N5e

by savan1

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Naruto

How to run your own Naruto roleplaying game



Disclaimer

Based on the original manga by Masashi Kishimoto and the anime adaptation created by TV Tokyo.

We do not claim ownership of anything related to Naruto, Naruto Shippuden or Dungeons and Dragons. Pleause support the official release.

No profits are made from the release of this supplement.

Most images in this supplement are free, non-commercial use from FreePNGs.com, PNGimg.com, and FreePNGLogos.com

All other images were found from naruto.fandom.com/wiki/Narutopedia and belong to Masashi Kishimoto and TV Tokyo

This content was made for private use amongst a small group of friends and is not intended to be distributed. Do not upload this content anywhere.

Made with GM Binder

Table of Contents

  • 1Introduction

    • 3World of Shinobi
  • 2Part 1

  • 2Chapter 1: Step-By-Step Characters

  • 3Chapter 2: Creating a Shinobi

    • 3Shinobi
      • 4Aburame
      • 4Akimichi
      • 4Chinoike
      • 4Hyuga
      • 4Inuzuka
      • 4Nara
      • 4Sarutobi
      • 4Senju
      • 4Uchiha
      • 4Uzumaki
      • 4Yamanaka
  • 5Chapter 3: Classes

    • 3Genjutsu Specialist
      • 4Circle of Illusions
      • 4Circle of Insight
      • 4Circle of Mirrors
      • 4Circle of Music
      • 4Circle of Night
      • 4Circle of Numbness
      • 4Circle of Pain
    • 3Hunter-Nin
      • 4Deadeye's Domain
      • 4Mask's Domain
      • 4Predator's Domain
      • 4Scout's Domain
      • 4Silkweaver's Domain
      • 4Striker's Domain
      • 4Thief's Domain
    • 3Medical-Nin
      • 4Promise of the Battle Medic
      • 4Promise of the Encourager
      • 4Promise of the Haunted One
      • 4Promise of Iron Will
      • 4Promise of the Outlander
      • 4Promise of the Sage
      • 4Promise of the Tactician
    • 3Ninjutsu Specialist
      • 4School of the Artificer
      • 4School of the Guardian
      • 4School of Kenjutsu
      • 4School of the Prodigy
      • 4School of the Specialist
      • 4School of the White Mage
      • 4School of the Wild
    • 3Puppeteer
      • 4Craft of the Caregiver
      • 4Craft of the Defender
      • 4Craft of the Overseer
  • 3
    • 4Craft of the Puppet Warrior
    • 4Craft of the Twin Puppets
  • 3Taijutsu Specialist
    • 4Path of Balance
    • 4Path of the Blade
    • 4Path of the Elements
    • 4Path of the Ninja Pal
    • 4Path of Power
    • 4Path of Speed
    • 4Path of Tranquility
  • 3Warrior-Nin
    • 4Animal Warrior
    • 4Brute
    • 4Clone Warrior
    • 4Executioner
    • 4Jutsu Slinger
    • 4Samurai
    • 4Vangaurd
  • 3Jinchūriki
    • 4Beast Master
    • 4Chakra Artist
    • 4Martial Artist
    • 4Nindo Follower
    • 4Wild One
  • 5Chapter 4: Background

    • 3Anbu
    • 3Apothecary
    • 3Artisan
    • 3Artist
    • 3Criminal
    • 3Folk Hero
    • 3Hermit
    • 3Musician
    • 3Noble
    • 3Outcast
    • 3Prodigy
    • 3Scholar
    • 3Urchin
    • 3Wanderer
    • 3War Shinobi
  • 5Chapter 5: Equipment

    • 3Starting Equipment
    • 3Currency
    • 3Armor and Shields
    • 3Weapons
    • 3Adventuring Gear
  • 5Chapter 6: Customization Options

    • 3Multiclassing
    • 3Feats
  • 7Part 2

  • 7Chapter 7: Adventuring

    • 8Time
    • 8Movement
      • 8Speed

Introduction

The Naruto 5e supplement is a ruleset to adjust the gameplay of Dungeons & Dragons in 5th Edition to create an experience similar to the Naruto Universe. The base rules and mechanics are still the same as the original product, but several changes (both large and small) have been made in order to fit with the authentic Naruto universe.

The changes are illustrated here and broken down chapter by chapter.

Chapter 1: Step-By-Step Character

Adjusted to fit the new setting using the Naruto 5e Bloodlines and Classes.

Chapter 2: Creating a Shinobi

Races have been reskinned to Bloodlines, which have been newly created for this supplement.

Chapter 3: Choose a Class

In total, there are seven classes: Ninjutsu Specialist, Genjutsu Specialist, Taijutsu Specialist, Warrior-Nin, Medical-Nin, Hunter-Nin and Jinchuriki.

Most of them were based off of classes from the original source, although some have a much heavier basis than others. Ninjutsu Specialist was heavily inspired by Sorcerer, Taijustu Specialist by Monk, Warrior-Nin by Fighter and Hunter-Nin by a mix of Rogue and Ranger. The Genjutsu Specialist took inspiration from a wide variety of sources, and the Medical-Nin was more of a mix between Paladin and our own ideas for the class.

All classes provide a new resource, Chakra, which is calculated in the same way hit points are. Chakra is used by almost all cases in regards to Jutsu and you can regain Chakra during short or long rests in the same way you regain hit points. You gain Chakra Die as you level in the same way you gain hit die. When you level, you either roll your Chakra die + your constitution modifier to gain more chakra, or you take the average + your constitution modifier to gain more chakra.

Chapter 4: Backgrounds

The backgrounds were mostly reskinned from the original content, but I took inspiration from the new Strixhaven backgrounds to grant the backgrounds a more active role in the game through providing access to abilities depending on which one you selected.

Chapter 5: Equipment

Currency has been adjusted from gp to Ryo. Equipment had a massive overhaul due to differences in the Naruto universe, but many of which were reskins of existing weapons. Chakra Blades were added.

1. Step-By-Step Characters

Your first step in playing an adventurer in the Dungeons and Dragons game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a Bloodline (such as Hyūga or Uchiha) and a class (such as Taijutsu Specialist or Warrior-Nin). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Naruto Universe.

Before you dive into step 1 below, think about the kind of shinobi you want to play. You might be a courageous swordsman, a skulking assassin, adept medical personnel, or a cruel Hunter-Nin. Or you might be more interested in an unconventional character, such as a Buff Medical-Nin who likes hand-to-hand combat, or a scrawny Swordsman who uses 2 Great swords. Do you like mixed Clan Characters? Try building a character who is a product of two opposing clans. Do you want your character to be the toughest shinobi at the table? Consider the Taijutsu Specialist class. If you don’t know where else to begin, take a look at the illustrations in any Naruto Manga or picture to see what catches your interest.

Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play. Throughout this section, we use the term character sheet to mean whatever you use to track your character, whether it’s a formal character sheet, some form of digital record, or a piece of notebook paper.

Building Sasuke Uchiha

Each step of character creation includes an example of that step, with the player building the iconic character Sasuke Uchiha, as he is portrayed during the events of Season 1/Volume 1.

1. Choose a Bloodline

Every character belongs to a Bloodline, one of the many prominent and featured families of people, who make up the world of Naruto. The most common and numerous clans in the Naruto universe ironically is the custom lineage, people with no distinct family background, attempting to make a name for themselves and potentially creating a clan for their future generations to flourish through.

The Creating a Shinobi chapter provides more information about these Bloodlines. The bloodline you choose contributes to your character’s identity in an important way, by establishing a general background and history to draw from as well as the natural talents gained from culture and ancestry.

Your character’s clan grants particular special traits, such as special traits (Ex. Sharingan, Byakugan), proficiency with certain weapons or tools, proficiency in one or more skills, or additional jutsu to take advantage of from your clans’ repertoire of secret techniques.

Your Bloodline also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your bloodline on your character sheet. Be sure to note your starting your base speed as well.

Building Sasuke Uchiha, Step 1

Since Sasuke is an Uchiha, we recored all of the special traits of an Uchiha on our character sheet, including his speed of 30 ft. and his proficiencies.

2. Choose a Class

Every shinobi posesses a class. A class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a city, fighting enemies, or engaging in a tense negotiation. The character classes are described in the Classes chapter.

Your character receives a number of benefits from your choice of class. Many of these benefits are class features - capabilities that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.

On your character sheet, record all the features that your class gives you at 1st level.

Level

Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the shinobi world, although he or she might have done dangerous things before generally they are inexperienced to deal with the threats an experienced shinobi would be tasked to handle.

Starting off at 1st level marks your character’s entry into the ninja life. If you’re already familiar with the game, or if you are joining an existing D&D campaign, your GM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing missions.

Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your level’s past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “Beyond 1st Level” later in this section.)

Building Sasuke Uchiha, Step 2

From a young age, Sasuke Uchiha was very talented at using jutsu techniques that were above his level, and thus he is a Ninjutsu Specialist. We make note of the Ninjutsu Specialist's proficiencies and 1st-level class features on our character sheet.

At 1st level, Sasuke has 1 Hit Die, a d6, and 1 Chakra Die, a d12. He starts with hit points equal to 6 + his Constitution modifier and chakra points equal to 12 + his constitution modifier. Make a note of this; we will record the final number after we determine Sasuke Constitution score (see step 3). Also make a note of the proficiency bonus for a 1st-level character, which is +2.

Hit/Chakra Points & Dice

Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice). Your characters chakra points define how much stamina your character has and how many jutsu and other special abilities they can pull off before they run out of steam in and out of combat. Your chakra points are determined by your Chakra Dice (short for Chakra point Dice.)

At 1st level, your character has 1 Hit Die & Chakra Die and the die type for each is determined by your class. You start with hit points and chakra points equal to the highest roll of those respective die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your hit or chakra point maximum.

Record your character’s hit & chakra points on your character sheet. Also record the type of Hit Die & Chakra Die your character uses and the number of both Dice you have. After you rest, you can spend your hit die to regain hit points and your chakra die to regain chakra points (see “Resting” in the Adventuring section).

Proficiency Bonus

The table that appears in your class description shows your proficiency bonus, which is +3 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:

  • Attack rolls using weapons you’re proficient with
  • Attack rolls with jutsu you cast
  • Ability checks using skills you’re proficient in
  • Ability checks using tools you’re proficient with
  • Saving throws you’re proficient in
  • Saving throw DCs for jutsu you cast (explained in each class)

Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. Your Bloodline gives you additional skill and tool proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.

Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

3. Determine Ability Scores

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Each ability has a score, which is a number you record on your character sheet. The six abilities and their use in the game are described in the Using Ability Scores chapter. To generate your character’s six ability scores, you would use the following set of scores; 15, 14, 13, 12, 10, 8.

This is called the Standard Array. Using this set of scores allows you to generate a character who can specialize in something while also presenting flaws that they can grow from. This presents a well-rounded character with both strengths and weaknesses.

If you prefer a more randomized approach you can instead Roll four 6-sided dice and record the total of the highest three dice or use the Point Buy system, but I will not explain either of those methods here.

After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.

Ability Scores and Modifers

Ability Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
d8 Loot
16-17 +3
18-19 +4
20-21 +5
22-23 +6
23-25 +7
26-27 +8
28-29 +9
30 +10
Building Sasuke Uchiha, Step 3

We will use the Standard Array scores (15, 14, 13, 12, 10, 8) for Sasuke's abilities. Sasuke is very clever and studious so we'll place his highest score, 15, in Intelligence. His next highest, 14, in Constitution. He applies the 13 to Strength, 12 to Charisma, 10 to Dexterity and the 8 to Wisdom.

After applying his Bloodline's benefits, (+1 to Strength from being an Uchiha and we'll assign the +2 to his Intelligence), Sasuke's ability scores and modifiers look like this:

Strength: 14 (+2)

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 17 (+3)

Wisdom: 10 (+0)

Charisma: 8 (-1)

We then fill in Sasuke's final hit points: 6 + his constitution modifier of +2, for a total of 8 hit points.

We finally fill in Sasuke's chakra points: 12 + his constitution modifier of +2, for a total of 14 chakra points.

Describe Your Character

Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.

Using the information in chapter 4, you can flesh out your characters personality traits and background. Your character’s background describes where he or she came from and the type of life they lived before becoming a shinobi, and the character’s place in the Naruto world. Similar to normal D&D, selecting a background does provide mechanical benefits such as skill proficiencies. In Naruto 5e, backgrounds also give you the option of selecting one of a few feat options.

It also does provide a base for how they approach situations and might act when confronted with unique challenges in the game.

Your Characters Abilities

Take your character’s ability scores and Bloodline into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.

For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.

A character with high Dexterity is probably light and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.

A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.

A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.

A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.

A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.

Building Sasuke Uchiha, Step 4

We then fill in some of Sasuke's basic details: his name, his sex (male), his height and his weight.

  • His high Intelligence represents his knowledge about Ninjutsu techniques and his studious nature.
  • His high Constitution represents his high chakra reserves.
  • His high Charisma represents his confidence and intimidating nature.

Sasuke is a member of the Uchiha clan, allowing him to awaken the Sharingan and giving him a high chance of developing the Uchiha's Curse of Hatred, heavily influencing his personality. We know that Sasuke is a loner, but he got a lot of attention due to his Bloodline and was often respected and treated quite well by those that recognized his Clan. For that reason, we will choose the Noble background. Take note of the proficiencies and the special features granted by his background.

5. Choose Equipment

Your class and background determines your character’s starting equipment, including weapons, armor, and other shinobi gear. Record this equipment on your character sheet. All such items are detailed in the Equipment section.

Armor Class

Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, your Dexterity modifier & how proficient you have become through experience. Not all character’s wear armor however.

Your character’s base unarmored AC equals 10 + his/her Dexterity modifier. Characters with armor can get a higher base (see Chapter 5: Equipment). Record your AC on your character sheet.

Your character needs to be proficient with armor to wear and use them effectively, and your armor proficiencies are determined by your class. There are drawbacks to wearing armor if you lack the required proficiency, as explained in the Equipment section.

Some Jutsu and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.

Weapons

For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (if you are proficient) and the appropriate ability modifier.

  • For attacks with melee weapons, use your Strength modifier for the attack and damage rolls. A weapon that has the finesse property, such as a Katana, can use your Dexterity modifier instead.
  • For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as Senbon, can use your Strength modifier instead.
Building Sasuke Uchiha, Step 5

We will now write down the starting equipment for the Ninjutsu Specialist class. As a Ninjutsu Specialist, Sasuke is not proficient in any armor and so his final AC will be 10 + his dexterity modifer (+1), 11.

For his equipment, Sasuke is seen using both Kunai and Shuriken at some point in the series. Both are able to use either his Strength or Dexterity modifier as the Kunai is a melee weapon and the Shuriken is Thrown. Since Sasuke has a higher Strength than Dexterity, we will have him use his Strength in both of these cases.

6. Choose your Jutsu

Your class determines how many jutsu your character knows at 1st level, and how many chakra natures you will gain access to as you level. Some clans also provide you with an additional list of jutsu you can pull from just for being a part of the given clan.

Jutsu Rank

Every Jutsu has a Rank from E-Rank to S-Rank. A Jutsu’s Rank is a general indicator of how powerful it is, with a lowly burst of speed at E-Rank and the powerful explosion at S-Rank.

E-Rank Jutsu are simple but effective techniques that characters can cast almost passively. They are lowest ranked and the simplest in design and function. The higher a Jutsu’s Rank, the higher Level a Shinobi must be to use that Jutsu. Jutsu Rank and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 6th level, to cast an S-Ranked Jutsu.

Jutsu Known

Before a shinobi can use a jutsu, he or she must have the jutsu learned, or must have access to the jutsu in a chakra item. Once a jutsu is learned, it is always prepared.

In Naruto 5e, there are no limits as to the maximum number of jutsu you are permitted to learn, but for each jutsu you learn after the ones you begin with as a part of your class, you must spend down time in the game to actively practice and learn them (see Chapter 10: Learning & Creating Jutsu).

Building Sasuke Uchiha, Step 6

We will now write down the Starting Jutsu that Sasuke would have as as he starts his journey as a Shinobi.

As a Ninjutsu Specialist, Sasuke may select 3 E-Rank Jutsu and 1 D-Rank Jutsu that he knows. Sasuke is able to use Fire style techniques, allowing him to select jutsu from the Fire Release Jutsu List.

Substitution Jutsu (E-Rank): Sasuke uses this quite freely early in the series to avoid taking any nasty damage.

Transformation Technique (E-Rank): Back in the academy, when the students were tested on their transformation techniques, Sasuke's was the most well executed in the class.

Rope Escape Technique (E-Rank): Towards the very beginning of the series, Naruto tied Sasuke up with ropes and then used the transformation technique to disguise himself as Sasuke. Sasuke used the Rope Escape Technique to get out of the binds.

Phoenix Flower Jutsu (D-Rank): Sasuke practiced this technique immensely growing up, as it is heavily used in the Uchiha clan.


This is the final build for Sasuke (Level 1).

7. Bring it All Together

Most Naruto characters don’t work alone. Each character plays a role within a party, a group of shinobi working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the lands of the Naruto World. Talk to your fellow players and your GM to decide whether your characters know one another, how they met, and what sorts of missions the group might undertake.

Beyond 1st level

As your character goes on missions and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified Experience point total advances in capability. This advancement is called gaining a level.

Class Features, Hit Dice & Chakra Dice

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit & Chakra Die. Roll both of those Die, add your Constitution modifier to the rolls separately, and add the total to your hit point & Chakra point maximums respectively. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

2. Creating a Shinobi


"You’re wrong, that’s not what makes a shinobi. You never did get it, a real ninja is one who endures no matter what gets thrown at him… Let me explain something to you, there is only one thing that matters if you are a shinobi, and it isn’t the number of jutsu you possess. All you do need, is the guts to never give up.''

— Jiraiya

What is a Shinobi?

Most Shinobi, or ninja, come from a hidden village, of which some come from specialised ninja clans, and will perform missions for a fee. These missions can include: doing manual labour, acting as escorts, gathering secret information, retrieving stolen items, carrying out assassinations, etc. In times of war, ninja will come together to defend their villages and land. The clearest characteristic of a shinobi is their ability to manipulate chakra to create and use techniques. Shinobi are expected to be loyal to their villages for life, and any defectors are considered to be missing-nin, and will be marked for death.

Shinobi Traits


Your Shinobi character has the following racial traits.

Ability Score Increase. An ability score of your choice increases by +2.

Age. Shinobi reach adulthood in their late teens and live less than a century. Due to their dangerous occupation, many die young.

Alignemnt. Shinobi tend towards no particular alignment. The best and worst are found among them.

Size. Shinobi vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read and write Common, and the language spoken in the country in which your character resides (or hails from).

Bloodline. Shinobi band together with their kin to create clans. They often share a common strength in combat and pass down sacred techniques from one generation to the next. Choose a Bloodline.

Bloodlines

A clan refers to a family or group of shinobi who form a basic unit of a shinobi village. A majority of these clans were mercenary military forces even before the First Shinobi World War. The Senju clan and Uchiha clan were the first known clans to have agreed to settle and form a shinobi village, facilitated by creating agreements with the daimyō of the land they inhabit.

Your Bloodline affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s shinobi career. When making this decision, keep in mind the kind of character you want to play.

Bloodline Prestiges & Jutsu Lists

While some Clans in the Narutoverse are known for specific jutsu or kekkei genkai releases, others focus primarily around a dojutsu or an ability that holds more of a progression system.

To help bridge this gap, we created the Bloodline Prestige. Some clans, instead of having access to a jutsu list of techniques known only by their clan, have a Bloodline Prestige. These clans are granted abilities as they hit certain levels, following a natural form of progression that is needed for their abilities to function. An excellent example of such would be the Uchiha clan, and the progression of the Sharingan.

Other clans hold a variety of versatility due to their expansive jutsu lists. Hypothetically, a clan member could learn every jutsu on that list if they spent enough time doing so. A few clans that focus primarily on a custom jutsu, for example, would be the Akichimi, the Nara and the Yamanaka.

Most clans fit into one of these two cases, but once and a while there is an exception. In the case of the Hyuga, the Byakugan does require some elements of progression - but the Hyuga clan also has many custom techniques. In these circumstances, a clan will be given both a Jutsu List and a Bloodline Prestige - but the Bloodline Prestige will not have as many benefits as a clan without a Jutsu list. The Hyuga Clan's bloodline prestige grants the Byakugan, allowing them to see chakra in a specific range that expands as they level, but they do not gain any other benefits from it.

NOTE: Levels listed with Prestige Bloodlines are suggestions as to approximately what level your character be when it is unlocked, but you and your DM are welcome to make Prestiges more story-based, with progression being unlocked in tense encounters that could cause a story reason for increasing their powers.

Available Bloodlines

  • Custom Lineage
  • Aburame Clan
  • Akimichi Clan
  • Chinoike Clan
  • Hyūga Clan
  • Inuzuka Clan
  • Nara Clan
  • Sarutobi Clan
  • Senju Clan
  • Uchiha Clan
  • Uzumaki Clan
  • Yamanaka Clan
  • Yuki Clan

Languages

Common: Spoken across all Shinobi nations and is considered to be a neutral language. There are extremely few who are unable to speak it.

Five Main Shinobi Nations

Iwian: The language most commonly spoke in the Land of Earth and in Iwagakure, the Village Hidden in the Stones.

Kirian: The language most commonly spoke in the Land of Water and in Kirigakure, the Village Hidden in the Mist.

Konohanian: The language most commonly spoke in the Land of Fire and in Konohagakure, the Village Hidden in the Leaves.

Kumonese: The language most commonly spoke in the Land of Lightning and in Kumogakure, the Village Hidden in the Clouds.

Suni: The language most commonly spoke in the Land of Wind and in Sunagakure, the Village Hidden in the Sand.

Lesser Shinobi Nations

Amish: The language most commonly spoke in the in Amegakure, the Village Hidden in the Rain.

Ishi: The language most commonly spoke in the in Ishigakure, the Village Hidden in the Rocks.

Kusian: The language most commonly spoke in the in Kusagakure, the Village Hidden in the Grass.

Otoan: The language most commonly spoke in the in Otogakure, the Village Hidden in the Sound.

Shimian: The language most commonly spoke in the in Shimogakure, the Village Hidden in Frost.

Takish: The language most commonly spoke in the in Takigakure, the Village Hidden by the Waterfall.

Tanian: The language most commonly spoke in the in Tanigakure, the Village Hidden in Valleys.

Uzushi: The language was most commonly spoke in Uzushiogakure before its destruction, the Village Hidden in the Whirling Tides.

Yugan: The language most commonly spoke in the in Yugakure, the Village Hidden in Hot Water.

Custom Lineage

Your clan is one that does not originate from the original Narutoverse, and that's okay! You get to design your clan's background and story. Remember to consider which nation your clan originates from, and if there is a particular fighting style that they prefer to use - even if your character doesn't tend to follow in their footsteps.

Other things to consider: does your clan prefer a particular style of jutsu (Ex: Uchiha and their use of Fire Style techniques)? Does their unique fighting style grant them any types of clan-exclusive jutsu (Ex: Yamanaka and their mind-reading techniques)? Talk to your Dungeon Master in determining what role your clan has in the ninja world, whether they're well-regarded for their history of powerful ninja or they're a civilian family and you're the kid determined to change that fact.

Custom Lineage Traits

Your Custom Lineage character has a variety of natural abilities as a result of their unique bloodline.

Ability Score Increase. Two ability scores of your choice increases by +1.

Skilled. You gain proficiency in a skill of your choice.

Feat. You may select a feat from the Naruto 5e Handbook.

Aburame Clan

The Aburame Clan is one of the four noble clans of the leaf village, although many don't know what they look like. They tend to wear clothing that covers up most of their body along with some sort of face covering (usually glasses) to hide their eyes. At birth, members of this clan are offered to special breeds of insects as a nest, residing just under the host'sskin. This insects will then live in symbiosis with their host from that point on. Because of this, its members are characterized by their use of insects as weapons through the use of their insect based Ninjutsu.

Clan members often carry additional insects in jars or gourds with them on missions. Insects can leave and enter their host's body through various pores, feeding on chakra as a food source. Thanks to the presence of the insects, the Aburame are able to perform ninjutsu techniques without the use of hand seals. In exchange for living in the body of the host and feeding on their chakra, the insects cooperate with the host and work together to use insect-based ninjutsu techniques.

Clan Traits

Ability Score Increase. Your Intelligence score increases by +1.

Peace Amongst Nature. You gain proficiency in the Nature skill.

Living Nest. At birth, members of this clan are offered to several special breeds of insects as a nest, residing just under their host's skin. Select either the Kochū, Kikaichū, or Rinkaichū to reside in your body. Your choice grants you a special ability, listed below.

Bug's Best Friend. You are able to comprehend and verbally communicate with insects.

Friends with Benefits. You are able to perform Jutsu techniques without Somatic components.

Parasitic Technique. Upon selecting this bloodline, you gain access to the Aburame Jutsu List. You learn an additional D-Rank jutsu from the Aburame Clan jutsu list.

Kochū

They can produce a poison that will paralyse their victims and kill them a short while later; the poison disappears upon death, preventing it from being found during autopsies.

Resilience. Your body has adjusted to the poisonous substance constantly present within your body, and thus is much better at fighting off other poisons. You have advantage on any saving throws against the Poisoned condition and are resistant to poison damage. You cannot be poisoned by Kochū, even if they are wielded by another host.

Kikaichū

They resemble small, flight-capable beetles. Swarms can drain enemies of their chakra. They are most useful when employed for tracking or other intelligence gathering.

Area Surveillance. You may allow your kikaichū to disperse across a 5-mile radius to survey the surrounding area and report their findings back to you. They can perform three different types of searches.

  • Rapid Search: You expend 1 Chakra and wait 5 minutes for the Kikaichū to report back. Due to the rapid search, the Kikaichū are only able to search in a 2-mile radius. Make an investigation check with disadvantage to determine what they find.

  • Regular Search: You expend 3 Chakra and wait 30 minutes for the Kikaichū to report back. Make an investigation check to determine what they find.

  • Thourough Search: You expend 6 Chakra and wait 1 Hour for the Kikaichū to report back. When you make your Investigation Check, you may roll it with advantage.

Rinkaichū

A breed of nano-sized, venomous insects that can destroy their enemies' cells, causing excruciating pain in the process.

Ruthless Swarm. When you score a critical hit, you can roll one extra die when determining your damage.

Aburame Jutsu list

A list of jutsu techniques created and used by members of the Aburame clan.

D-Rank

Human Cocoon


  • Casting Time: 1 Action
  • Chakra Cost: 7 Chakra
  • Range: Self
  • Components: S
  • Duration: Up to 1 Hour

Using the Insects that are inhabiting your body, you create a cocoon large enough to hold you and hang from any surface that can hold you. This Cocoon is waterproof, and can be used as a Sleeping bag allowing you to hover above the ground away from land creatures who can’t reach you. While inside your Cocoon, you look like a large insect going through metamorphosis not garnering the attention of other creatures. When rolling Dexterity (Stealth) while suspended inside your cocoon, roll at Advantage. If used as a part of a Short Rest, you recover the maximum possible hit points or chakra from hit dice and chakra dice rolled.

Insect Sphere


  • Casting Time: 1 Action
  • Chakra Cost: 6 Chakra
  • Range: 30 ft.
  • Components: S
  • Duration: Concentration, up to 1 minute

You send a swarm of insects to entrap a target creature. The target must make a Dexterity saving throw, being restrained on a fail and taking 4d4 Piercing damage at the end of each of your turns. Creatures make a Strength saving throw at the end of each of their turns to end the jutsu.

Akimichi Clan

The Akimichi Clan, one of the four noble clans of Konohagakure. Known for their larger stature, members of this clan love to eat - but that doesn't mean they're just chubby. Members of this clan have a unique ability allowing them to covert calories into chakra, thus requiring to eat more. Almost all known members of the Akimichi clan sported special designs on each of their cheeks.

Most of the techniques used by the Akimichi rapidly consume the user's chakra during use, putting them at a massive disadvantage in prolonged battles. For this reason, the Akimichi must have high chakra levels. They eat a lot in order to build up or replenish their chakra reserves. Many of their clan's techniques revolve around the manipulation of their bodyweight and size.

Clan Traits

Ability Score Increase. Your Constitution score increases by +1.

Large Stature. You gain proficiency in the Athletics skill.

Lunch Breaks. When you roll a 1 or 2 on your Chakra or Hit Dice during a short rest, you can Reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Thick Skinned. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Calorie Conversion. Upon selecting this bloodline, you gain access to the Akimichi Jutsu List. You learn an additional D-Rank just from the Akimichi jutsu list.

Akimichi Jutsu list

A list of jutsu techniques created and used by members of the Akimichi clan.

D-Rank

Human Boulder


  • Casting Time: 1 Action
  • Chakra Cost: 5 Chakra
  • Range: Melee
  • Components: S
  • Duration: Instantaneous

You tuck yourself into a ball, rolling towards a target at rapid speed. You may immediately move up to half of your movement speed and make a melee on attack on a creature you can reach. On a hit, the target takes 1d6 + your Jutsu modifier Earth damage. In addition, for each time you consecutively hit a creature with this attack, the damage increases by 1d6 up to a maximum of 5d6 extra damage. If you miss an attack, or choose to take another action, the damage resets.

Multi-Size Technique


  • Casting Time: 1 Bonus Action
  • Chakra Cost: 3 Chakra
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 Minute

You grow in size, proportionately increasing your weight and strength and thus making their physical attacks more powerful and your defense stronger. For the duration, your AC increases by +2 and your melee attacks deal an additional 1d6 of damage.

Chinoike Clan

The Chinoike Clan was active during the Warring States Period. After a woman of the Chinoike clan married the Land of Lightning's daimyō, the first wife grew jealous. After the daimyō's death, she blamed the Chinoike woman and her clan for his death. Many people believed her lies, thus the clan was banished to the Valley of Hell. Soon after their arrival, the Valley was deemed off limits to neighbouring villages.

They were the proud wielders of the Ketsuryūgan, a kekkei genkai that grants them the ability to manipulate liquids with high iron content - or more specifically, blood. When active, their eyes appear to be blood red. Although many have forgotten them over time after they were declared extinct, a few clan members were able to escape their fate and continued the bloodline. The Chinoike were able to wield powerful genjutsu that rivaled even the Uchiha in strength.

Clan Traits

Ability Score Increase. Your Constitution score increases by +1.

Living Through Hell. Your clan has managed to persevere and survive through the unlikeliest of circumstances. You gain proficiency in Survival.

Powerful Genjutsu. When you cast a Genjutsu, your Saving Throw DC increases by +1.

Forgotten. Your clan has been long since forgotten, and thus opposing Shinobi often underestimate you. If you roll a critical failure, your next ability check or attack roll is made with advantage.

Short Tempered. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack against that creature. You can do this once per short or long rest.

Iron Will. Upon selecting this bloodline, you gain access to the Chinoike Bloodline Prestige.

Bloodline Prestige

As a member of the Chinoike clan, you gain the following Bloodline Prestige.

Ketsuryūgan Awakening

At some point around 1st to 3rd level, your character awakens the Ketsuryūgan, the kekkei genkai of the Chinoike clan. You are now able to learn jutsu from the Chinoike clan jutsu list, but they can only be casted when the Ketsuryūgan is activated.

As a bonus action, you may expend a number of Chakra points equal to your proficiency bonus, activating the Ketsuryūgan for 1 minute. For the duration, you are granted the following benefits:

  • When you cast a Jutsu that requires the Blood Sacrifice component, you only sacrifice 2 hit points.
  • You are able to cast jutsu from the Chinoike clan jutsu list.
  • When you are targeted by a Genjutsu that would require you to make a save to resist the effects, you may use your reaction to roll 1d4 and add it to the roll.
  • When you target a creature with a Genjutsu that requires them to make a Saving throw to resist the effects, you may expend 3 Chakra and roll 1d4 and subtract it from their roll.

Chinoike Jutsu list

A list of jutsu techniques created and used by members of the Chinoike clan.

D-Rank

Blood Drain


  • Casting Time: 1 Action
  • Chakra Cost: 4 Chakra
  • Range: Melee
  • Components: S
  • Duration: Instantaneous
  • Prerequisite: Ketsuryūgan (Chinoike Clan, D-Rank)

After making physical contact with a creature, you draw the blood in their body towards your hand utilizing your chakra. Force the target to make a Constitution saving throw against your Jutsu DC as you drain a portion of blood from their body, dealing 4d6 + your Jutsu modifier force damage on a fail or half as much on a success.

Blood Whip


  • Casting Time: 1 Action
  • Chakra Cost: 3 Chakra
  • Range: 30 ft.
  • Components: S, B
  • Duration: Instantaneous
  • Prerequisite: Ketsuryūgan (Chinoike Clan, D-Rank)

You carefully manipulate the iron levels within your blood, drawing it out to form a thin line in the shape of a whip. Make a ranged attack roll on a creature within 20 ft. On a hit, you deal 2d8 + your Jutsu modifier of force damage.

Hyuga Clan

The Hyuga Clan, one of the four noble houses of Konohagakure, and one of the strongest in the village, is split into two parts: the main hour and the branch house. While the main house runs the family, members of the branch house are branded with a cursed seal which forces them to obey and protect the main house. It also seals the Byakugan after the wearer of the seal dies. Most Hyuga are identifiable by their unique eyes with enlarged, white irids and no distinguishable pupils, a trait of possessing the Byakugan.

The Byakugan, one of the three great dojutsu, grants the wielder extended fields of vision and the ability to see through solid objects. They are also able to see the chakra circulatory system, amongst other things. Using this power, the Hyuga clan developed a unique fighting style, allowing them to cut off the chakra points of their opponents.

Clan Traits

Ability Score Increase. Your Wisdom score increases by +1.

All-Seeing. You gain proficiency in the Insight skill.

Branch. On the 3rd birthday of the Hyuga Clan's heir, the clan is separated into the main house and the branch house. Select your branch.

Hyuga Training. You gain an unarmed strike equal to 1d4. You may use your Dexterity instead of Strength when determining attack and damage rolls if your wish. Your unarmed strikes deal force damage.

Power of the Hyuga. Upon selecting this bloodline, you gain access to the Hyuga Bloodline Prestige and the Hyuga Jutsu List.

Main Branch

As a member of the main branch, your job is to assist in actively running the clan.

Cursed Order. As an action, you speak a one-word command to a member of the Hyuga Clan's side branch with the Cursed Seal racial trait you can see within range. The target must succeed on a Wisdom saving throw against your JUTSU DC with disadvantage or follow the command on its next turn. If the creature fails to follow the command, you may use your reaction to deal 1d6 psychic damage. This damage scales to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level. The creature may choose to follow the command willingly if they wish.

Side Branch

As a member of the side branch, you are branded a human meat shield to members of the main branch are are branded with a Cursed Seal.

Cursed Seal. You have been inflicted with a Cursed Seal, forcing you to obey the will of the Main Branch. You can be affected by the Main Branch's Cursed Order.

Fist of Resentment. Your innate Unarmed Strike is instead upgraded to 1d6. In addition, if an ability would upgrade your Unarmed Strike to 1d6, yours will become 1d8.

If your Unarmed Strike would become 1d8, it becomes 1d10 and if it would become 1d10, it becomes 1d12.

Bloodline Prestige

As a member of the Hyuga clan, you gain the following Bloodline Prestige.

Byakugan Awakening

At some point between 1st and 3rd level, your character awakens the Byakugan, the kekkei genkai of the Hyuga clan.

As a bonus action, you may expend 3 Chakra, activating the Byakugan for 10 minutes. For the duration, you are granted Chakrasight in a 30 ft. radius around yourself.

The range of the Chakrasight increases to 60 ft. at about 5th level, 90 ft. around 8th level, 120 ft. around 11th level, 150 ft. around 14th level, 200 ft. around 17th level, and 300 ft. around 20th level.

Hyuga Jutsu list

A list of jutsu techniques created and used by members of the Hyuga clan.

D-Rank

Gentle Fist Stance


  • Casting Time: 1 Bonus Action
  • Chakra Cost: 3 Chakra
  • Range: Self
  • Components:
  • Duration: 1 Minute, Concentration

For 1 minute, whenever you hit a creature with an Unarmed Strike, the damage is dealt to the Chakra Pool rather than their hit points, but any damage you deal is halved. Undead and Constructs are immune to damage you deal while in this stance. If you wish, you may also dismiss this stance as a bonus action.


If you strike a target while in this stance and the target has 0 chakra, you instead deal double damage to the target's hit points.

Eight Trigrams Sixteen Palms


  • Casting Time: 1 Action
  • Chakra Cost: 5 Chakra
  • Range: Melee
  • Components:
  • Duration: Instantaneous
  • Prerequisite. Gentle Fist Stance

The user makes two consecutive strikes, followed by another two to make four, four consecutive strikes to make eight and then eight consecutive strikes to make a total of sixteen. These rapid strikes target specific pressure points, cutting off the target's chakra flow.


Have the target make a Constitution Saving throw against your JUTSU or JUTSU DC, taking 2d4 + your JUTSU modifier force damage on a fail or half as much on a success.


The damage is deal to the Chakra Pool rather than the hit points. If you have levels in the Taijutsu Specialist class, you may use your TAIJUTSU modifer instead.

Inuzuka Clan

The Inuzuka Clan, a family of Shinobi residing in Konohagakure, are easily identified by the distinctive red fang markings on their cheeks. Upon reaching a given age, each member of the clan is gifted a canine companion (or two). Thereafter, the Shinobi and their dog(s) are inseparable.

Members of the Inuzuka clan are able to understand and communicate with caninies. They have greatly enhanced senses, especially their sense of smell. By channeling chakra to their nose, this sense is amplified to an even greater extent. This allows the user to detect, track and monitor targets from a fairly long distance away.

Clan Traits

Ability Score Increase. Your Wisdom score increases by +1.

Man's Best Friend. You gain proficiency in Animal Handling.

