables jutsu with the Finisher keyword to be cast as an
Action or Bonus action, and also enables them to access
• Taijutsu-Jutsu with the Taijutsu Keyword when cast use their second effects or abilities.
your Taijutsu attack bonus or Save DC
• Finisher-Jutsu with the Finisher keyword are especially
• Bukijutsu-Jutsu with the Bukijutsu keyword when cast powerful techniques usually reserved for Taijutsu and
also uses your Taijutsu attack bonus or save DC Bukijutsu. Jutsu with the Finisher keyword can usually be
used at the end of a string of other Jutsu that calls for a
• Hijutsu- Jutsu with the Hijutsu keyword are unique to finisher in their jutsu description. Jutsu with the finisher
Clans only. This keyword doesn’t affect the casting keyword can be cast without being a part of a string of
requirements of a jutsu it is attached to. other taijutsu. If a Bukijutsu with this Keyword is cast it
must use the same weapon that was used as apart of the
• Medical-Jutsu with the Medical keyword are considered Previous jutsu cast with the Combo Keyword.
Medical Ninjutsu and you must have a feature or feat that
allows you to add jutsu with this keyword to your jutsu • Combination-Jutsu with the Combination keyword are
list. able to be casted with different casters simultaneously.
Doing so magnifies its effects as listed in the Combination
• Earth Release-Jutsu with the Earth Release keyword are text A jutsu with the Combination keyword can be cast in
considered earth release jutsu and you must have a one of 3 ways.
feature or feat that allows you to add jutsu with this • Cast as normal. Casting a Combination jutsu using the
keyword to your jutsu list. (Such as the Nature Release designated casting time performs its normal effects,
feat) without the additional Combination effects added.
• Casting with a Creature who has the jutsu on their known
• Wind Release- Jutsu with the Wind Release keyword are jutsu list. When you cast a Combination jutsu and a
considered wind release jutsu and you must have a feature creature knows the same jutsu and has it on their
or feat that allows you to add jutsu with this keyword to known jutsu list, they can, as a reaction, cast the jutsu
your jutsu list. (Such as the Nature Release feat) as well. When they do, reduce the cost of the jutsu by 3
for each additional caster (to a minimum of Half the
• Fire Release- Jutsu with the Fire Release keyword are listed Cost). For each additional Caster, you apply the
considered Fire release jutsu and you must have a feature Combination effects an additional time.
or feat that allows you to add jutsu with this keyword to
your jutsu list. (Such as the Nature Release feat) • Casting with a creature who does not have the jutsu on
their known jutsu list. When you cast a Combination
• Water Release- Jutsu with the Water Release keyword are jutsu and a creature doesn’t know the same jutsu but
considered water release jutsu and you must have a has the ability to cast jutsu with all required Keywords
feature or feat that allows you to add jutsu with this are within 30 feet of you, they can, as a reaction make
keyword to your jutsu list. (Such as the Nature Release a Ninshou, Martial Arts, or Illusion Check vs your Jutsu
feat) Save DC. On a success, they assist you in casting the
jutsu as if they know it. They or you do not reduce the
• Lightning Release- Jutsu with the Lightning Release cost of the Jutsu cast. For each additional Caster, you
keyword are considered lightning release jutsu and you apply the Combination effects an additional time.
must have a feature or feat that allows you to add jutsu
with this keyword to your jutsu list. (Such as the Nature • All casters, regardless if they know the jutsu or not,
Release feat) split the final cost of the jutsu after reducing its cost
(or not) for each additional caster after the first. This
• Fuinjutsu- Jutsu with the Fuinjutsu keyword are cost is divided evenly between each caster, rounded
considered summoning or sealing jutsu. Jutsu that has the up.
Fuinjutsu keyword usually requires Chakra seals to cast.

• Sensory-Jutsu with the Sensory keyword are jutsu
designed to track and find other creatures through
manipulation of chakra.

15

TARGETS LINE

A typical jutsu requires you to pick one or more targets to be A line extends from its point of origin in a straight path up
affected by the Jutsu’s effect. A Jutsu’s description tells you to its length and covers an area defined by its width. A line’s
whether the Jutsu targets creatures, objects, or a point of point of origin is not included in the lines are of effect,
origin for an area of effect (described below). Unless a jutsu unless you decide otherwise.
has a perceptible effect, a creature might not know it was
targeted by a jutsu at all. An effect like crackling lightning is SPHERE
obvious, but a more subtle effect, such as an attempt to read
a creature’s thoughts, typically goes unnoticed, unless a You select a sphere’s point of origin, and the sphere extends
jutsu says otherwise. outward from that point. The sphere’s size is expressed as a
radius in feet that extends from the point. A sphere’s point
A CLEAR PATH TO THE TARGET of origin is included in the sphere’s area of effect.

To target something, you must have a clear path to it, so it SAVING THROWS
can’t be behind total cover.
Many jutsu, abilities or features specify that a target can
If you place an area of effect at a point that you can’t see make a saving throw to avoid some or all of its effects. The
and an obstruction, such as a wall, is between you and that effect specifies the ability score that the target uses for the
point, the point of origin comes into being on the near side of save and what happens on a success or failure.
that obstruction.
The DC to resist one of your jutsu equals 8 + your
TARGETING YOURSELF Ninjutsu, Genjutsu or Taijutsu modifier (The Type of Jutsu
you use, is the modifier you use) + your proficiency bonus +
If a Jutsu targets a creature of your choice, you can choose any special modifiers.
yourself, unless the creature must be hostile or specifically a
creature other than you. If you are in the area of effect of a If you or a hostile creature rolls a natural 20 on a saving
jutsu you cast, you can target yourself. throw, they pass as if reaching the DC for the saving throw.

AREAS OF EFFECT ATTACK ROLLS

Jutsu’s such as 10,000 Slicing Blades and Great Fireball cover Some Jutsu require the ninja to make an attack roll to
an area, allowing them to affect multiple creatures at once. determine whether the jutsu effect hits the intended target.
Your attack bonus with a Jutsu attack equals your Ninjutsu,
A Jutsu’s description specifies its area of effect, which Taijutsu or Genjutsu ability modifier (The Type of Jutsu you
typically has one of five different shapes: cone, cube, use, is the modifier you use) + your proficiency bonus. Most
cylinder, line, or sphere. Every area of effect has a point of Jutsu that require attack rolls involve ranged attacks.
origin, a location from which the Jutsu effect erupts. The Remember that you have disadvantage on a ranged attack
rules for each shape specify how you position its point of roll if you are within 5 feet of a hostile creature that can see
origin. Typically, a point of origin is a point in space, but you and that isn’t incapacitated (see chapter 8).
some Jutsu have an area whose origin is a creature or an
object. COMBINING EFFECTS

A Jutsu’s effect expands in straight lines from the point of The effects of different jutsu add together while the
origin. If no unblocked straight line extends from the point of durations of those jutsu overlap. The effects of the same
origin to a location within the area of effect, that location jutsu cast multiple times don’t stack, however. Instead, the
isn’t included in the Jutsu’s area. To block one of these most potent effect such as the highest bonus-from those
imaginary lines, an obstruction must provide total cover, as castings applies while their durations overlap.
explained in chapter 8.
For example, if two allies cast Bravery on the same target,
CONE that character gains the Jutsu’s benefit only once; he or she
doesn’t get to roll two bonus dice.
A cone extends in a direction you choose from its point of
origin. A cone’s width at a given point along its length is NATURE RELEASE
equal to that points distance from the point of origin. A
cone’s area of effect specifies its maximum length. A cone’s When searching through Ninjutsu, you will see different
point of origin is not included in the cone area of effect, keywords such as Earth Release, Wind Release, Fire Release,
unless you decide otherwise. etc. These indicate that in order to learn these jutsu you
must have a matching nature release affinity. You can gain
CUBE these affinities in one of three ways.

You select a cube’s point of origin, which lies anywhere on a • Clans: Some clans provide early access to a nature release
face of the cubic effect. The cube’s size is expressed as the affinity such as the Uchiha clan and their Passive Affinity,
length of each side. A cube’s point of origin is not included in which gives their Fire release affinity. Meaning they can
the cube’s area of effect, unless you decide otherwise. add ninjutsu with the fire release keyword.

CYLINDER • Classes: Some classes provide opportunities to learn
nature release affinities, such as the Ninjutsu specialist,
A cylinder’s point of origin is the center of a circle of a Ninjutsu Focus subclasses. By select one at 2nd level, you
particular radius, as given in the power description. The gain the corresponding nature release affinity allowing
circle must either be on the ground or at the height of the you to learn jutsu with the same keyword.
power effect. The energy in a cylinder expands in straight
lines from the point of origin to the perimeter of the circle, • Feats: By taking the Nature Release Feat, when you are
forming the base of the cylinder. The power’s effect then able, you select one of the five nature releases and gain its
shoots up from the base or down from the top, to a distance affinity, allowing you to learn jutsu with the same
equal to the height of the cylinder. A cylinder’s point of origin keyword.
is included in the cylinder’s area of effect.

16

JUTSU COST ORDER and they suffer the effects of the Dragon
bullet because they are in range of its effects.
Sometimes when combining a series of features, jutsu and ▪ Person A and B both roll the same clash check,
abilities affects the total cost of the jutsu being cast and it resulting in a draw. When a Draw occurs, both
can become a question of what order to apply said cost jutsu immediately ends, and no one suffers
affecting features. To simplify the experience, you apply any effects outside of their jutsu immediately
Cost altering features in the following order; ending.
• What if you are clashing an area of effect jutsu with a
1) Base Jutsu cost single target jutsu?
2) All Addition based math is completed first. 5. When dealing with an area of effect jutsu, this can
3) All Subtraction based math is applied second. be a bit overwhelming when trying to figure out
4) All Multiplication based math is applied third. how exactly it works in regards to clashing, but
5) All division-based math is applied last. let’s go over it step by step. Person A is still
concentrating on Chidori, and person B, casts Fire
CLASHING JUTSU EXAMPLES Release: Fireball. This fireball would affect Person
A, C, D, E and F.
To further clarify when and how Jutsu clash detailed below 6. No one else except person A has a Jutsu to clash
will be examples as to how clashes occur. Common Questions with. Since the fireball would interact with
with regards to Clashing. To answer these question, we are persona A, and person A has Chidori, they initiate
going to assume there are two creatures in an empty room. a clash. No one else in the fireballs range needs to
Person A, who is always casting Chidori, and Person B, who make a saving throw until the result of the clash
has a variety of jutsu. check is found.
▪ As previously, there are two potential
• How exactly does a Clash happen?
1. Let’s assume that person A casts Chidori at C-Rank, outcomes for a clash. First, person A wins the
they themselves cannot immediately make an clash check. If that is the case, no one needs
attack as per the effects of Chidori. So, they end to make a saving throw as a result of the Fire
their turn. They remain 30 feet away. Release: Fireball jutsu because it was
2. Person B see’s Chidori and wants to stop person A dispersed and lost the clash check and
from using it on them, they know it’s a powerful person B suffers the effects of losing a clash
jutsu, so they cast Earth Release: Earth Dragon check.
Bullet targeting person A. Once this happens there ▪ If person B wins the clash, Person A loses
are a few very important things to keep in mind. concentration on Chidori and automatically
▪ Person A, is currently concentrating on fails their saving throw and suffers the
Chidori, a jutsu with the Clash keyword. effects of losing a clash. All other creatures
▪ Person B is casting Earth Release: Earth in the fireballs range makes their saving
Dragon Bullet, a jutsu that also has the Clash throws as normal.
keyword • What if you are clashing two area of effect jutsu?
3. Person B’s jutsu is targeting Person A, which would 7. There doesn’t need to be an example laid out here,
Interact with person A. you follow the rules as above, no one makes their
▪ When you are trying to figure if a jutsu would saving throws until the result is found, then the
clash, the best thing to first do is ask, if they losing creature and all creatures within the
would interact in any way. If there is an winning creatures jutsu range suffer the effects of
additional person in this combat, person C, and the jutsu as normal, with only the losing creature
they also have Chidori active, they would not automatically failing the saving throw.
have the opportunity to clash because no • I have the Jutsu Breaker feature from the Ninjutsu
effects with the clash keyword is Interacting Specialist Class and I want to use a non-
with them. Damaging/condition inflicting jutsu to clash with my
opponent. Can I? And If I can what happens if I win?
• How do you figure out the Resolution for a Clash? 8. Yes, you can. You follow the rules as normal. If you
4. Continuing with the same characters and scenario, win, your jutsu effect succeeds, no one suffers any
because Person B’s jutsu is interacting with Person damage, instead only the target suffers the effects
A, a Clash is initiated. They each make their of losing a clash.
corresponding Clash checks.
▪ There are three potential outcomes for a • Hey!, I have the Primal Riposte Primal weapon style
Clash, either Person A wins the clash, tearing from the Weapon Specialist expanded subclass, Primal
through person B’s dragon bullets, and Weapon Form, and I want to use a bukijutsu to clash. If I
inflicting them with the Dazed and win do I deal damage?
Incapacitated conditions because of the 9. You only deal damage if the range of the jutsu used
shockwave or shock they’ve experience from to clash, would normally be able to reach the
losing such a contest of wills. Unfortunately, opposing clash.
person A, is unable to Inflict damage with their
Chidori because person B is out of their • What happens if two creatures participating in a clash
Chidori’s range. If person A was within range use a feature or ability that would cause them to
for their Chidori to strike person B, then the automatically win said clash
Chidori does not harm person B, they only 10. Super niche, but still very possible. But if two
suffer the conditions of failing a clash check. creatures would find themselves in this scenario,
▪ If person B wins the clash, breaking through and both would use a feature, jutsu, or ability that
person A’s Chidori, person A suffers the causes them to automatically win, the clash is
Dazed and Incapacitated conditions due to counted as a Draw.
losing the clash, their jutsu immediately ends

17

CHAPTER 10-12:
NINJUTSU/GENJUTSU/TAIJUTSU/BUKIJUTSU

JUTSU COMPENDIUM

While supporting the system, for over a year now, the volume of Jutsu options has grown to an amazing size, well over
1000 Options.

This may seem daunting, but unlike base 5e or other RPG systems, these Jutsu are categorized by Type, Rank, and
Alphabetized. Moving forward all Generic jutsu will be located within Jiraiya’s Jutsu Compendium.

This is done for two reasons, one, to keep the size of the Shinobi Handbook maintainable, and two, to make updates easier
and more manageable so that updating 1 jutsu doesn’t require checking over multiple different books.

CHAPTER 13: CUSTOMIZATION OPTIONS

The combination of ability scores, Clan, class, and EXPERIENCE POINTS
background defines your character’s capabilities
in the game, and the personal details you create The experience point cost to gain a level is always based
set your character apart from every other character. Even on your total character level, as shown in the Character
within your class and Clan, you have options to fine- Advancement table in chapter 1, not your level in a
tune what your character can do. But this chapter is for particular class. So, if you are a Scout-Nin 6/ Intelligence
players who want to go a step further. Operative 1, you must gain enough XP to reach 8th level
before you can take your second level as an Intelligence
This chapter defines sets of rules for customizing your Operative or your seventh level as a Scout-Nin.
character: multiclassing and feats. Multiclassing lets you
combine classes together, and feats are special options HIT POINTS, CHAKRA POINTS, HIT DIE &
you can choose when increasing your ability scores as CHAKRA DIE
you gain levels.
You gain the hit and chakra points from your new class
MULTICLASSING as described for levels after 1st. You gain the 1st-level hit
& Chakra points for a class only when you are a 1st-level
Multiclassing allows you to gain levels in multiple character.
classes. Doing so lets you mix the abilities of those
classes to realize a character concept that might not be You add together the Hit & chakra Dice granted by all
reflected in one of the standard class options. your classes to form your pool of Hit & chakra Dice. If the
dice are the same die type, you can simply pool them
With this rule, you have the option of gaining a level in together. For example, both the Scout-Nin and the
a new class whenever you advance in level, instead of Medical-Nin have a d8 Hit die and d10 Chakra die, so if
gaining a level in your current class. Your levels in all you are a Scout-Nin 5/Medical-Nin 5, you have ten d8
your classes are added together to determine your Hit Dice and ten d10 chakra die. If your classes give you
character level. For example, if you have three levels in Hit or chakra Dice of different types, keep track of them
Scout-Nin and two in Intelligence Operative, you’re a separately. If you are a Scout-nin 5/Weapon Specialist 5,
5th-level character. for example, you have five d10 Hit Dice & five d8 Hit Dice.
(And five d8/d10 Chakra die as well)
As you advance in levels, you might primarily remain a
member of your original class with just a few levels in PROFICIENCY BONUS
another class, or you might change course entirely,
never looking back at the class you left behind. You Your proficiency bonus is always based on your total
might even start progressing in a third or fourth class. character level, as shown in the Character Advancement
Compared to a single-class character of the same level, table in chapter 1, not your level in a particular class. For
you’ll sacrifice some focus in exchange for versatility. example, if you are a Scout-Nin 3/ Intelligence operative
2, you have the proficiency bonus of a 5th-level
PREREQUISITES character, which is +4.

To qualify for a new class, you must meet the ability If a class feature or feat allows you to forgo your
score prerequisites for both your current class and your proficiency bonus, you may only do so once.
new one, as shown in the Multiclassing Prerequisites
table. For example, a Scout-Nin who decides to
multiclass into the Genjutsu-Specialist class must have
either Strength or Dexterity and Wisdom or Charisma
scores of 14 or higher. Without the full training that a
beginning character receives, you must be a quick study
in your new class, having a natural aptitude that is
reflected by higher-than-average ability scores.

MULTICLASSING PREREQUISITES

Class Ability Score Minimum
Genjutsu Specialist
Hunter-Nin Wisdom or Charisma 14
Intelligence Operative Dexterity 14
Medical-Nin Intelligence 14
Ninjutsu Specialist Intelligence or Wisdom 14
Scout-Nin
Intelligence 14
Taijutsu Specialist Strength or Dexterity 14 &
Intelligence or Wisdom 14
Strength or Dexterity 14 &
Wisdom 14

Weapon Specialist Strength 14 or Dexterity 14
Puppet Master Constitution & Intelligence 14

PROFICIENCIES JUTSU KNOWN & HIGHEST LEVEL
KNOWN.
When you gain a level in a class other than your first, you
gain only some of that class’s starting proficiencies, as You determine how many Jutsu you know and at what
shown in the Multiclassing Proficiencies table. rank, based on the following requirements in this order:

MULTICLASSING PROFICIENCIES Your Character level, determines the Highest Rank
known, following either classes Highest Rank jutsu
Class Proficiencies Gained known.
Genjutsu Specialist
Hunter-Nin - You determined the number of jutsu known using the
following chart.
Intelligence Operative Light armor, One skill from the class’s
skill list, trackers kit. MULTICLASSING JUTSU KNOWN TABLE
Medical-Nin
Light armor, medium armor; One Ninja Class Jutsu Gained Per level
Ninjutsu Specialist Tool Kit from their list. Genjutsu Specialist +1 Every 2 Levels.
Scout-Nin Hunter-Nin +1 Every 3 Levels.
Light armor; Simple Weapons; Intelligence Operative +1 Every 2 Levels.
Taijutsu Specialist Medicine Kit; Medicine skill Medical-Nin +1 Every Level.
Ninjutsu Specialist +1 Every Level.
Weapon Specialist - Scout-Nin +1 Every 2 Levels.
Puppet Master Taijutsu Specialist +1 Every 3 Levels.
Light armor; Medium armor; Martial Weapon Specialist +1 Every 3 Levels.
Cooking-Nin Weapons; one skill from their list Puppet Master +1 Every 2 Levels.
Cooking-Nin +1 Every 2 Levels.
Science-Nin Tonfa, Nunchaku and combat Science-Nin +1 Every 2 Levels.
gauntlets
JUTSU MODIFIERS
All Armors; Simple & Martial Weapons
While each class provides you with modifiers for each of
Light Armor, One skill from list, your 3 differing types of Jutsu, multiclassing can
Weaponsmith kit. seemingly complicate things. To simplify this, you only
follow the Jutsu Save DC and Jutsu Modifiers of the class
Light Armor, one skill from their list, you have the most levels in, as that class is what you
Cooking Tools have put most of your focus on. In the event you have an
equal level in 2 or more classes, you select the class you
Light Armor, Ninshou skill, one tool kit want to use, Jutsu Save/Jutsu modifiers. You cannot pick
and choose; you must select a class suite of
CLASS FEATURES saves/modifiers.

