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Naruto 5e Core Rulebook

This document contains credits and acknowledgments for a work inspired by the Naruto series, created by Masashi Kishimoto. It includes a detailed table of contents outlining various chapters related to character creation, clans, equipment, and combat mechanics for a game based on the Naruto universe. The work is intended for fan use and adheres to copyright regulations while incorporating elements from Dungeons & Dragons and other sources.

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100% found this document useful (2 votes)
747 views181 pages

Naruto 5e Core Rulebook

This document contains credits and acknowledgments for a work inspired by the Naruto series, created by Masashi Kishimoto. It includes a detailed table of contents outlining various chapters related to character creation, clans, equipment, and combat mechanics for a game based on the Naruto universe. The work is intended for fan use and adheres to copyright regulations while incorporating elements from Dungeons & Dragons and other sources.

Uploaded by

tennacoste
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 181

CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,


Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto
Cover Illustrator: Masashi Kishimoto, Naruto
Interior Illustrators: Masashi Kishimoto, Naruto

Designer: Kingsare4ever (Tommie)


Editor: Kingsare4ever (Tommie)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Special Thanks: Elease, Denziel, Lauren for being the first play
test dummies and allowing me to ruin your lives with this
little idea of mine. Hope you guys stay on for the long haul.
Play testers: Elease, Denziel, Lauren, Tommie, Jaden, Keenan,
Jared, David, Antonio, Jackson, Taylor, Julia and over 3000
Naruto fans who are taking the time to help make this game
infinitely better.

ON THE COVER
This is the final cover Volume cover of the Naruto Series written
and illustrated by the legendary Masashi Kishimoto. Being
the creator of such a work of art, I feel that his works of
fiction has inspired me to complete such a daunting task.

Disclaimer: Naruto and Boruto and all other affiliated properties are all owned by Masashi Kishimoto, Shueisha, Viz Media, Shonen Jump and all affiliated partners.

This work contains material that is copyright Masashi Kishimoto other authors. Such material is used with the intent of fan w orks and will not be distributed for
profit

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Tommie Cobb and published under the Community Content Agreement for Dungeon Masters Guild.
TABLE OF CONTENTS
Credits ................................................................................ 1 Equipment Packs............................................................... 32
Mundane Equipment........................................................ 32
Table of Contents............................................................... 2
Communication Tools ..................................................... 35
What’s Different ................................................................ 5 Data Recording, Security and Storage Tools .............. 35
Chapter 1: Step by step character’s ..................................5 Explosive Tools ................................................................. 37
Chapter 2: Clans ...................................................................5 Life Support Tools ............................................................ 39
Chapter 3: Ambitions & Backgrounds .............................5 Medical Tools ..................................................................... 39
Chapter 4: Classes & Class Modifications ......................5 Toolkits ............................................................................... 40
Chapter 5: Equipment .........................................................5 Scrolls .................................................................................. 47
Chapter 6: Using Ability Scores ........................................5
Chapter 7: Adventuring/Missions ....................................5 Chapter 6: Using Ability Scores...................................... 49
Chapter 8: Combat ...............................................................5 Ability Scores and Modifiers ................................................ 49
Chapter 9: Jutsu Casting.................................................... 6 Advantage and Disadvantage ............................................... 49
Proficiency Bonus ................................................................... 49
Chapter 10-12: Ninjutsu, Taijutsu, & Genjutsu List .... 6
Ability Checks .......................................................................... 50
Chapter 13: Customization Options ................................ 6
Chapter 14: Allies & Adversaries ...................................... 6 Contests............................................................................... 50
Bingo Book (Monster Manual) ........................................ 6 Skill Checks .............................................................................. 50
Kage Guide (DM Guide) ..................................................... 6 Passive Checks .................................................................... 51
Working Together .............................................................. 51
Chapter 1: Step by Step Character ..................................... 8 Using Each Ability Score ........................................................ 51
1. Choose a Clan ................................................................... 8 Strength ............................................................................... 51
2. Choose a Class ................................................................. 8 Dexterity ............................................................................. 52
3. Determine Ability Scores ............................................. 10 Constitution ....................................................................... 53
4. Describe your Character............................................... 10 Intelligence......................................................................... 54
5. Choose Equipment ........................................................ 11 Wisdom ............................................................................... 54
6. Choose Your Jutsu ......................................................... 12 Charisma ............................................................................. 54
7. Bring it all together ....................................................... 13 Skill Based Actions ................................................................. 55
Chapter 2: Clans ............................................................... 15 Acrobatics ........................................................................... 55
Choosing a Clan .................................................................. 15 Animal Handling ............................................................... 55
Clan Compendium .................................................................. 15 Athletics .............................................................................. 55
Chakra Control ................................................................... 56
Chapter 3: Ambitions & Background .............................. 16
Crafting ............................................................................... 56
Character Details ...............................................................16
Deception ............................................................................ 57
Personal Characteristics ..................................................16
Illusions .............................................................................. 57
Will of Fire ........................................................................... 17
Insight ................................................................................. 57
Backgrounds ....................................................................... 17
History ................................................................................. 57
Entertainer .......................................................................... 18
Intimidation ....................................................................... 58
Genius ................................................................................... 18
Investigation ...................................................................... 58
Hard Worker .......................................................................19
Medicine.............................................................................. 58
Hermit ..................................................................................19
Ninshou ............................................................................... 59
Leader .................................................................................. 20
Perception........................................................................... 59
Noble.................................................................................... 20
Performance ....................................................................... 59
Student ................................................................................. 21
Persuasion .......................................................................... 59
Traveler ................................................................................ 21
Sleight of Hand ..................................................................60
Trouble Maker ................................................................... 22
Stealth..................................................................................60
Urchin .................................................................................. 22
Survival ............................................................................... 61
Chapter 4: Classes ............................................................ 23 Martial Arts ........................................................................ 61
Class Compendium .................................................................23 Saving Throws ..........................................................................61
Chapter 5: Equipment .....................................................24 Chapter 7: Adventuring & Missions ............................... 62
Wealth ....................................................................................... 24 Time ........................................................................................... 62
Currency.............................................................................. 24 Movement ................................................................................ 62
Selling Treasures .............................................................. 24 Speed .................................................................................... 62
Active Inventory ..................................................................... 25 Special Types of Movement ............................................ 63
Your Inventory .................................................................. 25 Activity while traveling ................................................... 63
Armor ........................................................................................ 25 The Environment .................................................................... 64
Armor Properties .............................................................. 26 Falling ..................................................................................64
Light Armor........................................................................ 26 Suffocating .........................................................................64
Medium Armor .................................................................. 26 Vision, Light and Special Senses ...................................64
Heavy Armor ...................................................................... 26 Food & Water ...................................................................... 65
Getting into and Out of Armor ....................................... 27 Interacting with Objects .................................................. 65
Weapons ................................................................................... 27 Resting ...................................................................................... 65
Weapon Proficiency ......................................................... 27 Short Rest ........................................................................... 65
Weapon Properties ................................................................. 27 Long Rest ............................................................................ 65
Improvised Weapon ......................................................... 29 Full Rest ..............................................................................66
Ammunition Die ................................................................ 29 Creating Missions ................................................................... 66
Adventuring Gear ....................................................................32 Mission Budget(s) .............................................................66
Social Interaction ................................................................... 68 Critical Failure ................................................................... 91
Role Playing ....................................................................... 68 Genjutsu Types ........................................................................ 92
Social Attitudes ....................................................................... 69 Offensive ............................................................................. 93
Skill Checks ........................................................................ 70 Defensive ............................................................................ 93
Between Missions................................................................... 70 Control ................................................................................. 93
Gaining Downtime ........................................................... 70 Support ................................................................................ 95
Lifestyle Expenses ............................................................ 70 Taijutsu/Bukijutsu Creation Rules ..................................... 97
Downtime Activities .............................................................. 70 Taijutsu ............................................................................... 97
Carousing ............................................................................ 70 Bukijutsu ............................................................................. 97
Crafting Non-Enhanced Items ....................................... 71 Hijutsu ................................................................................. 97
Crafting Chakra-Enhanced Items ...................................... 72 Medical ................................................................................ 97
Enhancement Seal ............................................................ 72 Nature Release ................................................................... 97
Weapon Enhancement Seals ................................................. 73 Required Feature ............................................................... 97
D-Rank Seals ..................................................................... 73 Chakra Molding (CM) ....................................................... 97
C-Rank Seals ...................................................................... 74 Mobility (M) ....................................................................... 97
B-Rank Seals...................................................................... 75 Weapon (W) ........................................................................ 97
A-Rank Seals...................................................................... 76 Ninja Tools (NT) ................................................................ 97
S-Rank Seals ...................................................................... 77 Self ........................................................................................ 98
Armor Enhancement Seals ................................................... 79 Touch ................................................................................... 98
D-Rank Seals ..................................................................... 79 Ranged ................................................................................. 98
C-Rank Seals ...................................................................... 79 Weapon Range ................................................................... 98
B-Rank Seals...................................................................... 80 Taijutsu/Bukijutsu Types ..................................................... 98
A-Rank Seals....................................................................... 81 Offensive .............................................................................99
S-Rank Seals ...................................................................... 82 Defensive .......................................................................... 100
Learning/ Creating a Jutsu ................................................... 83 Control ............................................................................... 100
Learning a Jutsu ...................................................................... 83 Support ............................................................................... 101
Creating a Jutsu ....................................................................... 83 Jutsu Creation Example(s) ...................................................103
Ninjutsu Creation Rules ........................................................ 84 Giant Rasengan ............................................................... 103
Hijutsu ................................................................................. 84 Recuperating .................................................................... 104
Medical ................................................................................ 84 Researching ...................................................................... 104
Fuinjutsu ............................................................................. 84 Shopping ........................................................................... 104
Nature Release ................................................................... 84 Training .................................................................................. 104
Required Feature ............................................................... 84 Working With Toolkits ........................................................ 104
Hand Seals (HS) ................................................................ 84 Armorsmith Kit ............................................................... 104
Chakra Molding (CM) ...................................................... 84 Cooking Kit ....................................................................... 105
Chakra Seals (CS) .............................................................. 85 Demolition Kit ................................................................. 105
Mobility (M) ....................................................................... 85 Forensics Kit .................................................................... 106
Weapon (W) ....................................................................... 85 Hackers Kit ....................................................................... 107
Ninja Tools (NT) ............................................................... 85 Medicine Kit ..................................................................... 107
Self ....................................................................................... 85 Poison Kit .......................................................................... 108
Touch ................................................................................... 85 Weaponsmith Kit ............................................................ 108
Ranged................................................................................. 85
Chapter 8: Combat ........................................................ 109
Ninjutsu Types ........................................................................ 85 The Order of Combat ............................................................ 109
Offensive ............................................................................. 86 Surprise ............................................................................. 109
Defensive ............................................................................ 87 Your Turn .......................................................................... 109
Control ................................................................................ 88 Bonus Actions .................................................................. 109
Support................................................................................ 88
Reactions ........................................................................... 110
Genjutsu Creation Rules ....................................................... 90 Free Actions ....................................................................... 110
Hijutsu ................................................................................. 90 Movement and Position ....................................................... 110
Medical ................................................................................ 90 Breaking Up Your Move .................................................. 110
Fuinjutsu ............................................................................. 90 Difficult Terrain ............................................................... 110
Nature Release ................................................................... 90
Being Prone ....................................................................... 110
Required Feature ............................................................... 90
Moving Around Other Creatures .................................. 110
Hand Seals (HS) ................................................................ 90 Flying Movement ............................................................. 110
Chakra Molding (CM) ...................................................... 90 Creature Size ..................................................................... 110
Chakra Seals (CS) .............................................................. 90 Actions in Combat .................................................................. 111
Weapon (W) ....................................................................... 90 Attack ...................................................................................111
Ninja Tools (NT) ................................................................91
Use a Recharge Ability .....................................................111
Visual ....................................................................................91 Cast a Jutsu .........................................................................111
Tactile ...................................................................................91 Dash .................................................................................... 112
Auditory ...............................................................................91 Disengage .......................................................................... 112
Inhaled .................................................................................91 Dodge .................................................................................. 112
Unaware ...............................................................................91
Help ..................................................................................... 112
Self ........................................................................................91
Hide ..................................................................................... 112
Touch ....................................................................................91 Ready .................................................................................. 112
Ranged..................................................................................91 Search ................................................................................. 113
Critical Success ...................................................................91 Use an Object ..................................................................... 113
Success .................................................................................91 Making an Attack ................................................................... 113
Failure ..................................................................................91
Attack Rolls ....................................................................... 113 Clashing Adept ..................................................................... 6
Unseen Attackers and Targets ...................................... 113 Clashing Expert ................................................................... 6
Melee Attacks.................................................................... 113 Dungeon Delver ................................................................... 6
Ranged Attacks ................................................................. 114 Durable .................................................................................. 6
Two-Weapon Fighting ................................................... 114 Elusive Target ...................................................................... 6
Cover......................................................................................... 114 Gourmand ............................................................................. 7
Damage and Healing ............................................................. 114 Hand Seal Expert ................................................................. 7
Hit Points ........................................................................... 114 Helping Hand ....................................................................... 7
Damage Rolls .................................................................... 115 Inspiring Leader .................................................................. 7
Critical Hits ....................................................................... 115 Inspiring Presence .............................................................. 7
Damage Resistance and Vulnerability ........................ 115 Maneuverable ...................................................................... 7
Healing ............................................................................... 116 Master Weaver ..................................................................... 8
Dropping to 0 Hit Points ................................................ 116 Mobile .................................................................................... 8
Knocking A Creature Out ................................................ 117 Monkey’s Grip ..................................................................... 8
Temporary Hit & Chakra Points ................................... 117 Quick Witted ......................................................................... 8
Counters ............................................................................. 117 Resilient ................................................................................ 8
Types of Features .................................................................. 117 Seal Weaver .......................................................................... 8
Active Features ................................................................. 117 Tough ..................................................................................... 8
Passive Features ............................................................... 117 Skill Feats ................................................................................... 9
Feature Type Precedence ............................................... 118 Acrobat .................................................................................. 9
Conditions ............................................................................... 119 Actor ....................................................................................... 9
Death, Dying and Disabled ............................................ 119 Alchemist .............................................................................. 9
Elemental.......................................................................... 120 Animal Handler ................................................................... 9
Physical ............................................................................. 120 Brawny .................................................................................. 9
Mental ................................................................................122 Burglar ................................................................................... 9
Sensory ............................................................................... 123 Charming Persona ............................................................ 10
Chakra Intensity ................................................................ 10
Chapter 9: Jutsu Casting................................................ 124
What is a Jutsu? ...................................................................... 124 Chef ...................................................................................... 10
Jutsu Known ..................................................................... 124 Chemist ............................................................................... 10
Crafter .................................................................................. 10
Chakra Points .................................................................. 124
Elite Agility ......................................................................... 10
Casting a Jutsu........................................................................ 124
Casting a Jutsu at a Higher Rank ................................. 124 Elite Awareness .................................................................. 11
Classification ................................................................... 124 Elite Intellect ....................................................................... 11
Rank ....................................................................................125 Elite Presence ...................................................................... 11
Elite Resilience ................................................................... 11
Casting Time .....................................................................125
Elite Strength ...................................................................... 11
Range ................................................................................. 126
Components ..................................................................... 126 Empathic ..............................................................................12
Duration ............................................................................ 126 Feigned Confidence ...........................................................12
Keywords ...........................................................................127 Genius Toolist .....................................................................12
Targets .............................................................................. 129 Perceptive ............................................................................12
Performer ............................................................................ 13
Areas of Effect ................................................................. 129
Field Medic .......................................................................... 13
Saving Throws ................................................................. 129
Attack Rolls ...................................................................... 129 Historian .............................................................................. 13
Combining Effects ...........................................................130 Herbalist .............................................................................. 13
Nature Release ..................................................................130 Investigator ........................................................................ 14
Combining Effects ...........................................................130 Master of Disguise ............................................................ 14
Poisoner .............................................................................. 14
Weapon/Unarmed Damage vs Weapon/Unarmed
Damage Die .......................................................................130 Practiced Adept .................................................................. 14
Interposing Constructs and Structures ......................130 Practiced Expert ................................................................ 14
Intercepting Damage ......................................................130 Quick Fingered ................................................................... 14
Damage Boosts ................................................................. 131 Stealthy ............................................................................... 14
Menacing ............................................................................. 15
Jutsu Cost Order ............................................................... 131
Ninshou Research .............................................................. 15
Clashing Jutsu Examples ................................................ 131
Martial Arts Research ....................................................... 15
Chapter 10-12: Ninjutsu/Genjutsu/Taijutsu/Bukijutsu Illusionist Research ........................................................... 15
......................................................................................... 133 Chakra Feats .............................................................................16
Jutsu Compendium ............................................................... 133 Chakra Construction ........................................................ 16
Chapter 13: Customization Options ................................. 2 Chakra Guidance ............................................................... 16
Fighting Stances ........................................................................ 2 Chakra Pressure ................................................................ 16
Taijutsu Stances .................................................................. 2 Endurance, Latent ............................................................ 16
Bukijutsu Stances ................................................................ 3 Endurance, Realized ......................................................... 16
Improved Chakra Efficiency ............................................ 17
Feats ................................................................................... 5
Medical Release .................................................................. 17
General Feats .............................................................................. 5
Nature Release .................................................................... 17
Action Surge ..........................................................................5
Streamlined Chakra Efficiency ....................................... 17
Advanced Study ....................................................................5
Seal Resistant ...................................................................... 17
Agile Feint .............................................................................5
Ninjutsu Feats .......................................................................... 18
Alert ........................................................................................5
Clone Specialization ......................................................... 18
Athlete ................................................................................... 6
Earth Release Expert ........................................................ 18
Elemental Chakra Penetration ....................................... 18 Enhanced Critical ............................................................... 31
Elemental Specialization ................................................. 18 Fanatic .................................................................................. 31
Empowered Ninjutsu ........................................................ 18 Improved Critical ............................................................... 31
Fire Release Expert ............................................................19 Powerful Critical ................................................................ 31
Lightning Release Expert .................................................19 Terrifying Critical .............................................................. 31
Medical Chakra Penetration ............................................19 Shadow Critical ................................................................... 31
Medical Release Expert.....................................................19
Chapter 14: Allies & Adversaries ....................................... 1
Ninjutsu Archivist..............................................................19
Ninshou Theorist ...............................................................19 Kage Guide ......................................................................... 2
Non-Elemental Specialization .......................................19 Introduction............................................................................... 2
Water Release Expert ....................................................... 20 How to Use This Book .............................................................. 2
Wind Release Expert ........................................................ 20 Part 1: Kage Guide Basics ................................................... 2
Storing Seal Soul ............................................................... 20 Part 2: Tools ......................................................................... 2
Taijutsu Feats ........................................................................... 21 Part 3: Subsystems.............................................................. 2
Assassins Training ............................................................ 21 Part 4: Variant Rules .......................................................... 2
Bukijutsu Archivist ............................................................ 21 Part 5: Allies and Adversaries ........................................... 2
Bullseye Training ............................................................... 21 Know your Players .................................................................... 2
Dragon Fist Expert ............................................................ 21 Acting ..................................................................................... 2
Drunken Fist Expert .......................................................... 21 Exploring .............................................................................. 2
Efficient Breathing ............................................................ 21 Instigating ............................................................................ 2
Empowered Bukijutsu ..................................................... 22 Fighting ................................................................................. 2
Empowered Taijutsu ........................................................ 22 Optimizing ............................................................................ 3
Fighting Stylist .................................................................. 22 Problem Solving .................................................................. 3
Frog Fist Expert ................................................................. 22 Storytelling ........................................................................... 3
Iron Fist Expert ................................................................. 22 Kage Guide Basics ............................................................. 5
Lancer Training ................................................................. 22 The Big Picture ...........................................................................5
Light Step Mastery ........................................................... 23 Core Assumptions ............................................................... 5
Lion Fist Expert ................................................................. 23
The Dungeon Master ........................................................ 6
Ninja Slayer ........................................................................ 23
Role of the DM ..................................................................... 6
Rabbit Fist Expert ............................................................. 23
Planning a Campaign? ............................................................. 6
Raider Training ................................................................. 23
Campaign Length ................................................................ 6
Reaper Training ................................................................ 23
Themes .................................................................................. 7
Ronin Training .................................................................. 24
A Welcoming Environment .............................................. 7
Serpent Fist Expert ........................................................... 24
General Advice ............................................................................7
Shinobi Sentinel ................................................................ 24
Session 0 ............................................................................... 7
Silent Fist Expert .............................................................. 24
Game Pacing ......................................................................... 8
Taijutsu Archivist ............................................................. 24
Stakes and Consequences ................................................. 8
Taijutsu Expertise ............................................................. 24
Improvisation ...................................................................... 8
Weapon Expert .................................................................. 25
Shadow Rolls (Secret Checks) .......................................... 9
Weapon Mastery ............................................................... 25
Will(s) of Fire/ Earth/ Water/ Wind/ Lightning ........... 9
Wolf Fist Expert ................................................................ 25
Portraying NPCS ................................................................ 10
8-Inner Gates: Seimon .................................................... 25
Starting At Higher Levels ................................................ 10
8-Inner Gates: Keimon ................................................... 26
Preparing Missions ................................................................. 11
8-Inner Gates: Shimon ................................................... 26
Creating Missions .............................................................. 11
Genjutsu Feats ......................................................................... 27
Empowered Genjutsu ....................................................... 27 Legacy Rules ..................................................................... 12
Genjutsu Expertise ........................................................... 27 Multiclassing ............................................................................ 12
Genjutsu Archivist ............................................................ 27 Prerequisites .......................................................................12
Sensory Specialization .................................................... 27 Experience Points ..............................................................12
Psychic Penetration ......................................................... 27 Proficiencies ........................................................................12
Illusionary Theorist ......................................................... 27 Class Features ..................................................................... 13
Empathic Expert ............................................................... 28 Jutsu Known & Highest Level Known. ........................... 13
Psychic Expert ................................................................... 28
Psychosis Adept ................................................................ 28
Psychosis Expert ............................................................... 28
Psychosis Master .............................................................. 28
Lord of Darkness ............................................................... 28
Thought Provoker............................................................. 29
Intelligence Drain ............................................................. 29
Wisdom Drain .................................................................... 29
Charisma Drain ................................................................. 29
Critical Feats ............................................................................ 30
Bloodthirsty Critical ......................................................... 30
Cerebral Critical ................................................................ 30
Combat Seal Weaver ......................................................... 30
Critical Defense Mastery ................................................. 30
Disgusting Critical ............................................................ 30
Elemental Critical ............................................................. 30
WHAT’S DIFFERENT CHAPTER 5: EQUIPMENT
Currency has been changed to Ryo, with roughly 1 gp = 1
Ryo.
While this expansion will utilize the core ruleset of 5th
Magic items are reskinned as Chakra enhanced items,
Edition, there are significant differences that will be
with rarities designed to mimic those of the Naruto
illustrated here, broken down by Chapter.
Universe. Equipment functions similarly, with the

CHAPTER 1: STEP BY STEP exception of the breakdown of weapons;

CHARACTER’S CHAPTER 6: USING ABILITY SCORES


Reskinned to fit the setting. Generally, the same, with the exception of skills; Arcana
has been changed into Ninshou, with Illusion, Martial
CHAPTER 2: CLANS Arts, Crafting and Chakra Control being new skills.
Races relabeled to Clans, all of which are brand new.
CHAPTER 7: ADVENTURING/MISSIONS
CHAPTER 3: AMBITIONS & Reskinned to fit the setting, but remains mostly the same
BACKGROUNDS with some slight changes.

For the most part, these are reskinned from 5E with some
modifications to fit the setting and some omissions, but
CHAPTER 8: COMBAT
with one major difference; each background now offers an Mostly identical with some reskinning, new mechanics
Ability score increase or Free Feat as a part of the and slight changes to damage types.
background itself.
Additionally, backgrounds no longer have personality CLASH MECHANIC
traits but are instead replaced with an Ambition system. A new mechanic that is supposed to represent situations
where two abilities or jutsu from opposing sides are used
CHAPTER 4: CLASSES & CLASS simultaneously against one another. Jutsu with the Clash

MODIFICATIONS Keyword that are used in the same turn (Or round
depending on the Jutsu/Ability) initiates a clash. When a
There are nine classes. Taijutsu Specialist, Ninjutsu clash is initiated the opposing users of either ability or
Specialist, Genjutsu Specialist and Scout-Nin are mostly jutsu must make opposing Checks using certain skills
reskinned, with some variation to fit the setting. depending on the ability/jutsu used.
Intelligence Operative utilizes a homebrew of Plans and
• Ninjutsu Clash: Ninshou check vs an opposing Ninshou
Planning Die. Weapon Specialist is based off of Paladin,
check.
Hunter-Nin is based on Rogues and Medical-Nin is based
• Taijutsu Clash: Marital Arts check vs an opposing
off of Cleric.
Martial Arts check.
All Classes have access to Jutsu, a redesigned version
of Spellcasting. While all classes have access to these Wind and Earth are new damage types, Thunder has
Jutsu, all classes are broken down into three tiers of how been combined with force damage. Radiant Damage has
many Jutsu they have. Those three tiers are: High Jutsu, been combined with Lightning Damage; Force & Necrotic
Medium Jutsu and Low Jutsu tiers. Depending on the Tier Damages description is being reskinned to fit the setting.
the class is placed into the class is given additional sub-
Mechanics/Resources to make up for the lower Jutsu ELEMENTAL ADVANTAGE
pool. A new mechanic that is supposed to represent situations
where a creature will use an ability or Ninjutsu that has
High Jutsu Tier: 0 Additional Resources/Mechanics one of 5 Nature affinities (Earth, Wind, Fire, Water,
• Ninjutsu Specialist Lightning) against another ability or Ninjutsu that has a
• Medical-Nin Superior or Inferior Nature affinity against it. With the 5
Nature Affinities each one is Strong or weak to another
Medium Jutsu Tier: 1 Additional Resources/Mechanics
with some being neutral to one another. When this
• Scout-Nin interaction happens the user of the Superior element
• Intelligence Operative makes their attack roll or Clash check at advantage, while
Low Jutsu Tier: 2-3 Additional Resources/Mechanics the user of the inferior element rolls normally.

• Taijutsu Specialist The following is the circle of Elemental Superiority; (‘>’


• Weapon Specialist means the nature affinity to the left of this symbol is
• Genjutsu Specialist superior to the nature affinity on the right of it.)
• Hunter-Nin Fire > Wind > Lightning> Earth> Water > Fire
Classes also provide a new Resource called Chakra in
the same way they provide Hit points. Chakra is used in
almost all cases in regards to Jutsu and you 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 9: JUTSU CASTING
There are three major changes in this section:
1. Spells are now called Jutsu. (Cantrips are now called
E-Rank Jutsu and have a minor cost associated with
them.)
2. Jutsu are now Ranked instead of Leveled. Ranging
from E-Rank up through S-Rank. Each rank
Corresponds to Spell ranks in its design.
a. E-Rank: Cantrips
b. D-Rank: 1st-2nd Level Spells
c. C-Rank: 3rd-4th Level Spells
d. B-Rank: 5th-6th Level Spells
e. A-Rank: 7th-8th Level Spells
f. S-Rank: 9th Level Spells
3. Spellcasting has been separated into Ninjutsu,
Taijutsu & Genjutsu Casting. Ninjutsu, Taijutsu, &
Genjutsu use Chakra, which regenerates on a short
rest using Chakra die or half of your maximum on a
long rest.
a. Ninjutsu uses Intelligence and in rare cases
constitution as its Casting stat.
b. Taijutsu uses Strength (or Dexterity
depending on the class) as its casting stat.
c. Genjutsu uses Wisdom (or Charisma
depending on the class) as its casting stat.

CHAPTER 10-12: NINJUTSU,


TAIJUTSU, & GENJUTSU LIST
Chapter 10-12 is broken up into 3 different chapters to
keep Ninjutsu, Taijutsu and Genjutsu separate.

CHAPTER 13: CUSTOMIZATION


OPTIONS
Chapter 13 is designed to offer players the full list of feats,
fighting styles, and other customization options your
game can benefit from.

CHAPTER 14: ALLIES & ADVERSARIES


This chapter is more use to the GM than the players, in
that it offers premade ordinary and heroic characters, as
well as statistics for the characters proper to the Naruto
series, including popular names such as Naruto Uzumaki,
Sakura Haruno, Kakashi Hatake, Sasuke Uchiha, and even
Orochimaru.

BINGO BOOK (MONSTER MANUAL)


There is a Monster Manual in development. This should
provide a variety of new enemy types, prolific and
generic low- and high-level enemies created in this
system.

KAGE GUIDE (DM GUIDE)


There is a DM’s guide currently in development
alongside the Monster manual. This book will provide a
list of variable rules, ways to design campaigns, how to
handle events such as the Chunin exam, a
comprehensive list of Chakra enhanced Items, loot
tables and how to handle Factions, Village Ranks
Mission tables and much more.
CHAPTER 1: STEP BY STEP CHARACTER

Y
our first step in playing as a shinobi in the For example, the special traits of a Hyūga make them
Naruto 5e game is to imagine and create a exceptional Taijutsu Specialist, and Nara’s tend to be
character of your own. Your character is a powerful Intelligence operatives. Sometimes playing
combination of game statistics, roleplaying against type can be fun, too. Yamanaka Weapon
hooks, and your imagination. You choose a Specialist and Uchiha Taijutsu Specialist, for example,
Clan (such as Hyūga or Uchiha) and a class can be unusual but memorable characters.
(such as Taijutsu Specialist or scout-nin). You also Your Clan also increases one or more of your ability
invent the personality, appearance, and backstory of scores, which you determine in step 3. Note these
your character. Once completed, your character serves as increases and remember to apply them later.
your representative in the game, your avatar in the Record the traits granted by your clan on your
Naruto Universe. character sheet. Be sure to note your starting your base
Before you dive into step 1 below, think about the kind speed as well.
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? 2. CHOOSE A CLASS
Consider the Taijutsu Specialist class. If you don’t know Every shinobi is a member of a class. A class broadly
where else to begin, take a look at the illustrations in any describes a character’s vocation, what special talents he
Naruto Manga or picture to see what catches your or she possesses, and the tactics he or she is most likely
interest. to employ when exploring a city, fighting enemies, or
Once you have a character in mind, follow these steps in engaging in a tense negotiation. The character classes
order, making decisions that reflect the character you are described in the Classes chapter.
want. Your conception of your character might evolve with Your character receives a number of benefits from
each choice you make. What’s important is that you come your choice of class. Many of these benefits are class
to the table with a character you’re excited to play. features - capabilities that set your character apart from
Throughout this section, we use the term character sheet members of other classes. You also gain a number of
to mean whatever you use to track your character, whether proficiencies: armor, weapons, skills, saving throws, and
it’s a formal character sheet (like the one at the end of sometimes tools. Your proficiencies define many of the
these rules), some form of digital record, or a piece of things your character can do particularly well, from
notebook paper. An official Naruto 5E character sheet is a using certain weapons to telling a convincing lie.
fine place to start until you know what information you On your character sheet, record all the features that
need and how you use it during the game. your class gives you at 1st level.

LEVEL
Typically, a character starts at 1st level and advances in
level by adventuring and gaining mission 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

1. CHOOSE A CLAN
threats an experienced shinobi would be tasked to handle.
Starting off at 1st level marks your character’s entry
Every character belongs to a Clan, one of the many into the ninja life. If you’re already familiar with the
prominent and featured families of people, who make up game, or if you are joining an existing D&D campaign,
the world of Naruto. The most common and numerous your GM might decide to have you begin at a higher level,
clans in the Naruto universe ironically is the non-clan, on the assumption that your character has already
people with no distinct family background, attempting survived a few harrowing missions.
to make a name for themselves and potentially creating Record your level on your character sheet. If you’re
a clan for their future generations to flourish through. starting at a higher level, record the additional elements
The Clan chapter provides more information about these your class gives you for your level’s past 1st. Also record
Clans. your experience points. A 1st-level character has 0 XP
The clan you choose contributes to your character’s A higher-level character typically begins with the
identity in an important way, by establishing a general minimum amount of XP required to reach that level (see
background and history to draw from as well as the “Beyond 1st Level” later in this section.)
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.
HIT/CHAKRA POINTS & HIT/CHAKRA DICE ABILITY S CORE S UMMARY
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 S TRENGTH
for Hit Point Dice). Your characters chakra points define
how much stamina your character has and how many
Measures: Natural Athleticism, bodily power.
jutsu and other special abilities they can pull off before Important for: Taijutsu or Bukijutsu focused Characters.
they run out of steam in and out of combat. Your chakra Clan Increases:
points are determined by your Chakra Dice (short for Hebi (+2) Kaguya (+2) Hoshigaki (+1)
Chakra point Dice.) Sarutobi (+2) Akimichi (+1) Inuzuka (+1)
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 10 + the D EXTERITY
highest roll of those respective die, as indicated in your
class description. (You also add your Constitution Measures: Physical agility, reflexes, balance, poise.
modifier, which you’ll determine in step 3.) This is also Important for: Taijutsu, Ranged, Bukijutsu focused Characters.
your hit or chakra point maximum. Clan Increases:
Record your character’s hit & chakra points on your
character sheet. Also record the type of Hit Die & Chakra
Fuma (+2) Uchiha (+2) Hyūga (+1)
Die your character uses and the number of both Dice you
Kaguya (+2) Yuki (+2) Tsuchigumo (+1)
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.)
C ONSTITUTION
PROFICIENCY BONUS Measures: Health, stamina, vital force
The table that appears in your class description shows Important for: Health & Chakra (everyone)
your proficiency bonus, which is +3 for a 1st-level Clan Increases:
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. Akimichi (+2) Ryu (+1) Kaguya (+1)
• Attack rolls with jutsu you cast. Hoshigaki (+2) Kuru (+1) Hebi (+1)
• Skill checks using skills you’re proficient in. Uzumaki (+2) Sarutobi (+1)
• Skill checks using tools you’re proficient with.
• Saving throws, you’re proficient in and half for those
I NTELLIGENCE
you are not proficient in. (Rounded down)
• Saving throw DCs for jutsu you cast (explained in each Measures: Mental acuity, information recall, analytical skill.
class. Important for: Ninjutsu focused Characters.
Your class determines your weapon proficiencies, your Clan Increases:
saving throw proficiencies, and some of your skill and
tool proficiencies. (Skills are described in
Aburame (+2) Ryu (+2) Uchiha (+1)
“Using Ability Scores”, tools in “Equipment.”) Your
Clan gives you additional skill and tool proficiencies. Be
Hatake (+2) Yuki (+1) Yamanaka (+1)
sure to note all of these proficiencies, as well as your Nara (+2) Kurama (+1)
proficiency bonus, on your character sheet.
W ISDOM
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, Measures: Awareness, intuition, insight
for example) before you apply it. If a circumstance Important for: Genjutsu focused Characters.
suggests that your proficiency bonus applies more than Clan Increases:
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. Hyūga (+2) Kurama (+2) Aburame (+1)
Inuzuka (+2) Kuru (+2) Fuma (+1)
Tsuchigumo (+2)

C HARISMA

Measures: Confidence, eloquence, leadership


Important for: Social interaction
Clan Increases:

Yamanaka (+2) Kurama (+2) Nara (+1)


Hatake (+1) Uzumaki (+1)
3. DETERMINE ABILITY SCORES ABILITY S CORES AND M ODIFIERS
Much of what your character does in the game depends
d100 Result d100 Result
on his or her six abilities: Strength, Dexterity,
Constitution, Intelligence, Wisdom, and Charisma. Each 1 -5 16-17 +3
ability has a score, which is a number you record on your 2-3 -4 18-19 +4
character sheet.
4-5 -3 20-21 +5
The six abilities and their use in the game are
described in the Using Ability Scores chapter. The Ability 6-7 -2 22-23 +6
Score Summary table provides a quick reference for what 8-9 -1 24-25 +7
qualities are measured by each ability, what clan
10-11 0 26-27 +8
increases which abilities, and what classes consider each
ability particularly important. 12-13 +1 28-29 +9
To generate your character’s six ability scores, you 14-15 +2 30 10
would use the following set of scores;
15, 14, 13, 12, 11, 10. 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 on a piece of scratch paper. Do these
five more times, so that you have six numbers.
Now take your six numbers and write each number
beside one of your character’s six abilities to assign
scores to Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma. Afterward, make any changes to
your ability scores as a result of your clan choice.
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.

VARIANT: CUSTOMIZING ABILITY SCORES


At your Game Master’s permission, you can use this
variant for determining your ability scores. The method
described here allows you to build a character with a set
of ability scores you choose individually.
4. DESCRIBE YOUR CHARACTER
You have 30 points to spend on your ability scores. The Once you know the basic game aspects of your character,
cost of each score is shown on the Ability Score Point it’s time to flesh him or her out as a person. Your
Cost table. For example, a score of 14 costs 7 points. character needs a name. Spend a few minutes thinking
Using this method, 15 is the highest ability score you can about what he or she looks like and how he or she
end up with, before applying clan & background ability behaves in general terms.
increases. You can’t have a score lower than 8. This Using the information in chapter 3, you can flesh out
method of determining ability scores enables you to your characters physical appearance and personality
create a set of three high numbers and three low ones traits. Choose your characters Ambitions, their Goals and
(15, 15, 15, 9, 9, 9), a set of numbers that are above fears.
average and equal (13, 13, 13, 13, 13, 13), or any set of Your character’s background describes where he or
numbers between those extremes. she came from and the type of life they lived before
becoming a shinobi, and the character’s place in the
ABILITY S CORE POINT C OST Naruto world. Similar to normal D&D, selecting a
background does provide mechanical benefits such as
Score Cost Score Cost skill proficiencies and an Ability score increase to the
8 0 12 4 character you are creating. It also does provide a base for
how they approach situations and might act when
9 1 13 5
confronted with unique challenges in the game.
10 2 14 7
11 3 15 9
5. CHOOSE EQUIPMENT
Your class 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 AC equals 10 + his/her Dexterity
modifier + half of his/her Proficiency Bonus (Rounded
Down) + Armor Bonus. 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 (but only if you are proficient with the
weapon) 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

YOUR CHARACTERS ABILITIES


• has the thrown property, such as Darts, can use your
Strength modifier instead.
Take your character’s ability scores and Clan 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.
6. CHOOSE YOUR JUTSU
Your class determines how many jutsu your character
knows at each given level. Most 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 a 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. The number of jutsu a shinobi can have at any
given time depends on the character’s level.
When you learn a Jutsu, either E-Rank, D-Rank, or
higher, you choose from the list of Jutsu provided in
Chapters 9 through 11. You can learn Jutsu from any level
up to your Highest Level jutsu known, including E-Rank
Jutsu. The total number of jutsu you learn in this way
can’t exceed your Jutsu Known for your class at the level
you are in the class.
If a Jutsu is granted to you by a class feature or a Feat
that Jutsu does not count against your Jutsu known and
you can’t voluntarily unlearn it. If you already know that
Jutsu, you may learn an additional Jutsu that is available
to you.

CHAKRA POINTS
Regardless of how many Jutsu a shinobi knows, he or she
can cast only a limited number of Jutsu before resting.
Manipulating Chakra and channeling it through you,
even as a simple jutsu is physically and mentally taxing,
and higher ranked Jutsu are even more so. Thus, each
shinobi class’s description includes a Chakra die to show
how much chakra that class generally gains per level
compared to the next. For example, the 3rd-level
Ninjutsu Specialist has 3d12 Chakra die, meaning on
average someone of that class would have 21(7+7+7 the
Average of a d12 Die 3 times for each level) chakra before
considering their Constitution Modifier and any Clan or
Class Features.
When a character casts a Jutsu, he or she expends a
number of chakra points based on the cost of the jutsu to
cast it. All Jutsu and some features as well have a cost,
meaning more time and care has to be put into deciding
what jutsu to use and when while in difficult situations
and circumstances.
7. BRING IT ALL TOGETHER C HARACTER ADVANCEMENT
Most Naruto characters don’t work alone. Each character Experience Points Level Proficiency Bonus
plays a role within a party, a group of shinobi working
0 1 +3
together for a common purpose. Teamwork and
cooperation greatly improve your party’s chances to 50 2 +3
survive the many perils in the lands of the Naruto World. 75 3 +3
Talk to your fellow players and your GM to decide
100 4 +4
whether your characters know one another, how they
met, and what sorts of missions the group might 150 5 +4
undertake. 200 6 +4

BEYOND 1ST LEVEL 350 7 +5


As your character goes on missions and overcomes 475 8 +5
challenges, he or she gains experience, represented by 600 9 +5
mission points. A character who reaches a specified
Experience point total advances in capability. This
725 10 +6
advancement is called gaining a level. 850 11 +6
1000 12 +6
LEVEL 4, 8, 12, 16 & 19
At certain levels, your characters experience culminates 1200 13 +7
into an Ability Score Improvement & a Feat of your 1400 14 +7
choice that they qualify for. When you reach these levels
1600 15 +7
in your selected Classes, you increase one ability score by
1 & then you select a feat that you qualify for from the 1800 16 +8
“Customize” Chapter. 2100 17 +8

CLASS FEATURES, HIT DICE & CHAKRA DICE 2400 18 +8


When your character gains a level, his or her class or clan 2700 19 +9
often grants additional features, as detailed in the class 3000 20 +9
(or Clan) 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 ALTERNATIVE RULE: ROLLING HIT DIE
When your character levels up, currently they gain a
increase an ability score above 20. In addition, every
predetermined amount of hit points based on their class.
character’s proficiency bonus increases at certain levels.
Previously characters would gain hit points by rolling
Each time you gain a level, you gain 1 additional Hit &
their hit die and adding their constitution modifier, but
Chakra Die. Roll both of those Die, add your Constitution
this resulted in lower than recommended hit point
modifier to the rolls separately, and add the total to your
values.
hit point & Chakra point maximums respectively.
DM’s can choose to utilize that original form of
Alternatively, you can use the fixed value shown in your
progression.
class entry, which is the average result of the die roll
(rounded up).
When your Constitution modifier increases by 1, your
hit points maximum increases by 1 for each level you
have attained. For example, if your 7th-level Weapon
Specialist has a constitution score of 17, when they reach
8th level, they increase their Constitution score from 17
to 18, thus increasing their Constitution modifier from
+3 to +4. Their hit point maximum then increases by 8. (1
for each level)

XP AND PROFICIENCY BONUS PROGRESSION


The Character Advancement table summarizes the XP
you need to advance in levels from level 1 through level
20, and the proficiency bonus for a character of that
level. Consult the information in your character’s class
description to see what other improvements you gain at
each level. Each time a character gains a level, their XP is
reset back to 0 and then adding any leftover XP, if any.
CHAPTER 2: CLANS

A
visit to any of the great villages in the world of
Naruto- The village hidden in the Leaves, SPECIAL TRAITS
Konohagakure. The Leaf Village or Konoha for The description of each Clan includes special traits that
short. The village is hidden by Rain, Amegakure. are common to members of that clan. The following
The Hidden Rain village, or the Rain village, can entries appear among the traits of most clans.
overwhelm the senses. Voices ring out calling
for customers from shops lining the streets. The smells ABILITY SCORE INCREASE
of cooking in dozens of different cuisines mingle with All clans provide a +2 bonus to any ability score of your
the odors of crowded streets, high quality perfumes and choice, and a +1 to any other ability score of your choice
poorly maintained body odor mix together on the (unless stated otherwise). You cannot select the same
village's many streets. Buildings in myriad architectural ability score twice.
styles display the diverse origins of their inhabitants. Listed alongside each clan will be a set of
And the people themselves-people of varying size, recommended ability scores, which are the most
shape, and color, dressed in a dazzling spectrum of synergistic selections for the clan’s features & jutsu.
styles and hues-represent many different families,
cultures and ideologies, from elegant and refined Hyūga, SPEED
stalwart and dedicated Uchiha to simple and shapely Your speed determines how far you can move when
Akimichi and thin but weird Aburame’s, mingling traveling (chapter 6) and fighting (chapter 7).
among a variety of Konoha inhabitants.
Scattered among the members of these more common SKILL PROFICIENCIES
Your Clan offers additional proficiencies based on the
Clans are the less obvious: a laid-back Nara here,
culture and way the clan works internally.
squeezing his way through the crowd and giving up
halfway, to go and find another route because this one is
too much of a bother, and a beautiful Yamanaka there,
ADDITIONAL LANGUAGES
By virtue of being human, you automatically speak
whipping her hair in the direction of her crush with
common, but there are many different ways to
mischief in her eyes.
communicate and people and creatures to communicate
A group of Inuzuka’s jog through the streets with their
with. Your clan may offer you additional languages that
dogs as one of them leaps onto a nearby building with
allows you to speak and understand other dialects other
the pack following behind. Uzumaki holds large events
than common.
for the betterment of the village through fundraisers
trying to live up to the greatness Naruto once lived with
when he was Hokage. And there, standing on top of the
SPECIAL FEATURES
The description of each Clan also includes special
Hokage mountains, is a lone Sarutobi, determined to
features unique to that clan and that clan alone. You gain
make a name for himself and continue the family legacy
these features at 1st, 3rd, 7th, 11th, 15h & 18th Levels.
of greatness.
These features provide you with additional ways to

CHOOSING A CLAN
customize your shinobi creating a wholly unique
character unlike others.
People who are of no Clan are called non-Clan and are
the most common people in the world of Naruto, but
they live and work alongside all the other clans present
CLAN COMPENDIUM
While supporting the system, for over a year now, the
in the different villages able to keep up and in some
volume of Clan options has grown to an amazing size,
cases outpace members of those clans in different ways.
well over 30 Options.
Your character belongs to one of these clan groups.
This may seem daunting, but unlike base 5e or other
Your choice of clan affects many different aspects of
RPG systems, these Clans are categorized alphabetically.
your character. It establishes fundamental qualities that
Moving forward all Clans will be located within
exist throughout your character’s shinobi career. When
Tsunade’s Studies Compendium.
making this decision, keep in mind the kind of character
This is done for two reasons, one, to keep the size of
you want to play. For example, an Inuzuka can be a good
the Shinobi Handbook maintainable, and two, to make
choice for a Perceptive Hunter-Nin, a Hyūga makes an
updates easier and more manageable so that updating 1
agile and dangerous Taijutsu Specialist, and a Uchiha can
jutsu doesn’t require checking over multiple different
be a NInjutsu Specialist.
books.
Your shinobi’s clan not only affects your ability scores
and traits but also provides the cues for building your
character’s story. Each clan's description in this chapter
includes information to help you roleplay a character of
that clan, including personality, physical
appearance, features of society, and unique
tendencies. These details are suggestions to help you
think about your character; Characters can deviate
widely from the norm for their clan. It’s worthwhile
to consider why your character is different, as a
helpful way to think about your character’s
background and personality.
CHAPTER 3: AMBITIONS & BACKGROUND
haracters are defined by much more than their AMBITION

C
species and class. They’re individuals with their Give your shinobi an overarching Ambition. This
own stories, interests, connections, and ambition is their long-term goal they wish to achieve as
capabilities beyond those that class and species a result of becoming a shinobi, or as a part of becoming a
defined. This section expounds on the details shinobi. Ambitions should be grand in scale. Becoming
that distinguish characters from one another, your villages Kage, getting vengeance on an extremely
including the basics of name and physical description, high-ranking enemy, becoming a legendary figure in the
the rules of backgrounds and languages, and the finer word, etc. Ambitions are what your shinobi should
points of personality and alignment. always be moving towards. They should make decisions
towards accomplishing these lofty ambitions.
CHARACTER DETAILS Ambitions should be clear enough to achieve, but not
Your character’s name and physical description might be so articulate that there is only one way to achieve it,
the first things that the other players at the table learn usually one or two sentences are needed for a characters
about you. It’s worth thinking about how these given ambitions.
characteristics reflect the character you have in mind. Ambitions might provide a unique look into your
shinobi’s personality. Allowing others to get a hint at
NAME what it is they want to do later on in life. It could be so
Your name will be the title you give yourself and the title unbelievable, that they laugh at you, or so relatable that
everyone will call you throughout the campaign. Put they share the same ambitions as you, creating a friendly
some thought into your name even if you’re just picking rivalry.
one from a list.
DRIVE
SEX Describe what Drives your shinobi to want to achieve
You can play a male or female character without gaining their goals, and want to realize their ambitions. Your
any special benefits or hindrances. Think about how shinobi’s drive will be the core reason behind why they
your character does or does not conform to the broader are working so hard.
culture’s expectations of sex, gender, and sexual Your drive shouldn’t change unless both your
behavior. You don’t need to be confined to binary Ambition changes because you have achieved it, or
notions of sex and gender. Some people believe in something dramatic has given you a new Ambition to
companionship that doesn’t take into account gender. fight towards.
You could also play a female character who presents Your drive should come in the form of self-
herself as a man or a man who feels trapped in a female motivation. While your shinobi may be shy and meek, or
body. Likewise, your character’s sexual orientation is for embarrassed often and easily, her Drive, when invoked
you to decide. should be the thing that ignites the fire in their eyes to
push forward and through such weaknesses to achieve
HEIGHT AND WEIGHT their goals, or take a closer step towards their Ambitions.
You can decide your character’s height and weight, using
the information provided in your species description. GOALS
Think about what your character’s ability scores might Your shinobi will always have a plethora of goals they
say about his or her height and weight. A weak but agile wish to accomplish. Goals are usually short term, and
character might be thin. A strong and Durable character relatively quick to achieve. Goals can be things such as
might be tall or heavy. complete current mission, protect the princess from her
pursuers, defeat the rival genin, learn the X Jutsu from
OTHER PHYSICAL CHARACTERISTICS my teacher, etc. Goals shouldn’t be simple tasks such as
You choose your character’s age and the color of his or going to the store, or talking to the girl/boy/person you
her hair, eyes, and skin. To add a touch of like, instead they should be things that requires a bit
distinctiveness, you might want to give your character more effort on your part. A DM should consider gifting a
an unusual or memorable physical characteristic, such player with a Will of Fire when they accomplish one of
as a scar, a limp, or a tattoo. their goals.
Goals will change, and should change often. This will
PERSONAL CHARACTERISTICS be something that changes as the mission, arc or story
progresses, or when you meet new NPC’s, Allies or
Fleshing out your character’s personality-the array of
Adversaries.
traits, mannerisms, habits, beliefs, and flaws that give a
person a unique identity-will help you bring him or her
FEARS
to life as you play the game. Four Questions will assist Finally, what is your shinobi’s biggest fear? Is it death?
you in determining who your character is, and what it is, Failure? Losing a loved one? Not living up to their
exactly, that they are trying to achieve. parent’s overzealous goals set for them?
Each background presented later in this chapter are Everyone has a deep seeded fear that they carry with
designed to act as a starting point of thought for your them. These fears help define who we are, and helps also
shinobi’s characteristics. Consider each background as show our willpower when confronted with that fear.
your shinobi’s origin, or humble beginnings before Fears should be specific enough where nothing is left to
putting on their village’s headband. question, but also not so niche that your shinobi has no
real reason to carry such a fear.
WILL OF FIRE PROFICIENCIES
Each background gives a character proficiency in two
Will of Fire is a rule the game master can use to reward
skills. In addition, most backgrounds give a character
you for playing your character in a way that’s true to his
proficiency with one or more tools. If a character would
or her personality traits, ideal, bond, and flaws. By using
gain the same proficiency from two different sources,
the Will of Fire, you can draw on your personality trait of
they can choose a different proficiency of the same kind
compassion for the downtrodden to give you an edge in
(skill or tool) instead.
negotiating with the Beggar Prince. Or inspiration can let
you call on your bond to the defense of your home village
EQUIPMENT
to push past the effect of a power that has been laid on Each background provides a package of starting
you. equipment.

GAINING THE WILL OF FIRE BACKGROUND FEATURE & ABILITY SCORE


All players begin any mission or session they undertake
with a Will of Fire. Your GM can choose to delay
INCREASE (ASI)
Each background gives the character a background
providing a will of fire at the start of a session if you
feature and a choice between a single Ability Score
previously ended a session mid combat, or in a
Increase or Feat without any Ability Score Increase.
compromising situation where you didn’t have a Will of
You may select any ability score you wish or a feat
Fire before. They can also give you the will of fire for a
from any feat category with your background, however,
variety of reasons. Typically, GMs award it when you
each background possesses a Recommended set of
play out your Ambitions, Drive, Goals or Fears and
Ability Scores/feat categories to select from to provide
otherwise portray your character in a compelling way.
tables with a sense of mechanical and narrative
Alternatively, you gain a Will of Fire when you roll a
direction.
Natural 20 on an ability or skill Check (that are not a part
of a Class or clan feature, like Hunters Exploits) or Saving
SUGGESTED CHARACTERISTIC
throw. You can gain a Will of Fire in this way once per A background contains suggested personal
encounter. A player can have up to 3 Will of Fire at any characteristics based on your background. You can pick
given time. characteristics, roll dice to determine them randomly, or

USING THE WILL OF FIRE


use the suggestions as inspiration for characteristics of
your own creation.
If you have the will of fire, you can expend it for the
following:
LANGUAGES AND DIALECTS
• Advantage or +5 on an attack roll. By virtue of being human you speak Common, which
• Advantage or +5 on a saving throw. allows you to communicate with people from all over the
• Advantage or +5 on an ability or skill check. ninja world. But each Country has its own dialects that
• To slightly alter the scene to your benefit. twist common into their own pseudo language, making
• Gain an immediate Reaction, even with an ability or it extremely difficult for a person from the land of Fire to
jutsu that is an action. understand someone from the land of Water if they only
• Gain immediate insight or clue into the current spoke their countries dialect and didn’t use standard
situation or mystery. common. There are also entire “Speaks” that designates
• Automatically succeed a Death saving throw. an animal’s ability to communicate. All creatures can
speak common but your secondary language is based on
Additionally, if you have a Will of Fire, you can reward
your country of origin.
another player for good roleplaying, clever thinking, or
Standard Language Typical Speakers
simply doing something exciting in the game by
transferring your Will of Fire to them, for them to use. Fire Dialect Land of Fire Residents
Earth Dialect Land of Earth Residents
BACKGROUNDS Water Dialect Land of Water Residents
Every story has a beginning. Your character’s
Cloud Dialect Land of Lightning Residents
background reveals where you came from, how you
became a shinobi, and your place in the world. Your Sand Dialect Land of Wind Residents
Scout-Nin might have been a Noble or a Street Urchin. Common Most Humans
Your Ninjutsu Specialist could have been a student of a
prominent Master or a Prodigy. Your Weapon Specialist
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?
ENTERTAINER GENIUS
You thrived in front of an audience, knowing how to You are someone who was raised with a notion of greatness
entrance them, entertain them, and even inspire them. Your about you. Always placed on a pedestal above your peers for
poetics can stir the hearts of those who hear you, awakening your intelligence, skills or natural born ability. Before
grief or joy, laughter or anger. Your music raises their spirits Coming to the academy, you had such an aptitude for
or captures their sorrow. Your dance steps captivate, your success that strangers, parents, and teachers alike all placed
humor cuts to the quick. Whatever techniques you used; you in a league of your own. You have proven that to be the
your art is your life. case up until this point and you will most likely continue to
prove it moving forward. Whether you choose to continue
Skill Proficiencies: Acrobatics, Performance
the path people have assumed you would, or shift focus is
Tool Proficiencies: Disguise kit
Equipment: A Love letter from someone you used to be close your own choice. You have memories of both good and bad
to, A Costume from an event prior, Wallet containing 100 experiences with this assumption of genius about you.
Ryo. Memories like these are something you may cherish or
despise, regardless, you are a Genius through and through.
Equipment Pack: Infiltrator’s or Captain’s Pack (Choose
one). Skill Proficiencies: Choose two from Ninshou, Martial Arts,
Illusions
FEATURE: BACK BY POPULAR DEMAND Tool Proficiencies: One of your choice.
You can always find a place to perform, usually in an inn or Equipment: One Bingo Book Passed down to you from
town square but possibly with a circus, at a theater, or even someone of importance, 1 Blank Jutsu Scrolls, A Wallet
in a noble’s court. At such a place, you receive free lodging Containing 100 Ryo.
and food of a modest or comfortable standard (depending Equipment Pack: Traveler’s or Captain’s Pack (Choose one).
on the quality of the establishment), as long as you perform
each night. In addition, your performance makes you FEATURE: MEETING EXPECTATIONS
something of a local figure. When strangers recognize you You always seem to rise to the expectations of others when a
in a town where you have performed, they typically take a challenge arises. Whenever you are confronted with a
liking to you, while you easily blend in to the local challenge or difficult situation, you seem to be able to gain
population some sliver of insight on it after just one attempt, passing or
failing it. This insight is a hint at how this particular
ENTICING PERSONALITY challenge works or doesn’t work, that others around you
Select one: may not understand, but you now do.
• Increase any ability score by +1.
(Recommended: Intelligence, Charisma) LEAGUE OF YOUR OWN
• Gain a feat from Chapter 13: Customization options. Select one:
Regardless of the feat chosen, you do not gain an • Increase any ability score by +1.
ability score improvement from the feat you select. (Recommended: Intelligence, Wisdom)
(Recommended: General, Skill, Genjutsu) • Select Gain a feat from Chapter 13: Customization
options. Regardless of the feat chosen, you do not gain
an ability score improvement from the feat you select.
(Recommended: General, Skill, Clan)
HARD WORKER HERMIT
You were someone who always had to prove to You lived in seclusion-either in a community or alone-
themselves and others that you are worth your weight for a formative part of your life. In your time apart from
and space. You always had to work twice as hard and society, you found quiet, solitude, and perhaps some of
twice as long to see results, but the results are beginning the answers you or your family were looking for.
to show. You never had the natural talent of your peers,
Skill Proficiencies: Animal Handling, History
no, you had peerless determination and persistence to Tool Proficiencies: Choose one between Poison Kit,
push through all of the challenges you were faced with to Medicine Kit, Trappers Kit
make it to this point, while also looking forward to the
Equipment: A diary of your experiences, a winter
next day to get better. You have reached a level of
blanket, a set of common clothes, a poison kit, and 100
discipline that your peers can’t imagine, so you can keep Ryo
up you’re training on your own time while not lagging Equipment Pack: Explorer’s or Crafter’s Pack (Choose
behind when you do decide to take a break. one).
Skill Proficiencies: Acrobatics, Athletics
Tool Proficiencies: Weaponsmith Kit FEATURE: DISCOVERY
Equipment: Set of Body weights that weigh 50+ lbs. for The seclusion of your hermitage gave you access to a
each part of your body, 3 Books containing training unique and powerful discovery. The nature of this
strategies, Training Gi, A Wallet Containing 100 Ryo. revelation depends on the nature of your seclusion. You
Equipment Pack: Crafter’s or Traveler’s Pack (Choose might have discovered a great truth about the world or
one). the nature of Chakra, a fact that has long been forgotten,
a relic of the past that could rewrite history, or a place
FEATURE: FOCUS AND GRIT unseen for ages. It might be information that would be
You have trained yourself in such a way that you have damaging to the people who or consigned you to exile,
absorbed multiple tomes of knowledge in whatever you and hence the reason for your return to society. Work
worked your butt off to excel in. You are able to quickly with your GM to determine the details of your discovery
bond with people who have the same drive and and its impact on the campaign.
determination as you, and even garner immediate
audiences and conversations with those people. You are SECLUDED
also able to reference and call out different books, Select one:
strategies, and texts to catch the attention of those who • Increase any ability score by +1.
have read those texts or follow those strategies. (Recommended: Constitution, Wisdom)
• Gain a feat from Chapter 13: Customization options.
AMAZING DISCIPLINE Regardless of the feat chosen, you do not gain an
Select one:
ability score improvement from the feat you select.
• Increase any ability score by +1. (Recommended: General, Skill, Ninjutsu)
(Recommended: Strength, Dexterity)
• Gain a feat from Chapter 13: Customization options.
Regardless of the feat chosen, you do not gain an
ability score improvement from the feat you select.
(Recommended: General, Skill, Taijutsu)
LEADER NOBLE
You are a person looking to change the society around You understand wealth, power, and privilege. You carry a
you by playing in the arena of politics, people and noble title within your family or the village, and your
personalities. Leading your allies, friends, and rivals family wields significant political influence. You might
based on your whims. You have a very sociable be a pampered aristocrat’s child unfamiliar with manual
personality and words come easy to you. Inside, your labor, a former merchant's child just elevated to the
mind is filled with strategies and dialectics. Maybe you nobility, or an honest, hard-working clansman who
have the silver tongue or bottomless guile and can lead cares deeply about the people who live and work in your
your team to victory, or your enemies to defeat. Maybe clan’s district.
you can defend your allies with the strategies that you Work with your GM to come up with an appropriate
develop. Perhaps you have the potential to lead more title and determine how much authority the clan carries,
than a team and lead an army. as well as their influence on you. Is your family old and
established, or was its title only recently bestowed? How
Skill Proficiencies: History and Deception or Persuasion
much influence do they wield, how do people regard
Tool Proficiencies: Forgery Kit
them?
Equipment: Fine Clothing, an heirloom passed down to
you from someone who taught you your leadership Skill Proficiencies: Persuasion, Insight
skills, and a manifesto you are currently writing and a Tool Proficiency: Security Kit
wallet containing 100 Ryo. Equipment: A set of fine clothes, a signet ring, your
Equipment Pack: Captain’s or Explorer’s Pack (Choose clan’s emblem, and a wallet containing 100 Ryo
one). Equipment Pack: Captain’s or Crafter’s Pack (Choose
one).
FEATURE: LEADERSHIP PRESENCE
People find you have a noticeable presence. They may FEATURE: POSITION OF PRIVILEGE
stop you frequently and ask you where they have seen Thanks to your noble birth, people are inclined to think
you. You are seen as a very approachable person in the best of you. You are welcome in high society, and
general and random passerby will be drawn to speak people assume you have the right to be wherever you are.
with you if they see you. If someone is in need of The common folk make every effort to accommodate you
something or in distress, they will likely open up to you and avoid your displeasure, and other people of high
about their problems very easily. You are commonly birth treat you as a member of the same social sphere.
taken for face value as a person of great standing. People You can secure an audience with a local noble if you need
will likely treat you like a noble or assume you of that to, when you announce your clan or family.
lineage. You can attain audiences with nobles or officials
easily, as they may often see you as one of their circles. ROYALTY
Select one:
CAPTAIN COMMANDER • Increase any ability score by +1.
Select one:
(Recommended: Wisdom, Charisma)
• Increase any ability score by +1. • Gain a feat from Chapter 13: Customization options.
(Recommended: Intelligence, Charisma) Regardless of the feat chosen, you do not gain an
• Gain a feat from Chapter 13: Customization options. ability score improvement from the feat you select.
Regardless of the feat chosen, you do not gain an (Recommended: General, Skill, Clan)
ability score improvement from the feat you select.
(Recommended: General, Skill, Chakra)
STUDENT TRAVELER
You were identified as someone with untapped potential Almost all of the common people that one might
at a very young age and were taken in as an apprentice. encounter in the Shinobi world have one thing in
You were taken from your home to be trained either by common: they live out their lives without ever traveling
the Master who found you. You seldom ever see your more than a few miles from where they were born. You
biological family, and were raised and educated aren't one of those common folks. You are from a distant
surrounded by the trappings of the shinobi code taught place, one so remote that few people even realize that it
to you by your master. Now, you have set out into the exists, and chances are good that even if some people
greater world, seeking to use what you have learned. you meet have heard of your homeland, they know
merely the name and perhaps a few outrageous stories.
Skill Proficiencies: Acrobatics, Choose one Ninshou,
Martial Arts, Illusions. You have come to one of the Great Shinobi Villages for
Tool Proficiencies: Forensics Kit your own reasons, which you might or might not choose
Equipment: A set of Common clothes, a Book full of to share. Although you will undoubtedly find some of
this land's ways to be strange and discomfiting, you can
teachings from your master, 1 Blank Jutsu Scroll, the
also be sure that some things its people take for granted
last Letter you received from your master and a wallet
containing 100 Ryo will be to you knew wonders that you've never laid eyes
Equipment Pack: Explorer’s or Infiltrator’s Pack on before.
(Choose one). Skill Proficiencies: Insight, Perception
Tool Proficiencies: Poison Kit
FEATURE: THE MASTER’S NAME Equipment: One set of traveler's clothes, any one
You were formally trained in the art of shinobi, and the gaming set from your homeland, a poorly written map
name of those that trained you can open doors. You can from your homeland that depict where you are in the
usually gain an audience with another Shinobi Leader, world, a small piece of jewelry worth 10 Ryo in the
simply by dropping the name of your Master or Masters style of your homeland's craftsmanship, and a pouch
School. Furthermore, you can usually find a place to stay containing 100 Ryo
among Monks or Shinobi Temples, unless you show Equipment Pack: Traveler’s or Explorer’s Pack (Choose
yourself to be a danger to them. You may also have one).
access to resources from those who taught you, whether
that is access to your school’s libraries and facilities, or FEATURE: THE EXOTIC INDIVIDUAL
simply the ability to correspond with your Master and Your accent, mannerisms, figures of speech, and
ask him or her for advice. perhaps even your appearance all mark you as foreign.
Curious glances are directed your way wherever you go,
WELL, LEARNED which can be a nuisance, but you also gain the friendly
Select one: interest of scholars and others intrigued by far-off
• Increase any ability score by +1. lands, to say nothing of everyday folk who are eager to
(Recommended: Dexterity, Intelligence) hear stories of your homeland. You can parley this
• Gain a feat from Chapter 13: Customization options. attention into access to people and places you might not
Regardless of the feat chosen, you do not gain an otherwise have, for you and your traveling companions.
ability score improvement from the feat you select. Noble lords, scholars, and merchant princes, to name a
(Recommended: General, Skill, Ninjutsu) few, might be interested in hearing about your distant
homeland and people.