Beast Master. You are accompanies by a Ninken companion. You may choose one of the base Ninken stat blocks below - the Kugsha, Inuit, or the Tamaskan. If you choose a Companion class, you may use your Ninken as your Companion.

Dog-Speak. You can speak to and understand canine creatures.

Fleet of Foot. Your base walking speed increases to 35 ft.

Inseparable. Upon selecting this bloodline, you gain access to the Inuzuka Jutsu List. You learn an additional D-Rank jutsu from the Inuzuka jutsu list.


Kugsha

Small Beast, Tracking Ninken


  • Armor Class 11
  • Hit Points 6
  • Speed 35 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 6 (-2) 15 (+2) 12 (+1)

  • Saving Throws Dexterity
  • Skills Perception, Survival
  • Senses Darkvision 30 ft.
  • Languages Common (comprehends)

Companion Class:

If you select a Companion class, please apply the following adjustments to the Kugsha stat block.

Hit Points The Kugsha's HP multiplier is 3. Calculate their hit points as a normal Companion, but add the HP the Kugsha receives by default at level 1 as bonus.


Increase in Size Increase the Size of the Young Kugsha to Medium at 8th level and Large at 12th level.

Actions

Bite. 1d6 (Scales with Dexterity)


Inuit

Small Beast, Combat Ninken


  • Armor Class 13
  • Hit Points 12
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 6 (-2) 8 (-1) 12 (+1)

  • Saving Throws Constitution
  • Skills Athletics, Intimidation
  • Senses Darkvision 30 ft.
  • Languages Common (comprehends)

Companion Class:

If you select a Companion class, please apply the following adjustments to the Inuit stat block.

Hit Points The Inuit's HP multiplier is 5. Calculate their hit points as a normal Companion, but add the HP the Inuit receives by default at level 1 as bonus.


Increase in Size Increase the Size of the Young Inuit to Medium at 8th level and Large at 12th level.

Actions

Bite. 1d10 (Scales with Strength)


Tamaskan

Small Beast, Combination Ninken


  • Armor Class 12
  • Hit Points 9
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 15 (+2) 8 (-1) 6 (-2)

  • Saving Throws Intelligence
  • Skills Investigation, Athletics
  • Senses Darkvision 30 ft.
  • Languages Common (comprehends)

Companion Class:

If you select a Companion class, please apply the following adjustments to the Tamaskan stat block.

Hit Points The Tamaskan's HP multiplier is 4. Calculate their hit points as a normal Companion, but add the HP the Tamaskan receives by default at level 1 as bonus.


Increase in Size Increase the Size of the Young Tamaskan to Medium at 8th level and Large at 12th level.

Actions

Bite. 1d8 (Scales with Strength)

Inuzuka Jutsu list

A list of jutsu techniques created and used by members of the Inuzuka clan.

D-Rank

Four Legs Technique


  • Casting Time: 1 Bonus Action
  • Chakra Cost: 5 Chakra
  • Range: Self
  • Components: S, V
  • Duration: Concentration, up to 1 minute

By surrounding their body with chakra and moving about on all fours, the user's speed and accuracy are significantly enhanced, which in turn makes their attacks more damaging as sharp claws form at the ends of their fingertips. For the duration, you gain the following benefits:

  • You ignore opportunity attacks
  • Your movement speed is increased by 10 feet
  • Your melee attacks deal an extra 1d8 of slashing damage.

Passing Fang


  • Casting Time: 1 Action
  • Chakra Cost: 3 Chakra
  • Range: Melee
  • Components: S, V
  • Duration: Instantaneous

The user moves at a target at high speeds and delivers a body slam. As they move at the target, the user spins rapidly in order to pierce targets.


As a part of the action to cast this jutsu, you may immediately move up to your movement speed towards an enemy and enter their melee range. This movement does not cost movement from your turn. Make a melee attack roll. On a hit, the target takes 2d6 + your JUTSU modifier piercing damage.

Nara Clan

The Nara Clan, one of the many clans of Konohagakure, watch over the Nara Clan Forest. They have a special bond with the deer who live inside. If an outsider were to enter the forest without explicit permission from the Nara clan, they would be attacked by the deer. The clan has also been known to produce multiple geniuses, although many of the clan members are characteristically lazy. Most men in the clan wear their hair up in a short ponytail.

Utilizing the power of Yin Release, the Nara clan is known for their Shadow Possession techniques, allowing them to control others by utilizing shadows. The Nara have a special sensory link with their shadows, and do not necessarily need to see a target to confirm that they've been caught by their shadow.

Clan Traits

Ability Score Increase. Your Intelligence score increases by +1.

Genius. You gain proficiency in Investigation.

Coordination. You are able to use the Help action as a bonus action.

Tactial Advantage. Once per long rest, when you fail a Saving throw to resist the effects of a jutsu, you may choose to succeed instead.

Lazy. When you take a short rest, you may add your Intelligence modifier instead of your Constitution when expending Hit Dice to restore your HP.

Prepared. Upon selecting this bloodline, you gain access to the Nara Jutsu List. You learn an additional D-Rank jutsu from the Nara jutsu list.

Nara Jutsu list

A list of jutsu techniques created and used by members of the Nara clan.

D-Rank

Shadow Possession Jutsu


  • Casting Time: 1 Action
  • Chakra Cost: 5 Chakra
  • Range: 60 ft.
  • Components: S
  • Duration: Concentration, up to 1 minute

The user molds chakra into their shadow, controlling it. Select one creature you can see within range. The target creature has to make a Dexterity Saving throw against your Ninjutsu Save DC. On a failed save they are restrained for the duration of the jutsu and they cannot take actions. They make the exact same physical movements you make. You cannot make them attack themselves, nor can you make them cast jutsu of any type. They mirror your movements and gestures and nothing else. At the end of the affected creature's turn, they can make a Strength saving throw to end this Jutsu’s effect on them.


The Shadow possession jutsu is unique in that it is most affected by the time of day and the amount of available light a Nara is in. In Dim Light, this Jutsu’s range is reduced by half. In Complete Darkness, this jutsu cannot be used.

Shadow Imitation


  • Casting Time: 1 Reaction
  • Chakra Cost: 4 Chakra
  • Range: 45 feet
  • Components: S
  • Duration: Instantaneous
  • Prerequisite: Shadow Possession Jutsu

You manipulate your shadow and stretch it outwards, attempting to fuse your shadow with a willing creature.


As a reaction, when an ally within range that you can see is targeted with an attack, you can use your reaction to grant that ally a +2 to their AC if it would cause the attack to miss.

Sarutobi Clan

The Saurtobi Clan is an influential clan from Konoha. It has produced several renowned members who have held positions of high authority, including the Third Hokage; whose son, Asuma, held membership in the Twelve Guardian Ninja, while his other children served directly under the Hokage along with their spouse as Anbu.

All known members have also been devout observers of the Will of Fire. This clan has the strength and influence to tie other clans together and create long lasting bonds.

Clan Traits

Ability Score Increase. Your Charisma score increases by +1.

Careful Control. You gain proficiency in Chakra Control.

Chakra Efficiency. Once per short or long rest, you are able to reduce the chakra cost of a jutsu or ability but a number of chakra equal to your proficiency bonus. This ability can not reduce the cost of a technique below 1.

Brave. You have advantage on saving throws to resist the effects of being Frightened.

Lead by Example. You may add your Charisma modifier to your initiative rolls.

Prestige. Upon selecting this bloodline, you gain the Sarutobi Bloodline Prestige.

Bloodline Prestige

As a member of the Sarutobi clan, you gain the following Bloodline Prestige.

Advanced Chakra Proficiency

Sarutobi are known for their advanced innate knowledge in Chakra molding and nature release. Starting at 1st Level, select one of the following nature releases Earth, Wind, Fire, Water, Lightning. You gain the ability to learn jutsu from the corresponding Jutsu list.

Advanced Chakra Control

At some point between 5th to 7th level, your training and hard work now shows in your combat skills.

Select one Jutsu list in which you are proficient and may learn jutsu from. You may not select the Common jutsu list. You may slect one of the following effects:

Chakra Saver. All Jutsu in this list of their chakra costs reduced by 1, to a minimum of 1 Chakra point.

Aim for the Weak Point. You ignore resistance when dealing damage with jutsu from this jutsu list.

Sniper. All jutsu in this list have an additional +2 to hit.

Overwhlem. When determining your Save DC for jutsu in this jutsu list, your save DC goes up by +1.

Blade Enhancement. When using Chakra Blades with the chosen nature, you deal an additional 2 elemental damage when you hit with a weapon attack.

Resistant. Your mastery over this nature has helped you understand how to counter it. You gain resistance to the damage primarily dealt by this nature.

Will of Fire

At some point between levels 11 to 13, you gain advantage on Death Saving throws. If you roll a 20 on a death save, you get back up, restoring hit points equal to your level and receiving temporary hit points equal to double your proficiency bonus.

Superior Chakra Control

At some point after you've reached level 15, you may select one additional option from the Advanced Chakra Control Prestige ability.

Senju Clan

The Senju Clan was one of the clans responsible for founding the first shinobi village: Konohagakure. Although the clan itself no longer exists as a group, the Senju continue to influence Konoha's politics through their philosophy of the Will of Fire and the corresponding interpretation of the role of the Hokage position. As such, three Senju have achieved the position of Hokage.

As descendants of Asura Ōtsutsuki, the Senju inherited his powerful life force and chakra which eventually manifested as Wood Release. It was thought that the Senju's strength was based in love. Compared to other shinobi clans, the Senju didn't just specialise in one area, instead choosing to master ninjutsu, taijutsu, and genjutsu in order to give themselves a wide variety of skills to help combat their enemies.

Clan Traits

Ability Score Increase. Your Wisdom score increases by +1.

Multi-Talented. You gain proficiency in two skills of your choice.

Compassionate. When an ally is inflicted with a condition that isn't the Sealed condition, you may use a bonus action on your turn to make physical contact with them and expend chakra equal to your proficiency bonus. On their next escape attempt, they may add a bonus to their roll equal to your Jutsu modifier.

Hashirama's Legacy. As a descendant of Hashirama, your name comes with a very positive (or negative) connotation when you interact with others. You may roll an additional d4 and add it to any charisma based checks you make when interacting with Civilians.

Descendants from Above. Upon selecting this bloodline, you gain access to the Senju Jutsu List. You learn an additional D-Rank jutsu from the Senju jutsu list.

Senju Jutsu list

A list of jutsu techniques created and used by members of the Senju clan.

D-Rank

Wood Style: Hand Tool Manipulation


  • Casting Time: 1 Action
  • Chakra Cost: 5 Chakra
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

The user manipulates his or her hand to form into a shield. For the duration, you gain the benefits of wielding a shield, even if you are not proficient in one but you only have one free hand to wield weapons or perform somatic components.

Wood Stab Palm


  • Casting Time: 1 Action
  • Chakra Cost: 4 Chakra
  • Range: Melee
  • Components: S
  • Duration: Instantaneous

The user jumps into the air and releases a wooden spear from their palm that is struck at the target. Make a melee attack against a target within range, dealing 1d4 + your JUTSU modifer piercing damage and an additional 1d4 earth damage on a hit.

Uchiha Clan

The Uchiha Clan, one of the four noble clans of Konohagakure, was reputed to be one of the village's strongest because of their Sharingan and natural battle prowess. Along with the Senju, they were one of the clans involved founding the first Shinobi village.

The Uchiha are descendants of Indra Ōtsutsuki. Through Indra, the Uchiha inherited Hagoromo's "eyes", granting them powerful spiritual energy and chakra. As part of the so-called "Curse of Hatred" first displayed by Indra, Uchiha are subject to powerful emotions: these emotions typically start as love for a friend or family member that then become overpowering hatred when the object of their love is lost. This loss, whether actually experienced or merely threatened, awakens an Uchiha's Sharingan. It is due to the Sharingan that the Uchiha have received much of their fame and notoriety.

Clan Traits

Ability Score Increase. Your Strength score increases by +1.

Brutal Gaze. You gain proficiency in Intimidation.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Madara's Legacy. Your presence on the battlefield speaks numbers. The Curse of Hatred runs through your blood. When you score a critical hit, you can roll one extra die when determining your damage.

Uchiha Pride. Upon selecting this bloodline, you gain the Uchiha Bloodline Prestige.

Bloodline Prestige

As a member of the Uchiha clan, you gain the following Bloodline Prestige.

1-Tomoe Sharingan (Level 2 - 4)

The Sharingan is an eye of extreme potential and flexibility. At some point between 2nd and 4th level, you awaken the Sharingan, gaining access to some of following features as you increase in level through this Bloodline Prestige.

As a bonus action, you may expend 5 chakra to activate your Sharingan for 10 minutes, gaining 30 ft. of chakra sight. You may only use features granted in this Bloodline Prestige while your Sharingan is active. When you first gain this Bloodline Prestige ability, you may select two of the following features that you may use while the Sharingan is active.

Sharingan Agility: For the Duration of your Sharingan, while wearing Light or No Armor, Your AC equals 10 + Half Your Proficiency (Rounded Down) + your JUTSU Modifier.

Sharingan Dodge 1: As a reaction when you are targeted by a jutsu or caught in an area of effect, you may expend 3 chakra to add +2 to your AC and Dexterity saving throws until the start of your next turn.

Hypnotic Eye 1: When you cast a genjutsu, you may expend 2 Chakra to increase the Save DC by +1.

Mimic. You are able to read lips and perfectly mimic movements of creatures up to 60 ft. away from you.

Copy Wheel 1: When a creature you can see within 60 ft. uses a jutsu, you may use your reaction to copy it provided you have access to the Jutsu list in which it is from. The jutsu's rank can not be higher than D.

You can have a number of Jutsu copied equal to your JUTSU modifier at any given time. If you attempt to copy a jutsu while you already have the maximum possible copied from this feature, you forget one of the jutsu copied this way and replace it. Jutsu you have copied are added to your Known Jutsu list.

Genjutsu Counter 1: You are always aware when you are under the effects of a Genjutsu whose DC is equal to or less than your Passive Intelligence (Ninshou). While under the effects of a Genjutsu you are aware of, you roll any saving throws to end the effects with advantage.

2-Tomoe Sharingan (Level 6-8)

Somewhere within the range of 6th to 8th level, you gain the ability to take the Search action as a bonus action and one of the following features:

Sharingan Dodge 2: You can only take this feature If you already have Sharingan Dodge 1. Your Sharingan Dodge bonus becomes +4, instead of +2.

Aggressive Foresight: As a Reaction, you can make an Insight check against a creature when they target an ally within 30 feet of you with a jutsu and you can see them. The DC is 12 + Rank of the Jutsu (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a success you know the Jutsu you or an ally are being targeted with. Your ally gains a +2 Bonus to their AC against this singular attack as you tell them what to look out for. If the jutsu requires a save, the ally may make it with advantage.

Genjutsu Counter 2: You can only take this feature if you already have Genjutsu Counter 1. You are always aware if you are under the effects of a Genjutsu. At the beginning of each of your turns, you can immediately make an additional saving throw to end their effects.

Curse of Hatred: When you roll a 1 or 2 on a damage die for an Attack you make with a jutsu you can Reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

3-Tomoe Sharingan (level 12 - 15)

Somewhere between 12th to 1th level, you gain a +5 bonus to your passive perception and one of the following features.

Rapid Reflexes. While you are gaining the benefits of your Sharingan feature, you may occasionally grant yourself an additional reaction after you've already used one. If you have already used your reaction, you may immediately grant yourself another one.

You may only do this a number of times equal to half your proficiency bonus per long rest.

Hypnotic Eye 2: You can only take this feature if you already have Hypnotic Eye 1. When you cast a genjutsu, you may instead expend 5 Chakra to increase the Save DC by +2.

Sharingan Dodge 3: You can only take this feature if you already have Sharingan Dodge 2. When targeted by an attack, by spending 10 Chakra as a reaction, you instead can just cause the triggering attack to miss. If you must make a Dexterity saving throw, you can choose to instead succeed regardless of what you rolled taking no damage or suffering no effect instead of taking half damage or an alternative effect. This can only be done if you are not restrained or prone.

Copy Wheel 2: You can only take this Sharingan Feature if you have taken Copy Wheel 1 previously. If you wish, you may attempt to permamently learn a jutsu that you have copied. When training to do so, it as treated as through you are learning from a mentor.

You may now copy a number of techniques equal to your JUTSU modifier + half of your proficiency bonus.

Uzumaki

The Uzumaki Clan, one of the four noble clans of Konohagakure, was reputed to be one of the village's strongest because of their Sharingan and natural battle prowess. Along with the Senju, they were one of the clans involved founding the first Shinobi village.

The Uchiha are descendants of Indra Ōtsutsuki. Through Indra, the Uchiha inherited Hagoromo's "eyes", granting them powerful spiritual energy and chakra. As part of the so-called "Curse of Hatred" first displayed by Indra, Uchiha are subject to powerful emotions: these emotions typically start as love for a friend or family member that then become overpowering hatred when the object of their love is lost. This loss, whether actually experienced or merely threatened, awakens an Uchiha's Sharingan. It is due to the Sharingan that the Uchiha have received much of their fame and notoriety.

Clan Traits

Ability Score Increase. Your Charisma score increases by +1.

Beacon of Hope. You gain proficiency in Persuasion.

Chakra Reserves. Your maximum chakra increases by 1, and it increases by 1 every time you gain a level.

Life Force. When you roll your hit dice to recover hit points during a short rest, you regain a number of extra hit points equal to triple your Constitution modifier.

Handy. You gain proficiency in a type of Artisan's tools of your choice.

Prestige. Upon selecting this bloodline, you gain the Uzumaki Bloodline Prestige.

Bloodline Prestige

As a member of the Uchiha clan, you gain the following Bloodline Prestige.

Idk

Desc

Yamanaka Clan

Since the village was first formed, the Yamanaka Clan has traditionally led the Konoha Barrier Team. They are well known for specializing in mind reading techniques and very often excel in information gathering and extraction. They have also displayed sensory abilities and their techniques include transferring their consciousness, reading minds and communicating telepathically.

Most members of the Yamanaka clan wear their hair in a long ponytail, which appears to be traditional. The clan runs a flower shop in the village.

Clan Traits

Ability Score Increase. Your Wisdom score increases by +1.

Telepathic. You gain proficiency in Insight.

Strong Psyche. When you roll a 1 or a 2 on a damage die for an attack or jutsu dealing psychic damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Clarity of Mind. You have advantage on saving throws to resist the effects of being charmed.

Barrier Team. When you cast a jutsu or use an ability that is single target and would temporarily increase the AC of either yourself or an ally, the target gains a number of temporary hit points equal to your proficiency bonus. These temporary hit points stack with any temporary hit points provided in the initial casting or use of that ability.

Mental Connections. Upon selecting this bloodline, you gain access to the Yamanaka Clan Jutsu List. You learn an additional D-Rank jutsu from the Yamanaka jutsu list.

Yamanaka Jutsu list

A list of jutsu techniques created and used by members of the Yamanaka clan.

D-Rank

Mind Transfer Technique


  • Casting Time:
  • Chakra Cost:
  • Range:
  • Components:
  • Duration:

Desc

Mind Transmission Technique


  • Casting Time:
  • Chakra Cost:
  • Range:
  • Components:
  • Duration:

Desc

Yuki Clan

Members of the Yuki Clan hailed from the Land of Water. Some time ago, the country was in the midst of a civil war. In this war, different sides battled each other using ninja in combat, some of whom possessed kekkei genkai, the members of the Yuki Clan being some of these people. After the war ended, memories of the gruesome battles still lingered in the minds of the people, causing wide-spread persecutions against those with the kekkei genkai.

Members of the Yuki Clan, who wielded Ice Release, were forced to go into their hiding for their own safety. Many years after the civil war, prejudice against kekkei genkai wielders has lessened and members of the fallen clan have begun to come out of hiding after their scattering. Holders of Ice Release are still often referred to as "cursed".

Clan Traits

Ability Score Increase. Your Constitution score increases by +1.

In Hiding. You gain proficiency in Stealth.

Below Zero. Having been exposed to the cold from your Ice Release since you were little, the cold has hence stopped bothering you. You are not affected by severe cold weather conditions and ignore difficult terrain caused by ice. In addition, you gain resistance to Ice damage.

Lost in the Cold. As a member of the Yuki Clan, you are used to being amongst the snow and the cold. You gain half cover in arctic conditions.

Cursed. Upon selecting this bloodline, you gain access to the Yuki Clan Jutsu List. You learn an additional D-Rank jutsu from the Yuki Clan jutsu list.

Yuki Jutsu List

A list of jutsu techniques created and used by members of the Yuki clan.

D-Rank

Ice Needles


  • Casting Time: 1 Action
  • Chakra Cost: 7 Chakra
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

The user creates 4 water senbon that are held between the gaps of the user's fingers and then freezes them. These make-shift ninja tools can be thrown at multiple or one target.


Roll to hit for each senbon, dealing 1d6 + your JUTSU modifier ice damage on a hit.

Frost Breath


  • Casting Time: 1 Action
  • Chakra Cost: 5 Chakra
  • Range: Self (20-foot Cone)
  • Components: S
  • Duration: 1 Round

The user takes a sharp inhale of the air around them to draw it into their mouth, plummeting its temperature to below 0 before exhaling it back in a 20-foot cone. All creatures within the cone must make a Constitution Saving throw against your JUTSU DC, taking 2d4 + your JUTSU modifier of ice damage and having their movement speed decreased by 10 ft. until the end of their next turn. On success, creatures take half of the ice damage and their movement speed is unaffected.

C-Rank

Ice Release: Blizzard


  • Casting Time: 1 Bonus Action
  • Chakra Cost: 8 Chakra
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: 10 Minutes

The user forms large ice spikes up from the ground, dropping their body temperature, the air around them and the surrounding earth to extreme levels. All terrain within a 20-foot radius of the user at the time of casting becomes difficult terrain, and is considered arctic. The ice will melt over a period of 10 minutes, but Fire Release technique casted in the area will decrease the remaining duration. Roll to hit attacks reduce the remaining duration by 1 minute, and area of effect attacks reduce the duration by 2 minutes.

3. Classes

Shinobi are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the world. Your class gives you a variety of special features, determining what your character is good at. Each class entry in this chapter includes a table summarizing the benefits you gain at every level and a detailed explanation of each one.

Shinobi sometimes advance in more than one class. Optional rules for combining classes, called multiclassing, appear in chapter 6.




Classes
Class Description Hit Die Chakra Die
Genjutsu Specialist You have chosen to master the art of Genjutsu. Shinobi utilising this technique place their opponents under illusions to trick and deceive them. 1d8 1d10
Hunter-Nin You stick to the shadows, using your mastery of stealth and deceit to hunt down and assasinate your enemies with ruthless efficiency. 1d8 1d8
Medical-Nin The Medical-Nin is a Shinobi with incredibly refined Chakra control that uses their abilities to heal and support their allies in combat. 1d8 1d10
Ninjutsu Specialist You have chosen to master the art of Ninjutsu. Shinobi utilising this technique will channel their chakra to perform a variety of jutsu. 1d6 1d12
Taijutsu Specialist You have chosen to master the art of Taijutsu. Shinobi utilising this technique excel in hand to hand combat and typically do not use a large variety of Ninjutsu or Genjutsu. 1d12 1d6
Warrior-Nin You have chosen to master the art of Bukijutsu, using a weapon as an extension of your body and fighting your enemies with weapon techniques, rather than all jutsu. 1d10 1d6
Jinchūriki At some point in your life, you were chosen as a tailed beast host and had one sealed inside of you, making you into a Jinchūriki. 1d6 1d6 1d12
GENJUTSU SPECIALIST

Genjutsu Specialist


You have chosen to master the art of Genjutsu. Shinobi utilising this technique place their opponents under illusions to trick and deceive them.

Class Features

As a Genjutsu Specialist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Genjutsu Specialist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Chakra Points


  • Chakra Dice: 1d10 per Genjutsu Specialist level
  • Chakra Points at 1st Level: 10 + your Constitution modifier
  • Chakra Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiencies


  • Armor: Light
  • Weapons: Simple Ninja Weapons
  • Tools: None

  • Saving Throws: Your Jutsu Stat, One Saving Throw of your Choice
  • Skills: Choose two from Chakra Control, Deception, Insight, Intimidation, Ninshou, and Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Artisan's Pack or (b) Diplomat's Pack or (c) Entertainer's Pack or (d) Hunter's Pack or (e) Ninja's Pack or (f) Rogue's Pack or (g) Scholar's Pack or (h) Standard Pack or (i) Traveler's Pack
  • (a) Kunai or (b) any simple ninja weapon
  • (a) 3 Shuriken or (b) 3 Senbon

Chakra

Beginning at 1st level, you are able to bring out and release the two energies of chakra. By utilizing hand seals, you can control your chakra to manifest specific techniques with higher efficiency. Different techniques will require different combinations of hand seals. When you are out of chakra, you are no longer able to perform your jutsu. Similar to hit points, you may expend Chakra Dice during a short rest to recover Chakra points.

There are 5 main chakra natures: Earth, Fire, Lightning, Water and Wind. although it is possible to learn and use all of the basic chakra natures, all ninja are born with an affinity for a particular element. At 1st level, you may select one of the natures listed above as your Chakra Nature. You are able to learn jutsu from this jutsu list.

As a Genjutsu Specialist, you also may select Jutsu from the Genjutsu list. Select an ability score to use as your JUTSU stat modifier. You may select an additional Chakra Nature at 10th level. This uses your total level, rather than your class level and does not stack if you receive this ability from another class.

When you first obtain this ability, you may select 3 E-Rank Jutsu and 1 D-Rank Jutsu known by your character.

Illusory Circle

At 1st level, you choose an Illusory Circle, shaping your practice of Genjutsu with a particular style of use. Your choice grants your features at 1st level, and again at 3rd, 9th, 14th and 18th.


Genjutsu Specialist
Level Proficiency Bonus Features
1st +2 Chakra, Illusory Circle
2nd +2 Steadfast
3rd +2 Illusory Circle Feature
4th +2 Ability Score Improvement
5th +3 Know Your Enemy
6th +3
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Illusory Circle Feature
10th +4 Chakra Reserves
11th +4
12th +4 Ability Score Improvement
13th +5 Trick Room
14th +5 Illusory Circle Feature
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Illusory Circle Feature
19th +6 Ability Score Improvement
20th +6 Careful Reserves
GENJUTSU SPECIALIST

Steadfast

At 2nd level, you are able to use your Jutsu Stat Modifier in place of your Dexterity when rolling for initiative.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Know Your Enemy

Beginning at 5th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Genjutsu class levels, if any

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such an Uchiha's fiery breath or a Kumogakure ninja's ball of lightning. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Chakra Reserves

At 10th level, when you use a Jutsu from the Genjutsu jutsu list and the target is completely unaffected duo to a successful saving throw or a missed attack roll, you gain half the spent chakra back.

Trick Room

At 13th level, you have learned how to use your Genjutsu prowess to claim the upper hand when you begin a combat. Once all initiatives have been rolled, but before the first turn is taken, you may expend 15 Chakra to reverse the initiative, causing the lowest result to move first. After 1 full round, the initiative is returned to normal.

Careful Reserves

At 20th level, when you use a Jutsu from the Genjutsu jutsu list and the target is completely unaffected duo to a successful saving throw or a missed attack roll, you expend no chakra.

GENJUTSU SPECIALIST

Illusory Circles

Shinobi who specialize in the art of Genjutsu are few and far in between, yet in the hands of the right Ninja can hold catastrophic effects. The way in which you perform your craft holds a large effect over your style of Genjutsu and how you use it.

Circle of Illusions

Utilizing your skills of Genjutsu, you catch your enemies with your illusory tricks to weaken them and perform crowd control for your allies. You gain proficiency in Deception.

Powerful Illusions

At 1st level, your illusory skills have developed, allowing you to catch even the most resistant of creatures in your genjutsu.

When you cast a Genjutsu you may, as a part of the same action, expend additional chakra up to your proficiency bonus to increase the DC by half of that amount (rounded down).

You may use this feature a number of times equal to your proficiency bonus.

Nerve Racking Presence

At 3rd level, when you cast a jutsu that affects multiple enemies and requires a saving throw, all affected creatures take a number of psychic damage equal to your Proficiency bonus when the jutsu is cast. If they succeed the saving throw, they only take half of the damage.

Distortion

Beginning at 9th level, your illusory abilities grow in power and allow you to distort your enemy's vision of you.

As a bonus action, you may expend 5 chakra to distort yourself to all enemies for 1 minute. When a creature attempts to target you with an attack, they must make an Intelligence Saving throw against your JUTSU DC. On a fail, they must choose a new target.

Once a creature succeeds this save, they break out of the affect.

You may use this ability twice per long rest.

Mess With Your Enemy

At 14th level, when you use your Know Your Enemy ability on a creature, you are able to make a mental note regarding their capabilities and use your skills of genjutsu to mess with them.

When a creature you have used your Know Your Enemy ability on in the current day makes an attack or casts a jutsu that would affect one of your allies within 30 ft, you may use your reaction and expend 2 chakra to roll 1d4.

In the case of a saving throw, the enemy subtracts the number rolled from the saving throw DC. In the case of a roll to hit, the enemy must subtract the rolled value from their attack roll.

Enhanced Illusions

At 18th level, your illusory have become unmatched.

When you use your Powerful Illusions ability, you may instead increase the Save DC by equal to the number of chakra spent instead of half.

You may only enhance your Powerful Illusions in this way a number of times equal to half of your proficiency bonus.

Circle of Insight

You have a knack for observation and use this to your full advantage on combat. Paired with your Genjutsu techniques, your ability to read the movements of others and change your tactical strategy to match it in the midst of combat is an asset. You gain proficiency in Insight.

A Step Ahead

At 1st level, when an enemy targets you with an attack, you may use your reaction to make a Wisdom (Insight) check.

If the attack is a roll to hit, and your Insight roll is equal to or greater than the attack roll, your armor class will increase to match the attack roll until the beginning of your next turn. Although you were able to read the movements of the original attacker, you couldn't quite get out unscathed. The initial attack still hits, but you will only take half damage.

Tactical Advise

At 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Mind Reader

Beginning at 9th level, when you are caught in the range of an area of an effect that causes you to make a Dexterity save to take half damage, you may make a Wisdom (Insight) check and use that result instead. This ability does work with Evasion.

Level With Your Enemy

At 14th level, when you use the Know Your Enemy ability against a creature, you are able to use the information you discerned to level the playing field. If you select the creature's Strength, Dexterity or Constitution scores and find out that the enemy is superior in that aspect to you, you may expend 3 Chakra (per score) to grant them disadvantage on any saving throws they make using that ability for 1 minute.

Insightful

At 18th level, when you use A Step Ahead, you may expend 7 chakra points to grant the AC to an ally instead of yourself. If you do not succeed your Wisdom (Insight) check, you may grant them an AC equal to your check.

Circle of Mirrors

Utilizing your skills of Genjutsu, you are able to create projections of yourself to trick your opponent and prevent them from hitting you. You gain proficiency in Deception.

Mirage

Beginning at 1st level, you have began to study mirror illusions to trick your opponents. When an enemy let their guard down after you cast a Genjutsu, you may attempt strike them again with a mirrored version of the same ability.

As a reaction when an enemy succeeds on a saving throw against a Genjutsu you cast, you may force them to reroll and take the second result.

GENJUTSU SPECIALIST

You can use this ability a number of times equal to your jutsu modifier per long rest.

Mirror Image

At 3rd level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. This ability can not be used to escape a critical hit.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Mirror Swap

At 9th level, you are able to use your mastery of mirrors to swap places with your allies. When you or an ally within 30 ft. is hit with an attack, you may use your reaction and expend 5 Chakra to swap places with a willing ally within the same range.

If the attack was a roll to hit, the AC of the character swapping in to the attack will determine if it hits.

Mimic Your Enemy

At 14th level, when you use the Know Your Enemy ability, you may also learn if the creature is equal, superior, or inferior to you in the following ways, along with those listed with the regular ability.

  • Charisma score
  • Intelligence score
  • Wisdom score
  • Skill proficiency (Select one skill)

If you compare any of the statistics listed above, you may expend 3 Chakra points to mimic their skill in that statistic for 10 Minutes.

Reflekdoll

At 18th level, you may make a mirror image of an enemy or an ally within 30 ft. The image has all of the same statistics as the original creature, but can not take any actions, bonus actions, or reactions that the creature posesses. It can not speak nor move without your command. When the mirror image is effected by a jutsu, the original creature will also receive the same effects as long as they are within the same plane of existence.

As the jutsu is hitting the mirror image and not the original creature directly, the creature may not use any reaction abilities in an attempt to lessen the damage or resist the effect in any way. Once the mirror image has been effected by a jutsu or an attack of any kind, the mirror image shatters and can no longer be used.

A mirror image can last a number of days equal to your Genjutsu Specialist level, but you can never have more than one made at a time. You may peacefully dismiss a mirror image without affecting it with a jutsu as a bonus action if you wish. Once you have dissipated a mirror image, you must take a long rest before you can make another.

Circle of Music

You have dipped your expertise into the art of music, using it as a focus to channel the powers of your Genjutsu. Upon taking this subclass, you gain proficiency in three musical instruments of your choice and may use them as a jutsu casting focus. You have practiced your musical talents to a high degree, giving you proficiency in the Performance skill.

Soothing Melody

Beginning at 1st level, as an action, you can play a soothing tune on an instrument or sing a calming melody. Expending 3 Chakra points, you may select one creature within 30 ft. that is able to hear your music. They receive a number of hit points equal to 1d10 + your Genjutsu Specialist level.

Once your Genjutsu Specialist level reaches 10, this ability costs 5 Chakra.

Song of Rest

At 3rd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points and/or chakra points at the end of the short rest, each of those creatures regains an extra 1d6 hit points and/or chakra points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Destructive Harmony

At 9th level, you can imbue your melodies with a hint of disturbance and worry. As an action, you can play anxious tune on an instrument or sing a chilling lament. Expending 5 Chakra points, you may select one creature within 30 ft. that is able to hear your music. Make a ranged attack roll. On a hit, the target takes 1d10 + your Genjutsu Specialist level Psychic damage.

Upon reaching 15th level, this ability costs 7 Chakra.

Expertise

At 14th level, choose four of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Song of Serenity

At 18th level, when you use your Soothing Melody or Destructive Harmony, you may now do so as a bonus action rather than an action.

Circle of Night

Utilizing your skills of Genjutsu, you are able to slink into the shadows of night. You are incredibly slippery and can be extremely difficult to track down. You strike when your opponent lets their guard down. You gain proficiency in Stealth.

GENJUTSU SPECIALIST

Shadow Strike

Beginning at 1st level, you hide in the shadows while your Genjutsu takes on the roll of the distraction and strike your targets when they least expect it. When a target escapes the effects of one of your Genjutsu, you may use your reaction and expend a use of this feature to deal 1d6 + your JUTSU modifier Psychic damage to them.

The damage dealt by this feature upgrades to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level and 5d6 at 20th level.

You may use this feature a number of times equal to your proficiency bonus per long rest.

Cunning

At 3rd level, your quick thinking and agility allow you to move and act quickly. You can use a bonus action to take the Dash, Disengage, or Hide action.

Shadow Walk

Beginning at 14th level, you can infuse your body with chakra to partially fade into shadow. As a bonus action, your form becomes cloudy and semi-transparent. While in this form, you have a flying speed of 20 feet. Instead of walking, you are able to hover 5 ft above the ground. Attack rolls have disadvantage against you. You can move through creatures and objects as if they were difficult terrain, but take 1d10 force damage if you end your turn inside a creature or object.

You stay in this form for 10 minutes or until you end it as a bonus action. You may activate this form once per long rest.

Deathly Illusion

At 18th level, you become a master of insuring yourself the victory before the battle has started. When you target a surprised creature with a Genjutsu that requires them to make a saving throw to resist the effects, they fail automatically.

Once you use this ability, you must take a long rest before you can use it again.

Circle of Numbness

Utilizing your skills of Genjutsu, you have successfully discovered a way to manipulate your own senses and drown out the pain. You gain proficiency in Chakra Control. In addition, you gain proficiency in Martial Ninja Weapons.

Self Numbing

Beginning at 1st level, you are able to manipulate your Chakra into numbing your ability to feel pain. On your turn, you can expend 2 Chakra points to begin Self Numbing as a bonus action.

While Self Numbing, you have resistance to all damage except psychic damage and have advantage on Constitution saving throws. Your Self Numbing lasts for 1 minute. It ends early if you are knocked unconscious, or you may end the effect on your turn as a bonus action.

You may use this feature a number of times equal to half your proficiency bonus.

Override

At 3rd level, you have already manipulated your chakra into affecting your five senses, making it harder for others to do the same. When you make a Saving Throw to avoid the affects of a Genjutsu, you may roll an extra d6 and add it to the roll.

Sense of Unfeeling

At 9th level, you have extended your Numbing technique to protecting your allies. When an ally within 40 ft. is hit with an attack that deals anything other than psychic damage, you may use your reaction to halve the damage they take.

You may use this ability a number of times equal to your proficiency bonus.

Delayed Reaction

At 14th level, you gain the ability to numb your opponents to your attacks, allowing yourself to strategically take the upper hand. When you hit a creature with a melee weapon attack while under the effects of Self Numbing, you may choose to expend 6 Chakra points inflict them with a Numbing Effect for 1 Hour. When you hit a creature under your Numbing Effect with a melee weapon attack, they must make a Constitution saving throw. On a fail, the damage they take is doubled and they are effected with another Numbing Effect.

If you use this ability on your turn in consecutive rounds against the same person, double the dice on each successful attack for a maximum of 5 attacks, in which case the damage would reset. The damage resets if any of the attacks fail to damage a creature.

Deadpan

At 18th level, you have numbed even your own emotions, bringing the power of Genjutstu to its peak. When you enter Self Numbing, you now gain resistance to Psychic damage.

Circle of Pain

Your genjutsu specializes in manipulating your target's nervous system to cause pain without harming them physically. You gain proficiency in Insight.