When you gain a new level in a class, you get its features for FIGHTING STANCES
that level. A few features, however, have additional rules
when you’re multiclassing: Extra Attack, Superiority Die Certain class features or feats offer your choice of
and Unarmored Defense. The Ability to cast Jutsu (Ninjutsu, Fighting Style. Choose from the following. You can’t take
Taijutsu, and Genjutsu) is inherent to all player characters a Fighting Style option more than once, even if you later
regardless of class, you instead have a predetermined get to choose again.
maximum amount of Jutsu You can know.
TAIJUTSU STANCES
EXTRA ATTACK
DRAGON FIST STANCE
If you gain the Extra Attack class feature from more than
one class, the features don’t add together. You can’t make You have learned to enter a powerful stance, becoming
more than two attacks with this feature. more defensive focused on avoiding damage instead of
blocking it.
SUPERIORITY DIE
• Your unarmed damage die becomes a d6 while not
If you gain superiority dice of any type (from another class, wielding a weapon in either hand.
you instead gain one additional die to your existing pool of
dice. • While you are not wielding a weapon in any hand you
can as a bonus action select a creature that you can see
UNARMED DEFENSE or hear within 30 feet of you. You gain a bonus to your
AC equal to 1d6 until the start of your next turn against
If you already have the Unarmed Defense feature, you can’t only the selected creature.
gain it again from another class.
• When you take the dodge action, roll 1d6. You gain a
JUTSU CASTING bonus to your AC equal to the result until the start of
your next turn.
Your capacity for Jutsu Casting depends partly on your
combined levels in all your classes and partly on your • You can only gain the benefit of one stance at a time.
individual levels in those classes. Once you have levels from Switching stances requires a bonus action. This counts
more than one class, use the rules below. If you multiclass for all Taijutsu and Weapon stances and Stances
but don’t pick a class that gains more or less jutsu than your granted by Clan Features such as the Gentle Fist Stance,
current classes Tier then ignore these rules. and the Shikotsumyaku Stance.

DRUNKEN FIST STANCE RABBIT FIST STANCE

You have learned to enter an irregular and erratic fighting You have learned how to fight with the rapid fire and
style. Attacking with no warning and defending with speed of a rabbit: You fight with your feet as your strike
unconventional motions. multiple times with kicks repeatedly, while in this
stance, you cannot make unarmed attacks with your fists
• Your Unarmed damage die becomes a d6 while not and you cannot gain the benefits of weapon properties
wielding a weapon in either hand. even if you wield weapons in your hands.

• While you are not wielding a weapon in any hand you can, • Your Unarmed damage becomes a d4.
as a reaction to being targeting with a Melee or Ranged • Your Unarmed attacks instead add half of your ability
attack, perform the dodge action.
modifier to damage rolls (rounded up).
• When you strike a creature with an unarmed attack, • As a bonus action, you can make a number of unarmed
increase your movement speed by 10 feet and you also
gain the benefit of the Disengage action. attacks equal to the number of unarmed attacks made
using your attack action.
• You can only gain the benefit of one stance at a time. • You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts for Switching stances requires a bonus action. This counts
all Taijutsu and Weapon stances and Stances granted by for all Taijutsu and Weapon stances and Stances
Clan Features such as the Gentle Fist Stance, and the granted by Clan Features such as the Gentle Fist Stance,
Shikotsumyaku Stance. and the Shikotsumyaku Stance.

FROG FIST STANCE SERPENT FIST STANCE

You have learned to fight with chakra and fists in a You have learned how to fight with the precision and
combination of leaping kicks and lunging punches, hitting ferociousness of a serpent: You fight with your fingers
creatures who are far outside of your attacks range. held to a point as your stab into an opponent’s pressure
points like needles during acupuncture.
• Your Unarmed damage die becomes a d6 while not
wielding a weapon in either hand. • Your Unarmed damage becomes a d6 and now deals
piercing damage while not wielding a weapon in either
• Your Unarmed attacks while not wielding a weapon in hand.
either hand gain the reach 2 weapon property
• As a bonus action you focus on an opponent’s form as
• Taijutsu, you cast taijutsu without the bukijutsu keyword your attempt to dismantle it. Make a Wisdom (Martial
that deals unarmed damage increases their range by 10 Arts) check vs a single creatures passive Martial Arts.
feet. (Their Martial Arts Bonus +10) On a success, each time
you deal unarmed damage to a creature this turn, their
• You can only gain the benefit of one stance at a time. next attack roll has a -1-penalty equal to the number
Switching stances requires a bonus action. This counts for of attacks that dealt damage. (Up to -5)
all Taijutsu and Weapon stances and Stances granted by
Clan Features such as the Gentle Fist Stance, and the • When you make an attack of opportunity with an
Shikotsumyaku Stance. unarmed attack, you do so advantage.

IRON FIST STANCE • You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts
You have studied in the Iron Fist fighting style. A closed fist for all Taijutsu and Weapon stances and Stances
fighting style, designed to break bone and directly injure granted by Clan Features such as the Gentle Fist Stance,
opponents: and the Shikotsumyaku Stance.

• Your Unarmed attacks deal 1d6 bludgeoning damage SILENT FIST STANCE
while not wielding a weapon in either hand. (This does
not count for Combat Bracers). If you have Combat Bracers You have learned how to fight unpredictably: You fight
on while in this stance, your unarmed attacks using with your palms open and swing your hands as if they
Strength instead becomes 1d8. were bladed weapons.

• While you are not wielding a weapon in any hand except • Your Unarmed damage becomes a d6 and now deals
for Combat Bracers increase your AC by +1. slashing damage while not wielding a weapon in either
hand. (This does not count for Iron Claws)
• You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts for • While you are not wielding a weapon in any hand
all Taijutsu and Weapon stances and Stances granted by except for Iron Claws, Unarmed attacks you make
Clan Features such as the Gentle Fist Stance, and the when you take the attack action, produce no sound and
Shikotsumyaku Stance. cannot be reacted too.

LION FIST STANCE • When you make an attack of opportunity with an
unarmed attack, you do so advantage.
You have learned to enter a powerful and intimidating
fighting stance. You fight with one hand as a claw and the • You can only gain the benefit of one stance at a time.
other as a fist. The power of your swings allows you to break Switching stances requires a bonus action. This counts
an opponent’s form and stance. for all Taijutsu and Weapon stances and Stances
granted by Clan Features such as the Gentle Fist Stance,
• Your Unarmed damage becomes a d6 while not wielding a and the Shikotsumyaku Stance.
weapon in either hand.

• As a bonus action on your turn, you reinforce your attacks
with chakra. You deal an additional 1d4 damage on an
unarmed attacks until the end of your turn.

• You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts
for all Taijutsu and Weapon stances and Stances
granted by Clan Features such as the Gentle Fist Stance,
and the Shikotsumyaku Stance.

SPIDER FIST STANCE CRUSHING STANCE

You have learned how to fight with wires meant to cut You master the art of bludgeoning. All melee weapons
into your target while mixing in a series of kicks and without an edge or tip, you find how to treat them as
wire cuts: You fight with battle wire and kicks weaved extensions of your arms and legs treating them as
into a web of aggression. additional appendages. You gain the following benefits
while wielding melee weapons that deal bludgeoning
• Weapon attacks made with Battle Wire count as damage, if you are proficient with them:
Unarmed attacks while in this stance.
• You gain a +1 bonus to weapon attack rolls.
• As a bonus action after making a weapon attack using • Whenever you have scored a critical hit with a melee
Battle Wire, make an additional weapon attack using
the same weapon. On a hit, you apply your weapons weapon attack that deals bludgeoning damage, the
normal effects and any additional weapon property target creature is dazed until the beginning of their
effects your weapon has. next turn.
• You can ready your weapon to deliver a punishing
• When attacking a creature grappled by your Battle blow against a foe that tries to advance on you. When
wire with a weapon attack using your battle wire as a you take the Ready action on your turn and make a
part of your attack action, increase your damage die by melee attack as your reaction, you have advantage on
1 step. (D4>D6>D8>D10>D12) your attack roll.
• You can only gain the benefit of one stance at a time.
• You can only gain the benefit of one stance at a time. Switching stances requires a bonus action. This counts
Switching stances requires a bonus action. This counts for all Taijutsu and Weapon stances and Stances
for all Taijutsu and Weapon stances and Stances granted by Clan Features such as the Gentle Fist Stance,
granted by Clan Features such as the Gentle Fist Stance, and the Shikotsumyaku Stance.
and the Shikotsumyaku Stance.
DEFENSIVE
WOLF FIST STANCE
You are skilled at the art of defending yourself. While you
You have learned to enter the aggressive and fast paced are wearing medium or heavy armor with which you are
Wolf Fang fighting stance. You fight with both hands as proficient, you gain the following benefits:
claws. Each strike aiming for a creature sensitive organs
attempting to cause bludgeoning damage on each strike. • You gain a +1 bonus to AC.
• You have advantage on ability checks and saving
• Your Unarmed damage becomes a d6 while not
wielding a weapon in either hand. throws to avoid being moved.
• When you take the dodge action, you also gain
• As a full turn action, you perform the Wolf Fang Fist.
Make a number of unarmed attacks equal to your advantage on Strength, Constitution, & Wisdom
Ability modifier targeting a single creature, dealing Saving throws.
1d6 on each hit. Each successful hit adds a +1 bonus to
the next unarmed damage roll. You can use this twice DUELING MASTERY
per short rest.
Your mastery of fighting with a single melee weapon is
• You can only gain the benefit of one stance at a time. unsurpassed; you make one weapon feel like many.
Switching stances requires a bonus action. This counts While you are wielding a melee weapon in one hand with
for all Taijutsu and Weapon stances and Stances which you are proficient and no other weapons, you gain
granted by Clan Features such as the Gentle Fist Stance, the following benefits:
and the Shikotsumyaku Stance.
• When you take the Attack action, you can decide to
WEAPON STANCES attack with haste at the expense of accuracy. Your
melee weapon attacks are made without the aid of
BLADE STANCE your ability modifier, but deal additional damage
equal to twice your ability modifier on a hit.
You master the blade. All melee weapons that deal
slashing damage become extensions of your body as you • When a creature hits you with a melee attack, you can
blend their attacks into your very movement. You gain use your reaction to add your ability modifier to your
the following benefits while wielding melee weapons AC for that attack, potentially causing the attack to
that deal slashing damage, if you are proficient with miss you.
them:
EQUILIBRIUM
• You gain a +1 bonus to the weapon’s attack rolls.
• As a bonus action, you can take a parrying stance. You are skilled at fighting while minimally armored.
While you are wearing Light or no armor, you gain the
Until the start of your next turn, you have a +2 bonus following benefits:
to AC unless you are disarmed.
• When you make an opportunity attack with a weapon, • You gain a +1 bonus to AC.
you have advantage on the attack roll. • You gain a +1 bonus to attack & damage rolls you make
• When you score a critical hit with a weapon attack, the
target gains 1 ranks of bleeding. with weapon attacks with the finesse quality.
• You can only gain the benefit of one stance at a time. • When you would score a critical hit with a weapon
Switching stances requires a bonus action. This counts
for all Taijutsu and Weapon stances and Stances with the finesse quality, you gain the benefits of the
granted by Clan Features such as the Gentle Fist Stance, dash & disengage actions.
and the Shikotsumyaku Stance.

GREAT WEAPON STANCE POLEARM STANCE

You are skilled at putting the weight of a weapon to your You master the Quarterstaff, Hooked Lance, Naginata,
advantage. All melee weapons that are large or unwieldy to Scythe and War Club. You gain the following benefits
some, are just additional tools to add to your toolbelt. while wielding any of these weapons, if you are
You gain the following benefits while wielding melee weapons proficient with it:
that have the two-handed weapon quality, if you are proficient
with them. • You gain a +1 bonus to weapon Attack rolls.
• When you take the Attack action, you can use a bonus
• When you roll a 1 or 2 on a damage die for a weapon attack,
you can reroll the die and must use the new roll, even if the action to make a number of melee weapon attacks
new roll is a 1 or a 2. with the opposite end of the weapon equal to the
number of attacks made with the attack action. The
• On your turn, when you score a critical hit with a weapon weapon’s damage die for this attack is a one-step
attack or reduce a creature to 0 hit points with a weapon lower than the current damage die of the weapon.
attack, you can make one additional melee weapon attack (D12>D10>D8>D6>D4)
against an adjacent creature as a part of the same attack. • Other creatures provoke an opportunity attack from
you when they enter or exit your reach.
• Before you make a melee weapon attack, you can choose to • You can only gain the benefit of one stance at a time.
forgo your proficiency bonus. If the attack hits, you add Switching stances requires a bonus action. This counts for
double your proficiency bonus to the attack’s damage. all Taijutsu and Weapon stances and Stances granted by
Clan Features such as the Gentle Fist Stance, and the
• You can only gain the benefit of one stance at a time. Shikotsumyaku Stance.
Switching stances requires a bonus action. This counts for
all Taijutsu and Weapon stances and Stances granted by SILENT KILLING
Clan Features such as the Gentle Fist Stance, and the
Shikotsumyaku Stance. You have learned how to strike with ruthless efficiency
while producing no sound when you bring about death.
HEAVY WEAPONS STANCE You gain the following benefits while you are heavily
obscured, or hidden from a creature while wielding a
You master weapons with the "Heavy" Property. You gain the melee weapon that you are proficient in.
following benefits while wielding any of these weapons, if you
are proficient with it: • You can make Wisdom (Perception) check as a bonus
action against 10 + the target's bonus to Dexterity
• You gain a +1 bonus to the weapon’s damage rolls. (Stealth) checks. On a success, you know the targets
• When a creature rolls a 1-5 on a d20 when making a saving location for the next minute and face no penalties
against being unable to visually see the opponent.
throw against a bukijutsu that uses this weapon, it takes
double damage. • When you would make a Weapon attack against a
• Whenever you score a critical hit with a weapon attack creature who you are hidden from, roll an additional
against a creature that is holding a weapon, you can attempt 1d20 taking the higher result.
to break the weapon. If the target is no more than one size
larger than you, it makes a Strength Check vs the damage • When you make a Dexterity (Stealth) check to hide
Dealt. On a failure, their weapon breaks. If their weapon is your presence, you may treat a roll of 7 or lower on the
chakra enhanced, it can only be broken by another chakra d20 as an 8.
enhanced weapon of equal or greater strength (ex. A +2
Katana cannot be broken by a +1 Odachi.) SHARPSHOOTER STANCE
• You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts for You are skilled with ranged weapons and can make shots
all Taijutsu and Weapon stances and Stances granted by that others find difficult. While you are wielding a
Clan Features such as the Gentle Fist Stance, and the ranged weapon with which you are proficient you gain
Shikotsumyaku Stance. the following benefits;

PIERCING STANCE • You gain a +1 bonus to ranged weapon attack rolls.
• As a bonus action you may target a creature you can
You master the art of piercing defenses. All melee weapons
that deal piercing damage, you find how to best combine their see within your weapons range. The next weapon
unique shape or length into your movements organically. You attack made against the target creature is made at
gain the following benefits while wielding melee weapons that advantage and ignores up to three-quarters cover.
deal piercing damage, if you are proficient with them: • When you are targeted with a ranged weapon attack
that you can see, you may as a reaction, make a ranged
• You gain a +1 bonus to the weapon’s damage rolls made as a weapon attack vs the triggering creatures ranged
result of a weapon attack. weapon attack result. If your result is higher than
theirs, you divert their attack by knocking their attack
• As a bonus action you take a penetrative stance. The next out of the sky or off course.
melee weapon attack made this turn as a part of your attack • Before you make a ranged weapon attack, you can
action deals additional damage equal to twice your ability choose to forgo your proficiency bonus. If the attack
modifier. If you miss you reduce your AC by -2 Until the hits, you add double your proficiency bonus to the
beginning of your next turn as you have over extended attack’s damage.
yourself. • You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts
• On your turn, when you score a critical hit with a weapon or for all Taijutsu and Weapon stances and Stances
bukijutsu attack against a creature using this weapon, you granted by Clan Features such as the Gentle Fist Stance,
reroll all 1’s and 2’s, taking the higher result. and the Shikotsumyaku Stance.

• You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts for
all Taijutsu and Weapon stances and Stances granted by
Clan Features such as the Gentle Fist Stance, and the
Shikotsumyaku Stance.

THROWING STANCE VERSATILE STANCE

You’ve mastered the techniques of throwing weapons, You’ve mastered the art of using weapons in different
readily blending the weapons with your movements. ways, altering your attack patterns mid-swing. While
While you are wielding a weapon with the thrown you are wielding a melee weapon with the versatile
property with which you are proficient, you gain the property with which you are proficient and no other
following benefits: weapons, you gain the following benefits:

• You gain a +1 bonus to ranged weapon attack rolls you • When you are the target of a melee weapon attack, you
make with thrown weapons. If the target creature is can immediately use your reaction to make a melee
within 15 feet of you, you also gain a +1 bonus to weapon attack against the target. On a hit, you impose
damage rolls made with the thrown weapon. disadvantage on the attack roll made against you.

• Weapons you are proficient with that have the Thrown • If you miss an attack while wielding a weapon in two
weapon property gain the returning property. hands, you can immediately make an attack roll
against the same target as if you were holding the
• Attacking at long range or against creatures within 5 weapon in one hand. You can only make this attack
feet of a target creature doesn’t impose disadvantage once per turn.
on your ranged weapon attack rolls with thrown
weapons and ignore half cover against targets within • As a bonus action when you make a melee weapon
15 feet of you. attack, you may quickly switch grips with your
weapon. If you were holding your weapon with one
• When you hit a creature with a ranged weapon attack hand, you treat the attack as if you were holding it
with a thrown weapon, you have advantage on your with two hands regardless if your second hand is
next melee weapon attack against that creature before occupied. You may use this feature once per turn.
the end of your next turn.
• As a bonus action when you make a melee weapon
• You can only gain the benefit of one stance at a time. attack, you may quickly switch grips with your
Switching stances requires a bonus action. This counts weapon. If you were holding your weapon with two
for all Taijutsu and Weapon stances and Stances hands, you treat the attack as if you were holding it
granted by Clan Features such as the Gentle Fist Stance, with one hand and immediately make a second
and the Shikotsumyaku Stance. weapon attack as a part of the same action. You may
use this feature once per turn.
TWO-WEAPON STANCE
• You can only gain the benefit of one stance at a time.
You are skilled at fighting with two weapons. While you Switching stances requires a bonus action. This counts
are wielding separate weapons in each hand with which for all Taijutsu and Weapon stances and Stances
you are proficient, you gain the following benefits: granted by Clan Features such as the Gentle Fist Stance,
and the Shikotsumyaku Stance.
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand

• You can use two-weapon fighting even when the one-
handed melee weapons you are wielding aren’t light.

• When you engage in two-weapon fighting, you can
add your ability modifier to the damage of your two-
weapon fighting attack.

• When you make an opportunity attack, you can attack
with both of your weapons.

• You draw or stow two one handed weapons when you
would normally be able to draw or stow only one.

• When you successfully hit a creature with two melee
weapon attacks in the same turn when you use your
action to make a weapon attack, you may
immediately make an additional weapon attack,
once per turn. This weapon attack doesn’t add
your ability modifier to the damage roll.

• You can only gain the benefit of one stance at
a time. Switching stances requires a bonus
action. This counts for all Taijutsu and
Weapon stances and Stances granted by
Clan Features such as the Gentle Fist
Stance, and the Shikotsumyaku Stance.