EXPERIENCED
Select one:
• Increase any ability score by +1.
(Recommended: Strength, Wisdom)
• Gain a feat from Chapter 13: Customization options.
Regardless of the feat chosen, you do not gain an
ability score improvement from the feat you select.
(Recommended: General, Skill, Taijutsu)
TROUBLE MAKER URCHIN
You may come from privilege where you can do no You grew up on the streets alone, orphaned, and poor.
wrong, or from poverty where you can do nothing right. You had no one to watch over you or to provide for you,
Perhaps your parents' busy social schedule means that so you learned to provide for yourself. You fought
they pay you little attention or you have no parents and fiercely over food and kept a constant watch out for
have no solid foundation from the get go and no one other desperate souls who might steal from you. You
would spare you a moment's glance to see what potential slept on rooftops and in alleyways, exposed to the
might lie undiscovered inside you. Regardless, you do elements, and endured sickness without the advantage
not appreciate or accept the gifts of your circumstance, of medicine or a place to recuperate. You’ve survived
or you reject the curses of your circumstances and you despite all odds, and did so through cunning, strength,
lash out with ostentatious behavior as a means to attract speed, or some combination of each.
attention to yourself. You have always had a way with
Skill Proficiencies: Sleight of Hand, Stealth
people. You know what makes them tick and you can Tool Proficiencies: Disguise kit
twist their words into your advantage. It's a useful
Equipment: A Map of the Village you grew up in, A Token
talent, and one that you’re perfectly willing to use to get
of intimate value to you, Set of Basic Clothing, Wallet
yourself out of trouble. containing 100 Ryo
Skill Proficiencies: Deception, Sleight of Hand Equipment Pack: Infiltrator’s or Crafter’s Pack (Choose
Tool Proficiencies: Forgery Kit one).
Equipment: One set of commoners’ clothes, a Forgery
kit and a wallet containing 100 Ryo. FEATURE: VILLAGE OF SECRETS
Equipment Pack: Infiltrator’s or Traveler’s Pack (Choose You know the secret patterns and flows to cities and can
one). find passages through the urban sprawl that others
would miss. When you are not in combat, you (and
FEATURE: PITIABLE companions you lead) can travel between any two
People will typically let you get away with social faux pas locations in the city twice as fast as your speed would
that might otherwise sour a business deal or incite an normally allow.
aggressive reaction - but they do this out of sheer pity,
not because as you suspect, they are beguiled by your DESPERATE LIFESTYLE
wit. Select one:
• Increase any ability score by +1.
BAD INFLUENCE (Recommended: Dexterity, Charisma)
Select one: • Gain a feat from Chapter 13: Customization options.
• Increase any ability score by +1. Regardless of the feat chosen, you do not gain an
(Recommended: Strength, Charisma) ability score improvement from the feat you select.
• Gain a feat from Chapter 13: Customization options. (Recommended: General, Skill, Genjutsu)
Regardless of the feat chosen, you do not gain an
ability score improvement from the feat you select.
(Recommended: General, Skill, Chakra)
CHAPTER 4: CLASSES

S
hinobi are extraordinary people, driven by a your existing features often improve. Each class entry in
thirst for excitement into a life that others this chapter includes a table summarizing the benefits
would never dare lead. They are heroes, you gain at every level, a detailed explanation of each
compelled to explore the dark places of the one and which character(s) from the Original Naruto
world and take on the challenges that lesser Series would best fit within that given class.
women and men can’t stand against. Eleven classes-listed in the Classes table- are found in
Class is the primary definition of what your character almost every shinobi village, organization, or group and
can do. It’s more than a profession; it’s your character’s define the spectrum of typical shinobi.
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. A Scout, for example,
CLASS COMPENDIUM
might view the world in pragmatic terms of strategy and While supporting the system, for over a year now, the
maneuvering, and see herself as just a pawn in a much volume of Class and Subclass options has grown to an
larger game. A Genjutsu Specialist, by contrast, might amazing size, well over 50 Options.
see himself as a weaver of destiny and manipulator of Moving forward all Classes will be located within
the world as is. While the Scout has contacts in a Orochimaru's Observation Compendium.
mercenary company or army, the Genjutsu Specialist This is done for two reasons, one, to keep the size of
might know a number of Shinobi who share his ideals. the Shinobi Handbook maintainable, and two, to make
Your class gives you a variety of special features, such updates easier and more manageable so that updating 1
as a Weapon Specialist’s mastery of weapons and armor,
jutsu doesn’t require checking over multiple different
and a Ninjutsu Specialists mastery of the Elements. At
books.
low levels, your class gives you only two or three
features, but as you advance in level you gain more and
CHAPTER 5: EQUIPMENT
he marketplace of a large city or village teems with

T 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
WEAPONS, ARMOR AND OTHER EQUIPMENT
As a general rule, undamaged weapons, armor, and other
equipment fetch half their cost when sold in a market.
steal from careless travelers), up and coming Used weapons and armor aren’t always in good enough
technologists, selling various scientific ninja tools, condition to sell, but can be kept and modified for
shinobi weaponsmiths and samurai armor smiths. In the personal use if you are or can find a Weaponsmith good
largest cities, almost anything imaginable is offered for enough to complete such a task.
sale, from exotic spices and luxurious clothing to
scientific ninja tools and cutting-edge vehicles. CHAKRA ENHANCED ITEMS
For a shinobi or samurai, the availability of armor, A Chakra Enhance item is an item that either is infused
weapons, and other adventuring gear is of paramount with either an Sealsmith’s Enhancement Seal or has a +1
importance, since proper equipment can mean the or higher bonus to either;
difference between life and death in a stronghold or the • Attack and Damage Rolls provided via an
untamed wilds. This chapter details the mundane and Enhancement Seal, A Clan or Class Feature, or a Jutsu.
exotic merchandise that shinobi commonly find useful • Armor Class provided via an Enhancement Seal, A Clan
in the face of the threats that the worlds of D&D present. or Class Feature, or a Jutsu.
V ARIANT : S TARTING W EALTH BY C LASS A weapon that gains any bonuses from Feats or
Fighting styles do not count as chakra enhanced in any
Class Funds way.

All 5d6 x 25 Ryo


GEMS, JEWELRY, AND VALUABLE
ARTIFACTS.
These items retain their full value in the marketplace,
and you can either trade them in for Ryo or use them as
WEALTH currency for other transactions. For exceptionally
valuable treasures, the GM might require you to find a
Wealth generally appears in the form of Ryo. The Land of
buyer in a large city or even another country.
Iron and Land of Moon each have their own mints, but in
most countries, Ryo is interchangeable. Other trade
goods, gemstones, artifacts, and property can reflect
your character’s financial well-being. Members of the
lower-class trade in goods, bartering for what they need
and paying taxes in raw materials. Members of the
nobility trade either in legal rights, such as the rights to
a mine, a port, or a company, or in high denomination
credits. Only merchants, adventurers, and those offering
professional services for hire commonly deal in ryo.

CURRENCY
Ryo comes in a variety of denominations: from a single
Ryo coin to paper bills with predefined values up to Solid
Ryo Bars worth an incredible value. While the Land of
Iron and Moon have their own currencies, in most
Countries they can be used interchangeably.
With ten ryo, a character can buy a day's worth of
food, some common clothing, a Bingo Book, or a glow
rod. A skilled (but not exceptional) artisan can earn 100
Ryo a day. A Genin can earn on average, up to 100 Ryo a
day with on D-Rank Missions. Ryo is the standard unit of
measure for wealth. When merchants discuss deals that
involve goods or services worth hundreds or thousands
of ryo, the transactions don’t usually involve the
exchange of individual bills. Rather, ryo is a standard
measure of value, and the actual exchange is in letters of
credit, or valuable goods.

SELLING TREASURES
Opportunities abound to find treasure, equipment,
weapons, armor, and more in the dungeons you explore.
Normally, you can sell your treasures and trinkets when
you return to a Village or other settlement, provided that
you can find buyers and merchants interested in your
loot.

24
ACTIVE INVENTORY BASIC SUPPLIES
In addition to inventory slots, you can freely carry a
The right gear at the right time can make all the
limited number of basic supplies. One ration pack, one
difference between life and death. But how do you keep
thermos, one wallet.
track of what your carrying? This section introduces
inventory Slots, object bulk, and new systems to help • Ration Case: Stores up to 1 week of basic food rations.
you manager your inventory. (All Credit goes to Giffy • Thermos: Holds enough liquid for 1 person, for 1 day.
Glyph for laying the groundwork for this system rework) • Wallet: Holds up to 10,000 Ryo in any denomination of
currency.
These three basic supply containers don’t occupy any
inventory slots, and by extension have no Bulk
associated with them. If you carry more copies of these
3, they would each occupy 1 bulk and cost 5 Ryo Each.
Although they don’t occupy any inventory slots, they can
still be affected by NPC’s and adversaries in some
fashion. (Stolen, damaged, destroyed, etc.) So do keep an
eye on them.

ENCUMBRANCE
If you find yourself carrying more than your inventory
capacity allows, you are encumbered. While you are
encumbered, you gain the following condition.

ENCUMBERED
• Your Speed is Halved.
• You have disadvantage on all checks, attack rolls and
saving throws, that use Strength, Dexterity, or
Constitution.

ARMOR
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.
YOUR INVENTORY The Armor table shows the cost and other properties
of the common types of armor worn in the Naruto World.
Your Inventory Capacity depends on your Strength

ARMOR PROFICIENCY
modifier. The stronger you are, the more Bulk you can
carry.
Anyone can put on a suit of armor. Only those proficient
But as your Active Inventory increases so too does
in the armor’s use know how to wear it effectively,
your characters overall Bulk. Your Characters bulk equals
however. Your class gives you proficiency with certain
the larger of either a) your minimum bulk or b) the total
types of armor. Wearing armor that you are proficient in
bulk of everything in your inventory.
grants you the armors, Armor Bonus, any potential
All Shinobi have a base of 10 Inventory Slots. This
Dexterity Bonus as well as half of your Proficiency Bonus
determined how many things you can carry. This
(Rounded down) to your AC Calculation. If you wear
includes, weapons, armor, tools, and other pieces of
armor that you lack proficiency with, you have
equipment.
disadvantage on any skill check, saving throw, or attack
A shinobi has two ways of increasing this Inventory
roll that involves Strength or Dexterity, and Ninjutsu,
limitation. The first way is to increase their Strength. A
Taijutsu, or Genjutsu Cast.
shinobi increases their base bulk limitation by 2 for
every +1 they have in their Strength Ability Modifier. (Ex.
Soren, is an Uzumaki Scout-Nin with a 14 Strength,
ARMOR BONUS
Armor protects its wearer from attacks. The armor you
giving him a +2 Modifier. His Base bulk and by extension
wear determines your Armor Bonus.
his base Inventory Slot is 14, 10 + 2 + 2).
AC is determined by 10 + Armor Bonus + Dexterity
The second way to increase your Inventory Slot
Modifier + Half Proficiency (Rounded Down).
capacity is to purchase Storage Tools such as a Shinobi
Backpack, or a Waist Pouch which each applies their own
bonuses to a wearers Inventory limits, assisting a
shinobi is bringing more to the table in terms of
equipment and ninja tools to get the job done.

25
ARMOR PROPERTIES REINFORCED
Armor with the Reinforced property gains Damage
BULKY reduction against Bludgeoning, Piercing and Slashing
Armor with the Bulky property grants disadvantage on damage. The DR value is listed with this property.
Stealth Checks.
THREATENING
BULWARK Armor with the Threatening property grants +2 bonus to
Armor with the Bulwark property gains a +2 bonus to Intimidation checks.
Saving throws and checks made to resist being moved
against your will. LIGHT ARMOR
Made from flexible and thin materials, light armor favors
CAMOUFLAGE agile adventurers since it offers some protection without
Armor with the Camouflage property grants a +2 bonus
sacrificing mobility. If you wear light armor, you can add
to Stealth checks at Night.
your Dexterity mod up to a maximum of +7, to determine

FASHIONABLE
your Armor Class with no limits.

Armor with the Fashionable property grants +2 bonus to


Persuasion checks against non-hostile creatures.
MEDIUM ARMOR
Medium armor offers more protection than light armor,
FORTIFIED but it also impairs movement more. If you wear medium
Armor with the Fortified property treats the first critical armor, you add your Dexterity modifier, to a maximum
hit against you per rest as a normal hit. detailed in the Dex bonus column, to the Armor Bonus of
the Armor You are wearing.
HEAVYWEIGHT
Armor with the Heavyweight property have a Strength HEAVY ARMOR
Ability score requirement. The Strength requirement is
Of all the armor categories, heavy armor offers the best
listed with this property.
protection. These suits of armor cover most of, if not the
HIGH QUALITY entire body and are designed to stop a wide range of
Armor with the High Quality property gains +1 Seal Slots attacks. Only proficient warriors can manage their weight
for Armor Seals. and bulk. Heavy armor doesn’t let you add your Dexterity
modifier to your Armor Class.
LIGHTWEIGHT
Armor with the Lightweight property reduces its Bulk by
half.

26
GETTING INTO AND OUT OF ARMOR CRITICAL
Weapons with the Critical Property gain a +1 bonus to
The time it takes to don or doff armor depends on the
Critical Threat range when making weapon attacks for
armor’s category.
each Rank of Critical it has when you attack with it. (Max.
Don. This is the time it takes to put on armor. You
+3) This Bonus can only be applied once, even if dual
benefit from the armor’s Armor Bonus only if you take
wielding and thus, does not stack.
the full time to don a suit of armor.
Doff. This is the time it takes to take off armor. If you
DEADLY
have help, reduce this time by half. Weapons with the Deadly Property adds +1 additional

DONNING AND DOFFING ARMOR


damage die on a critical hit, with a weapon attack for
each Rank of Deadly it has when you attack with it, once
Light Armor: 1 Minute to Don or Doff
per turn. (Max. 3)
Medium Armor: 5 Minutes to Don, 1 Minute to Doff
Heavy Armor: 10 Minutes to Don, 5 Minutes to Doff
EVOCATION
WEAPONS
This property is exclusive to Combat Scrolls. When you
first gain a weapon with this property, select one
Your class grants proficiency in certain weapons, Ninjutsu, Genjutsu or Weapon you have access to that
reflecting both the class’s focus and the tools you are deals damage. You seal an echo of that Jutsu or weapon
most likely to use. Whether you favor a Katana or a into this weapon as this [Weapons Damage] type becomes
Shuriken, your weapon and your ability to wield it the damage type of the Jutsu or Weapon echo you sealed,
effectively can mean the difference between life and but does not add your ability modifier to damage rolls and
death while adventuring and on Missions. The Weapons you can make no more than 1 attack with this weapon
tables show the most common weapons used in the when you take the attack action.
world of Naruto, their price and the damage they deal If you sealed a Ninjutsu Echo, you make attacks using
when they hit, and any special properties they possess. your Ninjutsu attack bonus. If you sealed a Genjutsu
Every weapon is classified as a Simple Melee Weapon, Echo, you make attacks using your Genjutsu Attack
Simple Ranged Weapon, Martial Melee Weapon, Martial bonus. If you sealed a Weapon, you make attacks using
Ranged Weapon. A Melee Weapon is used to attack a your Taijutsu attack bonus.
target within 5 feet of you, whereas a Ranged Weapon is At character levels 5, 11 and 17, increase the damage
used to attack a target at a distance. this weapon uses by +1 damage die (2dX/3dX/4dX).
This weapon cannot be used as a component for any
jutsu except specifically for jutsu that calls for either
WEAPON PROFICIENCY Weapon Scrolls or Blank Scrolls.

Your Clan, class, and feats can grant you proficiency with
DISARM
certain weapons or categories of weapons. The two
Weapons with the Disarm property can, in place of one
categories are simple, martial. Most people can use
weapon attack, allow its wielder to attempt to Disarm a
simple weapons, which are commonly seen in the hands
target creature. Make a Disarm attempt.
of the unspecialized, with proficiency. Martial weapons,
including Katana’s, Tonfa & Chakrams require more FINESSE
specialized training to use effectively. Proficiency with a When making a weapon attack with a finesse weapon, you
weapon allows you to add your proficiency bonus to the use your choice of your Strength or Dexterity modifier for the
attack roll for any attack you make with that weapon. If attack and damage rolls. You must use the same modifier for
you make an attack roll using a weapon with which you both rolls.
lack proficiency, you do not add your proficiency bonus
to the attack roll. GRAPPLE
Weapons with the Grapple property can, in
WEAPON PROPERTIES place of one weapon attack, allow its wielder
to attempt to Grapple a target creature.
Many weapons have special properties related to their
use, as shown in the Weapons table. Make a Grapple attempt.

AMMUNITION HEAVY
You can use a weapon that has the ammunition property A creature must have a Strength score of
to make a ranged attack only if you have ammunition to 16 or higher when using this weapon. If
fire from the weapon. Each time you attack with the not, they make attacks at Disadvantage
weapon, you roll your ammunition die. If you use a while wielding this weapon. Creatures
Ranged weapon that has the ammunition property to add half of their Strength modifier to
make a melee attack, you treat the weapon as an this [Weapons Damage] rolls.
improvised weapon (see “Improvised Weapons” later in
the section). HIDDEN
You have advantage on Dexterity
BLOCKING (Sleight of Hand) checks made to conceal
Weapons with the Blocking Property allows you to fight a hidden weapon.
both defensively and offensively. While equipped,
increase your AC by +1. This bonus can only be applied
once. If this weapon property is applied to a weapon with
the Unarmed weapon property, you do not gain this
benefit if using another weapon.

27
LETHAL UNARMED
Weapons with the Lethal property increases its damage This weapon is equipped to both hands & cannot be
die by +1, against a surprised creature or a creature that disarmed. It cannot prevent you from benefiting from a
cannot see its attacker, for each rank of Lethal it has when Taijutsu Stance. While wielding it, you can still use Hand
you attack with it, once per turn. This property can stack Seals (HS), Chakra Seals (CS) and wield a separate weapon
on a single weapon no more than 5 time. (Ex. Lethal 2 entirely. Seals this weapon has do not apply to other
adds +2 damage die) weapons. It uses your [Unarmed Damage] as its base
damage otherwise use its listed damage die.
LIGHT Jutsu, features & traits that would provide bonuses or
A light weapon is smaller and easy to handle, making it ideal penalties to Weapon attacks also count for your Unarmed
for use when fighting with two weapons. Once per turn, while Attacks while using this weapon. It can also be used to
wielding two weapons with this property, when you make an cast both Taijutsu & Bukijutsu. For Bukijutsu, your
attack with a weapon in one hand as part of the Attack action, [Unarmed Damage] is your Weapon damage. If you roll
you can make a second attack using the other weapon with more than 1 dice as part of your unarmed damage, you
this property, as part of that same attack made. must roll only 1 when calculating your weapon damage.

LOADING VERSATILE
A limited number of shots can be made with a weapon that This weapon can be used with one or two hands. A damage
has the Loading property. A character must then reload it value in parentheses appears with the property-the
using its Use an Object. You must have one free hand to reload. damage when the weapon is used with two hands to make a
melee attack.
MULTIATTACK
A weapon with the Multiattack property can also be used to VOLATILE
attack as a bonus action. You cannot add your ability Weapons with the Volatile property are dangerous and
modifier or any bonus to damage rolls only using your unwieldy. You cannot add your ability modifier to damage
weapons or [Unarmed Damage] die, unmodified by rolls using these weapons. Additionally, if your d20 result on
jutsu, feats or features. a weapon attack is equal to or less than the Volatile rank, the
weapon backfires dealing the [Weapons Damage] to you. If
RANGE the damage die of this weapon would be increased in count
A weapon that can be used to make a ranged attack has a or increase in size, the Volatile value increased by +4.
range shown in parentheses after the ammunition or thrown
property. The range lists two numbers. The first is the WINDING
weapon’s normal range in feet, and the second indicates the Weapons with the Winding property can be wound up to
weapon’s maximum range. When attacking a target beyond store energy before unleashing it in one blow. In place of a
normal range, you have disadvantage on the attack roll. You weapon attack, you can choose to wind up your weapon. If
can’t attack a target beyond the weapon’s long range. you do, the next weapon attack you make with this weapon
has advantage.
REACH
This weapon adds 5 feet to your reach for each Rank of Reach FLEXIBLE
it has when you attack with it. (Ex. Reach 1 adds 5 Feet of Weapons with the Flexible property are capable of doing
range to the weapon) more than others. A Weapon that is flexible will have a
damage type associated with it (Ex. Flexible (Bludgeoning)).
RETURNING This means that this weapon can also deal that damage type
If a weapon has the Returning property, you can, after and qualify for abilities, Jutsu and features that rely on that
throwing the weapon to make a ranged attack call it back to damage type, but its damage die is 1 step lower, down to a
you if it was thrown less than 30 feet from you. You must minimum of a d4. You decide on the damage type when you
have one hand free to catch it. roll damage with this weapon.

THROWN SPECIAL (BATTLE WIRE)


If a weapon has the thrown property, you can throw the The Battle wire has a unique trait, allowing it to be used in
weapon to make a ranged attack using your Strength instead conjunction with Kunai & Shuriken. When you have both a
of Dexterity for Attack and Damage rolls. Kunai or Shuriken equipped alongside the Battle Wire, you
can spend your Action to perform one of the following
TACTICAL special actions; Trap’s set by these special actions can only
Once per turn, weapons with the Tactical property deals be seen with a successful Search action vs a DC 15.
+1 additional damage to a target for each rank of any Trip Trap. Discreetly set a trip wire trap by throwing your
Physical condition the target has. (Ex. A creature with Kunai/Shuriken with wire attached. Select a 10-foot space
Bruised 3 and Bleed 2, takes +5 additional damage). within 30 feet of you. If a creature enters or moves through
this space, this trap is sprung, causing the target to fall
TRIP prone. Once the trap is set, you cannot move further than 30
Weapons with the Trip property can, in place of one weapon
feet away from this chosen space or the trap is disabled.
attack, allow its wielder to attempt to Trip or push a target
Explosive Wire Field. For this trap, use the mechanics of
creature. Make a Trip or Shove attempt. On a success deal
the Trip Trap except, you spend 1 Explosive tool of your
your [Weapons Damage].
choice and when a creature triggers this trap, the explosive

TWO-HANDED tool detonates forcing the creature to make their save at


disadvantage.
This weapon requires two hands to use.

28
IMPROVISED WEAPON
Sometimes characters don’t have their weapons and have REPLENISHING AMMUNITION
to attack with whatever is close at hand. An improvised To increase your ammunition die, you can recover ammo
weapon includes any object you can wield in one or two from the environment or buy additional ammunition.
hands, such as broken glass, a table leg, a frying pan, a • Buying ammunition gives you a full D8 Ammunition
wagon wheel, or a dead enemy. In many cases, an die.
improvised weapon is similar to an actual weapon and can • If you choose to recover ammo from the environment
be treated as such. At the GM’s discretion, a character you increase your ammunition die by one step.
proficient with a weapon can use a similar object as if it
were that weapon and use his or her proficiency bonus. Ammunition Bulk Cost

AMMUNITION DIE
Arrows (1 Stack) 2 25 Ryo
Blowgun Needles (1 Stack) 1 10 Ryo
Instead of tracking each individual Kunai, Shuriken, arrow,
Crossbow Bolts (1 Stack) 2 25 Ryo
bolts etc. you take a D8- this is your Ammunition die. Roll it
whenever you use a weapon or a Jutsu with a weapon, with Kunai (1 Stack) 2 10 Ryo
the ammunition trait: if you roll a 1 or a 2, the die gets one Senbon Needles (1 Stack) 1 15 Ryo
size smaller. If you’re down to one piece of ammunition
Shuriken (1 Stack) 2 10 Ryo
and you use it, that’s it-it’s all gone! Remove it from your
inventory. (This only counts for ranged attacks, not melee) Matchlock Ammo (1 Stack) 2 50 Ryo
Hiya Taihou Ammo (1 Stack) 2 100 Ryo

29
30
E XOTIC M ELEE W EAPONS
Weapons Cost Damage Damage Type Weapon Properties Weapon Group Bulk
Sansetsukon
100 Ryo 1d10 Bludgeoning Reach 1, Disarm, Trip, Two-Handed, Finesse, Winding Power 2
(3-Section Staff)
Triple-Bladed Scythe 100 Ryo 1d12 Slashing Reach 2, Deadly 2, Two-Handed, Winding Polearm 2
Cleaver Sword 100 Ryo 1d8 Slashing Finesse, Critical, Deadly Blade 2
Triple Katar 100 Ryo 1d6 Piercing Unarmed, Light, Blocking, Hidden Blade 2
Urumi 100 Ryo 1d8 Slashing Reach 1, Finesse, Disarm, Trip, Grapple, Winding Blade 2
Chokuto 20 Ryo 1d8 Slashing/Piercing Finesse, Critical, Lethal 2 Blade 3

E XOTIC R ANGED W EAPONS


Weapons Cost Damage Damage Type Weapon Properties Weapon Group Bulk
Matchlock Pistol 200 Ryo 3d6 Piercing Range (15/60), Light, Loading, ammunition, Volatile 3 Ammunition 2
Matchlock Rifle 250 Ryo 3d8 Piercing Range (60/150), Loading, Two-Handed, ammunition, Volatile 4. Ammunition 2
Hiya Taihou 500 Ryo 6d6 Fire Range (60/150), Loading, Two-Handed ammunition, Volatile 5 Ammunition 3
Combat Scroll 250 Ryo 1d8 Variable Range (30/90), Evocation - 1
Giant Combat Scroll 500 Ryo 1d12 Variable Range (60/180), Evocation, Two-Handed - 3
Ballistic Kunai Gun 300 Ryo 3d6 Piercing Range (30/60), Loading, ammunition, multiattack, Volatile 3 Ammunition 2
Ballistic Shuriken Rifle 500 Ryo 3d8 Slashing Range (120), Loading, Two-Handed, ammunition, multiattack, Ammunition 3
Volatile 5

31
ADVENTURING GEAR CLOTHING
Common clothing made through basic tailoring. Most
This section describes the items that have special rules or
sets of clothing are considered Commoners clothes, but
require further explanation.
can be broken up into different categories based on the

EQUIPMENT PACKS quality of said clothing. While still counting as


unarmored for the purpose as calculating AC, better
The starting equipment you get from your background quality clothing can provide benefits based on those
includes a collection of useful Shinobi gear, put together in being interacted with, while wearing such clothes. 1 Bulk
a pack. The contents of these packs are listed here. If you
are buying your starting equipment, you can purchase a C LOTHING
pack for the price shown, which might be cheaper than
Quality Benefit(s) Cost
buying the items individually. All Packs all contents are
sealed inside of an Item scroll, which has a Bulk of 1. Ordinary - 5 Ryo
(Items within an equipment pack that do not have a Fine +1d4 Bonus to Charisma Checks with someone 200 Ryo
description, or mechanical use in or out of combat and seem to living a Comfortable or lesser lifestyle
be primarily used for Roleplay, have no bulk. (Ex. Books,
High-Fashion +1d8 Bonus to Charisma checks with someone 500 Ryo
Writing Utensils.)
who is living a Wealthy or Unprecedented
CAPTAIN’S PACK lifestyle.
Cost: 400 Ryo. Winter Advantage on all checks or saving throws as a 100 Ryo
Contents: 1 Toolkit (pick one), Commoner’s clothes, an result of a cold environment
empty book, writing utensils, 7 days of field rations, a
compass, Shinobi leg pouch and a thermos. COMPASS
When used, so long as the user is not underground or in
EXPLORER’S PACK an extremely elevated location relative to sea level, they
Costs: 400 Ryo. gain a +2 bonus to Survival checks made to navigate. 0
Contents: 1 bedroll, 5 glow rods, 5 heating pads, 1 Radio Bulk.
Link, Commoner’s clothes, 7 days of field rations, a
Shinobi Backpack, and 50 feet of rope sealed inside a scroll. GLOW RODS
A small stick the side of a mechanical pen or pencil.
INFILTRATOR’S PACK When bent, it snaps and gives off a soft neon green light.
Costs: 700 Ryo. The glow rod creates 20 feet of bright light and an
Contents: 1 Hacker or Security Kit (Pick one), 1 Blank additional 10 feet of Dim light. 0 bulk.
Keycards, 1 Blank Data Scroll, Shinobi Waist Bag.
GRAPPLING HOOK
CRAFTER’S PACK You can throw a grappling hook with a rope tied to it to
Costs: 500 Ryo. make a climb easier, when wall walking is out of the
Contents: 3 Toolkits (Pick three). question. To anchor a grappling hook, make a Strength
or Dexterity (Survival) check vs the anchors DC, which is
TRAVELER’S PACK based on the target anchoring condition. On a success,
Costs: 200 Ryo. your hook has a firm hold, but if you fail by 5 or more,
Contents: Commoner’s clothes, Shinobi waist bag, shinobi the hook seems like it will hold but actually falls when
belt pouch, Shinobi leg pouch, 1 bedroll, 2 glow rods, 1 you're partway up. 1 Bulk.
blank map scroll.
G RAPPLING H OOK DC’ S
MUNDANE EQUIPMENT DC Anchoring Condition(s)
Non-Standard equipment. Unless otherwise specified, 15 Complete 90-degree angle with a clear and obvious
these items cost 100 Ryo. anchoring point.

BEDROLL 20 Slightly awkward conditions such as heavy winds, rain or


Allows a creature to gain the benefits of a Short or long rest
awkward anchoring points.
while not indoors or within a comfortable environment. 2 25 Very awkward conditions such Dim light, rain, lightly
Bulk. obscured vision, or uneven anchoring points.

CALTROPS 30 Extremely difficult conditions such as Darkness, unfixed


These four-pronged metal spikes can cause damage to a anchoring points.
creature's feet. You can scatter caltrops in an adjacent
space, with a bonus action. The first creature that moves HEATING PAD
into that square must succeed at a DC 15 acrobatics check Small handheld pad that when activated warms up and
or take 1d4 piercing damage and gain 1 rank of bleed. A maintains a comfortable temperature for no more than 1
creature who has gained the bleeding condition from hour. While active, this grants its holder resistance to
caltrops takes a 5-foot penalty to its Speed. Spending an cold damage a result of a hostile environment, and
action to pluck the caltrops free removes the speed penalty, immunity to the Chilled condition, as a result of a hostile
but not the bleeding condition. Once a creature takes environment. Once a heating pad has been used, it is
damage from caltrops, enough caltrops are ruined that spent, and cannot be reused. 0 Bulk.
other creatures moving into the same space are safe.
Deployed caltrops can be salvaged and reused if no
creatures took damage from them. 1 Bulk.

32
L OCK ( S )
Lock Quality Lockpick DC Lockpick Duration Failed Attempts HP Multiplier Cost
Poor 10 1 Round 5 1x 1 Ryo
Simple 15 1d4 Rounds 5 2x 10 Ryo
Average 20 1 Minute 3 4x 50 Ryo
Greater 25 5 Minutes 3 6x 200 Ryo
Superior 30 10 Minutes 2 10x 1000 Ryo
Supreme 35 1 Hour 1 15x 5000 Ryo

LOCK Save and Notice/Disable DC of the trap by +2. If a creature


A mundane but extremely common accessory which is beats the Build DC by 5 or more, the Trap’s Save DC is
employed all across the ninja world for mechanical and increased by +1 and the Notice/Disable DC is increased by
most standard non-electronic doors or latches. All locks are +2, for every 5 the creature beat the Build DC by.
made of Steel or Iron and have an AC of 20 with a number of Additionally for every Rank, beyond D-Rank a trap is,
hit points equal to 15 x their Quality multiplier. All locks it’s damage, if any is increased by +2 damage die.
regardless of quality requires a Security Kit to pick and all These trap’s requires an active Wisdom (Perception) or
has its own lockpick DC, number of allowable failed Intelligence (Investigation) check vs its Notice DC to be
attempts before the lock jams and breaks, and total time noticed. If a trap is noticed prior to it being triggered,
needed to complete the process. All locks require a total of 5 then a creature with the appropriate Toolkit can attempt
checks using the Security Kit to complete the challenge to disable it so long as they are within 5 feet of the
(This only spends one use of the Kit). Unlike most other triggering area. On a failed check, the trap triggers
ability challenges, a creature only fails if they fail to meet anyway.
the Lockpick DC a number of times equal to the Failed Finally, the constructor of a Trap can make a trap either
attempts column on the Lock(s) table. If a lock is broken or a Snare or Trigger based trap. A snare-based trap is a trap
destroyed, depending on the type of lock broken or that has a set trigger and cannot be activated manually
destroyed it may permanently seal or prevent normal entry except by an unsuccessful Disable attempt. A trigger-
into the container or area the lock was used to seal. based trap is a trap that can only be manually or remotely
activated by its maker or whomever they designate as a
TRAP’S triggering creature.
A Hazard or Item that is constructed or developed to hinder Alarming Trap. You create an alarm snare by rigging
creatures who encounter it. Trap’s can only be made with a one or more noisy objects to a trip wire, pressure plate or
Toolkit listed in the following chart. Additionally, all Trap’s manual trigger. When you create an alarm snare, you
have Rank based variants that increases its difficulty and designate a range between 100 to 500 feet at which it can
risk associated with it. be heard. When a Small or larger creature enters the
All trap’s requires proficiency in both the Toolkit required square, the snare makes a noise loud enough that it can be
and the Crafting skill to even attempt to make a trap. heard by all creatures in the range you designated.
All trap’s requires an Intelligence (Toolkit) or Intelligence Deadfall Trap. A weight-sensitive plate buried
(Crafting) check, while maintaining access to the listed underneath sand or a sensitive wire holding a boulder,
Toolkit for the duration to create. Attempting to create a large tree or some other Large object over a cliff ledge,
trap costs 1 charge of a Trappers Kit or its listed Toolkit. A causing it to fall on targets within 45 feet of the target
Trappers kit can be used to create all listed Trap’s, but space. Select a 15-foot cube shaped space as the trigger
unless specified cannot be used to disable all listed trap’s. A space, if this trap is set to a trigger. Next select a 15-foot
Security kit can be used to Disable all listed trap’s, but wide, 60-foot line that this trap affects. All ranges and
cannot be used to create a trap. spaces must be selected prior to the activation of this trap.
All Trap’s begin at D-Rank and increases in stature by 1 All creatures in the lines range must make a Saving throw,
degree every rank up until S-Rank. For every Rank a builder taking 2d10 + (5 times Rank) bludgeoning damage, or half
would attempt to increase a Trap’s Rank by, they increase as much on a success.
the DC required to build the trap (Build DC) by +4 and the

M UNDANE T RAP ’S
Notice/
Trap Build DC Save DC Disable DC Vs Ability Score Time to build Toolkit Req To Create/Disable
Alarming Trap 15 12 14 Dexterity 10 Minutes Trappers Kit
Deadfall Trap 15 14 16 Dexterity 10 Minutes Trappers Kit
Drowning Pit Trap 15 15 17 Dexterity 10 Hours Trappers Kit
Explosive Trap 15 12 14 Dexterity 10 Minutes Demolitions Kit + 2 Paper Bombs
Flashing Trap 15 13 15 Constitution 1 Minutes Demolitions Kit + 2 Flash Tags
Hidden Pit Trap 15 15 17 Dexterity 1 Hour Trappers Kit
Poisonous Lock 15 13 15 Constitution 1 Hour Poison Kit
Poisonous Trap 15 12 14 Dexterity 10 Minutes Poison Kit + Poison Gas Tags
Restraining Trap 15 14 16 Strength 10 Minutes Trappers Kit + Battle Wire
Shocking Trap 15 14 16 Constitution 10 Minutes Hackers Kit + 2 Shock Bombs
Weapon Trap 15 14 16 Dexterity 1 Minutes Trappers Kit + 1 Weapon Scroll
Yellow Mold 15 18 20 Constitution 10 Hours Cooking Kit
33
Drowning Pit Trap. A trapdoor covers a 10-foot- restrained for the next minute. Creatures restrained or
square pit that’s 30 feet deep and has 5 feet of water at grappled in this way, remakes this save at the end of
the bottom. Four water spouts in the walls connect to each of their turns ending effects on a pass.
hidden water tanks. Each water spout extends out of a Shocking Trap. You create an explosive trap that
different wall, 6 inches from the top of the pit. A creature utilizes multiple Shock Bombs of the same type that all
who walks onto the trap door triggers this trap. The explodes with a creature enters the trap’s space ,
triggering creature falls into the pit and takes falling or when the trap is manually triggered. This trap is set
damage. A creature can attempt to make their saving on a 5-foot space. All creatures within 10 feet of this trap
throw to avoid falling in on a success. Regardless the when it is triggered makes its saving throw taking 8d6
trapdoor then immediately closes shut, and this trap lighting damage on a failed save or half as much on a
rolls Initiative using a +10 bonus. As an action and Bonus success. A creature who fails their saving throw by 5 or
action the trap fills the pit with 5 feet of water for each more, takes double damage.
action spent. This trap loses its bonus action when 2 of Weapon Trap. You create a trap that utilizes multiple
the water spouts are disabled, and its Action when all 4 small weapons (Kunai, Shuriken, Senbon etc.) that all fire
of the water spouts are disabled. If the pit would fill with overwhelming the target space when a creature enters
water up to the top (30 feet), the trap stops filling with the trap’s square, or when the trap is manually triggered.
water, and the creature inside begins drowning. This This trap is set on a 5-foot space. All creatures within 15
trap can be reset by reengaging the door and refilling the feet of this trap when it is triggered makes its saving
water tanks. throw taking 9d4 Slashing or Piercing damage (Pick one)
Explosive Trap. You create an explosive trap that on a failed save or half as much on a success. A creature
utilizes multiple Paper bombs of the same type that all who fails their saving throw by 5 or more, takes double
explodes with a creature enters the trap’s square, or damage and gains 2 ranks of bleeding.
when the trap is manually triggered. This trap is set on a Yellow Mold. You cultivate a poisonous spore of mold
5-foot space. All creatures within 10 feet of this trap that assaults nearby creatures. This trap is triggered
when it is triggered makes its saving throw taking 8d4 when a creature moves into the molds space, damages,
fire damage on a failed save or half as much on a success. or fails to disable the mold. When the trap is triggered,
A creature who fails their saving throw by 5 or more, all creatures within 10 feet are exposed to the mold. They
takes double damage. must make a Saving throw every turn for the next
Flashing Trap. You create an explosive trap that minute. Each failed save inflicts them with 1 rank of the
utilizes multiple Flash Tags of the same type that all envenomed condition, which persists for 24 Hours.
explodes with a creature enters the trap’s square, or
when the trap is manually triggered. This trap is set on a
5-foot space. All creatures within 10 feet of this trap
when it is triggered makes its saving throw being
blinded for 2d4 rounds on a failed save or half as much
on a success. A creature who fails their saving throw by 5
or more, is blinded and dazed for 1 minute.
Hidden Pit Trap. A trapdoor covers a 10-foot-square
pit that’s 30 feet deep and has 5 feet of water at the
bottom. A creature who walks onto the trap door triggers
this trap. The triggering creature falls into the pit and
takes falling damage. A creature can attempt to make
their saving throw to avoid falling in on a success. This
trap can be reset by reengaging the door.
Poisonous Lock. You create a spring-loaded lock with
an Envenomed spine near the keyhole. Breaking this lock
does not disengage the poison spine. A creature that
attempts to unlock or pick this lock without the correct
key triggers this trap. When this trap is triggered, the
triggering creature is stabbed with the Envenomed spine
forcing them to make a saving throw. On a failed save
they are Envenomed for 1 hour. A creature who fails their
saving throw by 5 or more, instead gains 3 ranks of
envenomed.
Poisonous Trap. You create an explosive trap that
utilizes multiple Poison Tags of the same type that all
explodes when a creature enters the trap’s square, or
when the trap is manually triggered. This trap is set on a
5-foot space. When triggered, all creatures within 10 feet
of this trap makes a saving throw being Envenomed for
on a failed save or half as much on a success.
Restraining Trap. You create a trap made to capture
creatures who enter the trap’s space. This trap is set on a
5-foot space. All creatures within 10 feet of this trap
when it is triggered makes its saving throw being
grappled and restrained on a failed save. A creature who
fails their saving throw by 5 or more, is stunned until the
end of their next turn, and afterwards grappled and

34
COMMUNICATION TOOLS RADIO TRACE DEVICE
A Radio Trace device is a worn gadget that can be used to
RADIO LINK trace a Radio transmission back to its source. It vibrates
Radio Links are standard handheld communication more and more, the closer it gets to the source of a radio
devices, fitted with microphones and receivers. A transmission.
standard, personal radio link has a range of up to 1 mile,
but is reduced by up to half in dense, urban areas or DATA RECORDING, SECURITY AND
areas of high-level interference. STORAGE TOOLS
RADIO JAMMERS NINJA-NET
A radio jammer is a device used to scramble The Ninja Net is a new phenomenon within the world of
communications. A radio jammer can block Naruto, while it may not be wholly canonical for the
transmissions from communications devices in a 1-mile purpose of this conversion and system, it is a relatively
radius. new and novel technology.
The Ninja-Net, while new is not something that is
RADIO LINK (WORN) shared evenly or even distributed freely throughout the
A Worn Radio link can be installed into clothing, armor,
Ninja world. Ninja net as a concept is basically a
or worn independently. It Functions as a hands-free
collection of data servers that share and communicate
Radio link.
information over communication systems such as phone

VIDEO CHAT DEVICE


lines or wireless systems such as Bluetooth or radio
links.
A Video Chat Device is a communications unit that
For the most part the Ninja-Net has become a global
utilizes the Ninja Net. It enables users to send and
commodity, allowing civilians to purchase food on the
receive Video messages through Video based
net and have it picked up and delivered all without
transmission networks live in real time. Usually requires
leaving their homes. It also gave birth to a set of new
the infrastructure of a Village or City to be reliable.
potential threats to a village, something called Hackers.
Hacking has become a new school of focus for Shinobi to
excel in, learning how to breach an enemy system and
C OMMUNICATION & D ATA R ECORDING T OOLS take control, all the while maintain complete anonymity.
Item Bulk Cost Throughout most of the Ninja world the Ninja net is
unique to each country and is broken down into three
Radio Link 0 50 Ryo
categories: Regional, National, Militarized. The
Radio Jammer 1 500 Ryo breakdown of these three are as follows;
Radio Link (Worn) 0 150 Ryo Regional. Regional Ninja-Net systems are usually
hosts to basic webpages, chat rooms and message boards
Video Chat Device 1 350 Ryo
that primarily connect villagers to one another over
Radio Tracing Device 2 1500 Ryo relatively long distances of up to 50 Miles. Most Regional
Key Cards 1 100 Ryo Ninja-Net systems are powered by newer and more
technologically powerful companies and organizations
Recording Scrolls 1 250 Ryo
which strive to get their products out to the public via a
Data Scrolls 2 500 Ryo new sensation called Ads. Most of these systems are
Data Server Scrolls 3 - protected by D and C-Rank security systems.
National. National Ninja-Net systems are more
advanced and far more pretty to look at. With national
35
design standards enforced across each nation KEYCARDS
individually, this is the network that most politicians, Keycards are small plastic cards about the size of playing
including the Kage, use to communicate with other cards, that contain coded information about their
Countries National Ninja-Net systems. National Systems bearers and grant them access to secure areas. All
are normally limited to the country they are housed keycards are assigned to a certain Data Server, which
under and have to go through dozens of security holds all records and access levels of a certain Keycard.
clearance checks prior to even opening a video call with Most new era businesses, buildings or technologies
someone else in another country. While these systems require Keycard access instead of Lock and Key access. A
are used for international communication, these Shinobi with a Blank keycard and a Hackers Kit could
systems don’t normally hold critical information on it potentially fake (or spoof) the correct access credentials
directly, but the security systems in place normally to access a previously inaccessible area.
range into the B and A-Rank levels.
Militarized. The Militarized Ninja-Net are highly RECORDING SCROLLS
advanced systems that keep the entirety of a countries A Recording Scroll is a single scroll designed to capture
militaries connected. These systems are the ones that and store both audio and visual information fed to it
can spell doom for a squad of shinobi who finds within 15 feet. The information is transcribed in plain
themselves in enemy territory. These systems, unlike text in the language of the owner’s choice, and can store
the previous two can be spread worldwide and localized up to 2000 Words or 5 minutes of Audio.
at the drop of a hat. Most of these systems are running
due to secretly installed Data Server Scrolls, server DATA SCROLLS
terminals that create highly efficient networks that can A Data Scroll is a single scroll with an input port that can
allow a Shinobi in the Land of Water to communicate be plugged into an electronic device such as a computer
with their commanders in the Land of Earth almost and works exactly like a flash drive. It stores data and
instantaneously. These systems are mission critical to can also transmit data. When opened can also view
keep online and usually hold the breath of a countries stored data as still images and/or plain text.
Secrets, but due to such importance they are usually
protected by a series of different S-Rank security DATA SERVER SCROLLS
measures. A Data Server Scroll is a Large Scroll standing around 5
Ninja-Net Security. The Ninja net for all of its luster is Feet Long and 3 Feet Thick. These scrolls store massive
still an exploitable system when challenged by the right amounts of information and act as Servers and
tools. That’s why most Ninja-Net systems are designed Databases in most modern Cities and Villages, holding
with security systems to protect it, its users, and the files massive amounts of information and as the basis of the
that live on its network. When a foreign entity is able to Ninja-Net. (A new network of interconnected data
gain access to a network it usually spells doom for that centers.) Still new and growing but a technology that is
system and any secrets on it. So counter hackers or being rapidly adopted by the Ninja world as a whole.
security systems are used to find, punish and eject such
entities. While a creature is on a network it is not
supposed to be on, for every 10 minutes it remains it
must make a Check using whatever means it used to gain
access to the system vs a Counter Hack DC located on the
Ninja Net System Table. On a failed check they gain a -2
Penalty to all subsequent checks. After 3 failed Counter
Hack checks, they are ejected from the system for the
next 24 Hours and their physical location becomes
known to the system owners.

N INJA -N ET S YSTEM R ANK ( S )


Security Counter Max # of
Item DC Hack DC Trap’s Maximum Range
D-Rank 14 14 1 25 Miles
C-Rank 18 18 2 50 Miles
B-Rank 22 22 3 100 Miles
A-Rank 26 26 4 250 Miles
S-Rank 30 30 5 500 Miles

36
EXPLOSIVE TOOLS PAPER BOMBS
Paper Bombs are cheap, low-damage bombs used mainly
BREACHING TAG by Shinobi personnel, mercenaries, bounty hunters, and
A Ninja Tag used to blow holes in larger structures, a adventurers. Explosive Tags can be set to detonate on
breaching Tag creates a devastating explosion. impact or set with a timer that lasts several seconds before
Installing a breaching Tag takes 1 minute. The tag can detonating. Explosive Tags have a thrown range of 30 feet.
be set with a 6-second timer, or detonated remotely As an action, you can throw an Explosive Tag at a point you
using a remote detonator seal within 250 Feet of the set can see within range. Each creature within 10 feet must
Tag. This item is 1 Bulk make a Dexterity saving throw taking the listed damage on
Once detonated, the breaching charge explodes, a failed save, or half as much as on a successful one. This
damaging the section of wall up its attached, up to 10 item is 1 Bulk
feet wide, 10 feet tall, and 5 feet thick. Each creature Paper bombs can be affixed to Kunai. When they are the
within 20 feet must make a Dexterity saving throw range of the Paper bomb becomes wholly reliant on the
taking the listed damage on a failed save, or half as kunai itself. When affixed. The next time the affixed Kunai
much on a successful one. A construct makes this save would deal damage to a creature, the paper bomb explodes.
with disadvantage. If the breaching charge is installed A creature who took damage from the kunai prior to it
on the construct, it automatically fails the saving throw detonating makes their saving throw at disadvantage.
and takes the maximum possible damage. Paper bombs can also be secretly affixed to another
Finally, all constructs and structures take triple creature, primed and ready to detonate. In order to do this,
damage from this item. make a Dexterity (Sleight of hand) check vs the targets AC
or Passive Perception whichever is higher. On a success the
V ARIANT : B REACHING T AG paper bomb is attached to them and can be detonated as a
bonus action. On a failure it is not affixed to them. If you
Item Save DC Damage Cost
are in combat and the target is aware of you, you must
Breaching Tag 15 3d6 Fire/3d6 Blud. 100 Ryo make this Sleight of hand check at disadvantage vs the
Greater Breaching Tag 17 5d6 Fire/5d6 Blud. 250 Ryo targets AC.
Superior Breaching Tag 19 7d6 Fire/7d6 Blud. 500 Ryo V ARIANT : PAPER B OMBS
Supreme Breaching Tag 21 9d6 Fire/9d6 Blud. 1000 Ryo Item Save DC Damage Cost

CHILI PEPPER BOMB


Paper Bombs 13 5d4 Fire 25 Ryo
A small sphere the size of a golf ball that when thrown Greater Paper Bombs 16 8d4 Fire 150 Ryo
against a solid surface, explodes into a Thick red mist Superior Paper Bombs 19 11d4 Fire 500 Ryo
up to 10 feet high and 5 feet wide before dissipating
Supreme Paper Bombs 22 14d4 Fire 750 Ryo
within 1 minute. When used creates a hazy red fog that
doesn’t obscure vision, but causes a direct nasal
stimulation to creatures in its radius. All creatures in
the affected area who begins its turn in the mist, can
remake any saving throw to resist or end a genjutsu at
EXPLOSIVE TAG BALL
Explosive Tag Balls are paper bombs, but shaped into a
the beginning of their turns at Advantage, regardless of
small sphere allowing it to bounce and roll and making it
the effects of the genjutsu itself. A creature can only
more aerodynamic. Explosive Tag Balls can be thrown up to
gain the benefit of this item twice per use. This item is 1
a range equal to (30 Feet + Your Strength Mod x 5) each
Bulk
creature within 10 feet must make a Dexterity saving throw.
A creature takes 3d6 fire damage on a failed save, or half as
much as on a successful one. This item is 1 Bulk.

V ARIANT : E XPLOSIVE T AG B ALL


Item Save DC Damage Cost
Explosive Tag Ball 13 3d6 Fire 75 Ryo
Greater Explosive Tag Ball 16 6d6 Fire 150 Ryo
Superior Explosive Tag Ball 19 9d6 Fire 450 Ryo
Supreme Explosive Tag Ball 22 11d6 Fire 600 Ryo

37
FIRE BOMB ICE BOMB
Fire Bombs are palm-sized, spherical, and extremely deadly Ice Bombs are palm-sized, spherical, and extremely deadly
explosive heat-based weapons. In addition to being explosive Cold based weapons. In addition to being
surprisingly powerful for their size, they can only be turned surprisingly powerful for their size, they can only be turned
off by whoever turned them on. Fire Bombs have a range off by whoever turned them on. Ice Bombs have a range equal
equal to 30 feet + your Strength modifier x 5. As an action, to 30 feet + your Strength modifier x 5. As an action, you can
you can throw a Firebomb at a point you can see within throw an Ice Bomb at a point you can see within range. Each
range. Each creature within 10 feet must make a Dexterity creature within 10 feet must make a Constitution saving
saving throw. A creature takes 5d6 fire bludgeoning damage throw. A creature takes Cold damage and gains one rank of
on a failed save, or half as much as on a successful one. the chilled condition until the end of their next turn on a
Additionally, on a failed save, the creature is knocked prone failed save, or half as much damage and no additional effects
and gains the burned condition. All combustible and as on a successful one.
flammable items that is not held or worn, also is set afire.
This item is 1 Bulk
V ARIANT : I CE B OMB
V ARIANT : F IRE B OMB
Item Save DC Damage Cost
Item Save DC Damage Cost
Ice Bomb 15 4d6 Cold 100 Ryo
Fire Bomb 15 5d6 Fire 100 Ryo
Greater Ice Bomb 18 7d6 Cold 250 Ryo
Greater Fire Bomb 18 8d6 Fire 250 Ryo
Superior Ice Bomb 21 10d6 Cold 750 Ryo
Superior Fire Bomb 21 11d6 Fire 750 Ryo
Supreme Ice Bomb 24 13d6 Cold 900 Ryo
Supreme Fire Bomb 24 14d6 Fire 900 Ryo

FLASH TAG
Flash tags are paper bombs repurposed to create an
extreme source of white light meant to cause temporary
visual impairment. Flash Tags can be set to detonate on
impact or set with a timer that lasts several seconds before
detonating. Flash Tags have a range equal to 30 feet. As an
action, you can throw a Flash Tag at a point you can see
within range. Each creature within 10 feet must make a
Wisdom saving throw. A creature becomes blind until the
end of their turn on a Failed save or suffer no negative
effects on a successful save. This item is 1 Bulk
Flash Tags can be affixed to Kunai. When they are the
range of the Flash Tag becomes wholly reliant on the kunai
itself. When affixed. The next time the affixed Kunai would
deal damage to a creature, the Flash Tag detonates. A
creature who took damage from the kunai prior to it
detonating makes their saving throw at disadvantage.