Sensory Overload

At 1st level, you may expend 1 chakra point to overload your target's senses with pain. Choose a target within 30 ft.. They must make a Intelligence Saving Throw against your Jutsu DC, taking 1d10 psychic damage on a fail or half as much on a successful save.

Upon reaching 5th level, you may expend 2 additional chakra points to increase the damage to 2d10. At 11th level, you may expend 3 additional chakra points to increase the damage to 3d10, and at 17th level you may expend 4 additional chakra points to increase the damage to 4d10.

GENJUTSU SPECIALIST

Sensory Decimation

At 3rd level, you are able to expend 5 chakra pints to attack all five of an opponent's senses at once with harsh illusions. As an action, choose a target within melee range to make a Constitution Saving throw against your Jutsu DC. On a fail, they are stunned until the end of their next turn. On a sucess, they see through the illusion. Once a target has been affected by this ability, they can not suffer from its effects again until you have taken a long rest.

Lessons of Pain

Beginning at 9th level, you can use your familiarity with pain and suffering to enforce that pain and suffering on to others or to attempt to spare your allies from that fate. When you are reduced to 0 hit points you may, as a reaction, immediately take your full turn in the initiative order before going down. You may use this ability once per short or long rest.

True Peace

At 14th level, you yourself have come to know true pain, allowing you to fully understand True Peace and attempt to grant it to those around you. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action (whether they are allies or enemies), you grant a number of temporary hit points to that creature equal to 2d6 + your JUTSU modifier (minimum of 1 hit point).

You may use this ability a number of times equal to half of your proficiency bonus per long rest.

My Pain is Far Greater than Yours

At 18th level, you have learned to channel your own pain and suffering to reflect it back at an enemy at catastrophic levels. When you are hit by an enemy's single target jutsu, you may expend the same amount of chakra they did + 20 additional chakra points and use your reaction to reflect the jutsu effects back at them, causing them to hit themselves.

They take the exact same amount of damage you would have, and automatically fail any saving throw that you failed. If you succeeded, however, they gain an automatic succes.

You may use this ability once per long rest.

HUNTER-NIN

Hunter-Nin


You stick to the shadows, using your mastery of stealth and deceit to hunt down and assasinate your enemies with ruthless efficiency.

Class Features

As a Hunter-Nin, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Hunter-Nin level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Chakra Points


  • Chakra Dice: 1d8 per Hunter-Nin level
  • Chakra Points at 1st Level: 8 + your Constitution modifier
  • Chakra Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies


  • Armor: Light
  • Weapons: Simple Ninja Weapons, Fūma Shuriken, Shortsword, Katana
  • Tools: Thieves' Tools

  • Saving Throws: Your Jutsu Stat, One Saving Throw of your Choice
  • Skills: Choose three from Acrobatics, Chakra Control, Deception, Insight, Intimidation, Ninshou, Perception, Persuasion, Sleight of Hand and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Artisan's Pack or (b) Diplomat's Pack or (c) Entertainer's Pack or (d) Hunter's Pack or (e) Ninja's Pack or (f) Rogue's Pack or (g) Scholar's Pack or (h) Standard Pack or (i) Traveler's Pack
  • (a) Kunai or (b) any simple ninja weapon
  • (a) 3 Shuriken or (b) 3 Senbon

Chakra

Beginning at 1st level, you are able to bring out and release the two energies of chakra. By utilizing hand seals, you can control your chakra to manifest specific techniques with higher efficiency. Different techniques will require different combinations of hand seals. When you are out of chakra, you are no longer able to perform your jutsu. Similar to hit points, you may expend Chakra Dice during a short rest to recover Chakra points.

There are 5 main chakra natures: Earth, Fire, Lightning, Water and Wind. although it is possible to learn and use all of the basic chakra natures, all ninja are born with an affinity for a particular element. At 1st level, you may select one of the natures listed above as your Chakra Nature. You are able to learn jutsu from this jutsu list. Select an ability score to use as your JUTSU stat modifier.

When you first obtain this ability, you may select 2 E-Rank Jutsu and 1 D-Rank Jutsu known by your character.

Hunter's Domain

At 1st level, you select your Hunter's Domain, shaping your abilities as a Hunter-Nin with a particular style of use. Your choice grants your features at 1st level, and again at 3rd, 7th, 13th and 18th.


Hunter-Nin
Level Proficiency Bonus Features Sneak Attack
1st +2 Chakra, Sneak Attack, Hunter's Domain 1d6
2nd +2 Cunning Action 1d6
3rd +2 Hunter's Domain Feature 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Ability Score Improvement 3d6
7th +3 Hunter's Domain Feature 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Ambusher 5d6
10th +4 Tactical Edge 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Hunter's Domain Feature 7d6
14th +5 Tactical Edge Upgrade 7d6
15th +5 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Tactical Edge Upgrade 9d6
18th +6 Hunter's Domain Feature 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Assassin 10d6
HUNTER-NIN

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Hunter-Nin table.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Ambusher

Starting at 9th level, you master the art of the ambush. You may add your jutsu stat modifier to your initiative rolls.

Tactical Edge

Beginning at 10th Level you learn how to fight tactically against your targets, leading them into a false sense of security in confrontations against you. You gain one of the following tactics of your choice. You may select additional tactics at 14th and 17th level.

Escaping Danger. Attacks of opportunity against you when moving away from an enemy are at a disadvantage.

Unbroken. You have advantage on saving throws to resist being Frightened, Charmed or knocked Prone.

Hunter's Revenge. When you are hit by a creature's attack, the next time you deal damage to that creature you can Sneak Attack regardless of circumstance as long as you don't have disadvantage on the roll.

Dark Adaptation. You gain 60 ft. of Darkvision.

Masked Threat. When your force a creature to roll a Wisdom or Intelligence save to resist the effects of a jutsu you cast, the DC is increased by +1.

Blind Fighter. You gain 20 ft. of Blindsight.

Steady Hands. You gain proficiency in a Forensics Kit and a set of artisan's tools of your choice.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Assassin

At 20th level, you become an unparalleled hunter of your enemies.

If your attack misses a target within range, you can turn the miss into a hit. Alternatively, when you target a creature with a Jutsu that is single target and requires them to making a saving throw, you can use this ability to make them roll with disadvantage.

Once you use this feature, you can't use it again until you finish a short or long rest.

HUNTER-NIN

Hunter's Domain

Shinobi who take on the role of a Hunter-Nin are excellent assassins, sneaking up on their prey and striking the moment they let their guard down. Your Domain determines the ways in which you corner your targets before striking them down.

Deadeye's Domain

As a Hunter-Nin, your task is to assassinate your targets with no mercy. A rogue senbon striking the neck, or an arrow through the chest without even a glimpse of the attacker are the way of the Deadeye's domain. You gain proficiency in martial ranged weapons.

Headshot

Beginning 1st level, your weapon attacked made with a Ranged weapon critically strike on a roll of 19 or 20.

Quickdraw

Starting at 3rd level, your finely tuned reflexes propel you into battle. When you roll initiative treat any roll of 7 or lower on the d20 as an 8. When you attack a creature that hasn't yet had a turn in combat, you gain advantage on the roll.

Target Practice

At 7th level, you have learned to perfectly channel your focus into a given attack. As a bonus action, you may expend 3 Chakra to imbue your weapon with Chakra. The next time you make an attack with a ranged weapon this turn, you may apply a bonus equal to your proficiency bonus to the attack roll.

Far Sight

At 13th level, the normal and long range for thrown and ranged weapons you wield is doubled.

You don't need to have advantage on the attack roll to use your Sneak Attack against a creature if you are more than 60 ft. from it and you don't have disadvantage on the roll. All the other rules of Sneak Attack still apply to you.

Deadeye

Beginning at 18th level, your ranged weapon attacks now critically strike on a roll of 18, 19 or 20.

Mask's Domain

You were chosen from a young age to become a Hunter-nin, and thus you were granted a mask. You've always worn your mask, so long that you're afraid to know what's underneath. It hides you from outsiders, not that you know who you is. You are whoever you need to be. You gain proficiency in Deception.

Mask of Many Faces

Starting at 1st level, your ability to disguise yourself is much higher than the average ninja. You learn the Transformation Technique, an E-Rank jutsu from the Common Jutsu list.

When using the Transformation Technique, you do not need concentration, and the duration of the technique increases to 8 Hours, rather than the original 10 Minutes. You have advantage on any Charisma (Deception) checks you make to avoid detection.

Faceless

At 3rd level, you have grown accustomed to wearing your mask not only as a physical accessory, but also to mask your thoughts and feelings. You gain resistance to Psychic damage.

Mask Beyond a Mask

Beginning at 7th level, your sense of identity and self has been all but lost. You are able to create various Persona. These Personas can be essential in gathering information or passing yourself as someone who belongs.

By casting the Transformation Technique, you are able to immediately swap between any of your established personas or your true self. While as your true self or under the guise of one of your personas, you are completely indistinguishable from any of your other identities.

You may spend 8 Hours and 20 Chakra to create a brand new Persona, complete with forged papers of their identity that are not identifiable from official papers. Once established, you may use your persona however much you wish. If you create a Persona but do not have any Persona slots left, you may immediately destroy a Persona to make room.

You may have a maximum number of Personas equal to half of your proficiency bonus.

Attention to Detail

At 13th level, much time working in recon and information gathering has taught you a thing or two about detail.

Both your Passive Wisdom (Perception) and Intelligence (Investigation) are increased by +5.

Your talent and experience with the Transformation Jutsu has grown to levels of Mastery. You are always aware when an individual in your presence is under the effects of the Transformation Technique.

Deceitful Strike

Beginning at 18th level, when you attack a creature that believes you to be one of your personas, you have sneak attack even if another enemy of the target is not within 5 ft. of it, as long as you don't have disadvantage on the roll.

When hitting a creature with Sneak Attack in this way, your Sneak Attack damage increases by 1d6.

Predator's Domain

You relish in the thrill of the hunt, toying with your prey like a cat would a mouse. Nothing brings you greater satisfaction than to play the hunter, getting the drop on your Prey in any way possible. You gain proficiency in Perception.

Mark of Prey

Beginning 1st level, when you roll initiative you may mark an enemy you can see with the Mark of Prey.

When attacking your Prey, you are able to use your sneak attack even when there isn't another enemy of your Prey within 5 ft. of them, as long as you don't have disadvantage on the attack roll.

Lethal Pursuer

Starting at 3rd level, your desire to down your Prey is irresistible. The sneak attack damage dealt to your Prey is increased by 1d6.

HUNTER-NIN

Bloodlust

At 7th level, only the act of chasing and toying with your Prey can satisfy your bloodlust.

Each time you deal damage to a creature that is not your Prey, you gain a Mark. You may gain a maximum of 1 Mark per turn. You may hold a maximum number of Marks equal to half your proficiency bonus. You may expend Marks to utilize the following effects.

  • As a bonus action, you may expend one mark to grant yourself advantage on your next attack.
  • As a reaction when you are targeted with an attack by your Prey, you may expend a Mark to grant them disadvantage on the roll.
  • When your mark targets you with an ability that requires you to make a saving throw, you may use your reaction to expend a mark and grant yourself advantage on the roll.
  • If your Prey steps out of your range while under the effects of anything granting them immunity to opportunity attacks, you may use your reaction to expend a mark to ignore the effect and make an attack of opportunity against them.
  • As an action, you may expend a mark to force your Prey to make a Wisdom saving throw against your Jutsu DC. On a fail, they are Frightened of you for 1 minute. They may attempt to reroll this saving throw at the beginning of each of their turns.

Thrill of the Hunt

At 13th level, the death of your Prey gives you an incredible rush of vigor. When your Prey is reduced to 0 hit points, you gain a number of temporary hit points equal to your Hunter-Nin level and you may immediately select a new target as your Prey.

True Predator

Beginning at 18th level, when you roll to hit your Prey and miss, you gain a Mark.

Scout's Domain

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.

Skirmisher

Beginning at 1st level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Survivalist

When you choose this domain, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Scout's Sense

At 3rd level, you gain the ability to peer at an enemy and magically discern how best to hurt it. As an action, choose one enemy you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.

You can use this feature a number of times equal to half your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Superior Mobility

Beginning at 7th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master

You excel at leading ambushes and acting first in a fight.

At 3th level, you have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

Starting at 18th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Silkweaver's Domain

Members of the Silkweaver's Domain draa inspiration from one of nature's greatest hunters, the spider. These hunters rely on traps, honed senses and deadly poisons to subdue their targets.

Web Snare

Beginning at 1st level, you learn Snare, a D-Rank Jutsu from the common jutsu list. The Chakra cost to cast Snare is reduced by 3 Chakra Points for you. In addition, you are able to cast Snare without material components, instead utilizing web-like strings of chakra.

Venomous Strikes

At 3rd level, you have developed a small mastery over Silkweaver poison, and have used your chakra to infuse them with it. Weapons you wield gain the benefits of a Chakra Blade, but can only be used as a Chakra Blade to deal poison damage.

As a bonus action, you may expend a number of Chakra equal to half of your proficiency bonus to infuse chakra into your weapon, drawing out the Silkweaver poison. For 1 minute, your weapon's damage increases by 1 die and it deals poison damage. While your Venomous Strikes ability is active, if you hit a creature with a natural roll on the d20 of 15 or higher, they must make a Consitution Saving throw against your Jutsu DC, becoming Poisoned for 1 minute on a fail. If you hit the creature with a critical strike, they have disadvantage on the save.

The creature can attempt to make another Constitution save at the beginning of each of their turns to end the effect.

HUNTER-NIN

Web Walker

Starting at 7th level, your chakra channeling has been heavily enhanced through advanced training, especially in your feet. Your base movement speed increases by 10 ft and you ignore non chakra-enhanced difficult terrain.

As you travel, you are able to leave behind small strings of chakra that, to the untrained eye, would appear as spider webs. When travelling, your group cannot become lost except by Chakra-Enhanced means.

You gain advanced mastery over the Tree Walking Technique and Water Walking Technique. When you are called to make a saving throw to avoid being Interupted, you may roll the save with advantage.

Spider Sense

At 13th level, you gain blindsight out to 30 feet. Within this range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Paralyzing Strike

At 18th level, whenever you make an attack on a creature restrained by the Snare jutsu, you may imbue your attack with paralytic Silkweaver venom. On a hit, the creature makes a Constitution saving throw against your Jutsu DC. On a fail, it is paralyzed for one hour. It may repeat this save at the end of its next turn, ending the effect on a success. If it fails an additional time, the effect lasts the full duration.

Striker's Domain

You focus your training on the grim art of death. Those who adhere to this domain are diverse: hired killers, spies, bounty hunters, and even more. You gain proficiency in stealth.

Silent Killing

At 1st level, when you successfully make a Dexterity (Stealth) check and go unnoticed by your enemies, your movement is doubled for that turn.

Assassinate

At 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Keep It Professional

At 7th level, when you make a check with a skill in which you have proficiency, you may roll an additional 1d6 and add it to the result, possibly changing a failure into a success.

If you have expertise, you may instead roll 1d8.

Crippling Strike

At 13th level, when you hit a creature with an attack utilizing your Sneak Attack, you may expend 3 Chakra to force the creature to roll a Dexterity Save (DC 8 + your proficiency bonus + your Dexterity modifier). On a fail, they fall prone.

Death Strike

Starting at 18th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Thief's Domain

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this domain, but so do Hunter-Nin who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. You gain proficiency in Sleight of Hand.

Fast Hands

Beginning at 1st level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

At 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 7th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Chakra Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes

When you reach 18th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

MEDICAL-NIN

Medical-Nin


The Medical-Nin is a Shinobi with incredibly refined Chakra control that uses their abilities to heal and support their allies in combat.

Class Features

As a Medical-Nin, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Medical-Nin level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Chakra Points


  • Chakra Dice: 1d10 per Medical-Nin level
  • Chakra Points at 1st Level: 10 + your Constitution modifier
  • Chakra Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiencies


  • Armor: None
  • Weapons: Simple Ninja Weapons
  • Tools: Medicine Kit, Poison Kit

  • Saving Throws: Your Jutsu Stat, One Saving Throw of your Choice
  • Skills: Choose two from Chakra Control, Insight, Investigation, Medicine, Ninshou, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Artisan's Pack or (b) Diplomat's Pack or (c) Entertainer's Pack or (d) Hunter's Pack or (e) Ninja's Pack or (f) Rogue's Pack or (g) Scholar's Pack or (h) Standard Pack or (i) Traveler's Pack
  • (a) Kunai or (b) any simple ninja weapon
  • (a) 3 Shuriken or (b) 3 Senbon

Chakra

Beginning at 1st level, you are able to bring out and release the two energies of chakra. By utilizing hand seals, you can control your chakra to manifest specific techniques with higher efficiency. Different techniques will require different combinations of hand seals. When you are out of chakra, you are no longer able to perform your jutsu. Similar to hit points, you may expend Chakra Dice during a short rest to recover Chakra points.

There are 5 main chakra natures: Earth, Fire, Lightning, Water and Wind. although it is possible to learn and use all of the basic chakra natures, all ninja are born with an affinity for a particular element. At 1st level, you may select one of the natures listed above as your Chakra Nature. You are able to learn jutsu from this jutsu list. Select an ability score to use as your JUTSU stat modifier.

You may select an additional Chakra Nature at 12th level. This uses your total level, rather than your class level and does not stack if you receive this ability from another class.

When you first obtain this ability, you may select 2 E-Rank Jutsu and 1 D-Rank Jutsu known by your character.

Sacred Promise

At 1st level, you select your Sacred Promise, shaping your practice of Medical Ninjutsu through a promise you swore in order to keep your allies' lives' safe. Your choice grants you features at 1st level, and again at 3rd, 7th, 10th, 17th and 20th.


Medical-Nin
Level Proficiency Bonus Features
1st +2 Chakra, Sacred Promise, Medical Ninjutsu
2nd +2 -
3rd +2 Sacred Promise Feature
4th +2 Ability Score Improvement
5th +3 Chakra Restore
6th +3 Aura of Protection
7th +3 Sacred Promise Feature
8th +3 Ability Score Improvement
9th +4
10th +4 Sacred Promise Feature
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Cleansing Touch
15th +5
16th +5 Ability Score Improvement
17th +6 Sacred Promise Feature
18th +6
19th +6 Ability Score Improvement
20th +6 Sacred Promise Feature
MEDICAL-NIN

Medical Ninjutsu

At 1st level, you have learned to channel your chakra into the healing and regeneration of the human body. You are able to expend 2 chakra points to restore 1d4 + your Jutsu Modifier hit points to a target within a range of touch. You may expend additional chakra for additional healing at higher levels, as stated in the table below:

Level Maximum Chakra Spent Healing Dice
1 2 Chakra 1d4 + Jutsu Modifier
3 4 Chakra 2d4 + Jutsu Modifier
5 6 Chakra 3d4 + Jutsu Modifier
7 8 Chakra 4d4 + Jutsu Modifer
9 10 Chakra 5d4 + Jutsu Modifier
11 12 Chakra 6d4 + Jutsu Modifer
13 14 Chakra 7d4 + Jutsu Modifier
15 16 Chakra 8d4 + Jutsu Modiifer
17 18 Chakra 9d4 + Jutsu Modifer

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Chakra Restore

Beginning at 5th level, you are able to transfer your chakra to an ally within a range of touch to allow them to keep fighting, at the expense of your own stamina. As a bonus action, you are able to expend a number of your own Chakra equal to your proficiency bonus to transfer triple that amount to an ally. If a character receives Chakra from the Chakra Restore ability, they can not use the Chakra Restore Ability, if they happen to have it, until they have taken a long rest.

You can use this ability a number of times equal to your Constitution modifer (minimum of 1) per long rest.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Jutsu stat modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Cleansing Touch

Beginning at 14th level, you can use your action and expend 15 chakra to end one jutsu on yourself or on one willing creature that you touch.

MEDICAL-NIN

Sacred Promises

When you took up the mantle of a Medical-Nin, you made a promise to yourself to protect their lives of you allies and protect them to the best of your ability. Why you made that promise, is up to you. Your promise alters your role as a medic and determines how you assist your allies in battle.

Promise of the Battle Medic

You realized early on that in order to take care of your friends, you first need to be able to take care of yourself. You have trained yourself not only as a medic, but in the art of combat so you can hold your own on the front lines when needed. You gain proficiency in Light Armor, Medium Armor, and Shields.

Chakra Blades

At 1st level, you gain proficiency in Chakra Blades and Martial Ninja Weapons. Due to your refined Chakra Control, your ability to wield Chakra Blades is higher than the average Shinobi. You need only expend a number of Chakra points equal to half of your proficiency bonus to active the Chakra Blade for 1 minute.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the Warrior-Nin class.

Aura of Vengeance

At 7th level, you have acquired the aura of vengeance in a 10-foot radius around you to protect your allies. When you or an ally within range of your aura is hit by an enemy's attack, you may use your reaction to move up to half of your movement and make an opportunity attack against the attacking enemy.

If the attack hits, you deal an extra 10 damage and they are knocked back 5 feet.

At 18th level, the range of this aura increases to 30 feet and the knockback increases to 10 feet.

Resurgence

Beginning at 10th level, your actions on the battlefield are able to bolster your allies. Whenever you score a critical hit or reduce a creature to 0 hit points, you may select a number of allies equal to your Jutsu stat modifier (minimum of 1 creature) within 30 ft. They are granted temporary hit points equal to 1d6 + your Jutsu stat modifier.

Once you use this feature you can't use it again until the start of your next turn.

Additional Fighting Style

At 17th level, you may select an additional Fighting Style from the Warrior-Nin class. If you wish, you may also change your current Fighting style for another.

Rally

At 20th level, when things are starting to look for the worse, you can rally your allies behind you and grant them the strength they need to keep fighting. As a bonus action, you may grant all allies within 30 ft. (not including you) a +3 bonus to their AC and they gain a number of temporary hit points equal to double your level.

You may use this ability once per long rest.

Promise of the Encourager

You swore to yourself that you would support your allies and cheer them on, even in the toughest moments. When their resolve shattered, you would be there to pick them back up and give them the encouragement they needed to keep going - no matter what it takes. You gain proficiency in performance.

Inspiration

Beginning at 1st level, you can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You can use this feature a number of times equal to your Jutsu modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Cheerleader

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Aura of One For All

At 7th level, you have acquired the aura of One For All in a 10-foot radius around you to encourage your allies. When an ally within your aura rolls for initiative, they may add your Jutsu stat modifier to the results.

In addition, if an ally is in your aura in the first round of combat, they gain an extra 10 feet of movement until the end of that round.

At 18th level, the range of this aura increases to 30 feet.

Font of Inspiration

Beginning at 10th level, when you successfully inspire someone, the power of your encouragement can now spread to someone else. When a creature within 60 feet of you adds one of your Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you.

Superior Inspiration

At 17th level, when you roll initiative and do not have the maximum number of Inspiration die left, you regain one use.

Dying Wish

At 20th level, when you are defeated in battle you may impose upon your allies a dying wish. When you are dropped to 0 hit points, you may immediately impose one of the following effects on all creatures you consider allies in a 100 ft. range:

MEDICAL-NIN
  • Your allies gain a +3 bonus to their AC for 1 minute.
  • Your allies may add your Jutsu modifier to any damage they deal for 1 minute.
  • Your allies all instantaneously receive a number a hit points equal to double your level.

Once you have used your Dying Wish ability, you are considered stabilized but your hit points can not be restored until you have taken a long rest.

Promise of the Haunted One

When you took up medical ninjutsu, you swore to protect your friends and loved ones - to keep them safe at all costs. You failed. Because of your mistake, you watched a close friend or ally die. With the pain still fresh in your heart, you swore that never again... never again would you allow one of your friends to fall... no matter how much of a monster you had to become to make sure that happened. You would bear all the pain... so that they didn't have to. You gain proficiency in deception.

Whispers of the Grave

At 1st level, your body has reduced itself to that of nearly a corpse. You appear pale and ghostly and are always feeezing cold to the touch.

Your maximum hit points are increased by triple your Medical-Nin level.

Touch of Death

Beginning at 3rd level, you may expend 2 Chakra points to touch a creature as a bonus action, surrounding them in protective chakra.

The creature cannot drop below 1 hit point. Any damage dealt to them that would lower their hit points below 1 is dealt to you instead, as long as you remain within 30 ft. of them.

You may use another bonus action to end the effect. If you are knocked unconscious or dropped to 0 hit points, the Touch of Death will end automatically.

Aura of Rebirth

At 7th level, you have acquired the Aura of Rebirth in a 10-foot radius around you, sacrificing your own vigor to grant to your allies.

Any allies that begin their turn with 0 hit points inside your aura restore a number of hit points equal to double your proficiency bonus. You take damage equal to half the number of hit points they restored.

At 18th level, the range of this aura increases to 30 ft.

Sacrificial Offering

At 10th level, when you drop a creature to 0 hit points, you may restore any excess damage from your finishing blow as hit points to yourself or an ally within range of your aura.

Screams of the Grave

At 17th level, you have become indistinguishable from a corpse. You no longer require to eat, drink, sleep or breathe.

Fear the Reaper

Beginning at 20th level, you have learned to wave off death itself. Being reduced to 0 hit points, assuming you are not killed outright, does not knock you unconscious. Instead, you are surrounded by a dark aura and the whites of your eyes turn black.

You do not make death saving throws, and gain a number of temporary hit points equal to your maximum health. If your temporary hit points hit 0, you will die.

While in this form, you have cast aside your humanity and are unable to receive healing by any means. Any healing you grant others is doubled, but you take a number of damage equal to half of the hit points restored.

After this ability has been triggered, you must take a short or long rest in order to be able to receive healing again. A long rest is required in order to activate this ability again.

Promise of Iron Will

You have enhanced your armor with chakra, turing yourself into a bulky warrior in order to protect your allies. Some might even call you a Paladin. You gain proficiency in Light, Medium, and Heavy Armor and Shields.

Chakra Armor

At 1st level, your metallurgical pursuits have led to you making armor a conduit for your chakra. As an action, you can infuse your armor with chakra, granting it special affects.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the chakra armor lacks this requirement for you.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
  • You can doff or don the armor as an action.

The armor continues to be Chakra Armor until you don another suit of armor or you die.

Defensive Field

Beginning at 3rd level, you can enhance your Chakra Armor, granting it defensive properties.

As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Aura of Resilience

At 7th level, all allied creatures within 10 feet of you gain a +1 bonus to their AC provided they are wearing armor or have an unarmored defense. Allies without an unarmored defense that are not wearing armor gain a +2 bonus, rather than +1.

At 18th level, the range of this aura increases to 30 ft.

Passage of Arms

At 10th level, when you are caught in an area of effect, you may grant protective chakra to your allies to protect them from the effect.

MEDICAL-NIN

When you and at least one ally are caught in an area of effect that requires a saving throw to take half damage, you may use a reaction and expend 3 Chakra per ally to partially protect them from the attack. If they succeed the saving throw, they take no damage. On a fail, they take only half.

Cover

At 17th level, you may select an ally within 30 ft as a bonus action. Any damage that would be dealt to them until the end of your next turn is instead dealt to you.

Hallowed Ground

Beginning at 20th level, you are able to briefly become inmpervious to all damage. When you are afflicted with damage from any source, you may use your reaction to instead take nothing until the beginning of your next turn.

You may use this ability once per long rest.

Promise of the Outlander

Warriors of the wilderness, Medical-Nin trained in the Promise of the Outlander are often found far from civilization. They move stealthily through the wilds and are able to hide themselves amongst the brush and rubble. Somewhere along the way they have befriended a creature who has joined them as their loyal companion, and will work with them as one. You gain proficiency in Survival and Animal Handling.

Companion

Beginning at 1t level, you are joined by a Companion who will assist you both in and outside combat. You may select a Base Companion form from Appendix A: Companions. Your companion's base form provides them with their statistics, racial abilities, and a hit point multiplier. THe companion has a number of hit points equal to your level multiplied by their hit point multiplier.

You are able to communicate telepathically with your Companion as long as they are within 100 ft of you. If your DM allows it, you may also allow your Companion to speak, in which they are proficient with any languages you are proficient in.

Commands

At 1st level, you are able to command your Companion to act in a combat situation. As a bonus action, you can give them any of the following orders and they will do so on their turn. The Companion takes their turn directly after yours.

Even if you do not use your bonus action to give your Companion a command, they may use their movement freely. If you are to be knocked unconcious and your Companion is still up, they may only take the Defend Command on their turn.

Attack

As an action, your companion makes a basic attack against a creature in range.

Defend

As an action, your companion takes the dodge action.

Heal

As an action, your companion is able to use the Medical Ninjutsu feature using your Chakra. Your Companion may not heal a creature that has been knocked Unconscious.

Chakra Awakening

At 3rd level, your companion has awoken their ability to use chakra. The companion has a number of chakra points equal to your level multiplied by 5. Your companion may never hold more Chakra Points than their maximum. When you first unlock this ability, you may select a Chakra Nature for your Companion. Once it is chosen, it can not be changed so choose carefully. They can not select a Kekkei Genkai.

Your companion learns 1 D-Rank Jutsu from either the Common List or their Chakra Nature's List. Your Companion can learn a number of jutsu equal to your Proficiency bonus at any time, and follows the same rules players do for learning new jutsu. At any point, you can train them in a new jutsu to switch out any of their current ones. If you reteach a Jutsu that your companion has learned before, the time required to learn it is quartered. When you teach your Companion a Jutsu, it is considered as if they are learning from a Mentor.

Your companion unlocks the following command:

Cast Jutsu

Your companion casts a jutsu they know. If the jutsu your companion casts is a bonus action, your Companion may also use the Attack Command if they are able.

Extended Aura

Starting at 7th level, you sacrifice additional aura effects for yourself, in order to grant your Companion its own. Your Companion gains the Aura of Protection feature. It is treated as an extension of your aura.

Advanced Commands

Beginning at 10th level, you have trained your Companion further to act upon additional commands. Following the same rules as the Commands feature you earned at level 1, you may use a bonus action to command your Companion to use any of the following additional options.

If you are to be knocked unconcious and your Companion is still up, they may only take the Search and Rescue Command on their turn to revive you.

Search and Rescue

As an action, your Companion can expend 8 Chakra to touch a creature that has been knocked unconscious and bring them back up with 1 hit points.

Chakra Transfer

As an action, your companion can touch a creature and transfer any number of chakra currently in their stores to the target.

Protect

As an action, your companion can protect your or an ally, causing attacks against the creature they are protecting to have disadvantage.

MEDICAL-NIN

Share Jutsu

At 17th level, when you cast a jutsu targeting yourself, you can also affect your Companion with the jutsu if the Companion is within 30 feet of you.

Mythic Awakening

At 20th level, your Companion has awakened their true power, and can draw upon their chakra to place themselves in a state of Awakening. As a bonus action on their turn, your Companion can activate their Awakening, granting them a mythical appearance. You do not have to command them to do this.

For 1 minute, your Companion gains the following benefits:

  • They have a +2 bonus to their AC
  • They may add their proficiency bonus to any healing they do
  • They may add half of their proficiency bonus to any damage they deal
  • Your companion increases to a Large size
  • Your companion gains temporary hit points equal to double your level.

Your companion may activate this ability once per long rest.

Promise of the Sage

You have put great time into studying the lore of the Shinobi world, scouring manuscripts, studying scrolls, and listening to experts on the subjects that interest you. With all of the knowledge you have gathered, you now put that practice to good use not only in your Medical Ninjutsu, but through assisting your allies with their own Jutsu. You gain proficiency in Ninshou.

Sage Research

Beginning at 1st level, your research has allowed you to pick up on many things such as tinkering that others have not. You gain proficiency in 2 tool kits of your choice, one skill, and one extra language.

In addition, you may select an additional Chakra nature that you have an affinity to.

Scroll Mastery

Starting at 3rd level, you have found a much more informative way of creating Jutsu scrolls for others to learn from. You may take 2 Hours and to transcribe a Jutsu and its details that you currently know onto a blank scroll appropriate for its level. When purchasing blank jutsu scrolls, you are known as a loyal customer and get a 25% discount.

Shinobi that attempt to learn your Jutsu from the scroll may treat the hours required to learn the Jutsu as if they were learning from a mentor, rather than a scroll. Otherwise, these scrolls follow the same rule as any other Jutsu Scroll.

Aura of Expertise

At 7th level, you have acquired the aura of Expertise in a 10-foot radius around you to bestow your knowledge upon your allies. When an ally in range makes an ability check using any skill you are proficient in, they also gain proficiency in that skill for the check. If they already proficient, they may treat it as if they have Expertise.

At 18th level, the range of this aura increases to 30 feet.

Greater Scroll Mastery

Beginning at 10th level, you may expend 1 hour and expend the required chakra to cast any jutsu you currently have in your arsenal to seal it within a scroll appropriate for its level. The Sealed Jutsu scroll functions mostly like a regular Sealed Jutsu scroll, however it can also be utilized even by those who don't have an affinity with the correct chakra nature, including any Kekkei Genkai Release Style you may have.

Quick Restore

At 17th level, you are able to store your medical ninjutsu inside your Sealed Jutsu scrolls, alongside your other techniques. When a creature, including you, uses a Sealed Jutsu scroll that you created, they heal for 5d4 hit points.

Ultimate Scroll

At 20th level, you have learned to carefully utilize the space and combine chakra natures within writing in order to inscribe two jutsu into a single scroll. You may spend 3 Hours of downtime and expend the required chakra and a blank scroll of appropriate level (to the higher ranked jutsu) to create an Ultimate Scroll, containing two of the jutsu in your arsenal.

When the scroll is used, as an action, it will instantaneously execute the effects of both jutsu. This scroll can be used even by those who don't have an affinity with the correct chakra natures, including any Kekkei Genkai Release Style you may have.

You may only have one Ultimate Jutsu scroll created at a time, but you may destroy one in order to create another.

Promise of the Tactician

You think ahead, protecting your allies with shield and barriers to protect them, and prevent them from going down too easily. Your tactics allow you to keep your allies healthy and guide them towards victory using your superior thinking skills and formulating a plan. You gain proficiency in Investigation.

Quick Reflexes

Beginning at 1st level, when an ally you can see within 30 ft. is hit with an attack, you can use your reaction and expend 2 Chakra to grant them a bonus to their AC equal to +2 if it would cause the attack to miss.

Combo Expert

Starting at 3rd level, when you and your allies work together to perform a combination technique, you quickly protect the participants with your chakra.

When you prepare to cast a technique for a combination jutsu, all participants in the combo gain a number of temporary hit points equal to your Medical-Nin level. If the combo falls through and does not activate, any temporary hit points that have not been used are lost. If the combo succeeds, temporary hit points remain, unless they would be replaced by better temporary hit points.

MEDICAL-NIN

Aura of Reduction

At 7th level, you gain an aura of protective chakra to benefit your allies. All allies within a 10-foot radius around you take a reduced amount of damage from melee weapon attacks or unarmed strikes. Allies hit with a melee weapon attack or an unarmed strike in your aura's range may subtract a number of damage equal to half your proficiency from each hit.

At 18th level, the range of this aura increases to 30 feet.

Guiding Hand

Beginning at 10th level, when you see an ally miss an attack against a target within 30 ft. of you, you may grant them a bonus to their attack roll equal to your JUTSU modifier, potentially turning a miss into a hit.

You may use this ability a number of times equal to your proficiency bonus per long rest.

Rapid Barrier

At 17th level, when you use your Quick Reflexes ability, you now grant a +3 bonus to an ally's AC if it would cause an enemy's attack to miss. In addition, you may also now use this ability on yourself.

Combo Master

At 20th level, when you perform a combination technique with your allies, all allies participating in the combo are granted the benefits of your auras even if they are not in the range until the combo is executed.

In addition, any temporary hit points that were granted using Combo Expert but lost before the Combo executes are restored.

NINJUTSU SPECIALIST

Ninjutsu Specialist


You have chosen to master the art of Ninjutsu. Shinobi utilising this technique will channel their chakra to perform a variety of jutsu.

Class Features

As a Ninjutsu Specialist, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per Ninjutsu Specialist level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Chakra Points


  • Chakra Dice: 1d12 per Ninjutsu Specialist level
  • Chakra Points at 1st Level: 12 + your Constitution modifier
  • Chakra Points at Higher Levels: 1d12 (or 7) + your Constitution modifier

Proficiencies


  • Armor: None

  • Weapons: Simple Ninja Weapons

  • Tools: None

  • Saving Throws: Your Jutsu Stat, One Saving Throw of your Choice

  • Skills: Choose two from Acrobatics, Athletics, Chakra Control, Ninshou, Perception and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Artisan's Pack or (b) Diplomat's Pack or (c) Entertainer's Pack or (d) Hunter's Pack or (e) Ninja's Pack or (f) Rogue's Pack or (g) Scholar's Pack or (h) Standard Pack or (i) Traveler's Pack
  • (a) Kunai or (b) any simple ninja weapon
  • (a) 3 Shuriken or (b) 3 Senbon

Chakra

Beginning at 1st level, you are able to bring out and release the two energies of chakra. By utilizing hand seals, you can control your chakra to manifest specific techniques with higher efficiency. Different techniques will require different combinations of hand seals. When you are out of chakra, you are no longer able to perform your jutsu. Similar to hit points, you may expend Chakra Dice during a short rest to recover Chakra points.

There are 5 main chakra natures: Earth, Fire, Lightning, Water and Wind. although it is possible to learn and use all of the basic chakra natures, all ninja are born with an affinity for a particular element. At 1st level, you may select one of the natures listed above as your Chakra Nature. You are able to learn jutsu from this jutsu list. Select an ability score to use as your JUTSU stat modifier.

You may select an additional Chakra Nature at 7th level, and a third additional Chakra Nature at 14th level. This uses your total level, rather than your class level and does not stack if you receive this ability from another class.

When you first obtain this ability, you may select 3 E-Rank Jutsu and 1 D-Rank Jutsu known by your character.