FEATS ALCHEMIST

ACROBAT Category: Skill
You have studied the secrets of alchemy and are an expert in
Category: Skill its practice, gaining the following benefits:
You become nimbler, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• Increase your Dexterity score by 1, to a maximum of 20. • You gain proficiency with the Alchemist Kit.
• You gain proficiency in the Acrobatics skill. • As an action, you can identify any one poison or consumable
• You reduce falling damage by half.
• When standing from prone, you do not spend movement. liquid within 5 feet of you, as if you had tasted it. You must
• As a bonus action, you can make a DC 15 Dexterity see it for this benefit to work.
• Over the course of any short rest, you can create one set of
(Acrobatics) check. If you succeed, difficult terrain doesn’t Assassins Blood. You must have a either the Alchemist Kit
cost you extra movement until the end of your next turn. with at least one charge with you when you do.
• Over the course of any short rest, you can temporarily
ACTOR improve the potency of one poison, chakra or blood pill. To
use this benefit, you must spend the charge of the Alchemist
Category: General kit. When you do, you enhance the following;
Skilled at mimicry and dramatics, you gain the following
benefits: • potency of a Poison, increasing its save DC increases
by +2 and damage by one additional damage die.
• Increase your Charisma score by 1, to a maximum of 20.
• You gain proficiency in the Performance Skill. ALERT
• When your Charisma (Performance) check is 5 or higher
Category: General
than a non-hostile creatures Passive Insight, they gain 1 Always on the Lookout for Danger, you gain the following
rank of Charm towards you, until the end of this benefits:
conversation. They can only gain 2 ranks of charm towards
you this way. • You Gain a +5 bonus to Initiative
• You can cast Voice Change ignoring its components and at • You may add your Wisdom modifier in place of Dexterity to
no cost. When cast this way, it is always treated as if you
are 5th level. your Initiative bonus.
• While performing, you can try to distract one humanoid • You can't be surprised while you are conscious.
you can see who can see and hear you. Make a Charisma • You become aware of any creature casting a jutsu with Hand
(Performance) check contested by the humanoid’s Wisdom
(Insight) check. If your check succeeds, you grab the Seals (HS) within 120 feet of you. This does not immediately
humanoid’s attention enough that it makes Wisdom tell you the creatures location, instead you only know that
(Perception) and Intelligence (Investigation) checks with Hand Seals (HS) were made with the intent to cast a Jutsu.
disadvantage until you stop performing. • You have advantage on checks made to find hidden
creatures.
ADVANCED STUDY • Other Creatures do not gain advantage on attack rolls
against you as a result of being hidden from you.
Category: General
You are an advanced learner and capable student. You ANIMAL HANDLER
generally excel at grasping concepts far above your skill set
with amazing potential. Category: Skill
You master the techniques needed to train and handle
• Increase your Strength, Intelligence or Wisdom score by 1, animals. You gain the following benefits:
to a maximum of 20
• Increase your Wisdom score by 1, to a maximum of 20.
• You learn an additional Jutsu that is 1 Rank above what you • You gain proficiency in the Animal Handling skill.
currently can learn. This does not count against your Jutsu • By spending 1 week of downtime with a normal animal, you
Known.
can make a DC 20 Wisdom (animal handling) check. On a
• The next time you would hit 4th, 8th, 12th and 16th levels, success, you bond with the animal. It becomes
you learn one additional Jutsu of 1 rank higher than your permanently helpful to you unless you do something
highest known jutsu rank. egregious to break your bond. Bonding with a new animal
breaks any previous bonds. New Animals do not know all
AGILE FEINT your previous bonded animals jutsu.
• By spending 1 or more weeks of downtime with a bonded
Category: General animal, you can teach it one D-Rank or higher Taijutsu
You know how to use your agility to grant you advantage and that you know. You can spend 1 week of downtime per rank
your opponent’s disadvantage. You gain the following of jutsu (D-Rank: 1, C-Rank: 5, B-Rank: 10, A-Rank: 20, S-
benefits: Rank: 50). It uses its bite and claws in place of punches or
kicks. At the end of your spent downtime, make a Wisdom
• As a bonus action you make a Dexterity (Acrobatics) check (Animal handling) check, DC (15 + the rank of the jutsu, D-
vs a target creatures Armor Class. On a success your next Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) On a
melee attack against that creature is at advantage and the success, they learn the jutsu. A creature can only learn 3
next attack the creature makes against you is at Taijutsu this way.
disadvantage. • You can use a bonus action on your turn to command your
bonded animal within 60 feet of you that can hear you.
• When a Creature misses you with a melee attack you can
use your reaction to make a single melee weapon attack
against the triggering creature.

• You may take additional reactions only for the purpose
of making additional attacks of opportunity equal to
your dexterity modifier.

APEX HERITAGE BLOODTHIRSTY

Category: Clan Category: Critical
Prerequisite: Hebi Clan, Level 4+ Prerequisite: Level 8+
You consumed the knowledge passed down by your You fight with reckless abandon, caring not of your own
ancestors about the truth of your blood right. You gain the safety. You use your pain to fuel your attacks, causing
following benefits; your enemies even greater pain. You may die one day -
but that day will come after your enemies death. You
• Increase your Strength, Dexterity or Constitution score by gain the following benefits:
1, to a maximum of 20.
• When you would make an attack, you may spend 10
• Your tremor sense range is increased to 45 feet. Chakra. If you do, you may increase the critical threat
• Your Regeneration class feature now costs 3 Chakra range by +1. You may do this multiple times. Each time
you do this, the next attack targeting you gains a
instead of 5. bonus to its critical threat ranged equal to your bonus.
• Weapons you have that deal poison damage, deal an
• When a creature within 5 feet of you misses you with a
additional 1d4 poison damage. melee attack, you can use your reaction to cause the
• When you deal poison damage to a creature, until the attack to hit you. You can immediately make a melee
weapon attack against that creature. On a success,
beginning of their next turn they cannot regain hit points. treat the hit as a critical.

ATHLETE • When a creature scores a critical hit against you with a
melee attack, the next attack, before the end of your
Category: General next turn, that hits the creatures who scored a critical
You have undergone extensive physical training to gain the hit against you, counts as a critical hit.
following benefits:
• If you score a critical hit while gaining the benefits of
• Increase your Strength or Dexterity score by 1, to a this feat, you also double your ability modifier and any
maximum of 20. non-dice damage bonuses.

• You gain a Swim, climbing and wall running speed equal BRANCH FAMILY TRAINING
to your normal speed
Category: Clan
• Increase your maximum bulk by +5. Prerequisite: Hyūga Clan
• Long Jump increased to 10 + Strength Score and High You train with members of the other branch of your clan,
you gain the following benefits:
Jump increased to 5 + Strength Score.
• You have advantage on grapple checks against creatures • Increase your Dexterity or Wisdom score by 1, to a
Maximum of 20.
who’s strength score is lower than yours.
• You can learn Jutsu from the Opposite Branch. If you
BLOODLINE, LATENT are a main branch, you can learn side branch Hyūga
Jutsu. If you are a side branch you can learn main
Category: Clan branch Hyūga Jutsu.
Prerequisite: Level 4+
You have the blood of a famous clan, granting you fleeting • You learn one additional Hyūga clan Hijutsu that you
usage of their secret techniques. You gain the following qualify for.
Benefits:
• You can create and learn Hyūga clan Hijutsu in half the
• Select any one clan except your current clan and non- required time.
clan.
BRAWNY
• You gain access to the clans Jutsu list up to C-Rank Jutsu.
• You gain latent clan features as shown on the Bloodline Category: Skill
You’ve become stronger, gaining the following benefits:
chart.
• This feature does not allow you to take Features with a • Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency in the Athletics skill.
Prerequisite of your selected Clan. • Increase your maximum bulk by +10.
• Once per rest, you may make a Strength based ability
BLOODLINE, REALIZED
check, attack roll or saving throw at advantage.
Category: Clan • Thrown weapons that use Strength, double both range
Prerequisite: Bloodline, Latent, Level 12+
You have the Blood of a Famous Clan, and continued use increments and deal +2 bonus damage.
of it begins to grant you an evolving usage of their secret
Techniques and access to more of their bloodline traits.
You gain the following Benefits:

• You gain access to the clans Jutsu list up to A-Rank
Jutsu.

• You gain Realized clan features as shown on the
Bloodline chart.

• This feat allows you to take other feats with a
Prerequisite of your selected Clan.

BLOODLINE, LATENT CHART

Latent Latent Feature Latent Feature effect
Bloodline’s
Aburame Latent Insect You have learned to call upon insects, like a pure blooded Aburame. You gain the Chakra Consumption & Chakra Sense Clan
Akimichi Control feature. When you would use Chakra Consumption you instead only can reduce a target creatures chakra by half of the
Fuma damage dealt, and gain that result.

Hatake Latent Calorie You gain Calories as if you had the Calories clan feature. You have a number of calories equal to Half your Level + Your

Hebi Control constitution Modifier. You can spend these calories to use Clan Jutsu. You regain spent calories after a long rest.

Hoshigaki Latent Accuracy You have picked up on your innate ability to tap into a latent sense of superior skill. When making a ranged attack with
Hyūga Shuriken’s, Fuma Shuriken’s and Monster Shuriken or Fuma Clan Bukijutsu, you gain a +1 Bonus to damage rolls. This bonus
increases to +2 at 11th, and +3 at 18th. You also gain the benefits of the Working the Angles Clan Feature that only works with
Inuzuka Shuriken’s, Fuma Shuriken’s and Monster Shuriken’s.
Kaguya
Kurama Latent White You have begun to manifest White Chakra. You have a number of white chakra equal to your character level which you can
Kuru Chakra only spend on Jutsu with the Lightning Release Keyword. Spent white Chakra is regained when you complete a Long Rest.
You also reduce the cost of Ninjutsu with the lightning release keyword by 1 if you use White chakra to pay the cost of the
Nara jutsu. This reduction increases to 2 at 11th level and 3 at 18th level.
Ryu
Sarutobi Latent You gain 30 feet of Darkvision. As a bonus action, you begin to focus on self-regeneration. At the start of each of your turns,
Tsuchigumo Regeneration you spend 8 chakra to regain Hit points equal to your Proficiency Bonus. This counts as concentrating on a Jutsu. Beginning
at 11th level you can instead regain twice your constitution modifier in hit points (whichever is higher). At 18th level you
Uchiha regain additional Hit points equal to 1d4.
Uzumaki
Yamanaka Latent Shark You gain the Aquatic Adaptation, Shark Tooth & the Amphibious Clan Features, up to 11th level.
Yuki Tooth

Latent You have unlocked a dulled version of the Legendary Byakugan. You are treated as a Side Branch member for the purpose of
Byakugan Jutsu selection. You can spend 10 Chakra to activate your Latent Byakugan as a bonus action for up to 10 minutes. You gain
200 feet of chakra sight. You gain the ability to see a creature’s chakra nature, if any. Creatures cannot be obscured to you in
any way if you can see through the obstruction. You can see in a 360-degree field around you equal to your chakra sight range.

Latent Beast You have learned to befriend canine’s and partner with them developing an unbreakable Kinship. You gain a Canine
Master Companion using the Young Kugsha Stat block. You gain the Beast Master clan feature. Your Nin-Dog is always equal to half
your level, and gains ability score increases when they reach 4th, 6th & 8th levels.

Latent Bone You have learned to manipulate parts of your bone structure. You gain the Bone Weapons and Battle Hungry clan features.
Weapons You gain the Battle Hungry clan feature bonus to Damage rolls at 11th and 18th levels.

Latent Genjutsu . You learn one of the Molding Techniques from the Genjutsu Molding clan feature. You gain a second one at 11th level and a

Molding third at 18th.

Latent Kurugan You have begun to develop as a Yin Chakra Adept. You lose the ability to mold Nature Release chakra. If you have jutsu with
the Nature Release Keyword, they lose their Nature Release keyword and you can no longer learn Jutsu with Nature Release
Keywords. If you have a Clan trait or feature that provides you with the ability to learn jutsu with a Nature Release keyword,
you can still learn those jutsu, but they lose their Nature Release Keyword, and instead now deals necrotic damage.
Additionally, Jutsu you cast without a Nature Release Keyword increases its Save DC or Damage die by 1, beginning at 11th
level.

Latent You have begun to think 2 or 3 steps ahead almost innately. You gain the benefits of the Coordinate Clan feature up to 7th level
Tactician and the Master Tactician Clan feature up to 11th level, but you have a number of tactical die equal to half your Intelligence
Modifier (Rounded Up)

Latent Dragons You gain the Blood of the Dragon clan feature. You have learned how to call upon the boiling rage of a dragon. As an action

Blood you unleash wrathful energy. You gain the benefits of the 3rd level Dragon Rage Clan feature at 7th level.

Latent Chakra You gain the Advanced Nature Transformation selecting one nature release & Advanced Nature Proficiency clan features.

Control You gain your additional C-Rank Jutsu at 7th level and B-Rank at 11th. (You do not gain additional B or A-Rank’s.)

Latent Third You have manifested your third eye. Though not as potent as a full-blooded clansman. As an action, for the next minute you
Eye open your 3rd eye. You gain a +5 to Perception checks and your Passive Perception. Attacks with ranged weapons you are
proficient in can be made at twice the range. At the end of this feature’s duration, you cannot use this feature again until you
finish a short or long rest. Beginning at 15th level when making ranged weapon attacks you may add your Wisdom modifier to
your weapon attack rolls.

Latent You have manifested a single Sharingan, opening up a world of potential for yourself. You gain the Sharingan Clan Feature.
Sharingan When you would select a gain Tomoe, and would be able to pick features, you are always only ever able to select 1 option.
Activating your Sharingan Costs 10 Chakra, and remains active for 1 minute.

Latent You have discovered a massive reserve of chakra within yourself. Increase your chakra point total by an amount equal to your
Wellspring of level. Increase your chakra point total by 1, thereafter, each time you gain a level. Beginning at 11th level, when you would
Chakra make a Constitution saving throw, you may roll 1d4, adding the result to your save.

Latent Boons You have discovered Mental technique that put you one step above the rest. You gain 1 Mental Boon of your choice from the
Yamanaka Boons clan table. You gain an additional Boon at 11th and 18th level. Beginning at 7th level, you have Advantage on
insight checks to see through Deception.

Latent Ice You have begun to tap into your latent Nature Release Affinities. Choose to gain either Water or Wind Nature Release affinity.
Release Beginning at 7th level, when casting a jutsu with either Wind or Water Release keywords, you can change the damage type to
Cold and increase the damage by 1 damage die. At 15th level when you deal cold damage, increase the damage by your
Intelligence Modifier.

BLOODLINE, REALIZED CHART

Realized Realized Feature Realized Feature effect
Bloodline’s
Realized Insect When you would use Chakra Consumption you become able to reduce a target chakra but the total damage dealt
Aburame Control instead of half. You gain the Insect Focus Clan feature. Select one type of Insect.

Akimichi Realized Calorie You gain the Fat Conversion Clan feature and the Food Pill Clan feature.
Fuma Control
Hatake Realized Accuracy You gain the Fuma Shuriken Master clan feature. You also gain the benefits of the Lethal Precision Clan Feature that
only works with Shuriken’s, Fuma Shuriken’s and Monster Shuriken’s.
Hebi Realized White You further reduce the cost of Lightning Release Ninjutsu when using White Chakra by an additional 1 and you gain
Hoshigaki Chakra the White Lightning Clan Feature. Additionally, when you complete a short rest, you can regain spent White Chakra
Hyūga by Spending Chakra die.
Realized Reduce the cost of Activating and Maintaining Regeneration by half, you also gain the poison Potency clan feature up
Inuzuka Regeneration to 7th level.
Kaguya Realized Shark You gain the Water Release Affinity, and the Shark Skinned Predator clan feature. You can enter this Transformation
Kurama Tooth once per rest.
Kuru Realized Byakugan You have trained and learned the Gentle Fist Stance. Your Gentle Fist uses a D6 Damage die. And if you strike a
creature while in this stance that has 0 chakra, you instead deal double damage to the targets hit points. If the target
Nara Realized Beast is a construct or undead, you instead deal half damage
Master After training with your Nin-Dog, you have gained the Bestial Fury and Nin-Dog Savage attack clan features.
Realized Bone Additionally, your Nin-Dog increases their maximum Hit Points by an amount equal your level.
Weapons You have learned the Shikotsumyaku Stance up to 11th level.
Realized Genjutsu
Molding You have gained the Genjutsu Conversions clan feature. You also learn one additional Molding option.
Realized Kurugan
One of your eyes have begun to cloud over, losing your natural eye color as it becomes pitch black. You have attained
Realized Tactician a dulled version of the Kurugan. You can spend 10 chakra to activate your Latent Kurugan for 1 minute as an action.
You can use the Action and Bonus Action abilities of the Kurugan a number of times equal to half your Proficiency
Bonus.
You have gained the Genius Potential clan feature up to 7th level. You also gain the Masters of the Shadows Clan
Feature. You gain the 15th level feature, when you would reach 18th level.

Ryu Realized Dragons You gain the benefits of the 7th level of Dragons Rage. You gain the 11th level feature at 15th level and the 15th level

Blood feature at 18th.

Sarutobi Realized Chakra You gain the Advanced Chakra Control clan feature.
Control

Tsuchigumo Realized Third Eye When you would make a ranged weapon attack, you may add your wisdom modifier to your weapon attack rolls. You
also gain the Exoskeleton clan feature, which you can activate for 10 Chakra

Uchiha Realized Sharingan You gain the Advanced Adaptation clan feature up making a selection when you gain this feat, and again at 15th level.
Uzumaki
Realized Wellspring You gain the Incomprehensible fortitude clan feature, being able to use it once per long rest. Additionally, twice per

of Chakra rest, you can cast a jutsu with the Fuinjutsu Keyword, that has a casting time of 1 action, as a bonus action.

Yamanaka Realized Boons You gain an additional Mental Boon. Beginning at 15th level, you gain the 15th level feature of Mental Clarity. You can
use that twice per long rest. Beginning at 18th Level, you gain the Master of Mental Alteration clan feature adding 1d6
Yuki Realized Ice psychic damage instead.
Release
You gain the second Nature release, you didn’t choose. You gain the Chilled Body clan feature up to 11th level. You
also gain the Frigid Cold Clan feature.

BUKIJUTSU ARCHIVIST CHAKRA PRESSURE

Category: Taijutsu Category: Chakra
Prerequisite: Level 4+ You have a very powerful Chakra aura. You gain the following
Your Focus in the heat of Combat and mastery of benefits:
bukijutsu, allow you weave weapon arts together with
much greater skill. You gain the following benefits: • Increase your constitution score by 1, to a maximum of 20.
• Jutsu you use that require a creature make a Saving throw,
• Increase your Strength or Dexterity score by 1, to a
maximum of 20 increases its save DC by +1.
• Your chakra is heavy and carries a weight unlike any other.
• You learn an additional bukijutsu that you qualify for.
This does not count against your Jutsu Known. Jutsu you cast with the Chakra Molding (CM) component,
that summons a creature, construct or object with hit
• The next time you would hit 5th, 9th, or 13th level, you points or temporary hit points. That creature, construct or
learn one additional bukijutsu of 1 rank lower than object gains a number of additional hit points or temporary
your highest known jutsu rank. equal to your constitution modifier (min 1.) times one
fourth your level, rounded down. (This does not include
• If you take this feat after you have passed the clones of any type.)
previously stated levels, you instead gain 1 additional • You release an aura of chakra indicative of your combat
D-Rank if passed 5th level, 1 additional C-Rank if ability. When making a Charisma (Intimidation) check, you
passed 9th level, and one additional B-Rank if passed may instead roll your Constitution (Chakra Control) bonus
13th level. instead.
• You gain a +2 bonus to Constitution (Chakra Control)
BURGLAR ability checks.