V ARIANT : F LASH T AG
Item Save DC Bonus Effect Cost
Flash Tag 14 - 100 Ryo
Greater Flash Tag 17 1 Rank of Dazzled 250 Ryo
Superior Flash Tag 20 3 Ranks of Dazzled 400 Ryo
Supreme Flash 23 Blinded for 1d4 675 Ryo
Tag rounds

38
POISON TAG LIFE SUPPORT TOOLS
Poison Tags are used to flush enemies out of cover through
poisoning them. Poison Tags have a range equal to 30 feet + AQUATIC REBREATHER
your Strength modifier x 5. As an action, you can throw a Aquatic breathers are breath masks designed to operate
Poison tag at a point you can see within range. The tag underwater. While worn, the wearer can breathe water for
explodes in a 15ft radius sphere of green fog centered the up to 1 hour before the Filters needs to be replaced.
chosen point. The fog spreads around corners, counts as
heavily obscured and lasts for 1 minute or until a breeze or RESPIRATOR
gust of wind disperses it. When a creature enters the fog’s A respirator, or breath mask, is a portable device that allows
area for the first time on a turn or starts its turn there, it an oxygen-breather to survive in low-oxygen atmospheres.
must make a Constitution saving throw, being Envenomed
and taking 1d8 poison damage on a failed save, or half as MEDICAL TOOLS
much damage and no addition effects on a successful one.
Constructs and Creatures wearing appropriate protective M EDICAL /L IFE S UPPORT T OOLS
equipment are unaffected. This item is 1 Bulk
Poison Tags can be affixed to Kunai. When they are the Item Bulk Uses Cost
range of the Poison Tag becomes wholly reliant on the Antidote Kit 1 2 100 Ryo
kunai itself. When affixed. The next time the affixed Kunai
Genjutsu Pill 1 2 100 Ryo
would deal damage to a creature, the Poison Tag detonates.
A creature who took damage from the kunai prior to it Blood/Chakra/Military Ration Pills 1 1 -
detonating makes their saving throw at disadvantage. First Aid Kit 2 5 100 Ryo
Aquatic Rebreathers 1 1 250 Ryo
V ARIANT : POISON T AG
Respirator 1 - 150 Ryo
Item Save DC Bonus Effect Cost
Poison Tag 13 - 100 Ryo
ANTIDOTE KIT
Greater Poison Tag 16 1 Rank of Envenom 250 Ryo An antidote kit contained a variety of wide-spectrum
Superior Poison Tag 19 3 Ranks of Envenom 475 Ryo antidote injectors that were designed to neutralize most
commonly encountered poisons. A kit has two Syringes
Supreme Poison Tag 21 5 Ranks of Envenom 650 Ryo
(Uses). As an action, you can administer a Syringe of the kit
to cure a target of one poison of D-Rank or lower, affecting
SHOCK BOMB them or to give them advantage on saving throws against a
Shock Bombs are usually used when the object of a mission is
Poison or Envenomed condition of up to 1 rank higher for 1
to detain, capture, or subdue rather than kill. Shock Bombs
hour.
have a range equal to 30 feet + your Strength modifier x 5. As
an action, you can throw a Shock Bomb at a point you can see V ARIANT : ANTIDOTE K IT Q UALITIES
within range. Each creature within 10 feet must make a DC 15
Quality Rank of Poison Cost
Dexterity saving throw. A creature takes 4d6 lightning
damage on a failed save, or half as much as on a successful Standard Antidote Kit D-Rank 100 Ryo
one. Additionally, on a failed save, the creature is shocked Enhanced Antidote Kit C-Rank 250 Ryo
until the end of its next turn. This item is 1 Bulk
Greater Antidote Kit B-Rank 500 Ryo
Superior Antidote Kit A-Rank 750 Ryo
V ARIANT : S HOCK B OMB
Supreme Antidote Kit S-Rank 1000 Ryo
Item Save DC Damage Cost
Shock Bomb 15 4d6 Lightning 100 Ryo MILITARY RATION PILL
An edible pill that contains a drug designed to super
Greater Shock Bomb 18 5d6 Lightning 250 Ryo charge the person who consumes it, bodies,
Superior Shock Bomb 21 8d6 Lightning 750 Ryo regeneration speed. Consuming a military ration pill
Supreme Shock Bomb 24 11d6 Lightning 900 Ryo takes a bonus action. A creature who takes this pill gains
Temporary Hit & Chakra points equal to the quality
taken for 1 hour. Taking another dosage of this item does
SMOKE BOMB not stack. Instead, it will replace however much you
Smoke Bombs are small gum ball sized spheres that cost 25 originally had. You cannot gain the benefit of this Pill
Ryo, that contain a very potent and powerful mixture of more than twice in a single 24-hour Period.
gunpowder and sulfur mixed with some other mineral
ingredients designed to, when throw react and create a thick V ARIANT : M ILITARY R ATION T YPES
and hazy smoke. Smoke bombs have a range equal to 30 feet
+ your strength modifier x 5. As an action, you can throw a Item Temp HP/CP Gained Cost
Smoke bomb at a point you can see within range. The bomb Military Ration Pill 2d10+5 150 Ryo
explodes releasing smoke that heavily obscures the vision of
Greater Military Ration Pill 4d10+5 450 Ryo
all creatures in a 25-foot radius. A moderate wind (At least 10
miles per hour) disperses the smoke in 4 rounds. A Strong Superior Military Ration Pill 6d10+5 850 Ryo
wind (20+ miles per hour) disperses it in one round. This Supreme Military Ration Pill 8d10+5 1200 Ryo
item is 1 Bulk.

39
BLOOD PILL TOOLKITS
An edible pill that contains a drug designed to super charge
A toolkit helps you to do something you couldn’t
the person who consumes it, blood reproduction.
otherwise do, such as craft or repair an item, pick a lock,
Consuming a blood pill takes a bonus action. Creatures who
or hack into a computer. Your clan, class, background, or
takes this pill regains Hit points equal to the quality of the
feats give you proficiency with certain tools, which lets
pill taken.
you add your proficiency bonus to any skill check you
make using that tool. Tool use is not tied to a single
V ARIANT : B LOOD PILL T YPES
ability, since proficiency with a tool represents broader
Item HP Regained Uses Cost knowledge of its use. Each time you use a toolkit for any
Blood Pill 2d6+5 1 50 Ryo reason, unless otherwise stated, you spend 1 charge of
the chosen Toolkit. Once a toolkit has all of its Charges
Greater Blood Pill 3d6+10 1 150 Ryo
spent, it becomes useless and must be replaced.
Superior Blood Pill 5d6+15 1 500 Ryo Regardless of the Toolkit purchases, all toolkits have a
Supreme Blood Pill 7d6+20 1 1000 Ryo Bulk of 2.

CHAKRA PILL ALCHEMIST KIT


This Kit contains all the necessary implements to create
An edible pill that contains a drug designed to super
and test the properties of different chemicals solutions
charge the person who consumes it, bodies, stamina
and concoctions. These implements would include a
recovery. Consuming a chakra pill takes a bonus action.
variety of different stable elements, mixing solutions,
A Creature who takes this pill regains Chakra points
and stabilizing tablets. Proficiency with this kit allows
equal to the quality of the pill consumed.
you to add your proficiency bonus to all checks involving
A creature can only regain chakra artificially in this
this kit and also allows you to do the following; Test
way a limited number of times. You can regain chakra
Chemical Properties, Create Compounds, Create
using this consumable 5 times per long rest. If you would
Concoctions and Create Chemical bombs.
attempt to consume this pill any additional time after
Create Chemical Bombs (X Charge(s)). By spending 1
this use limit, you spend 1 chakra die, and regain 1d4+1.
hour or over the course of a short rest and up to 2
V ARIANT : C HAKRA PILL T YPES charges, you spend time mixing a collection of different
solutions together. When you do you can create a
Item Chakra Regained Uses Cost number of the following up to the number of charges
Chakra Pill 2d6+2 1 50 Ryo spent of a quality equal to the quality of this kit; Smoke
Bombs, Ice Bombs, Shock Bombs or Chili Pepper Bombs.
Greater Chakra Pill 3d6+5 1 200 Ryo
Create Chemical Compounds. By spending at up to 2
Superior Chakra Pill 5d6+10 1 500 Ryo charges, you spend 1 hour of leisure time or the duration
Supreme Chakra Pill 7d6+15 1 1000 Ryo of a short rest mixing and maintaining a stable
compound meant to reinvigorate a user’s Chakra
network, known as a Chakra Pill. When you do, you
create a number of single use Chakra pills of a quality
GENJUTSU PILL equal to the quality of this Kit, equal to the number of
An edible pill that contains a drug designed to place the
charges spent.
user under a deep hypnotic dream-like state for up to 1
Test Chemical properties (1 Charge). By spending 4
hour. When ingested by a creature, they must make a DC
hours or over the course of a long rest, you can take any
15 Wisdom save. On a failure, the creature is rendered
object or consumable comprised of a liquid or solid
Stunned while under the effects of the pill. On a success,
matter and do alchemical analysis on it. When you do,
the creature is unaffected by the pill. An affected
you become aware of its benefits, risks, limitations, and
character can be woken out of the Genjutsu either by
what kit can be used to recreate it, if any.
damage or by being shaken by another creature.
ARMORSMITH KIT
FIRST AID KIT This Kit contains all the necessary implements to create
A common First Aid Kit can be stocked with recovery
armor of varying types. Proficiency with this kit allows
potions, and contains bandages, bone stabilizers,
you to add your proficiency bonus to all checks involving
antiseptics, and other essentials for the treatment of
this kit and also allows you to do the following; Craft
wounds. As an action, you can expend two uses of the kit to
Armor and Armor Seals.
stabilize a creature that has 0 hit points, without needing
While you have access to this kit, each time you would
to make a Wisdom (Medicine) check which automatically
attempt to Craft armor or an Armor Seal, you spend a
removes one failed death save, if any.
charge of your Armorsmith kit as some tools break,
Alternatively, this First Aid Kit can be used over the
become brittle or have wear and tear on them.
course of a Short or Long rest. When used in this way
This kit grants a creature the ability to create up to C-
spend 1 use of this First Aid Kit per creature you want
Rank Armor Seals. Higher quality Armorsmith Kits, will
this kit to affect. Affected Creatures gain an additional
allow a creature to create higher ranked armor seals at
2d4 Hit points back over the course of its short or 3d6
reduced ryo OR downtime costs as seen on the
Hit points over the course of its long rest.
Armorsmith Chart on the following page. If this would
reduce the total downtime cost of an item to 0, you
V ARIANT : F IRST AID KIT ( S )
would instead only spend 1 week.
Item Short Rest Long Rest Cost
First Aid kit 2d4 3d6 100 Ryo
Greater First Aid kit 4d4 5d6 250 Ryo
Superior First Aid kit 6d4 7d6 750 Ryo 40
Supreme First Aid kit 8d4 9d6 1500 Ryo
COOKING KIT DISGUISE KIT
This kit includes all of the necessary implements to This pouch of cosmetics, hair dye, and small props lets you
prepare and serve food for up to six people at any single create disguises that change your physical appearance
time. Proficiency with this kit lets you add your without the use of the Transformation Jutsu.
proficiency bonus to any skill checks you make to Proficiency with this kit lets you add your proficiency
identify or create food or involved with using this kit. bonus to any skill checks you make to create a disguise.
While you have proficiency with this kit you can also use While you have proficiency and access to this Kit you can do
it to do the following; Cook meals with beneficial effects, the following; Create a Disguise of varying complexity.
Create cooked food rations and Military Ration Pills. When creating a disguise of any type, you spend one charge
Cooking Meal. By spending 1 charge, you can spend of this kit and create a small satchel or collection of
one hour of leisure time or the duration of a short rest clothing, materials and whatever else needed to don the
cooking a reinvigorating meal for up to six creatures. A disguise. This satchel has a Bulk of 1. You cannot don your
creature who would benefit from this meal gains a disguise and your armor, unless armor is a part of the
number of temporary hit points equal to the Quality of disguise. When you would don any disguise you've
this cooking kit. (Base: 15, Greater: 20, Superior: 30, previously made, it takes 30 minutes of preparation and
Supreme: 45). work to apply the disguise.
Creating Cooked Food Rations. By spending 1 charge, Creating a disguise will place its wearer into a variety of
you can spend 1 hour of leisure time or the duration of a situations where their identity can be compromised. A
short rest creating and maintaining dried meats, veggies creature suspicious of a disguised individual or group of
and herbs condensed into an edible block of foodstuff individuals can make a Wisdom (Insight) vs the creator of
similar in texture to a cookie, known as a Cooked Food the Disguises Intelligence or Charisma (Disguise Kit) to see
Ration. Creatures who eat this Food Ration are satiated through the disguise. A creature who fails their insight
and do not need to eat for the next 24 hours. At the check may lower their suspicions for the moment, but it
conclusion of this period of time spend doing this, you does not make those wearing the disguise immune to any
create 5 food rations. further checks.
Military Ration Pills. By spending at least 1 charge, Plain Disguise (1 Charge). A simple change like a
you can spend 1 hour of leisure time or the duration of a superficial scar, a costume change or applying a small
short rest creating and maintaining special herbs, temporary tattoo. These are quick to make and only take 10
minerals and other nutrient rich foods condensed into minutes to develop the disguise.
an edible ball of foodstuff similar in texture to a cookie, Elaborate Disguise (2 Charges). Somewhere between
known as a Military Ration Pill. When you do, you create being very fast and time consuming to assemble. In 1 hour
a number of single use Military Ration pills of a quality or over the course of a short rest, you can create a large
equal to the quality of this Kit, equal to the number of tattoo, dye your hair, or put on complex dresses like those
charges spent. huge ballroom gowns or craft extremely convincing copies
of seemingly exclusive articles of clothing. Doubling the
DEMOLITIONS KIT time, it takes to make this type of disguise gives all Insight
This kit contains the appropriate equipment for disarming checks made to see through this disguise disadvantage
and setting explosives. It contains a plastic face guard and Exquisite Disguise (3 Charges). Requiring the most work,
heavy-duty gloves, as well as precision cutting and taking its creator a minimum of 4 hours to create. These
gripping tools, and various common components of disguises include things like using makeup to give yourself
explosives and mines. Proficiency with this kit lets you add an entirely new face, creating entirely new costumes, or
your proficiency bonus to any skill checks you make to creating a new persona for a performance. Doubling the
disarm or set an explosive. time, it takes to make this type of disguise gives all Insight
While you have access to this kit, you can also use it to do checks made to see through this disguise disadvantage.
the following; Craft Breaching Tags, Paper bombs,
Explosive Tag balls and Fire Bombs.
By spending 1 charge of this kit, over the course of a
short rest, you create a number of the explosives listed, up
to the number of charges spent of a quality equal to the
quality of this kit when used.
Additionally, as an action spending 1 Charge of this kit,
you can attempt to disarm any set explosive tool within
reach or its snaring range. Make an Intelligence or Wisdom
(Demolitions Kit) check vs a DC 15 + the quality of the
explosive (Base: +2, Greater: +4, Superior: +6, Supreme:
+8). On a failed check, the explosive detonates regardless.

41
FORENSICS KIT FORGERY KIT
This kit includes all of the necessary implements to collect This small box contains a variety of papers and parchments,
evidence, DNA, and other remains from any location that pens and inks, seals and sealing wax, gold and silver leaf,
you investigate. Proficiency with this kit lets you add your and other supplies necessary to create convincing forgeries
proficiency bonus to any skill checks you make to identify of physical documents. Proficiency with this kit lets you add
DNA, Finger prints, drugs, pills, chemicals, poisons and your proficiency bonus to any skill checks you make to do
diseases. the following; create a physical forgery of a document,
While you have proficiency and access to this Kit you can Badges, ID’s, and signatures.
do the following; Analyze Drugs, Chemicals, Poisons and A creature who interacts with your forgeries may attempt
Diseases, collect DNA & Fingerprints and compare findings. to see through it if they are unsure of its validity. If they do,
Analyze (1 charge). By spending 1 hour canvassing an area they make an Intelligence (Investigation) check vs an
no larger than 10 x 10 feet, you are able to attempt to find Intelligence, Dexterity, or Wisdom (Forgery Kit) check
and collect all material evidence in an area. First, make a DC (DM’s choice based on the type of forgery.) A creature who
15 Intelligence (Investigation) check. On a success, you are fails cannot find any issues or faults with the forgery.
able to find a single piece of evidence. For every +5 you get Simple Forgeries (1 Charge). A simple forgery is a quick
over the listed DC you find an additional piece of material and typically uninvolved forging of a signature, creating a
evidence (if any). Evidence found in this manner is counted simple letterhead or copying the handwriting of another
as whole or partial drug residue, chemicals or chemical individual. Simple forgeries take no more than 10 minutes
residue, poisons or even mysterious biological substances. and require an example of what is being forged.
Next, you spend another hour analyzing the evidence. When Complicated Forgeries (2 Charges). A complicated
you are analyzing something you must make a DC 10 + 1 for forgery is a forgery that requires more involvement from
every day that has passed since the piece of evidence you are the preparer. This includes perfectly copying or rewriting an
looking over was left behind Intelligence (Forensics) check. entire handwritten document of no more than one page,
This DC Can never be greater than 30. while adding or removing text, words or sentences. Creating
If you would attempt to Analyze something that has been new letterheads with gold or silver foil. Copying a complex
left in any hostile environment, you instead increase the DC drawing or sketch. Or recreating the frame of a wax seal. A
by +1 for every hour that passes, instead of every day. If you complicated forgery requires no more than 1 hour an
would attempt to analyze something that was left in a example of what is being forged.
contained, pressurized or sterilized environment, you Exquisite Forgeries (3 Charges). Exquisite Forgeries
instead increase the DC by +1 for every week that passes. If involve expert skill and insight, along with vast amounts of
you pass the second check, you become aware of the time and patience. Over the course of 8 hours or a long rest,
makeup, composition, age of, and purpose for the evidence. you can recreate any multiple page document regardless of
You record this data into a book of your choice found within length, create old and new wax seals, create impossible to
the forensic kit. distinguish ID cards for a single creature, recreate portraits.
Moving forward, when you would see, interact with or Some tasks may require more than 8 hours of uninterrupted
come across the source of the evidence or something similar work and instead may require multiple days of work (DM’s
(a similar drug or chemical), as a part of becoming aware of discretion).
this new source make an Intelligence (Forensics) check vs a
DC 15. On a success, you are able to link the previous
evidence found and this new source and form a connection
(if any). (Ex. You find a bloody knife, and analyze the discarded
weapon, recording the DNA, fingerprints, hand used, and size of
hand. If you later encounter someone who’s hand size, and grip
is similar to that of the assumed holder of the knife, you make
your forensics check, on a success, you become aware if the
target is the original owner of or the holder of the knife in
question.)

42
HACKERS KIT MEDICINE KIT
Hackers are a new profession in the world of Naruto, This kit includes all of the necessary implements to
using specialized computer Scrolls, built by the hackers perform complex medical inquiries and procedures
themselves, to eke out a living in the emerging digital while not in a medical facility supported by sterilized
world. These computer scrolls were carefully guarded environments, allowing you to diagnose and even treat
and constantly modified and upgraded by the hacker, issues such as broken bones, open wounds and even
who rarely discussed its specs except with like-minded providing immediate care to people who are on death's
individuals. Complex access codes are often used to door making death saving throws. Proficiency with this
prevent a hacker’s scroll from falling into the wrong kit lets you add your proficiency bonus to any skill
hands. Proficiency with this kit lets you add your checks you make to perform medical tasks, light healing,
proficiency bonus to any skill checks you make to hack condition treatment, stabilization and create Blood Pills.
into computers, disable computer networks, find Medical Check Up (1 Charge). By spending 1 charge
security systems, or even set cyber trap’s on a network. over the course of 10 minutes, you are able to assess the
Quick Hack (X Charge). As a Full-turn-action, by current status of up to 6 creatures informing them of all
spending at least 1 charge, you can attempt to make an conditions, diseases, poisons or effects, affecting them
Intelligence (Hackers Kit) check vs the Security DC of the at the moment, and how to cure/remove it.
computer or system you are interacting with. On a Light Patch up (X Charge(s)). You select one creature
success you gain temporary access into a system lasting within 5 feet of you. For the next 10 minutes, you spend
no more than 1 minute, after which you must exit the time patching them up. Spend any number of charges.
network to avoid being noticed and activating any For each charge spent, the creature regains 2d4 hit
security measures. For every charge spent when points.
completing this task, you gain a +2 bonus to the check. Full Fix up (2 Charges). You select one creature within
Full Hack (3+ Charges). Over the course of 1 hour of 5 feet of you. As an action, you stab them with an adrenal
leisure time or a short rest, while within 120 feet of a fluid meant to stave off death. Remove one failed death
security or computer network, you are able to attempt a save from them.
Full Hack, costing you a minimum of 3 Charges. When Stabilization (3 Charges). Select one creature who is
you do, you make an Intelligence (Hackers Kit) check vs dying or making death saving throws within 5 feet of
the Security DC of the computer system. You can spend you. By spending 3 charge, you are able to stabilize them
additional charger, gaining a +2 bonus to your check. On at 0 hit points. Doing this removes up to 2 failed death
a success you are able to gain access to the system for the saves.
next hour as you have taken your time to invade and gain Condition Treatment (3 Charges). Select one creature
certain credentials. While accessing the network, every who is within 5 Feet of you. Over the course of 10
ten minutes you can attempt to gain access to any files minutes to 1 hour you are able to treat a creature curing
available on the network. If you would be challenged by a them of a number of conditions they are currently under
Counter Hack, you make an Intelligence (Hackers Kit) the effects of. Roll 1d6. The result is the number of
check vs the DC. On a success you maintain access to the minutes spent performing such a treatment times 10.
system and can steal the chosen data file. On a failure Blood Pill Creation (2 Charge(s)). By spending at least
you lose access to the system and your Hacking Kit’s 2 charge, you can spend 1 hour of leisure time or the
location is compromised. Stolen files can then be stored duration of a short rest creating blood increasing
on a Data Scroll, taking the file off network. stimulants in the form of a pill, known as a Blood Pill.
Alternatively, while you have access to the network When you do, you create a number of single use Blood
every 10 minutes, you can instead select and disable pills of a quality equal to the quality of this Kit, for every
different computers on the network temporarily for the 2 Charges spent, you create one single use Blood Pill.
next hour, after which they automatically reconnect to
the network. Doing this reduces the next counter hack
DC by -2. A computer can only be removed from a
network in this way once per network hack.
Alternatively, every 10 minutes you can become aware
of one alternative security system that may be connected
to this system networks. (Ex. pressure plates, camera’s,
thermal sensing, sensory ninja etc.)
Cyber Trap (1 Charge). While on a friendly network,
you can choose to spend one charge to set a Cyber trap,
which is represented by a d6. A cyber trap while on a
network only triggers when a hostile or foreign entity
access the network. When such an event occurs
whenever the hostile entity would make a Counter Hack
check as a result of this network, you roll a d6 adding the
result the DC. When this happens, the hostile entity
becomes aware and can choose to spend 2 charges of
their Hackers Kit to nullify the Trap.

43
V ARIANT : ALCHEMIST K IT
Item Max # of Items Created Charges Cost
Alchemist Kit 2 5 200 Ryo
Greater Alchemist Kit 4 7 500 Ryo
Superior Alchemist Kit 6 9 750 Ryo
Supreme Alchemist Kit 8 12 1200 Ryo

V ARIANT : C OOKING K IT
Item # of Basic Rations Charges Bonus Effect Cost
Cooking Kit 5 5 - 200 Ryo
Greater Cooking Kit 7 7 Consuming 3 Cooked Food Rations at once, as an 500 Ryo
action, can remove 1 Rank of Dazed, Envenomed,
Exhaustion or Weakened from a creature with no
more than 2 Ranks of said condition, once per long
rest.
Superior Cooking Kit 9 9 Consuming 5 Cooked Food Rations at once, as an 750 Ryo
action, can remove 1 Rank of Dazed, Envenomed,
Exhaustion or Weakened from a creature with no
more than 3 Ranks of said condition, once per long
rest.
Supreme Cooking Kit 11 12 Consuming 7 Cooked Food Rations at once, as an 1200 Ryo
action, can remove 1 Rank of Dazed, Envenomed,
Exhaustion or Weakened from a creature with no
more than 5 Ranks of said condition, once per long
rest.

V ARIANT : D EMOLITIONS K IT
Max # of Explosives
Item Created Charges Bonus Effect Cost
Demolitions Kit 2 5 - 200 Ryo
Greater Demolitions Kit 4 7 Reduce DC to disarm Explosives by -2 450 Ryo
Superior Demolitions Kit 6 9 Reduce DC to disarm Explosives by -2 and cannot make this check 750 Ryo
at disadvantage.
Supreme Demolitions Kit 8 12 Reduce DC to disarm Explosives by -2, cannot make this check at 1000 Ryo
disadvantage and can attempt to remake a failed check, once per
attempt without the explosive detonating.

V ARIANT : D ISGUISE K IT
Item Charges Bonus Effect Cost
Disguise Kit 5 - 200 Ryo
Greater Disguise Kit 7 Gain a +1d4 bonus to Charisma checks while disguised 450 Ryo
Superior Disguise Kit 9 Gain a +1d4 bonus to Charisma checks while disguised and reduce the time to done a 750 Ryo
disguise to 1 minute.
Supreme Disguise Kit 12 Gain a +1d4 bonus to Charisma checks while disguised, reduce the time to done a 1000 Ryo
disguise to 1 minute and reduce the time needed to create a disguise by half.

V ARIANT : F ORENSICS K IT
Item Charges Bonus Effect Cost
Forensics Kit 5 - 200 Ryo
Greater Forensics Kit 7 Gain a +1d4 bonus to Intelligence checks made with this kit. 450 Ryo
Superior Forensics Kit 9 Gain a +1d4 bonus to Intelligence checks made with this kit and by spending an 750 Ryo
additional charge, you can reduce the DC of the check by -1 for every charge spent.
Supreme Forensics Kit 12 Gain a +1d4 bonus to Intelligence checks made with this kit, by spending an 1000 Ryo
additional charge, you can reduce the DC of the check by -1 for every charge spent
and on a success you become aware of the gender, size, shape and any other
physical properties of the physical source of your evidence (if any).

44
V ARIANT : F ORGERY K IT
Item Charges Bonus Effect Cost
Forgery Kit 5 - 200 Ryo
Greater Forgery Kit 7 Gain a +1d4 bonus to Intelligence checks made with this kit. 450 Ryo
Superior Forgery Kit 9 Gain a +1d4 bonus to Intelligence checks made with this kit and by spending an 750 Ryo
additional charge, you can reduce the DC of the check by -1 for every charge spent.
Supreme Forgery Kit 12 Gain a +1d4 bonus to Intelligence checks made with this kit, by spending an 1000 Ryo
additional charge, you can reduce the DC of the check by -1 for every charge spent).

V ARIANT : H ACKERS K IT
Item Charges Bonus Effect Cost
Hackers Kit 5 - 200 Ryo
Greater Hackers Kit 7 Gain a +1d4 bonus to Intelligence checks made with this kit. 500 Ryo
Superior Hackers Kit 9 Gain a +1d4 bonus to Intelligence checks made with this kit and by spending an 750 Ryo
additional charge, you can reduce the DC of the check by -2 for every charge spent.
Supreme Hackers Kit 12 Gain a +1d4 bonus to Intelligence checks made with this kit, by spending an 1000 Ryo
additional charge, you can reduce the DC of the check by -2 for every charge spent
and you reduce the number of charges needed to negate a cyber trap to 1.

V ARIANT : M EDICINE K IT
Rank of Condition’s
Item Patch Up Removed Charges Bonus Effect Cost
Medicine Kit 2d4 C-Rank 5 - 200 Ryo
Greater Medicine Kit 2d4 B-Rank 7 Can use this Kit to gain the benefit of an equal Quality 575 Ryo
Antidote Kit.
Superior Medicine Kit 2d6 A-Rank 9 Can use this Kit to gain the benefit of an equal Quality 850 Ryo
Antidote Kit and Medkit.
Supreme Medicine Kit 2d8 S-Rank 12 Can use this Kit to gain the benefit of an equal Quality 1250 Ryo
Antidote Kit and Medkit, and can spend 3 Charges to
gain the benefits of a short rest, as a Full-Turn-Action,
once per Long Rest.

V ARIANT : S ECURITY K IT
Item Charges Bonus Effect Cost
Security Kit 5 - 200 Ryo
Greater Security Kit 7 Gain a +1d4 bonus to one check made to pick a lock or disarm a trap. 450 Ryo
Superior Security Kit 9 Gain a +1d4 bonus to two checks made to pick a lock or one check to disarm a trap and 750 Ryo
reduce the DC of Disarming trap’s by 2.
Supreme Security Kit 12 Gain a +1d4 bonus to two checks made to pick a lock or one check to disarm a trap and 1000 Ryo
reduce the DC of Disarming trap’s by 2 and reduce the time to pick a lock by 1d10
minutes (Min of 1 Round.).

V ARIANT : T RAPPERS K IT
Item Charges Bonus Effect Cost
Trappers Kit 5 - 200 Ryo
Greater Trappers Kit 7 Gain a +1d4 bonus to all checks made to create a trap. 450 Ryo
Superior Trappers Kit 9 Gain a +1d4 bonus to all checks made to create a trap and increase the notice DC by +2. 750 Ryo
Supreme Trappers Kit 12 Gain a +1d4 bonus to all checks made to create a trap, increase the notice DC by +2 and 1000 Ryo
the Disarm DC by 1d4.

45
T YPES OF POISONS
Poison Name Effective Rank Poison Craft DC Uses Bulk Cost
Poison Tag Special 13* 1 1 Based on Rank
Assassins Blood D-Rank 14 2 2 250 Ryo
Serpent Venom D-Rank 16 2 2 275 Ryo
Midnight tears C-Rank 18 2 2 350 Ryo
Ether C-Rank 18 2 2 375 Ryo
Wolf’s Bane C-Rank 20 2 2 400 Ryo
Devils Kiss B-Rank 22 2 2 750 Ryo
Kamizuru Venom B-Rank 24 2 2 950 Ryo
Moulding Mushroom B-Rank 26 2 2 1250 Ryo
Angel’s Breath A-Rank 28 2 2 2100 Ryo
Zetsubo Petals A-Rank 28 2 2 3500 Ryo
Torpor S-Rank 30 2 2 5000 Ryo
Black Lilly S-Rank 32 2 2 7500 Ryo
Malice S-Rank 35 2 2 10,000 Ryo

Wolfs Bane: This is a poison that best ingested, but


POISON KIT can be applied to a weapon for less potency. A creature
A poisoner’s kit includes the vials, chemicals, and other whom ingests this poison must succeed a DC 17
equipment necessary for the creation of poisons and Constitution saving throw being Envenomed for 72
have 5 Charges. Proficiency with this kit lets you add hours, taking 10d4 poison damage, and being slowed for
your proficiency bonus to any skill checks you make to the duration of the Envenomed condition or half as much
craft or use poisons. The following Poisons cannot be on a successful save. A creature subjected to this poison
purchased by normal means, meaning they must be via a weapon attack must succeed a DC 16 constitution
created or purchased from black market salesmen. These saving throw taking 5d6 poison damage on a failed save
Poisons are generally applied either being ingested or and half as much on a success.
applied via a weapons attack. Poison applied to weapons Devils Kiss: This poison is best ingested, but can be
require a bonus action, and are only expended when applied to a weapon for less potency. A creature whom
striking a creature and must be applied to the weapon ingests this poison must succeed a DC 20 Constitution
again to be administered again the same way. Over the saving throw, as the poison ignites the stomach acid
course of a short rest, when you would attempt to make within the creature taking 8d8 fire damage that ignores
a Poison, spend a Charge equal to the effective Rank of resistances on a failed saved, or half as much on a
the Poison being made, and make an Intelligence or successful save. The creature must succeed a DC 18
Wisdom (Poison Kit) check vs the poison Craft DC. On a Constitution saving throw each round until they pass,
success you create the poison, on a failure, you waste ending this effect, taking 3d8 fire damage on a failed
whatever resources were used to attempt to make the save.
poison. Kamizuru Venom: This venom is extracted from the
Assassins Blood: A creature subjected to this poison Kamizu’s Bee Forest. A creature subjected to this poison
must make a DC 12 Constitution saving throw. On a failed must succeed a DC 19 Constitution saving throw taking
save, it takes 2d6 poison damage and is Envenomed for 6d8 poison damage, being Envenomed for the 1 hour on a
24 hours. On a successful save, the creature takes half failed save, or half damage and no further effect on a
damage and isn’t Envenomed. successful save.
Serpent Venom: This poison is created by extracting it Moulding Mushroom: This poison is extracted from
from a dead or incapacitated poisonous snake. A creature the Molding Fungi Forest. This poison can only be
subjected to this poison must succeed a DC 13 ingested to take effect. A creature whom ingests this
Constitution saving throw. On a failed save it takes 4d6 poison must succeed a DC 19 Constitution saving throw
Poison damage and is Envenomed for 24 hours. be Stunned for 1 hour on a failed save.
Midnight Tears: A creature subjected to this poison Angel’s Breath: This poison is a mixed concoction
suffers no effect until the stroke of midnight. If the made from Devils Kiss, Moulding Mushroom, and
poison has not been neutralized before then, the Assassins Blood. A creature subjected to this poison must
creature must succeed a DC 15 Constitution saving succeed a DC 20 Constitution saving throw becoming
throw, taking 6d6 poison damage on a failed save, and Unconscious for 96 Hours (4 Days) on a failed save, or no
half as much on a successful one. further effect on a success.
Ether: This poison is not directly used in combat as its Zetsubo Petals: This poison is developed using an
more used in espionage and political manipulation. A extremely rare flower only found in the land of Iron. A
creature subjected to this poison must succeed a DC 16 creature subjected to this poison must succeed a DC 21
Constitution saving throw being charmed by the first Constitution saving throw gaining 5 ranks of
creature they see, that issues a command to them for 24 Envenomed and the Berserk Condition for the next hour
hours. on a failed save, or becoming Envenomed for 1 hour on a
successful save.

46
Torpor: This poison is given a deceptively simple name TRAPPERS KIT
considering it is known as one of the top 3 poisonous This kit includes all of the necessary implements to
concoctions in the shinobi world. A creature subjected to prepare and set trap’s to snare and capture creatures who
this poison must succeed a DC 22 Constitution saving set them off. Proficiency with this kit lets you add your
throw being Envenomed for 1 week, when they would proficiency bonus to any skill checks you make to create a
regain hit points by any means, they instead gain 1/4 th of trap of any kind. Also, proficiency with this kit is required
the amount they would regain, and taking 10d8 poison to create Trap’s.
damage every 24hours. This poison cannot be neutralized Create a Trap (1 Charge). You attempt to create a trap. By
with a Jutsu or effect of Rank, no less than A-Rank on a spending 1 (one) charge of this kit, you begin the process to
failed save, or half a much on a successful save. manufacturing a special trap found in the Trap’s section of
Black Lilly: This poison is crafted from the mysterious this chapter.
Black lotus Lilly. This flower is so poisonous, when it All Trap’s begin at D-Rank and increases in stature by 1
grows it usually kills all wildlife within 1 mile of it. This degree every rank up until S-Rank. For every Rank a
flower is known to grow once every year in the Black builder would attempt to increase a Trap’s Rank by, they
Forest, in the land of fire. A creature subjected to this increase the DC required to build the trap (Build DC) by +4
poison must succeed a DC 23 Constitution saving throw and the Save and Notice/Disable DC of the trap by +2. If a
taking 15d8 poison damage every hour for the next 5 creature beats the Build DC by 5 or more, the Trap’s Save
hours and gains the Envenomed condition. If a creature is DC is increased by +1 and the Notice/Disable DC is
within 5 feet of another creature while breathing, the increased by +2, for every 5 the creature beat the Build DC
unaffected creature has to succeed a DC 18 Saving throw by.
suffering the same effects as the original creature. This Additionally for every Rank, beyond D-Rank a trap is,
poison can be nullified by a Jutsu or effect of no less than it’s damage, if any is increased by +2 damage die.
S-Rank. These trap’s requires an active Wisdom (Perception) or
Malice: This poison was created by a shinobi by the Intelligence (Investigation) check vs its Notice DC to be
name of Sasori and was long since banned by all villages. noticed. If a trap is noticed prior to it being triggered, then
This poison is one of legendary fatality. A creature a creature with the appropriate Toolkit can attempt to
subjected to this poison must succeed a DC 25 disable it so long as they are within 5 feet of the triggering
Constitution saving throw ignoring resistance or area. On a failed check, the trap triggers anyway.
Immunity. On a failed save the affected creature becomes Finally, the constructor of a Trap can make a trap either
unconscious for 72 hours, and immediately dies at the end a Snare or Trigger based trap. A snare-based trap is a trap
of the duration. This poison can be nullified by a Jutsu or that has a set trigger and cannot be activated manually
effect of no less than S-Rank. except by an unsuccessful Disable attempt. A trigger-based
trap is a trap that can only be manually or remotely
SECURITY KIT activated by its maker or whomever they designate as a
A security kit includes the tools and mechanical triggering creature.
components necessary to bypass electronic and Enhanced a Trap (x Charges). When you ate creating a
mechanical locks. It includes sensor devices, a specialized trap, by spending an additional 2 charges, you are able to
Radio link designed to detect silent alarms, a small file, a enhance it, making it more difficult to avoid or more lethal.
set of lockpicks, a small mirror mounted to an elongated For every 2 charges you spend enhancing a trap, increase
handle, a set of narrow-bladed scissors, and a pair of the save DC to avoid the effects of the trap by +1 or the skill
pliers. Proficiency with these tools let you to do; check DC to notice the Trap by +2 or the damage a trap
Pick locks (1 Charge). By spending a minimum of 1 does by +1 damage die.
Action based on Lock Quality as shown on the Locks Table.
Make five Dexterity, Intelligence or Wisdom (Security Kit) WEAPONSMITH KIT
check vs the Lock DC, you can choose to roll all at once or This kit includes all of the necessary implements to
one at a time.. prepare and create mundane weapons while in the
By spending additional charges, you gain a +2 bonus to presence or access of extreme heat and cooling capabilities.
your Security Kit check results for each charge spent. You Proficiency with this kit lets you add your proficiency
must spend the charges prior to making the check. If you bonus to any skill checks you make to make weapons. Also,
chose to roll all five checks at once you can pre-spend as proficiency with this kit is required to create Chakra
many charges as you desire, then apply each +2 bonus to Enhanced Weapons of any type.
each die then add your Dexterity, Intelligence or Wisdom
(Security Kit) bonus to each result to speed things up. SCROLLS
Based on the amount of failures you have vs the quality of
Scrolls in the Naruto Universe are one of the primary
the lock, you either pass and successfully unlock the lock
tools in a ninja’s arsenal. The average sized scroll is
or fail and break the locks inner workings jamming it.
small enough that several can be carried at the same
Disarm Trap’s (2 Charges). As an action you begin to
time, either in a flak jacket or in a pouch.
attempt to disarm a live trap. Make a single Dexterity,
Larger scrolls are usually carried on the ninja's back.
Intelligence or Wisdom (Security Kit) check vs the Disarm
In addition to writing on scrolls, ninja use them to
DC of the target trap. On a success you disarm the trap. On
summon creatures, people, and items, making
a failure the trap triggers making you the triggering
transportation easier and providing more options when
creature. By spending additional charges, you gain a +2
on a mission. Some techniques can also be stored in
bonus to your Security Kit check results.
scrolls with enough time.
There are a variety of scroll types that a shinobi can
use to assist in carrying or transporting things.

47
ITEM SCROLL S CROLLS
This scroll is designed with the intent to seal, and store
up to 5 Bulk worth of tools, objects, or miscellaneous Scroll Type Bulk Cost
items. Items can be stored in this scroll at a rate of 1 bulk
Blank Weapon/ Item/ Jutsu Scroll 1 50 Ryo
per 10 minutes of downtime or during downtime.
You could also purchase these scrolls with items E-Rank Jutsu Scroll 1 25 Ryo
already sealed into them. Such scrolls usually only have a D-Rank Jutsu Scroll 1 100 Ryo
single object sealed inside of it. The more rare or
C-Rank Jutsu Scroll 1 250 Ryo
expensive the item, the scroll usually will reflect this
cost but with an additional tax for the time used to seal B-Rank Jutsu Scroll 1 1000 Ryo
the item. A-Rank Jutsu Scroll 1 2500 Ryo
Item Scrolls can be withdrawn from as a bonus action.
S-Rank Jutsu Scroll 1 5000 Ryo

WEAPON SCROLL
This scroll is designed with the intent to seal, and store
Single weapons of no greater than 5 Bulk. Weapons
J UTSU S CROLLS
sealed this way usually require 1 hour of prep time to seal Jutsu
into a scroll due to their size in comparison to smaller Rank Rarity Downtime Cost Save DC Attack Bonus
items in an Item Scroll. Weapons seals inside of a
E-Rank Common 0-Weeks (1 Day) 13 +5
Weapon scroll can be summoned from the scroll on
command as a bonus action. Doing this does destroy the D-Rank Uncommon 1-Weeks 15 +7
scroll in the process. C-Rank Rare 3-Weeks 17 +9
When you store Weapons with the ammunition
B-Rank Very Rare 5-Weeks 19 +11
quality, you store 1 full stack (1d8 Ammunition Die) of
the weapons in a scroll. You can as a Bonus action restore A-Rank Legendary 7-Weeks 21 +13
your Ammunition die of that weapon type, by expending S-Rank Legendary 9-Weeks 24 +15
a weapon scroll, with those weapons sealed inside them.
Doing this does destroy the scroll in the process.

JUTSU SCROLL
A Jutsu scroll bears the words, formula’s and concepts
behind a single Ninjutsu or Genjutsu, written in a
mystical cipher. If you have a jutsu sealed inside the
U TILITY K ITS
scroll on your known jutsu list, you can read and cast the Item Bulk Cost
stored jutsu as an action without providing any
Camping Kits 5 75 Ryo
additional components.
Otherwise, you require a Ninshou for Ninjutsu or Two-person Tent (2)
Illusion for Genjutsu, skill check to determine the jutsu Bedroll (2)
sealed inside the scroll. The DC equals 15 + The Jutsu’s
Blanket (1)
rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
Rank: 5). This DC can be increased or decreased at the Mess Kits 3 50 Ryo
DM’s discretion based on the probability of you seeing or Field Rations (7 Day) (1)
hearing about this jutsu if at all. Scrolls found or
Cooking/Eating Utensils (2)
purchased with a Jutsu sealed inside the Scroll have a
predefined Save DC and attack bonus based on the rank Pocket Watch 50 Ryo
of the jutsu used. If you want to seal a Jutsu inside a Rope (50 ft) 20 Ryo
blank Jutsu scroll, it requires a Ninshou or Illusions
Field Rations (1 Day) 5 Ryo
check based on the jutsu sealed, and Downtime to do it.
Once a Jutsu Scroll has been used, it is destroyed. Glow Rod 5 Ryo
Heat Generator 100 Ryo
S TORAGE T OOLS Binoculars 25 Ryo

Item Bulk Bonus Cost Two-person Tent 50 Ryo

Shinobi Backpack* +10 Bulk 250 Ryo


Shinobi Waist Bag* +5 Bulk 75 Ryo
Shinobi Belt Pouch* +3 Bulk 50 Ryo
Shinobi Leg Pouch* +2 Bulk 25 Ryo
Thermos - 5 Ryo
Wallet - 5 Ryo
Ration Case - 5 Ryo
*You can only benefit from one Shinobi storage tool of the same type,
once. Ex. You cannot benefit from having 10 Leg pouches or 5 Belt
Pouches. You only benefit from 1 of each.

48
CHAPTER 6: USING ABILITY SCORES

S
ix abilities provide a quick description of ABILITY S CORES & M ODIFIERS
every creature’s physical and mental
characteristics: Score Modifier
Strength. measuring physical power 1 -5
Dexterity. measuring agility
2-3 -4
Constitution. measuring endurance and
Stamina 4-5 -3
Intelligence. measuring reasoning and memory 6-7 -2
Wisdom. measuring awareness and intuition
8-9 -1
Charisma. measuring force of personality
Is a character muscle-bound and insightful? Brilliant 10-11 -0
and charming? Nimble and hardy? Ability scores define 12-13 +1
these qualities-a creature’s assets as well as weaknesses. 14-15 +2
The three main rolls of the game-the ability check, the
skill check, the saving throw, and the attack roll-rely on 16-17 +3
the six ability scores. The book’s introduction describes 18-19 +4
the basic rule behind these rolls: roll a d20, add an ability 20-21 +5
modifier derived from one of the six ability scores, and
compare the total to a target number. 22-23 +6
This chapter focuses on how to use ability checks and 24-25 +7
saving throws, covering the fundamental activities that 26-27 +8
creature's attempt in the game. Rules for attack rolls
appear in chapter 8.
28-29 +9
30 +10
ABILITY SCORES AND grant advantage, for example, you still roll only one

MODIFIERS
additional d20.
If circumstances cause a roll to have both advantage
Each of the creature's abilities has a score, a number that and disadvantages, you are considered to have neither of
defines the magnitude of that ability. An ability score is them, and you roll one d20. This is true even if multiple
not just a measure of innate capabilities, but also circumstances impose disadvantage and only one grants
encompasses a creature’s training and competence in advantage or vice versa. In such a situation, you have
activities related to that ability. neither advantage or disadvantage.
A score of 8 or 9 is the normal human average, but When you have advantage or disadvantage and
Shinobi and many monsters are a cut above average in something in the game lets you reroll the d20, you can
most abilities. A score of 18 is the highest that a person reroll only one of the dice. You choose which one. For
usually reaches in their lifetime. Shinobi can have scores example, if Sasuke has advantage on an ability check and
as high as 20, and monsters and villains can have scores rolls a 1 and a 13, then Sasuke could use that feature to
as high as 30. reroll the 1.
The Ability Scores and Modifiers table notes the ability You usually gain advantage or disadvantage through
modifiers for the range of possible ability scores, from 1 the use of special abilities, actions, or Jutsu. Will of Fire
to 30. It is possible to reach higher values than what is (see chapter 3) can also give a character advantage on
listed on the table. checks related to the character’s personality, ideals, or
To determine an ability modifier without consulting bonds. The GM can also decide that circumstances
the table, subtract 10 from the ability score and then influence a roll in one direction or the other and grant
divide the total by 2 (round down). advantage or impose disadvantage as a result.
Because ability modifiers affect almost every attack
roll, skill check, ability check, and saving throws, ability
modifiers come up in play more often than their
PROFICIENCY BONUS
Characters have a proficiency bonus determined by level,
associated scores.
as detailed in chapter 1. Adversaries also have this bonus,

ADVANTAGE AND
which is incorporated in their stat blocks. The bonus is
used in the rules on ability checks, skill checks, saving
DISADVANTAGE throws, armor class and attack rolls.
Your proficiency bonus can’t be added to a single die
Sometimes a special ability or power tells you that you
roll or other number more than once.
have advantage or disadvantage on an ability check, skill
Occasionally, your proficiency bonus might be
check, a saving throw, or an attack roll. When that
multiplied or divided (doubled or halved. for example)
happens, you roll a second d20 when you make the roll.
before you apply it. If a circumstance suggests that your
Use the higher of the two rolls if you have advantage,
proficiency bonus applies more than once to the same
and use the lower roll if you have disadvantage. For
roll, you still add it only once and multiply or divide it
example, if you have disadvantage and roll a 17 and a 5,
only once.
you use the 5. If you instead have advantage and roll
those numbers, you use the 17.
If multiple situations affect a roll and each one grants
advantage or imposes disadvantage on it, you don’t roll
more than one additional d20. If two favorable situations

49
By the same token, if a feature or effect allows you to
ABILITY C HECK DC’ S (G ENERIC )
multiply your proficiency bonus when making an ability
check that wouldn’t normally benefit from your Task Difficulty DC
proficiency bonus, you still don’t add the bonus to the
Very Easy 7
check. For that check your proficiency bonus is 0, given the
fact that multiplying 0 by any number is still 0. For Easy 9
instance, if you lack proficiency in the History skill, you Medium 12
gain no benefit from a feature that lets you double your Hard 17
proficiency bonus when you make Intelligence (History)
checks. In general, you don’t multiply your proficiency Very Hard 21
bonus for attack rolls or saving throws. If a feature or effect Nearly Impossible 25
allows you to do so, these same rules apply. Unprecedented 30

MASTERY S KILL C HECK DC’ S


Some class and clan features, Jutsu or even environmental
circumstances will grant you Mastery with a given skill or
Level Easy DC Medium DC Hard DC Very Hard
toolkit.
When you would make a d20 roll, in which you have 1-3 11 17 21 23
gained Mastery, you add an additional +2 to the result to 4-6 12 18 22 24
your check. If you would gain Mastery from multiple
7-9 13 19 23 25
different sources, you gain an additional rank of Mastery,
the bonus is increased. 10-12 14 20 24 26
Sources of Mastery; 13-15 15 21 25 27
• One Source: Rank 1 Mastery (+2)
16-18 16 22 26 28
• Two Sources: Rank 2 Mastery (+4)
• Three Sources: Rank 3 Mastery (+6) 19+ 17 23 27 29

While gaining stacking Ranks of Mastery sounds simple,


you are limited by your total level. CONTESTS
• Between levels 1-6, you can only gain 1 Rank of Mastery. Sometimes one character or monster’s efforts are directly
• Between levels 7-11, you can gain up to 2 Ranks of opposed to another’s. This can occur when both of them
Mastery. are trying to do the same thing and only one can succeed,
• When you reach levels 12+, you can have up to 3 Ranks of such as attempting to snatch up a ring that has fallen on
Mastery. the floor. This situation also applies when one of them is
trying to prevent the other one from accomplishing a
If you have more than three sources of mastery, the
goal. For example, when a monster tries to force open a
maximum possible bonus you can have is +6.
door that an adventurer is holding closed. In situations
Ranks of Mastery is categorized utilizing Shinobi Ranks
like these, the outcome is determined by a special form of
where applicable;
ability check, called a contest.
• No Proficiency: Not Proficient Both participants in a contest make ability checks
• Proficiency: Genin Mastery (or Genin Rank) appropriate to their efforts. They apply all appropriate
• Rank 1 Mastery: Chunin Mastery (or Chunin Rank) bonuses and penalties, but instead of comparing the total
• Rank 2 Mastery: Jonin Mastery (or Jonin Rank) to a DC, they compare the totals of their two checks. The
• Rank 3 Mastery: Sanin or Kage Mastery (or Sanin/Kage participant with the higher check total wins the contest.
Mastery) That character or monster either succeeds at the action or
prevents the other one from succeeding.

ABILITY CHECKS If the contest results in a tie, the situation remains the
same as it was before the contest. Thus, one contestant
An ability check tests a character or monster’s innate
might win the contest by default. If two characters tie in a
talent and training in an effort to overcome a challenge.
contest to snatch a ring off the floor, neither character
The GM calls for an ability check when a character or
grabs it. In a contest between a monster trying to open a
monster attempts an action (other than an attack) that has
door and an adventurer trying to keep the door closed, a
a chance of failure. When the outcome is uncertain, the
tie means that the door remains shut.
dice determine the results.
Contested rolls do not only exist for ability checks, as
For every ability check, the GM decides which of the 6
any specified statistics can be contested against one
abilities is relevant to the task at hand and the difficulty of
another (Such as Skill Checks or Attack Rolls)
the task, represented by Difficulty Class. The more difficult

SKILL CHECKS
a task, the higher its DC. The typical difficulty classes table
shows common DCs.
To make an ability check, roll a d20 and add the relevant Each ability covers a broad range of capabilities,
ability modifier. As with other d20 rolls, apply bonuses and including skills that a character or a monster can be
penalties, and compare the total to the DC. If the total proficient in. A skill represents a specific aspect of an
equals or exceeds the DC, the ability check is a success, the ability score, and an individual’s proficiency in a skill
creature overcomes the challenge at hand. Otherwise, it’s a demonstrates a focus on that aspect. (A character’s
failure, which means the character or monster makes no starting skill proficiencies are determined at character ~
progress toward the objective or makes progress combined creation, and the monster's skill proficiencies appear in
with a setback determined by the GM. the monster’s stat block.)
For example, a Dexterity check might reflect a
character’s attempt to pull off an acrobatic stunt, to

50
palm an object, or to stay hidden. Each of these aspects character in that task. Moreover, a character can help
of Dexterity has an associated skill: Acrobatics, Sleight of only when two or more individuals working together
Hand, and Stealth, respectively. So, a character who has would actually be productive. Some tasks, such as
proficiency in the Stealth skill is particularly good at threading a needle, are no easier with help.
Dexterity checks related to sneaking and hiding.
The skills related to each ability score are shown in the GROUP CHECKS
following list. See an ability’s description in the later When a number of individuals are trying to accomplish
sections of this chapter for examples of how to use a skill something as a group, the GM might ask for a group
associated with an ability. ability or skill check. In such a situation, the characters
who are skilled at a particular task help cover those who
Strength: Athletics, Martial Arts
aren’t.
Dexterity: Acrobatics, Sleight of Hand, Stealth
To make a group ability or skill check, everyone in the
Constitution: Chakra Control
group makes the check. If at least half the group
Intelligence: Crafting, History, Investigation, Nature,
succeeds, the whole group succeeds. Otherwise, the
Ninshou
group fails.
Wisdom: Animal handling, Illusions, Insight, Medicine,
Group checks don’t come up very often, and they’re
Perception, Survival
most useful when all the characters succeed or fail as a
Charisma: Deception, Intimidation, Performance,
group. For example, when adventurers are navigating a
Persuasion
swamp, the GM might call for a group Wisdom (Survival)
Sometimes, the GM might ask for a skill check using a check to see if the characters can avoid the quicksand,
specific skill-for example, “Make a Wisdom sinkholes, and other natural hazards of the
(Perception) check.” At other times, a player might ask environment. If at least half the group succeeds, the
the GM if proficiency in a particular skill applies to a successful characters are able to guide their companions
check. In either case, proficiency in a skill means an out of danger. Otherwise, the group stumbles into one of
individual can add his or her proficiency bonus to checks these hazards.
that involve that skill. Without proficiency in the skill,
the individual makes a normal ability check.
For example, if a character attempts to climb up a
USING EACH ABILITY SCORE
Every task that a character or monster might attempt in
dangerous cliff. The Dungeon Master might ask for a
the game is covered by one of the six abilities. This
Strength (Athletics) check. If the character is proficient
section explains in more detail what those abilities mean
in Athletics, the character’s proficiency bonus is added
and the ways they are used in the game.
to the Strength check. If the character lacks that
Your Strength, Dexterity, and Constitution ability
proficiency, he or she just makes a Strength check.
scores, are known as Physical Ability Scores, while your

PASSIVE CHECKS
Intelligence, Wisdom, and Charisma ability scores are
denoted as Mental Ability Scores.
A passive check is a special kind of skill check that This distinction may be referenced in some abilities
doesn’t involve any die rolls. Such a check can represent throughout N5e. For example, a feature that grants a +1
the average result for a task done repeatedly, such as bonus to Mental Saving Throws, grants you a +1 bonus to
searching for secret doors over and over again, or can be Intelligence, Wisdom, and Charisma saving throws.
used when the GM wants to secretly determine whether
the characters succeed at something without rolling STRENGTH
dice, such as noticing a hidden monster.
Strength measures bodily power, athletic training, and
Here’s how to determine a character’s total for a
the extent to which you can exert raw physical force.
passive check:

10 + all modifiers that normally apply to the check. STRENGTH CHECKS


A Strength check can model any attempt to lift, push,
If the character has advantage on the check, add 5. For pull, or break something, to force your body through a
disadvantage, subtract 5. The game refers to a passive space, or to otherwise apply brute force to a situation.
check total as a score. The Athletics skill reflects aptitude in certain kinds of
For example, if a 1st-level character has a Wisdom of Strength checks. The Taijutsu Skill reflects your aptitude
15 and proficiency in Perception, he or she has a passive to use complex Taijutsu maneuvers, and recognize
Wisdom (Perception) score of 14. another creature's physical aptitude in Taijutsu and
The rules on hiding in the “Dexterity” section below general knowledge in Taijutsu.
rely on passive checks, as do the exploration rules in Athletics. Your Strength (Athletics) check covers
chapter 7. difficult situations you encounter while climbing.
jumping. or swimming. Examples include the following
WORKING TOGETHER activities:
• You attempt to climb a sheer or slippery cliff, avoid
Sometimes two or more characters team up to attempt a
task. The character who’s leading the effort, or the one hazards while scaling a wall, or cling to a surface while
with the highest ability modifier, can make an skill check something is trying to knock you off.
• You try to jump an unusually long distance or pull off a
with advantage, reflecting the help provided by the other
characters. In combat, this requires the Help action (see stunt midjump.
• You struggle to swim or stay afloat in treacherous
chapter 8).
A character can only provide help if the task is one that currents, storm-tossed waves, or areas of thick
he or she could attempt alone. For example, trying to seaweed. Or another creature tries to push or pull you
open a lock requires proficiency with security kits, so a underwater or otherwise interfere with your
character who lacks that proficiency can’t help another swimming.

51
Martial Arts. Your Strength (Martial Arts) check ship's deck. The GM might also call for a Dexterity
covers situations you encounter while training, learning, (Acrobatics) check to see if you can perform acrobatic
or Encountering Complex Martial arts Maneuvers. This stunts, including dives, rolls, somersaults, and flips.
skill can also be Applied to Intelligence to signify more Sleight of Hand. Whenever you attempt an act of
knowledge on a particular maneuver or technique or legerdemain or manual trickery, such as planting
Dexterity to signify a more agile version or attempt at a something on someone else or concealing an object on
Maneuver, This Skill is placed in Strength as a baseline, your person, make a Dexterity (Sleight of Hand) check.
but applies to these 2 Skills as well. Examples include the The GM might also call for a Dexterity (Sleight of Hand)
following activities: check to determine whether you can lift a wallet off
• You see a Taijutsu or Bukijutsu and attempt to Identify another person or slip something out of another
person’s pocket.
if you have seen or heard of it before as a reaction.
• You begin to create the foundations of a new Taijutsu
Stealth. Make a Dexterity (Stealth) check when you
attempt to conceal yourself from enemies, slink past
form or technique while training or creating a jutsu
• You clash Taijutsu attacks with another creature and
guards, slip away without being noticed, or sneak up on
someone without being seen or heard. The result of this
must best them in a bout of Strength or Speed
check is vs the opposing creatures Wisdom (Perception)
overcoming their skill in their respective technique
checks.
with your own during a jutsu clash.
Other Dexterity Checks. The GM might call for a
Other Strength Checks. The GM might also call for a Dexterity check when you try to accomplish tasks like
Strength check when you try to accomplish tasks like the the following:
following:
• Control a heavily laden cart on a steep descent
• Force open a stuck, locked, or barred door • Steer a chariot around a tight turn
• Break free of bonds • Pick a lock
• Push through a tunnel that is too small • Disable a trap
• Hang on to a wagon while being dragged behind it • Securely tie up a prisoner
• Tip over a statue • Wriggle free of bonds
• Keep a boulder from rolling • Play a stringed instrument

ATTACK ROLLS AND DAMAGE ATTACK ROLLS AND DAMAGE


You add your Strength modifier to your attack roll and You add your Dexterity modifier to your attack roll and
your damage roll when attacking with a melee weapon your damage roll when attacking with a ranged weapon.
such as a Great Axe or Naginata. You use melee weapons such as a short bow or Shuriken. You can also add your
to make melee attacks in hand-to-hand combat, and Dexterity modifier to your attack roll and your damage
some of them can be thrown to make a ranged attack. roll when attacking with a melee weapon that has the
finesse property, such as a Katana or Broadsword.
LIFTING AND CARRYING
Your Strength score determines the amount of weight ARMOR CLASS
you can bear. The following terms define what you can Depending on the armor you wear, you might add some
lift or carry. or all of your Dexterity modifier to your Armor Class.
Carrying Capacity. Your carrying capacity is your
Strength score multiplied by 15. This is the weight (in INITIATIVE
pounds) that you can carry, which is high enough that At the beginning of every combat, you roll initiative by
most characters don’t usually have to worry about it. making a Dexterity check + half your proficiency
Push, Drag, or Lift. You can push, drag, or lift a weight rounded down. Initiative determines the order of
in pounds up to twice your carrying capacity (or 30 times creatures’ turns in combat, as described in chapter 8.
your Strength score). While pushing or dragging weight
in excess of your carrying capacity, your speed drops to 5 STEALTH
feet. When you would attempt to become imperceptible to
Size and Strength. Larger creatures can bear more another creature by gaining total cover, becoming
weight, whereas tiny creatures can carry less. For each undetected or even becoming completely hidden is
size category above Medium, double the creature’ considered the act of Stealth. When you would attempt to
carrying capacity and the amount it can push. drag, or do this, you must follow the Rules, actions and
lift. For a Tiny creature, halve these weights. conditions laid out below.
Concealing An Object. You attempt to hide a small
DEXTERITY object on your person (such as a weapon with the hidden
quality). When you try to sneak a concealed object past
Dexterity measures agility, reflexes, and balance.
someone who might notice it, as an action make a
DEXTERITY CHECKS Dexterity (Sleight of Hand) check vs the creatures
Passive Perception. Once you make your Sleight of Hand
A Dexterity check can model any attempt to move
check, you do not reroll this no matter how many other
nimbly, quickly, or quietly, or to keep from falling on
passive observers you attempt to sneak it past. If a
tricky footing. The Acrobatics, Sleight of Hand, and
creature is specifically searching you for a hidden item,
Stealth skills reflect aptitude in certain kinds of
the creature instead makes a Wisdom (Perception) check
Dexterity checks.
vs the result of your check, finding the object on a
Acrobatics. Your Dexterity (Acrobatics) check covers
success.
your attempt to stay on your feet in a tricky situation,
Hide. You attempt to hide using cover, heavy
such as when you’re trying to run across a sheet of ice,
obscurement or darkness to become hidden. When you
balance on a tightrope, or stay upright on a rocking
would attempt to Hide, you make a Dexterity (Stealth)

52
check. This result is compared to the Passive perception CONSTITUTION
of all creatures that are unaware of your presence. You
The Constitution measures health, stamina, vital forces,
do not need to remake this Dexterity (Stealth) check so
and Chakra limits.
long as you do not attempt to Sneak or move and remain

CONSTITUTION CHECKS
perfectly still on your turn. Creatures that are aware of
your presence but do not know of your location can
Constitution checks are uncommon. Only one skill
choose to take the Search action on their turn to look for
applies to Constitution checks and that would be your
you. You can’t hide from a creature that can see you, and
Chakra Control, the rest of the effects that Constitution
if you make noise (such as shouting a warning or
provides can be seen as always active, or Passive.
knocking over a vase), you give away your position. An
Because the endurance this ability represents is largely
invisible creature can’t be seen, so it can always try to
passive rather than involving a specific effort on the part
hide. Signs of its passage might still be noticed, however,
of a character or monster. A Chakra control check can be
and it still has to stay quiet. Once you are observed or
used to model you attempting to control your chakra or a
seen by a hostile creature, all creatures allied with that
jutsu with much finer focus or empowering it beyond its
creature becomes aware of your position as well.
normal parameters. A Constitution check can model your
Sneak. You can only attempt to sneak while you are
attempt to push beyond normal limits, however.
hidden or undetected. When you attempt to move while
Chakra Control. Your Constitution (Chakra Control)
you are hidden it is also called sneaking. While sneaking
check covers your attempt to manipulate your chakra in
you can only move up to half of your speed. You must
any way. Additionally, this check s mad whenever you
also make a Dexterity (Stealth) check which cannot be
would make a Concentration check to maintain a jutsu
remade unless by another effect dictating it (You can
your concentrating on.
sneak while burrowing, climbing, flying or swimming).
Other Constitution Checks. The GM might call for a
The result of the check is compared to all creatures
constitution check when you try to accomplish tasks like
within 30 feet of you passive perception. On a failure
the following:
they become aware of your presence but you are not
immediately seen. They instead may begin to actively • Hold your breath
look for you. If they do, you must make another • March or labor for hours without rest
Dexterity (Stealth) check vs their Wisdom (Perception) • Go without sleep
check. If you pass, you remain unseen. On a failure they • Survive without food or water
become aware of your location and you become • Quaff an entire stein of sake in one go
observed.
Passive Perception. When you hide, there’s a chance HIT POINTS
someone will notice you even if they aren’t searching. To Your Constitution modifier contributes to your hit
determine whether such a creature notices you, the GM points. Typically, you add your Constitution modifier to
compares your Dexterity (Stealth) check with that each Hit Die you roll for your hit points.
creature’s passive Wisdom (Perception) score, which If your Constitution modifier changes, your hit points
equals 10 + the creature’s Wisdom modifier, as well as maximum changes as well, as though you had the new
any other bonuses or penalties. If the creature has modifier from 1st level. For example, if you raise your
advantage, add 5. For disadvantage, subtract 5. Constitution score when you reach 4th level and your
What can you See? one of the main factors in Constitution modifier increases from +1 to +2, you adjust
determining whether you can find a hidden creature or your hit point maximum as though the modifier had
object is how well you can see in an area, which might be always been +2. So, you add 3 hit points for your first
lightly or heavily obscured. (See Chapter 7) three levels, and then roll your hit points for 4th level
using your new modifier. Or if you’re 7th level and some
S TEALTH C HART effect lower your Constitution score so as to reduce your
Constitution modifier by 1, your hit point maximum is
Stealth Status Effect/Definition
reduced by 7.
Observed/Seen Creatures can see you. You are not Hidden
or Undetected and cannot gain the benefit CHAKRA POINTS
of either. Your Constitution modifier contributes to your chakra
Hidden/Unseen/ Creatures are aware of your presence but points. Typically, you add your Constitution modifier to
each Chakra Die you roll for your chakra points.
Aware they cannot see you and do not know your
If your Constitution modifier changes, your Chakra point
location. Creatures who are aware of your
maximum changes as well, as though you had the new
presence can take the search action to
modifier from 1st level. For example, if you raise your
attempt to find you.
Constitution score when you reach 4th level and your
Unaware/ Creatures are unaware of your presence Constitution modifier increases from +1 to +2, you adjust
Undetected and do not know of your location. While your Chakra point maximum as though the modifier had
you are undetected you can gain the always been +2. So, you add 3 Chakra points for your first
benefit of surprising a creature, triggering three levels, and then roll your hit points for 4th level
a surprise round. using your new modifier. Or if you’re 7th level and some
effect lower your Constitution score so as to reduce your
Constitution modifier by 1, your Chakra point maximum
is reduced by 7.