Ninjutsu Tradition

At 1st level, you may select a Ninjutsu Tradition, shaping your practice of Ninjutsu through one of many schools. Your choice grants you features at 1st level and again at 3rd, 6th, 9th, 14th and 18th.


Ninjutsu Specialist
Level Proficiency Bonus Features
1st +2 Chakra, Ninjutsu Tradition
2nd +2 Chakra Adaptation
3rd +2 Ninjutsu Tradition Feature
4th +2 Ability Score Improvement
5th +3
6th +3 Ninjutsu Tradition Feature
7th +3
8th +3 Ability Score Improvement
9th +4 Ninjutsu Tradition Feature
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Ninjutsu Tradition Feature
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Ninjutsu Tradition Feature
19th +6 Ability Score Improvement
20th +6 Ninjutsu Mastery
NINJUTSU SPECIALIST

Chakra Adaptaion

At 2nd level, you gain the ability to twist your Jutsu to suit your needs. You gain two of the following Adaptation options of your choice.

You gain another one at 10th and 17th level.

Careful Jutsu

When you cast a Jutsu that forces other creatures to make a saving throw, you can protect some of those creatures from the jutsu's full force. To do so, you may choose a number of creatures up to your Charisma modifer (minimum of one creature) and expend 1 Chakra Point per creature chosen. A chosen creature automatically succeeds on its saving throw against the Jutsu.

Distant Jutsu

When you cast a Jutsu that has a range of 5 feet or greater, you can spend 2 Chakra points to double the range of the jutsu.

Empowered Jutsu

When you roll damage for a Jutsu, you can expend 1 Chakra point to reroll 1 die, up to a maximum of damage dice equal to your Jutsu stat modifier (minimum of one). You must use the new rolls.

You can use Empowered Jutsu even if you have already used a different Adaptation option during the casting of the Jutsu.

Extended Jutsu

When you cast a jutsu that has a duration of 1 minute or longer, you can spend 2 Chakra points to double its duration, to a maximum duration of 24 hours.

Heightened jutsu

When you cast a Jutsu that forces a creature to make a saving throw to resist its effects, you can expend a number of Chakra points equal to your proficiency bonus to give one target of the Jutsu disadvantage on its first saving throw made against its effects.

Quickened Jutsu

When you cast a Jutsu that has a casting time of 1 action, you can spend 4 Chakra points to change the casting time to 1 bonus action for this casting.

Seeking Jutsu

If you make an attack roll for a Jutsu and miss, you can spend 3 chakra points to reroll the d20, and you must use the new roll.

You can use Seeking Jutsu even if you have already used a different Adaptation option during the casting of the Jutsu.

Twinned Jutsu

When you cast a Jutsu that targets only one creature and doesn't have a range of self, you can spend a number of chakra points equal to the Jutsu's level (E-Rank: +1, D-Rank: +2, C-Rank +3, B-Rank +4, A-Rank +5, S-Rank +8) to target a second creature in range with the same Jutsu. To be eligible for Twinned Jutsu, a Jutsu must be incapable of targeting more than one creature.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Ninjutsu Mastery

Beginning at 20th level, you are able to upgrade a jutsu in your arsenal to the pinnacle of power. You may select one jutsu you currently know to designate it as a Ninjutsu you have Mastery in. You may inflict two of the following effects on a Ninjutsu in which you have Mastery.

  • The Ninjutsu's Saving Throw DC is increased by +2
  • You may roll an extra 3 die when determining damage or healing
  • The range of the Ninjutsu is doubled. If the Ninjutsu is melee, it is granted a reach of 10 ft.
  • If this jutsu affects multiple targets, you may spread the effects to two extra creatures.
  • If your jutsu is a roll to hit, you may drain the target of chakra points equal to half your proficiency bonus.

You may exchange the jutsu in which you have mastery or the effects placed upon it when you take a long rest.

NINJUTSU SPECIALIST

Ninjutsu Tradition

Ninjutsu is the most commonly used technique in the Shinobi world, but almost no two ninja utilize it in the same way. Ninjutsu is the most versatile use of Chakra amongst the Great Nations, yet almost no two ninja use it in the exact same way. Your style of Ninjutsu has a massive effect on your abilities and your fighting style.

School of the Artificer

You are the start of the future - technology bursting into an era without. While other Shinobi focus on refining their jutsu techniques, you focus on refining your weapons - upgrading them and making them stronger than ever before. While the rest of the ninja stay traditional and inside their protective bubbles of normalness, you shatter them to create all new technological items that no one has seen before. When you take this subclass at 1st level, you gain proficiency in 5 tool kits of your choice.

Chakra Blades

At 1st level, you gain proficiency in Chakra Blades and Martial Ninja Weapons. Due to your refined Chakra Control, your ability to wield Chakra Blades is higher than the average Shinobi. You need only expend a number of Chakra points equal to half of your proficiency bonus to active the Chakra Blade for 1 minute.

In addition, you gain proficiency in Light Armor, Medium Armor, Shields, and Martial Ninja Weapons. If this is your first class, you may replace the Kunai or Simple Ninja Weapon granted to you in your Starting Equipment with a Martial Ninja Weapon.

Chakra Tinkering

At 1st level, you've learned how to invest a spark of chakra into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny object as an action and give it one of the following chakra properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow chakra on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Jutsu modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Tool Expertie

At 3rd level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.


Steel Defender

Medium Construct


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Jutsu modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40 ft. Walking

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus PB x 2
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak

Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your jutsu attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Flash of Genius

Beginning at 6th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Jutsu modifier to the roll.

You can use this feature a number of times equal to your Jutsu modifier (minimum of once). You regain all expended uses when you finish a long rest.

Supercharge

When you reach 9th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Steel Defender

At 14th level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the Chakra Fuse jutsu is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend 5 Chakra. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Improved Defender

At 18th level, steel defender becomes more powerful:

You have 8 points that you may allocate to your steel defender in any way you wish.

Your steel defender gains a +2 bonus to Armor Class.

Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Jutsu modifier.

School of the Guardian

Your expertise in Ninjutsu revolves around barriers, allowing you to protect your allies and yourself when needed. While many ninja possess the ability to erect barriers, you have developed a mastery in them, creating a stronger barrier than the average Shinobi. You gain proficiency in Ninshou.

Shield of Faith

You are able to place a shielding barrier before yourself or an ally to block incoming attacks. As a bonus action, you may select yourself or an ally within 30 ft. A shimmering field appears and surrounds the creature of your choice, granting it a +2 bonus to their AC for 1 minute.

You may only have this effect active on one creature at a time, and you may end the effect early as a bonus action if you wish. The effect also ends if the creature being protected is knocked unconscious.

You can use this ability a number of times equal to your proficiency bonus per long rest.

Succor

Beginning at 3rd level, when you see an ally be hit with an attack, you can surround them with with protective chakra to lessen the blow. When an ally within 30 ft. that you can see takes damage, you may use your reaction to expend 3 Chakra points and grant them 1d6 + your Jutsu modifier of temporary hit points.

You may expend additional chakra for additional temporary hit points at higher levels, as stated in the table below:

Level Maximum Chakra Spent Temporary Hit Points
3 3 Chakra 1d6 + Jutsu Modifier
7 6 Chakra 2d6 + Jutsu Modifer
11 9 Chakra 3d6 + Jutsu Modifer
15 12 Chakra 4d6 + Jutsu Modiifer
19 15 Chakra 5d6 + Jutsu Modifer

Enhanced Rest

When you reach 6th level, you are able to enhance your allies' sleep to allow them to wake up with refined strength. When you take a long rest, you may grant all allies who participated in the long rest a number of temporary hit points equal to double your level.

Protective Barrier

At 9th level, you may erect a barrier to soak up damage and protect your allies. As a bonus action, select a point within 30 ft. A translucent barrier forms in a 10-foot line and when an enemy attempts to hit a creature through the barrier, they are considered to have three-quarters cover. Enemies and allies can pass through the barrier, and the effect is not granted if the triggering attack does not actively travel through the barrier's location.

Emergency Tactics

At 14th level, you may now activate your Succor ability on yourself. In addition, when you expend chakra to grant temporary hit points, you may restore half the temporary hit points granted as healing.

Dome of Retalliation

At 18th level, you may erect a clear, protective dome in a 15-foot radius around yourself. If you move, the dome moves with you. When an ally takes damage inside the radius, the damage is also done to the dome.

The dome has a number of hit points equal to five times your level. While inside the dome, you and your allies cannot be inflicted with Conditions and you are all granted Half Cover. Any Conditions you already have are not removed.

As a bonus action, while the dome is active, you may shatter the dome and all enemies within it must make a Constitution Saving throw against your Jutsu DC.

NINJUTSU SPECIALIST

On a fail, they take however much damage the dome had taken in force damage. If the dome is destroyed before you use this ability, the ability is lost.

You may use this once per long rest.

School of Kenjutsu

You have begun to learn the secrets of the samurai, taking up arms alongside your Jutsu to devastate your opponent with a combination of swordsmanship and Ninjutsu.

Way of the Samurai

At 1st level, when you first take this subclass, you gain proficiency in Light, Medium and Heavy Armor, Shields, and Martial Ninja Weapons. If this is your first class, you may replace the Kunai or Simple Ninja Weapon granted to you in your Starting Equipment with a Martial Ninja Weapon.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the Warrior-Nin subclass. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Fighting Spirit

At 6th level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

In addition, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. This action may not include jutsus or maneuvers.

For Honor

Beginning at 9th level, your discipline and and will allow you to excel in social situations. You gain proficiency in the Persuasion skill. If you already have proficiency, you instead gain Expertise.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Rapid Strike

At 14th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength Before Death

At 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn.

While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

School of the Prodigy

From a young age, you stood out for your talent as a Shinobi, drawing the attention of older and more experienced ninja. You've always picked up on things quickly, and any Shinobi who has seen you knows that one day you will make an incredible ninja. Select a skill in which you have proficiency. You gain expertise instead.

Jack of All Trades

Starting at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Quick Learner

At 3rd level, you have shown to be talented not only at many different things but you are very quick to pick up new jutsu. Each day you spend at least 1 hour training, you may roll a d4 and subtract the result from your remaining hours required to learn a jutsu.

Jutsu Secrets

At 6th level, when you cast a jutsu that requires a saving throw, you can change the saving throw from one ability score to another of your choice. You may use this ability a number of times equal to your proficiency bonus per short or long rest.

Art of Ninshou

Beginning at 9th level, your knowledge of Jutsu and Chakra has reached beyond the average Shinobi. When an ally you can see within 60 ft. is targeted with a Jutsu that you currently have in your arsenal, you may use your reaction to expend 2 Chakra points to give them advantage against the saving throw or give the enemy disadvantage on the attack roll.

Adaptable

Beginning at 14th level, your prodigious nature has given you an advantage and allows you more adaptability with your Ninjutu. You may select an additional Chakra Adaptation. When you reach 16th level, you gain another one.

Pristine Chakra Control

At 18th level, you have mastered the flow of chakra throughout your body, allowing you to utilize your techniques without wasting even a speck of chakra. Whenever you cast a jutsu, you may lower the cost by 3 Chakra points, to a minimum of 1.

NINJUTSU SPECIALIST

School of the Specialist

Although Ninjutsu is your overall proficiency, you definitely have your strengths. You specialise in one nature affinity in particular, granting you benefits when you use techniques of this Release style. You gain proficiency in Ninshou.

Favoured Nature

At 1st level, select a chakra nature in which you have an affinity (you may not select the Common Jutsu List), granting yourself benefits to utilizing this nature in various scenarios. Any Jutsu in this nature's Jutsu List have their chakra cost reduced by 1.

Affinity Sniper

At 3rd level, you gain a +2 bonus to your attack and damage rolls when you cast a jutsu with an attack roll from your Favoured Nature's Jutsu List.

Powerful Techniques

At 6th level, any Jutsu from your Favoured Nature's Jutsu List that call for a Saving Throw, have their Saving Throw DC increased by +1.

Affinity Resistant

Beginning at 9th level, you gain resistance to the damage type primarily dealt by your Favoured Nature.

Enhanced Area

At 14th level, when you cast a Jutsu with an area of effect from your Favoured Nature's Jutsu list, the area in which is effected is expanded. AOE attacks that fit the stated condition have their range increased by 5 ft. in given directions.

Immunity Shattering Affinity

At 18th level, your Favoured Nature has become more than just a combat techniqe - it is a way of life. Creatures that have immunity to your Favoured Affinity do not stop you from hitting them, but you instead treat them as if they have resistance. This particular resistance can not be overcome, even if you have abilities that allow you to ignore resistances.

School of the Wild

Ninjutsu Specialists who delve into the School of the Wild are joined by an animal companion who fights at their side. Attuned with nature, you and your Companion have forged an irreplaceable bond - one that will follow you both to the very ends of the universe and still hold strong. You gain proficiency in animal handling.

Companion

Beginning at 1st level, you are joined by a Companion who will assist you both in and outside combat. You may select a Base Companion form from Appendix A: Companions.

Your companion's base form provides them with their statistics, racial abilities, and a hit point multiplier. The companion has a number of hit points equal to your level multiplied by their hit point multiplier.

You are able to communicate telepathically with your Companion as long as they are within 100 ft. of you. If your DM allows it, you may also allow your Companion to speak, in which they are proficient with any languages you are proficient in.

Commands

At 1st level, you are able to command your Companion to act in a combat situation. As a bonus action, you can give them any of the following orders and they will do so on their turn. The Companion takes their turn directly after yours.

Even if you do not use your bonus action to give your Companion a command, they may use their movement freely. If you are knocked unconscious and your Companion is still up, they may only take the Defend Command on their turn.

Attack

As an action, your companion makes a basic attack against a creature in range.

Defend

As an action, your companion takes the dodge action.

Chakra Awakening

At 3rd level, your companion has awoken their ability to use chakra. The companion has a number of chakra points equal to your level multiplied by 5. Your companion may never hold more Chakra Points than their maximum.

When you first unlock this ability, you may select a Chakra Nature for your Companion. Once it is chosen, it can not be changed so choose carefully. They can not select a Kekkei Genkai.

Your companion learns 1 D-Rank Jutsu from either the Common List or their Chakra Nature's List. Your Companion can learn a number of jutsu equal to your Proficiency bonus at any time, and follows the same rules players do for learning new jutsu. At any point, you can train them in a new jutsu to switch out any of their current ones.

If you reteach a Jutsu that your companion has learned before, the time required to learn it is quartered. When you teach your Companion a Jutsu, it is considered as if they are learning from a Mentor.

Your companion unlocks the following command:

Cast Jutsu

Your companion casts a jutsu they know. If the jutsu your companion casts is a bonus action, your Companion may also make a basic attack if they are able as an action.

Extra Attack

At 6th level, when you command your companion to take the Attack command, it may attack twice instead of once as a part of the same action.

Advanced Commands

At 9th level, your Companion gains additional commands. The Attack command is also slightly enhanced.

NINJUTSU SPECIALIST
Block

As an action, your Companion is able to grant themselves a +2 bonus to their AC until the beginning of their next turn. They also gain a number of temporary hit points equal to your Ninjutsu Specialist level.

Heel

Your companion obstains from taking an action this turn, holding off until their next one. On your companion's next turn, they are able to take two actions. You may command both as a part of the same bonus action.

Your companion cannot use this ability to grant themselves more than two actions on any given turn.

Attack Command Enhancement

The damage dealt by your Companion's basic attacks is increased by 1 die level (Ex: 1d6 to 1d8).

Bond of a Lifetime

At 14th level, you and your companion have developed a bond unlike any other. You're on the same wave length and are able to understand each other completely.

You no longer need to use a bonus action on your turn to Command your companion. In addition, if you are knocked unconscious your companion is now able to take the Attack Command as well as the Defend Command.

Share Jutsu

At 18th level, when you cast a jutsu targeting yourself, you can also affect your Companion with the jutsu if the Companion is within 30 feet of you.

Mythic Awakening

At 20th level, your companion has found their true power and is able to draw upon their chakra to enter a state of awakening.

As a bonus action on their turn, your companion can activate their awakening, granting themselves a mythical appearance. Their size becomes large and they are granted a number of temporary hit points equal to double your level.

For 1 minute, you companion gains the following benefits:

  • They gain +2 to their AC.
  • Any damage they deal with a basic attack after taking the Attack command is increased by a number equal to half of their proficiency bonus.
  • Any chakra costs required for them to take the Cast Jutsu command are halved.
  • When you cast a jutsu, you may have the effect originate from your companion rather than you.

Your companion may activate this ability once per long rest.

School of the White Mage

As a Ninjutsu Specialist in the School of the White Mage, you alter your ninjutsu focus slightly towards Medical Ninjutsu, healing and supporting your allies on the battlefield. Although you are not as hyperfocused as a Medical-Nin, through using your Chakra Adaptations you are able to use your healing in more creative ways. You gain proficiency in Medicine.

Medical Ninjutsu

At 1st level, you have learned to channel your chakra into the healing and regeneration of the human body. You are able to expend 3 chakra points to restore 1d4 + your Jutsu Modifier hit points to a target within a range of 5 ft.

You may expend additional chakra for additional healing at higher levels, as stated in the table below:

Level Maximum Chakra Spent Healing Dice
1 3 Chakra 1d4 + Jutsu Modifier
5 6 Chakra 2d4 + Jutsu Modifier
9 9 Chakra 3d4 + Jutsu Modifier
13 12 Chakra 4d4 + Jutsu Modifer
17 15 Chakra 5d4 + Jutsu Modifier

Your Medical Ninjutsu can be used in conjoint with Chakra Adaptations by following the same rules a normal jutsu would, but the cost of the Medical Ninjutsu increases by 1 Chakra for that use. Empowered Jutsu may be used to reroll healing.

Regeneration

At 3rd level, when you cast a single-target jutsu from your jutsu list on an ally, they gain a temporary regeneration affect. When the jutsu is cast, and again at the beginning of their next turn, they restore a number of hit points equal to your proficiency bonus. You may only apply Regeneration to an ally once per turn.

Protective

At 6th level, when an ally is caught in an area of effect jutsu casted by you that would harm them and calls for them to make a saving throw, they are completely unaffected in the case of a success.

Chakra Gift

Beginning at 9th level, you may use a bonus action to transfer your chakra to an ally within a range of touch. The maximum chakra you can transfer at a time is equal to double your proficiency bonus.

Cleansing Touch

At 14th level, you can use your action and expend 15 chakra to end one jutsu on yourself or on one willing creature that you touch.

Focused Healer

Beginning at 18th level, if you cast a jutsu from your jutsu list that targets multiple allies, you may expend 3 Chakra to apply the Regeneration affect to any allies targeted with the jutsu, including yourself.

In addition, when you affect an ally with Regeneration with a single-target technique, Regeneration is also granted to yourself.

THE PUPPETEER

Puppeteer


You have chosen to master the art of puppets. Shinobi utilising this technique use chakra strings to manipulate and control puppets.

Class Features

As a Puppeteer, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per Puppeteer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Chakra Points


  • Chakra Dice: 1d12 per Puppeteer level
  • Chakra Points at 1st Level: 10 + your Constitution modifier
  • Chakra Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiencies


  • Armor: Light
  • Weapons: Simple Ninja Weapons
  • Tools: None

  • Saving Throws: Your Jutsu Stat, One Saving Throw of your Choice
  • Skills: Choose two from Chakra Control, Insight, Medicine, Ninshou, Performance, Persuasion and Sleight of Hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Artisan's Pack or (b) Diplomat's Pack or (c) Entertainer's Pack or (d) Hunter's Pack or (e) Ninja's Pack or (f) Rogue's Pack or (g) Scholar's Pack or (h) Standard Pack or (i) Traveler's Pack
  • (a) Kunai or (b) any simple ninja weapon
  • (a) 3 Shuriken or (b) 3 Senbon

Chakra

Beginning at 1st level, you are able to bring out and release the two energies of chakra. By utilizing hand seals, you can control your chakra to manifest specific techniques with higher efficiency. Different techniques will require different combinations of hand seals. When you are out of chakra, you are no longer able to perform your jutsu. Similar to hit points, you may expend Chakra Dice during a short rest to recover Chakra points.

There are 5 main chakra natures: Earth, Fire, Lightning, Water and Wind. although it is possible to learn and use all of the basic chakra natures, all ninja are born with an affinity for a particular element. At 1st level, you may select one of the natures listed above as your Chakra Nature. You are able to learn jutsu from this jutsu list. You may select an additional Chakra Nature at 10th level.

This uses your total level, rather than your class level and does not stack if you receive this ability from another class.

When you first obtain this ability, you may select 2 E-Rank Jutsu and 1 D-Rank Jutsu known by your character.


Puppeteer
Level Proficiency Bonus Features Upgrade Points
1st +2 Chakra, Puppet, Recall 3
2nd +2 Puppet Craft 4
3rd +2 5
4th +2 Ability Score Improvement 7
5th +3 Secret Technique 8
6th +3 Puppet Craft Feature 9
7th +3 10
8th +3 Ability Score Improvement 11
9th +4 Extended Strings 13
10th +4 Puppet Craft Feature 14
11th +4 15
12th +4 Ability Score Improvement 16
13th +5 17
14th +5 Puppet Craft Feature 19
15th +5 Illusory Strikeback 20
16th +5 Ability Score Improvement 21
17th +6 22
18th +6 23
19th +6 Ability Score Improvement 25
20th +6 Rapid Repair 26

Puppet

At 1st level, you are able to tinker around with puppets. You gain proficiency in Woodcarver's Tools. Select a base form for your puppet. This determines its starting size, speed, AC, attacks and ability scores. You also have a pool of Upgrade Points in a column of the Puppeteer table.

THE PUPPETEER

Points can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the puppet. Whenever the Puppeteer gains a level, the number in this pool increases.

At any point, the Puppeteer can expend downtime (a number of hours equal to half the upgrade points being adjusted) and art supplies (1 art supply per 4 adjusted points) to tinker with and change the puppet's upgrades. In order to change the Base form of the puppet, an additional 4 art supplies and 4 hours must be expended to build the base of the new puppet.

The puppet does not restore hit points by default, but you can spend 1 hour of light activity and 3 art supplies to fully repair it.

You share your action economy (1 action, 1 bonus action, 1 reaction) with your puppet but you both have separate movements. At the beginning of each turn, you must expend 1 Chakra Point or your puppet will be unable to do anything for the round. To command your puppet, it must be within 60 ft. of you.

Recall

Beginning at 1st level, when you are hit with an attack you may use your reaction to recall your puppet to shield you. Regardless of distance, as long as you are able to see your puppet you can recall it to a position within 5 ft of you. When you do so, the puppet takes the hit instead. This ability can be used to shield you from area of effect attacks as long as the puppet was not originally in the radius.

After doing so, the puppet may move up to its movement speed and make an attack of opportunity against the attacker if able. This movement does not trigger opportunity attacks against it.

Puppet Craft

At 2nd level, you choose your puppet craft, shaping your practice of puppeteering with a particular style of use. Your choice grants your features at 2nd level, and again at 6th, 10th and 14th level.

Secret Technique

At 5th level, when you use your Recall ability, you may, as a part of the same reaction, move up to your movement speed without taking any opportunity attacks.

Extended Strings

Starting at 9th level, you may now control your puppet from up to 100 ft away.

Illusory Strikeback

At 15th level, you have acknowledged your weakness and trained to counter it. When you are targeted by the effects of a Genjutsu, you may immediately use your reaction to have your puppet move up to its movement speed and make an attack of opportunity against the caster. If it hits, you have advantage on the saving throw to resist the effect.

Rapid Repair

Beginning at 20th level, you're accustomed to finding yourself in a dangerous situations without your trusty puppet. You have learned to carry tools around with you to fix that problem. As an action, you may expend 3 art supplies and 5 chakra to do a rapid repair of your puppet mid combat.

Your puppet restores a number of hit points equal to double your Puppeteer level.

You may use this ability once per short or long rest.

THE PUPPETEER

Puppet Crafts

You spend your time tinkering away, mastering the crafts of building and controlling puppets. Although a powerful technique, it is only utilized by a select few shinobi known for their intense skill in technique and chakra control. Your craft shapes your style of puppeteering, and how you fight alongside your creations.

Craft of the Caregiver

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At 6th level,

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At 14th level,

Craft of the Defender

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Craft of the Overseer

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Craft of the Puppet Warrior

As a Puppeteer, you focus on tinkering with one puppet and developing it to be the strongest that it can be. There is clearly one answer, and you're positive that the answer is weapons. You gain proficiency in martial weapons.

Special Materials

Starting at 2nd level, you've acquired a supplier with much more durable materials than the average shop. Your puppets are crafted to be a lot more physically resistance. Your Puppet gains a number of bonus hit points equal to double your Puppeteer level, and another 2 hit points for each additional Puppeteer level after this one.

True Warrior

Starting at 2nd level, your Puppet gains a Fighting Style from the Warrior-Nin class. When you tinker with your puppet to respec your Upgrade Points, you may select a different Fighting Style. Your Puppet can make opportunity attacks without the need of a reaction.

To Arms

At 6th level, your Puppet gains the Weapon Training upgrade, granting it proficiency with Simple and Martial weapons.

In order to use this feature, your puppet does require the Limbs (arms) feature.

Superior Strings

At 10th level, you are able to control your Puppet from up to 150 ft. away. You do not require vision of your puppet to recall it, as long as it is within 300 ft. of you. When you use the Recall ability, your Puppet is considered resistant to the damage taken from that specific attack.

Extended Jutsu

At 14th level, when you cast a jutsu of any sort you may choose to have it originate from the Puppet's location instead of your own.

Craft of the Twin Puppets

Desc

Dual Puppets

Starting at 2nd level, you have split your focus between two entities - two puppets. Select a base for your additional puppet. Your puppets must share their health pool evenly (in the case of an odd number, you may select which gets the remainder).

Both pull from the same pool of upgrade points. The upgrade points may be split between the two in any manner, as long as one puppet never has more than four upgrade points more than the other.

Twinned Attack

Starting at 2nd level, when one of your Puppets takes the attack action, the other may make an attack as a part of the same action.

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At 14th level,

THE PUPPETEER

Puppet Bases

Each puppet has a base form that determines its starting size, speed, AC, attacks, and ability scores. Your puppet's to hit bonus for any attack is equal to the puppets's strength modifier plus it's proficiency bonus.

Aquatic

Size: Medium
Speed 20 ft., Swim 40 ft.
AC 13 (natural Armor);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.
Attacks: Bite: reach 5 ft., one target. Hit: (1d6 + 3) Piercing damage.
Free Upgrades: Bite, Improved Natural Armor, gills, swim(x2), and can select the mount upgrade.

Biped

Size: Medium
Speed 30ft. Climb 30ft.
AC 13 (natural Armor);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.
Attacks: Claws: reach 5 ft., one target. Hit: (1d4 + 3) slashing damage.
Free Upgrades: Claws, Climb, Limbs(arms), Limbs(legs).

Quadruped

Size: Medium
Speed 40ft.
AC 14 (natural Armor);
Ability Scores Str 16, Dex 14, Con 13, Int 7, Wis 10, Cha 11.
Attacks: Bite: reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Free Upgrades: Bite, Limbs(legs)(x2).

Serpentine

Size: Medium
Speed 20ft, Climb 20ft.
AC 13 (natural Armor);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.
Attacks: Bite: reach 10 ft., one target. Hit: (1d6 + 1) piercing damage.
Tail Slap reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.
Free Upgrades: Bite, climb, reach (bite), tail, tail slap.

Tauric

Tauric Puppets appear as conjoined creatures with a humanoid upper body on a quadrupedal lower body.


Size: Medium
Speed 40ft.
AC 14 (natural Armor);
Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.
Attacks: Claws: reach 5 ft., one target. Hit: (1d4 + 2) slashing damage
Free Upgrades: Claws, limbs (arms), limbs (legs) (2).

Puppet Upgrades

1 Point Upgrades:

  • Basic Jutsu: A Puppet is able to cast a basic jutsu by rigging it with a sealed jutsu scroll. Select one jutsu from the following list:

  • Earth Style: Rock Lobber
  • Fire Style: Phoenix Flower Jutsu
  • Lightning Style: Shocking Bolt
  • Water Style: Water Pellet
  • Wind Style: Air Bullets

By expending half of the chakra required for the technique (rounded up), you may have the selected jutsu cast from the puppet's location. This can only be done once per day. At 4th level, you may cast this jutsu up to three times per day by spending 2 additional upgrade points.

This upgrade can be selected more than once. Each time an Puppet selects this upgrade, it applies to a new jutsu.


  • Bite: An Puppet’s maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 points of piercing damage (1d8 if Large, 2d6 if Huge).


  • Claws: An Puppet has a pair of vicious claws at the end of its limbs, giving it a claw attack. The claws deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). The Puppet must have the limb upgrade to take this upgrade. This upgrade can be selected more than once, but the Puppet must possess an equal number of the limbs upgrade.


  • Climb: An Puppet becomes a skilled climber, gaining a climb speed equal to its base speed. This upgrade can be selected more than once. Each additional time it is selected, increase the Puppet’s climb speed by 5 feet.


  • Hooves: An Puppet has a pair of sharp hooves at the end of its limbs, giving it a hoof attack. The hooves deal 1d4 points of bludgeoning damage (1d6 if Large, 1d8 if Huge). The Puppet must have the limb upgrade to take this upgrade. Alternatively, the Puppet can replace the claws upgrade from its base form with these hoof attacks (this still costs 1 upgrade point).


  • Improved Damage: One of the Puppet’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This upgrade can be selected more than once. Its effects do not stack. Each time a Puppet selects this upgrade, it applies to a different natural attack.


  • Improved Natural Armor: You enhance your puppet with thick fur, rigid scales or bony plates, giving it a +2 bonus to its natural armor (AC). This upgrade can be taken once beginning at 1st level, once again at 6th level, once at 11th level and once starting at 16th level.


  • Chakra-Enhanced Attack: A Puppet is infused with chakra, allowing it to treat all of its natural attacks as if they were chakra-enhanced for the purpose of overcoming resistances.

THE PUPPETEER


  • Mount: An Puppet is properly crafted to serve as a combat mount. The Puppet must be at least one size category larger than its rider. This upgrade is only available to Puppets of the quadruped and serpentine base forms.


  • Pincers: A puppet is crafted with a large pincer at the end of one pair of its limbs, giving it a pincer attack. The pincers deal 1d6 points of slashing damage (1d8 if Large, 2d6 if Huge). Puppets with the grab upgrade linked to pincers gain advantage on checks made to grapple.

The Puppet must have the limbs (arms) upgrade to take this upgrade. Alternatively, the Puppet can replace the claws from its base form with pincers (this still costs 1 upgrade point). This upgrade can be selected more than once, but the Puppet must possess an equal number of the limbs upgrade.


  • Pounce: An Puppet gains quick reflexes, allowing it to make an attack as a bonus action after using the dash action. This upgrade is only available to Puppets of the quadruped base form.


  • Reach: One of an Puppet’s attacks is capable of striking at foes at a distance. Pick one attack. The Puppet’s reach with that attack increases by 5 feet.


  • Skilled: An Puppet becomes adept at a specific skill, granting proficiency. If the puppet already has proficiency in a skill, this instead grants expertise. This upgrade can be selected more than once.


  • Slam: An Puppet can deliver a devastating slam attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The Puppet must have the limbs (arms) upgrade to take this upgrade.

Alternatively, the Puppet can replace the claws from its base form with this slam attack (this still costs 1 upgrade point). This upgrade can be selected more than once, but the Puppet must possess an equal number of the limbs upgrade.


  • Slippery: Due to its slimy hide or a slick exoskeleton, the Puppet is especially slippery. The Puppet gains advantage on checks made to escape a grapple.


  • Sticky: The Puppet is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The Puppet gains advantage on checks made to maintain a grapple.


  • Sting: An Puppet possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d4 points of piercing damage (1d6 if Large, 1d8 if Huge).

The Puppet must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the Puppet must possess an equal number of the tail upgrade.


  • Swim: A Puppet gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This upgrade can be selected more than once. Each additional time it is selected, increase the Puppet’s swim speed by 5 feet.


  • Tail: An Puppet is fixated with a long, powerful tail. This grants it advantage on Acrobatics checks made to balance on a surface. This upgrade can be selected more than once.


  • Tail Slap: An Puppet can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 points of bludgeoning damage (1d8 if Large, 2d6 if Huge).

The Puppet must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the Puppet must possess an equal number of the tail upgrade


  • Tentacle: A Puppet possesses, at your choice a number of long, sinuous tentacles, granting it a tentacle attack. The tentacle attack deals 1d4 points of bludgeoning damage (1d6 if Large, 1d8 if Huge).


  • Wing Buffet: An Puppet learns to use its wings to batter foes, granting it a wing buffet attack. The wing buffet deals 1d4 points of bludgeoning damage (1d6 if Large, 1d8 if Huge). The Puppet must possess the flight upgrade, with wings, to select this upgrade.

2 Point Upgrades:


  • Ability Score Increase: An Puppet grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities.

Increase one of the Puppet’s ability scores by +2. This upgrade can be selected beginning at 1st level, and once again after that after reaching levels 7, 13th and 19th level.


  • Constrict: An Puppet gains powerful parts that allow it to crush those it grapples. Whenever the Puppet successfully grapples a foe using the grab upgrade, it deals additional damage equal to the amount of damage dealt by the attack used by the grab upgrade. This upgrade is only available to Puppets of the serpentine base form.


  • Elemental Attacks: An Puppet’s attacks become charged with chakra. Pick a chakra nature in which you have access to. The puppet's basic attacks deal the damage type of said element instead, but you must expend 1 additional chakra point each turn to keep the puppet active.

The Puppeteer must be at least 5th level before selecting this upgrade.


  • Flight: With your tinkering, you have attached the puppet with a pair of large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly.

The Puppet gains a flying speed equal to its base speed. Each additional time this upgrade is selected, increase the Puppet's flying speed by 5 ft.

The Puppeteer must be at least 5th level before selecting this upgrade.


  • Gore: An Puppet grows a number of horns on its head, giving it a gore attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

THE PUPPETEER


  • Grab: An Puppet becomes adept at grappling foes, gaining the grab ability.

Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the Puppet makes a successful attack of the selected type, it can attempt a grapple check as a free action. If successful, the Puppet grapples the target. This ability only works on creatures of a size one category smaller than the Puppet or smaller.


  • Limbs: An Puppet grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the Puppet’s base speed by 10 feet.

Alternatively, they can be made into arms, complete with hands. The Puppet does not gain any additional natural attacks for an additional pair of arms, but it can take other Upgrades that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the Puppet is proficient. This upgrade can be selected more than once.


  • Minor Jutsu: The puppets is able to cast a minor jutsu by rigging it with a sealed jutsu scroll. Select one jutsu from the following list:

  • Earth Style: Mud Wave
  • Fire Style: Boost Fire
  • Lightning Style: Jolt
  • Water Style: Writhing Whirlpool
  • Wind Style: Dust Gust

By expending half of the chakra required for the technique (rounded up), you may have the selected jutsu cast from the puppet's location. This can only be done once per day. At 7th level, you may cast this jutsu up to three times per day by spending 2 additional upgrade points.

The Puppet must possess the basic jutsu upgrade to take this upgrade.

The Puppeteer must be at least 4th level before selecting this upgrade. This upgrade can be selected more than once. Each time an Puppet selects this upgrade, it applies to a new jutsu from the above list.


  • Poison: The puppet has been lined with a toxic venom, granting it poisonous attacks. Pick one bite or sting attack. Whenever the selected attack hits, the target must a Constitution saving throw, becoming Poisoned on a fail. While Poisoned in this way, a creature suffers 1d4 damage per round for up to 4 rounds (at which point the poison wears off).

The save DC is equal to 8 + your proficiency bonus + your Wisdom OR Intelligence modifier.


  • Rake: A Puppet grows dangerous claws on its feet, allowing it to make a rake attacks on foes it is grappling. The Puppet can do this attack as a reaction each time it succeeds on a grapple check against the target.

These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This upgrade is only available to Puppets of the quadruped base form. This upgrade counts as one natural attack toward the Puppet’s maximum.

The Puppeteer must be at least 4th level before selecting this upgrade.


  • Rend: The puppet is able to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the Puppet makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one additional claw attack. The Puppet must possess the claws upgrade to select this upgrade.

The Puppeteer must be at least 6th level before selecting this upgrade.


  • Shadow Blend: The Puppet has advantage on stealth checks in conditions of dim light.

If it has the shadow form upgrade, when in conditions of darkness, The Puppeteer can use an action to make the puppet appear invisible. It remains invisible until it makes an attack, casts a jutsu, or is in an area of bright light.


  • Shadow Form: The Puppet’s body had been designed to become shadowy and more indistinct. As it’s harder to see the Puppet, attacks against it have disadvantage. The Puppet’s melee attacks deal only half damage.


  • TremorSense: Through the Puppet, a Puppeteer becomes attuned to vibrations in the ground surrounding the puppet, gaining tremorsense out to a range of 30 feet. This works like the blindsense upgrade, but only if both the Puppet and the creature to be pinpointed are in contact with the ground. The Puppeteer must be at least 7th level before selecting this upgrade.


  • Weapon Training: The Puppet is fixated to wield a weapon, gaining proficiency in simple weapons. If 2 additional upgrade points are spent, it gains proficiency with all martial weapons as well.

The Puppet requires the Limbs(arms) upgrade to wield a weapon.

3 Point Upgrades:


  • Burrow: A puppet is fixated with thick and gnarled claws, allowing it to move through the earth. The Puppet gains a burrow speed equal to half its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface.

The Puppeteer must be at least 9th level before selecting this upgrade.


  • Extra Attack: The Puppet can attack twice, instead of once, whenever it takes the attack action on its turn. The Puppeteer must be at least 5th level before selecting this upgrade.

This upgrade can be selected again at 12th level, granting three attacks instead of two.


  • Frightful Presence: An Puppet becomes unsettling to its foes, gaining the frightful presence ability. The Puppet can activate this ability as part of an attack.