Category: Skill CHARMING PERSONA
You pride yourself on your quickness and your close
study of certain clandestine activities. You gain the Category: Skill
following benefits: You’ve mastered the art of charming those around you,
gaining the following benefits:
• Increase your Dexterity score by 1, to a maximum of
20. • Increase your Charisma score by 1, to a maximum of 20.
• You gain proficiency in the Persuasion skill.
• You gain proficiency with a Security Kit or Sleight of • You are skilled in gathering information through
Hand (Pick one).
conversation, without asking a single question. By
• Creatures who are further than 30 feet from you while spending 10 minutes gathering information in a new place,
you are using your Security Kit or making a Sleight of you become aware of all current rumors and potentially
hand check to pick a lock, steal something have a -5 important people you should be on the lookout for.
penalty on Wisdom (Perception) or (Insight) checks to • If you spend 1 minute talking to someone, you can make a
see what you are doing. Charisma (Persuasion) check contested by a creature’s
Wisdom (Insight) bonus +10. If you or your companions
• Locks and Security devices are always counted as 1 are fighting the creature, your check automatically fails. If
Rank lower for you. your check succeeds, the target gains 2 ranks of charmed
for you as long as it remains within 60 feet of you for 10
• As a bonus action, you can attempt to pickpocket or minutes.
pick a lock.
CHEF
CHAKRA GUIDANCE
Category: Skill
Category: Chakra Time and effort spent mastering the culinary arts has paid
You’ve learned to utilize your gift with Chakra in a off. You gain the following benefits:
specific unique way. You gain the following benefits.
• Increase your Wisdom score by 1, to a maximum of 20.
• Increase your Wisdom or Charisma score by 1, to a • You gain proficiency with a Cooking Kit or Survival (Pick
maximum of 20.
one).
• Choose a skill in which you are proficient. When you • Over the course of a short rest, you can cook special food,
make an ability check with the chosen skill, you can
use your Wisdom or Charisma modifier in place of its with a cooking kit. This special food is of your description
original ability score. and creatures consume this food during the short rest.
They regain additional hit points equal to your Survival
• Jutsu you encounter are far easier to deal with due to Bonus and, for the next 8 hours or until your next rest they
your unique quirks with Chakra. When you would temporarily increase their maximum hit points by 10. You
attempt to counter, negate or dispel a jutsu another can cook special food in this way twice per long rest.
creature cast or are currently concentrating on, you • Over the course of a long rest, you can cook a special full
gain a +2 bonus towards any checks you make towards course meal for your team with a cooking kit. This special
countering, negating or dispelling their jutsu. meal takes 1 hour to consume and spoils at the end of your
long rest. Creatures who partake in the meal are cured of
• Jutsu you cast are far more difficult to recognize, and all diseases and poisons and makes constitution saves at
therefore more difficult to plan against. When a advantage. This benefit lasts for 24 hours.
creature would attempt to counter, negate or dispel a
jutsu you cast or are concentrating on, they take a -2
penalty to any checks they make towards countering,
negating or dispelling your jutsu.

CHEMIST CLONE MASTER

Category: Skill Category: Ninjutsu
You have studied the secrets of chemistry and are an Prerequisite: Clone Expert, Level 12+
expert in its practice, gaining the following benefits: You’ve become a master of clone jutsu and have found a
way to maximize the usage of the clones in and out of
• Increase your Intelligence score by 1, to a maximum of Battle. You gain the following benefits:
20.
• Clones you summon gain twice the amount of chakra
• You gain proficiency with the Alchemist kit or they normally would, if they gain chakra at all when
Investigation. (Pick One) you summon them.

• When you would make an Intelligence (Investigation) • If they do not have chakra, but can cast a limited
ability check, and have at least one charge of Alchemy amount of Jutsu, they can cast twice as many Jutsu.
kit to collect DNA, evidence or any remains from a
location, you reduce the DC set by the DM by -2. • If they do not have chakra and cannot cast a limited
amount of Jutsu, the amount of health they have is
• Over the course of a short rest, you can develop increased by 20.
different chemical compounds, using a Forensics Kit,
which you then use to create one of the following; Chili • Clones you summon can use a reaction.
Pepper Bomb, Smoke Bomb, Military Ration Pill or
Chakra Pill. COMBAT SEAL WEAVER

• Over the course of a long rest, you can develop a Category: Critical
special chemical with a Alchemist Kit called White You’ve practiced making your Jutsu more difficult to
water. White water has 2 charges and expires after 8 avoid, learning techniques that grant you the following
hours. If a creature drinks this White water, they gain benefits:
one of the following benefits for the next hour; 60ft
Chakra Sight, 60ft Darkvision, 20ft Tremor Sense or 10ft • When a creature would make a saving throw against a
Blindsight. jutsu you cast, that both requires handseals (HS) and
deals damage on a failed save, and they would roll a 1,
CLONE ADEPT 2 or 3 on the d20, they take double damage.

Category: Ninjutsu • When a creature would make a saving throw against a
Prerequisite: Shadow Clone Technique, Multi-Shadow jutsu you cast that both requires handseals (HS) and
Clone Technique, Insect Clone, Earth Clone, Explosive inflicts a condition on a failed save and they would roll
Clone, Water Clone or Lightning Clone. Level 4+ a 1, 2 or 3 on the d20, and fail the saving throw.
You’ve become adept at summoning clones, and with the Regardless of the jutsu’s effect, they cannot make any
advanced techniques you’ve learned along the way you more saving throws to end the condition for the
gain the following benefits: remainder of the jutsu’s duration.

• Clones you Summon using any of the Prerequisite • Select one Jutsu you know that requires handseals
Jutsu, can move up to twice the distance away from (HS) and forces a creature to make a saving throw.
you and not disperse. Creatures cannot gain advantage or bonuses to saving
throws against this jutsu as a result of Jutsu, Features
• You can summon twice the number of clones you or Traits. You can change this jutsu when you
could normally summon. complete a long rest.

• You can now command your clones to take separate • As a bonus action you can spend 15 chakra. When you
actions from one another instead of them all following do, the next jutsu you cast that requires a saving throw
the same command. forces one creature of your choice to have
disadvantage on the save.
• Clones can use the Help action with each other and
other creatures instead of only with their summoner. CONSTANT PROGRESSION

CLONE EXPERT Category: Clan
Prerequisite: Uchiha Clan
Category: Ninjutsu You've trained your Sharingan to constantly evolve past
Prerequisite: Clone Adept, Level 8+ your current limitations, you gain the following benefits:
You’ve become an expert at summoning clones,
commanding them, and utilizing them to maximum • Increase your Dexterity or Intelligence score by 1, to a
effect. You gain the following benefits: maximum of 20.

• Clones you summon can now use your Hijutsu. • You gain an additional feature from either 1-Tomoe
• Clones you summon can use a bonus action now. Sharingan, 2-Tomoe Sharingan, or 3-Tomoe Sharingan
• Clones cannot use Jutsu with the Combination clan features that you qualify for.

Keyword. • You can create and learn Uchiha clan Hijutsu in half
• Clones deal full damage with jutsu they cast. the required time.

• You can take this feat multiple times.

CRAFTER ENHANCED COORDINATION

Category: Skill Category: Clan
You have a knack for crafting; you work with greater Prerequisite: Nara Clan
efficiency and produce goods of higher quality. You gain You've trained to coordinate your allies in the more dire
the following benefits: of circumstances, you gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of • Increase your Intelligence score by 1, to a Maximum of
20. 20.

• You gain proficiency in Crafting. • When you use the Coordinate Nara clan feature, you
• You gain proficiency with either Weaponsmiths or grant a +1 Bonus to all affected allies. This bonus
becomes a +2 at 11th level and +3 at 18th level.
Armorsmith Kit (Pick one).
• When you craft non-Enhanced items using either the ELITE AGILITY

Armorsmith or Weaponsmith kit, double the market Category: Skill
value each week of downtime spent grants you. (150 Prerequisite: Dexterity 20, Level 10+
Ryo) You have the reflexes of one who can see things before they
• When you craft chakra-enhanced items using either happen, granting the following benefits:
the Armorsmith or Weaponsmith kit you no longer
need a Sealsmith forge. Additionally, you reduce the • You gain proficiency in Dexterity saving throws. If you
Enhancement seal crafting DC by -2 across all item already have proficiency in Dexterity saving throws, you
ranks. gain a 1d4 bonus to all Dexterity saving throws you make.

CRITICAL DEFENSE MASTERY • You gain Expertise in one Dexterity Skill of your choice
which you already have proficiency in.
Category: Critical
Prerequisite: Level 10+ • You gain a +5 to initiative.
While you are wearing heavy armor with which you are • Weapons that lack the two-handed, heavy, or special
proficient, you gain the following benefits:
properties are considered to have the finesse property for
• Critical hits made against you are treated as normal you.
hits. • As a bonus action, you begin to show off your Elite Agility,
dodging virtually all attacks that would attempt to strike
• You reduce all non-chakra damage by 5. you. Until the beginning of your next turn, creatures who
• Allied creatures (excluding yourself) within 5 feet of target you with attacks must roll an additional 2d20,
taking the lowest result. They cannot gain disadvantage
you are treated as if they are under half cover. on attacks while suffering from this effect. Once you use
• When an allied creature within 10 feet of you would be this feature, you cannot use it again until you complete a
rest.
hit by a critical attack, you may spend your reaction. If
you do, you apply your total damage reduction value to ELITE AWARENESS
that creature. You can do this once per rest.
Category: Skill
DUNGEON DELVER Prerequisite: Wisdom 20, Level 10+
You have the wisdom associated with the most renowned
Category: General masters of Ninshou, which grant you a level of awareness
Alert to the hidden traps and secret doors found in many most others don’t have. You gain the following benefits:
dungeons, you gain the following benefits:
• You gain proficiency in Wisdom saving throws. If you
• Increase your Intelligence or Wisdom score by 1, to a already have proficiency in Wisdom saving throws, you
maximum of 20. gain a 1d4 bonus to all Wisdom saving throws you make.

• You have advantage on Wisdom (Perception) and • You gain expertise in one Wisdom skill which you already
Intelligence (Investigation) checks made to detect the have proficiency in.
presence of traps.
• You gain a +5 bonus to your passive perception and
• You have advantage on saving throws made to avoid or Insight.
resist traps.
• You can use your action to try and gain an exalted
• You have resistance to the damage dealt by traps. perception into your current situation. So long as you are
• You can search for traps while traveling at a normal not blind and/or deaf, all illusions, genjutsu with the
Visual and/or Auditory keyword, and effects designed to
pace, instead of only at a slow pace. deceive you, within the 60 feet of you, have their DC’s
reduced by 5 for the next minute, or until the start of your
DURABLE next turn if in combat.

Category: General ELITE INTELLECT
Hardy and resilient, you gain the following benefits:
Category: Skill
• Increase your Constitution score by 1, to a maximum Prerequisite: Intelligence 20, Level 10+
of 20. You have the cunning of the most prolific scholars, granting
the following benefits:
• When you roll a Hit Die to regain hit points, the
minimum number of hit points you can regain from • You gain proficiency in Intelligence saving throws. If you
the roll equals twice your Constitution modifier already have proficiency in Intelligence saving throws, you
(minimum of 2). gain a 1d4 bonus to all Intelligence saving throws you make.

• Your hit points maximum increases by an amount • You gain expertise in one Intelligence Skill which you
equal to twice your level when you gain this feat. already have proficiency in.

• Whenever you gain a level thereafter, your hit points
maximum increases by an additional 2 hit points.

• Intelligence Saving throws cannot be made with ELITE STRENGTH
disadvantage.
Category: Skill
• Intelligence ability checks you make ignore any penalty Prerequisite: Strength 20, Level 10+
inflicted by a creature or effect You have the strength that legends tell of, granting the
following benefits:
• You reduce the Downtime cost required to complete any
training to the following; • You gain proficiency in Strength saving throws. If you
• 2 Week: New Tool or Vehicle Proficiency. already have proficiency in Strength saving throws, you
• 3 Weeks: New Weapon or Language Proficiency. gain a 1d4 bonus to all Strength saving throws you make.
• 7 Weeks: New Armor Proficiency.
• 11 Weeks: New Skill Proficiency. • You gain expertise in one Strength Skill which you already
• 20 Weeks: New Feat. have proficiency in.

ELITE PRESENCE • You ignore the two-handed & heavy property of weapons
with which you are proficient.
Category: Skill
Prerequisite: Charisma 20, Level 10+ • When you deal damage with an attack that uses Strength
You have the presence of the most affluent of leaders, granting and adds your ability modifier to the damage, you instead
the following benefits: add 1.5x your ability modifier to damage.

• You gain proficiency in Charisma saving throws. If you • As an action, you can attempt to use your Elite Strength to
already have proficiency in Charisma saving throws, you complete normally impossible acts of Strength. For the
gain a 1d4 bonus to all Charisma saving throws you make. next minute. Your maximum bulk increases by 30,
allowing you to lift, grapple, push or pull huge or smaller
• You gain expertise in one Charisma Skill which you already creatures as if they were your size. Alternatively, as a
have proficiency in. reaction to a structure, creature or object being forcibly
moved within 5 feet of you, for the next minute, you can
• Allied creatures within 20 feet of you cannot gain ranks of exert your Elite Strength, to prevent them from moving.
fear or charm. Creatures who have such conditions who Increase your maximum bulk increases by 30. Creatures
speak to you for at least 1 minute, immediately lose such and Structures (Ex buildings, statues or castle walls), short
conditions and become immune to gaining them from the of falling apart or being destroyed can be held in place and
creature that inflicted it upon them for the next 24 hours. maintained by you and you alone, preventing them from
being breached, moved or opened by any other creature
• As an action, you can attempt impose your Elite Presence who’s Strength ability score is less than your maximum
upon another creature. So long as the creature you are bulk. Once you use either of these abilities, you must
interacting with is of equal or lower level than you, is not complete a rest.
hostile and can hear and see you, each minute they are
interacting with you, they gain a -2 penalty to all Wisdom ELEMENTAL CHAKRA PENETRATION
and Charisma ability checks made against you. These
penalties immediately end if they become hostile to you in Category: Ninjutsu
any way or vice versa. Creatures who’s penalties reach -20 When you gain this feat, choose one of the following
(10 Minutes of constant interaction), gain either maximum damage types: Earth, Wind, Fire, Cold, Lightning.
ranks of Fear or maximum ranks of charm in regards to you Ninjutsu, you cast ignore resistance to damage of the
specifically and no one else. chosen type.

ELITE RESILIENCE In addition, when you roll damage for a jutsu you cast
that deals damage of that type, you can reroll 1’s and 2’s,
Category: Skill keeping the second result.
Prerequisite: Constitution 20, Level 10+
You have the fortitude often attributed to gods, granting the You can select this feat multiple times. Each time you
following benefits: do so, you must choose a different damage type.

• You gain proficiency in Constitution saving throws. If you ELEMENTAL SPECIALIZATION
already have proficiency in Constitution saving throws, you
gain a 1d4 bonus to all Constitution saving throws you make. Category: Ninjutsu
You have begun to specialize in a particular element of
• You gain expertise in one Constitution Skill which you your choice. You gain the following benefits:
already have proficiency in.
• Select one Nature Release Keyword (Earth, Wind, Fire,
• You cannot be poisoned or succumb to disease as a result of Water, Lightning). You may ignore Hand Seal (HS)
non-jutsu based methods. requirement for Ninjutsu of C-Rank of lower with your
chosen nature release.
• Restoration effects, such as Healing Jutsu or Military Ration
pills, that would restore hit points to you can’t restore an • You deal additional damage with Ninjutsu with your
amount less than half your level + your Constitution chosen Nature Release Keyword, equal to its rank. (D-
modifier. If this amount would exceed that maximum Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
amount of hit points that effect could restore, you instead
take that effect’s maximum. • You reduce the chakra cost of Ninjutsu with your
chosen Nature Release keyword by an amount equal to
• You can add your Constitution modifier to death its rank. (Minimum of Half the original cost of the
saving throws you make. jutsu) (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
Rank: 5). If a jutsu has multiple selected keywords, this
cost reduction is only applied once.

• You can take this feat multiple times, each time
selecting a different element.

ELUSIVE TARGET EMPOWERED GENJUTSU

Category: General Category: Genjutsu
Your far too agile to ever be caught off guard or be You learn to empower your Genjutsu with more
pushed into a corner. You gain the following Benefits: elaborate illusions. You gain the following benefits:

• You may take the Hide action as a bonus action. • When a creature attempts a saving throw to resist a
• When you would take the Hide action, you may do so genjutsu you cast on them, you may, as a reaction,
spend 10 chakra. If you do, until the end of the current
even when lightly obscured. turn, the affected creature rolls a number of d4 equal
• Creatures do not gain advantage on attacks against to the rank of the Genjutsu cast, reducing their saving
throw by half the result (Min 1). (D-Rank & C-Rank: 1,
you as a result of being Restrained or Prone. B-Rank: & A-Rank: 2, S-Rank: 3)
• If you are subjected to an attack or jutsu that requires
• Genjutsu you cast that deal damage on a failed save,
a Dexterity save. On a successful save you take no now deals half damage on a successful save.
Damage and suffer no effect.
• When you are forcefully pushed more than 10 feet • When you would make a Constitution (Chakra Control)
away in any direction, if you would end your check to maintain concentration on a Genjutsu you
movement within 10 feet of cover large enough to hide cast, roll a number of d4 equal to the highest rank of
behind, you may spend your reaction to take the Hide the genjutsu you are currently concentrating on
action, attempting to hide while the dust from the last adding half of the result to your check. (Min 1) (D-
attack settles. Rank & C-Rank: 1, B-Rank: & A-Rank: 2, S-Rank: 3)

EMPATHIC EMPOWERED NINJUTSU

Category: Skill Category: Ninjutsu
You possess keen insight into how other people think You learn to empower your Ninjutsu with more precise
and feel. You gain the following benefits: chakra, empowering its effects. You gain the following
benefits:
• Increase your Wisdom score by 1, to a maximum 20.
• You gain proficiency in the Insight skill. • When you cast a ninjutsu you know, you can spend 10
• You can spend a bonus action to attempt a Wisdom chakra. If you do, you double the jutsu’s potential
impact granting it one of the following effects based;
(Insight) check. • If your ninjutsu requires an attack roll, when you
• If you spend more than 10 minutes talking to a non- roll damage die, you treat all 1’s and 2’s as 3.
• If your ninjutsu forces a creature to make a saving
hostile creature, you gain insight into their throw, if they would take a reaction in response to
mannerisms allowing you to tell their emotional state your ninjutsu, they double the chakra cost of the
and if they are lying for the remainder of the jutsu used. If the reaction they took does not cost
conversation. This grants your insight into their chakra, they instead must spend 10 chakra to take
emotional state and surface lies that require minor the reaction. Additionally, you deal +1 additional
context. This does not reveal deeper lies that require damage for each damage die rolled.
significantly more context or evidence to prove.
• You can use your action to try to get uncanny insight • Ninjutsu you cast cannot have its damage reduced by
about one humanoid you can see within 30 feet of you. more than half as a result of Jutsu, Features or Traits.
Make a Wisdom (Insight) check contested by the
target’s Deception bonus +10. On a success, you • When you would make a Constitution (Chakra control)
become aware if any chakra-based illusions are check to maintain concentration on a Ninjutsu you
affecting them or if they are currently experiencing an cast, you may add a bonus to the check equal to the
unbalanced mental state. This informs you if they are highest ranked Ninjutsu you are concentrating on. (D-
afraid of, enamored by, in love with or even loath Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
something or someone. You gain a clue as to who or
what that thing or person is. EMPOWERED TAIJUTSU

EMPOWERED BUKIJUTSU Category: Taijutsu
You learn to empower your Taijutsu with more elegant
Category: Taijutsu technique, you gain the following benefits:
You learn to empower your Bukijutsu with technique and
refined skill, you gain the following benefits: • When you cast a taijutsu you can spend 10 chakra. If
you do, you deal additional damage equal to your
• When you cast a bukijutsu you can spend 10 chakra. If proficiency bonus to each attack made.
you do, you increase your weapons damage die by 1
step. (d4>d6>d8>d10>d12>2d6) • When you cast a taijutsu with the Combo keyword,
reduce the cost by 1 (Min 1).
• When you cast a bukijutsu with the Combo keyword,
you can make one additional weapon attack as a part • If you cast a taijutsu as a Finisher immediately after
of the jutsu’s casting dealing your weapons damage. casting a taijutsu with the Combo keyword reduce its
cost by an amount equal to its Rank when cast. (D-
• When a creature would make a saving throw to resist a Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
bukijutsu you cast; If they fail by 10 or more, they take
double damage. • When a creature would make a saving throw to resist a
taijutsu you cast for the second time in the same turn,
• When you would make a Constitution (Chakra control) they make the saving throw with a -2 penalty.
check to maintain concentration on a Bukijutsu you
cast, you can add your weapons damage die to the • When you would make a Constitution (Chakra control)
result of the check. check to maintain concentration on a Taijutsu you
cast, you can make a Strength or Dexterity (Martial
Arts) check instead.