53
INTELLIGENCE you to make a Wisdom (Illusions) check to see if you are
under a Genjutsu.
Intelligence measures mental acuity, accuracy of recall,
Insight. Your Wisdom (Insight) check decides whether
and the ability to reason.
you can determine the true intentions of a creature, such as

INTELLIGENCE CHECKS
when searching out a lie or predicting someone’s next
move. Doing so involves gleaning clues from body
An Intelligence check comes into play when you need to
language, speech habits, and changes in mannerisms.
draw on logic, education, memory, or deductive
Medicine. A Wisdom (Medicine) check lets you try to
reasoning. The Crafting, History, Investigation, Nature,
stabilize a dying companion or diagnose an illness.
and Ninjutsu skills reflect aptitude in certain kinds of
Perception. Your Wisdom (Perception) check lets you
Intelligence checks.
spot, hear, or otherwise detect the presence of something.
Crafting. Your Intelligence (Crafting) checks measure
It measures your general awareness of your surroundings
your ability to appraise, repair, disable, or create objects
and the keenness of your senses. For example, you might
of varying fields such as Technology, architecture and
try to hear a conversation through a closed door, eavesdrop
even demolitions. You can also use this skill to recall
under an open window, or hear monsters moving stealthily
information regarding the basics and advanced concepts
in the forest. Or you might try to spot things that are
of Crafting.
obscured or easy to miss, whether they are orcs lying in
History. Your Intelligence (History) check measures
ambush on a road, thugs hiding in the shadows of an alley,
your ability to recall information about artifacts,
or candlelight under a closed secret door.
histories, religions, cultures and other known or
Survival. The GM might ask you to make a Wisdom
discovered facts or theories.
(Survival) check to follow tracks, hunt wild game, guide
Investigation. When you look around for clues and
your group through frozen wastelands, identify signs that
make deductions based on those clues, you make an
wolves or Lions live nearby, predict the weather, or avoid
Intelligence (Investigation) check. You might deduce the
quicksand and other natural hazards.
location of a hidden object, discern from the appearance
Other Wisdom Checks. The GM might call for a Wisdom
of a wound what kind of weapon dealt it, or determine
check when you try to accomplish tasks like the following:
the weakest point in a tunnel that could cause it to
collapse. Poring through ancient materials in search of a • Get a gut feeling about what course of action to follow
hidden fragment of knowledge might also call for an
Intelligence (Investigation) check. CHARISMA
Nature. Your Intelligence (Nature) check measures Charisma measures your ability to interact effectively with
your ability to recall lore about terrain, plants and others. It includes such factors as confidence and
animals, the weather, and natural cycles. eloquence, and it can represent a charming or
Ninshou. Your Intelligence (Ninshou) check measures commanding personality.
your ability to control, enhance, recognize, and create
Ninshou of any type you are experienced with. This skill CHARISMA CHECKS
is also used when your ninjutsu with the Clash Keyword A Charisma check might arise when you try to influence or
Clashes with an opposing Jutsu and a struggle ensues. entertain others, when you try to make an impression or
Other Intelligence Checks. The GM might call for an tell a convincing lie, or when you are navigating a tricky
Intelligence check when you try to accomplish tasks like social situation. The Deception, Intimidation,
the following: Performance, and Persuasion skills reflect aptitude in
• Communicate with a creature without using words certain kinds of Charisma checks.
• Estimate the value of a precious item Deception. Your Charisma (Deception) check determines
• Pull together a disguise to pass as a city guard whether you can convincingly hide the truth, either
• Forge a document verbally or through your actions. This deception can
• Win a game of skill encompass everything from misleading others through
ambiguity to telling outright lies. Typical situations
WISDOM include trying to fast-talk a guard, con a merchant, earn
money through gambling, pass yourself off in a disguise,
Wisdom reflects how attuned you are to the world around dull someone’s suspicions with false assurances, or
you and represents perceptiveness and intuition. maintain a straight face while telling a blatant lie.
Intimidation. When you attempt to influence someone
WISDOM CHECKS through overt threats, hostile actions, and physical
A Wisdom check might reflect an effort to read body
violence, the GM might ask you to make a Charisma
language, understand someone’s feelings, notice things
(Intimidation) check. Examples include trying to pry
about the environment, or care for an injured person. The
information out of a prisoner, convincing street thugs to
Animal Handling, Genjutsu, Insight, Medicine, Perception,
back down from a confrontation, or using the edge of a
and Survival skills reflect aptitude in certain kinds of
broken bottle to convince a sneering informant to
Wisdom checks.
reconsider a decision.
Animal Handling. When there is any question whether
Performance. Your Charisma (Performance) check
you can calm down a domesticated animal, keep a mount
determines how well you can delight an audience with
from getting spooked, or intuit an animal’s intentions, the
music, dance. acting, storytelling, or some other form of
GM might call for a Wisdom (Animal Handling) check. You
entertainment.
also make a Wisdom (Animal Handling) check to control
Persuasion. When you attempt to influence someone or
your mount when you attempt a risky maneuver.
a group of people with tact, social graces, or good nature,
Illusion. Your Wisdom (Illusion) check measures your
the GM might ask you to make a Charisma (Persuasion)
ability to control, enhance, recognize, and create Genjutsu
check. Typically, you use persuasion when acting in good
of any type you are experienced with. For example, if
faith, to foster friendships, make cordial requests, or
something about a situation seems off the GM might allow
54
exhibit proper etiquette. Examples of persuading others ANIMAL HANDLING
include convincing a Chamberlain to let your party see the
king, negotiating peace between warring tribes, or NON-PROFICIENT ACTION(S)
inspiring a crowd of townsfolk.
• Calm Animal
Other Charisma Checks. The GM might call for a
o As a reaction, when encountering a hostile beast who
Charisma check when you try to accomplish tasks like the
can both see and hear you, before any attacks have
following:
been made or damage dealt, you can attempt to calm
• Find the best person to talk to for news, rumors, and
them down. Make a Wisdom (Animal Handling) check
gossip. vs a (DC 8 + Targets Level). On a success, you are able

SKILL BASED ACTIONS


to calm them down into a non-hostile state causing
them to potentially leave you and your immediate
Below you will find a list of actions that each skill can party alone. Any aggressive or hostile actions taken
reasonably take depending on if the character is not invalidates this actions. Once a creature has initiated
proficient, proficient, or has at least 1 rank of Mastery. combat, dealt damage or caused harm in any way to
the beasts this non-hostile disposition ends on the
ACROBATICS creature.

NON-PROFICIENT ACTION(S) PROFICIENT ACTION(S)


• Tame Animal
• Maintain Balance
o As an Action, when moving into, or beginning your o As an Action, while grappling with or interacting with
turn on a surface that is slippery, narrow or otherwise a hostile or heavily damaged (Less than 25% Hit
difficult to stand on or walk across without difficulty points) beast, you can attempt to make a Wisdom
(This includes difficult terrain), you can make a (Animal Handling) check vs a DC (12 + Targets level).
Dexterity (Acrobatics) check vs DC set by the DM On a success you are able to tame the creature causing
based on the Skill Check DC’s table found in Chapter 6: it to realize your strength and causing it to respect
Using Ability Scores on page 50 or Jutsu save DC if the you to a greater level. This beast while tamed, will
cause of the effect is a Jutsu. On a success, until the listen to only your commands as a Bonus action, but
end of the current turn, you are able to move across will not risk its life to protect you instead choosing to
the challenging surface as normal without any run to preserve its own life. This beast will leave if
penalty. On a failure, you fall prone. you Tame another creature.

PROFICIENT ACTION(S) MASTERY ACTION(S)


• Train Animal
• Cat Fall
o As a Reaction, to falling any distance greater than 10 o By spending 1 Week of Downtime and making a
feet where you would take fall damage, you can use DC 25 Wisdom (Animal Handling) check, you can
your graceful agility to lessen the impact of the fall. train an animal you currently have Tamed or
▪ When you would fall between 10-30 feet make an Bonded* with. When you do, on a success the
Acrobatics check using an Easy DC of the GM’s animal learns 1 Taijutsu or Bukijutsu using its
choice. natural weapons in place of a Bukijutsu’s weapon
▪ When you would fall between 30-50 feet make an Component requirement. An animal can only have
Acrobatics check using a Medium DC of the GM’s 1 learned Jutsu in this way from you. Additionally,
choice. a creature you have Trained will not leave unless
▪ When you would fall between 50-70 feet make an you have more than two Tamed creatures at a
Acrobatics check using a Hard DC of the GM’s time. A Trained creature who leaves due to having
choice. more than two trained creatures can be called
▪ When you would fall 70+ feet make an Acrobatics back to your side over the course of a Full-Rest.

ATHLETICS
check using a Very Hard DC of the GM’s choice.
o The Skill Check DC’s table can be found in Chapter
6: Using Ability Scores on page 50.
• Squeeze Through NON-PROFICIENT ACTION(S)
o As an Action, you contort yourself to squeeze through • Trip
a space that would consider to be 1 size category o As part of the same action used to make an unarmed
smaller than you are. This action is for spaces that weapon attack, on a hit you can choose to forgo your
would be exceedingly difficult for a person to get weapon/unarmed damage to instead trip a creature.
through like a very thin separation between walls, a When you do, make a contested Strength (Athletics)
small hold that takes time and focus to squeeze check vs the target creatures Dexterity (Acrobatics)
through. Make a Dexterity (Acrobatics) check vs a DC check. On a success the target falls prone.
set by the DM based on the Skill Check DC’s table • Grapple
found in Chapter 6: Using Ability Scores on page 50. o As an Action, you can attempt to Grapple a creature.
When you do the target must make a contested
Strength (Athletics) or Dexterity (Acrobatics) check
vs your Strength (Athletics). On a success (your result
being greater than theirs), the creature is Grappled. A
grappled creature can spend an Action to remake the
contested check vs you. On a success, they
immediately escape, ending the Grappled condition. A

55
creature Grappled or Restrained by you, can be shoved without the target beating your recorded result as a
by you, using the Shove Skill Action. If a grappled or result of their Search Skill-Action.
restrained creature is moved more than 5 feet away ▪ This benefit lasts for 10 minutes or until you
from you it immediately ends either condition. spend chakra or a chakra like resource (White
▪ If you have at least 1 rank of Mastery in Athletics, chakra, Uzumaki Cells, Calories, Sage Chakra, etc.).
if your Grapple check result is greater than your ▪ After 10 minutes, you may reattempt the Chakra
targets contested check result by 10 or more, the Control check, with your result being reduced by
creature is instead treated as Restrained by you. A -2 each time until you stop using the Suppress
Restrained creature can still attempt their escape Chakra action.
attempts at disadvantage.
• Shove MASTERY ACTION(S)
o In place of one of the attacks granted by the Attack • Draw Reserves
Action, you can attempt to Shove a creature. When o By spending 10 minutes of focus, you can draw out
you do, make a contested Strength (Athletics) check some of your reserve chakra. Make a Constitution
vs the target creatures Strength (Athletics), Strength (Chakra Control) check. Vs a DC 20. On a success and
(Martial Arts) or Dexterity (Acrobatics). On a success for every 5 above the DC, you roll, you are able to
you push the target five feet in any direction. If you spend 1 Chakra die, regaining the spent die as chakra.
beat the targets check by 10 or more, you instead
push them 10 feet.
▪ If the target is grappled or restrained by you
CRAFTING
prior to the shove action being made, they
NON-PROFICIENT ACTION(S)
cannot use Acrobatics.
• Basic Repair
o If you are Proficient in Athletics, on a success, you
instead push the target five times your Strength o While you have access to a Weaponsmith’s or Armor
Ability modifier. If you beat the targets check by 10 or smith’s kit, even while not proficient, you can spend
more, you add an additional +5 feet for every 5-point 10 minutes repairing damaged equipment. When an
difference between your check and the opposing effect would permanently damage or impose a
check. penalty on a weapon, you can make an Intelligence
o If you have at least 1 rank of Mastery in Athletics, on a (Crafting) check vs a DC set by the DM based on the
success you instead push the target 10 times your Skill Check DC’s table found in Chapter 6: Using Ability
Strength ability modifier. If you beat the targets Scores on page 50. On a success you are able to remove
check by 10 or more, you add +10 feet, for every 5- the negative penalties.
point difference between your check and the
opposing check. PROFICIENT ACTION(S)
• Craft a Non-Chakra Enhanced Item
PROFICIENT ACTION(S) o You can craft items using the Non-Chakra Enhanced
• Disarm rules.
• Craft Armor or Weapon Seals
o In place of one of the attacks granted by the Attack
Action, you can attempt to Disarm a creature. When o You can craft armor or weapon seals using the Craft
you do, make a contested Strength (Athletics) check Armor or Weapon Seal rules.
• Identify Seals
vs the target creatures Strength (Athletics) or
Dexterity (Sleight of Hand). On a success, you knock o As a Reaction to seeing a weapon with Weapon seals
an item they are holding in either of their hands from or Armor with Armor seals, you can make an
its grasp and it falls to the ground. If you beat their Intelligence (Crafting) check. Vs The highest ranked
check by 10 or more, it is instead knocked 10 or more seal on the item. DC (D-Rank: 13, C-Rank: 17, B-
feet away. Rank: 21, A-Rank: 25, S-Rank: 29). On a success you
becomes aware of the seals on the weapon.
CHAKRA CONTROL MASTERY ACTION(S)
PROFICIENT ACTION(S) • Superior Crafting

• Maintain Focus
o You can craft Higher quality Armor and Weapons
following the Non-Chakra Enhanced Item rules.
o As an action, you can attempt to maintain focus on
• Enhanced Value
any Jutsu you are currently concentrating on. When
o For every week of downtime spent crafting, increase
you do, make a Constitution (Chakra Control) check
the market value of items you can craft by an
vs your Jutsu’s Save DC. On a success, you do not need
additional 150 ryo. This counts for Items you craft
to make Chakra control checks to maintain
following the Non-Chakra Enhanced Item rules.
concentration until the beginning of your next turn.
• Suppress Chakra
o By spending 1 minute of focus, you can suppress your
chakra signature. When you do, you make a
Constitution (Chakra Control) check. Recording the
result. Creatures who’s passive perception is lower
than your result, cannot see your Chakra with Chakra
Sight. Additionally, effects that would sense your
chakra signature (Sensing Technique, Kagura’s Mind
Eye etc.) do not automatically reveal or sense you

56
DECEPTION PROFICIENT ACTION(S)
• Read The Enemy
NON-PROFICIENT ACTION(S) o You can attempt to read an enemies actions. As a
• Create Diversion reaction when you see an enemy performing any series
o With a gesture, trick or combination of words, you of Hand Seals (HS) as part of the components needed to
can create a diversion intended to draw creatures cast a Genjutsu. Make a Wisdom or Intelligence
attention elsewhere. As an Action, make a Charisma (Illusions) check vs the targets Genjutsu save DC. On a
(Deception) check vs the Passive Perceptions of all success, you become aware of the Jutsu being cast and
creatures whom attention you are trying to divert. On gain +2 to AC or advantage on the saving throw made to
a success all other allied creatures gain a 1d6 bonus to resist it until the end of the current turn.
their stealth checks. • Identify Genjutsu
• Lie o You can attempt to identify a Genjutsu currently
o You try to fool someone with a false truth. As an affecting an object, area or creature. Make a Wisdom
Action, make a Charisma (Deception) check vs the (Illusions) check vs the jutsu’s save DC +5. On a success
Passive Insight of every creature you are trying to lie you become aware of the Genjutsu and its effects. If the
to. On a success, the target(s) believes your lie. The Genjutsu is special and has a unique condition needed
DM may choose to provide them circumstance to be met to end its effects, you also become aware that
bonuses based on the nature of the lie you are trying it cannot be ended via normal means.
to tell. Elaborate or highly unbelievable lies are much
harder to pass, and large elaborate lies are much INSIGHT
more difficult to maintain. At the DM’s discretion, if a
creature initially believes your lie, it might attempt a NON-PROFICIENT ACTION(S)
contested Wisdom (Insight) or Intelligence (History) • See through lies
check against your previous Charisma (Deception) o As a Reaction to a creature telling you something, you
check results. can attempt to make a Wisdom (Insight) check. The DM
should make a roll in secret even if the target is telling
PROFICIENT ACTION(S) the truth to avoid giving away any potential campaign
• Impersonate secrets based on confirmation by omission. If the target
o You can attempt to pass yourself off as someone or is lying the Insight check is opposed by the targets
something you are not. You alter your voice and Charisma (Deception) check. On a success, you become
adjust your mannerisms to imitate the object of your aware the target is potentially telling a lie, though you
impersonation. When you do, make a Charisma may not be fully aware of the context of lie. If you have
(Deception) check. The result of this check becomes undeniable proof you do not need to make this check
the DC all other creatures must challenge and beat to and choose to role play without the need for any checks.
see through your impersonation unless you display You cannot make multiple Insight checks against the
obvious reasons you are not the person you are same statement or situation on a failure.
impersonating. Creatures who are very familiar with
the object of your impersonation have advantage on PROFICIENT ACTION(S)
checks to see through this impersonation. • Sense Motive
You can try to tell if a creatures behavior is abnormal. As
MASTERY ACTION(S)
o
an Action, choose one creature you can see and attempt
• Feint to assess it for odd body language, nervousness or other
o While engaged with a hostile creature, you can indicators that it might be trying to deceive someone.
attempt a misleading flourish of fake attacks. As a The DM should make a roll in secret even if the target is
bonus action, make a contested check using Charisma not doing anything odd to avoid giving away any
(Deception) vs the targets Wisdom (Insight). On a potential campaign secrets based on confirmation by
success your next melee attack is made with a d4 omission. If the target is lying the Insight check is
bonus. Once you Feint on a creature, the next Feint opposed by the targets Charisma (Deception) check. On
you make is made at disadvantage, unless you spend 1 a success, you become aware the targets potential true
full round not attempting to Feint the creature. intentions and get a solid idea of any chakra-based
effect affecting it, if any. You cannot attempt to sense
ILLUSIONS motive the same creature again until the situation
changes significantly based on DM discretion.
NON-PROFICIENT ACTION(S)
• Cast Genjutsu Scroll(s) HISTORY
You can cast Genjutsu from Scrolls you find, purchase
NON-PROFICIENT ACTION(S)
o
or make of D-Rank or less.
o If you have Proficiency you can cast Genjutsu from • Recall Knowledge
Scrolls you find, purchase or make of B-Rank or less. o You attempt to remember something regarding a
o If you have At least 1 rank of Mastery, you can cast specific topic related to your current situation. As an
Genjutsu from scrolls you find, purchase or make of S- Action or Reaction, you make an Intelligence
Rank or less. (History) check vs a DC set by the DM based on the
Skill Check DC’s table found in Chapter 6: Using Ability
Scores on page 50. On a success you are able to
remember specific details of a certain scenario or
event.

57
INTIMIDATION page 50. On a success you are able to gain an
important piece of Lore. In most cases the DM is
NON-PROFICIENT ACTION(S) encouraged to make the DC of this activity
challenging to avoid any anti-climactic realizations
• Coerce
of information.
o Using threats either veiled or overt, you attempt to
bully a creature into doing what you want. You can
only perform this action while not in combat. You
MEDICINE
must spend at least 1 minute of conversation with a
creature you can see. After 1 minute attempt a
NON-PROFICIENT ACTION(S)
contested Intimidation check vs the targets Wisdom • Administer Aid

Saving throw. Your GM may provide you or the target o You begin to perform the basics of first aid on
circumstance bonuses based on the situation or another creature that is bleeding, bruised or
environment. On a success the target will perform the concussed. As an Action, select which condition you
act you want them to perform but will most likely want to address and make a Wisdom (Medicine)
retaliate against you in some way. If you beat the DC check vs a DC 15. On a success, and for every 5 over
by 10 or more, the target may decide against the DC, you remove 1 Rank of either bleeding,
retaliating against you in the short term. bruised or concussed. You cannot administer aid to
the same creature more than once per rest.
PROFICIENT ACTION(S)
• Demoralize
PROFICIENT ACTION(S)
o With a powerful taunt, insult, or even aggressive • Treat Wounds

flex, you can shake an enemies resolve. As an o By spending at least 10 minutes while you have
action, chose a creature you can see within 30 feet access to a Medicine Kit. This Action while requiring
of yourself. Make a contested Charisma a Medicine kit does not spend a charge and can be
(Intimidation) check vs the targets Wisdom or used in addition to any of the Medicine kits charge
Charisma (Insight). On a success, the target gains 1 based effects that take 10 or more minutes to
Rank of fear against you. Once you use this Skill- complete. You treat an injured living creature. Make
action against a creature twice, you cannot attempt a Wisdom (Medicine) check vs a Treat Wounds DC,
it again against the same creature for 1 hour as they based on the target’s conditions. Condition values
become accustomed to your intimidating antics. are based on the targets approximate HP percentage.
o If you have 2 ranks of mastery in Intimidation, and A creature can only gain the benefit of this Action
you beat the DC by 10 or more, the target instead once per long rest.
gains 2 ranks of Fear. o If you have At least 1 rank of Mastery, and you
successfully beat the Critical Success Healing DC,
INVESTIGATION you can access the effects of Critical Healing.

NON-PROFICIENT ACTION(S) T REAT W OUNDS T ABLE


• Study
o You begin to study your memories, an object, Target Success Critical Success Success Critical
creature, book, clue or another source of focus. Condition Healing DC Healing DC Healing Healing
While looking over this target you attempt to gleam 80%+ 14 18 2d8+5 4d8+5
import information from it such as what items its
60%+ 18 22 2d8+10 4d8+10
holding, has harmed it, its clan, background,
affiliation, disposition towards you or others, race 40%+ 22 26 3d8+15 6d8+15
(If non-Human), composition or any other piece of 20%+ 26 30 3d10+20 6d10+20
information you could gather by studying
10%+ 30 34 4d10+25 8d10+25
something. You spend 1 minute studying your target.
Make an Intelligence (Investigation) check vs a DC
*How to read/use this chart – When you would attempt a Treat
set by the DM based on the Skill Check DC’s table
Wounds action, calculate the targets approximate hit point value by
found in Chapter 6: Using Ability Scores on page 50. On dividing their current hit points with their maximum. When you have
a success you are able to gather one specific piece of this value, make your medicine check. Compare you medicine check
information you may have been looking for or result with this charts Success Healing DC. You can select any healing
something the DM is willing to provide. value that your target would qualify for, based on your check result.
For example, if your target has 45% of their remaining HP, but your check
PROFICIENT ACTION(S) result is 20, you can choose either 2d8+5 or 2d8+10 healing, but not
3d8+15, because you did not beat a DC 23.
• Research
o By spending any amount of time between 10 minutes
and 8 hours, you begin to perform a deep dive into a
topic you are focused on. If you spend any multiple
of 10 minutes, up to 1 hour you gain a +1 bonus to
this check. For every hour you spend after the first,
you instead gain a +1d4 bonus to this check. While
researching you are looking for lost or deep secrets
lost to others. Make an Intelligence (Investigation)
check vs a DC set by the DM based on the Skill Check
DC’s table found in Chapter 6: Using Ability Scores on

58
NINSHOU PERSUASION
NON-PROFICIENT ACTION(S) NON-PROFICIENT ACTION(S)
• Cast Ninjutsu Scroll(s) • Gather Information
o You can cast Ninjutsu from Scrolls you find, o You canvass local communities, bars, markets and
purchase or make of D-Rank or less. gathering places in an attempt to learn about a
o If you have Proficiency you can cast Ninjutsu from specific individual or topic. Make a Charisma
Scrolls you find, purchase or make of B-Rank or (Persuasion) check vs a DC set by the DM based on
less. the Skill Check DC’s table found in Chapter 6: Using
o If you have At least 1 rank of Mastery, you can cast Ability Scores. On a success you are able to gather
Ninjutsu from scrolls you find, purchase or make of one specific piece of information you may have been
S-Rank or less. looking for or something the DM is willing to
provide. This process normally takes 2-3 hours.
PROFICIENT ACTION(S) • Make an Impression/Request
• Read The Enemy o With at least 1 minute of conversation, during which
o You can attempt to read an enemies actions. As a you engage in charismatic flattery and other acts of
reaction when you see an enemy performing any goodwill, you seek to make a good impression on
series of Hand Seals (HS) as part of the components someone to make them agreeable enough to make a
needed to cast a Ninjutsu. Make an Intelligence formal request to them. Make a Charisma
(Ninshou) check vs the targets Ninjutsu save DC. (Persuasion) check vs the targets Wisdom Save
On a success, you become aware of the Jutsu being Bonus +10. On a success, the target agrees to your
cast and gain +2 to AC or advantage on the saving request, but also requires something in return. If
throw made to resist it until the end of the current you beat the DC by 10 or more, they do not request
turn. anything in return. On a failure, the target refuses
• Identify Ninjutsu but may offer an alternative that is more beneficial
o You can attempt to identify a Ninjutsu currently to themselves.
affecting an object, area or creature. Make an
Intelligence (Ninshou) check vs the jutsu’s save DC PROFICIENT ACTION(S)
+5. On a success you become aware of the Ninjutsu • Haggle
and its effects. If the Ninjutsu is special and has a o You wish to swindle yourself a good deal. When
unique condition needed to be met to end its attempting to purchase an item from a seller, you
effects, you also become aware that it cannot be may make a Charisma (Persuasion) check vs. the
ended via normal means. seller’s Passive Insight. On a success, the seller
agrees to give you a discount equal to 2d4+5 percent
PERCEPTION (%). If you succeed by 10 or more, the seller agrees
to give you a 2d4+10 percent discount. Depending on
NON-PROFICIENT ACTION(S) the rarity of the item you are haggling for, your DM
• Search
may grant you advantage or disadvantage. If you
fail, you cannot attempt this Skill-Based Action on
o As an action, you can make a Wisdom (Perception)
the seller for the next 24 hours. If you fail by 5 or
check vs the targets Stealth or Notice DC intended
more, the seller increases the cost of the item by
to discern something that isn’t obvious. Such as
2d4+5 percent. Each time you succeed with this
noticing something that is concealed.
Skill-Based Action, the DC increases by +5 for the

PERFORMANCE next 24 hours.

MASTERY ACTION(S)
NON-PROFICIENT ACTION(S)
• Upsell
• Perform
o You attempt to use your marketing skills when
o As an action, you begin a performance of some
selling an item to convince the buyer to pay you
sort, be it a song, dance, a few jokes, a speech or
more money than its worth (See Selling rules in
even a pep talk. Making a performance rarely
Chapter 7: Adventuring and Missions). Make a
directly impacts a situation on its own, instead it
Charisma (Persuasion) check vs. a DC set by the DM
influences DCs of subsequent Persuasion,
based on the Skill Check DC’s table found in Chapter
Intimidation or Insight checks against the
6: Using Ability Scores. On a success, the buyer
observers or even slightly adjust their attitudes, if
agrees to give you 50% more Ryo. If you fail, the
the DM sees fit.
buyer doesn’t see your angle and wishes to pay the
o While normally you can perform with the hope to
base price. If you fail by 10 or more, the buyer may
gain the attention of anyone, with a specific
lose interest, and if you succeeded with this Skill-
proficiency with performance, you can gain the
Based Action within the past hour against them,
attention of specific individuals.
they will demand the money that they overpaid back.
▪ Untrained: Commoners, Artisans, Genin
▪ Trained: Merchants, Minor Nobles, Chunin
▪ At Least 1 Rank of Mastery: High Nobility,
Royalty, Jonin

59
SLEIGHT OF HAND STEALTH
NON-PROFICIENT ACTION(S) NON-PROFICIENT ACTION(S)
• Palm an Object • Hide
o You can palm/hide a small unattended object o You attempt to hide using cover, heavy
without being noticed. Make a single Dexterity obscurement or darkness to become hidden. When
(Sleight of Hand) check vs creatures who are not you would attempt to Hide, you make a Dexterity
directly looking at you Passive perception. A (Stealth) check. This result is compared to the
creature whom is watching you make a contested Passive perception of all creatures that are unaware
check using their Wisdom (Perception). If they beat of your presence. You do not need to remake this
your Sleight of Hand, they are able to perceive your Dexterity (Stealth) check so long as you do not
attempting hiding of the object. attempt to Sneak or move and remain perfectly still
• Steal on your turn. Creatures that are aware of your
o You can try and take a small object from another presence but do not know of your location can
creature without being noticed. Typically, you can choose to take the Search action on their turn to
only steal an object that is small enough to fit in look for you. You can’t hide from a creature that
one hand such as a coin purse, small object or can see you, and if you make noise (such as
something similar and you automatically fail if the shouting a warning or knocking over a vase), you
creature who has the object is in combat or on give away your position. An invisible creature can’t
guard. Make a Dexterity (Sleight of Hand) vs the be seen, so it can always try to hide. Signs of its
targets Passive perception. If the object is inside of passage might still be noticed, however, and it still
the targets pockets or clothing in any way, you has to stay quiet. Once you are observed or seen by
suffer a -5 penalty to the check. The DM may apply a hostile creature, all creatures allied with that
additional penalties to the check if the nature of the creature becomes aware of your position as well.
object makes it harder to steal, such as a small
item, in a larger bag or a single sheet of parchment S TEALTH C HART
mixed in with other documents. On a success you
Stealth Status Effect/Definition
are able to grab the object and claim it in a single
hand. If there are other creatures within the same Observed/ Seen Creatures can see you. You are not Hidden or
room, if any of their passive perceptions would Undetected and cannot gain the benefit of
beat your check, they notice your act. either.
Hidden/ Unseen/ Creatures are aware of your presence but they
PROFICIENT ACTION(S) Aware cannot see you and do not know your location.
• Disable a Device/Trap Creatures who are aware of your presence can
o This action allows you to disarm a Trap or another take the search action to attempt to find you.
mechanical device while you have access to either a
Unaware/ Creatures are unaware of your presence and
Trappers Kit or another Toolkit needed to disable
Undetected do not know of your location. While you are
the specific device. Make a Dexterity (Sleight of
undetected you can gain the benefit of
Hand) check vs the Disable DC found with each
surprising a creature, triggering a surprise
individual Device or Trap. If a Device or trap does
not have a DC associated with it, the DM can choose round.
to set one based on the Skill Check DC’s table found
in Chapter 6: Using Ability Scores on page 50. On a
• Sneak
success, you are able to disable the device/trap.
o You can only attempt to sneak while you are hidden
• Pick a Lock
or undetected. When you attempt to move while
o This action allows you to pick a lock using the
you are hidden it is also called sneaking. While
Security Kit, following the rules found under the
sneaking you can only move up to half of your
Security Toolkit section.
speed. You must also make a Dexterity (Stealth)
check which cannot be remade unless by another
effect dictating it (You can sneak while burrowing,
climbing, flying or swimming). The result of the
check is compared to all creatures within 30 feet of
you passive perception. On a failure they become
aware of your presence but you are not
immediately seen. They instead may begin to
actively look for you. If they do, you must make
another Dexterity (Stealth) check vs their Wisdom
(Perception) check. If you pass, you remain unseen.
On a failure they become aware of your location and
you become observed

60
SURVIVAL MARTIAL ARTS
NON-PROFICIENT ACTION(S) PROFICIENT ACTION(S)
• Sense Direction • Read The Enemy
o Using the stars, position of the sun, geographical o You can attempt to read an enemies actions. As a
traits like plants, moss and the direction of river reaction when you see an enemy performing any
streams you can attempt to remain oriented while series of complex body movements (M) as part of
in the wild. Once per day, or every 8 hours (DM’s the components needed to cast a Taijutsu or
choice), you can attempt a Wisdom (Survival) Bukijutsu. Make an Athletics or Intelligence
check vs a DC set by the DM based on the Skill Check (Martial Arts) check vs the targets Taijutsu save DC.
DC’s table found in Chapter 6: Using Ability Scores on On a success, you become aware of the Jutsu being
page 50. More unusual locations or those you are cast and gain +2 to AC or advantage on the saving
unfamiliar with might require you to instead have throw made to resist it until the end of the current
proficiency in this skill to successfully attempt this turn.
check. Otherwise, make this check at disadvantage • Identify Taijutsu/Bukijutsu
if in a totally foreign or alien environment. On a o You can attempt to identify a Taijutsu or Bukijutsu
success, you are able to gain an excellent sense of currently affecting an object, area or creature.
where you are, the cardinal directions in relation to Make an Strength or Intelligence (Martial Arts)
your current position and are aware where you are check vs the jutsu’s save DC +5. On a success you
exactly on a local map. become aware of the Ninjutsu and its effects. If the
▪ Untrained: General Cardinal Directions or a Taijutsu or Bukijutsu is special and has a unique
naturally grown forest. condition needed to be met to end its effects, you
▪ Trained: A featureless desert, hedge maze, or also become aware that it cannot be ended via
foreign countries environment. normal means.
▪ At Least 2 Ranks of Mastery: Navigating an
alien world, ever changing dream realm,
alternative reality or different dimension.
SAVING THROWS
A saving throw-also called a save-represents an attempt to

PROFICIENT ACTION(S) resist a jutsu, a trap, a poison, a disease, or a similar threat.


You don’t normally decide to make a saving throw; you are
• Cover Tracks forced to make one because your character or adversary is
o You cover your tracks. Reduce your travel speed by at risk of harm.
half. You do not need to attempt a survival check to To make a saving throw, roll a d20 and add the
cover your tracks, but anyone attempting to track appropriate ability modifier. For example, you use your
you must make a Survival check vs your Passive Dexterity modifier for a Dexterity saving throw.
Survival. (10 + Survival Bonus) A saving throw can be modified by a situational bonus or
• Track penalty and can be affected by advantage and
o You attempt to follow tracks, moving up to half disadvantages, as determined by the GM.
your travel speed. Make a Wisdom (Survival) check Each class gives proficiency in at least three saving
vs the targets Passive Survival, Stealth Check result throws. The Scout-Nin, for example, is proficient in
or a DC set by the DM based on the Skill Check DC’s Strength saves. As with skill proficiencies, proficiency in a
table found in Chapter 6: Using Ability Scores on page saving throw lets a character add his or her proficiency
50. On a success you are able to track a single bonus to saving throws made using a particular ability
creature for up to 1 hour before needing to remake score. You add half your proficiency bonus, rounded down,
this check. to all saving throws you do not have proficiency in. This
does not count as having proficiency in such a save.
The Difficulty Class for a saving throw is determined by
the effect that causes it. For example, the DC for a saving
throw allowed by a Jutsu is determined by the caster’s
Ninjutsu, Taijutsu, or Genjutsu casting ability and
proficiency bonus. The result of a successful or failed
saving throw is also detailed in the effect that allows the
save. Usually, a successful save means that a creature
suffers no harm, or reduced harm, from an effect.

61
CHAPTER 7: ADVENTURING & MISSIONS
elving into an ancient Samurai’s tomb, slipping Even in a dungeon, particularly a large dungeon or a cave

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

1. The GM describes the environment. TRAVEL PACE


While traveling, a group of adventurers can move at a
2. The players describe what they want to do.
normal, fast, or slow pace, as shown on the Travel Pace
3. The GM narrates the results of their actions.
table. The table states how far the party can move in a
Typically, the GM uses a map as an outline of the period of time and whether the pace has any effect. A fast
adventure, tracking the characters’ progress as they pace makes characters less perceptive, while a slow pace
explore enclave corridors or wilderness regions. makes it possible to sneak around and to search an area
The GM’s notes, including a key to the map, describe more carefully (see the “Activity While Traveling” section
what the adventurers find as they enter each new area. later in this chapter for more information).
Sometimes, the passage of time and the adventurers’
actions determine what happens, so the GM might use a FORCED MARCH
timeline or a flowchart to track their progress instead of a The Travel Pace table assumes that characters travel for 8
map. hours within a given day. They can push on beyond that
limit, at the risk of exhaustion.
TIME For each additional hour of travel beyond 8 hours, the
characters cover the distance shown in the Hour column for
In situations where keeping track of the passage of time is
their pace, and each character must make a constitution
important, the GM determines the time a task requires.
saving throw at the end of the hour. The DC is 10 + 1 for each
The GM might use a different time scale depending on the
hour past 8 hours. On a failed saving throw, a character
context of the situation at hand. In an enclosed
suffers one level of exhaustion (see appendix A).
environment, the adventurers’ movement happens on a
scale of minutes. It takes them about a minute to creep
down a long hallway, another minute to check for trap’s on
MOUNTS, TRAINS, AND VEHICLES
For short spans of time (up to an hour), many animals move
the door at the end of the hall, and a good ten minutes to
much faster than humanoids. A mounted character can ride
search the chamber beyond for anything interesting or
at a gallop for about an hour, covering twice the usual
valuable. In a city or wilderness, a scale of hours is often
distance for a fast pace. If fresh mounts are available every 8
more appropriate. Adventurers eager to reach the lonely
to 10 miles, characters can cover larger distances at this
tower at the heart of the forest hurry across those fifteen
pace, but this is very rare except in densely populated areas.
miles in just under four hours’ time.
Trains can move even faster and further than animals.
For long journeys, a scale of days works best. Following
Characters in a fully stocked train can travel at three
the road from the Leaf to the Sand, the adventurers spend
times a fast pace per day with no penalty to your passive
four uneventful days before a Bandit ambush interrupts
perception.
their journey.
Most vehicles found in the Naruto universe while
In combat and other fast-paced situations, the game
faster that animals, are not faster than trains. Most
relies on rounds, a 6-second span of time described in
vehicles such as cars, blimps and air ships travel at two
chapter 8.
times a fast pace per day with no penalty to your passive

MOVEMENT
perception.

T RAVEL PACE
Swimming across a rushing river, sneaking down a
building corridor, scaling a treacherous mountain slope- Distance Distance Distance
all sorts of movement play a key role in D&D adventures. Pace Per Minute Per Hour Per Day Effort
The GM can summarize the adventurers’ movement
without calculating exact distances or travel times: “You Fast 500ft 5 miles 40 miles -5 Passive Perception
travel through the forest and find the ruin entrance late Normal 300ft 3 miles 24 miles -
in the evening of the third day.”
Slow 200ft 2 miles 16 miles +5 to stealth.
62
DIFFICULT TERRAIN BURROWING
The travel speeds given in the Travel Pace table assume A monster that has a burrowing speed can use that speed
relatively simple terrain: roads, open plains, or clear to move through sand, earth, mud, or ice. A monster
enclosed corridors. But adventurers often face dense can’t burrow through solid rock unless it has a special
forests, deep swamps, rubble-filled ruins, steep trait that allows it to do so.
mountains, and ice-covered ground-all considered
difficult terrain. ACTIVITY WHILE TRAVELING
You move at half speed in difficult terrain-moving 1 foot
As adventurers travel through a dungeon or the wilderness,
in difficult terrain costs 2 feet of speed-so you can cover
they need to remain alert for danger, and some characters
only half the normal distance in a minute, an hour, or a day.
might perform other tasks to help the group’s journey.

SPECIAL TYPES OF MOVEMENT


Marching Order The adventurers should establish a
marching order. A marching order makes it easier to
Movement through dangerous dungeons or wilderness determine which characters are affected by trap’s, which
areas often involve more than simply walking. Adventurers ones can spot hidden enemies, and which ones are the closest
might have to climb, crawl, swim, or jump to get where they to those enemies when a fight breaks out.
need to go. A character might occupy the front rank, one or more
middle ranks, or the back rank. Characters in the front and
WALL RUNNING & WATER WALKING back ranks need enough room to travel side by side with
Unlike the Base version of D&D, Shinobi in the World of others in their rank. When space is too tight, the marching
Naruto have ways to traverse uniquely difficult terrain such order must change, usually by moving characters to a middle
as steep walls, Deep waters, and even walking upside down. rank. Fewer Than Three Ranks. If an adventuring party
Shinobi are taught at a very young age, to mold chakra to arranges its marching order with only two ranks, they are a
the soles of their feet to walk across normally unwalkable front rank and a back rank. If there’s only one rank, it’s
surfaces. A creature with at least 1 chakra point and knows a considered a front rank.
Jutsu of any type, can spend 1 chakra to activate the abilities
of Water walking, and Wall Walking/Running. Once STEALTH
activated, you treat the surface you are walking on as a Solid While traveling at a slow pace, the characters can move
surface for up to 1 hour. At the end of the hour, you must stealthily. As long as they’re not in the open, they can try to
reactivate this ability to continue to do so. While Water surprise or sneak by other creatures they encounter.
walking or Wall Running, you may stand still or move at
normal speed and unless under a unique circumstance, you NOTICING THREATS
suffer no Stealth Penalty. While wall running or water Use the passive Wisdom (Perception) scores of the characters
walking each foot of movement costs 1 extra foot (2 extra to determine whether anyone in the group notices a hidden
feet in difficult terrain) threat. The GM might decide that a threat can be noticed only
by characters in a particular rank. For example, as the
CLIMBING, SWIMMING, AND CRAWLING characters are exploring a maze of tunnels, the GM might
In other situations where wall running or water walking is decide that only those characters in the back rank have a
not viable, your character can do any of the aforementioned. chance to hear or spot a stealthy creature following the
While climbing, swimming, or crawling, each foot of group, while characters in the front and middle ranks cannot.
movement costs 1 extra foot (2 extra feet in difficult While traveling at a fast pace, characters take a -5 penalty to
terrain), unless a creature has a climbing or swimming their passive Wisdom (Perception) scores to notice hidden
speed. At the GM’s option, climbing a slippery vertical threats.
surface or one with few handholds requires a successful Encountering Creatures. If the GM determines that
Strength (Athletics) check. Similarly, gaining any distance the adventurers encounter other creatures while they’re
in rough water might require a successful Strength traveling, it’s up to both groups to decide what happens
(Athletics) check. next. Either group might decide to attack, initiate a
conversation, run away, or wait to see what the other
JUMPING group does.
Your Strength determines how far you can jump. Surprising Foes. If the adventurers encounter a
Long Jump. When you make a long jump, you cover a hostile creature or group, the GM determines whether
number of feet up to 5 + your strength score if you move at the adventurers or their foes might be surprised when
least 10 feet on foot immediately before the jump. combat erupts. See chapter 9 for more about surprise.
When you land in Difficult Terrain, you must succeed on a
DC 15 Dexterity (Acrobatics) check to land on your feet. OTHER ACTIVITIES
Otherwise, you land prone. Characters who turn their attention to other tasks as the
High Jump. When you make a high jump, you leap into the group travels are not focused on watching for danger. These
air a number of feet equal to your Strength score. Either characters don’t contribute their passive Wisdom
way, each foot you clear on the jump costs a foot of (Perception) scores to the group’s chance of noticing hidden
movement. In some circumstances, your GM might allow threats. However, a character not watching for danger can do
you to make a Strength (Athletics) check to jump higher one of the following activities instead, or some other activity
than you normally can. You cannot take damage from falling with the GM’s permission.
from your own jump’s height. If you fall further than your Navigate. The character can try to prevent the group from
initiated jump height you take falling damage as normal. 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.)

63
Draw a Map. The character can draw a map that records the Dim light, also called shadows, creates a lightly obscured
group’s progress and helps the characters get back on course area. An area of dim light is usually a boundary between a
if they get lost. No check is required. source of bright light, such as a torch, and surrounding
Track. A character can follow the tracks of another creature, darkness. The soft light of twilight and dawn also counts as
making a Wisdom (Survival) check when the GM calls for it. dim light. A particularly brilliant full moon might bathe the
(The Dungeon Master’s Guide has rules for tracking.) land in dim light.
Forage. The character can keep an eye out for ready sources Darkness creates a heavily obscured area. Characters face
of food and water, making a Wisdom (Survival) check when darkness outdoors at night (even most moonlit nights), or
the GM calls for it. within the confines of an unlit dungeon or a subterranean
vault.
THE ENVIRONMENT BLINDSIGHT
By its nature, adventuring involves delving into places
A creature with blindsight can perceive its surroundings
that are dark, dangerous, and full of mysteries to be
without relying on sight, within a specific radius. Creatures
explored. The rules in this section cover some of the most
without eyes and creatures with echolocation or heightened
important ways in which adventurers interact with the
senses have this sense. A creature with Blindsight can
environment in such places. The Dungeon Master’s Guide
attempt the Search Action without needing to have a direct
has rules covering more unusual situations.
line of sight to the creature.

FALLING CHAKRA SENSING


A fall from a great height is one of the most common A creature capable of Chakra sensing is often aided by a
hazards facing an adventurer. Jutsu or feature with the Sensory trait. This sense allows a
At the end of a fall, a creature takes 1d6 bludgeoning creature aided by it to become aware of creatures, objects
damage for every 10 feet it fell, to a maximum of 50d6. and structures aided, affected or even capable of molding,
The creature lands prone, unless it avoids taking damage Chakra.
from the fall. A falling creature falls 500 feet per round. A creature with this sense can sense chakra through
walls up to 5ft thick. Walls that have been reinforced by
SUFFOCATING chakra prevents this sense from perceiving chakra
signatures through it. A creature with this sense who is
A creature can hold its breath for a number of minutes
aware of such creatures, objects or structures can
equal to 1 + its Constitution modifier (minimum of 30
identify creatures and jutsu by their chakra signature
seconds).
alone even without sight, so long as they have sensed a
When a creature runs out of breath, it can survive for a
creature or a jutsu being cast before, but are not able to
number of rounds equal to its Constitution modifier
pinpoint their location only becoming aware of their
(minimum 1 round). At the start of its next turn, it drops
general direction, unless that creature, object or
to 0 hit points and is dying.
structure is within 15ft of them, at which time they can
For example, a creature with a constitution of 14 can
pinpoint their exact space with certainty.
hold its breath for 3 minutes. If it starts suffocating, it has
A creature with this sense gains a +2 bonus to all skill
2 rounds to reach air before it drops to 0 hit points.
checks made to find or search for creatures within your

VISION, LIGHT AND SPECIAL SENSES Chakra sensing range, and a +2 bonus to Read the Enemy
checks against a creature whom you can sense and see.
The most fundamental tasks of adventuring-noticing
danger, finding hidden objects, hitting an enemy in CHAKRA SIGHT
combat, and targeting a power, to name just a few-rely A creature with Chakra sight can see Chakra in its pure form.
heavily on a character’s ability to see. Darkness and other Viewing chakra in this way allows the user to see chakra as a
effects that obscure vision can prove a significant wavy blue aura. Most creatures chakra are blue but there are
hindrance. A creature without any additional abilities, some creatures whose chakra are distinctly different colors
features or equipment, on a clear day, can see 1 mile, or either due to the nature of their chakra or the technique they
until your view is obscured by terrain features. If it's are using.
raining, it usually cuts it down to 500 feet and a light Fog You can see the chakra of creatures even if they are
cuts it down to 100 feet. While a creature can see 1 mile on obscured by fog, smoke, mist, darkness or even invisibility.
a clear day, after 500 feet they lose the ability to decern A creature counts as being seen by you in these conditions
any distinguishable features such as facial expressions or and do not gain advantage to make skill checks or attack
fine movement from a medium sized creature. rolls against you in any way. A creature with chakra sight,
A given area might be lightly or heavily obscured. In a cannot see another creatures chakra if, said creature is
lightly obscured area, such as dim light, patchy fog, or behind total cover or cannot be seen by normal or special
moderate foliage, creatures have disadvantage on means (Ex. Unable to see through solid material).
Wisdom (Perception) checks that rely on sight. A creature with chakra sight gains advantage against
A heavily obscured area-such as darkness, opaque fog, Genjutsu with the Visual Keyword.
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.

64
DARKVISION the lever is rusted in position, though, a character might
Many creatures within the Naruto Universe, especially those need to force it. In such a situation, the GM might call for
that dwell underground, have Darkvision. Within a specified a Strength check to see whether the character can wrench
range, a creature with Darkvision can see in darkness as if the lever into place. The GM sets the DC for any such
the darkness were dim light, so areas of darkness are only check based on the difficulty of the task.
lightly obscured as far as that creature is concerned. Characters can also damage objects with their weapons
However, the creature can’t discern color in darkness, only and Jutsu. Objects are immune to poison & Psychic
shades of gray. A creature cannot attempt the Hide action damage, but otherwise they can be affected by physical
against a creature with Darkvision using only Darkness. attacks and Jutsu much like creatures can. The GM
determines an object’s Armor Class and hit points, and
TREMORSENSE might decide that certain objects have resistance or
A creature with tremorsense can detect and pinpoint the immunity to certain kinds of attacks. (It’s hard to cut a
origin of vibrations within a specific radius, provided that rope with a club, for example.) Objects always fail
the source of the vibrations are in contact with the same Strength and Dexterity saving throws, and they are
ground or substance. A creature using Tremor sense in a immune to effects that require other saves. When an
volatile and non-solid substance such as within water, object drops to 0 hit points, it breaks. A character can also
makes any perception checks to find the source of a specific attempt a Strength check to break an object. The GM sets
vibration at disadvantage. A creature with Tremor sense the DC for any such check.
automatically senses and observes any creature moving into
or out of their tremor sense range.
Tremorsense cannot be used to detect flying or
RESTING
Heroic though they might be, shinobi can’t spend every
incorporeal creatures. Any burrowing creatures, such as
hour of the day in the thick of exploration, social
moles, have this special sense.
interaction, and combat. They need rest time to sleep and

TRUE SIGHT eat, tend their wounds, gather their chakra and recover
their stamina. shinobi can take short rests in the midst of
A creature with true sight can, out to a specific range, see in
an adventuring day and a long rest to end the day.
normal and enhanced darkness, see invisible creatures and

SHORT REST
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 A short rest is a period of downtime, at least 1 hour long,
power. during which a character does nothing more strenuous
than eating, drinking, reading, and tending to wounds.
FOOD & WATER A character can spend one or more Hit & Chakra dice at
the end of a short rest, up to half the character’s
Characters who don’t eat or drink suffer the effects of
maximum number of Hit and/or Chakra Dice. For each Hit
exhaustion. Exhaustion caused by lack of food or water
or Chakra Die spent in this way, the player rolls the die
can’t be removed until the character eats and drinks the
and adds the character’s Constitution modifier to it. The
full required amount.
character regains hit points and/or Chakra points equal to
FOOD the total. The player can decide to spend an additional Hit
A character needs one pound of food per day and can make or chakra Die after each roll. A character regains some
food last longer by subsisting on half rations. Eating half a spent Hit and Chakra Dice upon finishing a long or full
pound of food a day counts as half a day without food. A rest, as explained below.

LONG REST
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 A long rest is a longer period of downtime, at least 8
automatically suffers one rank of Exhaustion. A normal day hours long, during which a character sleeps or performs
of eating resets the count of days without food to zero. light activity: reading, talking, eating, or standing watch
for no more than 2 hours. If the rest is interrupted by a
WATER period of strenuous activity-at least 1 hour of walking,
A character needs one gallon of water per day, or two fighting, casting Jutsu, or similar adventuring activity-
gallons per day if the weather is hot. A character who the characters must begin the rest again to gain any
drinks only half that much water must succeed on a DC 15 benefit from it.
Constitution saving throw or suffer two ranks of At the end of a long rest, a character regains half of
Exhaustion at the end of the day. A character with access their Maximum hit and chakra points. The character also
to less water automatically suffers one level of exhaustion regains half of their spent Hit and Chakra Dice. For
at the end of the day. If the character already has one or example, if a character has eight hit & chakra Dice, he or
more levels of exhaustion, the character takes two levels she can regain four spent Hit and chakra Dice upon
in either case. finishing a long rest. This does not Heal Conditions that
may last into the Long Rest, such as the Envenomed
INTERACTING WITH OBJECTS condition. Characters cannot gain the benefit of a long
A character’s interaction with objects in an environment rest if they are Envenomed. A character can’t benefit
is often simple to resolve in the game. The player tells the from more than one long rest in a 24-hour period, and a
GM that his or her character is doing something, such as character must have at least 1 hit point at the start of the
moving a lever, and the GM describes what, if anything rest to gain its benefits.
happens. For example, a character might decide to pull a A long rest counts as a single Short Rest.
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

65
FULL REST MISSION BUDGET(S)
A full rest is a period of extended downtime, at least 24 When building a Mission, it should have a pre-set budget
hours long, during which a character sleeps or performs in order to help prevent yourself from potentially
light activity: reading, talking, eating, or standing watch overwhelming your players. While creating a mission
for no more than 8-12 hours. If the rest is interrupted by budget is a guideline it is not a hard or fast rule. You have
a period of strenuous activity-at least 1 hour of walking, free reign to adjust whatever is needed to supplement
fighting, casting Jutsu, or similar adventuring activity- your game and table however you see fit.
the characters must begin the rest again to gain any All Missions should be built with the following things
benefit from it. in mind;
At the end of a full rest, a character regains their • Rough number of encounters.
Maximum hit and chakra points. The character also • Types of encounters.
regains all of their spent Hit and Chakra Dice. This Heals • Enemy and trap choice/design.
Conditions that may last into the full Rest, such as the • Plot/Narrative of the mission.
Envenomed condition. A character can’t benefit from
more than one full rest in a 96-hour period, and a When you have these details worked out, it’s much
character must have at least 1 hit point at the start of the easier to go about actually filling your mission out with
rest to gain its benefits. the set pieces, enemies and environments you want your
players to experience. As a part of this change in

CREATING MISSIONS quest/mission design, there has been a fundamental


change in how mission experience is calculated to better
Building your own Mission can be excited, and even
fit this dynamic.
slightly intimidating, but it can allow you to express
yourself, your table, and be more creative and tailor
MISSION RANK(S)
made directly to your players and their characters. As in the Naruto universe, quests are organized into
Mission Plotting can begin at many different points. A Missions. Single, digestible plot hooks or quest lines.
GM might begin with a particular antagonist, then Quests in this system should, by design act in the same
construct a mission (or group of missions) that fits that way to simplify the narrative structure when planning
villains theme, and leads the group to them. out how to set up quest lines for your party.
Alternatively, you could start with an interesting Unlike in normal Dungeons and Dragons where the
location for exploration, then populate it with players do not have clear and defined quest difficulty,
adversaries and challenges appropriate to the setting. quests in this system are broken up into Ranks, and then
further broken down into three tiers within each rank.
LOCATIONS The 5 Mission ranks are very similar to that of Jutsu
Memorable settings that include mysterious and
Ranks. D-Rank, C-Rank, B-Rank, A-Rank and S-Rank.
fantastical locations for players to visit can elicit the
D-Rank. The lowest classification a mission can have.
players’ curiosity. Exploring each location should be a
These missions are normally assigned to Genin and are
treat in itself, not just a chore the players must complete
mostly seen as problem solvers. Most D-Rank missions are
to get from one fight to the next. As you create a locale,
mission that are not expected to have combat, but if any
picture it in your mind’s eye and write down minor
combat is to be had, it’s expected that it be minor or of no
details you can include as you narrate the game.
consequence.
Describing decorations, natural landmarks, wildlife,
C-Rank. These missions are normally assigned to
peculiar smells, and even temperature changes make a
experienced Genin or Low to medium experience Chunin.
place feel more real.
Some of these assignments can include combat in addition
Beyond adversaries and mission rewards, your
to fixing issues of significance. These missions normally
locations can include environment-based challenges,
pose threats to the shinobi taking these missions on.
from environmental conditions like blizzards to puzzles,
B-Rank. These missions are normally assigned to
trap’s, or other hazards. These challenges should suit
Experienced Chunin or Jonin. These Assignments can
your adventure’s location: walls of brambles in a castle
include spying or even assignation. These missions expect
ruin overrun with vegetation, pools of acid in a cursed
a shinobi to enter combat with opposing shinobi over the
swamp, or Fuinjutsu trap’s in the tomb of a paranoid
course of the mission.
shinobi or sage.
A-Rank. These missions are normally reserved for Jonin

ENCOUNTERS or even Kage level shinobi, similar to that of a Sanin or


Seven Swordsman. These missions generally relate to what
A robust set of encounters forms the backbone of your
is in a villages or countries personal interest and are
adventure. Encounters often feature combat with other
normally extremely difficult, dangerous or time
creatures, but they can also include hazards, or you
consuming. These missions can take days, weeks months
might create social encounters in which characters duel
or in rare cases years to complete depending on the
only with words. The rules for building encounters
complexity of the request.
appropriate to your group’s level begin below.
S-Rank. These are the most dangerous missions a
Some adventures have a clear and direct progression,
shinobi can take on. These missions are exclusively
with encounters occurring at specific times or in a
assigned to highly skilled jonin or large squads of shinobi.
specific order. Others, such as a dungeon filled with
These mission can include hunting down extremely
interconnected rooms the group can investigate in any
dangerous criminals in the same tier or greater than the
order, are nonlinear, and the group can face encounters
likes of Akatsuki or Orochimaru.
in any order—or even avoid them entirely. Most
adventures are somewhere in between, with some
keystone encounters you know the characters will need
to contend with, but others that are optional.