THE PUPPETEER

Opponents within 30 feet of the Puppet must make a Wisdom save or become Frightened for 1 minute. The save DC is equal to 8 + your proficiency bonus + your JUTSU modifer.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Puppet’s Frightful Presence for the next 24 hours


  • Resilient: An Puppet’s body becomes extremely resilient to one elemental type, gaining resistance to that type. Pick one damage type: force, earth, fire, lightning, water, wind. The Puppet gains resistance to that damage type.

This upgrade can be selected more than once. Its effects do not stack. Each time it applies to a different energy type.

The Puppeteer must be at least 7th level before selecting this upgrade.


  • Major Jutsu: An Puppet is able to cast a major jutsu by rigging it with a jutsu scroll. Select one from the following list:

  • Multiplying Attack Blades
  • Earth Style: Terra Shield
  • Fire Style: Dragon Flame Jutsu
  • Lateral Bolt of Pain: Chop
  • Water Prison Jutsu
  • Gale Palm

By expending half of the chakra required for the technique (rounded up), you may have the selected jutsu cast from the puppet's location. This can only be done once per day. At 10th level, you may cast this jutsu up to three times per day by spending 2 additional upgrade points.

The Puppeteer must possess the Minor Jutsu upgrade to take this upgrade.

The Puppeteer must be at least 10th level before selecting this upgrade. This upgrade can be selected more than once. Each time an Puppet selects this upgrade, it applies to a new jutsu from the above list.


  • Swallow Whole: An Puppet gains the ability to consume its foes. If the Puppet begins its turn with a creature grappled using its bite attack (see the grab upgrade), it can attempt to swallow the creature. The creature can be up to one size category smaller than the Puppet.

Swallowed creatures take damage equal to the Puppet’s bite damage each round plus 1d6 points of bludgeoning damage. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Puppet, but can attempt to cut it's way out with a slashing or piercing weapon.

The amount of damage needed to cut free is equal to 1/10 the Puppet’s total hit points. The Puppet’s AC against these attacks is equal to the Puppet's total AC. If a swallowed creature cuts its way out, the Puppet loses this ability until it is repaired.

The Puppet must possess the grab upgrade, tied to a bite attack, to take this upgrade. The Puppeteer must be at least 9th level before selecting this upgrade.


  • Web: The puppet has been fixated with a pair of spinnerets, giving it the ability to spin webs.

The Puppet can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the Puppet. The webbing has a range of 50 feet.

Creatures entangled by the web can escape with an athletics check. The DC of these checks is your JUTSU DC. The webs have a number of hits points equal to your level. The Puppet can climb its own webs at its climb speed and can pinpoint any creature touching its webs.

The Puppet must possess the climb upgrade to take this upgrade.

The Puppeteer must be at least 7th level before selecting this upgrade.

4 Point Upgrades:


  • Blindsight: Through the puppet, the Puppeteer's senses sharpen further, allowing them to control the puppet even without line of sight. The Puppeteer has blindsight out to a range of 30 ft. surrounding the puppet.

The Puppet can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target.

The Puppeteer must be at least 11th level before selecting this upgrade.


  • Breath Weapon: By fixating the Puppet with high amounts of elemental chakra, it gains a breath weapon.

Select either force, earth, fire, lighting, water or wind. The Puppet can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Puppeteer level on a failed save or half as much on a successful save.

The DC is equal to your JUTSU DC.

The Puppet can use this ability once per day. The Puppet can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The Puppeteer must be at least 9th level before selecting this upgrade.


  • Backup Repair System: By installing a backup reapir system, the puppet gains the ability to restore minor damage over time.

As long as the Puppet has 1 hit point and no more than half it's hp, it can restores 1 point of damage each round. This ability does not allow the Puppet to regrow lost parts (or to reattach severed parts).

This healing can be increased by 1 per round for every 2 additional upgrade points spent (maximum 5).

The Puppeteer must be at least 11th level before selecting this upgrade.


  • Large: The Puppet grows in size, becoming Large. The Puppet gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity and disadvantage to stealth checks. If the Puppet has the biped base form, it also gains an extra 5-foot reach.

THE PUPPETEER

Any reach Upgrades the Puppet possesses are added to this total. The Puppet must be Medium to take this upgrade.

The Puppeteer must be at least 8th level before selecting this upgrade.

If 6 additional upgrade points are spent, the Puppet instead becomes Huge. The Puppet gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +4 bonus to its natural armor. It takes a –2 penalty to its Dexterity and disadvantage to stealth checks The Puppet also gains an extra 5-foot reach in any form. Any reach Upgrades the Puppet possesses are added to this total.

The ability increase upgrade costs twice as much (4 upgrade points) when adding to the Strength or Constitution scores of a Large or Huge Puppet.


  • Ultimate Jutsu: An Puppet is able to cast an ultimate jutsu by rigging it with a jutsu scroll. Select one from the following list:

  • Poison Mist
  • Burning Ash
  • Thousand Water Needles of Death
  • Pressure Damage

By expending half of the chakra required for the technique (rounded up), you may have the selected jutsu cast from the puppet's location. This can only be done once per day. At 15th level, you may cast this jutsu up to three times per day by spending 2 additional upgrade points.

The Puppeteer must possess the Major Jutsu upgrade to take this upgrade.

The Puppeteer must be at least 11th level before selecting this upgrade. This upgrade can be selected more than once. Each time an Puppet selects this upgrade, it applies to a new jutsu from the above list.

TAIJUTSU SPECIALIST

Taijutsu Specialist


You have chosen to master the art of Taijutsu. Shinobi utilising this technique excel in hand to hand combat and typically do not use a large variety of Ninjutsu or Genjutsu. Although many Shinobi are able to use basic taijutsu, most do not use it as a primary technique.

Class Features

As a Taijutsu Specialist, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per Taijutsu Specialist level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier

Chakra Points


  • Chakra Dice: 1d6 per Taijutsu Specialist level
  • Chakra Points at 1st Level: 6 + your Constitution modifier
  • Chakra Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: One artisan tool or musical instrument

  • Saving Throws: Constitution
  • Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Religion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Artisan's Pack or (b) Diplomat's Pack or (c) Entertainer's Pack or (d) Hunter's Pack or (e) Ninja's Pack or (f) Rogue's Pack or (g) Scholar's Pack or (h) Standard Pack or (i) Traveler's Pack
  • (a) Kunai or (b) Shortsword or (c) any simple ninja weapon
  • (a) 3 Shuriken or (b) 3 Senbon

Chakra

Beginning at 1st level, you are able to bring out and release the two energies of chakra. By utilizing hand seals, you can control your chakra to manifest specific techniques with higher efficiency. Different techniques will require different combinations of hand seals. When you are out of chakra, you are no longer able to perform your jutsu. Similar to hit points, you may expend Chakra Dice during a short rest to recover Chakra points.

Select an ability score to use as your JUTSU stat modifier when utilizing regular jutsu. As a Taijutsu Specialist, you may also learn jutsu from the Taijutsu Maneuvers list. Your TAIJUTSU stat modifier is your jutu-casting ability for your maneuvers.

There are 5 main chakra natures: Earth, Fire, Lightning, Water and Wind. although it is possible to learn and use all of the basic chakra natures, all ninja are born with an affinity for a particular element. At 1st level, you may select one of the natures listed above as your Chakra Nature.

This uses your total level, rather than your class level and does not stack if you receive this ability from another class.

When you first obtain this ability, you may select 2 E-Rank Jutsu or Maneuver and 1 D-Rank Jutsu or Maneuver known by your character.

Taijutsu Path

At 1st level, you choose an Taijutsu Path, shaping your practice of martial arts with a particular style of use. Your choice grants your features at 1st level, and again at 3rd, 6th, 11th and 20th.


Taijutsu Specialist
Level Proficiency Bonus Features Martial Arts
1st +2 Chakra, Marital Arts, Unarmored Defense, Taijutsu Path 1d4
2nd +2 Dynamic Action 1d4
3rd +2 Taijutsu Path Feature 1d4
4th +2 Ability Score Improvement, Slow Fall 1d4
5th +3 Extra Attack 1d6
6th +3 Taijutsu Path Feature 1d6
7th +3 Meditate 1d6
8th +3 Ability Score Improvement 1d6
9th +4 1d6
10th +4 Purity of Body 1d6
11th +4 Taijutsu Path Feature 1d8
12th +4 Ability Score Improvement 1d8
13th +5 1d8
14th +5 Diamond Soul 1d8
15th +5 1d8
16th +5 Ability Score Improvement 1d8
17th +6 1d10
18th +6 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Taijutsu Path Feature 1d10
TAIJUTSU SPECIALIST

Martial Arts

At 1st level, your practice of martial arts gives you specialisty of combat styles that use unarmed strikes and taijutsu weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only taijutsu weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity or Strength for the attack and damage rolls of your unarmed strikes and taijutsu weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or taijutsu weapon. This die changes as you gain Taijutsu specialist levels, as shown in the Martial Arts column of the Taijutsu specialist table.
  • When you use the Attack action with an unarmed strike or a taijutsu weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  • Certain villages use specialized forms of the taijutsu weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a taijutsu weapon, you can use the game statistics provided for the weapon on the Weapons page.

Your Taijutsu DC is 8 + your proficiency bonus + your TAIJUTSU stat modifier.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your TAIJUTSTU Stat Modifier + your Constitution modifier.

Dynamic Action

At 2nd level, you have picked up on some basic taijutsu maneuvers that you are able to use in combat.

Dynamic Flurry

Immediately after you take the Attack action on your turn, you can spend 2 chakra points to make two unarmed strikes as a bonus action.

Dynamic Dodge

You can spend 2 chakra points to take the Dodge action as a bonus action on your turn.

Dynamic Dash

You can spend 2 chakra points to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your total level.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. This action may not include jutsus or maneuvers.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Meditate

Starting at 7th level, when ever you take a short rest, you restore a number of chakra points equal to double your Taijutsu Specialist level in addition to any chakra points restored through expended Chakra Dice.

Purity of Body

At 10th level, your training has sculpted your body into an art of perfection. You are immune to disease and poison.

Diamond Soul

Beginning at 14th level, your mastery of body grants you proficiency in all saving throws.

Chakra Infused Strike

At 17th level, the forces behind your punches are able to decimate the battlefield around you. Whenever you make an unarmed strike against a structure, the damage dealt is doubled.

TAIJUTSU SPECIALIST

Taijutsu Paths

You have trained to turn your body into a living, breathing weapon. Taijutsu is an art that many Shinobi choose to learn, but very few choose to master. Your Taijutsu Path changes the way you present yourself and the way in which you take on your opponents without Ninjutsu or Genjutsu.

Path of Balance

Balance is the key. Dexterity assists you in avoiding opponent's attacks and moving quickly, but strength allows you to strike hard and stand your ground. Focusing in one or the other is great, but you believe that dual focusing on the two together is an even stronger combination. Your TAIJUTSU stat modifier is Constitution.

Natural Balance

Starting at 1st level, your hit point maximum increases by 1. For each level you take in this class, your hit point maximum increases by an additional +1. Your movement speed increases by 5 ft.

Dynamic Retreat

At 3rd level, when you successfully hit a creature with your Dynamic Flurry your movement speed increases by 10 ft. until the end of your turn and you gain the benefits of a Disengage action.

Dynamic Charge

At 6th level, for each 10 ft. of movement you travel in a straight direction before making an unarmed strike against a great, your deal an additional 1d4 damage on the attack.

Heavy Punch

At 11th level, your speed and your power makes your punches more deadly. When you hit with an Unarmed Strike, you deal an extra 1d4 of damage.

Versatile

At 20th level, you channel your speed and strength together to develop your body to the highest degree, granting yourself versatility in both aspects of your power.

While in this stance, you gain the following benefits:

  • You gain resistance to slashing, piercing, bludgeoning and force damage.
  • Your movement speed increases by 15 ft.
  • When a creature misses you with an attack, you may use your reaction to make an unarmed strike against them if able.

You may use this ability once per long rest.

Path of the Blade

Unlike most Taijutsu Users who focus primarily on unarmed strikes and hand to hand combat, you combine your taijutsu prowess with wielding weapons. Upon selecting this path, you gain proficiency in Sleight of hand and you may select Dexterity or Strength as your TAIJUTSU stat modifier. You gain proficiency in the saving throw of whichever option you pick.

Blade Weapons

Beginning at 1st level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:

  • Blade Weapons. Choose two types of weapons to be your blade weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are taijutsu weapons for you. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a blade weapon for you, following the criteria above.
  • Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a blade weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
  • Called Shot. You can use a bonus action on your turn to make your ranged attacks with a blade weapon more deadly. When you do so, any target you hit with a ranged attack using a blade weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Dynamic Slash

At 3rd level, you are able to channel chakra into your blade to perform a quick spinning attack.

When you use the attack action with a melee Blade weapon, you may expend 4 chakra to instead deal a spinning attack. This spinning attack only applies to one attack, even if you have an extra attack, and the chakra must be expended again to use this ability multiple times.

All creatures within 5 ft. of you must make a Dexterity Saving throw (DC 8 + your proficiency bonus + your Strength (or Dexterity for finesse Weapons) modifier), taking the Weapon's normal damage on a fail or half as much on a success.

Dynamic Volley

At 3rd level, you are able to channel chakra into your ammunition, firing multiple at once and controlling their point of impact.

When you take the attack action with a ranged Blade weapon that has the ammunition property, you may expend 3 chakra and 5 total ammunition to perform a volley in a 10-foot-radius around a point within range. All creatures within the range must make a Dexterity Saving throw (DC 8 + your proficiency bonus + your Dexterity modifier, taking the Weapon's normal damage on a fail or half as much on a success.

Chakra Blades

At 6th level, you gain proficiency in Chakra Blades. Your Blade weapons gain the Chakra Blade property.

TAIJUTSU SPECIALIST

Afterstrike

Beginning at 11th level, whenenver you cast a jutsu or use a maneuver as an action, you may make an unarmed strike as a bonus action.

You are able to perform hand signs with one hand, allowing you to perform jutsu with somatic components when you are wielding a one-handed weapon in one hand, and nothing in the other.

Full Counter

Beginning at 20th level, you are able to channel chakra through your Blade weapons to draw in jutsu. When a creature you can see that you can see that you can reach within your movement speed casts a jutsu, you may use your reaction to immediately move within 5 ft. of them and make a melee attack against them. If you hit, you absorb the technique into your blade. For the next minute, you gain the following benefits:

  • Your weapons Critical Threat range increases by +1.
  • For any critical hits you score, you deal an additional die of damage.
  • If you roll a natural 1 on an attack roll, you can reroll the die but must use the new roll, even if it is a natural 1.
  • At any point, you may use the required action type to activate the jutsu stored in your blade. This immediately ends your transformation. If the minute ends and you have not activated this ability, it is lost.

If your initial melee attack misses, you do not absorb the technique into your Blade but you do not expend a use of this ability.

You may use this ability once per long rest.

Path of the Elements

As a Taijutsu Specialist, you have learned to infuse your unarmed strikes with your chakra, adding an elemental flare with affinities in which you are proficient. Your TAIJUTSU stat modifier is Intelligence.

Chakra Affinity

Starting at 1st level, you gain an affinity with an additional chakra nature.

Dynamic Strikes

At 3rd level, you are able to infused your unarmed strikes with chakra. As a bonus action on your turn you may expend 2 Chakra Points to infuse your unarmed strikes with a chakra nature in which you have affinity. For 1 minute, you unarmed strikes will deal damage of the type associated with that nature.

You may end this effect early as a free action, or expend 1 chakra as a bonus action to switch the element.

Elemental Enhancement

At 6th level, when you use your Dynamic Strikes to infuse your unarmed strikes with an element, you gain resistance to it.

Additional Affinity

At 11th level, you gain affinity with an additional chakra nature.

All Affinity

At 20th level, you balance the chakra affinities within you to a perfect margin, raising your limits. While in this stance, you gain the following benefits:

  • Switching elements no longer requires a bonus action (but still costs 1 chakra), and you may decide which element you are hitting with for each individual attack.
  • You gain resistance to the primary damage type of all natures in which you have affinity.

You may use this ability once per long rest.

Path of the Ninja Pal

You have trained your body to the highest degree so that you can hold your ground on the front line and take down your enemies - but most importantly so that you can protect your friends. By selecting one ally a your Ninja Pal, you can grant them benefits along with yourself. You gain proficiency in Persuasion and Charisma saving throws, and Charima is your TAIJUTSU stat modifier.

Ninja Pal

Starting at 1st level, you can forge an empowering bond with an ally and designate them as your Ninja Pal. As a bonus action, you choose one willing creature within 30 feet of you. You create a chakra-enhanced bond between the two of you for 10 minutes or until you use this feature again. While you and your Ninja Pal are within 30 feet of one another, you can both roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each of you can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dyanmic Assistance

At 3rd level, when you make an unarmed strike or attack with a Taijutsu Specialist weapon as an action, you may expend 1 Chakra point to grant your Ninja Pal the help action as a bonus action.

Pal of Protection

Beginning at 6th level, the bond you forge between you and your Ninja Pal helps you protect each other. When you or your Ninja Pal are about to take damage, the other (if they are within 30 feet) can use its reaction to teleport to an unoccupied space within 5 feet of the creature being targeted with the attack. The teleporting Ninja pal then takes all the damage instead.

At 15th level, the benefits of your Ninja Pal and Pal of Protection features now work when the creatures are within 60 feet of each other.

Expansive Bond

At 11th level, when a creature uses Pal of Protection to take someone else's damage, the creature has resistance to that damage.

You Are My Friend

At 20th level, you power your punches through your feelings. As a bonus action, you may enter this stance for one minute. While in this stance, you gain the following benefits:

TAIJUTSU SPECIALIST
  • You may add double your Charisma modifier to the damage of your Unarmed Strikes.
  • You ignore resistance to bludgeoning, slashing and piercing damage.
  • If you drop a creature to 0 hit points, they are instead incapacitated with 1 hit point. This ability initiatives a Talk No Jutsu challenge, if one hasn't already begun, and grants 2 successes automatically.

You may use this ability once per long rest.

Path of Power

You have chosen to train your body into a power machine. You specialize in hitting hard and standing your ground. Upon selecting this path, you gain proficiency in Athletics and in Strength Saving Throws. Your TAIJUTSU stat modifier is Strength.

Bulk

At 1st level, your hit point maximum increases by 5. For each level you take in this class, your hit point maximum increases by an additional 1 hit point.

Dynamic Impact

At 3rd level, you can manipulate your enemy's chakra when you harness your own. Whenever you hit a creature with one of the attacks granted by your Dynamic Action you may expend 1 additional Chakra point to impose one of the following effects on that target:

• It must succeed on a Dexterity saving throw or be knocked prone.

• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

• It can't take reactions until the end of your next turn.

All Out

At 6th level, you fight with primal ferocity. As a bonus action, you may start to go all out for 1 minute.

While going all out you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make an unarmed strike attack using Strength, you may add your proficiency bonus to your damage rolls.

You going All Out lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also stop going all out on your turn as a bonus action.

Once you have gone all out a number of times equal to your proficiency bonus, you must finish a long rest before you can go all out again.

Primal Ferocity

At 11th level, you may tap into the Primal Instincts within you to create an explosive force of anger. You may expend a use of All Out to roar with primal ferocity and expel chakra from all the pressure points in your body.

All creatures within a 10-foot radius of you must succeed on a Constitution Saving throw, taking 3d10 Force damage and becoming Frightened on a fail or half as much without becoming Frightened on a success.

Invincible

At 20th level, you channel your chakra through your muscles to turn yourself into the pinnacle of strength. As a bonus action, you may enter this stance for one minute. While in this stance, you gain the following benefits:

  • You gain resistance to all damage except for Psychic damage.
  • When you use a bonus action to begin Invincible, you may also activate All out as a part of the same bonus action.

You may use this ability once per long rest.

Path of Speed

You have chosen to train your body to move at lightning speeds. You specialize in hitting in rapid succession. Upon selecting this path, you gain proficiency in Acrobatics and in Dexterity Saving throws. Your TAIJUTSU stat modifier is Dexterity.

Dynamic Movement

Starting at 1st level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases to 15 feet at 6th level, 20 feet at 10th level, 25 feet at 14th level, and 30 feet at 18th level.

Swift Soul

At 3rd level, you may use Dynamic Flurry after taking the Dash action, as well as the Attack action.

Evasion

At 6th level, you can nimbly dodge out of the way of certain area effects, such an Uchiha's fiery breath or a Kumogakure ninja's ball of lightning. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Quick-Footed

At 11th level, you may roll your initiative with advantage.

Light Speed

At 20th level, you pump your chakra through your legs to highly enhance your agility and strengthen the muscles with your legs, moving so fast that no one can keep track of you. As a bonus action, you may enter this stance for one minute. While in this stance, you gain the following benefits:

  • You have advantage on Dexterity Saving throws.
  • You gain a +3 bonus to your AC.
  • Your base movement speed is doubled.

You may use this ability once per long rest.

Path of Tranquility

While your main specialty is your Taijutsu, you have also taken it upon yourself to learn the art of Medical Ninjutsu so that you may support your allies when necessary. You gain proficiency in Medicine and Wisdom saving throws. Your TAIJUTSU stat modifier is Wisdom.

TAIJUTSU SPECIALIST

Lay on Hands

Beginning at 1st level, your chakra-enhanced touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Taijutsu Specialist level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.

This feature has no Effect on Undead and Constructs.

By expanding a number of chakra points equal to double your Taijutsu Specialist level, you may fully restore any expended points in your healing pool.

Sanctuary

At 3rd level, as a bonus action, you touch a creature to protect their being with a defensive barrier of your chakra. For 1 minute, any creature who targets the warded creature with an attack or harmful jutsu must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or jutsu. This jutsu doesn't protect the warded creature from area effects, such as a fireball jutsu.

You may use this ability a number of times equal to half your proficiency bonus per long rest.

Dynamic Heal

Starting at 6th level, whenever you use your Dynamic Flurry attack, you may expend 1 additional chakra point to replace one of unarmed strikes with a use of either your Healing Hands or Sancturary ability.

Safe Haven

At 11th level, your Sanctuary has grown into a Safe Haven. When you use the Sanctuary ability, you now may effect any ally within a range of 30 ft. In addition, you may now use this ability a number of times equal to your proficiency bonus per long rest.

Salvation

At 20th level, you release your chakra through your pressure points, pushing it towards your allies to nurture and protect them. As a bonus action, you may enter this stance for one minute. While in this stance, you gain the following benefits:

  • At the start of each of your turns, you and all allies within 10 ft. of you regain 10 hit points.
  • When using your Lay on Hands ability, you may instead do so as a bonus action.
  • Your allies have advantage on death saving throws while within 30 feet of you.

You may use this ability once per long rest.

WARRIOR-NIN

Warrior-Nin


While almost all ninja use weapons at some point in their careers as Shinobi, very few choose to focus on them as their main style of attack. You, on the other hand, consider your weapon to be an extension of your own body.

Class Features

As a Warrior-Nin, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Warrior-Nin level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Chakra Points


  • Chakra Dice: 1d6 per Warrior-Nin level
  • Chakra Points at 1st Level: 6 + your Jutsu modifier
  • Chakra Points at Higher Levels: 1d6 (or 4) + your Jutsu modifier

Proficiencies


  • Armor: Light, Medium
  • Weapons: Simple Ninja Weapons, Martial Ninja Weapons
  • Tools: None

  • Saving Throws: Your Strength OR Dexterity Stat, One Saving Throw of your Choice
  • Skills: Choose three from Acrobatics, Chakra Control, Deception, Insight, Intimidation, Ninshou, Perception, Persuasion, Sleight of Hand and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Artisan's Pack or (b) Diplomat's Pack or (c) Entertainer's Pack or (d) Hunter's Pack or (e) Ninja's Pack or (f) Rogue's Pack or (g) Scholar's Pack or (h) Standard Pack or (i) Traveler's Pack
  • (a) Kunai or (b) any simple ninja weapon
  • (a) 3 Shuriken or (b) 3 Senbon

Chakra

Beginning at 1st level, you are able to bring out and release the two energies of chakra. By utilizing hand seals, you can control your chakra to manifest specific techniques with higher efficiency. Different techniques will require different combinations of hand seals. When you are out of chakra, you are no longer able to perform your jutsu. Similar to hit points, you may expend Chakra Dice during a short rest to recover Chakra points.

There are 5 main chakra natures: Earth, Fire, Lightning, Water and Wind. although it is possible to learn and use all of the basic chakra natures, all ninja are born with an affinity for a particular element. At 1st level, you may select one of the natures listed above as your Chakra Nature. You are able to learn jutsu from this jutsu list.

This uses your total level, rather than your class level and does not stack if you receive this ability from another class.

When you first obtain this ability, you may select 2 E-Rank Jutsu and 1 D-Rank Jutsu known by your character.

Warrior-Nin Archetype

At 1st level, you choose an Warrior-Nin Archetype, shaping your practice of Genjutsu with a particular style of use. Your choice grants your features at 1st level, and again at 3rd, 7th, 10th, 15th and 18th.


Warrior-Nin
Level Proficiency Bonus Features
1st +2 Chakra, Fighting Style, Archetype
2nd +2 Action Surge, Second Wind
3rd +2 Archetype Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Idomitable
10th +4 Archetype Feature
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5
14th +5 Ability Score Improvement
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack
WARRIOR-NIN

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense.

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

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

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

At 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior-Nin level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

WARRIOR-NIN

Warrior-Nin Archetype

As a Warrior-Nin, you choose to place your expertise in weapons - but your primary focus can alter greatly from one Warrior-Nin to another. Your archetype determines your fighting style and exactly how you wield your weapons in combat.

Animal Warrior

Animal Warriors are joined by a trusty companion, one that always stays by their side. How you met this companion is up to your but your bond is as strong as your weapon skills. You gain proficiency in Animal Handling.

Companion

Beginning at 1st level, you are joined by a Companion who will assist you both in and outside combat. You may select a Base Companion form from Appendix A: Companions.

Your companion's base form provides them with their statistics, racial abilities, and a hit point multiplier. The companion has a number of hit points equal to your level multiplied by their hit point multiplier.

You are able to communicate telepathically with your Companion as long as they are within 100 ft. of you. If your DM allows it, you may also allow your Companion to speak, in which they are proficient with any languages you are proficient in.

Commands

At 1st level, you are able to command your Companion to act in a combat situation. As a bonus action, you can give them any of the following orders and they will do so on their turn. The Companion takes their turn directly after yours.

Even if you do not use your bonus action to give your Companion a command, they may use their movement freely. If you are knocked unconscious and your Companion is still up, they may only take the Defend Command on their turn.

Attack

As an action, your companion makes a basic attack against a creature in range.

Defend

As an action, your companion takes the dodge action.

Enhanced Attack

At 3rd level, the damage dealt by your Companion's basic attacks is increased by 1 die level (Ex: 1d6 to 1d8).

Attack Sharing

Beginning at 7th level, you may forego extra attacks granted by the Warrior-Nin feature to instead give them to your companion.

Third Wind

At 10th level, when you use Second Wind, your Companion also gains the benefit of the heal. The companion gains any excess healing as temporary hit points.

Super Enhanced Attacks

At 15th level, the damage dealt by your Companion's basic attacks is increased by 1 die level (Ex: 1d8 to 1d10). The basic attack ignores resistance to Slashing, Piercing and Bludgeoning damage.

Indomitable Companion

At 18th level, your Companion gains the Indomitable feature and can use it three times per long rest.

Brute

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. You gain proficiency in athletics.

Brute Force

Beginning at 1st level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

Warrior-Nin Level Damage Increase
1st 1d4
10th 1d6
16th 1d8
20th 1d10

Adrenaline

At 3rd level, you gain advantage on any attacks you make in the first round of combat.

Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Devastating Critical

At 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

WARRIOR-NIN

Clone Warrior

When you fight, you do so alongside a Shadow Clone that is underneath your control. By summoning your Shadow Clone in this way, you are able to outnumber your opponents and use your doppelganger to your advantage. You gain proficiency in Deception.

Manifest Clone

Beginning at 1st level, you can use a bonus action on your turn to manifest a Shadow Clone of yourself in an unoccupied space you can see within 15 ft. of you.

The clone lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another Shadow Clone using this ability, or until you're incapacitated.

Your Shadow Clone has an AC equal to yours and hit points equal to half of your current HP. When you first create it, you may choose to transfer up to half of your current chakra points to the clone. If possesses the same stats as you and makes ability checks, saving throws, attack rolls and any other rolls required using your statistics.

You and your Shadow Clone share 1 action, 1 bonus action and 1 reaction but may use your movement separately. Your Shadow Clone may cast any jutsu you know using the Chakra in their Chakra pool, originating from their location. Jutsu with a target of Self will target that particular clone.

When you take the Attack action on your turn, any attack you make with that action can originate from your space or the clone's space. You make this choice for each attack.

When a creature that you can see within 5 feet of your clone moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the clone's space.

Your Shadow Clone must be within 1 mile of you at all times, and will dissipate if it goes beyond this range.

You may summon the Shadow Clone a number of times equal to your proficiency bonus.

Once per day, you may dissipate your Shadow Clone as an action, returning any chakra in their pool to you and granting yourself temporary hit points equal to their current HP. Once you use this ability, you can not manifest your Shadow Clone again until you finish a long rest, regardless of how many uses you have left.

Unleash Incarnation

At 3rd level, you can heighten your Shadow Clone's fury. Whenever you take the Attack action, you can make one additional melee attack from the clone's position.

You can use this feature a number of times equal to your JUTSU modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Clone Avatar

At 7th level, you can temporarily transfer your consciousness to your clone. As an action, you can see through your clone's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your clone is being used in this way, it can be up to 2 miles away from you without being destroyed.

Chakra Saver

At 10th level, your shadow clones are more proficient with their chakra use and are able to transfer some of it back to you. When your clone casts a jutsu, you restore a number of chakra equal to half of your proficiency bonus.

Shadow Martyr

At 15th level, you can make your shadow clone throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to have the clone sprint up to double its movement speed to an unoccupied space it can reach within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your clone.

Once you use this feature, you can't use it again until you finish a short or long rest.

Legion of One

At 18th level, you can use a bonus action to create two shadow clones with your Manifest Clone feature, and these shadow clones can co-exist. If you try to create a third clone, the previous two clones are destroyed. Anything you can do from one clone's position can be done from the other's instead. The Shadow Clones instead both have hit points equal to one quarter of your total HP and chakra transferred is split between the two of them.

If you dissipate one of the clones while the other is still active to gain temporary hit points, the excess chakra is returned to you.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Executioner

The archetypal Executioner focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. You gain proficiency in Athletics.

Improved Critical

Beginning at 1st level, your weapon attacks score a critical hit on a roll of 19 or 20.

Critical Aim

At 3rd level, when you wield a weapon with the Deadly property, your attack rolls are increased by +1.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

WARRIOR-NIN

Superior Critical

At 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Jutsu Slinger

Unlike the typical Warrior-Nin who focuses primarily on weapon use, you are able to weave jutsu in with your weapon attacks by channeling chakra through your weapons. You gain proficiency in Ninshou.

Chakra Blades

Beginning at 1st level, you gain proficiency in Chakra Blades. You gain a +1 bonus to attack rolls you make with Chakra Blades. In addition, when you are weilding a Chakra Blade you may use it as a channel for your Chakra, allowing you to cast Jutsu without the need for somatic components.

Slinger

At 3rd level, when you take the attack action on your turn with a Chakra Blade, you may expend 2 additional Chakra Points alongside the Jutsu's original cost to cast a jutsu with a casting time of 1 action as a bonus action.

Impervious

At 7th level, you have advantage against Jutsu effects cast by you or creatures that consider you an ally. When you take damage from a jutsu cast by you or an ally, you only take half.

Chakra Affinity

At 10th level, you are able to select an additional Chakra Nature in which you have an affinity. You may learn Jutsu from this Jutsu list.

Chakra Stunned

At 15th level, when you attack a creature with a Chakra Blade, you may Chakra Stun them. While the creature is Chakra Stunned, any saving throws it makes against Jutsu effects are made with disadvantage. Once this creature has made a saving throw against a Jutsu effect, the Chakra Stun wears off.

You may only have one creature Chakra Stunned at a time, and must remove it from the previous creature (as a free action) to apply it to another.

Dual Cast

At 18th level, when you cast a Jutsu as an action, you may cast a different Jutsu as a part of the same action without expending any chakra. The second jutsu must have a casting time of 1 action and must be of an equal or lower rank than the original Jutsu.

Once you use this ability, you must take a long rest before you can do so again.

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting. When you choose this archetype, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Samurai Stance

Beginning at 1st level, your intensity in battle can shield you and help you strike true, assuming into a powerful stance. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Rallying Cry

At 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Elegant Code

At 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Samurai Stance remaining, you regain one use.

Rapid Strike

At 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength Before Death

Beginning at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you.

WARRIOR-NIN

When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Vanguard

A prime defender, as a Vanguard you place your focus on the use of Shields to protect both yourself and your allies - but also as a weapon. You gain proficiency in Intimidation.

Shield Master

Beginning at 1st level, you have grown accustomed to donning a shield and are able to utilize it more effectively than the average Shinobi. Any shield you wield grants you an additional +1 to your AC. You have advantage against any effects that attempt to disarm you of your shield. You can don or doff a shield as a free action.

Your shield is considered a martial melee weapon with the Two-Handed property that deals 1d6 bludgeoning damage. When you use your action to make an attack with your shield and your attack roll is equal to 5 or higher than the target's AC, or you scored a critical hit, you may attempt to shove that creature as a part of the same action. The target must make a Strength Saving throw against your Shield Fighting DC, being knocked prone on a failure.

Shield Fighting DC = 8 + your Proficiency bonus + your Strength modifer

Shield Toss

At 3rd level, shields now have the Thrown property for you with a range of 30 feet and a long range of 80 feet. When a thrown attack with your shield misses, the shield lands in an unoccupied space within 5 feet of the target.

As a bonus action, you can expend 3 Chakra to summon your shield to your hand, provided it is within 30 ft of you.

Beginning at 5th level when you successfully attack a creature with your shield using the thrown property, you can use one of your extra attacks to make another thrown attack, targeting a different creature in range from your previous target.

Defender

At 7th level, if you start your turn next to an ally within 5 feet of you, you may (as a free action) redirect some (or all) of your shield's armor class bonus to that ally. If multiple allies are within 5 feet of you, you may redirect to multiple allies if you wish. Any AC bonuses your allies receive in this manner are doubled, but they are instantly lost if the ally moves out of your 5-foot range. In which case, your shield regains the AC bonus transferred.

If at any point you are not receiving any Armor Class bonuses from your shield, your shield loses its capabilities as a weapon.

Shield Focus

At 10th level, when you are wielding your shield as a weapon, you may use it a focus to cast jutsu. When you are holding your shield and no other weapons, you may ignore the Somatic requirements of jutsu.

Shield Arm

At 15th level, your shield's damage die increases to 1d8 and its thrown range increases to 50/200 feet.

Shield Break

At 18th level, when a creature you can see within 30 ft. of you uses an ability that would increase their AC by any number or grant them temporary hitpoints, you may use your reaction to cancel the effect.

You may do this a number of times equal to your proficiency bonus per long rest.

Jinchūriki


At some point in your life, you were chosen as a tailed beast host and had one sealed inside of you, making you into a Jinchūriki.

Class Features

As a Jinchūriki, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per Jinchūriki level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Chakra Points


  • Chakra Dice: 1d6 per Jinchūriki level
  • Beast Dice: 1d12 per Jinchūriki level
  • Chakra Points at 1st Level: 6 + your Constitution modifier
  • Chakra Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiencies


  • Armor: None
  • Weapons: Simple Ninja Weapons
  • Tools: None

  • Saving Throws: Your Jutsu Stat, One Saving Throw of your Choice
  • Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Persuasion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Artisan's Pack or (b) Diplomat's Pack or (c) Entertainer's Pack or (d) Hunter's Pack or (e) Ninja's Pack or (f) Rogue's Pack or (g) Scholar's Pack or (h) Standard Pack or (i) Traveler's Pack
  • (a) Kunai or (b) any simple ninja weapon
  • (a) 3 Shuriken or (b) 3 Senbon

Chakra

Beginning at 1st level, you are able to bring out and release the two energies of chakra. By utilizing hand seals, you can control your chakra to manifest specific techniques with higher efficiency. Different techniques will require different combinations of hand seals. When you are out of chakra, you are no longer able to perform your jutsu. Similar to hit points, you may expend Chakra Dice during a short rest to recover Chakra points.

There are 5 main chakra natures: Earth, Fire, Lightning, Water and Wind. although it is possible to learn and use all of the basic chakra natures, all ninja are born with an affinity for a particular element. At 1st level, you may select one of the natures listed above as your Chakra Nature. You are able to learn jutsu from this jutsu list.

You may select an additional Chakra Nature at 7th level, and a third additional Chakra Nature at 14th level. This uses your total level, rather than your class level and does not stack if you receive this ability from another class.

When you first obtain this ability, you may select 2 E-Rank Jutsu and 1 D-Rank Jutsu known by your character.


Jinchūriki
Level Proficiency Bonus Features Invocations Known
1st +2 Chakra, Jinchūriki, Ninja Archetype
2nd +2 Bijū Invocations 2
3rd +2 Bijū Cloak (Phase 1) 2
4th +2 Ability Score Improvement 2
5th +3 3
6th +3 Ninja Archetype Feature 3
7th +3 Bijū Cloak (Phase 2) 4
8th +3 Ability Score Improvement 4
9th +4 5
10th +4 Ninja Archetype Feature 5
11th +4 Bijū Cloak (Phase 3) 5
12th +4 Ability Score Improvement 6
13th +5 6
14th +5 Ninja Archetype Feature 6
15th +5 7
16th +5 Ability Score Improvement 7
17th +6 Bijū Cloak (Phase 4) 7
18th +6 8
19th +6 Ability Score Improvement 8
20th +6 Bijū Cloak (Phase 5) 8

Jinchūriki

At 1st level, a tailed beast was sealed inside you utilizing one of many sealing techniques depending on the village you hail from. Select a tailed beast for which you are the Jinchūriki from the list below. Only one Jinchūriki can exist for each tailed beast.