ENDURANCE FEIGNED CONFIDENCE

Category: Chakra Category: Skill
You have a great deal of chakra within you ready to come You’ve spent years pretending you know what you’re doing,
out. You gain the following benefits; gaining the following benefits:

• Increase your Constitution score by 1, to a maximum • Increase your charisma score by 1, to a maximum of 20
of 20 • You gain proficiency in Deception.
• When you would make a Charisma (Persuasion) check,
• When you roll a Chakra Die to regain chakra points,
the minimum number of chakra points you can regain you can choose to instead use your Charisma (Deception),
from the roll equals twice your Constitution modifier as you weave white lies into your conversation or
(minimum of 2) diplomatic statements in an attempt to gain favor with
the other conversation participants. These white lies are
• Your chakra point maximum increases by an amount harmless and cannot create negative reactions from other
equal to your level when you gain this feat. Whenever conversation participants.
you gain a level thereafter, your chakra points • Select one skill you are not proficient in, excluding
maximum increases by an additional 1 chakra point. athletics (You can change this skill when you complete a
long rest). When you would make an ability check using
• As a full turn action, you can draw on the well of the chosen skill you instead use your Deception bonus in
chakra within yourself. You can spend a number of place of that skills bonus. If you succeed, that does not
chakra die up to your level. When you do, roll all mean you know what you are doing or can replicate the
chakra die spent, gaining chakra points equal to the task. Instead, you believed in yourself so much, that you
result. You then gain 1 rank of exhaustion for the next complete the task haphazardly. This can lead to situations
hour. where your completed task may pass as genuine work for
a moment, but upon further inspection against a DC equal
ENHANCED ATTACK to Your Deception bonus others realize that it was
potentially dumb luck or you did it in a very
Category: General unprofessional way. (Ex. You use this feat to use Deception
You learn how to control the flow of battle both in place of Sleight of hand to pick a lock. If you succeed you
offensively and defensively. You gain the following may have picked the lock, but now the door or lock itself is
benefits: also broken or there is evidence of tampering.)

• When you take the attack action you can forgo adding FIGHTING STYLIST
your ability modifier to your attack roll. You then add
the half of the same ability modifier to your AC until Category: Taijutsu
the start of your next turn and to your next saving You adopt a particular style of fighting as your specialty,
throw. gaining the following benefits:

• When you take the attack action you can forgo adding • Increase your Strength, Dexterity, or Constitution
your ability modifier to your attack roll. You then add score by 1, to a maximum of 20.
twice your ability modifier to your damage until the
start of your next turn. • Choose one of the Fighting Stances from Chapter 13.
• You can select this feat multiple times. You can’t take
• When you make an attack as a result of casting a jutsu,
you can forgo adding your ability modifier to your a Fighting Stance option more than once, even if you
attack roll and gain one of the following benefits; later get to choose again.
• If a ninjutsu attack, you add your ninjutsu ability
modifier to each damage roll. FOOD BORN HARDINESS
• If a genjutsu attack, you add three times your
genjutsu ability modifier to the next damage roll. Category: Clan
• If a taijutsu attack, you add a number of d4’s to Prerequisite: Akimichi
each damage roll, equal to half of your taijutsu You learn to store more calories in your fat, you gain the
ability modifier. following benefits:

FANATIC • Increase your Constitution score by 1, to a Maximum
of 20.
Category: Critical
Every blow that hits your enemies make you feel closer to • Increase your Calorie count by your character level.
victory, making you shake in excitement. You gain the Increase your calorie count by an additional +1 every
following benefits: level thereafter.

• Select one of the following, Attacks made with the
selected attack type have an increased critical threat
range of +1;
• Ninjutsu attacks
• Taijutsu attacks
• Genjutsu attacks
• Melee or Ranged Weapon attacks.

• When you score a critical hit on a creature that reduces
their hit points to 0, you can spend your bonus action or
reaction to take the attack action.

• Whenever a creature you can see within 30 feet is reduce
to 0 hit points, you go into a fervor regaining hit points
equal to 1d4 + your constitution modifier.

FORCE OF PERSONALITY GENJUTSU ARCHIVIST

Category: Skill Category: Genjutsu
Rooms never go unalerted to your presence, and the strength Prerequisite: Level 4+
of your personality make others lose focus on their own Your encyclopedic knowledge of Genjutsu allows you to
social game. Powers and other effects infrequently override learn far more Genjutsu than normal. You gain the
your force of will. You gain the following benefits: following benefits:

• Your Charisma score increase by 1, to a maximum of 20. • Increase your Wisdom score by 1, to a maximum of 20.
• You gain proficiency in one Charisma Skill. • You learn an additional genjutsu that you qualify for.
• When you would make a saving throw to resist being
This does not count against your Jutsu Known.
teleported or moved against your will, you can choose to • The next time you would hit 5th, 9th, or 13th level, you
make a Charisma saving throw in its place.
• As an action you can attempt to fascinate an entire room of learn one additional Genjutsu of 1 rank lower than
non-hostile people of your choice with your overwhelming your highest known jutsu rank.
personality. Make a single Charisma check, using • If you take this feat after you have passed the
Deception, Intimidation, Performance or Persuasion. All previously stated levels, you instead gain 1 additional
creatures who are lower level than you who’s passive D-Rank if passed 5th level, 1 additional C-Rank if
insight is lower than your checks result is enamored by you passed 9th level, and one additional B-Rank is passed
gaining 4 ranks of charmed for the duration of your act. 13th level.
Creatures who are of equal or higher level than you must
instead make a Wisdom saving throw vs your result on a GOURMAND
failed save, they gain 2 ranks of charmed against you for
the duration of your act, and can remake their save at the Category: General
end of each of their turns. Creatures charmed by you find it Prerequisite: Chef Feat, Level 8+
difficult to take their eyes off of you, with their focus being You have mastered a variety of special recipes, allowing
locked onto you, making it difficult to focus on other you to prepare exotic dishes with useful effects. You
things. This does not make them unable to discern gain the following benefits:
important statements or ignore their drives or goals. If a
creature feels their drives, goals, or ambitions are in • You gain expertise with either the Cooking Kit
jeopardy in any way, they automatically succeed their save. or Survival based on which proficiency you gained
as a result of the Chef feat.
GENIUS CRAFTER • As a Bonus action, you can inspect a drink or
plate of food within 10 feet of you and determine
Category: Skill whether it has been altered in any positive or
You have spent prolonged use with a toolkit, making you negative way and what it does without having to
a genius when using it. You gain the following benefits: make an ability check (Ex. You can tell if a drink
has been poisoned, or if food had a drug added to it
• Increase your Intelligence by 1, to a maximum of 20. that puts you to sleep.)
• You gain proficiency with any one Toolkit. • Over the duration of a short rest, if you
• Whenever you would use the Toolkit to make an ability prepare Special food using the Chef feat, you
enhance its flavor, making it more exotic and
check, you can use your Intelligence in place of any far more flavorful. Creatures who gain the
other Ability modifier. benefit of your Special Food, also become
• As an action, when viewing a construct, you may make immune to the poisoned condition,
an Intelligence Ability check vs a DC (5 + Targets level disease and gain resistance to Necrotic
(if any). On a success, you become aware of any and Poison damage until your next rest.
Vulnerabilities it may have (if any).
• If you are viewing a Structure for at least 10 minutes
per building size category, you can make an
Intelligence Ability check vs a DC 8 + the Size
Category of the structure (Small building: 3,
Medium Building: 4, Large Building: 5, Huge
Building: 6, Gargantuan building: 7*). On a
success, you become aware of one or two
secret passage way entrances or exists,
within your line of sight.

GENJUTSU EXPERTISE

Category: General, Genjutsu
Your mastery of the Illusionary Arts, allow
you to weave together Genjutsu with
much greater efficiency. You gain the
following benefits:

• Increase your Charisma score by 1, to
a maximum of 20.

• You may instead use Charisma instead
of Wisdom as your Genjutsu Modifier.

• During a long rest, you can prepare and serve a meal HEAVILY ARMORED
that helps you and your allies recover from the rigors
of adventuring, provided you have suitable food and a Category: General, Level 4+
cooking kit. The meal serves up to six people, and each Prerequisite: Proficiency with Medium Armor
person who eats it regains three additional Hit Dice at You have trained to master the use of heavy armor,
the end of the long rest. Addition, those who partake gaining the following benefits:
of the meal increase their maximum hit points by, and
gain additional hit points equal to 2d10 for the next 8 • You gain proficiency with heavy armor. If you are
hours. already proficient with heavy armor, instead increase
your Strength score by 1, to a maximum of 20.
HAND SEAL EXPERT
• While you are wearing heavy armor, all non-psychic
Category: General damage is reduced by an amount equal to half of your
You’ve practiced utilizing Ninjutsu & Genjutsu in close armors damage reduction.
quarters and in contested conflicts, learning techniques
that grant you the following benefits: • When you are wearing heavy armor, reduce your heavy
armors Bulk by half (rounded down).
• When making a ranged Ninjutsu or Genjutsu attack
while you are within 5 feet of a hostile creature, you do HERBALIST
not have disadvantage on the attack roll.
Category: Skill
• When a creature would attempt to counter, clash, You are adept at harnessing the useful properties of
negate or interrupt a jutsu you cast on your turn, they herbs and other plants. You gain the following benefits:
must attempt the ability check to counter, clash,
negate or interrupt regardless if they have a feature or • You gain proficiency in Nature.
jutsu that says otherwise. They increase the DC to • You can apply natural cures and medicines to heal your
counter your jutsu by +2. If they initiate a clash, they
instead take a -2 penalty to their Clash check. allies. So long as you are near a variety of plants and
natural foliage you can make an Intelligence (Medicine)
• As a reaction, when a creature would make handseals, check in place of a Wisdom (Medicine) check.
you can make an Intelligence (Ninshou) check vs their • If you are in wilderness you can treat the surrounding
jutsu save DC. On a success, you become aware of the natural foliage as if you have a Medicine kit.
jutsu being cast, what it does, its damage, Save DC and • Over the course of a short rest, you can make an
chakra cost. Intelligence (Nature) check to search for special plants
and herbs which can be used to create a special salve
HEALER which you or another creature can consume or apply to
yourselves or another willing creature as an action. The
Category: Skill DC to find the plants needed to create the salve are listed
You are an able medic, allowing you to mend wounds in the Herbalist chart at the end of this feat. If you succeed
quickly and get your allies back in the fight. You gain the on the check, you pick one of the salves you want to make
following benefits: that has a DC lower than or equal to your checks result.
You can only make one Salve per rest. These Salves retain
• Increase your Wisdom score by 1, to a maximum of 20. their potency for up to 24 hours as you infuse your chakra
• You gain proficiency in Medicine Kits. into them. You can only have two salves at any given time.
• When you make an ability check, using a Medicine Kit If you ever gain a third salve, one of the previous salves
lose potency and becomes inert. You can only find special
to stabilize a dying creature, that creature also regains plants for these salves in any given location within 10
1 hit point becoming conscious. miles twice per month.
• As an action, you can spend one uses of a medicine kit
to tend to a creature. When you tend to a creature in HERBALIST CHART
this way, you spend a number of their hit die up to half
of their remaining hit die. You roll each hit die spent. DC Salve Name Effect
They regain hit points equal to the result + your
Medicine bonus. This is a patch job and not meant to 10 Bitter Salve End the Poisoned condition and recover 1d8 + 4 Hit
be a primary way to heal someone mid combat. A points
creature whom you use this action on who was at 0 hit
points prior to this action, awakes with 2 ranks of 12 Sweet Salve Regain the ability to Mold chakra and recover 1d8 + 4
weakened and are dazed until the end of their next chakra points
turn.
• As a bonus action, you can spend a use of your 15 Gelatinous Select one damage type. You reduce all damage
medicine kit. If you do, you enhance the next Military
ration or Blood pill that you or another creature Salve inflicted by that damage type by 5 for 1 minute.
consumes. When you do they instead gain the
maximum benefit of consuming one of these pills and 17 Sour Salve End the Charmed or Feared condition and recover
do not need to roll. 2d8 + 12 hit points

20 Tangy Salve End the Stunned or Paralyzed condition and recover
2d8 + 12 chakra points.

22 Salty Salve Regain 1d4 + 1 hit points at the end of each of your
turns for 1 minute.

25 Rock Salve You gain resistance to all damage for 1 minute.

27 Taffy Salve Your AC becomes 15 + Your proficiency bonus for 1
minute if it is lower than the result. Your AC cannot be
reduced below this value for the duration.

30 Omni Salve Select two of any previous Salves and combine their
effects.

HISTORIAN INSECT NEST INTEGRITY

Category: Skill Category: Clan
Your study of history rewards you with the following Prerequisite: Aburame Clan
benefits: You learn to utilize the hive mind integrity of your
insects to cast and maintain Ninjutsu, you gain the
• Increase your Intelligence score by 1, to a maximum of following benefits:
20.
• Increase your Wisdom score by 1, to a maximum of 20.
• You gain proficiency in the History skill. • You can use your Wisdom Modifier for Aburame Jutsu,
• When you take the Help action to aid another
Attack modifiers and save DC's regardless of your
creature’s ability check, you can make a DC 15 class.
Intelligence (History) check. On a success, that • You learn one additional Aburame Clan Jutsu that you
creature’s check gains a bonus equal to your qualify for.
Intelligence modifier, as you share pertinent advice • You can learn and Create Aburame Clan jutsu in half
and historical examples. the time.
• As an action on your turn or as a reaction to seeing a
creature for the first time, select one creature you can INSPIRING LEADER
see you can. Make an Intelligence (History) check vs a
DC (8 + Creatures level). On a success, you become Category: General
aware of this creatures primary jutsu type or method Prerequisite: Charisma 13+
of combat as you recall reading or researching about You can spend 10 minutes inspiring your companions,
them. You can only use this feature on a creature once shoring up their resolve to fight. When you do so, choose
per long rest. On a failure, you cannot immediately up to six friendly creatures (which can include yourself)
recall anything about them. within 30 feet of you who can see or hear you and who
can understand you. Each creature can gain temporary
IMPROVED CHAKRA EFFICIENCY hit points equal to your level + your Charisma modifier.
A creature can’t gain temporary hit points from this feat
Category: Chakra again until it has finished a short rest.
You have gained greater control over your chakra,
gaining the following benefits:

• Increase your Constitution score by 1, to a maximum
of 20.

• You may select 1 Jutsu you currently have. That jutsu
now costs 2 less Chakra to use (Min 1). You may Switch
the target of this feat once per full rest.

• You may select one clan or class feature you currently
have that costs chakra. That features cost is reduced
by half. You may switch this feature once per full rest.
If a feature has sub-features or multiple costs, pick
one. (Such as Chakra Strike from Weapon Flurry)

• If you do not have a clan or class feature that costs
chakra, you instead gain 1 additional use of one clan or
class feature. You cannot switch this feature.

• When you use a jutsu that requires concentration. You
may reduce the chakra cost per round by 1. (Min 1)

IMPROVED CRITICAL

Category: Critical
Prerequisite: Level 12+,
You learn how to capitalize on the faults in your
opponent’s guard and control the flow of combat. You
gain the following benefits:

• Select one of the following, Attacks made with the
selected attack type have an increased critical threat
range of +1;
• Ninjutsu attacks
• Taijutsu attacks
• Genjutsu attacks
• Melee or Ranged Weapon attacks.

• Your maximum critical threat range is increased to +5
for the chosen attack type.

• When you score a critical hit, you add one additional
damage die to the damage dealt.

• You can take this feat more than once, each time
selecting a different attack type

INSPIRING PRESENCE • When you take the dash action, you may move an
additional +10 feet.
Category: General
Your presence on the battlefield is a source of • When a creature makes an attack roll against you, you
inspiration. You gain the following benefits: can use your reaction to impose disadvantage on the
roll. You can choose to use this feat after the creature
• Increase your Charisma score by 1, to a maximum of makes its attack roll, but before the GM determines
20. whether the attack hits.

• As an action, you can let out an inspiring battle cry. LIGHTLY ARMORED
Select a number of creatures that can hear you equal to
your Charisma modifier. (Min 1.) Each of these Category: General
creatures gain a bonus to their next two ability checks You have trained to master the use of light armor, gaining
or attack rolls equal to your Charisma modifier. the following benefits:

• As a bonus action, you let out a reassuring howl, • Increase your Dexterity score by 1, to a maximum of 20.
ending the frightened or charmed condition on • You gain a +1 bonus to Dexterity saving throws while you
yourself and a number of allies that can hear you equal
to your Charisma modifier. (Min 1.) are not prone or incapacitated.
• While you are wearing light armor, you reduce its bulk to
• As a reaction, when you or a creature you can see
would make a saving throw, you let loose a bracing 0.
growl. Select creature gains proficiency in the saving • While you are wearing light armor, your speed increases
throw if they were not already. If they are proficient
they instead gain a bonus to their save equal to your by 5 feet.
Charisma Modifier. Regardless, this bonus lasts until
the end of the current turn. MANEUVERABLE

• Once you have used each of this feats abilities once, Category: General
you must complete a rest before you can use them You’ve learned that you are at your best when you’re on the
again. move. You gain the following benefits:

INVESTIGATOR • Your speed increases by 5 feet.
• You Ignore the first 10 feet of any difficult terrain you
Category: Skill
You have an eye for detail and can pick out the smallest encounter per turn.
clues. You gain the following benefits: • When you move at least 10 feet on your turn, the attack

• Increase your Intelligence score by 1, to a maximum of roll you make before the end of your turn, gains a +2
20. bonus.
• When you move at least 10 feet on your turn and hit a
• You gain proficiency in Investigation or the Forensics creature with an attack and that creature has not willingly
Kit (Pick one). moved since the beginning of its previous turn, you gain a
+2 bonus to your damage roll(s).
• You can take the Search action or make an Intelligence
(Investigation) check as a bonus action. MASTER OF DISGUISE

• When you make an Intelligence (Investigation) check, Category: Skill
if your result is 5 or higher than the DC, you gain You have honed your ability to shape your personality and
additional information or clues into the given mystery visage into that of others with a surprising level of detail.
or situation. You gain the following benefits:

• By spending 10 minutes studying an area the size of a • You gain proficiency with the disguise kit.
small room, you can begin to see echoes of the last 24 • You gain proficiency with performance.
hours in the given area. This echo plays in your mind • When you are mimicking a creature, you have advantage
as if watching a movie backwards and all the actors are
replaced with featureless different colored humanoid on performance checks made to impersonate that
figures which you cannot attribute a name or face to. creature.
This scene plays out in its entirety, and you can • If you spend 10 minutes observing a creature, you can
rewind, slow down, or speed up this echo at will. You then spend 1 hour crafting a disguise, you can quickly don
cannot replay an echo if 24 hours has passed. While to mimic that creature. Making the disguise requires a
viewing this echo, you can make Intelligence disguise kit. When you don this disguise, you become
(Investigation) checks of varying difficulty set by the difficult to distinguish between the actual creature. Your
DM to gather information from the echo based on voice changes to match theirs, and creatures have
what’s happening. disadvantage on Wisdom (Insight) checks to see through
your disguise. This disguise only lasts for a short while,
LIGHT STEP MASTERY maintaining its potency for no more than 1 hour before
you require at least 10 minutes to touch up the disguise. If
Category: Taijutsu another creature sees you touching up the disguise, they
You’ve mastered the art of fighting while minimally are immediately able to discern it as a disguise.
armored, treating combat as an elegant dance. While you
are wearing no armor, you gain the following benefits: MASTER WEAVER

• You gain a +1 bonus to damage rolls you make with Category: General, Level 8+
unarmed strikes and weapon attacks. You have practiced casting Ninjutsu or Genjutsu in the
midst of combat, learning techniques that grant you the
• As a part of making a weapon attack, you can choose to following benefits:
move 5 feet in any direction before or after you make
the attack roll. This movement does not provoke • You have advantage on Constitution Ability Checks
attacks of opportunity. that you make to maintain your concentration on