66
MISSION TIER(S) • Intrigue Social Encounter: 10xp times the rank of the
Missions, while broken into 5 distinct classifications can mission. These encounters are meant to represent
also be further broken into 3 distinct tiers within their discussions with dodgy or even dishonest creatures or
given Ranks. groups. The focus of this encounter can be to learn the
Trivial. Missions that are labeled as trivial are truth of an event or gain a bit more information into said
considered very easy for the rank its considered. This does event that you previously lacked.
alter the Experience (XP) offered to the players, while also
making things easier in relation to other missions of the
E NVIRONMENTAL E NCOUNTERS :
same rank. • Trap’s: 5xp times the rank of the mission. These
Moderate. Missions that are labeled as moderate are encounters are meant to represent any number of trap’s.
basically the normal difficulty for a mission. This tier Trap’s can include spiked pits, laser monitoring
offers no alteration to Experience (XP) values. systems, flamethrower hallways etc. Players are
Extreme. Missions that are labeled as extreme are challenged in disarming, avoiding or finding a way
considered extremely difficult for the rank it is labeled as. through the trap’s suffering as few casualties or damage
This mission is borderline creeping into the next rank in as possible.
terms of expectations. • Environmental Hazards: 10xp times the rank of the
mission. These encounters are meant to represent
MISSION XP/RYO/DOWNTIME CALCULATION fighting against the natural environment. This can
When you are deciding on a mission Rank and tier, you are involve avoiding Lava, maneuvering up or around a
pre-emptively deciding on the Experience (XP) budget for waterfall, or even making your way through a thick
the mission as well as the Downtime and Ryo rewards for brush that are coated in poison ivy.
completing the mission. The following are the base • Puzzle(s): 10xp time the rank of the mission. These
experience (XP) budgets, Ryo and downtime reward ranges encounters are meant to represent facing a challenging
and are based on the base ranks of the mission taken; Puzzle. These puzzles can be actual puzzles or narrative
• D-Rank: 300 XP, 100~200 Ryo, 3 Downtime. puzzles that require a skill check to solve.
• C-Rank: 600 XP, 200~500 Ryo, 5 Downtime. • Stealth Encounter: 25xp. These encounters are meant to
• B-Rank: 900 XP, 500~1,500 Ryo, 7 Downtime. represent when the players must maneuver through a
• A-Rank: 1200 XP, 1,500~2,000 Ryo, 9 Downtime. certain area or room garnering as little attention from
• S-Rank: 1500 XP, 2,000~2,500 Ryo, 12 Downtime. hostile or even 3 rd party creatures as possible.

Once a mission rank is decided, you can then take the C OMBAT E NCOUNTERS :
next step in deciding on the tier of the mission.
• Minions: 1xp. Minions are inconsequential. Minions
Depending on the tier of the mission you increase the
should be purchased in bulk, 5 at a time in order to avoid
values of all budgets and rewards based on the tier.
• Trivial: Reduce all values by 25%, Reduce all adversary
levels by 2.
• Moderate: No Change. All adversaries are the same level
of players.
• Extreme. Increase all Values by 25%, Increase all
adversary levels by 2.

PURCHASING ENCOUNTERS
Once you have the experience (XP) budget set, the next
thing that you should do is figure out what type of
encounters you want in your mission.
You can figure this out by purchasing different types of
encounters that you can tweak to fit your campaigns
narrative or theme. Encounters do not need to always be
combat and can instead by social or even environmental.
The following are the different types of encounters that
can be purchased and what they can entail. If a particular
Encounter multiplies its XP by the rank of the mission it is
multiplied by the following values (D-Rank: 1, C-Rank:2, B-
Rank: 3, A-Rank: 4, S-Rank:5)

S OCIAL E NCOUNTERS :
• Hostile Social Encounter: 10xp times the rank of the
mission. These encounters are meant to represent
aggressive discussions with potentially hostile creatures
or groups. The focus of this encounter should be to
potentially avoid conflict by disarming the situation or
even potentially escaping.
• Diplomatic Social Encounter: 10xp times the rank of the
mission. These encounters are meant to represent
discussions with neutral creatures or groups. The focus
of this encounter can be to convince a group to aid you,
or even dissuade a group from becoming hostile towards
another party.

67
weird math. It’s much easier to purchase 5 minions per APPROACH TO ROLEPLAYING
player, if you want to use minions. With this approach. you describe your character’s words
• Standard: 10xp. Standard adversaries are nominal and actions to the GM and the other players. Drawing on
challenges. Standard adversaries are roughly equal to 1 your mental image of your character, you tell everyone
player character in power. So, purchase 1 for every player what your character does and how he or she does it.
and assign them to different teams with an equal For instance, Elease plays the Hyūga, Himari. Himari
number of adversaries as there are player in a time. has a shy and sensitive personality and blames herself
• Elites: 25xp. Elite Adversaries are difficult and for any failures the team may endure. On a Mission, an
challenging foes. These adversaries are roughly equal to obnoxious Mercenary sit at Himari’s table and tries to
two player characters in power. So, purchase 1 for every 2 strike up a conversation with the Hyūga.
players currently active in a team. Elease says, “Himari looks down into her lap, never
• Solo: 100xp. Solo Adversaries are extremely powerful looking this mercenary in the eye, while meekly
and challenging foes. These adversaries should have the responding to any conversation he strikes up.”
power required to do battle with all of the player In this example, Elease has conveyed Himari’s mood
characters at once. For the most part Solo adversaries, and given the GM a clear idea of her character's attitude
are adversaries that should show up only during the and actions.
conclusion of a mission as the final Boss fight of the When using descriptive roleplaying, keep the following
mission or campaign. things in mind:
• Describe your character’s emotions and attitude.
DISTRIBUTING XP AND REWARDS • Focus on your character’s intent and how others
Once players have completed a mission, you should might perceive it.
distribute all the rewards as follows; • Provide as much embellishment as you feel
Total mission XP. Split evenly amongst all active
comfortable with.
players. NPC’s should not have XP split with them.
Total Ryo. All active players should receive the listed Ryo Don’t worry about getting things exactly right. Just focus
value. A failed mission causes the party to only be paid for on thinking about what your character would do and
50% of the mission offer. describing what you see in your mind.
Total Downtime. All active players should receive the
decided upon Downtime regardless of a successful mission ACTIVE APPROACH TO ROLEPLAYING
or a failed mission If descriptive roleplaying tells your GM and your fellow
players what your character thinks and does, active

SOCIAL INTERACTION roleplaying shows them. When you use active


roleplaying, you speak with your character’s voice, like
Exploring dungeons, overcoming obstacles, and slaying an actor taking on a role. You might even echo your
monsters are key parts of D&D adventures. No less character’s movements and body language. This
important, though, are the social interactions that approach is more immersive than descriptive
adventurers have with other inhabitants of the world. roleplaying, though you still need to describe things that
Interaction takes on many forms. You might need to can’t be reasonably acted out.
convince an unscrupulous thief to confess to some Going back to the example of Elease roleplaying Hyūga
malfeasance, or you might try to flatter a lord so that he above, here’s how the scene might play out if Elease used
will spare your life. The GM assumes the roles of any active roleplaying:
characters who are participating in the interaction that Speaking as Himari, Elease says in a Meek, soft voice,
don't belong to another player at the table. Any such “Oh, well, Um, Hi. I don’t know why you are sitting here
character is called a nonplayer character (NPC). but I’m not all that interested.” In his normal voice.
In general terms, an NPC’s attitude toward you is Elease then adds, “I Look down and stare into my lap.”
described as friendly, indifferent, or hostile. Friendly
NPCs are predisposed to help you, and hostile ones are REACTIVE APPROACH TO ROLEPLAYING
inclined to get in your way. It’s easier to get what you The GM uses your character’s actions and attitudes to
want from a friendly NPC, of course. Below you will find determine how an NPC reacts. A cowardly NPC buckles
a Social Chart for Neutral NPCs that players or DM’s may under threats of violence. A stubborn merchant refuses
use to track the relationships with non-hostile NPCs and to let anyone badger her. A vain lord laps up flattery.
potentially plan social events at each new social Level. When interacting with an NPC, pay close attention to
Social interactions have two primary aspects: the GM’s portrayal of the NPC’s mood, dialogue, and
roleplaying and skill checks. personality. You might be able to determine an NPC’s
personality traits, ideals, flaws, and bonds, then play on
ROLE PLAYING them to influence the NPC’s attitude.
Roleplaying is, literally, the act of playing out a role. In Interactions in D&D are much like interactions in real
this case, it’s you as a player determining how your life. If you can offer NPCS something they want, threaten
character thinks, acts, and talks. them with something they fear, or play on their
Roleplaying is a part of every aspect of the game, and sympathies and goals, you can use words to get almost
it comes to the fore during social interactions. Your anything you want. On the other hand, if you insult a
character’s quirks, mannerisms, and personality proud warrior or speak ill of a senator’s allies, your
influence how interactions resolve. efforts to convince or deceive will fall short.
There are two styles you can use when roleplaying
your character: the descriptive approach and the active
approach. Most players use a combination of the two
styles. Use whichever mix of the two works best for you.

68
SOCIAL ATTITUDES
Within the confines of the game, there will be times
where players will encounter different NPCs with a
variety of different goals and dispositions towards them
or the things they are doing. To help simplify this
process, the following are a list of attitudes that NPC’s
can have towards players. All creatures, are assumed to
be Indifferent to player characters (Rank 3) unless
otherwise specified, from rivalling villages, from
opposing organizations or any other narrative focused
rationale.

ATTITUDES

Rank Attitude Effect


1 Hostile A hostile creature is one that seeks to actively harm a character, either physically, emotionally, politically or financially. A creature
with this attitude will never help the object of its hostility.
2 Unfriendly A creature that is unfriendly actively dislikes and specifically distrusts that character. A creature with this attitude will avoid receiving
aid or helping the creature it is unfriendly towards, but won’t turn it down if their life is in danger.
3 Indifferent A creature that is indifferent to a character doesn't really care one way or the other about that character. Assume a creatur e's attitude
to a given character is indifferent unless specified otherwise.
4 Friendly A creature that is friendly to a character likes that character. The character can attempt to make a request of a friendly creature, and
the friendly creature is likely to agree to a simple and safe request that doesn't cost it much to fulfill. If the character or one of their
allies uses hostile actions against the creature, the creature reduces its attitude rank by 2 or more depending on the severity of the
hostile action, as determined by the GM.
5 Helpful A creature that is helpful to a character wish to actively aid that character. It will accept reasonable requests from that character, as
long as such requests aren't at the expense of the helpful creature's goals or quality of life. If the character or one of th eir allies uses
a hostile action against the creature, the creature reduces its attitude rank by 3 or more depending on the severity of the hostile
action, as determined by the GM.

69
SKILL CHECKS L IFESTYLE E XPENSES
In addition to roleplaying, skill checks are key in Lifestyle Ryo Cost/Week
determining the outcome of an interaction. Your
Wretched -
roleplaying efforts can alter an NPC’s attitude, but there
might still be an element of chance in the situation. For Squalid 5
example, your GM can call for a Charisma check at any Poor 10
point during an interaction if he or she wants the dice to Modest 50
play a role in determining an NPC’s reactions. Other
checks might be appropriate in certain situations, at Comfortable 75
your GM’s discretion. Wealthy 100
Pay attention to your skill proficiencies when thinking Unprecedented 250
of how you want to interact with an NPC, and stack the

DOWNTIME ACTIVITIES
deck in your favor by using an approach that relies on
your best bonuses and skills. If the group needs to trick a
guard into letting them into a pavilion, the Hunter who Between adventures, the GM might ask you what your
is proficient in Deception is the best bet to lead the character is doing during his or her downtime. Periods of
discussion. When negotiating for a hostage’s release, the downtime are always in the form a Weeks (1 Week, 2
Scout-Nin with Persuasion should do most of the Weeks, or even 12 Weeks) but each downtime activity
talking. requires a certain number of weeks to complete before you

BETWEEN MISSIONS
gain any benefit, and at least 8-10 hours of each day within
the week, must be spent on the downtime activity for the
Between trips to dungeons and battles against ancient week to count. The weeks do not need to be consecutive. If
evils, adventurers need time to rest, recuperate, and you have more than the minimum number of weeks to
prepare for their next adventure. Many adventurers also spend, you can keep doing the same thing for a longer
use this time to perform other tasks, such as crafting period of time, or switch to a new downtime activity.
arms and armor, performing research, or spending their Downtime activities other than the ones presented below
hard-earned ryo. are possible. If you want your character to spend his or her
In some cases, the passage of time is something that downtime performing an activity not covered here, discuss
occurs with little fanfare or description. When starting a it with your GM.
new adventure, the GM might simply declare that a D OWNTIME A CTIVITIES
certain amount of time has passed and allow you to
describe in general terms what your character has been Carousing
doing. At other times, the GM might want to keep track Crafting Non-Enhanced Items
of just how much time is passing as events beyond your
Crafting Chakra-Enhanced Items
perception stay in motion.
Learning a Jutsu
GAINING DOWNTIME Creating a Jutsu
Downtime is a measure of time that is used in-between Customizing a Jutsu [Removed Temporarily]
your missions and adventures. DM’s are encouraged to
Recuperating
provide players with Downtime after every mission or
Adventure to some degree. Normally Downtime is Researching
provided in a count of single days, but that can be easily Shopping
seen as too cumbersome. In Naruto 5E, DM’s and Players
Training
are provided Downtime in the form of Weeks, a 7-day
collection of time. The minimum amount of downtime a Working With Toolkits
player can be given is 1 week. Downtime activities are
spent in weeks, usually 8-10 hours of day working on the
activity, with the remaining time doing other things
CAROUSING
such as sleeping, spending time with NPC’s or other You choose whether to spend time with the lower,
minor activities but the lion's share being performing middle, or upper class, costing 10, 50, and 250
your chosen activity. Ryo per week respectively. If you want to spend time
with the upper class, you'll either need access to the local
LIFESTYLE EXPENSES nobility or be disguised with one. During the week you
mingle, party, and socialize with members of that social
Between adventures, you choose a particular quality of life class. At the end of the week, you gain a number of
and pay the cost of maintaining that lifestyle, as described contacts within that class. Some examples are criminals
in chapter 5. Living a particular lifestyle doesn’t have a in the lower class, soldiers in the middle class, and
huge effect on your character, but your lifestyle can affect nobles in the upper class. This option is great for
the way other individuals and groups react to you. For collecting allies and intel, especially if you are new to the
example, when you lead a wealthy lifestyle, it might be area. If your character is a charismatic one who needs
easier for you to influence the nobles of the city than if you information, then you should carouse as much as you
live in poverty. can.

70
CRAFTING NON-ENHANCED ITEMS ARMOR/WEAPON QUALITIES
All armor and weapons listed in this book are listed at their
You can craft unenhanced objects, including adventuring
base quality which, for the most part are made my skill
equipment and works of art. You must be proficient with
tools related to the object you are trying to create (typically craftsman, but at not the best possible quality that they
Armorsmith or Weaponsmith Toolkit). You might also could be.
need access to special materials or locations necessary to These base quality arms and armaments are great for the
create it. For example, someone proficient with an average shinobi and should by extension be used by the
Armorsmith Kit needs a forge in order to craft a sword or vast majority, but there are better quality versions of the
suit of armor. same equipment. While these better-quality arms are not
For every downtime, you spend crafting, you can craft going to provide a boost to a user’s AC or To-hit or damage
one or more items with a total value not exceeding 100 Ryo, when used, it does provide a much more stable base to
and you must expend ryo worth half the total value. If work with when adding Enhancement seals to them.
something you want to craft has a value greater than 100 These items for the most part are not normally sold in
ryo, you make progress every downtime spent in 100 ryo most shops and in most cases must be made from scratch.
increments until you reach the value of the item. For There are some shops that can provide better quality
example, a Reinforced Chunin Jacket (750 Ryo cost) takes 8 equipment but they are few and far between. The following
downtime to craft by yourself. are the qualities that can be applied to standard weapons
Multiple characters can combine their efforts toward the and armor; Greater, Superior, Supreme and Mastercraft.
crafting of a single item, provided that the characters all Greater. This item is made with fine materials and
have proficiency with the requisite tools and are working metals. Weapons with this quality is counted as being 5x
together in the same place. Each character contributes 100 more expensive than their base price. Armor with this
ryo worth of effort for every downtime helping to craft the quality is counted as being 50% more expensive than their
item. For example, three characters with the requisite tool base price. Items with this quality has 5 Enhancement Seal
proficiency and the proper facilities can craft a Reinforced slots that can be applied to them.
Chunin Jacket plus another item worth 150 Ryo in with only Superior. This item is made with rare materials
spending 3 downtime each, at a total cost of 900 Ryo. generally only found in hostile environments such as
While crafting, you automatically maintain a modest active volcanoes, mines and caves miles underwater, and
lifestyle. If you have at least 1 rank of Mastery in your in ancient Shinobi or Sage ruins. Weapons with this quality
chosen tool, you increase the value of an item you can craft is counted as being 7x more expensive than their base
to 150 per downtime, instead of 100. If a creature with price. Armor with this quality is counted as being 70%
ranks of mastery helps another creature craft an item they more expensive than their base price. Items with this
contribute 150 Ryo worth of effort to each week of crafting. quality has 7 Enhancement Seal slots that can be applied to
If a crafter is in a hurry, they can attempt to craft an item them.
even faster than what they normally would be able to. This Supreme. This item is made with endangered materials
is called Swift Crafting. By spending an additional charge generally only found in A and S-Rank hostile
of their chosen kit, they can make a Strength or environments such as active volcano's miles underwater,
Intelligence (Armorsmith or Weaponsmith Kit) check vs a guarded by exiled sage beasts or ancient Sage ruins
Swift Craft DC found on the Kits Variant Chart. On a protected by powerful Sage art barriers. Crafting an item of
success, they gain a +100 Ryo Bonus for every +5 they get this quality requires Mastery with the required Tool Kit.
over the listed DC. Weapons with this quality is counted as being 10x more
expensive than their base price. Armor with this quality is
counted as being 100% more expensive than their base
price. Items with this quality has 9 Enhancement Seal slots
that can be applied to them.

V ARIANT : ARMORSMITH K IT
Swift
Item Craft DC Charges Bonus Effect Cost
Armorsmith Kit 24 5 - 200 Ryo
Greater Armorsmith Kit 22 7 Gain a +1d4 bonus to all checks made to create Armor or Armor Seals. 450 Ryo
Superior Armorsmith Kit 20 9 Gain a +1d4 bonus to all checks made to create Armor or Armor Seals and increase the per 750 Ryo
week Market value contribution on items you are crafting with this kit by 100 Ryo.
Supreme Armorsmith Kit 18 12 Gain a +1d4 bonus to all checks made to create Armor or Armor Seals, increase the per week 1000 Ryo
Market value contribution on items you are crafting with this kit by 150 Ryo and when you
make a Swift Craft check, increase the Ryo Bonus to 200 for every +3 you get over the listed DC.
V ARIANT : W EAPONSMITH K IT
Swift
Item Craft DC Charges Bonus Effect Cost
Weaponsmith Kit 24 5 - 200 Ryo
Greater Weaponsmith 22 7 Gain a +1d4 bonus to all checks made to create Weapons or Weapon Seals. 450 Ryo
Kit
Superior 20 9 Gain a +1d4 bonus to all checks made to create Weapons or Weapon Seals and increase the per 750 Ryo
Weaponsmith Kit week Market value contribution on items you are crafting with this kit by 100 Ryo.
Supreme 18 12 Gain a +1d4 bonus to all checks made to create Weapons or Weapon Seals, increase the per week 1000 Ryo
Weaponsmith Kit Market value contribution on items you are crafting with this kit by 150 Ryo and when you make a
Swift Craft check, increase the71
Ryo Bonus to 200 for every +3 you get over the listed DC.
Mastercraft. This item is made with materials generally While most seals do not increase difficulty there is a
only provided by extraplanar creatures such as Sage standard Difficultly level based on the Rank of the chosen
Beasts, Demons, Devils or even Ōtsutsuki. Very, very few seal.
Items with this quality has ever been seen or used, with Unlike normal Crafting when you are imbuing an item
even less being made by Shinobi hands. Crafting an item of if you fail the Ability check, you don’t lose out on all the
this quality requires 3 creatures with Mastery with the material or cost, you instead lose time. You waste the
Crafting Skill and the required Tool Kit. Weapons with this Downtime spent working on the item, and must commit a
quality is counted as being 15x more expensive than their specified amount of Downtime towards recreating the
base price. Armor with this quality is counted as being seals based on the highest rank of the seal selected (D-
150% more expensive than their base price. Items with this Rank: 1, C-Rank: 2, B-Rank: 3….).
quality has 11 Enhancement Seal slots that can be applied With an Enhancement seal, you must be mindful of a
to them. few restrictions;

CRAFTING CHAKRA-
• Seals of the same name, do not stack, unless otherwise
stated. For further clarification, classifications such as

ENHANCED ITEMS (Minor), (Refined) or (Mastercraft) are Not treated as a


part of the seals name. So, you cannot stack the benefits
You can craft Chakra Enhanced objects, including Jutsu
of a Seal with the same name, with or without different
Scrolls and Chakra-Enhanced Weapons. You must be
classifications under any circumstance.
proficient with a Weaponsmith Kit or Armorsmith Kit • Seals of different names, do stack.
and be able to access a Sealsmith Forge. A Sealsmith • Your new armor/weapon carries the same Downtime
Forge is a special location dedicated towards modifying
cost as the highest ranked seal being imbued on your
and augmenting normally mundane weapons and tools.
item.
The process to create a Chakra enhanced item can feel • Regardless of who makes this item, if the wielder is not
long or arduous. While unlike normal crafting where you
of the appropriate level, they do not gain proficiency
need raw materials and a forge to melt down different
with the weapon regardless of outside features of
materials to get the required results, this is less of an art
effects. Additionally, if it is armor, they do not gain the
and more focused in the realm of both alchemy and
benefit of the armor’s new effects.
science. When you want to craft a chakra enhanced item
• You must be proficient with the imbued item in order to
you must first begin to decide on how you wish to
use it effectively.
upgrade this weapon by spending 1 Downtime (DT) to
find the required materials for the Seal you wish to carve E NHANCEMENT S EAL C RAFTING DC
into your weapon or armor.
Multiple characters can combine their efforts to craft Item Rank Minimum Crafting DC
a seal, provided that the characters all have proficiency D-Rank 14
with the requisite tools, are working together in the
C-Rank 18
same place, and meet the Minimum Level Requirements.
Each creature splits the Ryo cost and Downtime required B-Rank 22
as equally as possible amongst each other. A-Rank 26
E NHANCEMENT S EAL M INIMUM L EVEL R EQUIREMENT S-Rank 30

Item Rank Minimum Level Seals of different ranks, occupy more of your weapons
D-Rank Level 1+ or armors seal slots based on the rank of the seal. So be
sure to plan ahead.
C-Rank Level 5+
B-Rank Level 9+ E NHANCEMENT S EAL S LOT A LLOTMENT
A-Rank Level 13+ Enhancement Rank Slots used
S-Rank Level 17+ D-Rank 1
C-Rank 2

ENHANCEMENT SEAL B-Rank 3

An Enhancement Seal is a special form of Fuinjutsu that A-Rank 4


combine blacksmithing with Ninshou seal weaving. S-Rank 5
Enhancement Seals are what make chakra enhanced
weapons so special. All base mundane weapons and armor Finally, different seals regardless of rank carry their
have the potential to have up to 3 Seals imbued upon own Ryo cost to have them imbued. Normally the cost
them. This seal allotment is coequally known as Seal Slots. located in the Seals description is how much the seals
These Seals are organized in the standard Rank System materials cost in the market place for you to craft
that proliferates the Shinobi World of D-Rank all the way yourself. But if you wish to pay for someone else, such as a
up to S-Rank. Each seal tier have their own list of Seal, Sealsmith to imbue your weapons for you, there is a
their own Ryo Cost, and some seals even increase the premium on this service. Increase the cost of your chosen
difficulty to infuse them onto your item of choice. seal(s) by 50% and immediately gain the seal once paid.
Much like Ninjutsu, shinobi must be of appropriate
level in order to utilize and in many cases, even wield
C HAKRA E NHANCED I TEM D OWNTIME C OST
Chakra Enhanced weapons. In order to wield these Item Rank Downtime Cost
weapons, you must be of the appropriate level. If even one
seal infused on your weapon is of a higher rank, the
D-Rank 2 Week
weapon is counted as the highest rank imbued on it. C-Rank 4 Weeks
72 B-Rank 8 Weeks
A-Rank 12 Weeks
S-Rank 20 Weeks
WEAPON ENHANCEMENT SEALS FANGED SEAL (MINOR)
Ryo Cost: 400

D-RANK SEALS While etched with this seal, the weapon glows a faint
orange color during full moons. Select one Carnivoran

BANE SEAL (MINOR)


summon type found in the Summoning Jutsu Chapter of
Jiraiya’s Jutsu Compendium.
Ryo Cost: 350
As an action, the wielder can transform into a D-Rank
When this seal is placed on a weapon, it begins to vibrate
Sage Beast without any of its Special Features or the
seemingly at random at the presence of the creature
ability to cast its Jutsu specialty once per long rest.
whom it specifically is searching for. Select two creature
When the wielder transforms their armor, weapons
types from the following: Aberration, Beast, Celestial,
and items fuse into them for the duration. You retain
Monstrosity, Mutant, Plant, Sage Creature, Undead.
your AC, ability scores, proficiencies and languages but
When this weapon deals damage to a creature of this
you gain the creatures special senses (if any), special
type, that creature takes an additional 1d6 damage.
movement speeds, the ability to communicate with it

BLOODY SEAL (MINOR) and other animals of its type (Carnivoran) and its natural
weapons. You can remain in this form for 10 minutes.
Ryo Cost: 200
When this weapon would deal damage to a creature with
the Bleeding condition, the target(s) take an additional
FRIGHTENING SEAL (MINOR)
Ryo Cost: 500
1d4 damage.
When this seal is placed on a weapon, it begins to release

CHILLING SEAL (MINOR) an aggressive and hostile aura.


Once per round, when you critically hit with this
Ryo Cost: 200
weapon with a weapon attack, the target gains 1 rank of
When this weapon would deal damage to a creature with
fear.
the Chilled condition, the target(s) take an additional 1d4
damage.
GRIEVOUS SEAL (MINOR)
CORROSIVE SEAL (MINOR) Ryo Cost: 500
When you use this weapon in a Taijutsu or Bukijutsu of
Ryo Cost: 200
D-Rank, affected creatures take a -1 penalty to their
When this weapon would deal damage to a creature with
saving throws against the jutsu’s casting.
the Corroded condition, the target(s) take an additional
1d4 damage.
HOT SEAL (MINOR)
CRUSHING SEAL (MINOR) Ryo Cost: 200
When this weapon would deal damage to a creature with
Ryo Cost: 200
the Burned condition, the target(s) take an additional 1d4
When this weapon would deal damage to a creature with
damage.
the Dazed condition, the target(s) take an additional 1d4
damage.
ILLUSORY SEAL (MINOR)
ELEMENTAL SEAL (MINOR) Ryo Cost: 250
Weapons imbued with this seal grant its user a +1 bonus
Ryo Cost: 250
to their Genjutsu Attack.
Weapons imbued with this seal can have its damage type
changed by its wielder at will. When this seal is added to
your weapon, select one Nature Release from the
MARTIAL SEAL (MINOR)
Ryo Cost: 250
following list. You cannot change this choice, once made;
Weapons imbued with this seal grant its user a +1 bonus
• Earth Release – Earth Damage to their Taijutsu Attack.
• Wind Release – Wind Damage
• Fire Release – Fire Damage MEDICAL SEAL (MINOR)
• Water Release – Cold Damage Ryo Cost: 250
• Lightning Release – Lightning Damage Weapons imbued with this seal can have its damage type
changed by its wielder at will. When this seal is added to
Once per turn, as an object interact action, the holder
your weapon, select one Medical Release damage type
can switch this weapons damage type to the chosen
from the following list. You cannot change this choice,
Nature releases damage type. The weapon still qualifies
once made;
for Bukijutsu that its original damage type would allow it
to be cast with. • Acid Damage
• Necrotic Damage
EXTENDING SEAL (MINOR) • Poison Damage
Ryo Cost: 250
Once per turn, as an object interact action, the holder
Melee Weapons imbued with this seal increases their
can switch this weapons damage type to the chosen
attack range by 5ft. Ranged Weapons imbued with this
Nature releases damage type. The weapon still qualifies
seal increases their attack range by 20ft.
for Bukijutsu that its original damage type would allow it
to be cast with.

NINSHOU SEAL (MINOR)


Ryo Cost: 250
Weapons imbued with this seal grant its user a +1 bonus
to their Ninjutsu Attack.

73
PHANTOM SEAL (MINOR) LACERATION SEAL (REFINED)
Ryo Cost: 300 Ryo Cost: 600
While etched with this seal, the weapon glows with a Weapons imbued with this seal deals an additional
glum aura around its striking portion or its ammunition. weapon damage die to creatures with Temporary Hit
This weapon can harm creatures with no physical points.
form such as ghosts or phantoms.
LUMINARY SEAL (REFINED)
SHOCKING SEAL (MINOR) Ryo Cost: 500
Ryo Cost: 200 Weapons imbued with this seal are capable of glowing
When this weapon would deal damage to a creature with with a luminescent light while in the wielders hand using
the Shocked condition, the target(s) take an additional their chakra. As a bonus action, you may cause an
1d4 damage. emission of dim light in 15 feet and bright light in 5 feet to
come from your weapon for the next hour, once per rest.
SICKENING SEAL (MINOR) Depending on whether your weapon is melee or
Ryo Cost: 200 ranged, you gain access to an additional effect while this
When this weapon would deal damage to a creature with light is active:
the Envenomed condition, the target(s) take an
• Melee: As an action, you may make a weapon attack at
additional 1d4 damage.
a target within your weapon’s range +15ft. On a hit you

C-RANK SEALS deal your [Weapon’s Damage]. If you can make more
than one weapon attack with the attack action,
without the aid of jutsu, increase the damage die of
BARRIER SEAL (REFINED) this attack by +1 for each attack beyond one you could
Ryo Cost: 750
make. The damage dealt is force damage.
Weapons imbued with this seal can be used to set up • Ranged: All attacks with your ranged weapon produce
barriers in a 5-foot cube around its user. As an action or
the same light of this seal where they travel and where
reaction to taking damage or failing a saving throw vs a
they land. As an action, you may make a weapon attack
Ninjutsu, Taijutsu, Genjutsu or Bukijutsu, the holder can
at a target within your weapon’s range. On a hit you
activate this ward, erecting a Barrier large enough to
deal your [Weapon’s Damage]. If you can make more
protect only themselves or another creature.
than one weapon attack with the attack action,
This barrier reduces the damage the target takes by an
without the aid of jutsu, increase the damage die of
amount equal to this weapon wielders level, until the end
this attack by +1 for each attack beyond one you could
of the current turn. This seal comes with 3 charges per
make. The damage dealt is force damage.
long rest and each activation of the Barrier consumes
one charge. Once all charges are expended, the Barrier
LUNAR SEAL (REFINED)
cannot be used. You regain one charge on a short rest. Ryo Cost: 1000
Weapons imbued with this seal deals Necrotic damage in
DISRUPTIVE SEAL (REFINED) addition to their listed damage for the purposed of
Ryo Cost: 750
overcoming resistance and capitalizing on Vulnerabilities.
Weapons imbued with this seal that deals damage to a
At Night, under the light of any phase of moon except
creature concentrating on a Jutsu, forces the target
the new moon, this weapon gains a +1 bonus to its critical
creature to roll their Chakra Control Check to maintain
threat range with weapon attacks.
concentration at a -2 Penalty to the check.
OCCULT SEAL (REFINED)
FEARSOME SEAL (REFINED) Ryo Cost: 750
Ryo Cost: 600
Weapons imbued with this seal deals Cold damage in
Weapons imbued with this seal grants its user proficiency
addition to their listed damage for the purposed of
with the Intimidation Skill. Additionally, the user can use
overcoming resistance and capitalizing on Vulnerabilities.
their action in combat to make an Intimidation check
While you are in initiative with a hostile Aberration or
using the infused weapons Primary ability score against a
Undead creature, this weapon gains a +1 bonus to attack
creature within 5 feet of them vs the targets Wisdom
and damage rolls with weapon attacks against those
(Insight). On a success, the target drops any weapon they
creature types.
are holding out of fear, gains 1 rank of fear, and moves up
to half their movement speed away from you. The target
PRIMAL SEAL (REFINED)
then becomes immune to this effect until they complete a Ryo Cost: 750
long rest. Weapons imbued with this seal deals Poison damage in
addition to their listed damage for the purposed of
HUNTER SEAL (SUPERIOR) overcoming resistance and capitalizing on Vulnerabilities.
Ryo Cost: 650
While you are in initiative with a hostile Sage Creature or
Weapons imbued with this seal deal an additional 2 die
Monstrosity creature, this weapon gains a +1 bonus to
of damage with weapon attacks against specific creature
attack and damage rolls with weapon attacks against those
types. Select 2 creature types from the following list to
creature types.
be affected by this seal:
Aberrations, Beasts, Celestials, Constructs, Demons,
Monstrosities, Mutants, Plants, Sage Creatures, Undead.

74
SOLAR SEAL (REFINED) ELEMENTAL SEAL (GREATER)
Ryo Cost: 1000 Ryo Cost: 1300
Weapons imbued with this seal deals Fire damage in Weapons imbued with this seal can have its damage type
addition to their listed damage for the purposed of changed by its wielder at will. When this seal is added to
overcoming resistance and capitalizing on Vulnerabilities. your weapon, select one Nature Release from the
During the day, while under direct sunlight, if this following list. You cannot change this choice, once
weapon would fall under the effect of a Ninjutsu or made;
Bukijutsu that increases its damage by rolling additional • Earth Release – Earth Damage
dice, increased the bonus damage die by +1, once per turn. • Wind Release – Wind Damage

STELLAR SEAL (REFINED)


• Fire Release – Fire Damage
• Water Release – Cold Damage
Ryo Cost: 1000
• Lightning Release – Lightning Damage
Weapons imbued with this seal deals Force damage in
addition to their listed damage for the purposed of Once per turn, as an object interact action, the holder
overcoming resistance and capitalizing on Vulnerabilities. can switch this weapons damage type to the chosen
During twilight, while the sun, moon, and stars are out Nature releases damage type. The weapon still qualifies
all at once, this weapon ignores resistance and immunity. for Bukijutsu that its original damage type would allow it
to be cast with and deals an additional 1d4 of their
STORING SEAL (REFINED) chosen nature releases, damage type. This does not stack
Ryo Cost: 1000 with other Seals that grant dice-based bonuses to
Select one Ninjutsu, Genjutsu or Bukijutsu that the damage rolls.
selected weapon can be used as a component to cast, in
the case for Bukijutsu. The selected Jutsu cannot be CHILLING SEAL (GREATER)
higher than D-Rank. Ryo Cost: 1500
If the selected Jutsu is one which doesn’t deal damage Weapons imbued with this seal that deal damage to a
or affect other creatures, the item gains 3 Charges, creature with the Chilled condition, are able to siphon
which recharge at the conclusion of a long rest. You may some of that energy away from the target once per turn,
spend 1 charge to cast the sealed jutsu. If the jutsu has a granting you a 1d4 bonus to the first saving throw you
range of self, the effects take place, and additionally if make vs a Jutsu with the Fire Release keyword, until the
the jutsu is a Concentration jutsu, you still need to beginning of your next turn.
concentrate on the jutsu, but you do not pay the Chakra
cost. CORROSIVE SEAL (GREATER)
If the selected Jutsu is one which deals damage or Ryo Cost: 1500
affects other creatures, the item gains 3 charges, which Weapons imbued with this seal that deal damage to a
recharge at the conclusion of a long rest. You may spend creature with the Corroded condition, are able to siphon
1 charge to cast the stored jutsu. If the stored Jutsu is a some of that energy away from the target once per turn,
concentration jutsu, you still need to concentrate on the granting you a 1d4 bonus to the first saving throw you
jutsu, but you do not pay the chakra cost. The sealed make vs a Jutsu that would inflict an Elemental
Jutsu cannot affect an Area if it deals damage or affects condition, until the beginning of your next turn.
other creatures.
CRUSHING SEAL (GREATER)
S TORING S EAL J UTSU DC Ryo Cost: 1500
Jutsu Rank Save DC Once per turn, weapons imbued with this seal that deal
damage to a creature with the Dazed condition, are able
D-Rank 15 to disorient a creature further. The Dazed creature must
make a Strength saving throw vs your Taijutsu save DC.
B-RANK SEALS On a failed save they lose the Dazed condition, but
become Staggered until the end of their next turn.
BLOODY SEAL (GREATER)
Ryo Cost: 1200 EXTENDING SEAL (GREATER)
When this weapon would deal damage to a creature with Ryo Cost: 1250
the Bleeding condition, the target(s) take an additional Melee Weapons imbued with this seal increases their
1d4 damage. attack range by 10ft. Ranged Weapons imbued with this
Additionally, if the target creature, has 1 rank of seal increases their attack range by 30ft.
bleeding, they gain 1 more rank, up to once per turn.

75
FANGED SEAL (GREATER) MEDICAL SEAL (GREATER)
Ryo Cost: 1400 Ryo Cost: 1300
While etched with this seal, the weapon glows a faint Weapons imbued with this seal can have its damage type
orange color during full moons. Select one Avian or changed by its wielder at will. When this seal is added to
Carnivoran summon type found in the Summoning Jutsu your weapon, select one Medical Release damage type
Chapter of Jiraiya’s Jutsu Compendium. from the following list. You cannot change this choice,
As an action, once per long rest, the wielder can once made;
transform into a C-Rank Sage Beast gaining only its D- • Acid Damage
Rank Special Features, but not the ability to cast its Jutsu • Necrotic Damage
specialty. • Poison Damage
When the wielder transforms their armor, weapons
and items fuse into them for the duration. You retain Once per turn, as an object interact action, the holder
your AC, ability scores, proficiencies and languages but can switch this weapons damage type to the chosen
you gain the creatures special senses (if any), special Nature releases damage type. The weapon still qualifies
movement speeds, the ability to communicate with it for Bukijutsu that its original damage type would allow it
and other animals of its type (Carnivoran) and its natural to be cast with and deals an additional bonus 1d4 of their
weapons. You can remain in this form for 1 hour. chosen damage type. This does not stack with other
Seals that grant dice-based bonuses to damage rolls.

FRIGHTENING SEAL (GREATER) NINSHOU SEAL (GREATER)


Ryo Cost: 1500 Ryo Cost: 1250
When this seal is placed on a weapon, it begins to release Weapons imbued with this seal grant its user a +2 bonus
an aggressive and hostile aura. to their Ninjutsu Attack.
Once per round, when you critically hit with this
weapon with a weapon attack, the target gains 1 rank of SHOCKING SEAL (GREATER)
fear and 1 rank of Concussed. A Concussed creature Ryo Cost: 1500
makes a Wisdom saving throw at the end of each of their Weapons imbued with this seal that deal damage to a
turns vs your Taijutsu save DC. On a success, they end creature with the Shocked condition, are able to siphon
the Concussed condition. some of that energy away from the target once per turn,
granting you a 1d4 bonus to the first saving throw you
GRIEVOUS SEAL (GREATER) make vs a Jutsu with the Earth Release keyword, until the
Ryo Cost: 1500 beginning of your next turn.
When you use this weapon in a Taijutsu or Bukijutsu of
C-Rank or lower, affected creatures take a -2 penalty to SICKENING SEAL (GREATER)
their saving throws against the jutsu’s casting. Ryo Cost: 1500
Weapons imbued with this seal that deal damage to a
HOT SEAL (GREATER) creature with the Envenomed condition, are able to
Ryo Cost: 1500 siphon some of that energy away from the target once
Weapons imbued with this seal that deal damage to a per turn, granting you a 1d4 bonus to the first saving
creature with the Burned condition, are able to siphon throw you make vs a Jutsu that would inflict a Physical
some of that energy away from the target once per turn, condition, until the beginning of your next turn.
granting you a 1d4 bonus to the first saving throw you
make vs a Jutsu with the Wind Release keyword, until the A-RANK SEALS
beginning of your next turn.
DISRUPTIVE SEAL (SUPERIOR)
ILLUSORY SEAL (GREATER) Ryo Cost: 1800
Ryo Cost: 1250 Weapons imbued with this seal that deals damage to a
Weapons imbued with this seal grant its user a +2 bonus creature concentrating on a Jutsu, forces the target
to their Genjutsu Attack. creature to roll their Chakra Control Check to maintain
concentration at a -5 Penalty to the check.
MARTIAL SEAL (GREATER)
Ryo Cost: 1250 HUNTER SEAL (SUPERIOR)
Weapons imbued with this seal grant its user a +2 bonus Ryo Cost: 1800
to their Taijutsu Attack. Weapons imbued with this seal deal an additional 2 dice
of damage with weapon attacks against specific creature
types. Select 2 creature types from the following list to
be affected by this seal:
Aberrations, Beasts, Celestials, Constructs, Demons,
Monstrosities, Mutants, Ōtsutsuki, Plants, Sage Creatures,
Undead.

76
LACERATION SEAL (SUPERIOR) STELLAR SEAL (SUPERIOR)
Ryo Cost: 2000 Ryo Cost: 1750
Weapons imbued with this seal deals an additional 2 Weapons imbued with this seal deals Force damage in
weapon damage die to creatures with Temporary Hit addition to their listed damage for the purposed of
points with weapon attacks. Additionally, if you reduce a overcoming resistance and capitalizing on
creature’s temporary hit points to 0 using this weapon, Vulnerabilities.
the next time they would gain temporary hit points, they During twilight, while the sun, moon, and stars are
instead gain only half. out all at once, this weapon ignores resistance and
immunity and ignores damage reduction from all
LUNAR SEAL (SUPERIOR) sources.
Ryo Cost: 1750
Weapons imbued with this seal deals Necrotic damage in STORING SEAL (SUPERIOR)
addition to their listed damage for the purposed of Ryo Cost: 2000
overcoming resistance and capitalizing on Vulnerabilities. Select one Ninjutsu, Genjutsu or Bukijutsu that the
At Night, under the light of any phase of moon except selected weapon can be used as a component to cast, in
the new moon, this weapon gains a +2 bonus to its critical the case for Bukijutsu. The selected Jutsu cannot be
threat range with weapon attacks. higher than B-Rank.
If the selected Jutsu is one which doesn’t deal damage
OCCULT SEAL (SUPERIOR) or affect other creatures, the item gains 3 Charges,
Ryo Cost: 2000 which recharge at the conclusion of a long rest. You may
Weapons imbued with this seal deals Cold damage in spend 1 charge to cast the sealed jutsu. If the jutsu has a
addition to their listed damage for the purposed of range of self, the effects take place, and additionally if
overcoming resistance and capitalizing on the jutsu is a Concentration jutsu, you still need to
Vulnerabilities. concentrate on the jutsu, but you do not pay the Chakra
While you are in initiative with a hostile Aberration or cost.
Undead creature, this weapon gains a +3 bonus to attack If the selected Jutsu is one which deals damage or
and damage rolls with weapon attacks against those affects other creatures, the item gains 3 charges, which
creature types. recharge at the conclusion of a long rest. You may spend
1 charge to cast the stored jutsu. If the stored Jutsu is a
PRIMAL SEAL (SUPERIOR) concentration jutsu, you still need to concentrate on the
Ryo Cost: 1750 jutsu, but you do not pay the chakra cost. The sealed
Weapons imbued with this seal deals Poison damage in Jutsu cannot affect an Area if it deals damage or affects
addition to their listed damage for the purposed of other creatures.
overcoming resistance and capitalizing on
Vulnerabilities. S TORING S EAL J UTSU DC
While you are in initiative with a hostile Sage Creature Jutsu Rank Save DC
or Monstrosity creature, this weapon gains a +3 bonus to
attack and damage rolls with weapon attacks against D-Rank 15
those creature types. C-Rank 17
B-Rank 19
SOLAR SEAL (SUPERIOR)
Ryo Cost: 1750
Weapons imbued with this seal deals Fire damage in S-RANK SEALS
addition to their listed damage for the purposed of
overcoming resistance and capitalizing on BLOODY SEAL (MASTERCRAFT)
Vulnerabilities. Ryo Cost: 2250
During the day, while under direct sunlight, if this When this weapon would deal damage to a creature with
weapon would fall under the effect of a Ninjutsu or the Bleeding condition, the target(s) take an additional
Bukijutsu that increases its damage by rolling additional 2d4 damage.
dice, increased the bonus damage die by +2, once per Additionally, if the target creature, has 1 rank of
turn. bleeding, they gain 1 rank of Laceration, once per turn.

SPEED SEAL (SUPERIOR)


Ryo Cost: 2000
Weapons imbued with this seal can be used in extremely
quick succession. If this weapon was used to make an
attack with the attack action, or with a bonus action, you
make one additional weapon attack with this weapon.
This happens once per turn.

77
ELEMENTAL SEAL (MASTERCRAFT) GRIEVOUS SEAL (MASTERCRAFT)
Ryo Cost: 2200 Ryo Cost: 2500
Weapons imbued with this seal can have its damage type When you use this weapon in a Taijutsu or Bukijutsu of
changed by its wielder at will. When this seal is added to A-Rank or lower, affected creatures take a -3 penalty to
your weapon, select one Nature Release from the their saving throws against the jutsu’s casting.
following list. You cannot change this choice, once made;
• Earth Release – Earth Damage
HOT SEAL (MASTERCRAFT)
Ryo Cost: 2250
• Wind Release – Wind Damage
Weapons imbued with this seal that deal damage to a
• Fire Release – Fire Damage
creature with the Burned condition, are able to siphon
• Water Release – Cold Damage
some of that energy away from the target once per turn,
• Lightning Release – Lightning Damage
granting you a 1d6 bonus to the first saving throw you
Once per turn, as an object interact action, the holder make vs a Jutsu with the Wind Release keyword, until the
can switch this weapons damage type to the chosen beginning of your next turn.
Nature releases damage type. Weapon Attacks this
weapon makes, deals and additional +1 weapon damage ILLUSORY SEAL (MASTERCRAFT)
die of the seal’s type. This does not stack with other Ryo Cost: 2500
Seals that grant dice-based bonuses to damage rolls. Weapons imbued with this seal grant its user a +3
bonus to their Genjutsu Attack.
MEDICAL SEAL (MASTERCRAFT)
Ryo Cost: 2200 MARTIAL SEAL (MASTERCRAFT)
Weapons imbued with this seal can have its damage type Ryo Cost: 2500
changed by its wielder at will. When this seal is added to Weapons imbued with this seal grant its user a +3
your weapon, select one Medical Release damage type bonus to their Taijutsu Attack.
from the following list. You cannot change this choice,
once made; NINSHOU SEAL (MASTERCRAFT)
Ryo Cost: 2500
• Acid Damage
Weapons imbued with this seal grant its user a +3
• Necrotic Damage
bonus to their Ninjutsu Attack.
• Poison Damage

Once per turn, as an object interact action, the holder SHOCKING SEAL (MASTERCRAFT)
can switch this weapons damage type to the chosen Ryo Cost: 2250
Nature releases damage type. Weapon Attacks this Weapons imbued with this seal that deal damage to a
weapon makes, deals and additional +1 weapon damage creature with the Shocked condition, are able to siphon
die of the seal’s type. This does not stack with other some of that energy away from the target once per turn,
Seals that grant dice-based bonuses to damage rolls. granting you a 1d6 bonus to the first saving throw you
make vs a Jutsu with the Earth Release keyword, until the
CHILLING SEAL (MASTERCRAFT) beginning of your next turn.
Ryo Cost: 2250
Weapons imbued with this seal that deal damage to a SICKENING SEAL (MASTERCRAFT)
creature with the Chilled condition, are able to siphon Ryo Cost: 2250
some of that energy away from the target once per turn, Weapons imbued with this seal that deal damage to a
granting you a 1d6 bonus to the first saving throw you creature with the Envenomed condition, are able to
make vs a Jutsu with the Fire Release keyword, until the siphon some of that energy away from the target once
beginning of your next turn. per turn, granting you a 1d6 bonus to the first saving
throw you make vs a Jutsu that would inflict a Physical
CORROSIVE SEAL (MASTERCRAFT) condition, until the beginning of your next turn.
Ryo Cost: 2250
Weapons imbued with this seal that deal damage to a
creature with the Corroded condition, are able to siphon
some of that energy away from the target once per turn,
granting you a 1d6 bonus to the first saving throw you
make vs a Jutsu that would inflict an Elemental
condition, until the beginning of your next turn.

CRUSHING SEAL (MASTERCRAFT)


Ryo Cost: 2250
Once per turn, weapons imbued with this seal that deal
damage to a creature with the Dazed condition, are able
to disorient a creature further. The Dazed creature
becomes Staggered.

78
ARMOR ENHANCEMENT SEALS MEDICAL SEAL (MINOR)
Ryo Cost: 250

D-RANK SEALS Armor imbued with this seal can apply half of its Damage
reduction (if any) to one Medical Release damage type

BLACKENED SEAL (MINOR)


from the following list. You cannot change this choice,
once made;
Ryo Cost: 250
Armor imbued with this seal grants its user a +1d4 bonus • Acid Damage
to Stealth checks. • Necrotic Damage
• Poison Damage
BLOODY SEAL (MINOR)
Ryo Cost: 300 OBSIDIAN STEEL SEAL (MINOR)
Armor imbued with this seal grants its wearer a 1d4 Ryo Cost: 500
bonus to saving throws made to resist the Bleeding Armor imbued with this seal grants its user a +1 bonus to
condition. Strength and Constitution saving throws.

BRAVERY SEAL (MINOR) SHOCKING SEAL (MINOR)


Ryo Cost: 250 Ryo Cost: 300
Armor imbued with this seal grants its wearer a 1d4 Armor imbued with this seal grants its wearer a 1d4
bonus to saving throws made to resist the Fear bonus to saving throws made to resist the Shocked
condition. condition.

CHILLING SEAL (MINOR) SICKENING SEAL (MINOR)


Ryo Cost: 300 Ryo Cost: 300
Armor imbued with this seal grants its wearer a 1d4 Armor imbued with this seal grants its wearer a 1d4
bonus to saving throws made to resist the Chilled bonus to saving throws made to resist the Envenomed
condition. condition.

COLD STEEL SEAL (MINOR) SINISTER SEAL (MINOR)


Ryo Cost: 500 Ryo Cost: 250
Armor imbued with this seal grants its user a +1 bonus to Armor imbued with this seal grants its user a +1d4 bonus
Dexterity and Intelligence saving throws. to Intimidation checks.

CORROSIVE SEAL (MINOR) SLICK SEAL (MINOR)


Ryo Cost: 300 Ryo Cost: 250
Armor imbued with this seal grants its wearer a 1d4 Armor imbued with this seal grants its user a +1d4 bonus
bonus to saving throws made to resist the Corroded to Athletics checks made to escape a grapple and
condition. Acrobatics checks made to squeeze through small
openings.
CRUSHING SEAL (MINOR)
Ryo Cost: 300 STAR METAL SEAL (MINOR)
Armor imbued with this seal grants its wearer a 1d4 Ryo Cost: 500
bonus to saving throws made to resist the Dazed Armor imbued with this seal grants its user a +1 bonus to
condition. Wisdom and Charisma saving throws.

ELEMENTAL SEAL (MINOR) C-RANK SEALS


Ryo Cost: 250
Armor imbued with this seal can apply half of its Damage ABYSSAL SEAL (REFINED)
reduction (if any) to elemental damage. When this seal is Ryo Cost: 650
added to your armor, select one Nature Release from the Armor imbued with this seal grants its wearer +4
following list. You cannot change this choice, once damage reduction against Demons and Monstrosities
made; weapon attacks, bukijutsu and taijutsu.
• Earth Release – Earth Damage
• Wind Release – Wind Damage CELESTIAL SEAL (REFINED)
Ryo Cost: 650
• Fire Release – Fire Damage
Armor imbued with this seal grants its wearer +4
• Water Release – Cold Damage
damage reduction against Sage Beasts and Undead
• Lightning Release – Lightning Damage
weapon attacks, bukijutsu and taijutsu.
ENHANCED SEAL (MINOR) CHAOTIC SEAL (REFINED)
Ryo Cost: 300
Ryo Cost: 650
Armor imbued with this seal Gains +2 Damage reduction
Armor imbued with this seal grants its wearer +4
vs Bludgeoning, Piercing or Slashing damage.
damage reduction against Constructs and Mutants
HOT SEAL (MINOR) weapon attacks, bukijutsu and taijutsu.

DISRUPTIVE SEAL (REFINED)


Ryo Cost: 300
Armor imbued with this seal grants its wearer a 1d4
Ryo Cost: 600
bonus to saving throws made to resist the Burned
Armor imbued with this grants its user a +2 bonus to
condition.
Chakra Control Checks, made to maintain concentration.

79
LUNAR SEAL (REFINED) DISGUISED SEAL (REFINED)
Ryo Cost: 750 Ryo Cost: 600
At Night, under the light of any phase of moon except Armor imbued with this seal can transform itself to look
the new moon, this armor treats critical hits with like a totally different set of clothing, as if under the
weapon attacks or Taijutsu or Bukijutsu as normal hits. effects of the Transform Genjutsu. The wearer can
transform their armor into another set of clothing, once
OCCULT SEAL (REFINED) every hour.
Ryo Cost: 750
While you are in initiative with a hostile Aberration or B-RANK SEALS
Undead creature, this Armor gains a +2 bonus to saving
throws vs these creatures. BLACKENED SEAL (GREATER)
Ryo Cost: 1100
PRIMAL SEAL (REFINED) Armor imbued with this seal grants its user a +1d6 bonus
Ryo Cost: 750 to Stealth checks. This also removes any penalties to
stealth an Armor may have.
While you are in initiative with a hostile Sage Beast or
Monstrosity creature, this armor gains a +2 bonus to AC. BLOODY SEAL (GREATER)
Ryo Cost: 1250
SOLAR SEAL (REFINED) Armor imbued with this seal has a 1d6 bonus to saving
Ryo Cost: 750 throws made to resist the Bleeding condition.
During the day, while under direct sunlight, the wielder
of this armor gains a +1 bonus to all Ability checks. BRAVERY SEAL (GREATER)
Ryo Cost: 1100
STELLAR SEAL (REFINED) Armor imbued with seal has a 1d6 bonus to saving
Ryo Cost: 750 throws made to resist the Fear condition.
During twilight, while the sun, moon, and stars are out
all at once, this armor gains resistance to all damage. BRACING SEAL (GREATER)
Ryo Cost: 1100
SWIFT SEAL (REFINED) Armor imbued with seal has a 1d6 bonus to saving
Ryo Cost: 700 throws made to resist being moved, pushed or pulled.
Armor imbued with this seal grants its wearer +10 to
their movement speed. CHILLING SEAL (GREATER)
Ryo Cost: 1250
MOBILITY SEAL (REFINED) Armor imbued with this seal has a 1d6 bonus to saving
Ryo Cost: 850 throws made to resist the Chilled condition.
Armor imbued with this seal grants its wearer a climbing
and swimming speed equal to its wearers movement COLD STEEL SEAL (GREATER)
speed. Ryo Cost: 1500
Armor imbued with this seal grants its user a +2 bonus to
STRENGTH SEAL (REFINED) Dexterity and Intelligence saving throws.
Ryo Cost: 1000
Armor imbued with this seal grants its wearer a +1 bonus CORROSIVE SEAL (GREATER)
to Strength Saving throws and Skill checks. Ryo Cost: 1250
Armor imbued with this seal has a 1d6 bonus to saving
DEXTERITY SEAL (REFINED) throws made to resist the Corroded condition.
Ryo Cost: 1000
Armor imbued with this seal grants its wearer a +1 bonus CRUSHING SEAL (GREATER)
to Dexterity Saving throws and Skill checks. Ryo Cost: 1250
Armor imbued with this seal has a 1d6 bonus to saving
DEATHLESS SEAL (REFINED) throws made to resist the Dazed condition.
Ryo Cost: 1000
Armor imbued with this seal grants its wearer a +2 bonus ELEMENTAL SEAL (GREATER)
to Death Saving throws. Ryo Cost: 1300
Armor imbued with this seal gains a +1 to AC and can
VANISHING SEAL (REFINED) apply its Damage reduction (if any) to elemental
Ryo Cost: 1000 damage. When this seal is added to your armor, select
Armor imbued with this seal grants its wearer the ability one Nature Release from the following list. You cannot
to become invisible as an Action for 1 minute as if under change this choice, once made;
the effect of the B-Rank Genjutsu Invisibility. Creatures
• Earth Release – Earth Damage
can gain the benefit of this seal once per long rest. This
• Wind Release – Wind Damage
effect takes up one concentration slot as if concentrating
• Fire Release – Fire Damage
on a B-Rank jutsu.
• Water Release – Cold Damage
• Lightning Release – Lightning Damage

If the armor this seal is applied to has no innate


Damage Reduction, then you instead apply half of its
armor bonus as if it was Damage reduction to the chosen
damage type.

80
ENHANCED SEAL (GREATER) CELESTIAL SEAL (SUPERIOR)
Ryo Cost: 1100 Ryo Cost: 1750
Armor imbued with this seal Gains +4 Damage reduction Armor imbued with this seal grants its wearer +4
vs Bludgeoning, Piercing or Slashing damage.. damage reduction against Sage Beasts and Undead
weapon attacks, bukijutsu, taijutsu, ninjutsu, and
HOT SEAL (GREATER) genjutsu.
Ryo Cost: 1250
Armor imbued with seal has a 1d6 bonus to saving CHAOTIC SEAL (SUPERIOR)
throws made to resist the Burned condition. Ryo Cost: 1750
Armor imbued with this seal grants its wearer +4
OBSIDIAN STEEL SEAL (GREATER) damage reduction against Constructs and Mutants
Ryo Cost: 500 weapon attacks, bukijutsu, taijutsu, ninjutsu, and
Armor imbued with this seal grants its user a +2 bonus to genjutsu.
Strength and Constitution saving throws.
DISRUPTIVE SEAL (SUPERIOR)
MEDICAL SEAL (GREATER) Ryo Cost: 2000
Ryo Cost: 1300 Armor imbued with this grants its user a +4 bonus to
Armor imbued with this seal gains a +1 to AC and can Chakra Control Checks, made to maintain concentration.
apply its Damage reduction (if any) to one Medical
Release damage type from the following list. You cannot LUNAR SEAL (SUPERIOR)
change this choice, once made; Ryo Cost: 1750
• Acid Damage At Night, under the light of any phase of moon except
• Necrotic Damage the new moon, this armor treats critical hits with
• Poison Damage weapon, Taijutsu, Bukijutsu, Ninjutsu and Genjutsu as
normal hits.
If the armor this seal is applied to has no innate
Damage Reduction, then you instead apply half of its OCCULT SEAL (SUPERIOR)
armor bonus as if it was Damage reduction to the chosen Ryo Cost: 1750
damage type. While you are in initiative with a hostile Aberration or
Undead creature, this Armor grants you a +3 bonus to
SHOCKING SEAL (GREATER) saving throws made to resist effects caused by the
Ryo Cost: 1250 triggering creature type.
Armor imbued with this seal has a 1d6 bonus to saving
throws made to resist the Shocked condition. PRIMAL SEAL (SUPERIOR)
Ryo Cost: 1750
SICKENING SEAL (GREATER) While you are in initiative with a hostile Sage Beast or
Ryo Cost: 1250 Monstrosity creature, this armor gains a +3 bonus to AC.
Armor imbued with this seal has a 1d6 bonus to saving
throws made to resist the Envenomed condition. SOLAR SEAL (SUPERIOR)
Ryo Cost: 1750
SINISTER SEAL (GREATER) During the day, while under direct sunlight, the wielder
Ryo Cost: 1100 of this armor gains a +3 bonus to all Ability and Skill
Armor imbued with this seal grants its user a +1d6 bonus checks.
to Intimidation checks.
STELLAR SEAL (SUPERIOR)
SLICK SEAL (GREATER) Ryo Cost: 1750
Ryo Cost: 1100 During twilight, while the sun, moon, and stars are out
Armor imbued with this seal grants its user a +1d6 bonus all at once, this armor gains resistance to all damage and
to Athletics checks made to escape a grapple and you reduce resisted damage by an additional -5.
Acrobatics checks made to squeeze through small
openings. SWIFT SEAL (SUPERIOR)
Ryo Cost: 1600
STAR METAL SEAL (GREATER) Armor imbued with this seal grants its wearer +20 to
Ryo Cost: 1500 their movement speed
Armor imbued with this seal grants its user a +2 bonus to
Wisdom and Charisma saving throws. STRENGTH SEAL (SUPERIOR)
Ryo Cost: 2000
A-RANK SEALS Armor imbued with this seal grants its wearer a +3 bonus
to Strength Saving throws and Skill checks.
ABYSSAL SEAL (SUPERIOR)
Ryo Cost: 1750 DEXTERITY SEAL (SUPERIOR)
Armor imbued with this seal grants its wearer +4 Ryo Cost: 2000
damage reduction against Demons and Monstrosities Armor imbued with this seal grants its wearer a +3 bonus
weapon attacks, bukijutsu, taijutsu, ninjutsu, and to Dexterity Saving throws and Skill checks.
genjutsu.