Unlike the average Shinobi, you have not only your own Chakra but the Chakra reserves of a tailed beast. Beginning at 1st level, you have a second set of Chakra Dice belonging to your tailed beast known as Beast Dice made up of d12. These Chakra reserves are calculated the same way as your Chakra Dice at 1st and later levels.

When you use a Jutsu or ability that requires Chakra and you do not have enough Chakra in your own reserves to execute it, you may pull the remaining Chakra needed from your Tailed beast.

Using Tailed Beast Chakra is not without consequences, however. When you use Tailed Beast Chakra, you must make a Wisdom Save against a DC 10 + half the Tailed Beast Chakra expended (minimum of 1). On a fail, the ability or jutsu that triggered the Wisdom Save goes awry as the Tailed Beast takes control and you lose any concentration you had. The way in which it goes awry is determined by the DM but keep in mind the tailed beast sees all creatures equally as enemies.

If the failed save was triggered by the Bijū cloak at the beginning of the turn, the player must immediately run up to the closest creature and attempt to make an Unarmed Strike against them.

Beginning at 11th level, when you make a Wisdom Save to avoid losing control, you may roll with advantage.

Beginning at 17th level, you no longer have to roll a Saving throw to avoid losing control.

Ninja Archetype

Starting at 1st level, you may select a Ninja Archetype. Your choice grants you features at 1st, 6th, 10th, and 14th level.

Bijū Invocations

As a Jinchūriki, you have awakened strange abilities with the aid of your Tailed Beast's power.

At 2nd level, you gain two Bijū invocations of your choice. When you gain certain Jinchūriki levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Jinchūriki table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Bijū Cloak (Phase 1)

Beginning at 3rd level, you are able to channel your tailed beast chakra to form a translucent cloak around the user. As a bonus action, you may expend 2 Tailed Beast Chakra to activate Phase 1 of your Bijū Cloak. At the beginning of each turn, you must expend 2 additional Tailed Beast Chakra to keep it active.

While your Phase 1 Bijū Cloak is active, you gain the following benefits:

  • You have a +4 bonus to your damage rolls.
  • You gain an Unarmed Strike equal to 1d4 + your Strength OR Dexterity modifier. A creature hit by your unarmed strike must make a Strength Saving throw (DC + your proficiency bonus + Strength OR Dexterity modifier) and are knocked back 10 ft. on a fail.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Bijū Cloak (Phase 2)

Beginning at 7th level, you are able to channel your tailed beast chakra to form a harsh opaque cloak around the user. As a bonus action, you may expend 5 Tailed Beast Chakra to activate Phase 2 of your Bijū Cloak. At the beginning of each turn, you must expend 5 additional Tailed Beast Chakra to keep it active.

While your Phase 2 Bijū Cloak is active, you gain the following benefits:

  • You have a +6 bonus to your damage rolls.
  • You gain an Unarmed Strike equal to 1d6 + your Strength OR Dexterity modifier. A creature hit by your unarmed strike must make a Strength Saving throw (DC + your proficiency bonus + Strength OR Dexterity modifier) and are knocked back 10 ft. on a fail.
  • You may extend one of your tails as a bonus action to make a ranged attack roll against a creature within 30 ft using your Strength or Dexterity modifier. On a hit, the target takes 1d4 + your strength or dexterity modifier.

Bijū Cloak (Phase 3)

Beginning at 11th level, you are able to channel your tailed beast chakra to enter Tailed Beast Chakra Mode. As a bonus action, you may expend 7 Tailed Beast Chakra to activate Phase 3 of your Bijū Cloak. At the beginning of each turn, you must expend 7 additional Tailed Beast Chakra to keep it active.

While your Phase 3 Bijū Cloak is active, you gain the following benefits:

  • You have a +8 bonus to your damage rolls.
  • You gain an Unarmed Strike equal to 1d8 + your Strength OR Dexterity modifier. A creature hit by your unarmed strike must make a Strength Saving throw (DC + your proficiency bonus + Strength OR Dexterity modifier) and are knocked back 10 ft. on a fail.
  • You may extend one of your tails as a bonus action to make a ranged attack roll against a creature within 30 ft using your Strength or Dexterity modifier. On a hit, the target takes 1d4 + your strength or dexterity modifier.
  • You gain an additional 10 ft. to your movement speed.
  • You gain resistance to slashing, piercing and bludgeoning damage.

Bijū Cloak (Phase 4)

Beginning at 17th level, you are able to channel your tailed beast chakra to enter Enhanced Tailed Beast Chakra Mode. As a bonus action, you may expend 10 Tailed Beast Chakra to activate Phase 4 of your Bijū Cloak. At the beginning of each turn, you must expend 10 additional Tailed Beast Chakra to keep it active.

While your Phase 4 Bijū Cloak is active, you gain the following benefits:

  • You have a +10 bonus to your damage rolls.
  • You gain an Unarmed Strike equal to 1d8 + your Strength OR Dexterity modifier. A creature hit by your unarmed strike must make a Strength Saving throw (DC + your proficiency bonus + Strength OR Dexterity modifier) and are knocked back 15 ft. on a fail.
  • You may extend one of your tails as a bonus action to make a ranged attack roll against a creature within 30 ft using your Strength or Dexterity modifier. On a hit, the target takes 1d6 + your strength or dexterity modifier.
  • You gain an additional 20 ft. to your movement speed.
  • You gain resistance to slashing, piercing and bludgeoning damage.
  • While in Phase 4, you are able to use the Mini Tailed Beast Bomb Jutsu.

Bijū Cloak (Phase 5)

Beginning at 20th level, you are able to channel your tailed beast chakra to enter your Tailed Beast Transformation. As a bonus action, you may expend 20 Tailed Beast Chakra to activate Phase 5 of your Bijū Cloak. At the beginning of each turn, you must expend 20 additional Tailed Beast Chakra to keep it active.

While your Phase 5 Bijū Cloak is active, you gain the following benefits:

  • You have a +12 bonus to your damage rolls.
  • You gain an Unarmed Strike equal to 2d6 + your Strength OR Dexterity modifier. A creature hit by your unarmed strike must make a Strength Saving throw (DC + your proficiency bonus + Strength OR Dexterity modifier) and are knocked back 20 ft. on a fail.
  • You may extend one of your tails as a bonus action to make a ranged attack roll against a creature within 100 ft using your Strength or Dexterity modifier. On a hit, the target takes 1d6 + your strength or dexterity modifier.
  • You gain an additional 40 ft. to your movement speed.
  • You gain resistance to slashing, piercing and bludgeoning damage.
  • While in Phase 5, you are able to use the Tailed Beast Bomb Jutsu.
  • Your size becomes Gargantuan.

Jinchūriki

As a Jinchūriki, your tailed beast grants you access to special abilities and alterations to your Biju Cloak.

One-Tail: Shukaku

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Shukaku.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, you gain an Unarmored Defense of 10 + your Dexterity modifier + your Constitution modifier.
  • Beginning at Phase 2 of your Bijū Cloak, you regenerate a number of hit points equal to your proficiency bonus at the end of each of your turns.
  • Beginning at Phase 3 of your Bijū Cloak, entering your Bijū Cloak at Phase 3 or higher for the first time in combat grants a number of temporary hit points equal to double your level. Upon reaching 11th level, you instead gain temporary hit points equal to triple your level. Your AC increases by +1.
  • Beginning at Phase 4 of your Bijū Cloak, you regenerate a number of hit points equal to double your proficiency bonus at the end of each of your turns. Your AC increases by an additional +1.
  • Beginning at Phase 5 of your Bijū Cloak, your AC now increases by an additional +1. Earth style techniques combine with your cloak, providing you with additional protection. When you are hit with earth damage, you instead heal for half the damage you would have taken.

Two-Tails: Matatabi

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Matatabi.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, you have advantage on Dexterity Saving throws and advantage on acrobatics checks when contesting a grapple. You gain a climbing speed of 30 ft but any fall damage you take is halved.
  • Beginning at Phase 2 of your Bijū Cloak, any creature that attempts to make an attack of opportunity against you, does so with disadvantage.
  • Beginning at Phase 3 of your Bijū Cloak, when you are hit with a melee attack, the attacker takes an amount of fire damage equal to your proficiency bonus. This damage applies for each individual attack.
  • Beginning at Phase 4 of your Bijū Cloak, you are able to take 2 reactions. Your Mini Tailed Beast Bomb deals fire damage.
  • Beginning at Phase 5 of your Bijū Cloak, your Tailed Beast Bomb deals fire damage and you gain resistance to Wind damage. Your movement speed increases by 10 ft.

Three-Tails: Isobu

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Isobu.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, your cloak grants you resistance to Piercing, Slashing and Bludgeoning damage.
  • Beginning at Phase 2 of your Bijū Cloak, your cloak grants you resistance to Fire and Water damage.
  • Beginning at Phase 3 of your Bijū Cloak, your cloak grants you resistance to Wind and Lightning.
  • Beginning at Phase 4 of your Bijū Cloak, any damage you deal to structures is doubled.
  • Beginning at Phase 5 of your Bijū Cloak, your cloak grants you resistance to Earth damage, and immunity to Fire.

Four-Tails: Son Goku

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Son Goku.

Your strength score increases by +2, to a maximum of 24.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, your punches manipulate the air pressure surrounding them. Your Unarmed Strikes now have a range of 40 ft.
  • Beginning at Phase 2 of your Bijū Cloak, if a creature succeeds on the strength saving throw to avoid being knocked back by your unarmed strike, they are knocked back by half instead.
  • Beginning at Phase 3 of your Bijū Cloak, your bonus action tail attack is enhanced. It's range is 40 ft. deals 1d6 + your strength modifier. Upon reaching phase 4, this can be chakra infused.
  • Beginning at Phase 4 of your Bijū Cloak, you can infuse your punches with Chakra. Your Unarmed Strikes can deal damage of any of your Chakra Nature types. Your bonus action tail increases to 1d8 and the range becomes 50 ft.
  • Beginning at Phase 5 of your Bijū Cloak, the knockback on your Unarmed Strike increases by 10 ft.

Five-Tails: Kokuo

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Kokuo.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, your movement speed increases by an additional 10 ft and you ignore difficult terrain. Your jump distance is tripled.
  • Beginning at Phase 2 of your Bijū Cloak, you and any allies within 30 ft. of you may roll a d4 to add to any Wisdom-related checks.
  • Beginning at Phase 3 of your Bijū Cloak, your size becomes huge. Your movement speed increases by an additional 10 ft. When making a Wisdom Save to maintain control, you may make the Save as through you were proficient. If you are already proficient, you make it with expertise.
  • Beginning at Phase 4 of your Bijū Cloak, your presence and will inspires your surrounding allies. All allies within 30 ft of you may roll a d4 and add the result to any Death Saving throws they make. In addition, once per round, they may roll a d4 to add to any type of Saving throw they make.
  • Beginning at Phase 5 of your Bijū Cloak, you gain an additional 10 ft. of movement.

Six-Tails: Saiken

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Saiken.

Bijū Cloak

  • Beginning at Phase 3 of your Bijū Cloak, if you are hit with a ranged attack, you may use your reaction to throw a sticky bubble at the creature and force them to make a Dexterity save against a DC equal to 10 + your proficiency bonus. On a fail, their movement speed is reduced by 10 ft.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, when you are hit with a melee attack you may use your reaction to force the creature to make a Constitution save against a DC equal to 10 + your proficiency bonus. On a fail, their movement speed is halved until the end of their next turn.
  • Beginning at Phase 2 of your Bijū Cloak, when you utilize the tree walking technique, you can not be interrupted. You have advantage on any saving throws against effects that would move you against your will.
  • Beginning at Phase 3 of your Bijū Cloak, creatures that begin their turn within 5 ft. of you take an amount of poison damage equal to your proficiency bonus.
  • Beginning at Phase 4 of your Bijū Cloak, when you are hit with a melee attack, you take half damage.
  • Beginning at Phase 5 of your Bijū Cloak, you may expend an additional 3 Tailed Beast Chakra at the beginning of your turn if you wish. Any terrain you cross during this turn becomes difficult terrain.

Seven-Tails: Chomei

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Chomei.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, you are able to use your cloak as a protective cocoon. You are immune to any affects which would drain your chakra without your consent. Your critical threat range increases by +1.
  • Beginning at Phase 2 of your Bijū Cloak, when you are hit with an attack, roll a d7 (d8, reroll on 8). On a result of 7, you take no damage.
  • Beginning at Phase 3 of your Bijū Cloak, you gain a flying speed of 40 ft. You don't provoke opportunity attacks when flying out of an enemy's reach.
  • Beginning at Phase 4 of your Bijū Cloak, your flying speed becomes a hover speed. Your critical threat range increases by +2.
  • Beginning at Phase 5 of your Bijū Cloak, your hover speed increases to 100 ft.

Eight-Tails: Gyuki

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Gyuki.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, when initiative is rolled you may enter any Phase of your Bijū cloak that you have access to as a part of rolling initiative. In addition, you may switch from one phase to another without expending a bonus action.
  • Beginning at Phase 2 of your Bijū Cloak, you have advantage on all grappling checks, Strength saving throws and Constitution saving throws. You are are able to attempt to grapple creatures up to one size larger than you.
  • Beginning at Phase 3 of your Bijū Cloak, when you hit a creature with the ranged tail attack, you make make another tail attack as a part of that same attack.
  • Beginning at Phase 4 of your Bijū Cloak, when you affect another creature with a jutsu that you cast, you may mark them with your ink. As long as this creature is within 1 mile of your location, you are able to track them. You may only have one creature marked like this at a time. This creature can be tracked regardless of whether or not you are in or out of your Bijū cloak. The ink mark will fade over a period of 1 week.
  • Beginning at Phase 5 of your Bijū Cloak, when you cast the Tailed Beast Bomb, the radius is doubled.

Nine-Tails: Kurama

Upon reaching 2nd level, You are able to select Biju Invocations that are unique to Kurama.

Bijū Cloak

  • Beginning at Phase 1 of your Bijū Cloak, the first time you are reduced to 0 hit points, you are able to withstand the hit and instantaneously heal for a number of hit points equal to triple your level. Once this ability has been used, it can not be activated again until you've taken a long rest.
  • Beginning at Phase 2 of your Bijū Cloak, you may take the Hide, Disengage or Dash action as a bonus action.
  • Beginning at Phase 3 of your Bijū Cloak,
  • Beginning at Phase 4 of your Bijū Cloak, you and Kurama are able to split yourself into two separate entities when you enter Phase 4 of your Bijū cloak. Each entity gains its own movement speed, but they share actions, bonus actions and reactions. At the time of activation, your health is split in two equal pools - one of which is given to your entity and the other of which is given to Kurama's. If either entity is defeated, the surviving entity gains control of the body until a long rest has been completed. These entities will merge if you attempt to exit your Bijū cloak or enter any other Phase.
  • Beginning at Phase 5 of your Bijū Cloak,

Ninja Archetypes

As a Jinchūriki, you must select a Ninja Archetype. This determines what type of ninja you'd like to be - whether that's to specialize in Taijutsu, Ninjutsu, Genjutsu, or Medical Ninjutsu. The abilities granted by your archetype will form the basis of your Jinchūriki's abilities away from their tailed beast.

Wild One

Your Tailed Beast speaks to you through whispers, placing thoughts into your mind and influencing your actions. When you let your guard down, the Bijū strikes, taking any semblance of control it can get. You gain proficiency in the Intimidation skill

Beast Chakra Surge

Starting when you choose this subclass at 1st level, your Tailed Beast can unleash surges of untamed chakra. Immediately after you fail a Wisdom Save when you use Tailed Beast Chakra, you may roll on the Beast Chakra Surge table to create a random effect.

Upon reaching 11th level, you do not gain advantage on Wisdom Saving throws and at 17th level, you do not automatically succeed on them to maintain control of your Tailed Beast.

Whims of the Beast

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Beast Chakra Surge table immediately after you cast a Jutsu of D-Rank or higher. You then regain the use of this feature.

Brink of Insanity

At 6th level, when you fail a Wisdom Save to maintain control of your tailed beast, you may choose which creature to attack with your Unarmed Strike. This creature can be anyone or anything that you can reach with your movement speed. However, if at any point during combat an ally willingly steps within 10 ft of you, you must immediately use your reaction to hit them with a melee attack.

Beastial Instincts

At 10th level, you gain a modicum of control over the surges of your beast chakra. Whenever you roll on the Beast Chakra Surge table, you can roll twice and use either number.

Bijū's Fury

Starting at 14th level, the harmful energy of your jutsu intensifies. When you roll damage for a jutsu and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.

You can use the feature only once per turn.

Beast Chakra Surge Table

d100 Effect
01-05 Your tailed beast has spared you... this time. Nothing happens.
06-10 For the next minute, you can see any invisible creature if you have line of sight to it.
11-15 You lose 2d6 Tailed Beast Chakra, and it gathers together to form a miniature lifeform of your Tailed Beast. For 1 Hour, your tailed beast materializes as a Small Creature. If the tailed beast strays further than 60 ft. away from you, you immediately take 1d10 Psychic damage. For each minute it is not within 60 ft. of you, take another 1d10 Psychic damage.
16-20 You cast Fire Style: Great Fireball centred around yourself.
21-25 You cast Manipulating Attack Blades as a C-Rank Jutsu using kunai, senbon or shuriken made of Tailed Beast Chakra.
26-30 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
31-35 For the next minute you have advantage on Wisdom Saving throws.
36-40 For the next minute, you regain 5 hit points at the start of each of your turns.
41-45 Your Tailed Beast comes to life, and starts communicating to others through your body. For the next 10 Minutes, whenever you speak, roll a Charisma saving throw against a DC 8 + your Charisma modifier + your proficiency bonus. On a fail, your tailed beast (controlled by the DM) speaks instead.
46-50 Your tailed beast pulls at control on your senses, taking them over for itself. For 1 minute, you are blinded and deafened.
51-55 Creatures have disadvantage on saving throws against the next jutsu you cast in the next minute that involves a saving throw.
56-60 Your skin turns to the exact tone of the primary colour of your Tailed Beast.
61-65 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
66-70 For the next minute, all your jutsu with a casting time of 1 action have a casting time of 1 bonus action.
71-75 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
d100 Effect
76-80 The tailed beast chakra grows stronger, burning your skin and covering you with with a thick opaque cloak. You must immediately activate your Biju Cloak at the highest level you have it unlocked. If you have not yet unlocked it, it activates at Phase 1. Your Biju cloak cannot be turned off until you run out of Tailed Beast chakra or are knocked unconcious, but for each turn you spend in your Biju cloak, you take damage equal to your proficiency bonus when you expend the required chakra to upkeep the form.
81-85 Maximize the damage of the next damaging jutsu you cast within the next minute
86-90 Gyuki tranfers his memories of Killer Bee rapping through the Tailed Beasts' connective subconcious and it makes its way into your mind. If your tailed beast is Gyuki, the effect plays out in your own mind. For 1 minute, you must dance uncontrollably.
91-92 You can take one additional action immediately
93-94 Your tailed beast sneaks their hold around your mind, causing you to blindly rampage. Your character's conciousness fades and the tailed beast takes over completely. For 1 minute, you enter Phase 2 of your Biju Cloak. You do not need to expend Tailed Beast Chakra to keep it active. On each of your turns, you must blindly run up to the creature closest to you and make an Unarmed Strike against them. If there are multiple creatures closest to you, roll a die to determine which one you hit.
95-96 You regain 2d10 chakra points.
97-98 A protective barrier made of tailed beast chakra hovers near you for the next minute, granting you a +2 bonus to AC and immunity to auto-hitting jutsu such as Manipulating Attack Blades or Lightning Hound for 1 Minute.
99-100 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

Nindo Follower

You've gotten nasty looks from those around you since you first were turned into a Jinchūriki. You never let that stop you. You had a dream, and you were going to achieve it, no matter how much those around you didn't believe in you. You were never going to give up or go back on your word. That was your nindo - your ninja way.

You gain proficiency in Persuasion.

Never Give Up

Beginning at 1st level, your determination knows no bounds.

You gain advantage on saving throws against being frightened. In addition, your critical hit range increases by +1.

Favoured Jutsu

At 6th level, you may select one jutsu that is a part of your Jutsu List. When you cast this Jutsu, you may expend additional chakra points in order to alter it in any of the ways listed:

  • You may alter the jutsu's damage type to a chakra nature of which you have affinity [2 Chakra]
  • You may grant the jutsu an additional range of 30 ft. [3 Chakra]
  • You may grant yourself an additional +2 to hit. If the Jutsu requires a saving throw, you may give one creature disadvantage on the save.

When you gain a level in this class, you may switch your Favoured Jutsu to another.

At 14th level, you may select an additional Favoured Jutsu.

Upon reaching 20th level, you may switch out either of your Favoured Jutsu during a long rest.

Inspiring

At 10th level, you can inspire others through stirring words and your resolve to never give up. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d10.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

The die becomes a d12 at 15th level.

Talk No Jutsu

Starting at 14th level, you gain proficiency in Performance, Persuasion and Intimidation checks. If you already have proficiency, you gain expertise.

Once per day, when you or an ally with 30 ft. reduce a creature's hit points to 0, you may initiate a Talk No Jutsu challenge with two automatic successes.

Beast Master

Jinchuriki who select Beast Master as their archetype are joined by an animal companion who fights at their side. Attuned with nature, you and your Companion have forged an irreplaceable bond - one that will follow you both to the very ends of the universe and still hold strong. You gain proficiency in animal handling.

Companion

Beginning at 1st level, you are joined by a Companion who will assist you both in and outside combat. You may select a Base Companion form from Appendix A: Companions. Your companion's base form provides them with their statistics, racial abilities, and a hit point multiplier. The companion has a number of hit points equal to your level multiplied by their hit point multiplier.

You are able to communicate telepathically with your Companion as long as they are within 100 ft. of you. If your DM allows it, you may also allow your Companion to speak, in which they are proficient with any languages you are proficient in.

Commands

At 1st level, you are able to command your Companion to act in a combat situation. As a bonus action, you can give them any of the following orders and they will do so on their turn. The Companion takes their turn directly after yours.

Even if you do not use your bonus action to give your Companion a command, they may use their movement freely. If you are knocked unconscious and your Companion is still up, they may only take the Defend Command on their turn.

Your companion has a number of Chakra points equal to your level multiplied by 5. Your companion may never hold more Chakra Points than their maximum. When you first unlock this ability, you may select a Chakra Nature for your Companion. Once it is chosen, it can not be changed so choose carefully. They can not select a Kekkei Genkai.

Your companion learns 1 D-Rank Jutsu from either the Common List or their Chakra Nature's List. Your Companion can learn a number of jutsu equal to your Proficiency bonus at any time, and follows the same rules players do for learning new jutsu. At any point, you can train them in a new jutsu to switch out any of their current ones. If you reteach a Jutsu that your companion has learned before, the time required to learn it is quartered. When you teach your Companion a Jutsu, it is considered as if they are learning from a Mentor.

Attack

As an action, your companion makes a basic attack against a creature in range.

Defend

As an action, your companion takes the dodge action.

Cast Jutsu

Your companion casts a jutsu they know. If the jutsu your companion casts is a bonus action, your Companion may also make a basic attack if they are able as an action.

Bestial Awakening

At 6th level, your companion's constant presence around you has caused them to inherit small characteristics from your tailed beast's overwhelming amount of Chakra. Your Companion's appearance alters slightly, growing a number of tails equal to the tails possessed by your tailed beast.

When your companion uses the Cast Jutsu command and they do not have enough Chakra in their Chakra Pool, they may channel the remaining chakra cost from your Tailed Beast chakra. When your companion casts jutsu in this way, you have advantage on the Wisdom save to maintain control.

Bestial Cloak

Beginning at 10th level, your Companion has been exposed to a significant portion of tailed beast chakra and is able to siphon it away from your body to use for itself even more consistently than before.

When you activate your Bijū Cloak in any Phase, you can spend an additional 2 Tailed Beast Chakra per turn to grant your Companion a cloak. Your companion's cloak will always be 2 phases lower than yours (but can not be lower than phase 1). The highest Cloak phase your companion can achieve is Phase 3, when you are under the effects of Phase 5. Your companion gains all abilities that you would gain in the phase that they are in.

Mythic Awakening

At 14th level, your companion has found their true power and is able to draw upon their chakra to enter a state of awakening.

As a bonus action on their turn, your companion can activate their awakening, granting themselves a mythical appearance. Their size becomes large and they are granted a number of temporary hit points equal to double your level.

For 1 minute, you companion gains the following benefits:

  • They gain +1 to their AC.
  • When you Companion takes the attack action, it may attack twice instead of once as a part of the same action.
  • When you cast a jutsu with a target of Self, your companion also gains the effect if they are within 30 ft. of you.
  • When you or your Companion take damage, the other may use their reaction to transfer half of the damage dealt to them instead.

Your companion is able to do this twice per long rest.

Martial Artist

By selecting the Martial Artist archetype, you have trained your body in the art of taijutsu. You're tougher than the average Jinchuriki, and specialize in hand to hand combat. You gain proficiency in Shortswords.

Martial Arts

At 1st level, your practice of martial arts gives you specialty of combat styles that use unarmed strikes and taijutsu weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. Select either Dexterity or Strength as your TAIJUTSU stat modifier. You may learn maneuvers from the Taijutsu Maenuvers list.

You gain the following benefits while you are unarmed or wielding only taijutsu weapons and you aren't wearing armor or wielding a shield:

  • You can use your TAIJUTSU modifier for the attack and damage rolls of your unarmed strikes and taijutsu weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or taijutsu weapon. This die changes as you gain levels in the Martial Artist subclass, as shown in the table below.
  • When you use the Attack action with an unarmed strike or a taijutsu weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  • Certain villages use specialized forms of the taijutsu weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a taijutsu weapon, you can use the game statistics provided for the weapon on the Weapons page.

Your Taijutsu DC is 8 + your proficiency bonus + your TAIJUTSU stat modifier.

Level Martial Arts Die
1 1d4
5 1d6
11 1d8
17 1d10

Fight For Your Life

At 1st level, when you are dropped to 0 hit points but not killed outright, you may immediately use a reaction to move up to your movement speed and make an unarmed strike against a creature you can reach. If you hit, you restore hit points equal to the damage you dealt and do not fall unconscious.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bestial Strike

At 10th level, once per turn when you hit a creature with an Unarmed Strike, you can expend 7 Tailed Beast Chakra to deal an additional 3d8 damage to the target. The damage type will vary based on which tailed beast you have.

Tailed Beast Damage Type
Shukaku Earth
Matatabi Fire
Isobu Water
Son Goku Earth or Fire
Kokuo Water or Fire
Saiken Poison
Chomei Wind
Gyuki Lightning
Kurama Force

Cloak Armor

Starting at 14th level, when you enter any phase of your Bijū Cloak you have learned to use your tailed beast chakra as a protective armor to defend yourself against attackers.

When you are under the effects of a Bijū Cloak, and you are wearing no armor, you gain an unarmored defense equal to 10 + your proficiency bonus + your jutsu stat modifer.

In addition, you are able to sometimes enhance your physical abilities to resist the effects of jutsu. When you are subjected to a Saving throw to avoid the effects of a jutsu when you are in your Bijū Cloak, you may add your jutsu modifier to the roll after you rolled the die, but before it is announced whether it is a success or not.

You may use this ability a number of times equal to half your proficiency bonus.

Chakra Artist

You picked up art as a past time from a young age, and eventually were able to transcribe your art into not just a past time - but the primary form of your jutsu. You gain proficiency in two sets of Artist's Supplies of your choice.

Art Style

Beginning at 1st level, using your Artist's Supplies replace hand signs as your somatic component, and you can not benefit from anything that would allow you to make hand seals with one hand as you do not use hand seals, but in return your hand seals can not be read.

Your Jutsu now all require one material component: Art Materials. Art Materials can be purchased for 両50 at any generic art shop which can be found almost anywhere. However, because your jutsu all now require a Material Component, and can not be cast without them, all jutsu costs are reduced by 1 Chakra but you can not reduce a Jutsu's cost to 0.

Dedicated Craft

At 1st level, when you have a bit of spare time, you're able to precraft some of your art for use later.

You have a number of Dedicated Crafts equal to your proficiency bonus. When you take a long rest, you may spend 1 hour of downtime to store a Jutsu you know into an art form in which you created during that time. To do so, you must expend half of the chakra required to use that technique (rounded up), sealing it inside the art form. Chakra is taken from after you finish the long rest, not before.

You or any creatures you can consider allies may cast the jutsu from your art form (if it is in their possession) using the same action type required to cast the jutsu. As you have already paid a chakra cost for the technique, it does not require any chakra to do so. Regardless of whether the Jutsu succeeds or fails, once the Dedicated Craft is used it is gone and loses its chakra.

Any Dedicated Crafts you are still in possession of when you take your next long rest, lose their effect.

Art of Expression

At 6th level, you have learned to create works of art so great, they can affect the minds of those who view them. When you create a Dedicated Craft, you may imbue it with Chakra so powerful it may even influence the emotions of others around it. This emotional effect is nearly undetectable and requires a successful Intelligence (Ninshou) check against your jutsu save DC to be noticed.

When you create a Dedicated Craft, you may choose to imbue it with one of the following effects, if you wish.

When you or an ally use a Dedicated Craft with an Art of Expression attached to it, any targets of the jutsu must make a Wisdom Saving throw against your jutsu DC. On a fail, they are considered Charmed and afflicted with the emotion for 1 minute. If a creature is immune to being charmed, they are immune to the effects. Creatures with an Intelligence score of 4 or less aren’t affected.

Anger. The creature has advantage on all of its attack rolls. In addition, all attack rolls made against the creature are done so at advantage. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the effects of this masterpiece for the next hour.

Beauty. The creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you. If you are actively in combat with the target creature, this ability automatically fails. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the effects of this masterpiece for the next hour.

Depression. The creature has disadvantage on ability checks and saving throws for the duration. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When the effect ends, the creature knows it was charmed by you. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the effects of this masterpiece for the next hour.

Hilarity. The creature falls prone, becoming incapacitated and unable to stand up for the duration. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When the effect ends, the creature knows it was charmed by you. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the effects of this masterpiece for the next hour.

Enhanced Craft

At 10th level, you may now imbue your Dedicated Craft with Tailed Beast Chakra. When you create a Dedicated Craft and expend purely Tailed Beast Chakra to do so, you gain one of the following benefits:

  • You may add a +1 to the jutsu's Saving Throw DC.

  • Your Jutsu deals an additional 2d8 damage along with whatever damage it already deals.

You may only have a number of Enhanced Crafts equal to half of your proficiency bonus. Once they are used, they lose their effect and you can not do so again until you take a long rest and create more Dedicated Crafts.

Living Craft

Beginning at 14th level, you’ve mastered your craft to the point where your art forms seem like they could leap to life; because they can! Once per week, you may spend 8 Hours of downtime and 両2000 worth of materials, creating a construct that comes to life to serve you.

You may command the Living Art Form as a bonus action on your turn if it is within 60 feet of you. You decide what actions the creature will take and what movements it will make. If you issue no commands, the creature only defends intself against hostile creatures. Once given an order, the creature continues to follow the task until told otherwise or until its task is complete.

The creature is under your control for 1 week, after which it stops obeying any command you’ve given to it and once again becomes a mundane art form. You can expend a use of this feature to “touch-up” the creature, at which point its hit points are returned to their full amount and it once again is under your control for another week. You may not have more than one creature at a time created by this effect.

The Living Art Form gains a special feature based on which set of Artist's supplies was used to create it.


Living Art Form

Medium Construct


  • Armor Class 12 + your Proficiency bonus
  • Hit Points 10x your Jinchūriki level
  • Speed 30 ft. Hover

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 1 (-5) 10 (+0) 4 (-3)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Sealed, Stunned, Unconscious
  • Senses Blindsight 30 ft.
  • Languages Common (understands)

Sketch (Doodler's Supplies)

The Sketch adds +2 to Strength, +2 to Constitution and +10 to Dexterity.

The Sketch gains vulnerability to wind but is resistant to lightning.

The Sketch loses its hover speed but has a 40 ft. Walking Speed

Unarmed Strike. Melee: +11 to hit, 5 ft. Reach, one target. Hit: 1d6 + 6 Force damage


Painting (Painter's Supplies)

The Painting adds +4 to Strength, +2 to Constitution and +2 to Dexterity.

The Painting gains vulnerability to Water but is resistant to Fire.

Paint Splash. Ranged: +7 to hit, 120 ft. Range, one target. Hit: 2d4 + 2 Water damage



Pottery (Potter's Supplies)

The Pottery adds +2 to Strength, +2 to Constitution and +4 to Dexterity.

The Pottery gains vulnerability to Lightning but is resistant to Water.

Catch & Toss. When the Pottery is hit with an attack, it may make a Dexterity Saving throw against the Jutsu DC. This is separate, from any other effects. If it succeeds, it catches a portion of the technique to use later. As an action, the Pottery may make a ranged attack roll against a creature within 60 ft of it. On a hit, the target takes half of the damage that the Pottery took. On a miss, the attack is lost. If Pottery has a technique caught, it can not catch another.


Sculpture (Sculpter's Tools)

The Sculpture adds +4 to Strength, +8 to Constitution and -4 to Dexterity.

The Sculpture gains vulnerability to Water but is resistant to Wind.

Slam. Melee: +8 to hit, 5 ft. Reach, one target. Hit: 2d6 + 3 Earth damage


Carving (Woodcarver's Tools)

The Carving adds +4 to Strength, +4 to Constitution.

The Carving gains vulnerability to Fire but is resistant to Water.

Root Grasp. The carving attempts to grapple a creature with advantage. The Carving does not have advantage to keep a creature grappled. A creature grappled at the beginning of its turn takes 1d4 Earth damage.

Bijū Invocations

Beast Speech

You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

Bewitching Whispers

Prerequisite: 7th level

As an action, you may expend 5 Chakra in an attempt to place creatures in a minor Genjutsu. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this ability. Until the genjutsu ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. You can't do so again until you finish a long rest.

Bijū Bolster

As an action, your tailed beast may bolster you with a smidge of life, gaining 1d4 + 4 temporary hit points for 1 hour.

Cat’s Eyes

Prerequisite: Bijū (Matatabi)

You can see normally in darkness, both regular and Jutsu-Enhanced, to a distance of 120 feet.

Cat Fire Bowl

Prerequisite: Bijū (Matatabi)

You can cast Fire Style: Exploding Flame Shot at will, without expending Chakra to do so. When you cast it in this way, the flames appear as blue rather than red.

Chakra-Enhanced Leap

Prerequisite: 9th level

You may select yourself or an ally within a range of touch as an action, tripling their jump distance.

Chakra Guard

Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in a protective chakra, which disperses at the end of your next turn. You gain 10 temporary hit points per Jinchuriki level, which take as much of the triggering damage as possible. Immediately after you take the damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the chakra disperses.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Chakra Sense

As an action, you may begin carefully sensing your surroundings. For 10 minutes, you sense the presence of chakra within 30 feet of you. If you sense chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears chakra, and you learn its affinity, if any.

Your sense can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

You may use this ability once per short or long rest.

Cloak of Flies

Prerequisite: 5th level As a bonus action, you can surround yourself with a chakra-enhanced aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Jutsu modifier (minimum of 0 damage). Once you use this invocation, you can’t use it again until you finish a short or long rest.

Detect Intentions

Prerequisite: Bijū (Kurama)

As a bonus action, you may activate Detect Intentions. Choose chaos, evil, good, law or neutrality. For 10 Minutes, you gain the ability to detect the chosen alignment. When you look at a person, if they possess the alignment you selected, you will be made aware of that fact. As an example, if you were to choose Chaos and used this ability against a Chaotic Good character, you would know they are Chaotic - but you would not know that they are good.

You can use this a number of times equal to your proficiency bonus per long rest.

Dreadful Word

Prerequisite: 7th level

Your chakra assaults and twists creatures’ minds in the form of Genjutsu, spawning delusions and provoking uncontrolled actions. You may expend 6 Chakra points. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this jutsu or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

  • The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
  • 2-6: The creature doesn’t move or take actions this turn.
  • 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • 9-10: The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Once you use this ability, you can't do so again until you finish a long rest.

Eyes of the Rune Keeper

You can read all writing.

Feline Agility

Prerequisite: Bijū (Matatabi)

Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Focused

You have advantage on Constitution saving throws that you make to maintain your concentration on a jutsu.

Fox’s Cunning

Prerequisite: Bijū (Kurama)

You gain proficiency in the Deception and Persuasion skills.

Gallop

Prerequisite: Bijū (Kokuō)

Your base movement speed increases by 10 ft.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a jutsu). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Gorilla’s Fist

Prerequisite: Bijū (Son Goku)

Your tailed beast is knowledgeable in Taijutsu, allowing you to enhance your strength. Your unarmed strikes use a d6 for damage. When in your Biju cloak, your Unarmed Strike increases by 1 die.

King of the Hill

Prerequisite: Bijū (Son Goku)

You gain the Inspiring Leader Feat from the Player’s Handbook.

Know Your Enemy

Prerequisite: Bijū (Gyuki)

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any

Lucky Number Seven

Prerequisite: Bijū (Chomei)

When you roll a 1 on the d20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Mask of Many Faces

Prerequisite: Bijū (Shukaku)

You are able to cloak sand over your body and harden it to change its appearance. You are able to cast the Clone Jutsu technique at will without expending any Chakra.

Metamorphosis

Prerequisite: Bijū (Chomei)

As a bonus action, you may expend 6 Tailed beast Chakra to grant yourself wings from Chomei’s tails, granting you a flying speed of 30 ft. for 1 Hour.

Misty Illusions

Prerequisite: Bijū (Isobu)

You are able to cast Misty Plain at will without expending Chakra.