Jutsu when you are maintaining two of them at the combat as you are invoking a menacing glare, phrase or
same time. demeaner towards them.
• Select one jutsu you know of C-Rank or lower that you
must concentrate on. When you cast this jutsu at its MENTAL BOONS
base rank, you do not need to spend the chakra cost to
maintain the jutsu at the beginning of each of your Category: Clan
turns. You can switch this jutsu when you complete a Prerequisite: Yamanaka Clan
long rest. You've learned to adapt your mental acuity to keep your
• When a hostile creature's movement provokes an opponent’s guessing, you gain the following benefits:
opportunity attack from you, you can use your reaction to
cast a ninjutsu or Genjutsu at the creature, rather than • Increase your Charisma by 1, to a maximum of 20.
making an opportunity attack. The Jutsu must have a • You may use your Charisma instead of Wisdom for
casting time of 1 action, must require a Ninjutsu or
Genjutsu attack roll and must target only that creature. your Genjutsu Attack Bonus and Save DC instead of
whatever your Class dictates.
MEDIC • You gain a Yamanaka Boon that you qualify for.
• You can learn and create Yamanaka Hijutsu in half the
Category: Skill time.
You master the physician’s arts, gaining the following
benefits: MOBILE

• You can add jutsu with the Medical Keyword to your Jutsu Category: General
list. You are exceptionally speedy and agile. You gain the
following benefits:
• You gain proficiency in the Medicine skill.
• During a short rest, you can clean and bind the wounds of • Your speed increases by 10 feet.
• You can Dash as a Bonus action.
up to six willing beasts and humanoids. Make a DC 15 • Your movement speed cannot be reduced below half as
Wisdom (Medicine) check for each creature. On a success,
if a creature spends a Hit Die during this rest, that a result of a jutsu, feature or trait. (This does not count
creature can forgo the roll and instead regain the for the Exhaustion, Grappled, Restrained or Slowed
maximum number of hits points the die can restore. A Conditions.)
creature can do so only once per rest, regardless of how • When you encounter difficult terrain, you can as a
many Hit Dice it spends. bonus action, make a DC 11 Dexterity check. On a
• Over the course of a long rest, you can remove any one success it doesn’t cost you extra movement on that
condition or disease currently affecting yourself or a turn.
single ally who you can reach for the duration of the long • When you make a melee attack against a creature, you
rest. At the rests conclusion, they are healed of the disease don’t provoke opportunity attacks from that creature
or condition, gain the benefits of a long rest, and gain for the rest of the turn, whether you hit or not.
resistance to the disease or condition until their next rest.
MODERATELY ARMORED
MENACING
Category: General
Category: Genjutsu Prerequisite: Proficiency with Light Armor
You become fearsome to others, gaining the following You have trained to master the use of medium armor,
benefits: gaining the following benefits:

• Increase your Charisma score by 1, to a maximum of 20. • You gain proficiency with medium armor. If you are
• You gain proficiency in the Intimidation skill. already proficient with medium armor, instead
• When you are speaking to or staring at a non-hostile increase your Strength or Dexterity score by 1, to a
maximum of 20.
creature who is both lower level than you and their
passive insight is less than your Intimidation bonus + 10, • Reduce Medium armor bulk by half.
you can choose to make them feel uneasy around you and • While you are wearing medium armor, you can add 3,
slightly on edge. While they are not afraid of you, they
have a sense of dread in regards to you. They are more rather than 2, to your AC if you have a Dexterity of 16
inclined to avoid or not interfere with you. This does not or higher.
work if your actions or intent seems to be antithetical to • Wearing Medium armor does not impost any penalty
the creatures in question goal, ambition, drive or mission. to Dexterity (Stealth) checks.
• As a bonus action on your turn, you can attempt to
demoralize one non-undead, non-construct, creature you MONSTROUS RESERVES
can see within 30 feet of you that can see and hear you.
Make a Charisma (Intimidation) check contested by their Category: Clan
Wisdom (Insight) check. If you succeed, the target is Prerequisite: Uzumaki Clan, Level 12+
demoralized. A demoralized target takes a -1 penalty to You've conditioned your body to generate more chakra
attack rolls, damage rolls and non-Wisdom Saving as your push your limits, you gain the following benefits:
throws and ability checks. This can stack up to 5 times. A
demoralized creature at the end of each of their turns • Increase your Constitution score by 1, to a maximum
make a Wisdom check vs your Genjutsu save DC. On a of 20.
success they are no longer demoralized. Otherwise, a
creature is no longer demoralized if and when the source • Your chakra point maximum increases by an amount
of its demoralization can no longer be perceived by them. equal to twice your level.
Using this on a non-hostile creature does not provoke
• When you gain a level and you benefit from the
Wellspring of Chakra Clan feature, you double the
bonus to your total chakra.

NATURE RELEASE NINSHOU THEORIST

Category: Chakra Category: Ninjutsu
You learn how to mold chakra into one of the 5 Prerequisite: Intelligence 15+
Elements, you gain the following benefits: You study the Ninshou arts, gaining the following
benefits:
• Increase your Intelligence Score by 1, to a Maximum of
20. • Increase your Intelligence score by 1, to a maximum of
20.
• You select one of the 5 Following Nature Releases.
Fire, Water, Lightning, Wind, Earth. You are now able • You gain proficiency in the Ninshou skill.
to add jutsu with the corresponding Keyword to your • Over the course of a short rest, you attempt to theorize
jutsu list.
on how to manipulate the concept of a jutsu you know
• You learn one Ninjutsu of the corresponding Nature to bend it to your will. Make an Intelligence (Ninshou)
Release that you selected, that you qualify for. check vs a DC (15 + The rank of the jutsu, D-Rank: 1, C-
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a success,
• You can take this feat more than once, each time until your next rest, the selected jutsu is always under
selecting a different nature release. one of the following Efficient moldings from the
Ninjutsu Specialist Class. This does not increase the
NIN-DOG TRAINING cost of the jutsu by the Efficient molding costs as seen
in the Ninjutsu Specialist Class. Once selected this
Category: Clan cannot be undone until you complete your next rest.;
Prerequisite: Inuzuka Clan
You Train with your Nin-Dog enhancing its potential • Careful Ninjutsu (Max of 3 creatures.)
and allowing it to last longer in a fight, you gain the • Distant Ninjutsu
following benefits: • Piercing Ninjutsu
• Tenacious Ninjutsu
• Increase Your Strength or Wisdom score by 1, to a • Widened Ninjutsu
Maximum of 20.
PERCEPTIVE
• Increase your Nin-Dogs ability score of your choice by
1, to a maximum of 20. Category: General
You hone your senses until they become razor sharp. You
• Your Nin-Dog's Hit Point and Chakra Point maximum gain the following benefits:
increases by Twice your level.
• Increase your Wisdom score by 1, to a maximum of 20.
• Your Nin-Dog can learn 1 Inuzuka Clan Hijutsu that • You gain proficiency in the Perception skill.
you qualify for, without you needing to know it • Being in a lightly obscured area doesn’t impose

• Whenever you gain a level thereafter, its hit points and disadvantage on your Wisdom (Perception) checks if
chakra point maximum increases by an additional 2. you can both see and hear.
• You have a +5 bonus to your passive Wisdom
NINJA SLAYER (Perception) and passive Intelligence (Investigation)
scores.
Category: Taijutsu • If you can see a creature’s mouth while
You have practiced techniques useful in melee combat it is speaking a language you
against Shinobi Ninjutsu & Genjutsu, gaining the understand, you can interpret what
following benefits: it’s saying by reading its lips.

• When a creature within 5 feet of you casts a Ninjutsu
or Genjutsu, you can use your reaction to make a
weapon attack against that creature at advantage
before the effects of their jutsu take place.

• When you damage a creature that is concentrating on
a Jutsu, that creature has disadvantage on the saving
throw it makes to maintain its concentration.

• You have advantage on saving throws against Ninjutsu
& Genjutsu cast by creatures within 10 feet of you.

NINJUTSU ARCHIVIST

Category: Ninjutsu
Prerequisite: Level 4+
Your Focus in the heat of Combat and mastery of
Handseals, allow you weave ninjutsu with much greater
efficiency. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of
20

• You learn an additional ninjutsu that you qualify for.
This does not count against your Jutsu Known.

• The next time you would hit 5th, 9th, or 13th level, you
learn one additional Ninjutsu of 1 rank lower than your
highest known jutsu rank.

• If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank is passed
13th level

POISONER QUICK FINGERED

Category: General Category: Skill
You have studied the secrets of poisons and toxins, Your nimble fingers and agility let you perform sleight of
gaining the following benefits: hand. You gain the following benefits:

• Increase your Intelligence by 1, to a maximum of 20. • Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency with the poisoner’s kit. • You gain proficiency in the Sleight of Hand skill.
• Reduce the DC to create Poisons by an amount equal to • You can perform a Sleight of hand check as a bonus

1/3rd of your proficiency bonus. action.
• You can apply a poison to a weapon as a part of the • Your skills in thievery are so great that you can even

same action use to attack with the weapon. pickpocket or plant something up to 30 feet away.
• During a short rest, you can infuse your chakra into a • As a reaction to a creature making a weapon attack

single dose of poison. To use this benefit, you must targeting you, you can make a Dexterity (Sleight of
have a poisoner’s kit & have a poison of any type. You hand) check vs the targets attack roll. On a success,
can only have one infused poison this way. This you disarm them so quickly that they are unaware you
infused poison can use either it’s listed Save DC or have disarmed them. Their attack becomes an
your Ninjutsu Save DC (You decide.). Additionally, if it unarmed attack. They don’t become aware that they
deals damage, it deals additional damage equal to an have been disarmed until after the attack has
amount of damage die, equal to 1/3rd of your concluded.
proficiency bonus.
QUICK WITTED
POWERFUL CRITICAL
Category: General
Category: Critical Great ideas come to you naturally, often when your life
Prerequisite: Improved Critical, Level 16+ depends on it. You always have a plan, or at least parts of
When you score a critical hit. The world recognizes who you it. You gain the following benefits:
are. You gain the following benefits:
• Increase the Intelligence ability score by 1, to a
• When you score a critical, you reroll all 1’s and 2’s, until maximum of 20.
all die are greater than a 1 or 2.
• You can use your Intelligence modifier instead of your
• When you score a critical, you increase the damage die by Dexterity modifier when making Initiative checks.
an amount equal to half your proficiency bonus.
• When you would make a Dexterity saving throw, you
• The first time each turn, you score a critical hit all hostile can instead make an Intelligence saving throw. You can
creatures within 60 feet of you gain 1 rank of fear. use this feat a number of times equal to your
Intelligence modifier. You regain all expended uses of
• Creatures cannot reduce the damage of your critical hits. this feat when you complete a long rest.
• When you score a critical hit the grass dies, tree’s wilt, the
RESILIENT
air becomes stale and you shatter the ground making it
difficult terrain in a 20-foot radius where you scored the Category: General
critical hit. Choose one ability score. You gain the following benefits:

PRACTICED ADEPT • Increase the chosen ability score by 1, to a maximum of
20.
Category: General
You have acquired skills over your career, gaining the • You gain proficiency in saving throws using the chosen
following benefits: ability.

• Increase an ability score of your choice by 1, to a • You can take this feat multiple times.
maximum of 20.
SEAL WEAVER
• You gain proficiency in any combination of three skills or
tools of your choice. Category: General
You’ve practiced casting Jutsu in quick succession,
• You can take this feat multiple times. learning techniques that grant you the following
benefits:
PRACTICED EXPERT
• When you cast a Ninjutsu or Genjutsu with a casting
Category: General time of an action, you may use your bonus action to
You have honed your proficiency with particular skills or cast a jutsu of the same type with the same casting
tools, gaining the following benefits: time.

• Increase an ability score of your choice by 1, to a • When you cast a Ninjutsu or Genjutsu with a casting
maximum of 20. time of a bonus action, you can reduce the cost by half
as long as it is no higher level than your highest rank
• You gain proficiency in one skill or tool of your choice. known.
• Choose one skill or tool you are proficient in. You gain
• Once you’ve used either effects of this feat twice, you
expertise in that skill. must complete a long rest before you can use it again.
• You can take this feat multiple times.

SHINOBI SENTINEL TANDEM TACTICIAN

Category: Taijutsu Category: General
You’ve mastered techniques to take advantage of every Your presence in a scrap tends to elevate your comrades.
drop in any enemy’s guard; in tight spaces you are You gain the following benefits:
indomitable. While you are wielding a melee weapon
with which you are proficient, you gain the following • You can use the Help action as a bonus action.
benefits: • When you use the Help action to aid an ally in

• When you hit a creature with an opportunity attack, attacking a creature, increase the range of the Help
the creature’s speed becomes 0 for the rest of the turn. action by 10 feet.
• You can help two allies targeting the same creature
• Creatures within 5 feet of you provoke opportunity within range when you use the Help action this way.
attacks from you even if they take the Disengage
action before leaving your reach. TOUGH

• If a creature makes an attack of opportunity against Category: General
you, you can as a reaction, make a melee weapon Prerequisite: Durable Feat
attack against them. You have the blood of heroes flowing through your veins.
You gain the following benefits:
STEALTHY
• Increase your Constitution score by 1, to a maximum
Category: General of 20.
You know how best to hide. You gain the following
benefits: • You can now fail up to 5 Death saving throws before
dying.
• Increase your Dexterity by 1, to a maximum of 20.
• You gain proficiency in the Stealth skill. • Whenever you take the Dodge action in combat, you
• You can perform the Hide action as a bonus action. can spend one Hit Die to heal yourself. Roll the die, add
• If you are hidden, you can move up to 10 feet in the your Constitution modifier, and regain a number of hit
points equal to the total (minimum of one).
open without revealing yourself if you end the move in
a position where you’re not clearly visible. WEAPON EXPERT
• Creatures have a -5 penalty to Wisdom (Perception)
checks made to search for you, while you are hidden Category: Taijutsu
from them. You have practiced extensively with a variety of
weapons, gaining the following benefits:
TAIJUTSU ARCHIVIST
• Increase your Strength or Dexterity score by 1, to a
Category: Taijutsu maximum of 20.
Prerequisite: Level 4+
Your Focus in the heat of Combat and mastery of Martial • You gain proficiency with all Martial Weapons
arts, allow you weave taijutsu together with much • Once per turn when you roll damage for a weapon
greater skill. You gain the following benefits:
attack using a weapon with which you are proficient,
• Increase your Strength or Dexterity score by 1, to a you can reroll the weapon’s damage dice and use
maximum of 20. either total.

• You learn an additional taijutsu that you qualify for. WHITE CHAKRA SURGE
This does not count against your Jutsu Known.
Category: Clan
• The next time you would hit 5th, 9th, or 13th level, you Prerequisite: Hatake Clan, Level 4+
learn one additional Taijutsu of 1 rank lower than your You have begun to master your White chakra, increasing
highest known jutsu rank your potential with Lightning Release Techniques,
gaining the following benefits:
• If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional • Increase your Intelligence or Charisma score by 1, to a
D-Rank if passed 5th level, 1 additional C-Rank if maximum of 20.
passed 9th level, and one additional B-Rank if passed
13th level. • You gain additional White chakra equal to your
character level. You gain an additional +1 white chakra
TAIJUTSU EXPERTISE every level after you gain this feat.

Category: General, Taijutsu YIN CHAKRA MASTERY
Your Focus in the heat of Combat and mastery of the
martial arts, allow you to fight with much greater Category: Clan
efficiency. You gain the following benefits: Prerequisite: Kuru Clan

• Increase your Dexterity score by 1, to a maximum of You've mastered the imitation of nature release jutsu
20. with your Yin chakra. You gain the following Benefits:
• Increase your Wisdom score by 1, to a maximum of 20
• You may instead use Dexterity instead of Strength as • Choose one of the 5 nature releases: Earth, Wind, Fire,
your Taijutsu Modifier.
Water, Lightning. You can add jutsu of the
• You may use Dexterity instead of Strength for your corresponding Keyword to your jutsu list. However,
Unarmed Attack and damage rolls. when you do so, the jutsu loses the nature release
keyword, gaining the Hijutsu keyword. If the jutsu
would deal damage of the nature release, it instead
deals necrotic damage.

CHAPTER 14: ALLIES & ADVERSARIES

he World of Naruto is full of unique characters. ADVERSARY

TFriends and Foes if you will. These characters “Adversaries” are a classification of hostile or
fill the world with unique perspectives and potentially non-friendly NPCs that the players have
traits. Below we will detail how this game chances and the option of fighting. Unlike in normal
differentiates both Friends and Foes. Dungeons and Dragons 5e we will not be using combat
While we generally differentiate between the types of rating (cr) instead we will go with a totally different
NPC’s the players will encounter, it is also beneficial to system that equates monsters challenge level to players
set expectations in how the rest of the world is levels, and introducing a system that does the following
structured. (All Credit goes to for laying the groundwork for this
system rework):
EVERY DAY NPC’S
• Adversaries no longer have cr, replaced by Levels.
While within the world of Naruto, there are high flying • Adversaries are now classed into different Ranks
shinobi and samurai performing world altering attacks,
breathing fire, calling on lightning and creating “Minions, Standard, Elite, Solo”
tornados. There are many more civilians, guardsman, • Adversaries now have roles that define their play style
bakers. Nobles, merchants and everyday people who
cannot fathom the power that such grand Shinobi hold. and encourages group combat.
• Adversaries now have “Standard” Stat lines that can
When creating a supporting cast of NPC’s remember
that the Players characters are meant to be be applied for generating strengths and weaknesses
extraordinary, their growth rate will dwarf a significant on the fly.
volume of the population. To better demonstrate this • Adversaries now have a pool of predesigned features,
here are a few key things to keep in mind. traits and abilities they can be given to create unique
mechanics.
• An ability score of 8 is absolutely average within the • Adversaries now provide standard XP values.
world, with most common people never exceeding a 12 • Adversaries now have different Attack categories that
in 2 or more scores. can be applied: “Common Attacks, Uncommon
Attacks, Power Attacks, Jutsu Attacks, Condition
• Most civilians, guards, merchants etc. will never reach Attacks, Overkill Attacks, & Recharge Attacks”
beyond level 4.
THE ADVERSARY PROFILE
• The Average Genin ranges between Levels 1-4.
• The Average Chunin ranges between levels 5-8 When creating an Adversary, you will go down this list of
• The Average Jonin ranges between levels 9-12 stats which can be customized as you go along each step:
• Most Kage with some notable exceptions range
• Rank: A flexible adjustment system, which decides the
between 13-15 overall threat level of an Adversary.
• Most Legendary shinobi and samurai with world
• Level: A one to one match for players character levels
altering techniques range between 16-20 to adjust appropriate challenge levels.

While this is a general guide to follow you can stretch the • Role: Every Adversary has a role in combat which
boundaries as much as you want. describes their focus on the battlefield.

ALLIES • Clan: Every Adversary has a clan they would belong
too, which helps define them.
Allies are a classification most people call Non-Hostile
or Friendly NPC’s. While they exist within the world as • Class: Describes the class of adversary this is ranging
the characters the DM will act on the behalf of and the from Minion up to Solo.
players will interact with for most of your campaign,
they can be given Stats, abilities, and even a character • Armor Class (AC): This represents how hard the
sheet unique to them. adversary is to hit with an attack, whether due to
armor, agility, Jutsu, training, or some other
Characters whom you designate to be friends have two significant feature unique to them.
different avenues towards character creation.
• Hit Points: The amount of damage that the adversary
If you want your Non-Hostile/Friendly NPCs to have can endure before it dies.
combat abilities similar to a Player then It is suggested
to build them as a PC but with Average Hit points/Chakra • Chakra Points: The amount of energy the adversary
Points. They also do not follow the normal Highest has to perform its Abilities or Jutsu before it no longer
Ranked Jutsu known limitations. can.

If you want your Non-Hostile/Friendly NPCs to have • Speed: The adversaries movement speed.
traits that are simpler to keep track of, you can build • Attack Bonus: This Represents the adversary’s ability
them as an “Adversary” the official name for this
Conversions “Monsters”. Building Friendly/Non-Hostile to make successful attacks- Melee, Ranged, Jutsu.
NPCs as adversaries will follow the same rules listed in • Damage: This is the amount of damage an adversary
the “Adversary” Section.
can cause with a successful attack with melee, ranged
or jutsu. This is by no means a hard number and
should be followed verbatim, instead view this as an
average amount of damage an adversary should be
able to output per round on successful attacks.
• Jutsu DCs: This shows the primary, secondary and
weakest DCs of each of the 3 Jutsu types that the
adversary may use.