81
DEATHLESS SEAL (SUPERIOR) HOT SEAL (MASTERCRAFT)
Ryo Cost: 2000 Ryo Cost: 2600
Armor imbued with this seal grants its wearer advantage Armor imbued with this seal grants its user immunity to
on Death Saving throws. the Burned Condition.

DISPELLING SEAL (SUPERIOR) MEDICAL SEAL (MASTERCRAFT)


Ryo Cost: 2000 Ryo Cost: 2250
Armor imbued with this seal grants its wearer the ability Armor imbued with this seal gains a +2 to AC and can
to dispel harmful effects on its wearer. Once per rest, as a apply its Damage reduction +3, to one Medical Release
Reaction the wearer can cast the Chakra Dispel Ninjutsu, damage type from the following list. You cannot change
at B-Rank targeting yourself. this choice, once made;

S-RANK SEALS
• Acid Damage
• Necrotic Damage
• Poison Damage
BLACKENED SEAL (MASTERCRAFT)
Ryo Cost: 1100 If the armor this seal is applied to has no innate
Armor imbued with this seal grants its user advantage Damage Reduction, then you instead apply its armor
on all Stealth checks. This also removes any penalties to bonus as if it was Damage reduction to the chosen
stealth an Armor may have. damage type.

BLOODY SEAL (MASTERCRAFT) OBSIDIAN STEEL SEAL (MASTERCRAFT)


Ryo Cost: 2400 Ryo Cost: 2500
Armor imbued with this seal grants its user immunity to Armor imbued with this seal grants its user a +3 bonus to
the Bleeding Condition. Strength and Constitution saving throws.

BRAVERY SEAL (MASTERCRAFT) SHOCKING SEAL (MASTERCRAFT)


Ryo Cost: 2400 Ryo Cost: 2400
Armor imbued with this seal grants its user immunity to Armor imbued with this seal grants its user immunity to
the Fear Condition. the Shocked Condition.

CHILLING SEAL (MASTERCRAFT) SICKENING SEAL (MASTERCRAFT)


Ryo Cost: 2400 Ryo Cost: 2400
Armor imbued with this seal grants its user immunity to Armor imbued with this seal grants its user immunity to
the Chilled Condition. the Envenomed Condition.

COLD STEEL SEAL (MASTERCRAFT) SINISTER SEAL (MASTERCRAFT)


Ryo Cost: 2500 Ryo Cost: 2100
Armor imbued with this seal grants its user a +3 bonus to Armor imbued with this seal grants its user advantage
Dexterity and Intelligence saving throws. on all Intimidation checks.

CRUSHING SEAL (MASTERCRAFT) STAR METAL SEAL (MASTERCRAFT)


Ryo Cost: 2400 Ryo Cost: 2500
Armor imbued with this seal grants its user immunity to Armor imbued with this seal grants its user a +3 bonus to
the Dazed Condition. Wisdom and Charisma saving throws.

ELEMENTAL SEAL (MASTERCRAFT)


Ryo Cost: 2250
Armor imbued with this seal gains a +2 to AC and can
apply its Damage reduction +3, to elemental damage.
When this seal is added to your armor, select one Nature
Release from the following list. You cannot change this
choice, once made;
• Earth Release – Earth Damage
• Wind Release – Wind Damage
• Fire Release – Fire Damage
• Water Release – Cold Damage
• Lightning Release – Lightning Damage

If the armor this seal is applied to has no innate


Damage Reduction, then you instead apply its armor
bonus as if it was Damage reduction to the chosen
damage type.

ENHANCED SEAL (MASTERCRAFT)


Ryo Cost: 2500
Armor imbued with this seal Gains +6 Damage reduction
vs Bludgeoning, Piercing or Slashing damage.

82
LEARNING/ CREATING A JUTSU
You can spend time between adventures learning a new jutsu off? Do you need the massive reserves of chakra
Jutsu that your master, your ally or your Mentor may like an Uzumaki to use it? Do you only need to have
know and you want to learn or you may want to create a access to the Wind Affinity to use it? These are
new path, by creating your own jutsu. Learning or considerations you must undertake to begin the process
creating jutsu does not count against your Jutsu known of Jutsu Creation.
for your class. Regardless, beware that modifying or While building your Jutsu, you must first decide on
creating a new Jutsu prevents you from upcasting that your jutsu’s rank. This decision will inform you how
newly created jutsu. many effects your jutsu can hold and the final cost of
your jutsu. Your jutsu will have a number of slots
LEARNING A JUTSU depending on its rank and starting restrictions, which
limit when or how you can cast your chosen jutsu.
When you want to train towards Learning a New Jutsu,
you must spend Downtime towards adding that jutsu to STEP ONE: DEVELOPING THE CONCEPT OF YOUR JUTSU
your Known jutsu list. After picking the jutsu you wish to The first step of developing your own Jutsu (Or even
learn, you must get the holder/owner of that particular creating a Variation of one that you already know) is to
jutsu to begin teaching you. Learning a Jutsu may be a first figure out the type of jutsu it will be. Classifying
grand experience that the DM can draw out for story your Jutsu allows you to create the core requirements of
purposes, but there are a few requirements that must be the Jutsu itself. By selecting one of the following Jutsu
met. Types you set the path you must follow for the rest of
• You cannot learn Jutsu more than 1 rank Above when this journey building this Jutsu.
you are able to learn normally. (A level 4 character can a) Ninjutsu- Molding Chakra to perform a technique
spend their downtime to learn up to a C-Rank Jutsu, but that interacts with a creature or the world.
not a B-Rank since a B Rank is two ranks higher than b) Taijutsu- Using martial Arts techniques with or
what they can at their level, which is D-Rank). without weapons to attack or defend with one's
o A character who learns a jutsu above their highest body.
jutsu known rank this way, that casts it while below c) Genjutsu- Molding Chakra to manipulate a
the rank where they could learn and cast the jutsu creature's 5 senses into believing one aspect of
normally, treats the chakra cost as Special as their reality that they are experiencing.
inexperience causes them to wield the chakra of
Once you have the Concept of your Jutsu decided you
advanced jutsu techniques less effectively. (Example,
should follow the below steps to figure out your jutsu’s
Miles, a D-Rank shinobi, casts Chidori, a C-Rank
effects. Each section carries its own list of Rules, Range
Jutsu. Miles treats the cost of Chidori as having a
Increments, Damage types, Keywords etc.
Special cost (preventing the cost from being reduced)
until he is a shinobi of C-Rank or higher).
• You must have the Nature Affinity to learn a Jutsu with J UTSU R ANK E FFECT S LOTS
such a requirement. (You cannot learn a Fire Release
Jutsu, if you only have Wind Affinity.) Jutsu Rank Maximum Number of Effects
E-Rank 2
You must commit a specified amount of Downtime
towards learning this jutsu. (This downtime does not D-Rank 4
need to be at the same time.) C-Rank 5
L EARNING A J UTSU B-Rank 6

Self-Taught Master Taught A-Rank 8


Jutsu Rank Downtime Cost Downtime cost S-Rank 10
E-Rank 2 1
D-Rank 3 2
C-Rank 6 4
B-Rank 12 8
A-Rank 20 16
S-Rank 40 24

CREATING A JUTSU
When you want to train towards Creating a Jutsu you are
embarking on a journey that no one else has. The Jutsu
you may create may be a minor form of Medical ninjutsu,
or it may be an all-powerful multi–Elemental Jutsu.
Either way this is a much more difficult and involved
process than learning a Jutsu. As a Jutsu creator, you
must not only create the Jutsu’s Effects, but you must
decide how much power it has, how much chakra it costs
and the requirements needed to even perform it. Do you
need the Visual prowess of the Sharingan to pull this

83
NINJUTSU CREATION RULES
STEP TWO: NINJUTSU PREREQUISITE(S) & RESTRICTIONS
The second step of developing your ninjutsu is to figure out
the base prerequisites, how this new Jutsu is activated
regarding its Components, and whether it will be a ranged
or melee Jutsu. While selecting the required keywords for
your Jutsu, keep in mind select jutsu types have mandatory
Components and regardless of what type of jutsu you make
your jutsu must have at least 1 Component. If your jutsu
does not have a requirement in the list (Such as in the
Prerequisite Keywords) then you may skip that Step.

P REREQUISITES
Prerequisite Keywords Bonus Effect Slots
Hijutsu +0
Medical +0
Fuinjutsu +0
Nature Release +0
Required Feature (Short Rest) +1
Required Feature (Long Rest) +2

HIJUTSU
By selecting this requirement keyword your Ninjutsu gains
REQUIRED FEATURE
the Hijutsu Keyword, and counts as being a Clan Jutsu for By selecting this requirement keyword, you are required to
you. You cannot select this Keyword if you are non-Clan. be able to benefit from a Clan or Class feature that has a
number of limited uses and recharges on a short or long
MEDICAL rest to use this Ninjutsu. You cannot add this to E-Ranks
The chosen feature, must be one that has to be activated
By selecting this requirement keyword your Ninjutsu will
by the user. The chosen feature cannot be something
gain the Medical Keyword.
passive like Unarmed Combat from Taijutsu Specialist, or

FUINJUTSU
Advanced Nature Transformation from the Sarutobi Clan.
The feature must require activation of some sort from
By selecting this requirement keyword your Ninjutsu will the player. Regardless of the feature chosen, when this
gain the Fuinjutsu Keyword. jutsu is cast, a use of the feature is also spent as part of the
cost of casting this jutsu. You do not gain the benefits of
NATURE RELEASE spending said resource.

By selecting this requirement keyword your Ninjutsu will


gain one or many Nature Release Keywords.
HAND SEALS (HS)
When you select a nature release, your jutsu gains the By Selecting this Component Keyword, your ninjutsu
nature releases special mechanics; requires you to have 1 hand free in order to weave
Earth Release: Stalwart. If your jutsu summons a handseals. Hand Seals are mandatory when creating a
construct or has any effects that grants the target Ninjutsu.
resistance or immunity, it gains that effect vs cold damage,
and one additional damage type of your choice excluding C OMPONENTS
Psychic and Lightning.
Wind Release: Swirl. Creatures who would fail their Component Keyword Notes
saving throw, spreads all Elemental conditions currently Hand Seals (HS) - (Mandatory for all created Ninjutsu)
affecting them around to all creatures, excluding the caster Chakra Molding (CM) - (Mandatory with Nature Release
within 5 feet of them. Hostile creatures within 5 feet of the
and Medical)
failing one gains 1 rank of all elemental conditions
currently affecting it. Chakra Seals (CS) - (Mandatory with Fuinjutsu)
Fire Release: Blaze. For every dice of fire damage this Mobility (M) -
jutsu deals, it gains +1 fire damage.
Weapon (W) -
Water Release: Serenity. If used near a sufficient source of
water, reduce the chakra cost of this jutsu by 2. Ninja Tools (NT) -
Lightning Release: Overcharge. When you cast this jutsu,
as a bonus action or reaction, you can overcharge its CHAKRA MOLDING (CM)
effects. When you do, if this jutsu inflicts a condition,
By selecting this Component Keyword, your ninjutsu
increase the number of ranks it applies by +1 or if this jutsu
requires you to mold chakra in order to utilize it. In order
deals damage, increase the damage this jutsu deals by +2
to utilize a Nature Release of any type, you must add this
damage die.
Component Keyword.

84
CHAKRA SEALS (CS) STEP THREE: EFFECTS
By Selecting this Component Keyword, your ninjutsu The third Step of jutsu creation comes down to selecting
requires you to have 1 hand free in order to create the your jutsu’s effects, using the list provided below. All
chakra seals needed in order to manifest the required jutsu are built using a combination of different effects
jutsu. In order to utilize Fuinjutsu of any type, you must with each effect having an associated Saving throw,
add this Component Keyword. damage type or special ability attached to it.

MOBILITY (M) NINJUTSU TYPES


By Selecting this Component Keyword, your ninjutsu All ninjutsu follow a certain theme or archetype that
requires you to have at least 5 feet of movement they follow. Most jutsu fall into 4 different forms of
available to you. While your jutsu doesn’t spend this casting. Either Offensive, Defensive, Control or Support. To
movement, it requires you to be able to move your body describe these categories for the purposes of jutsu
freely. creation.

WEAPON (W)
• Offensive. Effects that deal damage, or attempts to
inflict conditions or negative effects onto other
By Selecting this Component Keyword, your ninjutsu creatures.
requires you to have a weapon available to you and • Defensive. Effects that mitigate damage in a number of
within reach. Select one weapon type that this Ninjutsu ways; such as Damage reduction, resistance,
requires in order to function. immunity, temporary hit points.
• Control. Effects that manipulate or impact other

NINJA TOOLS (NT) creatures ability to act or impose penalties of any type
onto the target, such as attack/damage penalties,
By Selecting this Component Keyword, your ninjutsu
saving throw penalties, speed penalties, etc.
requires you to have a Ninja tool available to you and • Support. Effects that aid yourself or other allied
within reach. Select one Ninja Tool that this Ninjutsu
creatures by providing positive benefits, such as
requires in order to function. In order for you to select
healing, bonuses to hit or damage, etc.
this keyword the range of your jutsu must either be Self,
or Touch. Decide on no more than 2 of the above Ninjutsu Types.
When you do, you can only choose effects from their
R ANGES given categories. While creating your Jutsu, keep in mind
each effect you add will cost 1 Effect Slot based on the
Range
rank of the jutsu you are creating. Below you will find
Keywords Notes effect that doesn’t fit any one ninjutsu type, but instead
Self - enables them all.
Touch (5 feet) -
AREA
Ranged Up to 30 feet Your Jutsu gains an area of effect in the shape of one of
the following: 10ft radius, 20ft Cone, 15ft Cube, 20ft
Cylinder or 30ft Line.
SELF Creatures must succeed one of the following;
Your Ninjutsu has a range of self. This Ninjutsu either (Strength, Dexterity or Constitution) save vs your
will only affect you, or use you as the center or Ninjutsu Save DC. If your Jutsu requires any other Saving
origination of its effect radius/shape. Select this range if throw to avoid an additional Condition, this save
your jutsu will do either of these things. becomes the jutsu’s base save omitting all other saving
throws that other effects may ask for. This does not
TOUCH count for Effects Selected with "Secondary Effect".
Reduce the Damage Die by 1, to a minimum of 1.
Your Ninjutsu has a range of Touch (5 Feet). Your Creatures suffer half damage and no Conditional
ninjutsu will only be able to apply its effects if you are effects on a successful save.
able to physically touch your target creature. You must If this effect is added to a Ninjutsu of C-Rank or
make a Melee Ninjutsu attack roll to score a hit with this higher, increase the shape by 5 feet for each rank above
Range. D-Rank, the jutsu this effect is added to is.

RANGED CLASH
Your Ninjutsu has a range greater than 5 feet base. Your Your Jutsu gains the Ability to clash with other Jutsu
ninjutsu will be able to travel over a distance to interact with the Clash Keyword.
with your target creature or area. You must make a
Ranged Ninjutsu attack roll to score a hit with this DELAYED EFFECT
Range. Your jutsu after affecting a creature has a delayed effect
If this range is added to a Ninjutsu of C-Rank, increase that activated on the following round after this jutsu
the maximum possible range to 60 feet. If this range is ends. Select one effect that your jutsu currently has,
added to a Ninjutsu of A-Rank or higher, the maximum other than this one. Your jutsu activates the selected
possible range is increased to 120 feet. effect at the beginning of either your, or the affected
creature’s next turn (Pick one when creating this jutsu)

85
LASTING BRUISING
Your Jutsu increases its duration from Instant Conditional Effect
Concentration, up to 1 minute. Your Jutsu has the chance to inflict the Bruised condition.
If you apply this effect an additional time, the You can only select this keyword if the jutsu has the
duration is increased to Concentration, up to 10 minutes. Earth Affinity.
If you apply this effect, to a jutsu whose current Reduce your damage die (if any) by 1, and an
casting time is a Reaction, its duration instead becomes 1 additional +1 at C-Rank (2) and S-Rank (3) upon
Round. creation.
If this effect is added to a jutsu with a Conditional If this effect is added to a Ninjutsu of B-Rank, failing
Effect, affected creatures can attempt to remake their creatures instead gain 2 ranks of Bruised. This is
saving throws at the end of each of their turns to end this increased to 3 ranks at S-Rank.
Jutsu's effects on them.
CHILLED
SPEEDY Conditional Effect
Your Jutsu can be cast at a significantly faster speed than Your Jutsu has the chance to inflict the Chilled condition.
most others. The cast time of this Jutsu becomes a Bonus You can only select this Keyword if the Jutsu has Water
action. Release. Creatures affected by your jutsu must make a
If your jutsu deals damage or heals creatures, reduce constitution save vs your Ninjutsu save DC or suffer the
the damage or healing die by 1. Chilled Condition. Reduce your damage die (if any) by 1.
You can take this effect a second time, changing the Reduce your damage die (if any) by 1, and an
casting time to a Reaction, if you do reduce your Damage additional +1 at C-Rank (2) and S-Rank (3) upon
die by 2. creation.
If this effect is added to a Ninjutsu of B-Rank, failing
UPCAST creatures instead gain 2 ranks of Chilled. This is
Your Jutsu can be upcast from its current rank,
increased to 3 ranks at S-Rank.
increasing one of its current effects potency per rank
upcast. Pick one of the following.
If Damage, Shielding or Healing, increase the damage,
CORRODED
Conditional Effect
healing or shielding the jutsu does by 2
Required Keywords: Medical
damage/healing/shielding die, per rank upcast. (Pick
Your Jutsu has the chance to inflict the Corroded
one)
condition. You can only select this Keyword if the Jutsu
If a Conditional Effect, increase the number of ranks of
deals acid damage. Creatures affected by your jutsu must
one of the chosen conditions this jutsu applies by +1, per
make a constitution save vs your Ninjutsu save DC or
rank upcast.
suffer the Corroded Condition.

OFFENSIVE Reduce your damage die (if any) by 1, and an


additional +1 at C-Rank (2) and S-Rank (3) upon

BLEEDING
creation.
If this effect is added to a Ninjutsu of B-Rank, failing
Conditional Effect
creatures instead gain 2 ranks of Corroded. This is
Your Jutsu has the chance to inflict the Bleeding
increased to 3 ranks at S-Rank.
condition. You can only select this keyword if your Jutsu
has the Slashing, Piercing or Wind damage type.
Creatures Affected by your Jutsu must make a
CRITICAL
Increase this jutsu’s critical threat range by +1. You can
Dexterity (or Constitution, pick one at jutsu creation)
add this effect an additional time, increasing this jutsu’s
save vs your Ninjutsu Save DC or gain 1 rank of the
critical threat range by an additional +1 for each time you
Bleeding condition
add this effect, after the first.
Reduce your damage die (if any) by 1, and an
additional +1 at C-Rank (2) and S-Rank (3) upon DAMAGE
creation. This ninjutsu deals damage. If this jutsu has a Nature
If this effect is added to a Ninjutsu of C-Rank, failing Release, it automatically deals the chosen nature releases
creatures instead gain 2 ranks of Bleeding. This is damage type. If your jutsu has the Medical keyword, it
increased to 3 ranks at B-Rank, 4 ranks at A-Rank and 5 can automatically deal one of the listed Medical damage
ranks at S-Rank. types (Acid, Necrotic, Poison).
If your jutsu has neither Nature Release or Medical, you
BURNED instead must select another damage type that you
Conditional Effect
qualify for.
Your Jutsu has the chance to inflict the Burned Condition.
Select one of the following damage die that your jutsu
You can only select this keyword if the Jutsu has Fire
has based on its rank. Jutsu that deals more types of
Release. Creatures affected by your jutsu must make a
damage at once splits its damage evenly between each
constitution save vs your Ninjutsu save DC or suffer the
available damage die.
Burned Condition.
D-Rank: 6d4, 5d6, 4d8, 3d10, 2d12
Reduce your damage die (if any) by 1, and an
C-Rank: 10d4, 8d6, 6d8, 5d10, 4d12
additional +1 at C-Rank (2) and S-Rank (3) upon
B-Rank: 12d6, 9d8, 7d10, 6d12
creation.
A-Rank: 15d6, 11d8, 9d10, 7d12
If this effect is added to a Ninjutsu of B-Rank, failing
S-Rank: 20d6, 15d8, 12d10, 10d12
creatures instead gain 2 ranks of Burned. This is
increased to 3 ranks at S-Rank.

86
If this effect is added to a Ninjutsu of B-Rank, failing
D AMAGE T YPES
creatures instead gain 2 ranks of Weakened. This is
Component Keyword Requirements increased to 3 ranks at S-Rank.

Fire Fire Release SHOCKING


Cold Water Release Conditional Effect
Your Jutsu has the chance to inflict the Shocked
Lightning Lightning Release
condition. You can only select this keyword if the jutsu
Wind Wind Release has the Lightning Affinity.
Earth Earth Release Reduce your damage die (if any) by 1, and an
additional +1 at C-Rank (2) and S-Rank (3) upon
Bludgeoning -
creation.
Slashing - If this effect is added to a Ninjutsu of B-Rank, failing
Piercing - creatures instead gain 2 ranks of Shocked. This is
increased to 3 ranks at S-Rank.
Poison Medical
Acid Medical
DEFENSIVE
Necrotic Medical
Force - EMPOWERED SHIELDING
Required Effects: Shielding
Chakra Fuinjutsu
Your Jutsu increases its overall defensive potential.
Increase your shielding die by 1. This effect can be taken
EMPOWERED DAMAGE up to 3 additional times after the first.
Required Effects: Damage
Your Jutsu increases its overall damage potential. DAMAGE REDUCTION
Increase your damage die by 1. This effect can be taken Your jutsu grants you or the target of your jutsu damage
up to 3 additional times after the first. reduction vs all sources of damage.
Select one of the following dice pools that your jutsu
ENVENOMING has based on its rank. This pool determines how much
Conditional Effect damage is reduced from one instance of damage.
Your Jutsu has the chance to inflict the Envenomed If the jutsu cast has the Earth Release keyword,
Condition. You can only select this keyword if the Jutsu increase your chosen damage reduction dice pool by +1
has Medical. Creatures affected by your jutsu must make of the listed dice.
a constitution save vs your Ninjutsu save DC or suffer the D-Rank: 2d4, 1d6
Envenomed Condition. C-Rank: 3d4, 2d6, 1d8
Reduce your damage die (if any) by 1, and an B-Rank: 4d4, 3d6, 2d8, 1d10
additional +1 at C-Rank (2) and S-Rank (3) upon A-Rank: 5d4, 4d6, 3d8, 2d10, 1d12
creation. S-Rank: 6d4, 5d6, 4d8, 3d10, 2d12
If this effect is added to a Ninjutsu of B-Rank, failing
creatures instead gain 2 ranks of Envenomed. This is POWERFUL DEFENSE
increased to 3 ranks at S-Rank. Required Keywords: Damage Reduction or Shielding
Your Jutsu is magnified further. When you would roll
MULTIPLE STRIKES dice for your jutsu’s damage reduction or temporary hit
Required Effects: Damage points, you add your Ninjutsu Ability Modifier to the roll.
Your jutsu grants you more than a single Attack Roll.
Increase the number of attacks your jutsu makes by +1. RESISTANCE
Split your damage dice between the attacks evenly. Your Jutsu grants either yourself or the target creature
You can take this effect an additional time up to three (your choice during creation) with resistance to a given
times total. damage type or Condition.
Select between Damage or Condition. Once your choice
POWERFUL OFFENSE is made, select one from the following list based on your
Required Effects: Damage previous decision.
Your Jutsu is magnified further. When you would roll Damage: Bludgeoning, Piercing, Slashing, Earth,
your jutsu’s damage, you add your Ninjutsu ability Wind, Fire, Cold, Lightning, Acid, Poison, Necrotic,
modifier to your first damage roll. Force
You can take this effect an additional time, gaining the Condition: Bleeding, blinded, deafened, bruised, dazed,
ability to add your ability modifier to all damage rolls incapacitated, restrained, slowed, stunned, shocked,
made with this jutsu. burned, chilled, corroded, weakened.
This Jutsu's target gains resistance to the chosen
WEAKENING damage type or condition for this Jutsu's duration. This
Conditional Effect effect can be taken multiple times. Each time you select
Your Jutsu has a chance to inflict the Weakened it, pick a different damage type or condition.
condition. Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
weakened condition.
Reduce your damage die (if any) by 1, and an
additional +1 at C-Rank (2) and S-Rank (3) upon
creation.

87
SHIELDING SEALING
Required Effects: Lasting Required Keywords: Fuinjutsu, Chakra Seals (CS),
Your Jutsu grants temporary hit points to its target. Lasting
Select one of the following dice pools that your jutsu Your Jutsu seals away a creatures Chakra or Jutsu.
has based on its rank. This pool determined how much Creatures affected by your jutsu must make a Charisma
temporary hit points this jutsu grants. saving throw. On a failed save, the target is marked with
If the jutsu cast has the Earth Release keyword, a single seal of your description for the duration. This
increase your chosen temporary hit point dice pool by +1 seal does one of the following, of your choice. (Choose
of the listed dice. during jutsu creation.)
D-Rank: 3d4, 2d6, 1d8 Bound Seal. While bound with this seal, the target
C-Rank: 4d4, 3d6, 2d8, 1d10 suffers another Control based Conditional Effect. Decide
B-Rank: 5d4, 4d6, 3d8, 2d10, 1d12 on this effect. (This does not cost an additional slot.)
A-Rank: 6d4, 5d6, 4d8, 3d10, 2d12 Restrictive Seal. While bound with this seal, the target
S-Rank: 7d4, 6d6, 5d8, 4d10, 3d12 cannot cast one Ninjutsu or Genjutsu of your choice. You
decide on the jutsu when you cast this jutsu.
CONTROL Fracturing Seal. While bound with this seal, the target
increases the cost of jutsu they cast by an amount based
Ninjutsu normally can only have one Conditional Effect or
on the rank of this jutsu when cast; (D-Rank: +2, C-Rank:
one effect that inflicts a condition. This can be increased
+4, B-Rank: +8, A-Rank: +16, S-Rank: +24)
to two with Secondary effect or Delayed Effect.
This Keyword can be taken up to 3 times. Each time
Secondary effect and Delayed effect do not stack and
you take this keyword, select an additional effect.
cannot be taken together.

BLINDING SECONDARY EFFECT


Your jutsu has multiple conditional effects built into it.
Conditional Effect
You can only select this effect if you have another
Your jutsu has the chance to inflict the Blinded condition.
Conditional Effect added to your custom jutsu.
Creatures affected by your jutsu must make a
Select an additional Conditional Effect adding that
constitution (or wisdom, pick one at jutsu creation) save
effect to your jutsu (This additional Conditional Effect does
vs your Ninjutsu Save DC or suffer the Blinded Condition
not cost an additional slot.). You must select one saving
DEAFENING throw to use. Your jutsu cannot require more than 1
Conditional Effect saving throw.
Your jutsu has the chance to cause the deafened You can select this effect additional times, each time
condition. Creatures affected by your jutsu must make a being able to select an additional Conditional Effect.

SUPPORT
constitution (or wisdom, pick one at jutsu creation) save
vs your Ninjutsu save DC or suffer the Deafened
Condition
AUGMENTATION
KNOCK BACK Prerequisites: Chakra Molding, Self or Touch (Range),
Your Jutsu has the chance to knock a creature back 10ft. Lasting
Creatures affected by your jutsu must make a Strength Your Jutsu modifies your targets attacks in some way,
saving throw vs your Jutsu Save DC. making it more lethal, more powerful, accurate or more
If this effect is added to a Ninjutsu of C-Rank or potent.
higher, failing creatures can instead be pushed back by Select one of the following; Weapon attacks, Ninjutsu
an additional +10 feet for each rank above D-Rank the Attacks, Taijutsu Attacks or Genjutsu Attacks. This jutsu
jutsu this effect is added to is. will only affect the selected type.
If the jutsu cast has the Wind Release keyword, Next choose which aspect of the chosen attack is being
increase the base knock back this effect grants by 5ft, augmented; Attack roll or Damage roll.
and an additional 5ft for each rank above D-Rank the If Attack roll, for the duration, this jutsu increases the
jutsu is. select attack roll by 1d4 for the duration. This bonus is
increased to a d6 if added to a B-Rank or higher jutsu.
RESTRAINING If Damage roll, you must add the Damage effect to this
Conditional Effect jutsu. (This does not cost an additional slot). When you
Your Jutsu has the chance to inflict the restrained do select from the following bonus damage dice pools;
condition. Creatures affected by your jutsu must make a D-Rank: 2d4, 1d6
Strength (or Dexterity or Constitution) save vs your C-Rank: 2d6, 1d10
Jutsu save DC or suffer the restrained condition. B-Rank: 2d8, 1d12
A-Rank: 3d6, 2d10
S-Rank: 3d8, 2d12
You can select this effect up no more than three times.
You cannot select the same combination of attack types
and augmentations no matter how many times you may
add this effect.

88
EMPOWERED HEALING STEP FOUR: FINALIZING THE COST, NAME, AND YOUR
Required Effects: Healing
LEGACY.
Your Jutsu increases its overall healing potential.
The fourth and Final step is to clarify the cost and
Increase your healing die by 1. This effect can be taken up
downtime cost of Your Jutsu, while also coming up with
to 3 additional times after the first.
a memorable name.

ENHANCING Refer to the chart below to find the Downtime cost and
your jutsu’s final cost overall.
Required Keywords: Self or Touch, Chakra Molding,
Lasting
Your Jutsu modifies its targets ability score(s) in some
way shape or form. Select one Ability score. While
concentrating on this jutsu, the selected Ability score
increases by +1. You may take this effect up to 5 times,
each time selecting either the same or a different ability
score.

POWERFUL SUPPORT
Required Keywords: Healing
Your Jutsu is magnified further. When you would roll
dice for your jutsu’s healing. You add your Ninjutsu
ability modifier to the roll.
F INAL N INJUTSU R ANK AND DT C OST
HEALING
Required Keywords: Medical Associated Downtime Cost Downtime Cost
Your Jutsu Heals a creatures hit points. This effect Rank Chakra Cost (Solo) (Master)
cannot be taken if the jutsu has the Damage effect. E-Rank Special (2 Chakra) 1 -
Select one of the following die pools that your jutsu
D-Rank Special (4 Chakra) 3 2
heals based on its rank.
D-Rank: 3d6, 2d8, 1d10 C-Rank Special (7 Chakra) 5 4
C-Rank: 5d6, 4d8, 3d10, 2d12 B-Rank Special (12 Chakra) 10 8
B-Rank: 6d6, 5d8, 4d10, 3d12
A-Rank Special (17 Chakra) 15 12
A-Rank: 7d6, 6d8, 5d10, 4d12
S-Rank: 10d6, 8d8, 7d10, 6d12 S-Rank Special (25 Chakra) 25 20

89
GENJUTSU CREATION RULES
STEP TWO: GENJUTSU PREREQUISITE(S) &
RESTRICTIONS
The second step of developing your genjutsu is to figure
out the base requirements, how this new Jutsu is
activated regarding its Components, and whether it will
be a ranged or Melee Jutsu. While selecting the Required
Keywords for your Jutsu, keep in mind Genjutsu have
Mandatory Components. If your jutsu does not have a
Requirement in the list (Such as in the Requirement
Keywords) then you may skip that Step. But most Jutsu
encompass all or some of these Categories.

P REREQUISITES
Prerequisite Keywords Bonus Effect Slots
Hijutsu +0
Medical +0
Fuinjutsu +0
Nature Release +0
Required Feature (Short Rest) +1
Required Feature (Long Rest) +2

HIJUTSU C OMPONENTS
By selecting this requirement keyword your Genjutsu Component Keyword Notes
gains the Hijutsu Keyword, and counts as being a Clan Hand Seals (HS) - (Mandatory for all created
Jutsu for you. You cannot select this Keyword if you are Genjutsu)
non-Clan.
Chakra Molding (CM) - (Mandatory for all created
MEDICAL Genjutsu)
Chakra Seals (CS) - (Mandatory with Fuinjutsu)
By selecting this requirement keyword your Genjutsu will
gain the Medical Keyword. Mobility (M) -
Weapon (W) -
FUINJUTSU Ninja Tools (NT) -
By selecting this requirement keyword your Genjutsu will
gain the Fuinjutsu Keyword. HAND SEALS (HS)
NATURE RELEASE By Selecting this Component Keyword, your genjutsu
requires you to have 1 hand free in order to weave
By selecting this requirement keyword your Genjutsu will handseals.
gain one or many Nature Release Keywords. This does not
grant your Genjutsu the ability to deal Elemental damage, CHAKRA MOLDING (CM)
but instead potentially benefit from other class or clan
By selecting Genjutsu as your jutsu type, you have to
features or feats.
take this keyword for your jutsu.

REQUIRED FEATURE CHAKRA SEALS (CS)


By selecting this requirement keyword, you are required
By Selecting this Component Keyword, your genjutsu
to be able to benefit from a Clan or Class feature that has
requires you to have 1 hand free in order to create the
a number of limited uses and recharges on a short or
chakra seals needed in order to manifest the required
long rest to use this Genjutsu. You cannot add this to E-
jutsu. In order to utilize Fuinjutsu of any type, you must
Ranks
add this Component Keyword.
The chosen feature, must be one that has to be

WEAPON (W)
activated by the user. The chosen feature cannot be
something passive like Unarmed Combat from Taijutsu
Specialist, or Advanced Nature Transformation from the By Selecting this Component Keyword, your genjutsu
Sarutobi Clan. requires you to have a weapon available to you and
The feature must require activation of some sort from within reach. Select one weapon type that this Genjutsu
the player. Regardless of the feature chosen, when this requires in order to function. In order for you to select
jutsu is cast, a use of the feature is also spent as part of this keyword the range of your jutsu must either be Self,
the cost of casting this jutsu. You do not gain the benefits or Touch.
of casting such a resource.

90
NINJA TOOLS (NT) SELF
By Selecting this Component Keyword, your genjutsu Your Genjutsu has a range of self. This Genjutsu either
requires you to have a Ninja tool available to you and will only affect you, or use you as the center or
within reach. Select one Ninja Tool that this Genjutsu origination of its effect radius/shape. Select this range if
requires in order to function. In order for you to select your jutsu will do either of these things.
this keyword the range of your jutsu must either be Self,
or Touch. TOUCH
Your Genjutsu has a range of Touch (5 Feet). Your
S ENSORY K EYWORDS
Genjutsu will only be able to apply its effects if you are
Keyword Requirement(s) able to physically touch your target creature. You must
make a Melee Genjutsu attack roll to score a hit with this
Visual - Range.
Tactile Mandatory, if it deals Damage
Auditory - RANGED
Inhaled Ninja Tools (NT) Your Genjutsu has a range greater than 5 feet base. Your
Genjutsu will be able to travel over a distance to interact
Unaware Costs 1 Effect Slot
with your target creature or area. You must make a
Ranged Genjutsu attack roll to score a hit with this
VISUAL Range.
If this range is added to a Genjutsu of C-Rank,
Jutsu with the Visual Keyword, are genjutsu that tricks
increase the maximum possible range to 60 feet. If this
the targets visual perception. Creatures with True sight
range is added to a Genjutsu of A-Rank or higher, the
or Blindness are immune to jutsu with this keyword.
maximum possible range is increased to 120 feet.
Chakra sight provides advantage against Jutsu with only
this keyword. T IERS OF S UCCESS

TACTILE Tier Requirement(s) Bonus Effect Slots


Jutsu with the Tactile keyword, are genjutsu that tricks Critical Success Mandatory, if If no Critical Success, -1
the targets perception of touch (both pleasure and pain). Requiring a Save
This keyword is needed in order for a Genjutsu to deal Success Mandatory, if -
damage. Requiring a Save

AUDITORY Failure Mandatory, if


Requiring a Save
-

Jutsu with the Auditory keyword, are genjutsu that tricks


Critical Failure Optional If no Critical Failure, +1
the targets personal perception of sound. Deafness
provides immunity to jutsu with only this keyword.
CRITICAL SUCCESS
INHALED A creature who passes your Genjutsu save DC by 5 or
Your Genjutsu has a range greater than 5 feet base. Your more. This creature always passes and suffers no
Genjutsu will be able to travel over a distance to interact additional effects. If the chosen Jutsu is D-Rank, the
with your target creature or area. You must make a target becomes immune for 10 minutes, if C-Rank, then
Ranged Genjutsu attack roll to score a hit with this only 1 Minute, if B-Rank or higher, they cannot be
Range. affected again for at least 1 of your turns.

UNAWARE SUCCESS
Jutsu with the Unaware Keyword, are genjutsu that When a creature passes your Genjutsu save DC but not
completely ekes by a creatures ability to discern the real exceeding 5 or more.
from fake. These Genjutsu are subtle enough to not be
noticeable and requires a Wisdom (Illusions) check vs FAILURE
the DC of the Genjutsu used, to become fully aware of a
When a creature fails your Genjutsu save DC but not
single Genjutsu affecting you.
exceeding -5 or more.
R ANGES
CRITICAL FAILURE
Range
When a creature fails your Genjutsu save DC by -5 or
Keywords Notes
more. This creature always suffers a greater effect.
Self - If Damage increase the damage die by 1 step or damage
Touch (5 feet) - die by +2.
If a Conditional Effect that can have more than 1 rank,
Ranged Up to 30 feet increase the number of inflicted ranks by +1.
If Hindering, increase the penalty die by 1 step, up to a
d12.

91
STEP THREE: EFFECTS LASTING
Your Jutsu increases its duration from Instant
The third Step of jutsu creation comes down to selecting
Concentration, up to 1 minute.
your jutsu’s damage type, The final range of your jutsu
If you apply this effect an additional time, the
based on the range selected and what sort of effects it
duration is increased to Concentration, up to 10 minutes.
may have.
If you apply this effect, to a jutsu whose current

GENJUTSU TYPES
casting time is a Reaction, its duration instead becomes 1
Round.
All Genjutsu follow a certain theme or archetype that If this effect is added to a jutsu with a Conditional
they follow. Most jutsu fall into 4 different forms of Effect, affected creatures can attempt to remake their
casting. Either Offensive, Defensive, Control or Support. To saving throws at the end of each of their turns to end this
describe these categories for the purposes of jutsu Jutsu's effects on them.
creation.
• Offensive. Effects that deal damage, or attempts to SPEEDY
inflict conditions or negative effects onto other Your Jutsu can be cast at a significantly faster speed than
most others. The cast time of this Jutsu becomes a Bonus
creatures.
action.
• Defensive. Effects that mitigate damage in a number of
If your jutsu deals damage or heals creatures, reduce
ways; such as Damage reduction, resistance, the damage or healing die by 1.
immunity, temporary hit points. You can take this effect a second time, changing the
• Control. Effects that manipulate or impact other
casting time to a Reaction, if you do reduce your Damage
creatures ability to act or impose penalties of any type die by 2.
onto the target, such as attack/damage penalties,
saving throw penalties, speed penalties, etc. FAILURE IN SUCCESS
• Support. Effects that aid yourself or other allied Your Jutsu imposes a partial effect even if a creature
creatures by providing positive benefits, such as passes the saving throw (But not critically pass). Pick
healing, bonuses to hit or damage, etc. one of the following.
If Damage, reduce the damage dice by half (rounded
Decide on no more than 2 of the above Genjutsu Types.
down)
When you do, you can only choose effects from their
If a Conditional Effect, affected creatures gains no more
given categories. While creating your Jutsu, keep in mind
than 1 rank of a single chosen condition, for up to 1 turn.
each effect you add will cost 1 Effect Slot based on the
If Hindering, affected creature suffers half of the listed
rank of the jutsu you are creating. Below you will find
effect or the duration is reduced to 1 turn. Pick 1.
effect that doesn’t fit any one genjutsu type, but instead
enables them all.
UPCAST
AREA
Your Jutsu can be upcast from its current rank,
increasing one of its current effects potency per rank
Your Jutsu gains an area of effect in the shape of one of upcast. Pick one of the following.
the following: 20ft radius, 15ft Cone, 20ft Cube, 20ft If Damage, Shielding or Healing, increase the damage,
Cylinder or 30ft Line. healing or shielding the jutsu does by 2
Creatures must succeed one of the following; damage/healing/shielding die, per rank upcast. (Pick
(Intelligence, Wisdom or Charisma) save vs your one)
Genjutsu Save DC. If your Jutsu requires any other Saving If a Conditional Effect, increase the number of ranks of
throw to avoid an additional Condition, this save one of the chosen conditions this jutsu applies by +1, per
becomes the jutsu’s base save omitting all other saving rank upcast.
throws that other effects may ask for. This does not
count for Effects Selected with " Tertiary Effect". Reduce UNAVOIDABLE
the Damage Die by 1, to a minimum of 1. Your Jutsu does not require you to make an attack roll,
Creatures suffer half damage and no Conditional instead always having the chance to hit your target.
effects on a successful save. Select a target creature within range that you can sense
If this effect is added to a Genjutsu of C-Rank or with one of the following senses. Target Creature must
higher, increase the shape by 5 feet for each rank above make an (Intelligence Wisdom or Charisma) save vs your
D-Rank, the jutsu this effect is added to is. Genjutsu Save DC. (Choose the saving throw at jutsu
creation).
DELAYED EFFECT This saving throw supersedes all other saving throw
Your jutsu after affecting a creature has a delayed effect options provided by other effects. When you have added
that activated on the following round after this jutsu all affects you want to your Genjutsu, this effects Saving
ends. Select one effect that your jutsu currently has, throw becomes the overall saving throw of your
other than this one. Your jutsu activates the selected Genjutsu.
effect at the beginning of either your, or the affected
creature’s next turn (Pick one when creating this jutsu)

92
OFFENSIVE SHIELDING
Required Effects: Lasting, Tactile
CRITICAL Your Jutsu grants temporary hit points to its target.
Required Keyword/Effects: Tactile (Keyword), Damage Select one of the following dice pools that your jutsu
(Effect) has based on its rank. This pool determined how much
Increase this jutsu’s critical threat range by +1. You can temporary hit points this jutsu grants.
add this effect an additional time, increasing this jutsu’s D-Rank: 3d4, 2d6, 1d8
critical threat range by an additional +1 for each time you C-Rank: 4d4, 3d6, 2d8, 1d10
add this effect, after the first. B-Rank: 5d4, 4d6, 3d8, 2d10, 1d12
A-Rank: 6d4, 5d6, 4d8, 3d10, 2d12
DAMAGE S-Rank: 7d4, 6d6, 5d8, 4d10, 3d12
Required Keywords: Tactile
This Genjutsu deals Psychic damage. Select one of the CONTROL
following damage die that your jutsu has based on its
Genjutsu can have up to Two Conditional effects,
rank. Jutsu that deals more types of damage at once splits
selecting one saving throw as the basis of this jutsu. This
its damage evenly between each available damage die.
can be increased to three with Tertiary Effect or Delayed
D-Rank: 5d4, 4d6, 3d8, 2d10
Effect. Tertiary effect and Delayed effect do not stack and
C-Rank: 8d4, 5d6, 4d8, 3d10, 2d12
cannot be taken together in any combination.
B-Rank: 12d4, 8d6, 6d8, 4d10, 3d12
If an effect you select would inflict a condition on a
A-Rank: 16d4, 12d6, 9d8, 7d10, 5d12
creature and you don’t have the Lasting effect on your
S-Rank: 20d4, 15d6, 12d8, 9d10, 7d12
jutsu and the condition inflicted has no discernable

EMPOWERED DAMAGE
duration, its duration becomes 1 Round.

Required Effects: Damage


Your Jutsu increases its overall damage potential. Increase
BLINDING
Conditional Effect
your damage die by 1. This effect can be taken up to 3
Required Keywords: Visual
additional times after the first.
Your jutsu has the chance to inflict the Blinded condition

MULTIPLE STRIKES
for the duration.
Creatures affected by your jutsu must make an
Required Effects: Damage
(Intelligence, Wisdom or Charisma) save vs your Jutsu
Your jutsu grants you more than a single Attack Roll.
Save DC. (Choose the saving throw at jutsu Creation).
Increase the number of attacks your jutsu makes by +1.
Split your damage dice between the attacks evenly. You
can take this effect up to two times total.
BERSERKER
Required Keywords: Visual or Auditory or Inhaled

POWERFUL OFFENSE
Your Justus has the chance to inflict the Berserk condition
for the duration.
Required Effects: Damage
Creatures affected by your jutsu must an (Intelligence,
Your Jutsu is magnified further. When you would roll your
Wisdom or Charisma) save vs your Genjutsu Save DC.
jutsu’s damage, you add your Genjutsu ability modifier to
(Choose the saving throw at Jutsu creation).
your first damage roll.
You can take this effect an additional time, gaining the
ability to add your ability modifier to all damage rolls
CHARMING
Required Keywords: Visual or Auditory or Inhaled
made with this jutsu.
Your Justus has the chance to inflict the Charmed

DEFENSIVE
condition for the duration.
Creatures affected by your jutsu must an (Intelligence,
Wisdom or Charisma) save vs your Genjutsu Save DC.
EMPOWERED SHIELDING (Choose the saving throw at Jutsu creation).
Required Keywords: Shielding
Your Jutsu increases its overall defensive potential. CONCUSSIVE
Increase your shielding die by 2. This effect can be taken Required Keywords: Visual or Auditory or Inhaled
one additional time. Your Justus has the chance to inflict the Concussed
condition for the duration.
RESISTANCE Creatures affected by your jutsu must an (Intelligence,
Required Keywords: Tactile Wisdom or Charisma) save vs your Genjutsu Save DC.
Your Jutsu grants either yourself or the target creature (Choose the saving throw at Jutsu creation).
(your choice during creation) with resistance to a given
damage type or Condition. CONDITIONAL
Select between Damage or Condition. Once your choice Your Jutsu can only be cast targeting a single creature
is made, select one from the following list based on your who is currently suffering from a condition already. If this
previous decision. jutsu is cast targeting a creature not suffering a select
Damage: Psychic condition, they are immune to its effects.
Condition: Blinded, deafened, dazed, incapacitated, Select one Condition from the following list: Berserk,
slowed, berserk, fear, concussed, confused, dazzled. blinded, charmed, concussed, confused, dazzled,
This Jutsu's target gains resistance to the chosen deafened, frightened, incapacitated, Envenomed, or
damage type or condition for this Jutsu's duration. This slowed. Select two additional Control effects, adding them
effect can be taken multiple times. Each time you select it, to this jutsu, at no additional slot cost. The two effects
pick a different damage type or condition. adding must be different from one another and cannot be
an effect already added to this jutsu.

93
DEAFENING If Saving Throws were selected, for the duration, this
Conditional Effect jutsu penalizes the select save by -1. This penalty
Required Keywords: Auditory increases to -3 at B-Rank and -5 at S-Rank.
Your jutsu has the chance to cause the Deafened If Ability Checks or Skill Checks were selected, for the
condition for the duration. duration, this jutsu penalizes the select check by 1d4.
Creatures affected by your jutsu must an (Intelligence, This penalty increases to d6 at B-Rank and d8 at S-Rank.
Wisdom or Charisma) save vs your Genjutsu Save DC. You can add this effect multiple times. If added a
(Choose the saving throw at Jutsu creation). second time, you can choose to affect all Attack Rolls,
Saving Throws, Ability Checks or Skill Checks (Pick one). If
DELAYED EFFECT added a third time you can select another statistic to
Your jutsu after affecting a creature has a delayed effect penalize. If added a fourth time creatures do not get to
that activated on the following round after this jutsu remake their saving throws to end this jutsu’s effects.
ends. Select one effect that your jutsu currently has,
other than this one. Your jutsu activates the selected RESTRAINING
effect at the beginning of either your, or the affected Conditional Effect
creature’s next turn. Required Keywords: Any Sensory Keyword
Your Jutsu has the chance to inflict the Restrained
EMPOWERED HINDERING Condition for the duration..
Required Keywords: Hindering Creatures affected by your jutsu must an (Intelligence,
Your jutsu can hinder other statistics of your target. At Wisdom or Charisma) save vs your Genjutsu Save DC.
jutsu creation, select one of the following; Ability Score, (Choose the saving throw at Jutsu creation).
Armor Class, Speed, Damage.
Ability Score. Select one of the following ability scores; SEALING
Strength, Dexterity, Constitution, Intelligence, Wisdom, Conditional Effect
Charisma. On a failed save the target(s) suffers a penalty Required Keywords: Fuinjutsu, Touch, Chakra Seals
to the chosen ability score equal to the rank this jutsu (CS), Lasting
was cast at. (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: Your Jutsu seals away a creatures memories or thoughts.
-4, S-Rank: -5.) Creatures affected by your jutsu must make a Charisma
Armor Class. On a failed save the target(s) suffers a saving throw. On a failed save, the target is marked with
penalty to its Armor class equal to the rank this jutsu was a single seal of your description for the duration. This
cast at. (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, seal does one of the following, of your choice. (Choose
S-Rank: -5.) during jutsu creation.)
Speed. On a failed save the target(s) suffers a penalty Memory Seal. While bound with this seal, the target
to its speed equal to the rank this jutsu was cast at. suffers forgets how to cast a number of jutsu of your
(D-Rank: -10ft, C-Rank: -20ft, B-Rank: -30ft, choice equal to the rank this jutsu is cast; (D-Rank/C-
A-Rank: -40ft, S-Rank: -50ft.) Rank: 1, B-Rank/A-Rank: 2, S-Rank: 3)
Damage. On a failed save the target(s) suffers a penalty Thought Seal. While bound with this seal, the target
to its damage dealt equal to the rank this jutsu was cast cannot maintain concentration on a number of jutsu
at. (D-Rank: -1 damage die, C-Rank: -2 damage die, B- equal to the rank this jutsu is cast; (D-Rank/C-Rank/
Rank: -3 damage die, A-Rank: -4 damage die, S-Rank: -5 B-Rank: 1, A-Rank/S-Rank: 2)
damage die.) Emotional Seal. While bound with this seal, the target
cannot target a creature of your choice with any jutsu for
FRIGHTENING the duration.
Conditional Effect This Keyword can be taken up to 3 times. Each time
Your Jutsu has the chance to inflict 1 rank of the Fear you take this keyword, select an additional effect.
Condition for the duration..
Creatures affected by your jutsu must an (Intelligence, TERTIARY EFFECT
Wisdom or Charisma) save vs your Genjutsu Save DC. Your jutsu has multiple conditional effects built into it.
(Choose the saving throw at Jutsu creation). You can only select this effect if you have two Conditional
Effect added to your custom jutsu.
HINDERING Select an additional Conditional Effect adding that
Required Keywords: Tactile effect to your jutsu (This additional Conditional Effect does
Your Jutsu modifies chance in a negative way for its not cost an additional slot.). You must select one saving
targets. At Jutsu creation, select one from the following; throw to use. Your jutsu cannot require more than 1
Attack Rolls, Saving throws, Ability Checks or Skill saving throw.
Checks You can select this effect additional times, each time
Attack Rolls, select one of the following; Weapon being able to select an additional Conditional Effect.
attacks, Ninjutsu Attacks, Taijutsu Attacks or Genjutsu
Attacks. This jutsu will only affect the selected type. SLOWING
Saving Throws, Ability Checks or Skill Checks, select one Conditional Effect
of the following ability scores; Strength, Dexterity, Required Keywords: Any Sensory Keyword
Constitution, Intelligence, Wisdom, Charisma. This jutsu Your Jutsu has the chance to inflict 1 rank of the Slow
will on affect saving throws, ability checks or skill Condition for the duration..
checks of the selected ability score. Creatures affected by your jutsu must an (Intelligence,
Next, if Attack Rolls were selected, for the duration, Wisdom or Charisma) save vs your Genjutsu Save DC.
this jutsu penalizes the select attack roll by 1d4 for the (Choose the saving throw at Jutsu creation).
duration. This bonus is increased to a d6 at B-Rank and a
d8 at S-Rank.

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WEAKENING DISPLACEMENT
Conditional Effect Required Keywords: Visual
Required Keywords: Any Sensory Keyword Your Justus has the chance to mentally displace a
Your Jutsu has the chance to inflict 1 rank of the creature, making them believe they are someone they
Weakened Condition for the duration. are not. Creatures affected by your jutsu must an
Creatures affected by your jutsu must an (Intelligence, Intelligence, Wisdom or Charisma save vs your Genjutsu
Wisdom or Charisma) save vs your Genjutsu Save DC. Save DC. (Choose the saving throw at Jutsu creation, this
(Choose the saving throw at Jutsu creation). cannot be changed later).
On a failed save, you choose where the target believes
CONCUSSIVE itself to be for the duration.
Conditional Effect
Required Keywords: Any Sensory Keyword SUPPORT
Your Jutsu has the chance to inflict 1 rank of the
Concussed Condition for the duration. AUGMENTATION
Creatures affected by your jutsu must an (Intelligence, Prerequisites: Chakra Molding, Self or Touch (Range),
Wisdom or Charisma) save vs your Genjutsu Save DC. Lasting
(Choose the saving throw at Jutsu creation). Your Jutsu modifies your targets attacks in some way,
making it more lethal, more powerful, accurate or more
DAZZLING potent.
Conditional Effect Select one of the following; Weapon attacks, Ninjutsu
Required Keywords: Any Sensory Keyword Attacks, Taijutsu Attacks or Genjutsu Attacks. This jutsu
Your Jutsu has the chance to inflict 1 rank of the Dazzled will only affect the selected type. F INAL G
Condition for the duration. Next choose which aspect of the chosen attack is being Associa
Creatures affected by your jutsu must an (Intelligence, augmented; Attack roll or Damage roll.
Wisdom or Charisma) save vs your Genjutsu Save DC.
Rank
If Attack roll, for the duration, this jutsu increases the
(Choose the saving throw at Jutsu creation). select attack roll by 1d4 for the duration. This bonus is E-Rank
increased to a d6 if added to a B-Rank or higher jutsu. By D-Rank
CONFUSING adding
Conditional Effect C-Rank
If Damage roll, you must add the Damage effect to this
Required Keywords: Any Sensory Keyword B-Rank
jutsu. (This does not cost an additional slot). When you
Your Jutsu has the chance to inflict 1 rank of the Confused
do select from the following bonus damage dice pools; A-Rank
Condition for the duration.
D-Rank: 2d4, 1d6 S-Rank
Creatures affected by your jutsu must an (Intelligence,
C-Rank: 2d6, 1d10
Wisdom or Charisma) save vs your Genjutsu Save DC.
B-Rank: 2d8, 1d12
(Choose the saving throw at Jutsu creation).
A-Rank: 3d6, 2d10

MIND CONTROL
S-Rank: 3d8, 2d12
You can select this effect up no more than three times.
Required Keywords: Visual, Auditory or Inhaled
You cannot select the same combination of attack types
Special Limitation: B-Rank and above.
and augmentations no matter how many times you may
Your Justus has the chance to glamor a creature,
add this effect.
granting you control over their thoughts or actions.
Creatures affected by your jutsu must an Intelligence,
BOOSTING
Wisdom or Charisma save vs your Genjutsu Save DC.
Required Keywords: Self or Touch, Chakra Molding,
(Choose the saving throw at Jutsu creation, this cannot
Tactile
be changed later).
Your Jutsu modifies chance in a positive way for its
On a failed save, the target is mentally dominated in a
targets. At Jutsu creation, select one from the following;
way of your description for the duration. This
Saving throws, Ability Checks or Skill Checks
domination causes one of the following effects to take
Saving Throws, Ability Checks or Skill Checks, select one
place. (Choose during jutsu creation.)
of the following ability scores; Strength, Dexterity,
Glamor. The target acts in one way of your choice that
Constitution, Intelligence, Wisdom, Charisma. This jutsu
isn’t directly harmful to itself, by spending its action on
will on affect saving throws, ability checks or skill
its turn. This jutsu then ends.
checks of the selected ability score.
Overwrite. The target has 10 minutes’ worth of
If Saving Throws were selected, for the duration, this
memory overwritten. Target creatures becomes immune
jutsu boosts the select save by +1. This boost increases to
to this jutsu if they are targeted while in combat or
+2 at B-Rank and +3 at S-Rank.
combat would begin around them. Memory that is
If Ability Checks or Skill Checks were selected, for the
overwritten becomes permanently changed within 24
duration, this jutsu boosts the select check by 1d4. This
hours of its casting. This effect can be nullified/ended if
penalty increases to d6 at B-Rank and d8 at S-Rank.
dispelled at any time after this Jutsu's casting.
You can add this effect multiple times. If added a
second time, you can choose to affect all Saving Throws,
Disable. The target becomes unable to take an either a
Ability Checks or Skill Checks (Pick one). If added a third
Bonus Action or Reaction (your choice) to perform a
time you can select another statistic to boost.
specific task, such as cast a jutsu, use a feature or trait,
active an item, interact with the environment etc. Make
your select when this jutsu is created.

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EMPOWERED BOOSTING STEP FOUR: FINALIZING THE COST, NAME, AND YOUR
Required Keywords: Boosting
LEGACY.
Your jutsu can boost other statistics of your target. At
The fourth and Final step is to clarify the cost and
jutsu creation, select one of the following; Ability Score,
downtime cost of Your Jutsu, while also coming up with
Armor Class, Speed, Damage.
a memorable name.
Ability Score. Select one of the following ability scores;
Refer to the chart below to find the Downtime cost and
Strength, Dexterity, Constitution, Intelligence, Wisdom,
your jutsu’s final cost overall.
Charisma. Target(s) gains a boost to the chosen ability
score equal to the rank this jutsu was cast at. (D-Rank:
+1, C-Rank: +2, B-Rank: +3, A-Rank: +4, S-Rank: +5.)
Armor Class. Target(s) gains a boost to its Armor class
equal to the rank this jutsu was cast at. (D-Rank/C-Rank:
+1, B-Rank/A-Rank: +3, S-Rank: +5.)
Speed. Target(s) gain a boost to its speed equal to the
rank this jutsu was cast at. (D-Rank: +10ft, C-Rank: +20ft,
B-Rank: +30ft, A-Rank: +40ft, S-Rank: +50ft.)
Damage. Target(s) gain a boost to its damage dealt
equal to the rank this jutsu was cast at. (D-Rank: +1
damage die, C-Rank: +2 damage die, B-Rank: +3 damage
die, A-Rank: +4 damage die, S-Rank: +5 damage die.)

96
TAIJUTSU/BUKIJUTSU
CREATION RULES
STEP TWO: TAIJUTSU/BUKIJUTSU PREREQUISITE (S) &
RESTRICTIONS
The second step of developing your Taijutsu or Bukijutsu
is to figure out the base requirements, how this new
jutsu is activated regarding its components, and whether
it will be a ranged or melee jutsu.
The first step to figuring out which type of jutsu you
are creating is deciding on the classification of your
jutsu. Is it a Taijutsu, or a Bukijutsu?

TAIJUTSU
Martial technique that utilizes the casters body. These
techniques enable a user to fight beyond the normal
limits of man and push into new heights of martial
prowess.

BUKIJUTSU
Martial technique that requires weapons of some sort.
While not more powerful than Taijutsu, these techniques
are inherently more versatile due to the variety of
weapons a shinobi can utilize when using them.
C OMPONENT K EYWORDS
P REREQUISITES Component Keyword Notes
Chakra Molding (CM) (Mandatory for Nature Release)
Prerequisite Keywords Bonus Effect Slots
Hijutsu +0 Mobility (M) (Mandatory for Taijutsu and
Bukijutsu)
Medical +0
Weapon (W) (Mandatory for Bukijutsu)
Nature Release +0
Ninja Tools (NT) -
Required Feature (Short Rest) +1
Required Feature (Long Rest) +2 CHAKRA MOLDING (CM)
HIJUTSU
By selecting this Component Keyword, your taijutsu
requires you to mold chakra in order to utilize it. In order
By selecting this requirement keyword your Taijutsu to utilize a Nature Release of any type, you must add this
gains the Hijutsu Keyword, and counts as being a Clan Component Keyword.
Jutsu for you. You cannot select this Keyword if you are
non-Clan. MOBILITY (M)
MEDICAL
By Selecting this Component Keyword, your taijutsu
requires you to have at least 5 feet of movement
By selecting this requirement keyword your jutsu will gain available to you. While your jutsu doesn’t spend this
the Medical Keyword. movement, it requires you to be able to move your body
freely. All Taijutsu and Bukijutsu must have this
NATURE RELEASE keyword.