Ocean’s Calling

Prerequisite: Bijū (Isobu)

You gain a swimming speed of 40 feet, and can hold your breath for up to 10 Minutes when in regular water, or up to 6 Minute when in water infused with Chakra.

One With Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Oxen’s Endurance

Prerequisite: Bijū (Gyuki)

Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.

Ramming-Force

Prerequisite: Bijū (Kokuō)

You gain the Charger Feat from the Player’s Handbook.

Sand Armor

Prerequisite: Bijū (Shukaku)

As an action, you may expend a number of Tailed Beast Chakra equal to your proficiency bonus to cake your body in protective sand. You gain a number of temporary hit points equal to triple your Proficiency bonus. You can do this a number of times equal to your Constitution modifier per long rest.

Scale Powder

Prerequisite: Bijū (Chomei)

As an action, you may release a large amount of fine powder from your mouth or body, which, due to its luminous quality, shines so brightly that it can temporarily blind multiple targets within its area of affect. Have all creatures that can see you roll a Constitution Saving throw against your Jutsu DC, becoming Blinded for 1 round on a fail. You may use this ability once per short or long rest.

Shinobi Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by genjutsu or ninjutsu while the creature is within 30 feet of you and within line of sight.

Shock Absorption

Prerequisite: Bijū (Saiken)

Saiken’s tremendous durability has rubbed off on you, allowing you to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d8 + your Constitution modifier and reduce the damage by that total. You can use this ability a number of times equal to half your proficiency bonus per short or long rest.

Shroud of Shadow

Prerequisite: 15th level

As an action, a creature you touch becomes invisible for 1 Hour or until you break Concentration. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The ability ends if the target attacks or casts a jutsu.

Sticky Water

Prerequisite: 5th Level, Bijū (Saiken)

You are able to cast Syrup Trap at will without expending Chakra.

Strength of the Ape

Prerequisite: Bijū (Son Goku)

You gain expertise in the Athletics skill and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Strong Will

Prerequisite: Bijū (Kokuō)

Kokuo’s strong will has been passed down to you. You have advantage on Wisdom saving throws against the effects of Genjutsu and you can not be charmed.

Suction Cup

Prerequisite: Bijū (Saiken) You are able to cast the Tree Walking Technique at will without expending chakra.

Thief of Fates

As an action, you may expend 3 Chakra and force up to three creatures of your choice that you can see within 30 ft. to make Charisma Saving throws against your Jutsu DC. For 1 minute, whenever a target that fails this saving throw makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

You can't do so again until you finish a long rest.

Tentacle of the Deep

Prerequisite: Bijū (Gyuki) You can draw on Gyuki’s chakra to summon one of his tentacles to strike at your foes. As a bonus action, you may expend 2 Chakra Points to have a 20-foot-long tentacle emerge from somewhere on your body. The tentacle lasts for 1 minute or until you use this feature again to create another tentacle.

When you create the tentacle, you can make a melee jutsu attack against one creature within 20 feet of you. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Trickster's Escape

Prerequisite: 7th level

As an action, you may grant yourself Freedom of Movement for 1 Hour. For the duration, your movement is unaffected by difficult terrain and jutsu or other Shinobi effects can neither reduce your speed nor cause you to be paralyzed or restrained. You may also spend 5 feet of movement to automatically escape from non chakra-enhanced restraints, such as manacles or a creature that has grappled you. Finally, being underwater imposes no penalties to your movement or attacks.

Once you use this invocation, you can’t use it again until you finish a long rest.

Turtle Armor

Prerequisite: Bijū (Isobu)

Your skin has toughened in tune to Isobu’s rock-hard shell, granting you a powerful defense. Your AC is equal to 12 + your Constitution modifier.

Whiskers of Chakra

Prerequisite: Bijū (Kurama)

Your chakra point maximum increases by an amount equal to your level when you gain this invocation. Whenever you gain a level thereafter, your chakra point maximum increases by an additional 1 point.

Whispers of the Grave

Prerequisite: 9th level

As an action, you grant the semblance of life and intelligence to a corpse of your choice within 10 ft., allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead.

Until the jutsu ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This ninjutsu doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Whispers of the Insomniac

Prerequisite: Bijū (Shukaku)

Shukaku whispers promises of destruction in the ears of his Jinchuriki, striking great fear within them and preventing them from falling asleep lest he take control and rampage. You do not sleep, and the effects of Jutsu can not force you to do so. Instead, you meditate deeply, remaining semi-concious, for 4 hours a day. After resting in this way, you gain the same benefit a regular Shinobi would from 8 hours of sleep.

4. Backgrounds

Every story has a beginning. Your character’s background reveals where you came from, how you became a shinobi, and your place in the world. Your Medical-Nin might have been a Noble or a Street Urchin. Your Ninjutsu Specialist could have been a student of a prominent Master or a Prodigy. Your Warrior-Nin might have been a Hermit traveling with their family, place to place before settling down or entertained audiences as a carnival act.

Choosing a background provides you with important story beats about your character’s identity and most recent origin. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes to learn the way of Ninjutsu? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

Anbu

The ANBU, short for Ansatsu Senjutsu Tokushu Butai (Special Assassination and Tactical Squad), are covert operatives of capable ninja that are dispatched by their village leader.

There are apparently no true ranks within the Anbu; team leadership and hierarchy seem to be based on merit and experience. They are required to wear masks to conceal their identity, leading to them using code names to identify each other.

You spent a period of time involved in the ANBU. Discuss with your DM to determine your role and how much merit you had there.

Skill Proficiencies: Chakra Control, Insight

Tool Proficiencies: Tracking Kit, Forensics Kit

Languages: One of your choice.

Feat. Choose one of the following options: Alert, Inspiring Leader, Observant

Equipment: A Hunter's Pack, a set of traveler's clothes, a Bingo Book and 1 Chakra Pill.

Village Secrets

You were a member of an ANBU squadron for your village. You can score an audience with higher ups in your village without too much issues and can often pull some strings to get access to confidential information regarding your village and its dealings that normal Shinobi could not.

Apothecary

You've spent a lot of time studying herbs and their applications - both poisonous and medicinal. Perhaps you were involved in a special Shinobi Poison Corps, or worked alongside Medical-Nin to create medicines and herbal remedies.

Regardless of the origin, you're talented at identifying plants and always know where to find the ingredients you need.

Skill Proficiencies: Medicine, Nature

Tool Proficiencies: Poisoner's Kit, Healer's Kit

Languages: None.

Feat. Choose one of the following options: Healer, Skilled, Quick Witted

Equipment: Your choice of either a Poisoner's Kit or a Healer's Kit, a set of common clothes, a Magnifying glass, 3 empty vials and a pouch containing 両400.

Poisonous Benefactor

You are a loyal customer of many herbal shops. Even if you do not have any available, you know where you can buy any ingredients you may need for a medicinal or poisonous concoction if any sellers carry it in the area. If no sellers possess this particular ingredient, you have connections that will allow you to have some sent to you (but you will still need to pay for it).

Artisan

You are a talented artisan, skilled in a particular field and closely associated with a particular clan. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of a clan in which you've aligned, until you became a master in your own right.

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: Two types of artisan's tools

Languages: None

Feat. Choose one of the following options: Chef, Skilled, Skill Expert

Equipment: An artisan's pack, ink (1 ounce bottle), an ink pen, a set of fine clothes and a pouch containing 両1000.

Clan Connections

You have special connections with a particular clan of Shinobi. In exchange for your Artisan work, you can rely on certain benefits that the clan provides for you. The clan will provide you with food and lodging if necessary, in exchange that you craft artisan goods for them and only them. If you are accused of a crime, this clan will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful clan figures if your standing is good enough.

You must provide your craftsmanship to the clan when requested, and will find yourself in bad graces should you choose to provide another clan with your goods.

Discuss with the DM to determine which clan you are affiliated with, and how that effects your character's lifestyle and backstory.

Artist

Artists are sought after and respected individuals all over the world. No matter their race age or gender, all artists are loved for their talent to place life and emotion into things such as clay, stone and paint. As an Artist you have perfected your art to the point that people pay to see you and pay your for your grand works of art.

Skill Proficiencies: Performance, Sleight of Hand

Tool Proficiencies: One set of Artist's supplies of your choice, One game set of your choice

Languages: None

Feat. Choose one of the following options: Linguist, Skill Expert, Observant

Equipment: An Artist's pack, a set of Artist's supplies, a notebook and a pouch containing 両500.

Commissions

As an artist, you have a talent and you are aware of it. You can do some light searching around a city to see if anyone is in need of commission work in the area. By showcasing your talents, you can often be led to a potential customer by word of mouth.

By performing commissions you can get your name as an artist out, and sometimes people may come searching for you to do them. If you spend time and money of supplies to create an art piece of some sort, you can find a buyer for it within a week by expending a small amount of down time each day (about 10 minutes) to promote your art.

The buyer can be found earlier than the one week mark if you spend more down time promoting it.

Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

Skill Proficiencies: Deception, Stealth

Tool Proficiencies: Thieves' Tools, one gaming set of your choice

Languages: None

Feat. Choose one of the following options: Actor, Skulker, Stealthy

Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 両600.

Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies: Animal Handling, Survival

Tool Proficiencies: One type of artisans' tools.

Languages: One of your choice.

Feat. Choose one of the following options: Inspiring Leader, Lucky, Hard Worker

Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 両400.

Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease.

You can find a place to hide, rest, or recuperate among other civilians, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Hermit

You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

Skill Proficiencies: Medicine, Religion

Tool Proficiencies: Healer's Kit

Languages: One of your choice.

Feat. Choose one of the following options: Chakra Reserves, Linguist, Healer.

Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an healer's kit, and 両100.

Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

Musician

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your music raises their spirits or captures their sorrow. Your song is your life - and you live to share that music with others.

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Two instruments of your choice.

Languages: None.

Feat. Choose one of the following options: Actor, Inspiring Leader, Skilled,.

Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 両500

Noble

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement or an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Skill Proficiencies: History, Persuasion

Tool Proficiencies: One type of gaming set.

Languages: One of your choice.

Feat. Choose one of the following options: Endurance, Hand Seal Reader, Linguist

Equipment: A set of fine clothes, a signet ring, and a purse containing 両1200.

Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Outcast

For whatever reason, you were considered an outcast from your home. Most of the residents chose not to associate with you, and you often found yourself without anyone to rely on. Your early years were lonely. You had to learn to do everything on your own.

Skill Proficiencies: Sleight of Hand, Stealth

Tool Proficiencies: One set of Artists' tools, one type of gaming set.

Languages: None.

Feat. Choose one of the following options: Hard Worker, Resilient, Stealthy

Equipment: An Explorer's Pack, an old set of common clothes, and a pouch containing 両200.

Role Model

You were always alone and did everything by yourself. Friendships and relationships are much more valuable to you now because of that fact. When you learn a jutsu from a mentor, you learn twice as fast.

Prodigy

From a young age, those around you placed you up on a platter. You were abnormally talented for your age, and always stood out as the next up and coming Shinobi. You were the kid that everyone compared against, constantly talking about how talented you were. You may have even had a fan club during your days in the academy, if you attended.

Skill Proficiencies: Insight, Ninshou

Tool Proficiencies: One toolkit of your choice.

Languages: Two of your choice.

Feat. Choose one of the following options: Affinity Adept, Hand Seal Expert, Mobile

Equipment: A Scholar's Pack, 5 Ration Pills, a Backpack and a pouch containing 両600.

Excellent

When creating your own jutsu, you may calculate the time required to make it as if you were learning a Jutsu from a scroll.

Scholar

As a child, you were inquisitive when your playmates were possessive or raucous. You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies: Ninshou, History

Tool Proficiencies: None

Languages: Two of your choice.

Feat. Choose one of the following options: Chakra Reserves, Endurance, Observant

Equipment: A writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 両400

Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Shinobi world, as professional courtesy shown to a fellow scholar.

Urchin

You grew up on the streets alone, orphaned, and poor, You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

Skill Proficiencies: Sleight of Hand, Deception

Tool Proficiencies: Disguise Kit, Thieves' Tools

Languages: None.

Feat. Choose one of the following options: Alert, Stealthy, Talented Climber

Equipment: A small knife, a map of the city you grew up in, a token to remember your parents by, a set of common clothes, and a pouch containing 両400.

City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Wanderer

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies: Nature, Survival

Tool Proficiencies: Trapper's Kit

Languages: One of your choice.

Feat. Choose one of the following options: Chef, Keen Mind, Sharpshooter

Equipment: A trapper's kit, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 両400.

Outlander

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

War Shinobi

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, justu, conserving chakra, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a shinobi world war for your village. You also may have accepted a mission to act as a mercenary on another country's behalf.

Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: One type of gaming set, one set of artisan's tools.

Languages: None.

Feat. Choose one of the following options: Savage Attacker, Tough, War Caster

Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of dice or a deck of cards, a set of common clothes, and a pouch containing 両400.

Military Rank

You have a military rank from your career as a shinobi participating in the war effort. Shinobi loyal to your village still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other shinobi and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses belonging to your village where your rank is recognized.

5. Equipment

The marketplace of a large city or village teems with buyers and sellers of many backgrounds and for many reasons: shady merchants trying to sell off curious wares they’ve found on their travels (or trying to steal from careless travelers), up and coming technologists, selling various scientific ninja tools, shinobi weaponsmiths and samurai armor smiths. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to scientific ninja tools and cutting-edge vehicles.

For a shinobi or samurai, the availability of armor, weapons, and other adventuring gear is of paramount importance, since proper equipment can mean the difference between life and death in a stronghold or the untamed wilds. This chapter details the mundane and exotic merchandise that shinobi commonly find useful in the face of the threats that the worlds of D&D present.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.

You decide how your character cam e by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of your training in the academy. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.

Class Funds
Genjutsu Specialist 3d4 x 100 Ryō
Hunter-Nin 4d4 x 100 Ryō
Medical-Nin 4d4 x 100 Ryō
Ninjutsu Specialist 2d4 x 100 Ryō
Taijutsu Specialist 2d4 x 100 Ryō
Warrior-Nin 5d4 x 100 Ryō
Jinchūriki 2d4 x 100 Ryō

Currency

Ryo comes in a variety of denominations: from a single Ryō coin to paper bills with predefined values. While the Land of Iron and Moon have their own currencies, in most Countries they can be used interchangeably.

Compared to real-life currency or gp from base Dungeons and Dragons, Ryō is quite inflated. It is associated with this symbol: 両.

A low-paying D-Rank mission awards a Genin 両5000. Split amongst their team of 4 (3 genin + a jonin), and with 10% going to the village, each participant would earn 両1125. With that payment, your character could restock up on any supplies, purchase a new tool and/or weapon, and still possibly have some Ryō left to save for another time.

Armor Cost Armor Class Strength Stealth Weight
Light Armor
 Padded 両500 11 + Dex modifier Disadvantage 8 lb.
 Leather 両750 11 + Dex modifier 10 lb.
 Studded Leather 両1500 12 + Dex modifier 13 lb.
Medium Armor
 Combat Jacket 両750 13 + Dex modifier (max 2) 20 lb.
 Armored Combat Jacket 両1800 14 + Dex modifer (max 2) Disadvantage 45 lb.
 Battle Armor 両2000 14 + Dex modifer (max 2) 20 lb.
 Shinobi Battle Armor 両3000 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
 Flak Jacket 両3000 14 Disadvantage 40 lb.
 Armored Flak Jacket 両4000 16 Str 13 Disadvantage 55 lb.
 Ronin Armor 両5000 17 Str 15 Disadvantage 60 lb.
 Samurai Armor 両10,000 18 Str 15 Disadvantage 65 lb.
Shields
 Shield 両750 +2 6 lb.

Armor and Shields

The different Countries of Naruto are a vast tapestry made up of many different cultures, each with its own cultural influence on technology. For this reason, Shinobi have access to a variety of armor types, ranging from basic Padded Armor to Shinobi Battle Armor with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor.

The Armor table shows the cost and other properties of the common types of armor worn in the Naruto World.

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast jutsu.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth. If the Armor table show s “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Light Armor

Made from flexible and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you can add your full Dexterity mod to determine your Armor Class with no limits.

Padded. Padded Armor Consists of Resistant Materials layered on top of one another in a way that provides protection to your more vulnerable parts of your body.

Leather Armor. The breastplate and shoulder protectors of this armor are made of thin but layered leather that has been stiffened by being boiled in oil and made to fit under common clothing to hide the armor your wearing, under standard clothing.

Studded Leather Armor. Studded Leather armor is Leather armor reinforced with metal bolts, rivets or plates that cover sensitive body parts like your heart, Neck and Spine.

Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum detailed in the Dex bonus column, to the Armor Bonus of the Armor You are wearing.

Combat Jacket. Providing solid protection for a minimal cost, Combat Jackets are considered excellent protection for entrenched troops or guards.

This protection, unfortunately, comes at a cost of mobility, limiting its uses by rapidly advancing infantry. Still, it provides more mobility than an Armored Combat Jacket.

Armored Combat Jacket. Armored Variant of the Combat Jacket that’s designed for more protection.

Battle Armor. Battle Armor that is mass produced from the Land of Iron, Made for War time conflicts and is generally used by foot soldiers and infantrymen. Provides enhanced protections, but does not allow for very complex mobility maneuvers.

Shinobi Battle Armor. Battle Armor that is specially made in each of their respective countries. This variant of the Battle Armor provides more protection in a Shinobi’s vital area’s while also providing a lighter load. The Bulk of this armor still prevents complex mobility but is offset by the increase in overall protections provided by specialized Developments.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover most of, if not the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class.

Flak Jacket. Flak Jackets are armors with reduced weight, but restricts movement. The armor is commonly used by mercenaries, bounty hunters, soldiers, and civilians that live in dangerous areas.

Armored Flak Jacket. Armored Variant of Flak Jackets that provide more protection.

Ronin Armor. Armor that was initially designed for Wandering Samurai who belong to no clan or house. This armor is extremely resistant to the perils of the Land of Iron.

Samurai Armor. Samurai Armor that is specially made for use by the Samurai of the Land of Iron. The Samurai that wear this armor are walking tanks and can take far more punishment than the average shinobi, in turn allowing them the ability to survive significantly longer than their shinobi counterparts.

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor’s category.

Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor

Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

Weapons

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a Katana or a Shuriken, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring and on Missions.

The Weapons tables show the most common weapons used in the world of Naruto, their price and the damage they deal when they hit, and any special properties they possess.

Every weapon is classified as a Simple Melee Weapon, Simple Ranged Weapon, Martial Melee Weapon or Martial Ranged. A Melee Weapon is used to attack a target within 5 feet of you, whereas a Ranged Weapon is used to attack a target at a distance.

Weapon Proficiency

Your Bloodline, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are Simple and Martial. Most people can use simple weapons, which are commonly seen in the hands of the unspecialized, with proficiency.

Martial weapons, including Katana’s, Tonfa & Chakrams require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon.

If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a Ranged weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section).

Chakra Blade

This weapon is made from special metal that absorbs your chakra and allows it to run through the weapon, increasing its potentials. As a bonus action, the user must expend a number of Chakra Points equal to their proficiency bonus in order to active the Chakra Blade for 1 minute. While active, the Chakra Blade gains the following benefits:

  • The damage die increases by 1 (Ex: 1d6 to 1d8)
  • The damage type changes to the chakra type put into the weapon (decided when you activate the Chakra Blade)

When the Chakra Blade is not activated, it deals damage that a weapon of the same type without the Chakra Blade property would.

Critical

Weapons with the Critical Property gain a +1 bonus to Critical Threat range. This Bonus can only be applied once, even if dual wielding.

Deadly

Weapons with the Deadly Property adds an additional damage die on a critical hit.

Disarm

If a weapon has the Disarm property, when you take the attack action, you may forgo one of your weapon attacks to attempt to Disarm a target creature.

The target creature must succeed a Strength (Athletics) or Dexterity (Acrobatics) check vs your Attack Roll Result. On a Success, they are unaffected. On a failure, their weapon or item they are holding falls to their feet within 5 feet of them.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Grapple

As an attack action, you make a grapple check against a target creature in range. On a successful critical hit with a weapon of this type, you can automatically grapple the target of the attack, no check needed.

Heavy

Weak creatures have disadvantage on attack rolls with heavy weapons. A creature must have a Strength score of 15 to use this weapon effectively.

Hidden

You have advantage on Dexterity (Sleight of Hand) checks made to conceal a hidden weapon.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 8.

Loading

A limited number of shots can be made with a weapon that has the Loading property. A character must then reload it using an action or a bonus action (the character’s choice). You must have one free hand to reload.

Range

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range.

When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Reach

This weapon adds 5 feet to your reach for each Rank of Reach it has when you attack with it. (Ex. Reach 1 adds 5 Feet of range to the weapon)

Returning

If a weapon has the Returning property, you can, after throwing the weapon to make a ranged attack call it back to you if it was thrown less than 30 feet from you. You must have one hand free to catch it.

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack using your Strength instead of Dexterity for Attack and Damage rolls.

Trip

If a weapon has the trip property, you can as an attack action attempt to trip a target creature. The target creature must succeed an athletics or acrobatics check vs your Attack Roll Result. On a Success, they are unaffected. On a failure, they fall prone.

Two-Handed

This weapon requires two hands to use.

Unarmed

This weapon increased your base unarmed damage to its described value, while also applying its damage type to your unarmed damage. If your unarmed attack damage is greater than this weapons damage dice, you may use the larger die instead of the listed one for damage. This weapon also does not prevent you from using Hand Signs (Somatic Components) while wielding it. This weapon is equipped to both hands when equipped.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property - the damage when the weapon is used with two hands to make a melee attack.

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead enemy. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. At the GM’s discretion, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

Name Cost Damage Weight Properties
Simple Melee Weapons
 Chained Hand Scythe 両300 2d4 slashing 3 lb. Reach 1, Grapple, Two-Handed
 Hand Axe 両250 1d6 slashing 2 lb. Light, Thrown (20/60)
 Hand Scythe 両400 1d4 slashing 2 lb. Light, Finesse, Critical
 Kunai 両200 1d4 piercing 1 lb. Light, Finesse, Thrown (30/60)
 Tanako (Shortsword) 両350 1d6 piercing 2 lb. Finesse, Light
 Weighted Chain 両300 1d4 bludgeoning 3 lb. Reach 2, Grapple, Trip, Two-Handed
Simple Ranged Weapons
 Senbon 両10 1d4 piercing 0.05 lb. Thrown (30/60), Hidden
 Shortbow 両400 1d6 piercing 2 lb. Ammunition (80/320), Two-Handed
 Shuriken 両20 1d4 slashing 0.25 lb. Thrown (60/120), Hidden
Martial Melee Weapons
 Broadsword 両300 1d6 slashing 2 lb. Light, Finesse
 Combat Bracers 両350 1d4 bludgeoning 1 lb. Disarm, Light, Unarmed
 Great Axe 両600 1d12 slashing 7 lb. Heavy, Two-Handed, Critical
 Iron Claw 両350 1d6 slashing 2 lb. Critical, Light, Finesse, Unarmed
 Katana 両400 1d8 slashing 3 lb. Versatile (1d10), Deadly, Finesse
 Knuckle Blades 両400 1d6 slashing 2 lb. Light, Finesse, Hidden
 Nunchaku 両350 1d6 bludgeoning 2 lb. Disarm, Light
 Odachi (Greatsword) 両650 2d6 slashing 6 lb. Critical, Heavy, Two-Handed
 Scythe 両450 1d10 6 lb. Reach 1, Deadly, Heavy, Two-Handed
 Whip 両300 1d4 slashing 3 lb. Reach 1, Trip, Finesse
Martial Ranged Weapons
 Blowgun 両300 1d4 piercing 1 lb. Ammunition (25/100), Loading
 Chakram 両450 1d6 slashing 1 lb. Light, Thrown (30/60), Returning
  Heavy Chakram 両550 1d10 slashing 4 lb. Range (60/180), Two-Handed, Thrown, Returning
 Crossbow, Hand 両250 1d6 piercing 3 lb. Ammunition (30/120), Light, Loading
 Crossbow, Heavy 両550 1d10 piercing 18 lb. Ammunition (100/400), Heavy, Loading, Two-Handed
 Longbow 両600 1d8 piercing 2 lb. Ammunition (150/600), Heavy, Two-Handed
 Net 両250 3 lb. Grappling, Range (10/15)
 Fuma Shuriken 両80 1d8 Slashing 1 lb. Thrown (50/100), Hidden

Adventuring Gear

This section describes the commonly used items in the Narutoverse along with their costs, weight, and how they work in the functions of a game.

A lot of these items can be purchased from shops, but some items may be more rare or harder to come by - or the players may even have to have them custom made. It is ultimately up to the DM as to which gear is readily accessible to the players and which is not.

In this section, you'll be able to find Equipment Packs, Communication Tools, Tags, Food Pills, Scrolls and even some standard Ninja Tools that you'll often encounter in the Narutoverse. These items can be purchased with the game's currency, Ryo (or 両).

If you do have any questions regarding the items available within the game, you're welcome to let me know and ask. Also, if you feel as if I've left out a core item from the Narutoverse, please let me know.

Equipment Packs

The starting equipment you get includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Item Cost Description Weight
Artisan's Pack 両2500 Two sets of artisan's tools of your choice, 3 candles, a book of artisanry, and a small knife. 26 lbs.
Artist's Pack 両850 A bottle of ink, an ink pen, 5 sheets of parchment, and 20 units of Art Materials. 18 lb.
Burglar's Pack 両1200 Backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. 48 lbs.
Diplomat's Pack 両2400 Chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. 36 lbs.
Dungeoneer's Pack 両1000 Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. 60 lbs.
Entertainer's Pack 両2500 Backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. 38 lbs.
Explorer's Pack 両1700 Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. 59 lbs.
Herbalist's Pack 両2000 Backpack, a book of local fauna, magnifying glass, Medicine OR Poison kit, and 2 days of rations. 28 lbs.
Hunter's Pack 両1200 Backpack, a bedroll, 5 Ration Pills, a tinderbox and a set of 5 Senbon. 14 lbs.
Scholar's Pack 両2500 Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. 10 lbs.

Tool Kits

A toolkit helps you to do something you couldn’t otherwise do, such as craft or repair an item or pick a lock. Your bloodline, class, background, or feats give you proficiency with certain tools, which lets you add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use.

Item Cost Description Weight
Climber's Kit 両600 Contains all the necessary implements to climb tall surfaces without the use of chakra. 10 lbs.
Demolitions Kit 両2800 Contains all the appropriate equipment for disarming and setting explosives. 14 lbs.
Disguise Kit 両360 Contains all the necessary implements to create disguises without the Transformation Jutsu. 3 lbs.
Forensics Kit 両1200 Contains all the necessary implements to collect evidence, DNA, and any other remains from a location you investigate. 7 lbs.
Forgery Kit Contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. 5 lbs.
Medicine Kit 両500 Contains all the necessary implements to perform complex medical inquiries and procedures while not in a medical facility. 3 lbs.
Poison Kit 両650 Contains all the equipment necessary for the creation of poisons. 4 lbs.
Tracking Kit 両400 Contains all the necessary implements to find and mark creatures that leave behind any tracks in their movement. 5 lbs.
Trapper's Kit 両800 Contains all the necessary implements to prepare and set traps to snare and capture creatures

Climber's Kit

The kit contains the appropriate equipment for climbing tall surface. It takes about 20 minutes to put on the equipment and 5 minutes to take it off. While wearing the equipment, you have advantage on any ability checks to climb.

Demolitions Kit

This kit contains the appropriate equipment for disarming and setting explosives. It contains a plastic face guard and heavy-duty gloves, as well as precision cutting and gripping tools, and various common components of explosives and mines. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to disarm or set an explosive.

Disguise Kit

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance without the use of the Transformation Jutsu. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forensics Kit

This kit includes all of the necessary implements to collect evidence, DNA, and other remains from any location that you investigate. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify such Pieces of Evidence if any.

Forgery Kit

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Medicine Kit

This kit includes all of the necessary implements to perform complex medical inquiries and procedures while not in a medical facility supported by sterilized environments.

This allows you to diagnose and even treat issues such as broken bones, open wounds and even providing immediate care to people who are on death's door making death saving throws.

Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to perform medical tasks. Also, proficiency with this kit is required to create Food Pills.

Poison Kit

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. Poisons cannot be purchased by normal means and instead must be created or purchased from black market salesmen as their use is not wholly approved by most villages as a whole, while also not being outright banned. These Poisons are generally applicable in a variety of situations, being able to be both ingested and applied via a weapons attack. Poison applied to weapons require a bonus action, and are only expended when striking a creature. Once expended in this way, the poison is no longer able to be applied by the weapon without being reapplied.

Tracking Kit

This kit includes all of the necessary implements to find or mark creatures that leave behind any tracks in their movement. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify potential directions of a creature you are trying to track.

Trapper's Kit

This kit includes all of the necessary implements to prepare and set traps to snare and capture creatures who set them off. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a trap of any kind. Also, proficiency with this kit is required to create Traps.

Artisan's Tools

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Item Cost Description Weight
Armorsmith Kit 両1500 Contains all the necessary implements to create armor of varying types. 8 lbs.
Brewer's Supplies 両1200 Contains all the necessary implements to mix and craft drinks. 6 lbs.
Calligrapher's Supplies 両1200 Contains all the necessary implements to create Jutsu Scrolls. 5lbs.
Carpenter's Tools 両1500 Contains all the necessary implements to perform woodworking. lbs.
Cooking Kit 両1200 Contains all the necessary implements to prepare and serve food for up to six people. 8 lbs.
Jeweler's Tools 両1800 Contains all the necessary implements to create jewelry. 7 lbs.
Leatherworker's Tools 両1400 Contains all the necessary implements to craft things out of leather. 8 lbs.
Item Cost Description Weight
Weaponsmith Kit 両1500 Contains all the necessary implements to create weapons of varying types. 8 lbs.
Tailor's Supplies 両1200 Contains all the necessary implements to create clothing. 6 lbs.
Weaver's Tools 両1200 Contains all the necessary implements to weave together materials to create goods. 6 lbs.

Artist's Supplies

These special kits include the materials needed to pursue art - whether it be through painting, sculpting, woodcarving, or some other means. These supplies kits give you the correct tools to perform your art and allow you to add your proficiency bonus to any ability checks you make using the tools in your art.

Item Cost Description Weight
Doodler's Supplies 両1400 Contains all the necessary implements to sketch or draw art forms. 8 lbs.
Painter's Supplies 両1800 Contains all the necessary implements to paint art forms on a canvas. 8 lbs.
Potter's Supplies 両1500 Contains all the necessary implements to craft art forms out of ceramics. 8 lbs.
Sculpter's Tools 両2000 Contains all the necessary implements to sculpt art forms out of clay. 8 lbs.
Woodcarver's Tools 両2000 Contains all the necessary implements to carve art forms out of wood. 8 lbs.
Canvas, Small 両200 A small canvas that can be used as a medium for art forms. 5 lbs.
Canvas, Medium 両400 A medium canvas that can be used as a medium for art forms. 15 lbs.
Canvas, Large 両600 A large canvas that can be used as a medium for art forms. 25 lbs.
Art Materials 両50 A supply of materials that can be used to create an art form (ex: paints, clay, etc). These materials are enough to create 1 art piece. 0.2 lbs.
Instrument 両350 A musical instrument of your choice. 6 lbs.

Communication Tools

Communication tools are often used by Shinobi in order to keep in contact with their allies when they need to split up to accomplish a mission. Different communication tools are more or less expensive, but may be better or worse at certain things.

Item Cost Description Weight
Standard Radio Transceiver 両1500 Radio Transceivers are handheld communication devices, fitted with microphones and receivers. A standard, personal radio transceiver has a range of up to 1 mile, but is reduced by up to half in dense, urban areas or areas of high-level interference. 3 lb.
Standard Radio Transceiver (Ear Piece) 両5000 An Ear Piece Radio Transceiver. It functions as a hands-free Standard Radio Transceiver that is hidden as a microphone and receiver inside the ear. 1 lb.
Advanced Radio Transceiver 両10,000 An advanced radio transceiver has a range of up to 2 miles, but is reduced by up to half in dense, urban areas or areas of high-level interference. 1 lb.
Advanced Radio Transceiver (Ear Piece) 両25,000 An Ear Piece Radio Transceiver. It functions as a hands-free Advanced Radio Transceiver that is hidden as a microphone and receiver inside the ear. 0.5 lb.
Radio Jammer 両12,000 A radio jammer is a device used to scramble communications. A radio jammer can block transmissions from communications devices in a 1-mile radius. 4 lb.
Item Cost Description Weight
Radio Tracking Device 両8000 A Radio Trace device is a worn gadget that can be used to trace a Radio transmission back to its source. It vibrates more and more, the closer it gets to the source of a radio transmission. 4 lb.

Food Pills

The following are food pills that can be consumed as a bonus action. A Shinobi can consume a number of food pills equal to half of their proficiency bonus per day, taking a level of exhaustion for each additional taken after. Taking a Food Pill while under the effect of another Food Pill will also cause a level of exhaustion.

Item Cost Description Weight
Ration Pill 両400 Nourishes the body for 1 day. 0.05 lb.
Red Pill 両5000 For one minute, the consumer's Strength stat increases by +4, to a maximum of 24, and they gain advantage on all Strength Saving throws. 0.05 lb.
Yellow Pill 両5000 For one minute, the consumer's Dexterity stat increases by +4, to a maximum of 24, and they gain advantage on all Dexterity Saving throws. 0.05 lb.
Grey Pill 両5000 For one minute, the consumer's Constitution stat increases by +4, to a maximum of 24, and they gain advantage on all Constitution Saving throws. 0.05 lb.
Purple Pill 両5000 For one minute, the consumer's Wisdom stat increases by +4, to a maximum of 24, and they gain advantage on all Wisdom Saving throws. 0.05 lb.
White Pill 両5000 For one minute, the consumer's Intelligence stat increases by +4, to a maximum of 24, and they gain advantage on all Intelligence Saving throws. 0.05 lb.
Pink Pill 両5000 For one minute, the consumer's Charisma stat increases by +4, to a maximum of 24, and they gain advantage on all Charisma Saving throws. 0.05 lb.
Regeneration Pill 両10,000 You restore hit points equal to your level. For the next minute, the user restores hit points equal to their proficiency bonus at the beginning of their turn. For each additional consumed before taking a long rest, take a level of exhaustion. 0.05 lb.
Chakra Pill 両10,000 You restore chakra points equal to your level. For the next minute, the user restores chakra points equal to their proficiency bonus at the beginning of their turn. For each additional consumed before taking a long rest, take a level of exhaustion. 0.05 lb.

Tags

The following are a list of tags that can be utilized by Shinobi for various effects.

Item Cost Description Weight
Standard Tags
 Barrier Tag 両250 A tag which bares the kanji of "Barrier". 0.05 lb.
 Paper Bomb Varies A tag which bares the kanji of "Explode". 0.05 lb.
 Sealing Tag 両300 A tag which bares the kanji of "Seal". 0.05 lb.
 Smoke Tag 両400 A tag which bares the kanji of "Smoke". 0.05 lb.
Component Tags
 Command Tag 両100 A tag which bares the kanji of "Command". 0.05 lb.
 Forbidden Tag 両100 A tag which bares the kanji of "Forbidden". 0.05 lb.
 Protection Tag 両100 A tag which bares the kanji of "Protect". 0.05 lb.
 Secret Tag 両100 A tag which bares the kanji of "Secret". 0.05 lb.
 Chakra Tag 両100 A tag which bares the kanji of "Chakra". 0.05 lb.

Barrier Tag

By placing a series of Barrier Tags (a maximum of 15ft apart) and expending one chakra point per Barrier Tag, you may use an action to activate a barrier along the tags (meaning at least 2 are required).

Each individual tag grants the barrier 10 hit points, and can be connected in various shapes. It has an AC equal to 12 + your proficiency bonus. The barrier is not traversable by any creatures, foe or ally. Jutsu can not pass through it and will instead hit the barrier.

Placing a Barrier Tag takes 1 bonus action.

Component Tag

Component Tags are unique from other tags as they can not be used entirely on their own to cause an effect - but they can be used as a material component in jutsu to help channel both your chakra and its effects.

Paper Bomb

As a bonus action, you may expend a number of Chakra points listed in the table below and apply the Paper Bomb to a surface or wrap it around a weapon or object. The tag can then be exploded as a reaction, bonus action or an action. If the Paper Bomb is attached to a thrown weapon, it will explode upon impact with a solid surface (or creature).

All creatures within 10 ft. of the explosion must make a Dexterity Save against your JUTSU DC, taking an amount of force and fire damage listed in the table below on a fail, and only the fire damage on a success.

If there is another Paper Bomb within the explosion range of the previous one, it will also explode as a part of a chain reaction.

Total Class Level Chakra Cost Damage Cost
1 1 Chakra 1d6 Fire + 1d4 Force 両400
Total Class Level Chakra Cost Damage Cost
5 3 Chakra 2d6 Fire + 2d6 Force 両900
10 5 Chakra 3d6 Fire + 3d4 Force 両1400
15 7 Chakra 4d6 Fire + 4d4 Force 両1900
20 9 Chakra 5d6 Fire + 5d4 Force 両2400

Sealing Tag

By placing a Sealing Tag on an object, a substantial seal is generated that prevents the article in question from being summoned, as long as the originating tag remains intact.

When attempting to attach the Sealing Tag to an unwilling creature, you must use an action to make a Dexterity (Sleight of Hand) check against their contestant Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is afflicted with the Sealed condition while the tag remains on them. A creature with an attached tag may use an action to remove it.

Smoke Tag

By placing a Smoke Tag on a surface or object as a bonus action, you may expend 2 Chakra points as an action, reaction or bonus action to activate it. The smoke tag explodes into smoke in a 15-foot radius, creating a thick and opaque cloud of smoke. Creatures inside the smoke are considered Blinded, and creatures outside of the smoke are considered Blinded when attempting to attack or interact with anything inside the smoke.