• Ability Modifiers: These are the Adversaries ability STEP 2. PICK A CLASS
modifiers. These can be arranged however you see fit.
Unlike player characters, adversaries can have Your next step is to assign a class to your new adversary.
bonuses naturally up to +10 Unlike players, adversaries are split into 4 defined
classes, each further adjusting a adversaries Hit/Chakra
• Saving Throws: These come in 3 grades. Best, Average, points, Initiative and even XP worth. The 4 Classes are;
Worst. Use the highest for the adversaries best stat the
Average for the 2nd and 3rd stats and worst for the last • Minion: These are grunts. These adversaries are not
3 stats. meant to challenge your players skills or test their
power. These adversaries are the swarms or groups of
• Initiative: Your Adversaries combat reaction speed. guards, nameless individuals of no worth, and random
• Traits: Passive Perks the Adversary has from their hostile entities that pose little threats on their own.
Minions are meant to be a part of large groups or used
Role & rank. in a way to manipulate the Action Economy of the
• Abilities: Active or Reactive features similar to a encounter. On average if you want to challenge a
single player, you want to throw at least 4-6 Minions
player’s class features. at a single player.
• Jutsu: Abilities the Adversary has that can be used
• Standard: These are your average threat. Another
every turn but costs their chakra points to use. similarly skilled individual. Someone who can take a
beating and potentially throw it back at the player.
BUILD YOUR ADVERSARY These enemies have the potential to drain your players
of resources, challenge their formation, or even deal
Once you're ready to start building your monster, there significant harm. On average if you want to challenge a
are six basic steps to consider: single player, you want to throw at least 1-2 Standards
( LINK TO ADVERSARY BUILDER ) at a single player.

1. Assign a Rank: Decide the overall threat level of • Elite: These are your high-ranking individuals within
your adversary. The higher the rank, the larger their an organization or group. Elites are a step above
Hit/Chakra die, AC bonus, to hit Bonus, Save DC’s Standards and usually command Standards and
and Damage per action bonus Minions alike. They usually have a group of
Minions/Standards at their disposal during an
2. Pick a Class: This determines, your adversaries encounter. Elites can hit just as hard or even harder
lethality. Minions are far less capable combatants; than a player. They also have special resources and can
Standards are the average threat in the world. Elites even act multiple times during a single round. Elites
are notable high-ranking enemies, and Solos are are extremely potent in their ability to challenge
extremely potent and menacing threats. players. On average if you want to challenge players,
for every 1 Elite, this will pose a challenge for 1 to 2
3. Pick a Level: Decide how dangerous your adversary players.
should be. The higher the level, the bigger the threat
it will be towards the players. • Solo: These are your Bosses. Super Elite Shinobi or
powerful Shamans, high ranking Samurai or undead
4. Assign a Role: Choose how your adversary will menaces, Chakra Beasts or unnatural monstrosities.
function in combat. Different roles confer different These adversaries should be tough show stoppers.
benefits. (Higher/Lower AC, saving throw bonuses, Able to change the scene, alter the environment, and
Hit points, movement speed etc.) even force new combat mechanics on your players,
even if but a single fight. On average a single Solo,
5. Assign a Clan: Choose what clan your Adversary should be able to handle as many players as you have.
hails from.
LEVEL 3. PICK A LEVEL
6. Assign Traits: Give your adversary some quick traits
from the list of traits below. Select traits that fit the Your next step is to assign a level to your new adversary.
flavor and theme of the adversary. QuickStart adversaries don't use traditional challenge
ratings. Instead, they use Adversary levels to determine
7. Assign Class specific Abilities: Add some special their base strength. Adversary levels are a one-to-one
abilities based on the role of your adversary, which match for character levels—one 4th-level Adversary
assists in making your adversary stand out. should be a decent contest for one 4th-level player
character. For a medium challenge, use the same level as
8. Assign Jutsu: Give your adversary some Jutsu that your average player character. Add +2 levels to make it a
rounds out their set and range of attacks. This more dangerous encounters, or -2 levels for an easier
allows you to build an adversary that can perform time. Once you've decided on a level, check the
unique set of attacks. Adversary Statistics by Level table to find your
Adversaries basic attributes AC, hit points, attack
9. Personalization: Tweak the default Adversary Stats bonuses, damage, etc.
if needed to better suit your group of players.
STEP 4. APPLY A ROLE
STEP 1. PICK A RANK
Adversaries, like player characters, have roles to play.
Your first step in designing your own monster or Some charge in to fight in the front-line, some fire away
Adversary is to first decide the rank of this threat. Ranks from the back, some devastate and destroy their enemies
decide the creatures starting Hit/Chakra Die, and with wild abandon, and some lend support to their allies.
bonuses or penalties to its AC, to-hit bonus and any There are seven core roles that you can apply to your
bonuses to damage dealt per turn. The higher the rank adversaries, each with its own strengths and
the bigger the threat. Adjust this when you want to have
your Players to encounter a constantly scaling difficulty
during a mission.

• E-Rank: Inconsequential threats.
• D-Rank: Low level threats.
• C-Rank: Mid-level threats.
• B-Rank: High level threats.
• A-Rank: Extreme level threats.
• S-Rank: Village level threats.

weaknesses: controller, defender, lurker, scout, caster, STRIKER +1 Saving Throws -1
striker, and support x1.25
Armor Class x1.5 Chakra Points x0.75
• Casters: Casters stay out of harm's way, firing at Hit Points
enemies from a distance. They are good at ranged Damage Per Turn +0 Speed +15
attacks, but fall quickly if attacked. x1
SUPPORTER x0.75 Saving Throws +0
• Controller: Controllers disorientate their enemies,
moving them around the battlefield and applying Armor Class +2 Chakra Points x1.5
conditions. Controllers deal little direct damage Hit Points x1.5
themselves, preferring to weaken their enemies and Damage Per Turn x2 Speed +0
allow their allies to attack with advantage.
ICONIC Saving Throws +2
• Defender: Defenders shield their allies and block
enemy attacks. They are harder to hit thanks to their Armor Class Chakra Points x1.5
thicker armor, but often move slower as a result. Hit Points
Damage Per Turn Speed +20
• Generalist: Generalist like to move around, using their
speed and high perception to outmaneuver their picked a role, check the Monster Roles table (p7) to see
enemies. They tend to be lightly armored and carry
smaller weapons to keep their weight low and speed how it affects your adversary’s attributes.
high.
STEP 5. ASSIGN A CLAN
• Lurker: Lurkers hide out of sight until they see a weak
point, then attack for massive damage. They are glass To give your adversary additional depth and mechanical
cannons, capable of dealing a lot of damage yet easily versatility, you assign them a clan that they would hail
defeated if cornered. from. This clan will provide them open access to that
chosen clans Hijutsu and access to modified versions of
• Striker: Strikers forgo defense and focus on hitting the that clans features, in the form of Adversary Clan
enemy hard. Strikers are easier to hit but deal more features.
damage with their attacks.
STEP 6. ASSIGN TRAITS
• Supporter: Supporters provide aid to their allies,
keeping them in peak condition. Supporters deal little To give your adversary some flavor, add one or two
damage and are relatively frail—they need protection passive traits based on its class or faction. Traits help
to survive long on the battlefield. your adversary feel more unique, but try to keep them
simple, avoid complicated mechanics or using more than
• Iconic: Ionics are unique adversaries who have access two traits per adversary. See the Adversary Traits table
to all other role traits as well as their own. These for a list of example traits you can apply to your
should be named creatures who are special in their adversary. Make your own if the examples don't fit your
own right. particular adversary.

Each role changes the default monster statistics in STEP 7. ASSIGN ROLE SPECIFIC ABILITIES.
some fashion—granting more AC, or reducing damage,
or inflating health. Try to use a variety of roles to create Now it's time to add some abilities unique to the role
interesting encounters for your players. Once you've they have. Abilities are a good way to distinguish
adversaries from each other and highlight their roles.
CASTER They allow defenders to defend and strikers to strike. See
the Adversary Ability table for a list of example powers
Armor Class -2 Saving Throws +3 you can apply to your adversary.
Hit Points x0.5
Damage Per Action x1.25 Chakra Points x2 STEP 8. ASSIGN JUTSU

CONTROLLER -1 Speed +0 Now it's time to add some Jutsu. While Adversaries have
x0.75 roles that grant them role specific abilities, their roll also
Armor Class x1 Saving Throws +1
Hit Points
Damage Per Turn Chakra Points x2

DEFENDER Speed +0

Armor Class +3 Saving Throws +2
Hit Points x1.5
Damage Per Turn x0.5 Chakra Points x1

Speed +10

GENERALIST +2 Saving Throws -2
x1
Armor Class x1 Chakra Points x1
Hit Points
Damage Per Turn Speed +0

LURKER

Armor Class -3 Saving Throws -3
Hit Points x0.75
Damage Per Turn x1.15 Chakra Points x0.75

Speed +5

covers which Jutsu Types & subtypes they predominantly ELITE ADVERSARY
use.

STEP 9. PERSONALIZATION. Hit Points X2 Chakra Points X2

Finally, compare the adversary template to your player Initiative -2 XP x2
characters and consider tweaking any values that seem a
little over or under-powered. Lower the AC or HP if your Elite Action: You may take one Elite Action at the start or end
players have trouble dealing damage, or reduce the attack of each round to either move or take an additional Action.
bonus or damage if their defenses are a little low.
Elite Tenacity: When you would roll any Saving throw or ability
STEP 10. START PLAYING. check, you may roll an additional d4. You may roll any number
of d4 you have remaining. You have a total number of d4 equal
Your adversaries are now ready. Start your encounter and to your Level per combat.
improvise any extra details as you go.

REFINING AS YOU PLAY ELITE ACTIONS:

During an encounter, you might discover your adversary Elite Actions let your adversaries act multiple times per
is too strong or too weak for your party. That's ok, it's round, helping them to even the odds and be a much
hard to predict just how powerful some abilities can be. If bigger threat in combat essential for elite adversaries
you find you need to update an adversary during live play, who often find themselves outnumbered.
try to do so naturally. Avoid telling players explicitly what
you're doing instead, fold it into the fiction. Elite adversaries have one Elite Action per round
which they take either at the start or end of each round.
MINION, ELITES & SOLOS (This is decided upon either before the battle or when
initiative is rolled.) An Elite Action can do one of the
All but some are more equal than others, proving to be a following:
much bigger threat in combat. Some adversaries are
standard rank-and-file troops, while others are • Move: The adversary can move up to its speed if it is
expendable fodder controlled by great leaders and free to do so. This movement may trigger opportunity
commanders. Some exceptional adversaries are even attacks and reactions as normal from your enemies
capable of taking on an entire party single-handed. This
chapter will help you turn your standard adversary into a • Perform an Action: The adversary can perform a
minion, elite, or solo creature to pit against your players. single action—such as Attack, Dodge, or Help.

MINIONS • Cast a Jutsu: The adversary casts a jutsu that requires 1
action or bonus action.
A minion is weaker than other adversaries, having very
few hit points, they fall quickly in combat, often in one ELITE TENACITY:
hit, if not protected by a strong defender. These are your
lackeys, underlings, and lesser henchmen. Minions rely Elite Tenacity allows your Adversaries to resist powerful
on large numbers to overwhelm the enemy. Four minions effects imposed by your players. This helps to provide
are the equal of one standard adversary and are a great them with the ability to resist crippling conditions that
option if you want to pit your players against mobs, your players may use. This tenacity is represented as d4,
gangs, and hordes. To build a minion, apply the Minion and called a Tenacity die.
template below to any existing QuickStart enemy. When
Elite adversaries have a number of Tenacity die equal
MINION ADVERSARY to their level, which resets per combat. The adversary
may roll any number of Tenacity die up to the number
Hit Points 1-20 Chakra Points 1-20 they have left adding the result to their Saving throws
XP x0.25 and Ability checks.
Initiative -2
SOLOS
creating minion groups, keep things simple for yourself
and use the same role, traits, and powers for each group A solo adversary is a force to be reckoned with, capable
of 4. (4 defender minions, 4 striker minions, etc.) of taking on the entire party of 4 single-handed. These
are your boss monsters, the big-bad fought at the end of
ELITES an adventure. A Powerful Mercenary King, a dominating
elder sage, a chilling skeleton queen. Solo adversary hits
Elites are formidable champions, commanders, and hard, have high defenses, and act multiple times each
leaders. They are a far greater threat than their round. To build a solo, apply the following template to
underlings, able to withstand more damage while hitting any existing adversary:
back harder and more reliably. One elite is the equal of Like elite adversaries, solo adversaries have the ability to
two standard adversary and can act twice a round. Elites act outside of their normal turn with Legendary Actions.
are a great option for mid-boss encounters, as direct Solo adversaries gain 1 Legendary Action per player - 1
underlings of the adventure's primary threat. To build an allowing the adversary to act after each player's turn.
elite, apply the following template to any existing
adversary: LEGENDARY ACTIONS:

Legendary Actions let your adversaries act multiple
times per round, helping them to even the odds and be a
much bigger threat in combat essential for solo
adversaries who often find themselves outnumbered.
Solo adversaries have one per player (minus one), per
round. This helps to balance the action economy and
give your boss adversaries a major boost of fighting
power.
A Legendary Action can be used at the end of any other
creature's turn to do one of the following:

• Move: The adversary can move up to its speed if it is SOLO ADVERSARY
free to do so. This movement may trigger opportunity
attacks and reactions as normal from your enemies Hit Points x (# of Players) Chakra Points x (# of Players)

• Perform an Action: The adversary can perform a Initiative +4 XP x4
single action—such as Attack, Dodge, or Help
Legendary Action: You may take one Paragon Action at the end of
• Cast a Jutsu: The adversary can cast a jutsu that each players turns. This action is used to Move, Take the attack
requires 1 action or bonus action. action, cast a jutsu, or use a feature.

• Use a Feature: The adversary can use a feature that Legendary Resistance (X/Per Day): If the Solo Adversary fails a
normally requires an action or bonus action to use. saving throw, it can choose to succeed instead. (X = Level divided
by 3, rounded up.)
PHASED COMBAT
Legendary Tenacity: When you would roll any Saving throw or
Fights with a solo adversary are big events. They should ability check, you may roll an additional d6. You may roll any
be a worthy capstone to your adventure or series of number of d6 you have remaining. You have a total number of d6
Missions, full of drama and excitement. Solo adversaries equal to your Level per combat.
fight hard, changing as the battle progresses and they
start to take damage. When the solo adversary takes Phase Transition: At 60% and 30% hit points, you may remove all
enough damage (60% and 30% hit points), it on-going effects on yourself and trigger a new phase transition
immediately removes any on-going effects and triggers
a transition to a new phase of battle. ADVERSARY TIERS

• The Akatsuki member clasps their hands together Along with the new Adversary creation system being
weaving hand seals in their rage. They slam their introduced is also the limitation of Jutsu Ranks that an
palms down fiercely on the ground sending surges of adversary can have access to. This is to prevent sudden
chakra through it causing it to collapse and sending massive bursts of damage from an adversary towards a
everyone falling into the volcanic pit beneath. single player. Adversaries have limitations on the Jutsu
Ranks they have access to and the amount of Jutsu they
• The Giant Bears Stone body cracks, and it roars have access to as well.
creating a powerful shockwave of force upheaving the
ground and turning the battlefield into a forest of • Tier 1: Adversaries within these tiers can access E-Rank
earth spikes. & D-Rank Jutsu. Tier 1 Adversaries can have up to 7
Jutsu.
• The mad scientist absorbs the souls of his fallen
minions to become a huge, powerful beast. • Tier 2: Adversaries within this tier can access up to C-
Rank Jutsu. This Tier of Adversary can have up to 10
A phase transition is, in essence, a short cutscene Jutsu.
wherein your adversary does something to change itself
or the environment, the more cinematic, the better. • Tier 3: Adversaries within this tier can access up to B-
During a transition, players don't take any damage while Rank Jutsu. This Tier of Adversary can have up to 13
you change things around them but neither can they act Jutsu.
during the transition.
• Tier 4: Adversaries within this tier can access up to A-
HEALING SURGE: Rank Jutsu. This Tier of Adversary can have up to 16
Jutsu.
During a phase transition, any player character that is
conscious and bloodied may recover some hit points by • Tier 5: Adversaries within this tier and moving forward
spending up to 2 hit dice. This is a temporary respite can access up to S-Rank Jutsu. This Tier of Adversary can
while your adversary is transforming the battle field. have up to 19 Jutsu.

TRANSFORMATIONS: • Tier 6: Adversaries of this tier can have up to 22 Jutsu.
• Tier 7: Adversaries of this tier can have up to 25 Jutsu.
Some adversaries transform during battle gaining new • Tier 8: Adversaries of this tier can have up to 28 Jutsu.
powers, changing how they fight, and (sometimes) even
changing their form. You can represent transformations ADVERSARY ATTACKS
with multiple stat blocks. One for each phase transition.
To create a transforming solo adversary, first replace Once you have an adversary! Unleash it on your players. All
your solo's "Phase Transition" trait with the following monsters need some form of attack for them to be a true
trait: threat: a sword to slash with, huge jaws to bite down with,
dark jutsu to cast with. This chapter describes how to use
• "Phase Transition (Transformation). When reduced to 0 your adversary to attack the party in a variety of
hit points, remove all on-going effects on yourself as interesting ways, introducing freeform attacks and jutsu.
you transform and start a new phase transition.”
FREEFORM ATTACKS
Next, create a new stat block as per normal for each of
your adversary’s forms. Finally, divide the HP on each Adversaries don't start with any specific attacks listed as
form by the total number of transitions. part of their stat-block instead, they can use freeform
An adversary can have as many transformations as you attacks for speed, simplicity, and flexibility. When you are
like, but try to keep it to 2 or 3 forms unless your making an attack, describe an action that feels appropriate
adversary is particularly exceptional. Each form should for the monster and its weaponry:
be distinct and exciting for your players to encounter.
• Is the Wild Tiger swinging wildly with huge claws? Then
it's making a slashing melee attack.

• Is it leaning forward to take a lethal bite? Then the melee
attack is piercing.

• Is the beast swiping its massive tail at you? Then it's a
bludgeoning melee attack.

• Does it suddenly breath searing flame at you? Then you'll • The giant bear reaches down towards your weapon and
take fire damage from the close attack. tries to pull it from your grasp, disarming you.

Once you have described how the monster is attacking, Once you've described the condition attack, make an attack
make an attack roll using the monster's attack bonus and as normal using the attack bonus or Jutsu DC. If successful,
damage as normal. the adversary deals no damage and inflicts the condition on
the target.
KEEP IT SIMPLE
RECOVERING FROM A CONDITION
Keep your attacks simple and straightforward, and try to
avoid giving an adversary more than 3 different methods of When you use a condition attack, try to consider how a
attacking unless they are particularly notable, such as an player will recover from it. There are three methods of
elite leader or solo boss character. Whenever possible, use condition recovery:
iconic and flavorsome attacks.
• Take an action: The player can do something on their
FREEFORM JUTSU turn to end the effect wipe mud off their face, pick up
their sword, get up from the floor. This usually
Adversaries have access to chakra and Jutsu of varying requires a full-turn action to complete, though some
types. But you may desire to use a different set of Jutsu not effects may be simple enough to need only a bonus
in the Core rule book for them. Maybe their attacks are action.
themed specifically for them:
• Make a saving throw: The player can make a saving
• Does your Adversary use Fire and Earth jutsu to create throw at the end of their turn to shrug off the effect.
Lava? Strength to resist being pushed back by the wind,
constitution to resist the vile poison, intelligence to
• Do they use Water and Wind to create Ice? overcome the terrifying illusions.
• Do they Manipulate Metal using Earth and Lightning?
• Do they control the weather using Wind, Water, Fire and • Wait X rounds: The effect ends naturally after a set
number of rounds (usually within 2-4).
Lightning?
Pick the recovery type that makes the most sense for
The same design philosophy should be used when your particular attack, and be consistent with it.
creating their Freeform Jutsu as when you create their
unique Freeform Attack. Take your creatures Damage Per WORSENING CONDITIONS
action and Multiple it by 1.5. (Ex. If you have a 5th Level,
Elite Lurker Adversary that has a damage per action of 17. Some special condition attacks become increasingly
The jutsu you create would instead on average deal 25 more severe over time, often when a player fails to make
Damage. a saving throw at the end of their turn. These are
worsening condition attacks. To make a worsening
MULTIATTACK condition attack, pick three conditions of increasing
severity, when the player fails a saving throw, the
Once your adversaries start dealing over 10 points of damage condition advances to the next stage.
per round, consider splitting their single attack into a
Multiattack, this helps to prevent players being overwhelmed If the player makes a successful recovery attempt,
with massive damage from a single hit. whether by a saving throw or other relevant action, the
conditions end as per normal. Use the Conditions table
Damage Per Attacks Per Damage Per Damage (%) below to help create an interesting combination for your
Action Action Attack Per Attack worsening attack.