By selecting this requirement keyword your jutsu will gain


one or many Nature Release Keywords.
WEAPON (W)
By Selecting this Component Keyword, your Bukijutsu
REQUIRED FEATURE requires you to have a weapon available to you and
within reach. Select one weapon type that this Bukijutsu
By selecting this requirement keyword, you are required
requires in order to function. All Bukijutsu must have
to be able to benefit from a Clan or Class feature that has
this prerequisite
a number of limited uses and recharges on a short or
long rest to use this Genjutsu. You cannot add this to E-
Ranks The chosen feature, must be one that has to be
NINJA TOOLS (NT)
activated by the user. By Selecting this Component Keyword, your taijutsu
The feature must require activation of some sort from requires you to have a Ninja tool available to you and
the player. Regardless of the feature chosen, when this within reach. Select one Ninja Tool that this jutsu
jutsu is cast, a use of the feature is also spent as part of requires in order to function.
the cost of casting this jutsu. You do not gain the benefits
of casting such a resource.

97
Decide on no more than 2 of the above
R ANGES
Taijutsu/Bukijutsu types. When you do, you can only
Range choose effects from their given categories. While
Keywords Notes creating your Jutsu, keep in mind each effect you add will
cost 1 Effect Slot based on the rank of the jutsu you are
Self -
creating. Below you will find effect that doesn’t fit any
Touch (5 feet) - one taijutsu/bukijutsu type, but instead enables them all.
Ranged Up to 30 feet
AREA
Weapon Range Cannot be used for Taijutsu. Your Jutsu gains an area of effect in the shape of one of

SELF
the following: 10ft radius, 20ft Cone, 15ft Cube, 20ft
Cylinder or 30ft Line.
Your jutsu has a range of self. This jutsu either will only Creatures must succeed one of the following;
affect you, or use you as the center of its effect radius. (Strength, Dexterity or Constitution) save vs your
Select this range if your jutsu will do either of these Taijutsu Save DC. If your Jutsu requires any other Saving
things. throw to avoid an additional Condition, this save
becomes the jutsu’s base save omitting all other saving
TOUCH throws that other effects may ask for. This does not
count for Effects Selected with "Secondary Effect".
Your has a Range of Touch (5 Feet). Your taijutsu will
Reduce the Damage Die by 1, to a minimum of 1.
only be able to apply its effects if you are able to
Creatures suffer half damage and no Conditional
physically touch your target creature. You must make a
effects on a successful save.
Melee Taijutsu attack roll to score a hit with this Range.
If this effect is added to a Taijutsu/Bukijutsu of C-

RANGED
Rank or higher, increase the shape by 5 feet for each
rank above D-Rank, the jutsu this effect is added to is.
Your jutsu has a range greater than 5 feet base. Your If this effect is added to a Bukijutsu with a Weapon
taijutsu will be able to travel over a distance to interact Range, range applied to it, you instead use the weapons
with your target creature or area. You must make a range.
Ranged Taijutsu attack roll to score a hit with this Range.
CLASH
WEAPON RANGE Your Jutsu gains the Clash keyword.

Your jutsu uses its weapons range as to calculate the


LASTING
jutsu’s range. If the weapon used is a melee weapon, you Your Jutsu increases its duration from Instant
must make a Melee Taijutsu attack. If the weapon used is Concentration, up to 1 minute.
a ranged weapon, you must make a Ranged Taijutsu If you apply this effect an additional time, the
attack, unless you have the Area effect added to this duration is increased to Concentration, up to 10 minutes.
jutsu. If you apply this effect, to a jutsu whose current
casting time is a Reaction, its duration instead becomes 1
STEP THREE: EFFECTS
Round.
The third Step of jutsu creation comes down to selecting If this effect is added to a jutsu with a Conditional
your jutsu’s effects, using the list provided below. All Effect, affected creatures can attempt to remake their
jutsu are built using a combination of different effects saving throws at the end of each of their turns to end this
with each effect having an associated Saving throw, Jutsu's effects on them.
damage type or special ability attached to it.
SPEEDY
TAIJUTSU/BUKIJUTSU TYPES Your Jutsu can be cast at a significantly faster speed than
most others. The cast time of this Jutsu becomes a Bonus
All Taijutsu/Bukijutsu follow a certain theme or
action.
archetype that they follow. Most jutsu fall into 4
If your jutsu deals damage or heals creatures, reduce
different forms of casting. Either Offensive, Defensive,
the damage or healing die by 1.
Control or Support. To describe these categories for the
You can take this effect a second time, changing the
purposes of jutsu creation.
casting time to a Reaction, if you do reduce your Damage
• Offensive. Effects that deal damage, or attempts to die by 2.
inflict conditions or negative effects onto other
creatures. UPCAST
• Defensive. Effects that mitigate damage in a number of Your Jutsu can be upcast from its current rank,
ways; such as Damage reduction, resistance, increasing one of its current effects potency per rank
immunity, temporary hit points. upcast. Pick one of the following.
• Control. Effects that manipulate or impact other If Damage, Shielding or Healing, increase the damage,
creatures ability to act or impose penalties of any type healing or shielding the jutsu does by 2
onto the target, such as attack/damage penalties, damage/healing/shielding die, per rank upcast. (Pick
saving throw penalties, speed penalties, etc. one)
• Support. Effects that aid yourself or other allied If a Conditional Effect, increase the number of ranks of
one of the chosen conditions this jutsu applies by +1, per
creatures by providing positive benefits, such as
rank upcast.
healing, bonuses to hit or damage, etc.

98
OFFENSIVE CORRODED
Conditional Effect
BLEEDING Required Keywords: Bukijutsu, Medical
Conditional Effect Your Jutsu has the chance to inflict the Corroded
Your Jutsu has the chance to inflict the Bleeding condition. You can only select this Keyword if the Jutsu
condition. You can only select this keyword if your Jutsu deals acid damage. Creatures affected by your jutsu must
has the Slashing, Piercing or Wind damage type. make a constitution save vs your Taijutsu save DC or
Creatures Affected by your Jutsu must make a suffer the Corroded Condition.
Dexterity (or Constitution, pick one at jutsu creation) Reduce your damage die (if any) by 1, and an
save vs your Taijutsu Save DC or gain 1 rank of the additional +1 for each rank above D-Rank this jutsu is
Bleeding condition upon creation.
Reduce your damage die (if any) by 1, and an If this effect is added to a Taijutsu/Bukijutsu of B-
additional +1 for each rank above D-Rank this jutsu is Rank, failing creatures instead gain 2 ranks of Corroded.
upon creation. This is increased to 3 ranks at S-Rank.
If this effect is added to a Taijutsu/Bukijutsu of C-
Rank, failing creatures instead gain 2 ranks of Bleeding. CRITICAL
This is increased to 3 ranks at B-Rank, 4 ranks at A- Increase this jutsu’s critical threat range by +1. You can
Rank and 5 ranks at S-Rank. add this effect an additional time, increasing this jutsu’s
critical threat range by an additional +1 for each time you
BURNED add this effect, after the first.
Conditional Effect
Required Keywords: Nature Release (Fire Release) DAMAGE
Your Jutsu has the chance to inflict the Burned Condition. This Taijutsu/Bukijutsu deals damage. If this jutsu has a
You can only select this keyword if the Jutsu has Fire Nature Release, it automatically deals the chosen nature
Release. Creatures affected by your jutsu must make a releases damage type. If your jutsu has the Medical
constitution save vs your Taijutsu save DC or suffer the keyword, it can automatically deal one of the listed
Burned Condition. Medical damage types (Acid, Necrotic, Poison).
Reduce your damage die (if any) by 1, and an If your jutsu has neither Nature Release or Medical, you
additional +1 for each rank above D-Rank this jutsu is instead must select another damage type that you
upon creation. qualify for.
If this effect is added to a Taijutsu/Bukijutsu of B- Select one of the following damage die that your jutsu
Rank, failing creatures instead gain 2 ranks of Burned. has based on its rank. Jutsu that deals more types of
This is increased to 3 ranks at S-Rank. damage at once splits its damage evenly between each
available damage die.
BRUISING D-Rank: 6d4, 4d6, 3d8, 2d10
Conditional Effect C-Rank: 8d4, 5d6, 4d8, 3d10, 2d12
Your Jutsu has the chance to inflict the Bruised condition. B-Rank: 7d6, 5d8, 5d10, 4d12
Creatures affected by your jutsu must make a (Strength A-Rank: 10d6, 8d8, 8d10, 6d12
or Constitution) save vs your Taijutsu save DC or suffer S-Rank: 12d8, 10d10, 8d12
the Bruised Condition.
Reduce your damage die (if any) by 1, and an
D AMAGE T YPES
additional +1 for each rank above D-Rank this jutsu is
Component Keyword Requirements
upon creation.
If this effect is added to a Taijutsu/Bukijutsu of B- Fire Fire Release
Rank, failing creatures instead gain 2 ranks of Bruised. Cold Water Release
This is increased to 3 ranks at S-Rank.
Lightning Lightning Release

CHILLED Wind Wind Release


Conditional Effect Earth Earth Release
Required Keywords: Nature Release (Water Release)
Bludgeoning -
Your Jutsu has the chance to inflict the Chilled condition.
You can only select this Keyword if the Jutsu has Water Slashing -
Release. Creatures affected by your jutsu must make a Piercing -
constitution save vs your Taijutsu save DC or suffer the
Poison Medical
Chilled Condition. Reduce your damage die (if any) by 1.
Reduce your damage die (if any) by 1, and an Acid Medical
additional +1 for each rank above D-Rank this jutsu is Necrotic Medical
upon creation.
Force -
If this effect is added to a Taijutsu/Bukijutsu of B-
Rank, failing creatures instead gain 2 ranks of Chilled. Chakra Chakra Damage (Effect)
This is increased to 3 ranks at S-Rank.

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CHAKRA DAMAGE UNARMED/ARMED
Required Prerequisites/Effects: Taijutsu, Touch, Chakra Required Keywords: Damage or Shielding
Molding, Damage Special: Does not cost a Slot.
Your Taijutsu, instead of dealing damage to a creature Penalty: Reduce your Damage/Shielding die by 1, to a
Hit points, deal damage to a creatures Chakra Points. minimum of 1. You cannot select a dice pool with only
Reduce your Damage die by 2. Reduce your damage die one damage/shielding die.
(if any) by 2 for each rank above D-Rank this jutsu is Your Taijutsu/Bukijutsu is magnified even further.
upon creation, to a minimum of 1. If Taijutsu, you add your unarmed damage to this
Jutsu's damage roll. The remaining dice from the
EMPOWERED DAMAGE Damage effect becomes additional damage and gains
Required Effects: Damage whatever damage types you may have selected
Your Jutsu increases its overall damage potential. previously, but your Unarmed damage will always be
Increase your damage die by 1. This effect can be taken 3 whatever its base damage type is unless you choose to
additional times after the first. make all damage the same for this jutsu. You make this
decision when creating the jutsu.
ENVENOMING If Bukijutsu, you add your weapon damage to this
Conditional Effect jutsu’s damage roll. The remaining dice from the
Your Jutsu has the chance to inflict the Envenomed Damage effect becomes additional damage and gains
Condition. You can only select this keyword if the Jutsu whatever damage types you may have selected
has Medical. Creatures affected by your jutsu must make previously, but your Weapon damage will always be
a constitution save vs your Taijutsu save DC or suffer the whatever its base damage type is unless you choose to
Envenomed Condition. make all damage the same for this jutsu. You make this
Reduce your damage die (if any) by 1, and an decision when creating the jutsu.
additional +1 for each rank above D-Rank this jutsu is
upon creation. UNAVOIDABLE
If this effect is added to a Taijutsu/Bukijutsu of B- Your Jutsu does not require creatures to make a saving
Rank, failing creatures instead gain 2 ranks of throw, instead always inflicting one rank of a Condition
Envenomed. This is increased to 3 ranks at S-Rank. it has on a successful hit, per casting.
Select one Effect from the following, that this jutsu
MULTIPLE STRIKES already has; Bleeding, Bruised, Dazed and Weakened.
Required Effects: Damage Affected creature gain the chosen condition.
Your jutsu grants you more than a single Attack Roll. Reduce your damage die (if any) by 1, and an
Increase the number of attacks your jutsu makes by up to additional +1 for each rank above D-Rank this jutsu is
+1. Split your damage dice between the attacks evenly. upon creation.
You can take this effect one additional time. If you do,
it does not cost an additional slot. DEFENSIVE
WEAKENING EMPOWERED SHIELDING
Conditional Effect
Required Effects: Shielding
Your Jutsu has a chance to inflict the Weakened
Your Jutsu increases its overall defensive potential.
condition. Creatures affected by your jutsu must make a
Increase your shielding die by 1. This effect can be taken
constitution save vs your Jutsu save DC or suffer the
up to 3 additional times after the first.
weakened condition.
Reduce your damage die (if any) by 1 for each rank SHIELDING
above D-Rank this jutsu is upon creation. Required Effects: Self, Lasting
Your Jutsu grants temporary hit points to yourself.
SHOCKING Select one of the following dice pools that your jutsu
Conditional Effect
has based on its rank. This pool determined how much
Your Jutsu has the chance to inflict the Shocked
temporary hit points this jutsu grants.
condition. You can only select this keyword if the jutsu
D-Rank: 2d4, 1d6
has the Lightning Affinity.
C-Rank: 3d4, 2d6, 1d8
Reduce your damage die (if any) by 1 for each rank
B-Rank: 4d4, 3d6, 2d8, 1d10
above D-Rank this jutsu is upon creation.
A-Rank: 5d4, 4d6, 3d8, 2d10, 1d12
If this effect is added to a Taijutsu/Bukijutsu of B-
S-Rank: 8d4, 7d6, 6d8, 5d10, 3d12
Rank, failing creatures instead gain 2 ranks of Shocked.
This is increased to 3 ranks at S-Rank.
CONTROL
BLINDING
Conditional Effect
Your jutsu has the chance to inflict the Blinded condition.
Creatures affected by your jutsu must make a
constitution (or wisdom, pick one at jutsu creation) save
vs your Taijutsu Save DC or suffer the Blinded Condition

100
DAZING SUPPORT
Conditional Effect
Your jutsu has the chance to inflict the Daze condition. AUGMENTATION
Creatures affected by your jutsu must make a Prerequisites: Chakra Molding, Self, Lasting
constitution (or wisdom, pick one at jutsu creation) save Your Jutsu modifies your targets attacks in some way,
vs your Taijutsu Save DC or suffer the Daze Condition making it more lethal, more powerful, accurate or more
potent. Select one of the following; Weapon attacks or
DEAFENING Taijutsu Attacks. This jutsu will only affect the selected
Conditional Effect type. Next choose which aspect of the chosen attack is
Your jutsu has the chance to cause the deafened being augmented; Attack roll or Damage roll.
condition. Creatures affected by your jutsu must make a If Attack roll, for the duration, this jutsu increases the
constitution (or wisdom, pick one at jutsu creation) save select attack roll by 1d4 for the duration. This bonus is
vs your Taijutsu save DC. increased to a d6 if added to a B-Rank or higher jutsu. By
adding
KNOCK BACK If Damage roll, you must add the Damage effect to this
Your Jutsu has the chance to knock a creature back 15ft.
jutsu. (This does not cost an additional slot). When you do
Creatures affected by your jutsu must make a Strength
select from the following bonus damage dice pools;
saving throw vs your Jutsu Save DC.
D-Rank: 2d4, 1d6
If this effect is added to a Taijutsu/Bukijutsu of C-
C-Rank: 2d6, 1d10
Rank or higher, failing creatures can instead be pushed
B-Rank: 2d8, 1d12
back by an additional +10 feet for each rank above D-
A-Rank: 3d6, 2d10
Rank the jutsu this effect is added to is.
S-Rank: 3d8, 2d12

RESTRAINING
You can select this effect up no more than three times.
You cannot select the same combination of attack types
Conditional Effect
and augmentations no matter how many times you may
Your Jutsu has the chance to inflict the restrained
add this effect.
condition. Creatures affected by your jutsu must make a
Strength (or Dexterity or Constitution) save vs your
BOOSTING
Jutsu save DC or suffer the restrained condition.
Required Keywords: Self or Touch, Chakra Molding

DELAYED EFFECT
Your Jutsu modifies chance in a positive way for its
targets. At Jutsu creation, select one from the following;
Your jutsu after affecting a creature has a delayed effect
Saving throws, Ability Checks or Skill Checks
that activated on the following round after this jutsu
Saving Throws, Ability Checks or Skill Checks, select one
ends. Select one Effect that your jutsu currently has,
of the following ability scores; Strength, Dexterity,
other than this one. Your jutsu activates the selected
Constitution, Intelligence, Wisdom, Charisma. This jutsu
effect at the beginning of either your, or the affected
will on affect saving throws, ability checks or skill checks
creature’s next turn
of the selected ability score.

SECONDARY EFFECT If Saving Throws were selected, for the duration, this
jutsu boosts the select save by +1. This boost increases to
Your jutsu has multiple conditional effects built into it.
+2 at B-Rank and +3 at S-Rank.
You can only select this effect if you have another
If Ability Checks or Skill Checks were selected, for the
Conditional Effect added to your custom jutsu.
duration, this jutsu boosts the select check by 1d4. This
Select an additional Conditional Effect adding that
penalty increases to d6 at B-Rank and d8 at S-Rank.
effect to your jutsu (This additional Conditional Effect does
You can add this effect multiple times. If added a second
not cost an additional slot.). You must select one saving
time, you can choose to affect all Saving Throws, Ability
throw to use. Your jutsu cannot require more than 1
Checks or Skill Checks (Pick one). If added a third time you
saving throw.
can select another statistic to boost.
You can select this effect additional times, each time
being able to select an additional Conditional Effect.
EMPOWERED BOOSTING
Required Keywords: Boosting
Your jutsu can boost other statistics of your target. At
jutsu creation, select one of the following; Ability Score,
Armor Class or speed.
Ability Score. Select one of the following ability scores;
Strength, Dexterity, Constitution, Intelligence, Wisdom,
Charisma. Target(s) gains a boost to the chosen ability
score equal to the rank this jutsu was cast at. (D-Rank: +1,
C-Rank: +2, B-Rank: +3, A-Rank: +4, S-Rank: +5.)
Armor Class. Target(s) gains a boost to its Armor class
equal to the rank this jutsu was cast at. (D-Rank/C-Rank:
+1, B-Rank/A-Rank: +3, S-Rank: +5.)
Speed. Target(s) gain a boost to its speed equal to the
rank this jutsu was cast at. (D-Rank: +10ft, C-Rank: +20ft,
B-Rank: +30ft, A-Rank: +40ft, S-Rank: +50ft.)

101
STEP FOUR: FINALIZING THE COST, NAME, AND YOUR
LEGACY.
The fourth and Final step is to clarify the cost and
downtime cost of Your Jutsu, while also coming up with
a memorable name.
Refer to the chart below to find the Downtime cost and
your jutsu’s final cost overall.

F INAL T AIJUTSU /B UKIJUTSU R ANK AND DT C OST .


Associated Downtime Cost Downtime Cost
Rank Chakra Cost (Solo) (Master)
E-Rank Special (2 Chakra) 1 -
D-Rank Special (4 Chakra) 3 2
C-Rank Special (7 Chakra) 5 4
B-Rank Special (12 Chakra) 10 8
A-Rank Special (17 Chakra) 15 12
S-Rank Special (25 Chakra) 25 20

102
JUTSU CREATION EXAMPLE(S) Damage (1): Starting off, since this jutsu is A-Rank,
we want to go big. We are giving Giant Rasengan a 7d12

GIANT RASENGAN
Damage die, because its powerful, and we want there to
be some noticeable damage when this jutsu lands. We
are going to stick with Force damage because this is pure
STEP ONE: DEVELOPING THE CONCEPT chakra we are dealing with.
Giant Rasengan is a Ninjutsu, which should be apparent
Empowered Damage (3): We will Increase the number
from the way the show and manga presents it. We
of damage die with this jutsu three times, making it
already know from the show what we need it to do. We
8d12.
need it to be a powerful, explosive force when we hit an
Knock Back (1): The Giant Rasengan has an extremely
enemy with it.
powerful knockback effect in the show. Since this jutsu is
We know that Naruto came back far stronger than he
A-Rank, we know that it has a base knockback strength
left. Let’s assume when he returned, we around between
of 10ft, plus 10 feet for every rank above D-Rank, making
levels 9~11. This means that he natively has access to B-
it have a 40ft knock back distance which is really far.
Rank jutsu. So, we want to make Giant Rasengan be one
Powerful Offense: The Giant Rasengan has additional
step above what he is normally capable of. We want
power allowing it to do just a bit more, based on
Giant Rasengan to be an A-Rank Jutsu, granting it 8
Naruto’s Ninjutsu ability modifier.
effect slots.
After collecting all of the effects and Chakra Cost of our
STEP TWO: PREREQUISITES & RESTRICTIONS New Jutsu Here is how it will look.
Going in order Giant Rasengan does not rely on being a
Hijutsu, Medical jutsu, Fuinjutsu or require a Nature GIANT RASENGAN
affinity. Giant Rasengan does need to be powerful, so we Classification: Ninjutsu
want it to rely on Naruto’s class feature, Superiority die. Rank: A-Rank
So, we will give it the Required Feature prerequisite, and Casting Time: 1 Action
have it required superiority dice to be cast, granting it a Range: Touch
bonus +1 effect slot. Duration: Instant
We know that while the only Component it requires of Components: CM
Naruto is for him to be able to cast the jutsu in the show, Cost: Special (20 Chakra)
is Chakra Molding the current system requires Naruto to Keywords: Ninjutsu, Required Feature (Superiority die),
use Hand Seals. So, we have to have it at least require Clash
hand signs. We can say that this is part of him casting Description: You generate a Powerful sphere of spiraling
Shadow clones to help manage the Rasengan like in the chakra to strike an enemy with. Make a melee ninjutsu
show. Finally, we know that its range is Touch since attack. This jutsu have a +1 critical threat range. On a hit,
Naruto has to be in Punching Range. the target creature takes 10d12+ Ninjutsu Ability
Modifier in force damage and must make a Strength
Where are we so far? Saving throw, on a failure they are knocked back 40ft.
Currently Giant Rasengan looks like this:

GIANT RASENGAN
Classification: Ninjutsu
Rank: A-Rank
Casting Time: -
Range: Touch
Duration: Instant
Components: HS, CM
Cost: - Chakra
Keywords: Ninjutsu, Required Feature (Superiority die)
Description: -

STEP THREE: EFFECTS


Giant Rasengan is a powerful attack but lacks support or
defensive qualities. It does have a powerful knock back
effect, so to decide on the two types Giant Rasengan will
pick from, we are left with Offensive and Control.
Now, going down the list, we know we have 9 effect
slots to fill, so we are going to want the following effects;
Clash (1): The Rasengan’s biggest appeal comes when
he clashes with Sasuke’s Chidori.
Bruising (1): We know that this jutsu can cause some
physical damage, enough to break bone and leave
bruises for sure.
Critical (1): We know that this jutsu can dish out some
serious damage if it score a good hit on an adversaries
weak point.

103
RECUPERATING WORKING WITH TOOLKITS
You can use downtime between adventures to recover You can spend time between adventures, working with
from a debilitating injury, disease, or poison. Toolkits you have proficiency in. When you do, you use
After 1 Week of downtime spent recuperating, you can them to create items, investigate clues, potentially solve
make a DC 15 Constitution saving throw. On a successful crimes and much more.
save, you can choose one of the following results:
• End one effect on you that prevents you from ARMORSMITH KIT
regaining hit points. When spending time with an Armorsmith Kit, you can do
• For the next week, gain advantage on saving throws the following with your Downtime;
against one disease or poison currently affecting you.
CRAFT MUNDANE ARMOR
RESEARCHING Follow the rules presented previously in this chapter to
craft Armor.
The time between adventures is a great chance to
perform research, gaining insight into mysteries that
CRAFT ARMOR SEALS
have unfurled over the course of the campaign. Research Follow the rules presented previously in this chapter to
can include poring over dusty tomes and crumbling craft Armor Seals.
scrolls in a library or buying drinks for the locals to pry
rumors and gossip from their lips. WORK AS AN ARMOR CRAFTER
When you begin your research, the GM determines You can spend downtime working as a metal and
whether the information is available, how many weeks Armorsmith for another person. When you do, you have
of downtime it will take to find it, and whether there are an opportunity to make Ryo on the side.
any restrictions on your research (such as needing to
seek out a specific individual, tome, or location). The GM
might also require you to make one or more skill checks,
W RIT R ANK AND PAYOUT
such as an Intelligence (Investigation) check to find Rank Writ DC Duration Payout
clues pointing toward the information you seek, or a
D-Rank 14 3 DT 300 Ryo
Charisma (Persuasion) check to secure someone's aid.
Once those conditions are met, you learn the C-Rank 18 5 DT 750 Ryo
information if it is available.
B-Rank 22 8 DT 1200 Ryo

SHOPPING A-Rank 26 12 DT 2000 Ryo


S-Rank 30 15 DT 3000 Ryo
You can use downtime between adventures to go on a
little shopping spree looking for the best possible deals First you take on a writ. A writ is a formal request for a
on the items you are looking to buy. For 1 week of specific item or item(s). Writs function as narrative tools
downtime, you search high and low, potentially for you and the DM to work out as the type of equipment
traveling to other villages, towns, or cities to find the piece itself does not matter, as much as the rank of the
items you are looking for. Items you find have a 5d4 writ does. All writs are broken up into different ranks
percent price reduction in the shop they reside in due to similar to Missions ranging from D-Rank up to S-Rank.
your dedication to looking for a good deal. The above is the difficulty class of all Writs. When you
When shopping locally (without downtime), select a Writ, roll your duration check using the listed die
characters may attempt to use the Haggle Persuasion values. The result is the maximum total Downtime (DT)
Skill-Based Action to get a better deal (See Chapter 6). that you must spend in order to complete the Writ. You
can spend a number of your DT up to the rolled result in
SELLING order to complete the writ immediately, or you can
Characters are eligible to sell equipment they possess choose to spend some DT now and later to complete it at
that they no longer require. All equipment can be sold for a later time.
half the price it was purchased for. The amount you can Alternatively, when you accept a Writ, you can make
sell an item may be modified depending on its condition one Strength or Intelligence (Armorsmith Kit) check vs
and the awareness of the buyer, as discerned by your the Writ DC. On a success, you reduce the DT required by
DM. Characters may wish to use the Upsell Persuasion an amount equal to the rank of the writ (D-Rank: 1, C-
Skill-Based Action to try and sell an item for more. Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.) On a failed

TRAINING
check, you instead increase the time required by the
listed amount equal to its rank. Once you begin a writ,
You can spend time between adventures, learning a new you cannot start another one until the previous one has
language, training with a set of tools, gaining a new been completed.
Feat, or Learning a new Weapon. First, you must find an Once the writ is complete you receive the listed
instructor willing to teach you. The GM determines how Payout. You receive an additional +100 Ryo for each DT
long it takes, and whether one or more ability or skill you reduced the original cost by.
checks are required. Generally, training time is as
follows for the following and each costs 100 Ryo per
week. This can be adjusted by the GM as needed;
• 2 DT: New Tool or Vehicle Proficiency
• 2 DT: New Language Proficiency.
• 12 DT: New Armor Proficiency
• 12 DT: New Skill Proficiency
• 20 DT: New Feat.

104
COOKING KIT PRE-MISSION DISH
You can spend 1 downtime cooking for yourself and your
When spending time with a Cooking Kit you can do the
team. When you do, make an Intelligence, Wisdom or
following with your Downtime;
Charisma (Cooking Kit) vs the Pre-Mission Dish DC, gaining

RESEARCH NEW RECIPES the listed benefits. You can choose to spend additional
downtime before seeing the results of the check. When you
The culinary world is one that is always expanding. You
do, you gain a +2 bonus to the final result. You can select
can work with your DM to figure out what new things
which single effect you gain from any Pre-Mission Dish rank
you want to look for in the world. First, spend a number
where you beat the DC. You do not gain multiple effects
of downtime up to your remaining downtime value. Next
unless you gain an S-Rank Dish.
make an Intelligence, Wisdom or Charisma (Cooking Kit)
You can choose to spend one of your Research Recipe’s on
check, adding a +1 for every additional downtime spent
this challenge. When you do, you gain a bonus to your
after the first. Next compare the results to the Recipe
Cooking Kit check, equal to the Quality bonus presented in
research chart below.
the Recipe Research Chart.
R ECIPE R ESEARCH C HART
PRE -M ISSION D ISH
Recipe DC Rank Quality Bonus Bonus Payout
Dish DC Dish Rank Effect
10 D-Rank +2 +50 Ryo
14 D-Rank +2 bonus to Strength, Dexterity or
14 C-Rank +2 +100 Ryo Constitution ability and skill checks for the
18 B-Rank +3 +200 Ryo next 24 hours.
22 A-Rank +3 +300 Ryo 18 C-Rank +2 Bonus to Intelligence, Wisdom or
26 S-Rank +4 +500 Ryo Charisma skill Checks for the next 24 hours.
22 B-Rank +2 Bonus Hit Or Chakra Die that last until
Based on the result of the check, you gain specified your next Long Rest.
recipe of a rank equal to the highest DC beat. You do not
30 A-Rank +25 Bonus to maximum HP/CP for the next
gain all lower rank recipe’s only the highest ranked DC
you beat. When you have this Recipe, you can choose to
24 hours.
use it to cook private meals for Ryo, or you can choose to 40 S-Rank Select any 2 of lower rank.
incorporate it into a Pre-Mission dish.

PRIVATE CHEF
You can spend downtime cooking for private homes, DEMOLITION KIT
individuals or even families. But in order to do so, you Over the course of a players downtime, they can use their
must have the appropriate reputation in the culinary Demolitions Kit to do the following;
world to garner the correct attention. You begin with 0 Detonation Jammer. By spending 2 Weeks of Downtime
Rep within the culinary world (Rep = Reputation). with a Demolitions Kit, you can make an Intelligence
As you exceed expectations you begin to gain (Demolitions Kit) check vs a DC 20. On a success you create a
reputation which can then be spent to gain an audience Jamming device that blocks the triggering of all explosives
and chance to make some real Ryo in a high-class within 30 feet of you. This jammer can only block 2
environment. detonations in this way before its signal is dulled. You gain an
You begin as an E-Rank Chef. When cooking for additional detonation blocker for this device for every +3 you
customers, you must make an Intelligence, Wisdom or get over the DC.
Charisma (Cooking Kit) check vs the Quality DC as listed Contract Demolition. By spending a number of weeks
on the Private Chef Chart below. On a success, you gain helping construction companies, builders and other groups
+1d4 Rep in the culinary world and the Payout result. On remove obstructions you are able to make a profit. Spend the
a failure, you lose 1d6 Rep in the culinary world and only listed downtime. When you do, you are able to find a
gain half the payout result. Different customers have demolition project of a Rank equal to your Level or lower.
different quality DC’s that must be met. Make an Intelligence (Demolitions Kit) check vs the
You can choose to spend one of your Research Recipe’s Demolition DC set by the Rank of the job you accept. On a
on this challenge. When you do, you gain a Quality bonus success you gain the select Payout. You can choose to spend
and payout bonus equal to the bonus presented in the additional downtime up to your remaining amount prior to
Recipe Research Chart. You only receive the payout the result of the check being calculated. For every additional
bonus is the Quality DC was passed. Once used, you no Downtime spent, gain a +2 bonus to the final result. For every
longer can use that Recipe to impress any customer of +3 you get above the Demolition DC, you gain a bonus 200
that rank as word travels fast and other chefs pick up on Ryo payout.
this new recipe that you found copying and imitating it.

PRIVATE C HEF C ONTRACT D EMOLITION


Customer Rep Character
Rank DT Cost Required Quality DC Payout Level Rank DT Cost Demolition DC Payout
D-Rank 3 DT 5 14 275 Ryo 1+ D-rank 3 DT 14 300 Ryo
C-Rank 5 DT 15 18 700 Ryo 5+ C-Rank 5 DT 18 750 Ryo
B-Rank 8 DT 25 22 1100 Ryo 9+ B-Rank 8 DT 22 1200 Ryo
A-Rank 12 DT 35 26 1800 Ryo 13+ A-Rank 12 DT 26 2000 Ryo
S-Rank 15 DT 50 30 2600 Ryo 17+ S-Rank 15 DT 30 3000 Ryo

105
PRIVATE I NVESTIGATION
FORENSICS KIT
Min. DT Investigation Rep
Over the course of a players downtime, they can use their
Rank Rep Cost DC Gained Payout
Forensics Kit to do the following;
Research Compounds. By spending 2 Weeks of D-rank 0 3 DT 14 +1d4 300 Ryo
Downtime with a Forensics Kit, select a Rank between C-Rank 10 5 DT 18 +1d6 750 Ryo
D-Rank and S-Rank. When you do, you can make an
B-Rank 15 8 DT 22 +2d4 1200 Ryo
Intelligence (Forensics Kit) check vs all Compound DCs
found within that rank, on the Forensic Research Table. A-Rank 25 12 DT 26 +2d6 2000 Ryo
On a success you learn of one of the new and S-Rank 40 15 DT 30 +3d4 3000 Ryo
experimental compounds that are being experimented
with across the world, or even being tested in your home
Private Investigator. By spending a number of weeks
village.
helping the military police you are able to make a profit
These compounds can be used to gain temporary
catching criminals within the village or neighboring
bonuses on missions in the form of a volatile
towns with your detective/investigative work. Spend at
consumable substance. A consumable compound can be
least 1 Week of downtime. When you do, you are able to
consumed as a bonus action as if it were a drink, once
find a police investigation in need of assistance.
consumed the vial is empty and cannot be drank from a
Make an Intelligence (Forensics Kit) check vs the
second time. In order to create multiple of the same
Investigation DC set by the Rank of the crime your
compound you must spend additional downtime, one for
tackling. On a success you help find the perpetrator and
each additional compound. If you wish to remake a
help capture them, gaining the Payout. Starting out, you
previously created compound, the DC is reduced by -2.
do not have the Rep (Reputation) to take on any job. So
instead, you must garner a reputation by completing
lower ranked investigations. Some investigations require
more time to complete based on the rank.
On each successful check, you can choose to spend
additional downtime up to your remaining amount prior
to the result of the check being calculated. For every
additional Downtime spent, gain a +2 bonus to the final
result.
DM's are encouraged to potentially turn these Private
investigations
into side missions for Players to actively participate in.

R ESEARCH C OMPOUNDS
Compound
Compound Name Rank DC Effects Bulk
Hebisulphuric Acid D-Rank 14 The Envenomed Condition instead heals you based on the damage 1
it would deal for the next hour.
Kurudioxide D-Rank 14 Gain resistance to Necrotic Damage and +1d4 to the next d20 roll 1
you make.
Uzumahexanoic C-Rank 18 Immediately spend up to 3 Chakra die, regaining the results + three 1
times your constitution modifier as Chakra.

Ryunite C-Rank 18 Immediately spend 3 Hit die, ending one hostile condition affecting 1
you, regardless of the rank or number of stacks.
Yukimonoxide B-Rank 22 Gain immunity to One of the following conditions; Chilled, Shocked, 2
Burned, Envenomed or Bleeding for the next hour.
Hyugoxide B-Rank 22 All Taijutsu and Bukijutsu you cast increases their damage die by +2 2
once per casting, for the next minute.
Uchihanide A-Rank 26 All Nature releases you cast increases their damage die by +2 once 2
per casting, for the next minute.
Senjucite A-Rank 26 Replenish your Hit points to full. 2
Otsucide S-Rank 30 Gain immunity to all hostile Conditions for the next minute. 3
Kuramamine S-Rank 35 Replenish your Chakra to full. 3

106
HACKERS KIT MEDICINE KIT
Over the course of a players downtime, they can use their Over the course of a players downtime, they can use their
Hackers Kit to do the following; Medicine Kit to do the following;
Research Algorithms. By spending at least 2 weeks of Research Medicine. By spending the listed amount of
Downtime with a Hackers Kit, you take time to research Downtime with a Medicine Kit, you take time to research
new ways to develop or infiltrate Ninja-Net Systems. new medicines or medical techniques. Make an Intelligence
Make an Intelligence or Wisdom (Hackers Kit) check vs or Wisdom (Medicine Kit) check vs the Medicine DC based
an Algorithm DC based on the Algorithm chart below. on the Medicine Research chart below. Based on the result
Based on the result you develop either new Program or you develop either new medicines or a new medical
Hack of a rank equal to the result. If a New Program, you technique of your choice. You decide which one prior to
are able to install it onto an allied system with making the check. If a new Medicine, you create a medicine
permission which will help strengthen the system able to curse diseases, poisons and other afflictions of a
against hacking or provide it with a new feature or rank equal to the result or lower. When you successfully
function. create this medicine, you are able to recreate 2 doses for
If you install this program to strengthen it against every 1 week of downtime you want to spend on
hacking, increase the Security DC of this system by an manufacturing it. This dosage can be increased to 4 doses if
amount as seen on the Algorithm chart. This new program you have regular access to a fully sufficient laboratory such
does not count as a Trap, but a Ninja-Net System can only as a research facility in a major land or something similar.
have a total of 2 new Programs installed into it this way. If Administering the medicine for yourself is a bonus action.
a third program is installed, the new lowest ranked Administering the medicine for another willing creature is
program is removed as a part of installing this new an action. If you would try to administer this medicine to a
program. hostile creature, you can make an Intelligence or Wisdom
(If you want to install a new function, be aware that new (Medicine Kit) check vs the targets AC.(This medicine does
systems should be primarily used for Role Play. This does not not need to be used to cure a mechanical affliction or effect. This
mean it cannot have mechanical implications or uses, but it can be used to help treat or cure narratively important diseases
should not be used to circumvent any challenges. If the DM or conditions if your DM allows it to, such as lupus, cancer, or
would approve its use in any challenges, checks or saves, this even a wholly new virus that exists within your world or
program can be used to reduce the DC of the Check by 2, +1 for narrative.).
each rank above D-Rank, or it can be used to grant you a If a new medical technique, you are able to create a new
bonus to your check equal to 1d4 + 1 for each rank above D- medical technique. This technique could be a helpful
Rank.) technique or a hostile technique used by Hunter-Nin or
If you create a new Hack, you can install this hack the Anbu black-Ops. Make a Strength, Dexterity or Intelligence
next time you would gain access to a hostile entities (Medicine Kit) check vs the Medicine DC based on the
systems or networks. You can only maintain one Hack of Medicine Research chart below. You create this new
single rank at any time. (Ex. You can have one D-Rank hack technique and pass it on to the medical community (or
and one C-Rank Hack, but not two C-Rank hacks.) Hacks Anbu/Hunter-Nin community), which they use extensively.
installed into hostile systems or networks requires They will then pay you for these techniques based on rank.
spending 10 minutes to install it. While a Hack is installed,
it reduces their Security and Counter Hack DC by an R ESEARCH M EDICINE AND M EDICINE T ECHNIQUE C HART
amount equal to the result seen on the Algorithm chart
Rank DT Cost Medicine DC Payout
H ACKERS K IT C HART D-rank 3 DT 14 300 Ryo

Program Rank Algorithm DC Effects C-Rank 5 DT 18 750 Ryo

D-rank 14 +2 Security DC or Counter hack DC B-Rank 8 DT 22 1200 Ryo


A-Rank 12 DT 26 2000 Ryo
S-Rank 15 DT 30 3000 Ryo

Program Medicine
Rank DC Effects
C-Rank 18 +3 Security DC or Counter hack DC.
D-rank 14 Select one condition between Bleeding, Burned,
B-Rank 22 +5 to Security or Counter Hack DC
Envenomed or Chilled. You automatically end the
and +1 to the other.
chosen condition at D-Rank.
A-Rank 26 +5 to Security or Counter Hack DC
C-Rank 18 Select one condition between Corroded, Dazed,
and +3 to the other.
Deafened or D-Rank medicine effect on this table.
S-Rank 30 +5 Security and Counter Hack DC.
You automatically end the chosen condition at C-
Hack Rank Algorithm DC Effects Rank.
D-rank 14 -2 Security DC or Counter hack DC B-Rank 22 Select one condition between Berserk, Charmed,
C-Rank 18 -3 Security DC or Counter hack DC. Fear, Slowed or a C-Rank or lower Medicine effect
B-Rank 22 -5 to Security or Counter Hack DC on this table. You automatically end the chosen
and -1 to the other. condition at B-Rank.

A-Rank 26 -5 to Security or Counter Hack DC A-Rank 26 Select one condition between Petrified, Shocked,
and -3 to the other. Stunned, Weakened or a B-Rank or lower
Medicine effect on this table. You automatically
S-Rank 30 -5 Security and Counter Hack DC.
end the chosen condition at A-Rank.
S-Rank 30 Select one condition of your choice. You
automatically end the chosen condition at S-
107 Rank. (Excluding Exhaustion.)
POISON KIT WEAPONSMITH KIT
Over the course of a players downtime, they can use their When spending time with an Weaponsmith Kit, you can
Poison Kit to do the following; do the following with your Downtime;
Research Poisons. By spending 1 week of Downtime
with a Poison Kit, select a poison that you want to CRAFT MUNDANE WEAPONS
research, of a rank you are capable of creating, based on Follow the rules presented previously in this chapter to
the Poison Research Table. When you do, you can make an craft Weapons.
Intelligence (Poison Kit or Investigation) check vs the
Rank DC found within the chart. On a success you become CRAFT WEAPON SEALS
aware of the components needed to create the poison, Follow the rules presented previously in this chapter to
allowing you to craft it far easier than you would crafting craft Weapon Seals.
it blindly. Reduce the Poison Craft DC of the chosen
Poison by 5. WORK AS AN WEAPON CRAFTER
You can spend downtime working as a metal and
P OISON R ESEARCH Weaponsmith for another person. When you do, you
have an opportunity to make Ryo on the side.
Poison Name Poison Rank Poison Research DC
First you take on a writ. A writ is a formal request for a
Assassins Blood D-Rank 12 specific item or item(s). Writs function as narrative tools
Serpent Venom D-Rank 14 for you and the DM to work out as the type of equipment
piece itself does not matter, as much as the rank of the
Midnight tears C-Rank 16
writ does. All writs are broken up into different ranks
Ether C-Rank 18 similar to Missions ranging from D-Rank up to S-Rank.
Wolf’s Bane C-Rank 18 The following is the difficulty class of all Writs.
When you select a Writ, roll your duration check using
Devils Kiss B-Rank 20
the listed die values. The result is the maximum total
Kamizuru Venom B-Rank 22 Downtime (DT) that you must spend in order to
Moulding Mushroom B-Rank 24 complete the Writ. You can spend a number of your DT
up to the rolled result in order to complete the writ
Angel’s Breath A-Rank 26
immediately, or you can choose to spend some DT now
Zetsubo Petals A-Rank 28 and later to complete it at a later time.
Torpor S-Rank 30 Alternatively, when you accept a Writ, you can make
one Strength or Intelligence (Weaponsmith Kit) check vs
Black Lilly S-Rank 30
the Writ DC. On a success, you reduce the DT required by
Malice S-Rank 30 an amount equal to the rank of the writ (D-Rank: 1, C-
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.) On a failed
check, you instead increase the time required by the
listed amount equal to its rank. Once you begin a writ,
you cannot start another one until the previous one has
been completed.
Once the writ is complete you receive the listed
Payout. You receive an additional +100 Ryo for each DT
you reduced the original cost by.

W RIT R ANK AND PAYOUT


Rank Writ DC Duration Payout
D-Rank 14 3 DT 300 Ryo
C-Rank 18 6 DT 750 Ryo
B-Rank 22 9 DT 1200 Ryo
A-Rank 26 12 DT 2000 Ryo
S-Rank 30 15 DT 3000 Ryo

108
CHAPTER 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 nonplayer characters involved in
combat, and each other player controls an adventurer.

BONUS ACTIONS
“You” can also mean the character or monster that you
control.
Various class features, Jutsu, and other abilities let you take
THE ORDER OF COMBAT an additional action on your turn called a bonus action. The
Flurry of Blows feature, for example, allows a Taijutsu
A typical combat encounter is a clash between two sides, a
flurry of weapon swings, feints, parries, footwork, Ninjutsu Specialist to take a bonus action. You can take a bonus
casting, Genjutsu Illusions, and Taijutsu techniques. The action only when a special ability, Jutsu, or other feature of
game organizes the chaos of combat into a cycle of rounds the game states that you can do something as a bonus
and turns. A round represents about 6 seconds in the game action. You otherwise don’t have a bonus action to take. You
world. During a round, each participant in a battle takes a can take only one bonus action on your turn, so you must
turn. The order of turns is determined at the beginning of a choose which bonus action to use when you have more than
combat encounter, when everyone rolls initiative. Once one available.
everyone has taken a turn, the fight continues to the next You choose when to take a bonus action during your turn,
round if neither side has defeated the other. unless the bonus action’s timing is specified, and anything
that deprives you of your ability to take actions also
SURPRISE prevents you from taking a bonus action.

A squad of shinobi sneaks up on a Mercenary camp, OTHER ACTIVITIES ON YOUR TURN


springing from cover to attack them. Ninja Hounds patrol a Your turn can include a variety of flourishes that require
hallway, leashed to their handler, unnoticed by the shinobi neither your action nor your move.
until the hound smells one of them. In these situations, one You can communicate however you are able, through brief
side of the battle gains surprise over the other. utterances and gestures, as you take your turn. You can also
The GM determines who might be surprised. If neither interact with one object or feature of the environment for
side tries to be stealthy, they automatically notice each free, during either your move or your action. For example,
other. Otherwise, the GM compares the Dexterity (Stealth) you could open a door during your move as you stride
checks of anyone hiding with the passive Wisdom toward a foe, or you could draw your weapon as part of the
(Perception) score of each creature on the opposing side. same action you use to attack. If you want to interact with a
Any character or monster that doesn’t notice a threat is second object, you need to use your action. Some modified
surprised at the start of the encounter. If you’re surprised, items and other special objects always require an action to
you can’t move or take an action on your first turn of use, as stated in their descriptions.
combat, and you can’t take a reaction until that turn ends. A The GM might require you to use an action for any of
member of a group can be surprised even if the other these activities when it needs special care or when it
members aren’t. presents an unusual obstacle. For instance, the GM could
reasonably expect you to use an action to open a stuck door
YOUR TURN or turn a crank to lower the drawbridge.
On your turn, you can move a distance up to your speed and
take one action. You decide whether to move first or take INTERACTING WITH OBJECTS AROUND YOU
your action first. Your speed-sometimes called your walking Here are a few examples of the sorts of things you can do
speed-is noted on your character sheet. The most common in tandem with your movement and action:
actions you can take are described in the “Actions in • Draw or stow a weapon
Combat” section later in this chapter. Many class features • Open or close a door
and other abilities provide additional options for your • Withdraw a Chakra Pill from your pack
action. • Pick up a dropped weapon
The “Movement and Position” section later in this • Take an item from a table
chapter gives the rules for your move. • Remove a ring from your finger
You can forgo moving, taking an action, or doing • Stuff some food into your mouth
anything at all on your turn. If you can’t decide what to do • Plant a banner in the ground
on your turn, consider taking the Dodge or Ready action, as • Fish a few Ryo from your wallet
described in “Actions in Combat.” • Drink all the liquid in a glass
• Throw a lever or a switch
• Pull a glow stick from a leg Pouch.

109
• Take a book from a shelf you can reach USING DIFFERENT SPEEDS
• Extinguish a small flame If you have more than one speed, such as your walking
• Don a mask speed and a flying speed, you can switch back and forth
• Pull the hood of your cloak up and over your head between your speeds during your move. Whenever you
• Put your ear to a door switch, subtract the distance you’ve already moved from the
• Kick a small stone new speed. The result determines how much farther you can
• Turn a key in a lock move. If the result is 0 or less, you can’t use the new speed
• Tap the floor with a 10-foot pole during the current move.
• Hand an item to another character For example, if you have a flying speed of 30 and a walking
speed of 60 because you cast the Chakra Movement
REACTIONS Technique on yourself, you could walk 20 feet, then fly 10
feet, and then land to walk 30 feet more.
Certain special abilities, Jutsu’s, and situations allow you to
take a special action called a reaction. A reaction is an
instant response to a trigger of some kind, which can occur
DIFFICULT TERRAIN
on your turn or on someone else’s. The opportunity attack, Combat rarely takes place in bare rooms or on featureless
described later in this chapter, is the most common type of plains. Boulder-strewn caverns, briar-choked forests,
reaction. You can only react to a trigger, once. Normally, you treacherous staircases-the setting of a typical fight contains
can only have a single reaction per round, but other Jutsu, difficult terrain.
features and effects can grant you additional Reactions. Every foot of movement in difficult terrain costs 1 extra foot.
When you take a reaction, you can’t take another one This rule is true even if multiple things in a space count as
until the start of your next turn. If the reaction interrupts difficult terrain.
another creature’s turn, that creature can continue its turn Low furniture, rubble, undergrowth, steep stairs, snow, and
right after the reaction. shallow bogs are examples of difficult terrain. The space of
Unless otherwise specified, all reactions happen before another creature, whether hostile or not, also counts as
the action that triggered them. difficult terrain.

FREE ACTIONS BEING PRONE


Some abilities are capable of being used so quickly that Combatants often find themselves lying on the ground,
you do not impact your action economy. Such “actions” either because they are knocked down or because they throw
are known as Free Actions. Unless stated otherwise, you themselves down. In the game, they are prone, a condition
can only use a Free Action on your turn. If you cannot described in the Conditions chapter.
take actions, you cannot take a free action. You can drop prone without using any of your speed.
Free Actions may sometimes be written with a Standing up takes more effort; doing so costs an amount of
different syntax, such as stating “(No Action Required)” movement equal to half your speed. For example, if your
next to the designated ability. speed is 30 feet, you must spend 15 feet of movement to
stand up. You can’t stand up if you don’t have enough

MOVEMENT AND POSITION movement left or if your speed is 0.


To move while prone, you must crawl or use Justus that
In combat, characters and monsters are in constant motion,
teleport. Every foot of movement while crawling costs 1
often using movement and position to gain the upper hand.
extra foot. Crawling 1 foot in difficult terrain, therefore,
On your turn, you can move a distance up to your speed.
costs 3 feet of movement.
You can use as much or as little of your speed as you like on
your turn, following the rules here.
Your movement can include jumping, climbing, and
MOVING AROUND OTHER CREATURES
swimming. These different modes of movement can be You can move through a non-hostile creature’s space. In
combined with walking, or they can constitute your entire contrast, you can move through a hostile creature’s space
move. However, you’re moving, you deduct the distance of only if the creature is at least two sizes larger or smaller
each part of your move from your speed until it is used up or than you. Remember that another creature’s space is
until you are done moving. difficult terrain for you.
The "Special Types of Movement’’ section in Chapter 7 Whether a creature is a friend or an enemy, you can’t
gives the particulars for jumping, climbing, and swimming. willingly end your move in its space.
If you leave a hostile creature’s reach during your move, you
BREAKING UP YOUR MOVE provoke an opportunity attack, as explained later in the
chapter.
You can break up your movement on your turn, using some
of your speed before and after your action. For example, if
you have a speed of 30 feet, you can move 10 feet, take your
FLYING MOVEMENT
action, and then move 20 feet. Flying creatures enjoy many benefits of mobility, but they
must also deal with the danger of falling. If a flying creature
MOVING BETWEEN ATTACKS is knocked prone, has its speed reduced to 0, or is otherwise
If you take an action that includes more than one attack, you deprived of the ability to move, the creature falls, unless it
can break up your movement even further by moving has the ability to hover.
between those attacks. For example, a Scout-Nin who can
make two attacks with the Extra Attack feature and who has CREATURE SIZE
a speed of 25 feet could move 10 feet, make an attack, move
Each creature takes up a different amount of space. The Size
15 feet, and then attack again.
Categories table shows how much space a creature of a
particular size controls in combat. Objects sometimes use
the same size categories.

110
S IZE C ATEGORIES Diagonals. When measuring range or moving diagonally,
the first diagonal square counts as 5 feet, but the second
Size Space diagonal square counts as 10 feet. This pattern of 5 feet
Tiny 5 by 5 ft. and then 10 feet continues whenever you’re counting
Small 5 by 5 ft. diagonally, even if you move horizontally or vertically
between different bits of diagonal movement. For
Medium 5 by 5 ft.
instance, a character might move one square diagonally
Large 10 by 10 ft. (5 feet), then three squares straight (15 feet), and then
Huge 15 by 15 ft. another square diagonally (10 feet) for a total movement
of 30 feet.
SPACE
A creature’s space is the area in feet that it effectively ACTIONS IN COMBAT
controls in combat, not an expression of its physical When you take your action on your turn, you can take one of
dimensions. A typical medium creature isn’t 5 feet wide, the actions presented here, an action you gained from your
for example, but it does control a space that wide. If a class or a special feature, or an action that you improvise.
Medium Hyūga stands in a 5-foot-wide doorway, other Many creatures have action options of their own in their stat
creatures can’t get through unless the Hyūga lets them. blocks.
A creature’s space also reflects the area it needs to fight When you describe an action not detailed elsewhere in the
effectively. For that reason, there’s a limit to the number of rules, the GM tells you whether that action is possible and
creatures that can surround another creature in combat. what kind of roll you need to make, if any, to determine
Assuming Medium combatants, eight creatures can fit in a success or failure.
5-foot radius around another one. Because larger creatures
take up more space, fewer of them can surround a creature. ATTACK
If five large creatures crowd around a Medium or smaller
The most common action to take in combat is the Attack
one, there’s little room for anyone else. In contrast, as
action, whether you are swinging a Katana, firing a
many as twenty medium creatures can surround a
longbow, or brawling with your fists.
Gargantuan one.
With this action, you make one melee or ranged attack.
If a square costs extra movement, as a square of difficult
See the “Making an Attack” section for the rules that govern
terrain does, you must have enough movement left to pay
attacks.
for entering it. For example, you must have at least 2
Certain features, such as the Extra Attack feature of the
squares of movement left to enter a square of difficult
Scout-Nin, allow you to make more than one attack with
terrain.
this action.
SQUEEZING INTO A SMALLER SPACE
A creature can squeeze through a space that is large USE A RECHARGE ABILITY
enough for a creature one size smaller than it. Thus, a large Using a Recgarge ability is often reserved for Summons,
creature can squeeze through a passage that’s only 5 feet Constructs and NPC’s/Adversaries. These abilities will
wide. While squeezing through a space, a creature must often describe something a creature can do that is not
spend 1 extra foot for every foot it moves there, and it has quite a Jutsu nor a weapon attack and is denoted with the
disadvantage on attack rolls and Dexterity saving throws. text (Recharge X-Y). The recharge language means that
Attack rolls against the creature have advantage while it’s once this ability is used, then it cannot be used again
in the smaller space. until it is recharged. A creature attempts to recharge
their ability at the beginning of each of its turns. There
PLAYING ON A GRID will always be 2 values with a Recharge. These values are
If you play out a combat using a square grid and miniatures what must be rolled to recharge their ability, and thus
or other tokens, follow these rules: (If you use a grid often, helps indicate the type of dice that is rolled to determine
consider writing your speed in squares on your character if a creature recharges their ability. Follow the listed
sheet.) values and their associated die when attempting to
Squares. Each square on the grid represents 5 feet. recharge.
Speed. Rather than moving foot by foot, move square by • (Recharge 3-4) – 1d4
square on the grid. This means you use your speed in 5- • (Recharge 5-6) – 1d6
foot segments. This is particularly easy if you translate • (Recharge 7-8) – 1d8
your speed into squares by dividing the speed by 5. For • (Recharge 9-10) – 1d10
example, a speed of 30 feet translates into a speed of 6 • (Recharge 11-12) – 1d12
squares.
Entering a Square. To enter a square, you must have at
least 1 square of movement left, unless the square is
CAST A JUTSU
diagonally adjacent to the square, you’re in (discussed All Characters within this system have access to Ninjutsu,
below). Taijutsu and Genjutsu Casting as well as many creatures
Corners. Diagonal movement can’t cross the corner of a have access to Jutsu and can use them to great effect in
wall, large tree, or other terrain feature that fills its combat. Each Jutsu has a casting time, which specifies
space. whether the caster must use an action, a reaction, minutes,
Ranges. To determine the range on a grid between two or even hours to cast the Jutsu. Casting a Jutsu is, therefore,
things-whether creatures or objects-start counting not necessarily an action. Most Jutsu do have a casting time
squares from a square adjacent to one of them and stop of 1 action, so casting a Ninjutsu, Bukijutsu, Taijutsu, or
counting in the space of the other one. Count by the Genjutsu, often uses his or her action in combat to cast such
shortest route. a Jutsu. See chapter 9 for the rules casting Jutsu.

111
CLASHING JUTSU DASH
While most jutsu will never collide with one another, there
When you take the Dash action, you gain extra movement
are some that will. When this collision happens a Jutsu
for the current turn. The increase equals your speed, after
Clash is initiated (This is counted as a type of Contest in applying any modifiers. With a speed of 30ft., for example,
Combat as detailed later in this chapter). Jutsu with the you can move up to 60 feet on your turn if you dash.
Clash keyword that are used in the same turn (Or round Any increase or decrease to your speed changes this
depending on the Jutsu/Ability) initiates a clash. When a additional movement by the same amount. If your speed of
clash is initiated the opposing users of either ability or jutsu 30 feet is reduced to 15 feet, for instance, you can move up
must make opposing Checks using certain skills depending to 30 feet this turn if you dash.
on the ability/jutsu used.
For a detailed example of how Clashes work in-game, DISENGAGE
see Chapter 9: Combat, Clashing Jutsu Examples.
If you take the Disengage action, your movement doesn’t
Ninjutsu Clash: Intelligence (Ninshou) check vs an opposing provoke opportunity attacks for the rest of the turn.
Intelligence (Ninshou) check.
Taijutsu Clash: Strength or Dexterity (Martial Arts) check vs DODGE
an opposing: Strength or Dexterity (Martial Arts) check.
When you take the Dodge action, you focus entirely on
Ninjutsu vs Taijutsu Clash: Follow the above rules for the
avoiding attacks. Until the start of your next turn, any
triggering Jutsu. attack roll made against you has disadvantage if you can
When you clash Jutsu of different ranks, the difference in see the attacker, and you make Dexterity saving throws
with advantage. You lose this benefit if you are
power becomes painfully apparent. For every rank higher a
incapacitated (as explained in Conditions) or if your speed
jutsu is compared to the one it is clashing, the caster gains a
drops to 0.
+1 bonus to the clash check.
The winner of the Jutsu Clash deals his or her normal
Jutsu effect/damage while the losers jutsu immediately ends
HELP
and suffers the following conditions; Dazed until the end of You can lend your aid to another creature in the completion
their next turn, and 1 rank of Concussed. of a task. When you take the Help action, the creature you
aid gains advantage on the next skill check it makes to
Best Of 3: Depending on the magnitude of jutsu being
perform the task you are helping with, provided that it
used, a Clash may not always be decided with a single roll,
makes the check before the start of your next turn and you
When two jutsu of B-Rank or higher are initiated in a Jutsu are proficient in the skill which you are aiding them with.
Clash, both parties shall instead make 3 Jutsu Clash contests Alternatively, you can aid a friendly creature in attacking
against the other in a best of 3 (the clasher that wins two or a creature within 5 feet of you. You feint, distract the
more contests, wins the clash). target, or in some other way team up to make your ally’s
Clashing with Arts: Arts are powerful techniques utilized attack more effective. If your ally attacks the target before
with Class Mods. While Arts are not jutsu, they can be your next turn, the first attack roll is made with advantage.
clashed like jutsu, as they possess similar “jutsu” keywords.
Unless stated otherwise, an Art uses the skill bonus for
clashing attributed to its jutsu keywords (An Art with the
HIDE
Ninjutsu keyword, uses Ninshou). When you take the Hide action, you make a Dexterity
(Stealth) check in an attempt to hide, following the rules in
Arts can only be clashed with other Arts or jutsu of S-
chapter 6 for hiding. If you succeed, you gain certain
Rank or higher, and are treated as S-Rank+1 when
benefits, as described in the “Unseen Attackers and
determining the rank-based bonus to user’s clash check. Targets” section later in this chapter.
A user can, however, clash an Art with a jutsu of
regardless of rank if a Will of Fire is used. IMPROVISING AN ACTION
Your character can do things not covered by the actions in
ELEMENTAL ADVANTAGE this chapter, such as breaking down doors, intimidating
When two different Ninjutsu of differing nature releases enemies, sensing weaknesses in defenses, or calling for a
clash or interact, you would normally have to assume the parley with a foe. The only limits to the actions you can
results. With the Elemental Advantage rules, this will clear attempt are your imagination and your character’s ability
up questionable rulings when a creature uses an ability or scores. See the descriptions of the ability scores in chapter
Ninjutsu that has one of 5 Nature Release Keywords (Earth, 6 for inspiration as you improvise.
When you describe an action not detailed elsewhere in
Wind, Fire, Water or Lightning Release) against another
the rules, the GM tells you whether that action is possible
ability or Ninjutsu that has a Superior or Inferior Nature
and what kind of roll you need to make, if any, to
Release against it.
determine success or failure.
Each of the 5 Nature Releases are Strong or weak to

READY
another with some being neutral to each other. When this
interaction happens the user of the Superior element
makes any contested attacks or checks (Such as Clash Sometimes you want to get a jump on a foe or wait for a
checks) at advantage, while the user of the inferior element particular circumstance before you act. To do so, you can
rolls normally. take the Ready action on your turn so that you can act later
The following is the circle of Elemental Superiority; (‘>’ in the round using your reaction.
means the nature release to the left of this symbol is First, you decide what perceivable circumstance will
superior to the nature release on the right of it.) trigger your reaction. Then, you choose the action you will
take in response to that trigger, or you choose to move up
Fire > Wind > Lightning > Earth > Water > Fire to your speed in response to it. Examples include “If the
soldier steps on the trapdoor, I’ll pull the lever that opens
it,” and “If the enemy steps next to me, I move away.”
When the trigger occurs, you can either take your
reaction right after the trigger finishes or ignore the

112
trigger. Remember that you can take only one reaction per ROLLING 1 OR 20
round. Sometimes fate blesses or curses a combatant, causing the
When you ready a Jutsu, you cast it as normal but hold its novice to hit and the veteran to miss.
chakra, which you release with your reaction when the If the d20 roll for an attack is a 20, the attack hits
trigger occurs. To be readied, a Jutsu must have a casting regardless of any modifiers or the target’s AC. In addition,
time of 1 action, and holding onto the Jutsu’s effect the attack is a critical hit, as explained later in this chapter.
requires concentration (explained in chapter 9). If your If the d20 roll for an attack is a 1, the attack misses
concentration is broken, the jutsu dissipates without regardless of any modifiers or the target’s AC.
taking effect.
UNSEEN ATTACKERS AND TARGETS
SEARCH Combatants often try to escape their foes’ notice by hiding,
When you take the Search action, you devote your casting the camouflage Jutsu, or lurking in darkness. When
attention to finding something. Depending on the nature you attack a target that you can’t see, you have disadvantage
of your search, the GM might have you make a Wisdom on the attack roll. This is true whether you’re guessing the
(Perception) check or an Intelligence (Investigation) check. target’s location or you’re targeting a creature you can hear

USE AN OBJECT
but not see. If the target isn’t in the location you targeted,
you automatically miss, but the GM typically just says that
You normally interact with an object while doing the attack missed, not whether you guessed the target’s
something else, such as when you draw a Longbow as part location correctly.
of an attack. When an object requires your action for its When a creature can’t see you, you have advantage on
use, you take the Use an Object action. This action is also attack rolls against it. If you are hidden-both unseen and
useful when you want to interact with more than one
unheard-when you make an attack, you give away your
object on your turn.
location when the attack hits or misses.