A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Sealing Scrolls

The average-sized scroll is small enough that several can be carried at the same time, either in a flak jacket or in a pouch. Larger scrolls are usually carried on the ninja's back. Shinobi use sealing scrolls to summon creatures, people, and items that they have previously sealed away, making transportation easier and providing more options when on a mission. Jutsu techniques can also be stored in scrolls.

Purchasing a Sealing Scroll that already has a jutsu sealed inside of it would be much more expensive than a blank one. The price difference could be around the range of double the coast of the blank, but would vary up or down based on where (and who) you are purchasing it from.

Purchasing pre-sealed Jutsu scrolls is significantly more difficult than purchasing a blank one, and would have limited options as to what was available.

Item Cost Description Weight
Sealing Scroll (E) 両250 A sealing scroll that can seal up to 10 lbs or an E-Ranked Jutsu. 1 lb.
Sealing Scroll (D) 両2500 A sealing scroll that can seal up to 50 lbs or a D-Ranked Jutsu. 2 lbs.
Sealing Scroll (C) 両25,000 A sealing scroll that can seal up to 100 lbs or a C-Ranked Jutsu. 3 lbs.
Sealing Scroll (B) 両50,000 A sealing scroll that can seal up to 250 lbs or a B-Ranked Jutsu. 4 lbs.
Sealing Scroll (A) 両125,000 A sealing scroll that can seal up to 500 lbs or an A-Ranked Jutsu. 5 lbs.
Sealing Scroll (S) 両250,000 A sealing scroll that can seal up to 1500 lbs or an S-Ranked Jutsu. 10 lbs

Gaming Sets

Item Cost Weight
Dice Set 両250 0.5 lb.
Go Set 両250 0.5 lb.
Shogi Set 両250 0.5 lb.
Playing Card Set 両250 0.5 lb.
Mahjong Set 両250 0.5 lb.

Ammunition

Item Cost Weight
Arrow 両5 0.05 lb.
Blowgun needle 両5 0.02 lb.
Crossbow bolt 両5 0.1 lb.

Standard Items

Item Cost Weight
Backpack 両100 5 lbs.
Barrel 両200 70 lbs.
Basket 両50 2 lbs.
Book 両250 5 lbs.
Bottle, glass 両100 2 lbs.
Chain (10 feet) 両250 1 lb.
Chalk (1 piece) 両30 1 lb.
Chest 両250 10 lbs.
Clothes, common 両200 3 lbs.
Clothes, costume 両550 4 lbs.
Clothes, fine 両800 6 lbs.
Clothes, traveler's 両300 4 lbs.
Hourglass 両50 1 lb.
Ink (1 ounce bottle) 両75 0.05 lb.
Ink pen 両40 0.02 lb.
Ladder (10 foot) 両220 25 lbs.
Lamp 両160 1 lb.
Lantern, bullseye 両300 2 lbs.
Lantern, hooded 両150 2 lbs.
Lock 両80 1 lb.
Magnifying glass 両450 0.2 lb.
Manacles 両200 6 lbs.
Mirror, steel 両150 0.5 lb.
Oil (flask) 両80 1 lb.
Paper, sheet 両40 0.01 lb.
Item Cost Weight
Parchment, sheet 両20 0.01 lb.
Perfume, vial 両400 0.05 lb.
Pick, miner's 両450 10 lbs.
Pouch 両360 1 lb.
Quiver 両480 1 lb.
Robes 両300 4 lbs.
Sack 両320 0.5 lb.
Sealing wax 両180 0.1 lb.
Shovel 両240 5 lbs.
Soap 両180 0.2 lb.
Spikes, iron (10) 両350 5 lbs.
Vial 両220 0.2 lb.

Survival Gear

Item Cost Weight
Backpack 両420 5 lbs.
Bedroll 両280 7 lbs.
Blanket 両150 3 lbs.
Case, crossbow bolts 両120 1 lb.
Case, map or scroll 両120 1 lb.
Crowbar 両180 5 lbs.
Grappling Hook 両350 4 lbs.
Hammer 両100 3 lbs.
Hammer, sledge 両200 10 lbs.
Mess Kit 両160 1 lb.
Piton 両60 0.25 lb.
Ration (1 day) 両150 2 lbs.
Rope, hempen (50 feet) 両440 10 lbs.
Rope, silk (50 feet) 両220 5 lbs.
Spyglass 両100 1 lb.
Tent, two-person 両400 20 lbs.
Tent, four-person 両650 35 lbs.
Tinderbox 両160 1 lb.
Torch 両120 1 lb.
Waterskin 両140 0.2 lb.

Jutsu Scrolls

Very different from Sealed Jutsu Scrolls (see above), Jutsu Scrolls are scrolls in which a jutsu or technique has been described in a tutorial-like manner so that a shinobi who does not currently know how to use the jutsu can learn it, provided they have an affinity with the correct chakra nature. E and D-ranked Jutsu scrolls are relatively common and can be found at most ninja supply stores, but finding C-ranked scrolls and highers gets progressively more rare. You will never under any circumstances find an S-ranked jutsu scroll at a shop under any legal means.

Item Cost Weight
Jutsu Scroll (E) 両375 1 lb.
Jutsu Scroll (D) 両3750 2 lbs.
Jutsu Scroll (C) 両37,500 3 lbs.
Jutsu Scroll (B) 両62,500 4 lbs.
Jutsu Scroll (A) 両155,000 5 lbs.
Jutsu Scroll (S) 両312,500 10 lbs

Life Support Gear

Item Cost Description Weight
Aquatic Rebreather 両2600 Breath masks designed to operate underwater. While worn, the wearer can breathe water for up to 1 hour before the Filters needs to be replaced. 8 lbs.
Respirator 両2600 A respirator, or breath mask, is a portable device that allows an oxygen-breather to survive in low-oxygen atmospheres for up to 1 hour before the Filters need to be replaced. 5 lbs.
Filter 両200 Filters to be used in Filter replacements. 1 lb.

6. Customization Options

The combination of ability scores, bloodline, class, and background defines your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class, you have options to fine-tune what your character can do. But this chapter is for players who want to go a step further.

This chapter defines sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels.

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in Ninjutsu Specialist and two in Warrior-Nin, you’re a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class.

Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. 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 Charisma, Intelligence or Wisdom 14
Hunter-Nin Dexterity 14
Medical-Nin Intelligence or Wisdom 14
Ninjutsu Specialist Charisma, Intelligence or Wisdom 14
Taijutsu Specialist Dexterity or Strength 14
Warrior-Nin Dexterity or Strength 14
Jinchūriki Have a tailed beast sealed in your body

When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies

Class Proficiencies
Genjutsu Specialist Light Armor, One skill from the Class's skill list, you gain access to the Genjutsu Jutsu List.
Hunter-Nin Fūma Shuriken, Shortsword, Katana, Thieves' Tools.
Medical-Nin Medicine OR Poison Kit, Medicine Skill
Ninjutsu Specialist One skill from the Class's skill list.
Taijutsu Specialist Shortswords, One skill from the Class's skill list, One artisan's tool OR musical instrument.
Warrior-Nin Light Armor, Medium Armor, Martial Ninja Weapons.
Jinchūriki One skill from the Class's skill list.

Feats

Feats are a popular style of ability that are used in base Dungeons and Dragons, and make a powerful presense in Naruto 5e. In addition to many of the base feats, Naruto 5e has a variety of custom feats that were created for the setting but not all 5th edition feats are allowed to be used in Naruto 5e. Here's a list of all the feats that you're allowed to use in this setting.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Affinity Adept

Prerequisite: The ability to cast at least one jutsu

When you gain this feat, choose a chakra nature in which you have affinity. Jutsu you cast from that jutsu list ignore resistance to the damage primarily dealt by their element (ex: your fire release jutsu will ignore resistance to fire damage, your earth release jutsu will ignore resistance to earth damage).

In addition, when you roll damage for a jutsu you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different chakra nature in which you have affinity.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You can’t be surprised while you are conscious.
  • You gain a +5 bonus to initiative.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Chakra Affinity

When you gain this feat, choose a chakra nature from the basic five types: Earth, Fire, Lightning, Water or Wind. You gain an affinity to that chakra nature and may now learn jutsu from that nature's jutsu list.

Chakra Blades

Increase your Strength or Dexterity by +1, to a maximum of 20.

You gain proficiency in Chakra Blades and may now wield weapons in which you are proficient that have the Chakra Blade property.

Chakra Reserves

Your chakra point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your chakra point maximum increases by an additional 2 chakra points.

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with a Cooking Kit if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

You ignore the loading quality of crossbows with which you are proficient.

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Defensive Duelist

Prerequisite: Dexterity 13 or higher

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

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

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Endurance

You have a great deal of chakra within you ready to come out. You gain the following benefits;

  • Increase your Constitution score by 1, to a maximum of 20
  • When you roll a Chakra Die to regain chakra points, the minimum number of chakra points you can regain from the roll equals twice your Constitution modifier (minimum of 2)

Fighting Initiate

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the Warrior-Nin class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the Warrior-Nin class that you don't have.

Grappler

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Hand Seal Expert

You are more proficient in chakra control and channeling chakra into your jutsu, allowing you to execute hand seals without two hands.

You are able to perform one-handed seals, allowing you to perform somatic components as long as you have at least one hand free, rather than the average shinobi who needs two hands free.

Hand Seal Reader

You’ve practiced utilizing Ninjutsu & Genjutsu in close quarters and in contested conflicts, learning techniques that grant you the following benefits:

  • When making a ranged Ninjutsu or Genjutsu attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
  • As a reaction, when a creature would make handseals, you can make an Intelligence (Ninshou) check vs their jutsu save DC. On a success, you become aware of the jutsu being cast, what it does, its damage, Save DC and chakra cost.

Hard Worker

You put a lot of time into your jutsu training - both in the practicals and theoreticals.

When you spend at least 4 hours of downtime in a day training, using the required amount of chakra to do so, roll 1d4. Subtract the number rolled from the hours remaining on the jutsu you are attempting to learn.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action. You can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage you take from non chakra-enhanced attacks is reduced by 3.

Inspiring Leader

Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Interupter

When you hit a creature that is currently under the effects of the Tree Walking Technique or the Water Walking Technique and it must make a saving throw to avoid being Interrupted, it must make the saving throw with disadvantage.

Jutsu Slayer

You have practiced techniques in melee combat against jutsu casters, gaining the following benefits:

  • When a creature within 5 feet of you casts a jutsu, you can use your reaction to make a melee weapon attack against that creature.
  • 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 jutsu cast by creatures within 5 feet of you.

Jutsu Sniper

Prerequisite: The ability to cast at least one jutsu

You have learned techniques to enhance your attacks with certain kinds of jutsu, gaining the following benefits:

  • When you cast a jutsu that requires you to make an attack roll, the jutsu's range is doubled.
  • Your ranged jutsu attacks ignore half cover and three-quarters cover.
  • Select one E-Rank Jutsu in which you have mastery. You can cast this jutsu without expending any chakra to do so.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Kunai Expert

Prerequisite: Proficiency with kunai

Your ability to wield kunai is greater than the average shinobi. Your Strength or Dexterity score increases by +1.

When you are wielding a kunai, you gain the following benfits:

  • The thrown rage of kunai is increased to 50/100. I
  • You may use your reaction to add +1 to your AC if it would cause that attack to miss.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Minor Illusions

You have spent a small amount of time studying Genjutsu, granting you a small capability over casting Genjutsu.

You may learn jutsu from the Genjutsu jutsu list, but they must be of C-Rank or lower and you can never learn more than 3 Genjutsu at a time. If you finish training to learn a Genjutsu and you already have 3 Genjutsu in your arsenal, you may replace one of the Genjutsu you have learned from this ability with the new one.

If you attempt to learn a Genjutsu you have learned previously with this ability, you may learn it in half of the time it would take to learn from a mentor.

Minor Maneuvers

You have spent a small amount of time studying Taijutsu, granting you a small capability over Taijutsu Maneuvers.

You may learn maneuvers from the taijutsu maneuvers list, but they must be of C-Rank or lower and you can never learn more than 3 maneuvers at a time. If you finish training to learn a maneuver and you already have 3 maneuvers in your arsenal, you may replace one of the maneuvers you have learned from this ability with the new one.

If you attempt to learn a manever you have learned previously with this ability, you may learn it in half of the time it would take to learn from a mentor.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Moderately Armored

Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Observant

Quick to notice details of your environment, you gain the following benefits:

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

If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.

Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.

When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Quick Witted

Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:

  • Increase the Intelligence ability score by 1, to a maximum of 20.
  • You can use your Intelligence modifier instead of your Dexterity modifier when making Initiative checks.
  • When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feat a number of times equal to your Intelligence modifier. You regain all expended uses of this feat when you complete a long rest.

Refined Healer

When you use an ability that would cause a creature to regain hit points, they gain an additional number of hit points equal to your proficiency bonus.

Resilient

Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.

You gain proficiency in saving throws using the chosen ability.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half and three-quarters cover.

Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a jutsu or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.

You gain proficiency in one skill of your choice.

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher

You are an expert at slinking through shadows. You gain the following benefits:

You can try to hide when you are lightly obscured from the creature from which you are hiding.

When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Slasher

You’ve learned where to cut to have the greatest results, granting you the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.

Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.

When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Stealthy

You know how best to hide. You gain the following benefits:

  • Increase your Dexterity by 1, to a maximum of 20.
  • You gain proficiency in the Stealth skill.
  • You can perform the Hide action as a bonus action.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
  • Creatures have a -5 penalty to Wisdom (Perception) checks made to search for you, while you are hidden from them.

Taijutsu Basics

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • You may use your Strength or Dexterity modifer when attempting to hit a creature with an unarmed strike.

Talented Climber

After lots of physical training in your arms and legs, you have become an incredibly quick climber.

Increase your Strength score by +1 to a maximum of 20.

You gain a Climbing speed of 30 ft.

Talented Swimmer

After lots of physical training in your arms and legs, you have become an incredibly quick swimmer.

Increase your Strength score by +1 to a maximum of 20.

You gain a Swimming speed of 40 ft.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points

War Caster

Prerequisite: The ability to cast at least one jutsu

You have practiced casting jutsus in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a jutsu when you take damage.

You can perform the somatic components of jutsus even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a jutsu at the creature, rather than making an opportunity attack. The jutsu must have a casting time of 1 action and must target only that creature.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.

You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

7. Adventuring

Delving into an ancient Samurai’s tomb, slipping through the Land of Waves underground water way in the Mist Village, cutting a fresh trail through the thick jungles in the Land of Fire’s Forest of Death are the things that Naruto adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, slay foul monsters and defeat erroneous criminals. And if all goes well, your character will survive to claim rich rewards and village wide fame and worldwide infamy before embarking on a new adventure or mission.

This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between missions. Whether shinobi are exploring a dusty dungeon or the complex relationships of a noble clan, the game follows natural rhythm, as outlined in the book’s introduction:

  1. The GM describes the environment.
  2. The players describe what they want to do.
  3. The GM narrates the results of their actions.

Typically, the GM uses a map as an outline of the adventure, tracking the characters’ progress as they explore enclave corridors or wilderness regions.

The GM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the GM might use a timeline or a flowchart to track their progress instead of a map.

Time

In situations where keeping track of the passage of time is important, the GM determines the time a task requires.

The GM might use a different time scale depending on the context of the situation at hand. In an enclosed environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.

For long journeys, a scale of days works best. Following the road from the Leaf to the Sand, the adventurers spend four uneventful days before a Bandit ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

Movement

Swimming across a rushing river, sneaking down a building corridor, scaling a treacherous mountain slope - all sorts of movement play a key role in D&D adventures.

The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the ruin entrance late in the evening of the third day.”

Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient Uzumaki stronghold. you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

Speed

Every character and monster have a speed, which is the distance in feet that the character or monster can walk in 1 round.

This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information).

Forced March

The Travel Pace table assumes that characters travel for 8 hours within a given day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix B).

Mounts, Trains and Vehicles

For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Pace Distance per Minute Distance per Hour Distance per Day Effort
Fast 500 ft 5 Miles 40 Miles -5 passive Perception
Pace Distance per Minute Distance per Hour Distance per Day Effort
Normal 300 ft 3 Miles 24 Miles -
Slow 200 ft 2 Miles 16 Miles 16 Miles

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear enclosed corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain.

You move at half speed in difficult terrain - moving 1 foot in difficult terrain costs 2 feet of speed - so you can cover only half the normal distance in a minute, an hour, or a day.

Special Types of Movement

Movement through dangerous dungeons or wilderness areas often involve more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming and Crawling

In other situations where wall running or water walking is not viable, your character can do any of the aforementioned. While climbing, swimming, or crawling, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to 5 + your strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 15 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. When you land in Difficult Terrain, you must succeed on a DC 15 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air a number of feet equal to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. You cannot take damage from falling from your own jump’s height. If you fall further than your initiated jump height you take falling damage as normal.

Activity while Traveling

As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group’s journey.

Marching Order

The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.

A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank.

Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there’s only one rank, it’s considered a front rank.

Stealth

While traveling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter.

Noticing Threats

Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The GM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the GM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot. While traveling at a fast pace, characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.

Encountering Creatures. If the GM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does.

Surprising Foes. If the adventurers encounter a hostile creature or group, the GM determines whether the adventurers or their foes might be surprised when combat erupts.

Other Activities

Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the GM’s permission.

Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the GM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.)

Draw a Map. The character can draw a map that records the group’s progress and helps the characters get back on course if they get lost. No ability check is required.

Track. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the GM calls for it. (The Dungeon Master’s Guide has rules for tracking.)

Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the GM calls for it. (The Dungeon Master’s Guide has rules for foraging.)

The Environment

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.

Falling

A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 50d6. The creature lands prone, unless it avoids taking damage from the fall. A falling creature falls 500 feet per round.

Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.

For example, a creature with a constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

Vision and Light

The most fundamental tasks of adventuring-noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a power, to name just a few-rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A creature without any additional abilities, features or equipment, on a clear day, can see 1 mile, or until your view is obscured by terrain features. If it's raining, it usually cuts it down to 500 feet and a light Fog cuts it down to 100 feet. While a creature can see 1 mile on a clear day, after 500 feet they lose the ability to decern any distinguishable features such as facial expressions or fine movement from a medium sized creature.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area-such as darkness, opaque fog, or dense foliage-blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition. The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

Bright light let's most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), or within the confines of an unlit dungeon or a subterranean vault.

Blindsight

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes and creatures with echolocation or heightened senses have this sense.

Chakra Sight

A creature with Chakra sight can see Chakra in its pure form. Viewing chakra in this way allows the user to see chakra as a wavy blue aura.

In the case of Hyuga’s and their Byakugan, they can see the Internal Network of a personal chakra similar to that of a human's blood pathway system, but in this case it's a blue network of chakra veins circulating throughout the body. Most Creature chakra are blue but there are some creatures whose chakras are distinctly different colors either due to the nature of their chakra or the technique they are using. While using Chakra sight, you are able to see creatures’ chakras through darkness and cover up to 5 feet thick. Creatures whom chakra you see do not gain advantage against you from being obscured in anyway. A creature with chakra sight has advantage on Saving throws against visual-based Genjutsu effects.

Darkvision

Within a specified range, a creature with Darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

True Sight

A creature with true sight can, out to a specific range, see in normal and enhanced darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shape changer or a creature that is transformed by a power.

Food & Water

Characters who don’t eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

Food

A character needs two pounds of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.

Water

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case.

Interacting with Objects

A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything happens. For example, a character might decide to pull a lever, which might, in turn, open a door, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons and Jutsu. Objects are immune to poison & Psychic damage, but otherwise they can be affected by physical attacks and Jutsu much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.

Resting

Heroic though they might be, shinobi can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest time to sleep and eat, tend their wounds, gather their chakra and recover their stamina. Shinobi can take short rests in the midst of an adventuring day and a long rest to end the day.

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit & Chakra dice at the end of a short rest, up to half the character’s maximum number of Hit and/or Chakra Dice. For each Hit or Chakra Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points and/or Chakra points equal to the total. The player can decide to spend an additional Hit or chakra Die after each roll. A character regains some spent Hit and Chakra Dice upon finishing a long or full rest, as explained below.

Long Rest

A long rest is a longer period of downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting Jutsu, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.

At the end of a Long Rest, a character regains all lost Hit Points and Chakra Points. The character also regains spent Hit Dice and Chakra Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice and eight Chakra Dice, he or she can regain four spent Hit and Chakra Dice upon finishing a Long Rest.

A character can’t benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Characters that are Poisoned can not gain the benefit of a long rest.

8. Combat

The shrieks of kunai cutting through the air flying overhead. The clash of an Uchiha’s Fireball colliding against a Hyuga’s Palm Rotation. The crackle of lightning emanating from a powerful shinobi’s hands as he yells in despair. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling.

This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player or Game Master. The Game Master controls all the monsters and non-player characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.

Interrupting

When you hit a creature who is currently utilizing either the Tree Walking Technique or the Water Walking technique, they must roll a Constitution Saving throw as if they were rolling to keep concentration. If they fail, they are Interrupted and the technique fails, causing them to either fall of the surface they are walking on or fall into the water.

The DM can also call for an Interruption check if there is a significant change in the environment. As an example, although you were not hit with a jutsu while walking on water, a powerful water release jutsu was cast, causing the water to become very rough and wavy - thus making it difficult to keep your balance.

Clashing Jutsu

All Characters within this system have access to some form of Jutsu - whether it be Ninjutsu, Taijutsu or Genjutsu Casting. Each Jutsu has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the Jutsu. Casting a Jutsu is, therefore, bnot necessarily an action. Most Jutsu do have a casting time of 1 action, so casting a Ninjutsu, Taijutsu or Genjutsu often uses his or her action in combat to cast such a Jutsu.

Oftentimes, jutsu will interact, causing a clash in the process. It is ultimately the GM's call to make when a clash occurs, but many jutsu interact with each other in minor ways as well as larger ones. Jutsu of one of the base five chakra affinity have an elemental advantage over one of the other five. Clashing is a mechanic that doesn't have a major rule set, as jutsu can interact in many different ways. Ultimately, your GM and players have to determine what type of jutsu clash work for them.

In some cases, it may make sense to have a jutsu with an elemental advantage roll with advantage when clashing against a vulnerable affinity, but this won't always be the case.

The following is the circle of Elemental Superiority; (‘>’ means the nature release to the left of this symbol is superior to the nature release on the right of it.)

Fire > Wind > Lightning > Earth > Water > Fire

Example:

Shinobi A uses Lightning Style: Shocking Bolt. When rolling to hit, they roll an 18 against Shinobi B's AC, which is 14. Shinobi B has an earth affinity, and uses Earth Style: Terra Shield, adding +5 to their AC (which is now 19) to cause the attack to miss.

As this is two jutsu clashing head on, and one of which has an advantage over the other, the GM could rule that both Shinobi involved roll a d20, adding their JUTSU modifer to the roll. The Shinobi with an elemental advantage rolls with advantage.

Whoever rolls the higher result wins the clash. If Shinobi B wins the clash, their Terra Shield holds and the Lighning Style: Shocking Bolt is mitigated. If Shinobi A wins the clash, the Terra Shield breaks and thus loses its effect as Shinobi B is hit with Shocking Bolt.

9. Jutsu Casting

Magic exists in the worlds of Naruto in the form of Jutsu. This chapter provides the rules for casting these Jutsu. There are Three Types of Jutsu: Ninjutsu, Genjutsu, and Taijutsu. Jutsu follow the following rules here.

What is 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 a Jutsu, a character carefully constructs the desired effect using their chakra, and then releases it, all in the span of a few seconds.

Jutsu can be versatile tools, powerful weapons, or protective wards. They can deal damage or heal it, impose or remove conditions (see Conditions), drain life energy away, and restore life to the dead.

A great number of Jutsu exist and over time many have been created and forgotten. An ancient Ninjutsu technique may exist in a long-lost Ninja Scroll.

Jutsu Known

Before a Shinobi can use a Jutsu, he or she must have the Jutsu learned. Once a Jutsu’s learned, it is always prepared. In Naruto 5e, there is not a limit to how many jutsu a Shinobi may learn, but they must spend time and effort in-game during down time to learn these techniques.

All Shinobi are able to learn Jutsu from the Common list, but others require specific chakra natures or bloodlines. Characters will begin with a couple of jutsu their character starts with (the exact number depending on their class) but from that point on, all other jutsu must be learned through in-game down time. In the official

Chakra Points

Regardless of how many Jutsu a ninja knows, he or she can cast only a limited number of Jutsu before resting. Manipulating your Chakra and channeling its energy into even a simple Jutsu is physically and mentally taxing, and higher-Ranked Jutsu are even more so.

Each class’s description includes a table showing that classes Chakra Die (Similar to the Classes Hit die). When a character casts a Jutsu he or she expends a number of points based on the chakra cost of the Jutsu to cast it.

When Sakura casts Substitution Technique, a D-Rank Jutsu she spends 3 of her 12 chakra points, leaving 9 remaining. Finishing a long rest restores all of your maximum chakra points.

Casting in Armor

Because of the mental focus and precise gestures required for Hand Seal Weaving, you must be proficient with the armor you are wearing to cast a Jutsu. You are otherwise too distracted and physically hampered by your armor for Jutsu casting.

Casting a Jutsu

When a character casts any Jutsu, the same basic rules are followed, regardless of the character’s class or the Jutsu’s effects.

Each Jutsu’s description in the Naruto 5e Jutsu Compendium contains a block of information, including the Jutsu’s name, Rank, Chakra Cost, prerequisites (if it has any), casting time, range, and duration. The rest of a Jutsu entry describes the Jutsu’s effect.

Learning a Jutsu

In order to learn a new jutsu and add it to your jutsu list, you must train in order to master the technique. This training can be done in a variety of ways, and will take an amount of time depending on the Jutsu's rank. In order to learn a Jutsu, a ninja must either learn it from a scroll or be taught by another who is able to use that jutsu. You also may wish to create your own jutsu. There's a google doc that I'll share with you guys to give you the point system.

Learning from a Scroll

Jutsu scrolls can be bought, found during a mission, or even stolen from enemy ninja. A scroll will have information regarding a specific jutsu within it. Although costs are listed for all scrolls, it is extremely unlikely that one would be able to find an B-ranked or higher Jutsu scroll in any place that is legal. DMs should keep in mind that Jutsu are considered sacred and all Shinobi fight with their lives to prevent their secrets from falling into the wrong hands.

Jutsu Ranking Hours Needed Chakra Cost
E 12 Hours 3 Chakra
D 24 Hours 5 Chakra
C 48 Hours 7 Chakra
B 84 Hours 9 Chakra
A 168 Hours 11 Chakra
S 594 Hours 13 Chakra

Learning from a Mentor

In some cases, you may be able to find another individual who has agreed to teach you a technique. When learning from a mentor, your mentor must be present while you are training. Your mentor could be a jonin, a chunin, or even a genin, or kage. Their rank doesn't matter, as long as the jutsu you wish to learn is a part of their jutsu list.

Jutsu Ranking Hours Needed
E 10 Hours
D 20 Hours
C 40 Hours
B 70 Hours
Jutsu Ranking Hours Needed
A 140 Hours
S 420 Hours

Creating a New Jutsu

Many Shinobi are known for their unique jutsu styles that can't be found anywhere else in the Naruto World. If you're interested in creating your own jutsu, then you can find information here about how long it will take you to master it depending on the rank of the jutsu. Think carefully about what you want your jutsu to do and then consult the Building a Jutsu google doc. It will help you create a fair and balanced jutsu that is appropriate for the rank you assign it. However, if you're really not sure, feel free to ask in our discord for advice on how to balance it and I'll help out if we can.

Jutsu Ranking Hours Needed Chakra Cost
E 16 Hours 5 Chakra
D 32 Hours 7 Chakra
C 64 Hours 9 Chakra
B 112 Hours 11 Chakra
A 224 Hours 13 Chakra
S 672 Hours 15 Chakra

Training

In order to learn a jutsu, Shinobi must put a certain amount of hours into training. Upon meeting the hour requirement, this will allow them to master the technique and it can be officially added to their Jutsu List. Training follows the following rules:

  • A Shinobi can only be learning an amount of Jutsu equal to half their proficiency bonus at one time.
  • Shinobi must expend an amount of Chakra listed under the 'Chakra Cost' per hour spent training each day. These tables may be different depending on whether you are learning from a scroll, from a mentor, or creating an entirely new jutsu so look closely.
  • Training is a strenuous activity. If a Shinobi trains for more than 8 hours in one day, they will suffer from a level of exhaustion.
  • Shinobi with a level exhaustion can not participate in training.

Learning Higher Ranked Jutsu

As your character grows stronger and gains more experience as a Shinobi, they will be able to learn and create higher-ranked jutsu.

As a general rule of thumb, you can cast higher rank jutsus at the following appropriate levels;

  • C-Rank Starting at 5th Level
  • B-Rank Starting at 9th level
  • A-Rank Starting at 13th level
  • S-Rank Starting at 17th level

Appendix A: Damage Types

The damage types of the Narutoverse alter slightly from base Dungeons & Dragons, having to fill new requirements to keep the balance between Chakra Natures. While some damage types remained, others were replaced or flat out removed. Each damage type is associated with a particular element or style of jutsu, depending on what was required.

Piercing, Slashing, Bludgeoning

These three damage types make a reappearance in Naruto 5e, serving as the primary damage for most weapons.

Piercing damage is commonly dealt with a stabbing weapon such as a dagger.

Slashing damage is commonly dealt with a slashing weapon such as a longsword.

Bludgeoning damage is commonly dealt with an impact weapon or unarmed strikes.

Force

Force damage is non-elemental jutsu damage, and would most commonly be dealt with jutsu that are not associated with one particularly element.

A popular example of this would be the Rasengan.

Thunder

Thunder is damage dealt to the eardrums, and is dealt in sound-based Jutsu.

Earth

Earth damage is elemental jutsu damage, dealt when utilizing techniques in Earth Release.

Fire

Fire damage is elemental jutsu damage, dealt when utilizing techniques in Fire Release.

Ice

Ice damage is elemental jutsu damage, dealt when utilizing techniques in Ice Release. It can also be afflicted in extremely cold conditions.

Lightning

Lightning damage is elemental jutsu damage, dealt when utilizing techniques in Lightning Release.

Water

Water damage is elemental jutsu damage, dealt when utilizing techniques in Water Release.

Wind

Wind damage is elemental jutsu damage, dealt when utilizing techniques in Wind Release.

Psychic

Psychic is damage done to the psyche, only used and dealt by those who wield Genjutsu.

Poison

Poison damage is often neutral, as any individual can technically learn to utilize its effects. As there are so many poisons (both medicinal and jutsu-wise) in the Narutoverse, we believed that it required its own damage type.

Appendix B: Conditions

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a jutsu, a class feature, a monster’s Attack, or other Effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a Duration specified by the Effect that imposed the condition.

If multiple Effects impose the same condition on a creature, each instance of the condition has its own Duration, but the condition’s Effects don’t get worse. A creature either has a condition or doesn’t.

The following definitions specify what happens to a creature while it is subjected to a condition.

Bleeding

  • At the end of their turn, a bleeding creature takes 1d4 typeless damage which cannot be reduced or resisted by any means.
  • A bleeding creature may not gain the benefits of a rest.
  • The creature may attempt to stop the bleeding by succeeding on a DC 15 medicine check.
  • The bleeding condition can grow in lethality. If the creature were to be afflicted by the bleeding condition again, they gain another rank, increasing the damage by an additional 1d4.

Blinded

  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.

Charmed

  • A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Dazed

  • A Dazed creature is recovering from a powerful blow and cannot take as many actions as usual.
  • A Dazed creature can only either move or take an action, not both.
  • A Dazed creature cannot take a bonus action.
  • The Dazed Condition lasts until the End of the affected creature’s next turn.

Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Enflamed

  • An Enflamed creature takes a number of fire damage equal to their proficiency bonus at the end of each of their turns.
  • The flames are put out if the creature is hit by a Water Release technique, or submerges themself in water. The creature may also use a bonus action to splash nearby water onto the fire (if submerging is not an option by movement) or an action to smother the flames with another source.

Frightened

  • A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within Line of Sight.
  • The creature can’t willingly move closer to the source of its fear.

Grappled

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the Grappler is incapacitated (see the condition).
  • The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave jutsu.

Incapacitated

  • An incapacitated creature can’t take Actions or Reactions.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a Special sense. For the Purpose of Hiding, the creature is heavily obscured. The creature’s Location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage.

Paralyzed

  • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack rolls against the creature have advantage.
  • Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • The creature has Resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned

  • A poisoned creature has disadvantage on Attack rolls and Ability Checks.

Prone

  • A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on Attack rolls.
  • An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

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.

Sealed

  • A sealed creature can not use any abilities that require them to expend chakra
  • They can not give or recieve chakra from others

Stunned

  • 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.

Unconscious

  • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack rolls against the creature have advantage.
  • Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Appendix C: Companion Statistics

F
or those playing a class that grants the Companion feature, you'll need to select a base stat block for your Companion. Your Companion will scale along with you as you take levels in that class, and its play style can be greatly alternated depending on which creature you choose as a base. Although the Companion's default abilities are granted by your class, its base stats are determined by its base along with a few racial features and you may choose its alignment.

Your Companion's level scales with yours, and will gain Ability Score Improvements at 4th, 8th, 12th, 16th, and 19th level. Your companion may also take feats if you wish, but does have to meet the requirements for said feat.

Your Companion's Armor Class equals the Base Armor Class listed in their stat block + your proficiency bonus.

Your Companion's Hit Points equals the Hit Point Multiplier listed in their stat block * your Companion Class level.


Bat

Tiny Beast


  • Base Armor Class 11
  • Hit Point Multiplier 3
  • Speed 15 ft. Walking, 40 ft. Flying

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 8 (-1) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Dexterity
  • Skills Perception
  • Senses 60 ft. Blindsight
  • Languages Common (comprehends)

Echolocation. The bat can't use it blindsight while deafened.

Vampiric Recovery. Your bat companion is always able to find a dark and quiet place to sleep. When you take a short rest, the bat gains the benefit of a long rest.

Actions

Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Hawk

Tiny Beast


  • Base Armor Class 12
  • Hit Point Multiplier 3
  • Speed 10 ft. Walking, 60 ft. Flying

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 8 (-1) 15 (+3) 10 (+0)

  • Saving Throws Wisdom
  • Skills Insight
  • Languages Common (comprehends)

Keen Sight. The Hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.


Ninken

Small or Medium Beast


  • Base Armor Class 10
  • Hit Point Multiplier 3
  • Speed 30 ft. Walking

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 6 (-2) 13 (+1) 8 (-2)

  • Saving Throws Dexterity
  • Skills Perception
  • Senses Darkvision 60 ft.
  • Languages Common (comprehends)

Keen Hearing and Smell. The Ninken has advantage on Widom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Ninken has advantage on attack rolls against a creature if their companion is within 5 feet of the creature and isn't incapacitated.

Actions

Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


Ninneko

Small Beast


  • Base Armor Class 12
  • Hit Point Multiplier 3
  • Speed 40 ft. Walking, 30 ft. Climbing

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+0) 6 (-2) 13 (+1) 12 (+1)

  • Saving Throws Dexterity
  • Skills Acrobatics
  • Senses 60 ft. Darkvision
  • Languages Common (comprehends)

Feline Agility. The Ninneko's reflexes and agility allow it to move with a burst of speed. When it moves on its tum in combat, it can double its speed until the end of the tum. Once it uses this trait, it can't use it again until it moves 0 feet on one of its turns.

Catfall. When the Ninnko would take damage from falling, it may make a DC 12 Acrobatic check to take no damage intead.

Actions

Scratch. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


Owl

Tiny Beast


  • Base Armor Class 10
  • Hit Point Multiplier 3
  • Speed 10 ft. Walking, 40 ft. Flying

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 6 (-2) 15 (+2) 8 (-1)

  • Saving Throws Wisdom
  • Skills Insight
  • Languages Common (comprehends)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack +2 to hit, reach 5 ft., one target. Hit: X (1d4) slashing damage.


Slug

Tiny Beast


  • Base Armor Class 10
  • Hit Point Multiplier 4
  • Speed 10 ft. Walking

STR DEX CON INT WIS CHA
8 (-1) 6 (-2) 15 (+2) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Constitution
  • Skills Chakra Control
  • Languages Common (comprehends)

Chakra Restore. After unlocking Chakra, the Slug Companion restores a number of Chakra Points equal to half of your proficiency bonus at the beginning of each of its turns.

Actions

Bite. Melee Weapon Attack +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) poison damage.


Snake

Small Beast


  • Base Armor Class 11
  • Hit Point Multiplier 3
  • Speed 20 ft. Walking, 20 ft. Climbing

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 8 (-1)

  • Saving Throws Constitution
  • Skills Stealth
  • Languages Common (comprehends)

Poisonous Bite. Creatures hit by the Snake's Bite attack must make a Constitution saving throw against a DC 8 + your proficiency bonus + Snake's strength modifier. On a fail, the target takes an additional 1d8 Poison damage.

Actions

Bite. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Toad

Small Beast


  • Base Armor Class 12
  • Hit Point Multiplier 4
  • Speed 30 ft. Walking, 30 ft. Swimming

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

  • Saving Throws Dexterity
  • Skills Acrobatics
  • Languages Common (comprehends)

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Basic Attack. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: X (1d6 + 2) piercing damage.


Tortoise

Small Beast


  • Base Armor Class 14
  • Hit Point Multiplier 5
  • Speed 10 ft. Walking, 20 ft. Swimming

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 15 (+2) 8 (-1) 13 (+1) 10 (+0)

  • Saving Throws Constitution
  • Skills Insight
  • Languages Common (comprehends)

Withdraw. As a reaction, the tortoise can withdraw entirely into its shell. While in its shell, the tortoise gains +3 to its AC and advantage on all Constitution-based saving throws until the beginning of its next turn, but it rolls all Dexterity saving throws with disadvantage.

Actions

Bite. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: X (1d4 + 1) piercing damage.

 

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