0-9 1 0-9 100% ONGOING DAMAGE
10-29 2 5-15 50%
30-59 3 10-20 33% Sometimes an adversary’s attacks linger, causing harm
60-99 4 10-25 25% long after the initial hit. Burning acid, a bleeding wound,
painful frostbite. This is categorized as ongoing damage,
The Adversary Multiattack table demonstrates how to and an adversary can inflict this instead of dealing direct
create a multiattack based on a monster's damage per action damage. Before you make an ongoing damage attack,
the higher the damage, the more attacks. describe what your adversary is trying to do:

CONDITION ATTACKS/JUTSU • The Flame themed Shinobi tries to set you on fire.
• The Bandit slashes at your leg with its hooked blade.
Attacks don't always have to deal direct damage to the enemy • The lurker throws a vial of bubbling acid at you.
instead, your adversary can attempt to inflict a condition on
its target, such as blinded, poisoned, or restrained. This is Then make an attack as normal. If successful, the
called a condition attack. Before you make a condition attack, adversary deals no direct damage but instead inflicts
describe what your adversary is trying to achieve and how: ongoing damage the damage is equal to the adversary’s
normal attack damage.
• The savage bandit smirks as it throws dust into your face,
attempting to blind you.

• The monstrous frog's neck convulses fiercely as it spits a
jet of poisonous fluid at you.

RECOVERING FROM ONGOING DAMAGE: your area attacks within 5ft to 20ft unless your adversary
is particularly large or powerful.
As with conditions, there are three ways a player can
attempt to recover from ongoing damage: AREA TEMPLATES

• Take an action: The player can do something on their Type Description
turn to end the effect—pour water on the fire, tear off Line A Straight Line from the origin
the bloodsucking tentacle, patch up a wound. Sphere A Sphere centered on the origin
Cone A Cone Radiating out from the origin
• Make a saving throw: The player can make a saving Cylinder A cylinder centered on the origin
throw at the end of their turn to try and end the effect Cube A cube with one side on the origin
—strength to crack through burning ice, dexterity to
remove a tiny poisoned barb, charisma to sever the Finally, decide on whether the attack will deal damage
bond with a soul-sucking demon. on a miss to determine the final damage value.

• Wait X rounds: The damage ends naturally after a set AREA DAMAGE
number of rounds (usually within 2-4).

CONDITIONS TABLE

Condition Description

Berserk Everything looks like an enemy Type Description
No Damage on a Miss Damage per action x0.75
Bleeding You are losing a lot of Blood Half Damage on a Miss Damage per action x0.5

Blinded You can't see anything

Burned You are suffering from severe burns

Charmed You can't attack your charmer MOVEMENT ATTACKS

Chilled You are suffering from severe cold Some adversaries use attacks to move you around the
battlefield pushing, pulling, or sliding you into
Corroded You are suffering from acidic corrosion disadvantageous positions. These are movement attacks,
and an adversary can make these in place of doing
Dazed You can only perform a single action damage. To perform a movement attack, first describe
what your monster is trying to do:
Deafened You can't hear anything
• The Rival Jonin casts a powerful Wind blast to try and
Envenomed You are suffering from a potent poison or venom push you backwards into the spiked wall.

Fear You can't move towards your terror • The Giant Frog tries to hit you with its sticky tongue
and pull you into its hungry mouth.
Grappled You can't move.
• The agile assassin tries to use a distracting feint to
Incapacitated You can't take actions or reactions swap places with you.

Paralyzed You can't move or speak Once you've described the attack, decide on the type of
movement you want to happen to your target. Is it a pull,
Petrified You are turned into stone or another material. push, slide, or direct movement?

Poisoned You have disadvantage on attacks/checks MOVEMENT TYPES

Prone You are lying on the ground. Type Description

Restrained You can't move Pull The target is pulled towards you in a straight line

Shocked Your speed is halved. You can't take reactions Push A target is pushed away from you in a straight line

Slowed Your speed is halved and your AC is reduced Slide The target is moved in a general direction

Stunned You can't Act Direct A target is moved instantly to a spot (such as by teleport)

Unconscious You fall unconscious Finally, decide on the distance your target should be
moved if hit. Try to keep this within 10 ft to 30 ft unless
Weakened You lose strength you once had. your adversary is particularly large or dangerous.

AREA ATTACKS AVOID CHEAP SHOTS

Some adversary attacks affect everyone within a wide Although movement attacks can move players into or
area. Explosive ammunition, Balls of Fire, Slicing onto dangerous terrain boiling lava, sharp spikes, cliff
whirlwinds, clouds of poison. These are area attacks, and edges, etc. Take care when doing so. Avoid moving your
an adversary can make these if they have the right tools or player characters into obviously fatal situations if they
abilities. Before you make an area attack, first describe don't have any reasonable means of defense, escape, or
what your adversary is trying to do and how they're doing survival. When in doubt, allow them a saving throw to
it: fall prone or grab hold of an edge.

• The giant toad swings a huge sword around in a deadly
whirlwind of destruction.

• The Samurai fires an explosive arrow towards the
middle of your shinobi squad.

• The giant snake tries to burn you with an arc of
scorching poisonous venom.

Once you've described what the attack looks like, decide
on its point of origin this is usually either the adversary
itself or the point where the attack lands. Next, choose the
size of the area affected by the attack. Pick an area
template, and then decide its range. Try to keep the size of

RESOURCE ATTACKS SUMMONING

Some attacks don't seek to harm you directly, but Some powerful adversaries have the ability to summon
instead try to leech precious resources from you; new and powerful sage beasts into battle. Gamabunta,
Stamina, Chakra, ryo, etc. These are called resource Manda, and Katsuyu are prime examples of such
attacks, and they can be very dangerous to an summons. But others such as Susanoo would be
unsuspecting party. To make a resource attack, first considered a Summoned creature as well.
decide what type of resource your adversary is trying to
drain. Pick one from the list below, or choose your own if When allowing an adversary to summon you need to
no option fits. be careful not to allow them to overwhelm your players
with action economy alone.

RESOURCE TYPES CREATING A SUMMONER

Type Description To create a summoner, simply give them a budget of
Exhaustion summons they are able to conjure during the encounter.
Death Saves The target gains a level of exhaustion That’s it. Your summoner can now summon any
Hit Dice combination of creatures so long as they do not exceed
The target gains a failed death save this budget you have set. Use this flexibility to surprise
Chakra Points your players and keep combat exciting.
Chakra Dice The target is drained of one unspent hit die (If
there are multiple sizes, use the lowest size) ADVERSARY JUTSU THEMES
Ryo
The target is drained of chakra points Theme Description
Beasts Control and communicate with animals
The target is drained of one unspent chakra die Death Animate & talk to the dead.
(If there are multiple sizes, use the lowest size) Decay Erode, Poison, Corrupt
Destruction Destroy and obliterate
The target is drained of some Ryo (Or other form Earth Earth Release focus
of wealth Fear Create fear and nightmares
Fire Fire Release focus
Once you've picked a resource, decide how much is Illusion Illusions, dominations, sense truth
drained per hit (1 exhaustion, 1 hit die, 50 ryo, etc.). Then Knowledge Intelligence and insight
describe how your adversary is performing the attack: Life Restore and tie souls to other creatures or objects
Light Create and Manipulate Light
• The master thief pickpockets you (drain gold). Lightning Lightning Release focus
• The Dark wraith wraps his hands around you and Metal Manipulate metal and metal objects
Peace Dampen emotions, cause calm
starts to feed on your soul (drain hit dice). Plants Control and communicate with plants
• The Hyūga Strikes Chakra points and removes a Protection Shield and defend
Resolve Reinforce willpower and create boost abilities
portion of chakra points. Restoration Heal and Mend
Shadow Create and Manipulate Darkness
Finally, roll an attack as normal. If successful, the Sight Truesight, perception, vision.
adversary deals no direct damage but instead drains Sound Create sounds, silence, long range communication
their target of the desired resource. Space Teleportation, size and pocket dimensions
Strength Physical power, muscle mass and endurance.
USING JUTSU Time Alter the flow of time
War Incite emotions and cause rage or passion
Pick a narrow one-word theme for your adversary such Water Water Release focus
as fire, water, shadow, decay, etc. Now your adversary Wind Wind Release focus
can make freeform attacks using that theme, just as they
could if they were using any mundane weapon.

CONCENTRATION

Any Jutsu or effect that an adversary uses that requires
concentration, they can maintain up to two, the same as
players.

HEALING JUTSU

Adversaries should rarely have access to healing Jutsu
unless they are;

• Exceptional creatures
• Have unique/powerful Items, or equipment.
• A dedicated healing-based shinobi who’s primary job

is to restore Hit points or Chakra Points.

If your adversary has access to any healing or
restorative powers, restrict their ability to just a few uses
per encounter.

A basic healing Jutsu restores should restore no more
than 40% of the target's maximum hit points during an
encounter. This can be divided evenly across multiple
targets to create an area healing jutsu healing two people
for 20%, three for 13%, etc.



MINION ADVERSARY 7. Finally, you take the previous steps value, and
multiply it by the adversaries Class modifier. This
Hit Points 1-20 Chakra Points 1-20 value, is the creatures average hit points/chakra
Initiative -2 XP x0.25 points. The creature has a number of Hit/Chakra die
equal to its level.
ELITE ADVERSARY

Hit Points X2 Chakra Points X2 SENJU ADVERSARY

Initiative -2 XP x2 Hit Points x1.5 Chakra Points x1

Elite Action: You may take one Elite Action at the start or end of
each round to either move or take an additional Action.

Elite Tenacity: When you would roll any Saving throw or ability UZUMAKI ADVERSARY
check, you may roll an additional d4. You may roll any number of
d4 you have remaining. You have a total number of d4 equal to Hit Points x1 Chakra Points x1.5
your Level per combat.

SOLO ADVERSARY CONSTRUCT ADVERSARY

x (#, # = number of Chakra X (#, # = number of Hit Points x1.5 Chakra Points x1.5
players)
Hit Points players) Points

Initiative +4 XP x4 DEMON ADVERSARY

Legendary Action: You may take one Paragon Action at the end Hit Points x2 Chakra Points x2
of each players turns. This action is used to Move, Take the attack All Attack Bonus +1 All Jutsu DC +1
action, cast a jutsu, or use a feature.

Legendary Resistance (X/Per Day): If the Solo Adversary fails a SAGE CREATURE ADVERSARY
saving throw, it can choose to succeed instead. (X = Level divided
by 3, rounded up.)

Legendary Tenacity: When you would roll any Saving throw or Hit Points x2 Chakra Points x2
ability check, you may roll an additional d6. You may roll any
number of d6 you have remaining. You have a total number of d6 Ninjutsu Attack Bonus +1 Taijutsu Attack Bonus +2
equal to your Level per combat.

Phase Transition: At 60% and 30% hit points, you may remove PLANT ADVERSARY
all on-going effects on yourself and trigger a new phase transition
Hit Points x1 Chakra Points x2

CLAN/SPECIES BONUSES MONSTROSITY ADVERSARY

Most clans won’t adjust a creatures statistics. But some will, Hit Points x2.5 Chakra Points x1
and those clans are exceedingly special. Clans that adjust a +1
creatures statistics in any way are listed at the end of this Taijutsu Attack Bonus +1 Taijutsu Jutsu DC
section and list what is adjusted. If a statistic has an “x” next
to it, you multiply, if it has a “+” next to it, you add. MUTANT ADVERSARY

CALCULATING ADVERSARY HIT/CHAKRA Hit Points x1.5 Chakra Points x1.5
POINTS +1
Genjutsu Attack Bonus +1 Genjutsu Jutsu DC +1
While there are automated tools to help, not every DM likes
to use them. So, to make things as simple as possible for Taijutsu Attack Bonus +1 Taijutsu Jutsu DC
calculating an adversaries hit/chakra points you do the
following in order. UNDEAD ADVERSARY

1. Find your Adversaries base Hit/Chakra die size. You Hit Points x1.5 Chakra Points x1.5
can find this by checking to see what Rank they are.

2. So long as your adversary is at least level 1, next you
apply their hit/chakra die’s maximum value to their
respective pools. (Hit points/chakra points).

3. For every level above first your adversary is, increase
their respective hit/chakra points by their hit/chakra
dies average, each level. This value is their base
hit/chakra point totals.

4. Next, you then multiply their base hit/chakra point
totals by their Role Modifiers.

5. Next, you multiply the result from their role
modifiers with their Clan/Species modifiers, if any.
Record this total.

6. Next multiply the adversaries Constitution modifier
times their level. Add this result to your previously
recorded total.

ADVERSARY TRAITS

Adhesive You adhere to anything you touch. Any huge or smaller creature adhered to you is also grappled, and ability checks made
Aggressive to escape your grapple have disadvantage.

As a bonus action, you can move up to your speed towards an enemy you can see.

Agile You have advantage on Dexterity saving throws

Alarm When you take damage, all other adversaries of the within 100ft are aware of your pain.

Amorphous You can move through a space as narrow as 1 inch wide without squeezing

Aura: Chakra Disruption Any creature within 10ft of you has makes Jutsu based attack rolls at disadvantage and you have advantage on all saving
Aura: Damaging throws against creatures who cast jutsu within 10 ft of you.
Aura: Disruptive
The space around you is dangerous. Creatures take damage equal to your level when they enter your aura or start their
turn within it.

All enemies within 10 ft of you have disadvantage on saving throws.

Aura: Entangle The ground in a 10 ft radius around you is difficult terrain. Each creature that starts its turn in that area must succeed on a
Backstabber Strength saving throw or have its speed reduced to 0 until the start of its next turn.

If you have advantage on your attack, add your level in extra damage to the triggering attack

Barbed Hide At the start of your turn, deal piercing damage equal to your level to any creature that is grappling you.

Blood Frenzy You have advantage on melee attack rolls against any creature that has 50% or less hit points.

Chakra Weapons Your weapon attacks are Chakra Based.

Charger If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit,
Constrict you knock your target prone in addition to any other effect.

At the start of your turn, deal bludgeoning damage equal to your level to any creature that you are grappling.

Corrosive Body Any creature that touches you or makes a melee attack against you takes damage equal to your level. Any weapon that
Critical Defense hits you takes a permanent and cumulative −1 penalty to damage rolls—the weapon is destroyed if the penalty reaches
−5.

Critical hits made against you count as normal hits unless you are already bloodied.

Critical Fury Your attacks score a critical hit on a roll of 19-20.

Cunning Action You can dash, disengage, or hide as a bonus action.

Damage Absorption Whenever you would take damage of a specific type, you instead regain that many hit points.

Damage Transfer When you take damage from an attack, you can transfer half of the damage to another creature within 5 ft of you.

Dangerous Body Any enemy that touches you or hits you with a melee attack while within 5 ft of you takes damage equal to your level.

Disintegration When you die, your body disintegrates into dust. You leave behind your weapons and anything else you are carrying.

Elemental breath You can breathe a Nature Release as a 15 ft cone attack

Earth Glide You can burrow through unworked, non-chakra enhanced earth and stone. While doing so, you don’t disturb the material
Elemental Protection you move through.

You are resistant to all Damage of a single Nature Release (Pick one)

Escape When you would be reduced to 0 hit points outside of your lair, you instead escape and flee to your lair. You remain there,
Explosive paralyzed and resting, until you recover at least 50% of your hit points.
False Appearance
When you fall to 0 hit points, your body explodes and deals damage to everyone within 5ft. You can begin detonation
on your turn with a bonus action; you explode at the start of your next turn.

When you remain motionless, you are indistinguishable from a piece of the local landscape.

Flight You can fly your speed. While flying, you must move your entire movement speed or land—unless you can also hover. Saving
Freedom of Movement Launching into flight provokes opportunity attacks, even if you Disengage. Throws
Genjutsu Resistance
Grappler You ignore difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can
spend 5 ft of movement to escape from Jutsu based restraints or being grappled.

You have advantage on saving throws against Genjutsu

You have advantage on attack rolls against any target you have grappled. In addition, when grappling a target, any
damage you take from an attack is split 50/50 with your victim.

ADVERSARY TRAITS (CONT.)

Hover You can hover in one spot in the air for 6 second before you need to move.
Immortal
You cannot be killed unless you are reduced to 0 hit points by a specific type of attack. Any other form of attack will reduce
Immutable Form you to 1 hit point instead.

You are immune to any Jutsu or effect that would alter your form.

Impenetrable You are resistant to all non-ninjutsu or genjutsu damage.

Incorporeal You can pass through any solid non-chakra-based matter and cannot be hit by any non-Chakra/Jutsu based weapon or
Indominable attack.

You are immune to any effects that would alter your mind or will.

Inscrutable You are immune to any effect that would sense your emotions or read your thoughts, as well as any Genjutsu that you
Invisible refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

You cannot be seen.

Iron Mind You have advantage on Intelligence Saving throws

Jutsu of War When you use your action to cast a Jutsu, you can make one weapon attack as a bonus action.

Life Eater When you deal damage that reduces a creature to 0 hit points, that creature cannot be revived by any means.

Martial Advantage Once per turn you may deal extra damage equal to your level when you hit a target within 5ft of your allies.

Parry You can spend your reaction to gain +3 AC against one melee attack that you can see.

Rampage When you reduce a target to 0 hit points with a melee attack on your turn, you can spend a bonus action to move up to half
Reckless your speed and attack a different target.
Redirect
At the start of your turn, you can gain advantage on all melee attacks you make for that turn. However, all attacks against
you gain advantage until the start of your next turn.

When you are within 5ft of an ally, you can redirect any single attack made against you to your ally instead.

Regeneration You regain hit points at the start of your turn equal to your maximum hit points / 10. This regeneration stops for 1 turn if you
Relentless are hit by a specific damage type (fire/acid/lightning/etc.) or you are reduced to 0 hit points.

The first time you fall to 0 hit points after a long rest, you are instead reduced to 1 hit point.

Resistant Mind You have advantage on Wisdom saving throws.

Siege Monster You deal double damage to objects and structures.

Shadow Stealth While in dim light or darkness, you can take the Hide action as a bonus action.

Shadow Step While in dim light or darkness, you can teleport to a space up to 60 feet away so long as the space you end this teleportation
Shifty in keeps you in dim light or darkness.

You can Disengage as a bonus action.

Slippery Mind You have advantage on saving throws against being charmed, and Genjutsu can’t put you to sleep.

Can't hold me down You have advantage on ability checks and saving throws made to escape a grapple.

Sneak Attack Once per turn, the Adversary deals an extra Xd6 damage when it hits a target with a melee attack and has advantage
on the attack roll, or when the target is within 5 feet of an ally of the Adversary. (X=half the level Rounded up, of the
Split Adversary)
Strength of Will
When you are bloodied, you split into two smaller copies. Each new copy has hit points equal to half of your remaining hit
points, and acts independently.

You have advantage on Charisma Saving throws

Strong Arm You have advantage on Strength Saving throws and Ability Checks

Sure-Footed You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.

Swarm You can occupy another creature’s space and vice versa. You gain advantage on attacks against any creature that shares
Teamwork your space.

You have advantage on attack rolls when your target is within 5ft of an unrestrained ally.

Tough You have advantage on Constitution saving throws and Ability Checks


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