MAKING AN ATTACK MELEE ATTACKS


Whether you’re striking with a melee weapon, firing a
weapon at range, or making an attack roll as part of a Used in hand-to-hand combat, a melee attack allows you to
Jutsu, an attack has a simple structure. attack a foe within your reach. A melee attack typically uses
1) Choose a target. Pick a target within your attack’s either unarmed or handheld weapons such as an Axe, a
range: a creature, an object, or a location. Katana, or Tonfa’s. A typical monster makes a melee attack
2) Determine modifiers. The GM determines whether the when it strikes with its claws, horns, teeth, tentacles, or
target has cover and whether you have advantage or other body part. A few Jutsu also involve making a melee
disadvantage against the target. In addition, Justus, attack.
special abilities, and other effects can apply penalties Most creatures have a 5-foot reach and can thus attack
or bonuses to your attack roll. targets within 5 feet of them when making a melee attack.
3) Resolve the attack. You make the attack roll. On a hit, Certain creatures (typically those larger than Medium) have
you roll damage, unless the particular attack has rules melee attacks with a greater reach than 5 feet, as noted in
that specify otherwise. Some attacks cause special their descriptions.
effects in addition to or instead of damage. If there’s When you are unarmed, you can fight in melee by making
ever any question whether something you’re doing an unarmed strike. You are proficient in your unarmed
counts as an attack, the rule is simple: if you’re strikes and unless otherwise indicated, they do 1 + your
making an attack roll, you’re making an attack. Strength modifier bludgeoning damage. You calculate the
attack of your Unarmed Strike with your Strength modifier.
ATTACK ROLLS For the purpose of interacting with other features, feats, and
jutsu, your unarmed attacks count as also being Finesse.
When you make an attack, your attack roll determines
If you are able to cast Taijutsu (all Taijutsu, not just
whether the attack hits or misses. To make an attack roll,
subsection of Taijutsu like Hijutsu) using Dexterity in place of
roll a d20 and add the appropriate modifiers. If the total of
Strength, you may calculate the attack and damage rolls of
the roll plus modifiers equals or exceeds the target’s Armor
your Unarmed Strike with Dexterity.
Class (AC), the attack hits. The AC of a character is
determined at character creation, whereas the AC of a OPPORTUNITY ATTACKS
creature is in its stat block. In a fight, everyone is constantly watching for enemies to
drop their guard. You can rarely move heedlessly past your
MODIFIERS TO THE ROLL foes without putting yourself in danger; doing so provokes
When a character makes an attack roll, the two most
an opportunity attack.
common modifiers to the roll are an ability modifier and the
You can make an opportunity attack when a hostile
character’s proficiency bonus. When a creature makes an
creature that you can see moves out of your reach. To make
attack roll, it uses whatever modifier is provided in its stat
the opportunity attack, you use your reaction to make one
block.
melee attack against the provoking creature. The attack
Ability Modifier. The ability modifier used for a melee
interrupts the provoking creature’s movement, occurring
weapon attack is Strength, and the ability modifier used for
right before the creature leaves your reach. A creature can
a ranged weapon attack is Dexterity. Weapons that have the
only trigger an attack of opportunity from you once per
finesse or thrown property break this rule.
movement
Some Jutsu’s also require an attack roll. The ability modifier
You don’t provoke an opportunity attack when you
used for a Jutsu attack depends on the Jutsu casting ability
teleport or when someone or something moves you without
of the caster, as explained in chapter 10.
using your movement, action, or reaction. For example, you
Proficiency Bonus. You add your proficiency bonus to your
don’t provoke an opportunity attack if an explosion hurls
attack roll when you attack using a weapon with which you
you out of a foe’s reach or if gravity causes you to fall past
have proficiency, as well as when you attack with a Jutsu.
an enemy.

113
GRAPPLING TWO-WEAPON FIGHTING
When you want to grab a creature or wrestle with it, you can
When you take the Attack action and attack with a light
use the Attack action to make a special melee attack, a
weapon that you’re holding in one hand (or a double
grapple. If you’re able to make multiple attacks with the
weapon), you can use a bonus action to attack with a
Attack action, this attack replaces one of them.
different light weapon that you’re holding in the other
The target of your grapple must be no more than one size
hand. You don’t add your ability modifier to the damage of
larger than you, and it must be within your reach. Using at
the bonus attack, unless that modifier is negative.
least one free hand, you try to seize the target by making a
If a weapon has the thrown property, you can throw the
grapple check, a Strength (Athletics) check contested by the
weapon, instead of making a melee attack with it.
target’s Strength (Athletics) or Dexterity (Acrobatics) check
(the target chooses the ability to use). If you succeed, you
subject the target to the grappled condition (see conditions). COVER
The condition specifies the things that end it, and you can Walls, trees, creatures, and other obstacles can provide
release the target whenever you like (no action required). cover during combat, making a target more difficult to
Escaping a Grapple. A grappled creature can use its action harm. A target can benefit from cover only when an attack
to escape. To do so, it must succeed on a Strength (Athletics) or other effect originates on the opposite side of the cover.
or Dexterity (Acrobatics) check contested by your Strength There are three degrees of cover. Partial cover, Half
(Athletics) check. Cover, Full cover. If a target is behind multiple sources of
Moving a Grappled Creature. When you move, you can cover, only the most protective degree of cover applies; the
drag or carry the grappled creature with you, but your speed degrees aren’t added together. For example, if a target is
is halved unless the creature is two or more sizes smaller behind a creature that gives partial cover and a tree trunk
than you. that gives half cover, the target has half cover.
A target with Partial cover has a +2 bonus to AC and
SHOVING Dexterity saving throws. A target has partial cover if an
Using the Attack action, you can make a special melee attack obstacle blocks some portion of. The obstacle might be a low
to shove a creature, either to knock it prone or push it away wall, a large piece of furniture or a narrow tree trunk.
from you. If you’re able to make multiple attacks with the A target with Half cover has a +4 bonus to AC and
Attack action, this attack replaces one of them. Dexterity saving throws. A target has half cover if at least
The target of your shove must be no more than one size half of it is covered by an obstacle. The obstacle might be
larger than you, and it must be within your reach. You make mid-height wall, or a thick tree trunk, or they are crouching
a Strength (Athletics) check contested by the target’s behind a low wall.
Strength (Athletics) or Dexterity (Acrobatics) check (the A target with total cover can’t be targeted directly by an
target chooses the ability to use). If you win the contest, you attack or a Jutsu, although some Jutsu can reach such a
either knock the target prone or push it 5 feet away from target by including it in an area of effect. A target has total
you. cover if it is completely concealed by an obstacle.

RANGED ATTACKS DAMAGE AND HEALING


When you make a ranged attack, you fire an arrow or Injury and the risk of death are constant companions of
crossbow bolt, hurl a Kunai, or otherwise send projectiles to those who explore the worlds of D&D. The thrust of a
strike a foe at a distance. A creature might have a natural Katana, a well-placed Shuriken, or a jolt of lightning
ranged weapon. Many Jutsu also involve making a ranged from a Lightning affinity Jutsu all have the potential to
attack. damage, or even kill, the hardest of creatures.

RANGE HIT POINTS


You can make ranged attacks only against targets within a
Hit points represent a combination of physical and mental
specified range. If a ranged attack, such as one made with a
durability, the will to live, and luck. Creatures with more hit
Jutsu, has a single range, you can’t attack a target beyond
points are more difficult to kill. Those with fewer hit points
this range. Some ranged attacks, such as those made with a
are more fragile.
ranged weapon, have two ranges. The smaller number is the
A creature’s current hit points (usually just called hp) can
normal range, and the larger number is the long range. Your
be any number from the creature’s hit point maximum
attack roll has disadvantage when your target is beyond
down to 0. This number changes as a creature takes damage
normal range, and you can’t attack a target beyond the long
or receives healing.
range.
Whenever a creature takes damage, that damage is

RANGED ATTACK IN CLOSE COMBAT subtracted from its hit points. The loss of hit points has no
effect on a creature’s abilities until the creature drops to 0
Aiming a ranged attack is more difficult when a foe is next
hit points.
to you. When you make a ranged attack with a weapon, a
Jutsu, or some other means, you have disadvantage on the
attack roll if you are within 5 feet of a hostile creature who
can see you and who isn’t incapacitated.

114
DAMAGE ROLLS Force. Certain techniques that channel the pure energy of
Chakra deal force damage.
Each weapon, Jutsu, and harmful monster ability specifies
Lightning. The electrifying energy of the force lightning or
the damage it deals. You roll the damage die or dice, add any
electroshock Jutsu’s deals lightning damage.
modifiers, and apply the damage to your target. Modified
Necrotic. Necrotic damage dealt by techniques that deals
weapons, special abilities, and other factors can grant a
directly with one’s life force.
bonus to damage.
Piercing. Puncturing and impaling attacks, including
When attacking with a weapon, you add your ability
spears and monsters’ bites, deal piercing damage.
modifier-the same modifier used for the attack roll-to the
Poison. Venomous stings and toxic liquids deal poison
damage. A Jutsu tells you which dice to roll for damage and
damage.
whether to add any modifiers.
Psychic. The crippling agony caused by techniques that
If a Jutsu or other effect deals damage to more than one
affect the mind, deals psychic damage. It ignores any THP
target at the same time, roll the damage once for all of them.
and DR not made from a Genjutsu
For example, when a Ninjutsu Specialist casts Fireball Jutsu
Slashing. Swords, axes, and monsters’ claws deal slashing
or a Nara casts a Black Spider Lily, the Jutsu’s damage is
damage.
rolled once for all creatures caught in the blast.
Wind. Any sort of damage done by an attack that uses air or

CRITICAL HITS
is made of air, such as a gust of wind or a raging tornado
is treated as wind damage.
When you score a critical hit, you get to roll extra dice for
the attack’s damage against the target. Roll all of the EFFECT MULTIPLICATION
attack’s damage dice twice and add them together. Then add Some effect within the game will direct you to multiply an
any relevant modifiers as normal. To speed up play, you can attacks or jutsu’s effects. Regardless of the sources of these
roll all the damage dice at once. effects, their duration or their strength, you cannot stack
For example, if you score a critical hit with a Kunai, roll effects that multiply any value. You instead choose which
2d4 for the damage, rather than 1d4, and then add your multiplicative effect you benefit from.
relevant ability modifier. If the Attack involves other
damage dice, such as from the Hunter-Nin’s Sneak Attack DAMAGE RESISTANCE AND
feature, you roll those dice twice as well. VULNERABILITY
CRITICAL THREAT RANGE Some creatures and objects are exceedingly difficult or
Some class features, weapon properties, weapon seals unusually easy to hurt with certain types of damage. If a
creature or an object has resistance to a damage type,
and jutsu increase your critical threat range. When you
damage of that type is halved against it. If a creature or an
increase your critical threat range in any way, you are
reducing the required roll to score a critical hit. object has resistance to a condition, they roll their saving
Normally, with no bonus to your critical threat range, throws at advantage. If a creature or an object has
you need to roll a natural 20. But by increasing your vulnerability to a damage type, damage of that type is
critical threat range by +1, you now need to roll a 19 or 20 doubled against it. If a creature or an object has
vulnerability to a condition, they make their saving throw at
on a d20. Regardless of how many sources of Critical
disadvantage.
threat range bonuses you have, your critical threat range
bonuses can stack up to a maximum of +3 which equates Resistance and then vulnerability are applied after all
to 17-20. other modifiers to damage. For example, a creature has
There are unique circumstances where this rule is resistance to Wind damage and is hit by an attack that deals
25 Wind damage. The creature is also within an aura that
broken such as with Lightning Release: Chidori that says
reduces all damage by 5. The 25 damage is first reduced by 5
its critical threat range can go up to +4. These special
circumstances are few and far between, but only in these and then halved, so the creature takes 10 damage.
circumstances can your critical threat range ever go Multiple instances of resistance or vulnerability that
beyond +3. affect the same damage type count as only one instance. For
example, if a creature has resistance to lightning damage as
DAMAGE TYPES well as resistance to all Ninjutsu damage, the damage of
Different attacks, damaging Jutsu’s, and other harmful Ninjutsu based lightning damage is reduced by half against
effects deal different types of damage. Damage types have the creature, not reduced by three-quarters.
no rules of their own, but other rules, such as damage Many effects in Naruto 5e allow a creature to “ignore”
resistance, rely on the types. resistance or immunity, or treat immunity as resistance.
The damage types follow, with examples to help a GM Unless otherwise specified, if a creature possesses an ability
assign a damage type to a new effect. that allows it to treat a creature’s immunity as resistance,
effects that allow said creature to also ignore resistance to
Acid. The corrosive spray of a black viper wolf’s breath and
do not apply.
the dissolving enzymes secreted by a black pudding deal
For example, if a Shinobi possesses a feature that allows
acid damage
them to treat immunity to Wind damage as resistance with
Bludgeoning. Blunt force attacks—hammers, falling,
weapon attacks, and they utilize a weapon that ignores
constriction, and the like—deal bludgeoning damage.
resistance to Wind damage, against a target immune to
Cold. The chill of a cold wave of water or chilling wave of Ice
Wind damage, this would not allow them to effectively
deals cold damage.
ignore their immunity to Wind damage. They merely treat
Chakra. The damage done to a creatures chakra network.
the immunity as resistance and no further interactions
When a creature takes chakra damage, they instead
occur.
reduce the result from their chakra point total.
Earth. The damage made by Earth based attacks.
Fire. The concussive damage of an explosion or an open
flame deal fire damage.

115
DAMAGE REDUCTION DESCRIBING THE EFFECTS OF DAMAGE
Some creatures and objects have innate or jutsu based Game Masters describe hit point loss in different ways.
Damage Reduction, often shortened to DR. Damage When your current hit point total is half or more of your hit
reduction is a flat modifier to damage that a creature takes. point maximum, you typically show no signs of injury.
When a creature takes damage of any type they reduce the When you drop below half your hit point maximum, you
damage they take by their damage reduction value. Damage show signs of wear, such as cuts and bruises. An attack that
reduction triggers once per damage calculation. For reduces you to 0 hit points strikes you directly, leaving a
example, let’s assume you have 5 Damage Reduction (5 DR) bleeding injury or other trauma, or it simply knocks you
and a hostile creature casts a jutsu that allows them to unconscious.
attack 3 times. After making their attack rolls they
successfully score two of the three, dealing 10 and 13 INSTANT DEATH
damage respectively. You reduce each instance of damage by Massive damage can kill you instantly. When damage
5, turning the damage you take from 10 and 13, down to 5 reduces you to 0 hit points and there is damage remaining,
and 8. you die if the remaining damage equals or exceeds your
Damage reduction only applies to the following; point maximum.
For example, a Scout-Nin with a maximum of 12 hit
• Attacks, Jutsu and damaging effects from creatures.
points currently has 6 hit points. If she takes 18 damage
• Attacks, Jutsu and damaging effects from trap’s.
from an attack, she is reduced to 0 hit points, but 12 damage
remains. Because the remaining damage equals her hit point
Damage reduction does NOT apply to the following;
maximum, the Scout-Nin dies.
• Damage inflicted from conditions.
• Damage inflicted from Hostile environments
(including Fall damage)
FALLING UNCONSCIOUS
If damage reduces you to 0 hit points and fails to instantly
DR Pierce: Many abilities in Naruto 5e allow a user to
kill you, you fall unconscious (see Conditions). This
bypass/ignore some or all of a creature’s damage
unconsciousness ends if you regain any hit points.
reduction. This mechanic will now be known as DR
Pierce. This mechanic will typically be denoted as “You DEATH SAVING THROWS
pierce X DR” or “You pierce through X amount of a Whenever you start your turn with 0 hit points, you must
creature’s damage reduction”, though it may sometimes make a special saving throw, called a death saving throw, to
me written more compactly as follows; determine whether you creep closer to death or hang onto
You deal 5d8 force damage, Pierce (7) life. Unlike other saving throws, this one isn’t tied to any
The above example would ignore 7 of a target’s DR. ability score. You are in the hands of fate now, aided only by
Jutsu and features that improve your chances of succeeding
Passive vs. Active DR: Unless specified, a feature that on a saving throw. Unless a jutsu, feature or item that
pierces DR ignores all types of DR, whether it is Active or provides a bonus to saving throws, specifically affects Death
Passive. The definition for what constitutes damage Saving Throws then they do not. Roll a d20. If the roll is 10 or
reduction as being classified as Passive or Active can be higher, you succeed. Otherwise, you fail. A success or failure
found in the Types of Features section at the end of this has no effect by itself. On your third success, you become
chapter. If a feature ignores a specific type of DR, it shall stable (see below). On your third failure, you die. The
state it. With the compact example of DR Pierce, a [P] or successes and failures don’t need to be consecutive; keep
[A] will be denoted next to the value to specify the type track of both until you collect three of a kind. The number of
of DR it pierces through. successful death saves are reset to zero when you regain any

HEALING
hit points or become stable. The number of failures do not
reset until you complete a short rest. You cannot become
Unless it results in death, damage isn’t permanent. Even proficient in Death Saving Throws.
death is reversible through certain Jutsu. Rest can restore a Rolling 1 or 20. When you make a death saving throw and
creature’s hit points (as explained in chapter 7), and special roll a 1 on the d20, it counts as two failures. If you roll a 20
methods such as a Healing Jutsu or a Blood Pill can remove on the d20, you regain 1 hit point and remove two failed
damage in an instant. death saving throws from the count.
When a creature receives healing of any kind, hit points Damage at 0 Hit Points. If you take any damage while you
regained are added to its current hit points. A creature’s hit have 0 hit points (for example, by catching fire because your
points can’t exceed its hit point maximum, so any hit points limbs were all chopped off next to a pit of lava), you suffer a
regained in excess of this number are lost. For example, a death saving throw failure. If the damage is from a critical
Medical-Nin grants a Hunter-Nin 8 hit points of healing. If hit, you suffer two failures instead. If the damage equals or
the Hunter-Nin has 14 current hit points and has a hit point exceeds your hit point maximum, you suffer instant death.
maximum of 20, the Hunter regains 6 hit points from the
Medical-Nin, not 8. STABILIZING A CREATURE
A creature that has died can’t regain hit points until a The best way to save a creature with 0 hit points is to heal it.
Jutsu has restored it to life. If healing is unavailable, the creature can at least be
stabilized so that it isn’t killed by a failed death saving
DROPPING TO 0 HIT POINTS throw.
You can use your action to administer first aid to an
When you drop to 0 hit points, you either die outright or fall unconscious creature and attempt to stabilize it, which
unconscious, as explained in the following sections. requires a successful DC 20 Wisdom (Medicine) check.
Beating this DC by 5 or more removes one failed death save
from them, if any.
A stable creature doesn’t make death saving throws, even
though it has 0 hit points, but it does remain unconscious.
The creature stops being stable, and must start making

116
death saving throws again, if it takes any damage. A stable COUNTERS
creature that isn’t healed regains 1 hit point after 8 hours.
There are scenarios where you perform an action or use an
ADVERSARIES AND DEATH ability that would either trigger before another creature’s
Most GMs have a monster die the instant it drops to 0 hit ability or action, or directly disable or stop theirs. These are
points, rather than having it fall unconscious and make known as Counters. Counters come in 2 flavors Dispels and
death saving throws. Interrupts.
Mighty villains and special nonplayer characters are
common exceptions; the GM might have them fall DISPELS
Dispels happen after a Jutsu has been successfully cast or
unconscious and follow the same rules as player characters.
an action has been taken whose effect would stop or end
DAMAGE ROLLS AND ADDITIONAL EFFECTS the ongoing effect of something else. If a Dispel is
Many Damage Rolls in Naruto 5e will include additional successful, the target effect immediately ends. (Example
effects either on a hit or failed roll, such as a failed saving of a Jutsu that Dispels; Sealing Art: Chakra Dispel)
throw. Likewise, many effects in Naruto 5e allow characters
to reduce the impact of a creature’s attack, in some cases, INTERRUPTS
Interrupts happen before a Jutsu has been successfully
reducing the damage they deal to them to 0.
cast, or an action has been successfully taken, and
Unless otherwise stated, regardless of whether a
attempts to prevent its completion. A successful
creature is able to reduce a target’s damage roll to 0 they
Interrupt prevents an action, attack, Jutsu or effect from
will still suffer any additional effects on a hit or failed
being completed.
saving throw. For example, if a shinobi casts Rasengan (a
Interrupts are usually Reactions. Unless otherwise
jutsu that deals damage and prompts a saving throw on a
specified, both the action cost and resource cost (Chakra,
hit), even if the shinobi being targeted is able to reduce
Charges, etc.) of the Interrupted action, attack, Jutsu
the damage of Rasengan to 0 (for example, with Chakra
feature, or trait is still paid. An effect needs to say it is
Shield), they will still have to make the saving throw
attempting to Interrupt to be an Interrupt effect.
Rasengan prompts if they are still the target of
(Example of a Jutsu that Interrupt; Chakra Shatter.)
Rasengan.

KNOCKING A CREATURE OUT TYPES OF FEATURES


Naruto 5e is a highly complex and intricate system, with
Sometimes an attacker wants to incapacitate a foe, rather
many features that provide potent effects and
than deal a killing blow. When an attacker reduces a
interactions. Some features fall under a specified type
creature to 0 hit points with a melee or Ranged weapon
depending on the types of benefits they provide and/or
that deals Lightning or Bludgeoning damage, the attacker
their use case. This section aims to define these types of
can knock the creature out. The attacker can make this
features in the few niche cases where it matters or is
choice the instant the damage is dealt. The creature falls
references.
unconscious and is stable.

TEMPORARY HIT & CHAKRA POINTS ACTIVE FEATURES


Many features in Naruto 5e are considered Active
Some Jutsu and special abilities confer temporary hit
Features. Simply put, Active Features are abilities that
points to a creature. Temporary hit points aren’t actual hit
require some input from the player to activate or gain
points; they are a buffer against damage, a pool of hit
their benefits. This input can be in form of an action
points that protect you from injury.
(Action, Bonus Action, Reaction, etc), resource
When you have temporary hit points and take damage,
expenditure (Chakra, Hit/Chakra Die, Scorch Die, etc), or
the temporary hit points are lost first, and any leftover
something similar that requires something to used prior
damage carries over to your normal hit points. For
to gaining its benefits.
example, if you have 5 temporary hit points and take 7

EXAMPLES OF ACTIVE FEATURES IN N5E


damage, you lose the temporary hit points and then take 2
damage.
Some examples of Active Features in Naruto 5e are as
Because temporary hit points are separate from your
follows:
actual hit points, they can exceed your hit point maximum.
A character can, therefore, be at full hit points and receive • All Jutsu (Rare exceptions)
temporary hit points. • All effects that require an Action (Action, Bonus Action,
Healing can’t restore temporary hit points, and they Reaction)
can’t be added together. If you have temporary hit points • Effects that provide a temporary increase to some statistic
and receive more of them, you decide whether to keep the or resource in exchange for an action and/or a resource
ones you have or to gain new ones. (Ex. Spending chakra to gain a +5 to AC)
If you have 0 hit points, receiving temporary hit points • Die-Based Resources or Point-Based Resources (Such as
doesn’t restore you to consciousness or stabilize you. They Scorch Die, Martial Die, Flurry Techniques, Boil Points,
can still absorb damage directed at you while you’re in that White Chakra, Raw Chakra Die, etc)
state, but only true healing can save you.
Unless a feature that grants you, temporary hit points PASSIVE FEATURES
has a duration, they last until they’re depleted or you finish
Passive Features are any abilities that require no input
a long rest.
from the creature to gain their benefit. They are features
that are always active, either for free or if some
condition is met (Such as equipping armor to gain
damage reduction).

117
EXAMPLES OF PASSIVE FEATURES IN N5E
Most effects in Naruto 5e are considered Passive
Features, with some examples listed below.
• Proficiency/Expertise
• Passive bonuses to resources such as Critical Threat
Range, Maximum Hit Points, Maximum Chakra
Points, AC, etc
• Passive effects that grant a user access to some form
of ability (Gaining a Nature Release or the Medical
keyword).
• Damage Reduction as the result of wearing armor
and/or from a trait, feature, or seal, that does not
require any resource to activate.

FEATURE TYPE PRECEDENCE


While this section attempts to provide encompassing
examples for what causes a feature to be classified as
Passive or Active, there may be cases where a feature
falls within the grey, where it can be argued that it is
either Type or perhaps both.
In such cases, the Active feature typing always takes
priority over the Passive typing.

118
CONDITIONS INCAPACITATED
Conditions alter a creature’s capabilities in a variety of An Incapacitated creature cannot act as normal.
ways and can arise as a result of a Jutsu, a class feature, a • An Incapacitated creature can’t take actions or
monster’s attack, or other effects. Most conditions, such reactions.
as blinded, are impairments, but a few, such as invisible, • An Incapacitated creature cannot maintain
can be advantageous. concentration.
A condition lasts either until it is countered (the prone
condition is countered by standing up, for example) or EXHAUSTION
for a duration specified by the effect that imposed the Some special abilities and environmental hazards, such
condition as and the long-term effects of freezing or scorching
If multiple effects impose the same condition on a temperatures, can lead to a special condition called
creature, each instance of the condition has its own exhaustion.
duration, but most condition’s effects don’t get worse. A If an already exhausted creature suffers another effect
creature either has a condition or doesn’t. that causes exhaustion, its current level of exhaustion
In rare conditions such as “Bleeding” or “Slowed” increases by 1 rank.
these conditions can get worse if applied multiple times An effect that removes exhaustion reduces its rank by
detailed by the Condition gaining a number next to it 1. Finishing a long rest reduces a creature’s exhaustion
(I.e., Bleeding 3 or Slowed 5). A select few of these level by 1, provided that the creature has also ingested
conditions will persist outside of combat. The following some food and drink. When a creature exceeds 10 ranks
definitions specify what happens to a creature while it is of exhaustion, they die.
subjected to a condition. For every rank of exhaustion, a creature has all of the
If an effect (Jutsu, class feature, etc.) applies a Physical, following statistics are reduced by 1, and for every two
Elemental, Mental, or Sensory condition, and that effect ranks of exhaustion a creatures speed is reduced by 5;
does not list a duration for the condition or a way to end
• Armor Class
it, its duration and method of removal defaults to the
• Ability Checks
conditions text, verbatim. If the applied condition does
• Skill Checks
not have a way to end it or a duration written as part of
• Saving Throws
its effects, then its duration is always limited to 1
• Attack Rolls
minute.
• Damage Rolls

DEATH, DYING AND DISABLED • Save DC’s

DYING UNCONSCIOUS
You are bleeding out or otherwise at death’s door. You An Unconscious creature has entered a state of total
automatically enter the dying condition when you would mental remission, or is asleep.
fall to 0 hit points don’t die as a result of instant death. • An unconscious creature is incapacitated (see the
While you have this condition, you are Unconscious. condition), can’t move or speak, and is unaware of its
Whenever you start your turn with 0 hit points, you surroundings
must make a special saving throw, called a death saving • The creature drops whatever it holding and falls
throw, to determine whether you creep closer to death or prone.
hang onto life. Unlike other saving throws, this one isn’t • The creature automatically fails
tied to any ability score. You are in the hands of fate now, Strength and Dexterity saving
aided only by Jutsu and features that improve your throws.
chances of succeeding on a saving throw. Roll a d20. If • Attack rolls against the creature
the roll is 10 or higher, you succeed. Otherwise, you fail. have advantage.
A success or failure has no effect by itself. On your third • Any attack that hits the creature
success, you become stable (see below). On your third is a critical hit if the attacker is
failure, you die. The successes and failures don’t need to within 5 feet of the creature.
be consecutive; keep track of both until you collect three
of a kind. The number of successful death saves are reset
to zero when you regain any hit points or become stable.
The number of failures does not reset until you complete
a short rest.
Rolling 1 or 20. When you make a death saving throw
and roll a 1 on the d20, it counts as two failures. If you
roll a 20 on the d20, you regain 1 hit point and remove
two failed death saving throws from the count.
Damage at 0 Hit Points. If you take any damage while
you have 0 hit points (for example, by catching fire
because your limbs were all chopped off next to a pit of
lava), you suffer a death saving throw failure. If the
damage is from a critical hit, you suffer two failures
instead. If the damage equals or exceeds your hit point
maximum, you suffer instant death.

119
PETRIFIED SHOCKED
Max Ranks: 5
A Petrified creature is transformed, along with any
A Shocked creature’s nervous system has been flooded
object it is wearing or carrying, into a solid inanimate
with electricity, causing muscle spasms and brain fog.
substance (usually stone). Its weight increases by a
factor of ten, and it ceases aging. An incredibly rare • A Shocked creature who takes a reaction, takes 1d6
condition usually associated with high level Earth Lightning damage, for each rank it has, once per turn.
release, Kinjutsu, or forbidden dark magic. • A Shocked creature who takes a Reaction to cast a jutsu
• The creature is incapacitated (see the condition), can’t must first make a DC 8 Flat check. On a failure, they
move or speak, and is unaware of its surroundings. double the cost of the jutsu. For rank of shocked beyond
• Attack rolls against the creature have advantage. the first, increase this DC by +1 (Max DC 12).
• The creature automatically fails Strength and • A creature resistant to Lightning damage makes their
Dexterity saving throws. flat check at advantage and also has resistance to this
• The creature has resistance to all damage. condition. A creature immune to Lightning damage
• The creature is immune to poison and disease, has immunity to this condition.
although a poison or disease already in its system is • A creature can spend an Action to make a DC 15
suspended, not neutralized. Constitution (Survival) Check to ground themselves,

ELEMENTAL
dispersing the electricity in their body ending this
condition.

BURNED ENVENOMED
Max Ranks: 5 Max Ranks: 5
A Burned creature feels an agonizing searing pain begin An Envenomed creature has been exposed to some kind
to swell upon them, as well as flames catching onto of poison, venom or toxin, causing their vitality to drop
them. rapidly.
• A Burned Creature or object takes 1d8 fire damage for each • An Envenomed creature or object takes 1d6 poison
rank it has, at the start of each of their turns. damage for each rank it has, at the start of each of their
• A Burned creature takes a -2 penalty to Concentration turns for the duration of this condition
Checks for each rank it has. • An Envenomed creature suffers a -1 penalty to their AC
• Creatures that are immune to fire damage is immune to for each rank it has.
this condition. • An Envenomed creature cannot gain the benefits of a
• This condition lasts for the duration of the effect that rest.
inflicted it or 1 minute has passed, whichever comes first. A • Creatures that are immune to poison damage are immune
Creature can spend an Action to make a DC 15 Dexterity to the envenomed condition.
(Survival) Check to put out the flames. On a successful • Outside of combat, every hour a creature suffers the
check, the condition ends or submerging themselves fully effects of this condition as if a turn has passed in combat.
into a body of water.
PHYSICAL
CHILLED
Max Ranks: 5 BRUISED
A Chilled creature becomes overwhelmed with cold, Max Ranks: 5
causing their body to shiver and become numb, affecting A Bruised creature has suffered a traumatic blow to their
their stamina and movements as their skin blisters. body causing ataxic movement from the affected area as
• A Chilled Creature has its body and nerves overwhelmed by well as increased vulnerability to damage in this region.
cold. Once per turn when they willingly move any number • A Bruised creature suffers a -1 penalty to all Strength,
of feet, they take 1d6 cold damage for each rank they have. Dexterity & Constitution based attack rolls and checks for
• A Chilled creature’s speed is reduced by 5 feet for every
each rank they have.
rank it has. • A Bruised creature takes +4 bonus damage from all sources
• A creature takes a -1 Penalty to all Dexterity based Checks
of bludgeoning or earth damage for each rank they have,
& Saving throws, for each rank they have. once per turn.
• A creature resistant or Immune to Cold Damage also has • Creatures that are immune to bludgeoning or Earth
resistance or immunity to this condition. This condition damage are immune to this condition.
lasts for the duration of the effect that inflicted it or 1 • A creature who would gain a sixth (or more) ranks of the
minute has passed, whichever comes first. Bruised condition immediately becomes Staggered, ending
the Bruised Condition.
CORRODED • A Creature can spend an Action to make a DC 15 Strength
Max Ranks: 5
(Medicine) Check to end this condition by applying the
A Corroded creature has been exposed to some kind of
appropriate amount of pressure to the wound.
acidic compound, causing their flesh and equipment to
wither and deteriorate if left untreated.
• A Corroded creature gains a -2 penalty to its DR (damage
reduction) for each rank it has.
• A Corroded creature gains a -1 penalty to all Constitution
based checks & saves for each rank it has.
• A creature can end the corroded condition by using their
action making a DC 15 Dexterity or Constitution Ability
Check or submerging themselves fully into a body of
water.

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STAGGERED DAZED
Max Ranks: 1
A Dazed creature is recovering from a powerful blow and
A Staggered creature has been completely overwhelmed
cannot take as many actions as usual.
by pain or has otherwise had their battle stance shaken. • A Dazed creature can only either move or take an action,
• A Staggered creature is counted as Bruised 5 for the not both.
purposes of interacting with Features, Traits and Jutsu and • A Dazed creature cannot take a bonus action.
cannot gain Ranks of Bruised for the duration. • The Dazed Condition lasts until the End of the affected
• A Staggered creature cannot take the Disengage, Dash or creature’s next turn.
Dodge Actions or Reactions.
• A Staggered creature takes a -5 penalty to all Strength, GRAPPLED
Dexterity and Constitution based Attack rolls and checks. A Grappled creature has usually been partially
• A Staggered creature takes +20 bonus damage from all restrained, usually the result of another creature or trap.
sources of bludgeoning or earth damage, once per turn. • A grappled creature’s speed becomes 0, and it can’t
• A Staggered creature, remains staggered until they spend benefit from any bonus to its speed.
one Full-Turn-Action gathering themselves, losing the • The condition ends if the grappler is incapacitated (see
Staggered condition at the beginning of their following the condition).
turn after this Full-Turn Action. • The condition also ends if an effect removes the
grappled creature from the reach of the grappler or
BLEEDING grappling effect.
Max Ranks: 5
A Bleeding creature has suffered a minor abrasion to PRONE
their flesh, causing slow blood loss if untreated.
A Prone creature is face down on the ground, offering
• At the start of their turn, a bleeding creature takes 1d4
greater protection against ranged attacks but an
necrotic damage for each rank of Bleed they have. immense vulnerability to melee attacks.
• A Bleeding creature cannot gain the benefits of a rest. • A prone creature’s only movement option is to crawl
• As an Action, a Bleeding creature may attempt to stop
which they can do, up to half their movement speed
the bleeding by succeeding on a DC 15 Medicine check. unable to gain any bonuses to their speed, unless it
• A creature who would gain a sixth (or more) ranks of
stands up and thereby ends the condition.
the Bleeding condition immediately gains 5 ranks of • The creature has disadvantage on melee attack rolls.
the Lacerated condition, ending the Bleeding condition. • The creature has disadvantage on ranged attack rolls
o The first time per rest a Bleeding creature would against targets within 30 feet.
gain the Lacerated this way, they must succeed a • An attack roll against the creature has advantage if the
DC 11 flat check, immediately taking the damage of attacker is within 5 feet of the creature or the weapon
their Lacerated ranks as they suffer a great wound. used has the reach property. Otherwise, the attack roll
• Outside of combat, every 10-minutes a creature suffers
has disadvantage.
the effects of this condition as if a turn has passed in
combat. RESTRAINED
LACERATED A Restrained creature has been completely pinned in
place, unable to move from their space.
Max Ranks: 100
• A restrained creature’s speed becomes 0, and it can’t
A Lacerated creature has suffered a major wound on their
benefit from any bonus to its speed.
body and begins to bleed profusely, the rushing blood
• Attack rolls against the creature have advantage, and
causing the wound to grow in intensity with each passing
second. the creature’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving
• A Lacerated creature is counted as Bleeding for the
throws.
purposes of interacting with Features, Traits and Jutsu
• At the beginning of a Lacerated creatures turn, they take STUNNED
1d6 necrotic damage per rank of Lacerated they have.
A Stunned creature is completely paralyzed, unable to
• A Lacerated creature that gains ranks of Bleeding, gains
move or act, usually as the result of being exposed to an
ranks of Lacerated instead.
intense burst of chakra or a incapacitating toxin.
• A Lacerated creature cannot gain the benefits of a rest.
• A stunned creature is incapacitated (see the
• As an Action, A Lacerated creature may attempt to stop
condition), can’t move, and can speak only falteringly.
the Laceration by succeeding on a DC 20 Medicine check
• The creature automatically fails Strength and
with a Medicine Kit.
Dexterity saving throws.
• A creature with ranks of lacerated gains one rank of
• Attack rolls against the creature
laceration at the end of its turns.
have advantage.
• A creature immune to the bleeding condition is immune
to the lacerated condition.
• Outside of combat, every 10-minutes a creature suffers
the effects of this condition as if a turn has passed in
combat.

121
WEAKENED CONFUSED
Max Ranks: 5 Max Ranks: 5
A Weakened creature is unable to exert their maximum A Confused creature has difficulty distinguishing friend
physicality and effort as they have had the wind blown from foe and experiences lapsing judgement.
out of them. • A Confused creature suffers a -1 penalty to all Wisdom
• A Weakened creature reduces damage it deals with based checks, attack rolls, and saving throws for each
attacks and Jutsu by -4 for each rank it has. rank it has.
• A Weakened creature has a -1 penalty to Strength saving • A Confused creature who would target hostile or friendly
throws. creature with an attack, jutsu, feature or trait (even
• The Weakened condition last for the duration of its themselves) must first make a DC 8 Flat check. On a
duration or 1 minute has passed, whichever comes first. failure, they must target the closest creature to them,
ignoring allied or hostile distinctions. For rank of
MENTAL Confused beyond the first, increase this DC by +1 (Max DC
12).
BERSERK • A Confused creature cannot choose targets when a jutsu,
Max Ranks: 5 feature or trait would allow them to pick. All creatures in
A Berserk creature has experienced a temporary loss in range become the target, ignoring ally or hostile
sanity, causing them to act rabid to a varying degree. distinctions.
This condition is typically the result of a Genjutsu or • As an Action, a Confused creature can make a DC 15
mind-altering poison. Intelligence ability check, ending this condition on a
• A Berserk creature must use all action(s) and
success.
movement to attack/harm the creature nearest to it
that it can perceive as if that creature was a mortal
DEMORALIZED/FEAR
Max Ranks: 5
enemy. If multiple creatures are potential targets, it
Creatures who would gain ranks of Fear (or Frightened),
picks one at random.
gain ranks of Demoralized. A Demoralized creature is
• When a creature moves out of a berserk creature's
disturbed by a particular target in some fashion, making
reach, it provokes an opportunity attack.
them seek to avoid interaction with them if possible.
• A Berserk creature has a -1 penalty to all Charisma
This heightened stress causes the defenses of the
based attacks, checks and saving throws for each rank
Demoralized target to wane.
it has.
• Creatures that are immune to the charmed condition • A Demoralized creature suffers a -1 penalty to its saving
are also immune to the berserk condition. A Jutsu throws, for each rank they have.
which cures the charmed condition also cures this • A Demoralized creature must make concentration checks

Condition. at the beginning of each of their turns to maintain


• A Berserk creature loses 1 rank of Berserk at the end of concentration on their jutsu.
each of its turns as its mind slowly clears. • At the end of a Demoralized creatures turn they make a
DC 13 Charisma ability check. On a success, they remove 1
CHARMED rank of Demoralized. After 10 minutes, a creature who
Max Ranks: 5 still has ranks of Demoralized, loses all ranks of
A Charmed creature is partially infatuated with a Demoralized it has remaining
particular target. • As an action, a Demoralized creature can make a DC 20

• A Charmed creature increases its attitude to you, by 1


Charisma ability check to remove all ranks of
Demoralized it has.
rank, for each rank of Charmed it has.

SLOWED
• A Charmed creatures suffers a -2 penalty to
Intelligence & Wisdom based skill checks made
Max Ranks: 5
against its infatuation for each rank it has.
A Slowed creature feels as though they are in slow
• A Charmed creature cannot take hostile actions
motion, akin to walking in water, preventing them from
towards the source of its infatuations. If they would
battling at their usual combat pace.
suffer a hostile effect or damage from the source of its
infatuations or one of its infatuations allies, they • A Slowed creature has its speed reduced by 10 for each

remove all ranks of this condition. rank it has and cannot gain bonuses to speed for the
duration.
CONCUSSED • A Slowed creature can never make more than one attack,
Max Ranks: 5 or cast more than 1 jutsu, per turn.
A Concussed creature has experienced a traumatic blow • The slowed condition last for the duration of the original
causing their mental acuity to momentarily decrease as jutsu or 1 minute has passed, whichever comes first.
they find themselves struggling to use complex
technique.
• A Concussed creature suffers a -1 penalty to all of their
Save DCs for each rank it has.
• A Concussed creature suffers a -1 penalty to all
Intelligence based checks, attack rolls and saving throws
and checks for each rank it has.
• A concussed creature cannot gain the benefit of a Rest.
• A creature can spend its Action if it has a Medicine kit to
make a DC 20 Medicine check, ending this condition on a
success.

122
SEALED DEAFENED
Max Ranks: 5
A Deafened creature can’t hear, unable to perceive any
A Sealed creature has a limiter on their chakra network,
auditory stimulation.
causing their chakra to become inefficient and wasteful. • A Deafened Creature automatically fails any check that
This condition is usually the result of a Fuinjutsu.
requires hearing.
• A Sealed creature increases the base chakra cost of • A Deafened creature has a -10 penalty to their Perception.
Ninjutsu & Genjutsu by +2, for each rank it has. • Creatures currently Hidden from a Deafened creature do
• A Sealed creature suffers a -1 penalty to all of their not need to reroll Dexterity (Stealth) Checks to maintain
Ninjutsu & Genjutsu Save DCs for each rank it has. Stealth against them.
• A creature can spend its action to make a DC 15 Ninshou • Wisdom based Checks, attacks and saving throws are
or Illusions check to remove 1 rank of this condition. For made at disadvantage.
every +5 their result is over the DC, they remove 1 • A creature can willingly cover their ears for an extended
additional rank of Sealed. period of time as a bonus action. Doing so imposes this
Condition on them and occupies both hands until the
SENSORY beginning of their next turn.

BLINDED INVISIBLE
A Blinded creature cannot see. An Invisible creature is impossible to see without the aid
• A Blinded creature cannot target another creature with of powers or a special sense.
effects that require them to “target a creature they can see” • For the purpose of hiding, an Invisible crearure is
unless they have a special sense that does not require heavily obscured. The creature’s location can be
sight, such as Tremor Sense or Chakra Sensing. detected by any noise it makes or any tracks it leaves.
• A blinded creature can’t see and automatically fails any • Attack rolls against the creature have disadvantage,
check that requires sight. and the creature’s attack rolls have advantage.
• A Blinded creature has disadvantage on Dexterity saves.
• A Blinded creature cannot benefit from Clan features that
grant them access to a Dojutsu (Such as the Sharingan of
the Uchiha, or the Byakugan of the Hyuga)
• Attack rolls against a Blinded creature have advantage,
and a Blinded creature’s attack rolls have disadvantage
without the aid of a special sense that does not require
sight, such as Tremor Sense or Chakra Sensing.
• A creature can willingly close their eyes as a free action
for an extended period of time. Doing so imposes this
Condition on them until the beginning of their next turn,
they cannot reopen their eyes until then, unless they are
forced to do so by some other means.

DAZZLED
Max Ranks: 5
A Dazzled creature’s eyes become overloaded with flashes of
colors.
• A Dazzled creature suffers a -2 penalty to all checks
that rely on sight for each rank it has.
• A Dazzled creature suffers a -2 penalty to attack rolls for
each rank it has and cannot gain advantage on Ranged
attack rolls.
• A Dazzled creature reduced the range of Jutsu's cast and
ranged attacks made by 15 feet for each rank it has down
to a minimum of 5 feet.
• A Dazzled creature can make a DC 15 Constitution
ability check as an action, to remove all ranks of this
condition.

123
CHAPTER 9: JUTSU CASTING

M
agic exists in the worlds of Naruto in the form of
Jutsu. This chapter provides the rules for casting CASTING IN ARMOR
these Jutsu. There are Three Types of Jutsu: Because of the mental focus and precise gestures required
Ninjutsu, Genjutsu, and Taijutsu. Jutsu follow for Hand Seal Weaving, you must be proficient with the
the following rules here. armor you are wearing to cast a Jutsu with any Hand Seal
component. You are otherwise too distracted and physically
hampered by your armor for Jutsu casting.

WHAT IS A JUTSU?
A Jutsu is a discrete or blatantly obvious effect, a shaping of CASTING A JUTSU
chakra from one’s body that creates a desired effect. In casting When a character casts any Jutsu, the same basic rules are
a Jutsu, a character carefully constructs the desired effect followed, regardless of the character’s class or the Jutsu’s
using their chakra, and then releases it, all in the span of a few effects.
Each Jutsu’s description in chapters 10, 11, and 12 begins
seconds.
with a block of information, including the Jutsu’s name,
Jutsu can be versatile tools, powerful weapons, or protective
Rank, Chakra Cost, prerequisites (if it has any), casting
wards. They can deal damage or heal it, impose or remove
time, range, and duration. The rest of a Jutsu entry describes
conditions (see Conditions), drain life energy away, and
the Jutsu’s effect.
restore life to the dead.

CASTING A JUTSU AT A HIGHER RANK


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. When a shinobi casts a Jutsu, that jutsu is normally locked
to whatever rank it is casted it. But in some special cases,
JUTSU KNOWN some jutsu can be upcasted to higher ranks if you can both
learn & cast jutsu of at least one rank higher than the jutsu’s
Before a Shinobi can use a Jutsu, he or she must have the Jutsu
base rank. As a general rule of thumb, unless stated
learned, or must have access to the Jutsu in an enhanced item.
otherwise by a class or clan feature, or a feat you can upcast
Once a Jutsu’s learned, it is always prepared. The number of
jutsu to the following ranks at the appropriate levels;
Jutsu a Ninja can have at any given time depends on the
character’s level and Ninja Class. • C-Rank Starting at 5th Level
When you learn a Jutsu of E-Rank, S-Rank, or anywhere in • B-Rank Starting at 9th level
between, you choose from the list of Jutsu provided in • A-Rank Starting at 13th level
Chapters 10, 11, & 12. You can learn Jutsu from any level up to • S-Rank Starting at 17th level
your Max Jutsu Known, including E-Rank Jutsu. The total
number of Jutsu you learn in this way can’t exceed your Jutsu ABILITY SCORE REQUIREMENTS
Known for your class. In order to learn or cast a jutsu whose base rank is B-Rank or
If a Jutsu is granted to you by a clan or class feature, that higher, you must meet a minimum ability score requirement.
Jutsu does not count against your Jutsu known and you can’t This represents the characters ability to physically, mentally,
voluntarily unlearn it, but instead switch it with another Jutsu or spiritually handle the stress the jutsu puts on the users
following the rules and conditions of the feature that granted bodies. Here are the following ability score minimums for
you the extra jutsu. If you already know that Jutsu, you may jutsu of B-Rank or higher;
learn an additional Jutsu that is available to you that still • B-Rank: 14 or higher.
meets the features conditions. • A-Rank: 16 or higher.
Additionally, every time you learn a new Jutsu as a result of • S-Rank: 18 or higher.
gaining a level, you can choose one or all of the Jutsu you know
and replace it with other Jutsu of the same type (Ninjutsu, When you are calculating which ability scores need to meet
Genjutsu, Taijutsu or Bukijutsu) as long as that Jutsu’s not of a the above requirements in order to cast, you only refer to the
higher level than your max jutsu rank. ability score used to calculate the attack and damage rolls and
the Save DC for the chosen jutsu.
CHAKRA POINTS This rule excludes all jutsu classified as Hijutsu and jutsu
which you upcast. Hijutsu can be cast, regardless of your
Regardless of how many Jutsu a ninja knows, he or she can
current ability scores, so long as all other rules and conditions
cast only a limited number of Jutsu before resting.
are followed when adding one to your known jutsu list.
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. Thus, each class’s description
CLASSIFICATION
includes a table showing that classes Chakra Die (Similar to All jutsu fall into one of 5 classifications. A Hijutsu,
the Classes Hit die). Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. While Ninjutsu
When a character casts a Jutsu he or she expends a number and Genjutsu are mutually exclusive. Bukijutsu is a subtype
of points based on the chakra cost of the Jutsu to cast it. When of Taijutsu. And Hijutsu can technically be any of the above.
Umara casts Substitution Technique, a D-Rank Jutsu she
spends 5 of her 12 chakra points, leaving 7 remaining. HIJUTSU
Finishing a long rest restores up to half of your maximum A jutsu with the Hijutsu Classification usually indicates it’s a
chakra points, while a full rest restores all of your chakra Jutsu from a clan, and not something can be easily or
points. (See chapter 7 for the rules on resting). normally learned by anyone outside of that clan.

124
NINJUTSU B-RANK
A jutsu with the Ninjutsu Classification has the ability to B-Rank is preceded by C-rank and followed by A-rank. It is
affect the physical world in some way shape or form. typically used when classifying techniques intended for
Ninjutsu is a unique category of jutsu which forms the basis ninja of the jōnin or chunin level. B-rank techniques are
of the five nature releases (Earth, Wind, Fire, Water & typically useful and can be learned relatively easily with
lightning) enough time, such as the Multi-Shadow Clone Technique.
There are also B-rank missions. These missions are
GENJUTSU usually assigned to jōnin or chunin. Assignments can involve
A jutsu with the Genjutsu Classification is one of illusions spying or assassinations, and ninja are expected to go up
and affects the mind, and personal realities of those it would against enemy ninja during the course of the mission.
target. Genjutsu for the most part do not directly affect the In order to cast Jutsu of this rank, the casters ability score
physical world and instead affects one’s perception of the used to calculate attack and damage rolls and the Save DC for
physical world. the chosen jutsu, must be at least a 14 or greater.

TAIJUTSU A-RANK
A jutsu with the Taijutsu Classification is one of physical A-Rank is preceded by B-rank and followed by S-rank. It is
activity. Taijutsu is one where someone is using their body typically used when classifying techniques intended for
to complete a series of complicated movements. ninja of the Kage and jōnin levels. A-rank techniques are
often very useful, but need extensive training before they
BUKIJUTSU can be mastered. Some A-rank techniques also pose a risk to
A jutsu with the Bukijutsu Classification is one of tool the user, resulting in their classification as kinjutsu (Literally
manipulation. Bukijutsu utilizes physical tools such as meaning: Forbidden Techniques).
swords, wires, kunai, shuriken etc. to complete a series of There are also A-rank missions. These missions relate to
complicated movements. This is a subsection of Taijutsu what is in a village or country's personal interests and are
since they both require the physical movements of the user. extremely difficult or dangerous to complete, usually
assigned to jōnin.
RANK In order to cast Jutsu of this rank, the casters ability score
Ranks describe the level of power a jutsu, item, or in some used to calculate attack and damage rolls and the Save DC for
cases a shinobi is expected to have. There are effectively 6 the chosen jutsu, must be at least a 16 or greater.
ranks within the hierarchy of jutsu and shinobi. E, D, C, B, A
& S-Rank. S-RANK
S-Rank is preceded by A-rank. It is typically used when
E-RANK classifying techniques intended for highly experienced jōnin
E-Rank describes the lowest and least powerful, effective or and Kage-level shinobi. S-rank techniques are almost always
even useful techniques, threats, or tools. E-Rank is the most unique to a single user, and as such are trademark abilities of
widely known amongst the common population and is that user.
considered the most basic thing a shinobi could know. Missions can also be classified as S-rank, these are the
highest paying and most dangerous type of mission a
D-RANK ninja can go on. These missions are exclusively assigned
D-Rank is preceded by E-rank and followed by C-rank. It is to highly skilled jōnin or large squads of ninja
typically used when classifying techniques intended for In order to cast Jutsu of this rank, the casters ability
ninja of the genin level. D-rank techniques are often one of score used to calculate attack and damage rolls and the
the first techniques a ninja will learn after leaving the Save DC for the chosen jutsu, must be at least an 18 or
Academy. greater.
There are also D-rank missions, the lowest classification a
mission can receive. These missions are usually assigned to CASTING TIME
genin. Naruto Uzumaki describes D-rank missions as not Most Jutsu require a single action to cast, but some Jutsu’s
being actual missions as they deal with tasks as simple as require a bonus action, a reaction, or much more time to
finding missing pets and weeding a garden. cast.

C-RANK BONUS ACTION


C-Rank is preceded by D-rank and followed by B-rank. It is A Jutsu cast with a bonus action is especially swift. You
typically used when classifying techniques intended for must use a bonus action on your turn to cast the Jutsu,
ninja of the chunin level. C-rank techniques are often one of provided that you haven’t already taken a bonus action
the first techniques a ninja will learn that require some this turn.
amount of training.
There are also C-rank missions. These missions are FULL TURN ACTION
usually assigned to chunin, or in some cases, genin. A Jutsu cast with a Full turn action is one that requires
Assignments include bodyguard duty and hunting wild time and focus. A Full Turn Action takes all of your Actions
animals, all of which will likely pose some risk to the ninja. and Bonus Actions, provided that you haven’t already
taken an Action and/or bonus action this turn.

REACTION
Some Jutsu can be cast as reactions. These Jutsu take a
fraction of a second to bring about and are cast in
response to some event. If a Jutsu can be cast as a reaction,
the Jutsu’s description tells you exactly when you can do
so.

125
LONGER CASTING TIMES WEAPONS (W)
Certain Jutsu require more time to cast: minutes or even Weapons are tools of war and usually used for combat
hours. When you cast a Jutsu with a casting time longer than exclusively. Jutsu that requires a Weapon as a component
a single action or reaction, you must spend your action each will usually have the weapon needed as well (Ex. W
turn casting the jutsu, and you must maintain your (Katana)). If a jutsu requires multiple weapons they will be
concentration while you do so (see “Concentration” below). listed with the word “and” in-between them. If a jutsu
If your concentration is broken, the Jutsu fails, but you requires a weapon from a list they will be separated by a
don’t expend chakra points. If you want to try casting the comma. Melee weapons are not consumed when used.
jutsu again, you must start over. Thrown or Ranged weapons do consume ammunition
unless otherwise stated.
RANGE There are times when a jutsu that requires a weapon will
instead list a damage type common to weapons as the
The target of a Jutsu must be within the Jutsu’s range. For a
weapon needed. This means any weapon that deals that
Jutsu like Agonizing Thorn, the target is a creature. For a
damage type can be used as a component for that jutsu.
Jutsu like Earth Flow Spears, the target is the point in space
where the Spikes rise from the ground.
Most Jutsu have ranges expressed in feet. Some Jutsu can
NINJA TOOLS (NT)
Ninja tools are usually a series of particular items such as
target only a creature (including you) that you touch. Other
Scrolls, flowers, Tool Kits and a number of other items.
Jutsu, such as the Substitution Technique, affect only you.
Jutsu that requires a Ninja tool as component will usually
These Justus have a range of self.
have the tool needed as well. (Ex. NT (Medicine Kit)). If a
Jutsu that create cones or lines of effect that originate
jutsu requires multiple tools they will be listed with the
from you also have a range of self, indicating that the origin
word “and” in-between them. If a jutsu requires a ninja
point of the power’s effect must be you (see “Areas of
tool from a list they will be separated by a comma. These
Effect” later in this chapter).
tools are always consumed by the use of the jutsu and are
Once a Jutsu is cast, its effects aren’t limited by its range,
lost.
unless the Jutsu’s description says otherwise.

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

HAND SEALS (HS)


creates, or alters a creature or an object in a way that can’t be
dispelled, because its effect exists only for an instant.
Hand signs that are made in an extremely specific order fast
enough to be done in the span of a few seconds If a Jutsu
CONCENTRATION
requires hand seals as a component, the caster must have Some Jutsu require you to maintain concentration in order to
free use of at least one hand to perform theses gestures. keep their effect active. If you lose concentration, those Jutsu

CHAKRA MOLDING (CM)


end. You can maintain up to two different Jutsu at once.
If a jutsu must be maintained with concentration, that fact
An advanced technique that requires the casters to mold and
appears in its Duration entry and the jutsu specifies how long
shape chakra into specific forms or shapes. If a jutsu
you can concentrate on it. You can end concentration at any
requires chakra molding as a component, the caster must be
time (no action required).
able to mold chakra. Thus, a character who has their chakra
Jutsu that are maintained cost half (Round down) of the
network sealed, disrupted or are under mentally
chakra spend to cast the jutsu. The cost to maintain
compromising conditions such as Berserk or Charmed can’t
concentration must be paid at the beginning of each of your
cast a jutsu with a chakra molding component.
turns or the Jutsu ends immediately.
If you lose the ability to mold chakra while concentrating
Normal activity, such as moving and attacking, doesn’t
on a Jutsu that requires Chakra molding, you lose the ability
interfere with concentration. The following factors can break
to concentrate on such a jutsu, thus ending its effects
concentration:
immediately.
• Casting a third Jutsu that requires concentration. You lose
CHAKRA SEALS (CS) concentration on a jutsu if you cast a third jutsu that
Paper tags with a personal formula printed on it with ink requires concentration. You can’t concentrate on more
and chakra to symbolize your personal design. These chakra than 2 jutsu at once.
seals are then infused with different chakra signatures to • Whenever you take damage while you are concentrating on
get the desired effect. If a jutsu requires a Chakra seal, the a jutsu, you must make a Constitution (Chakra control)
caster must have a free use of at least one hand to imprint check to maintain your concentration. The DC equals 12 +
the needed chakra signature onto it. The combined Ranks of the Jutsu being concentrated on
(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) or
MOBILITY (M) half of the damage taken, whichever is higher. If you take
The ability to move one’s entire body to perform an action. damage from multiple sources during the same round,
A jutsu that requires mobility as a component requires that such as multiple motes of fire, you make a separate chakra
the caster is able to move all parts of their body and must control check for each source of damage.
have a movement speed greater than 0. Conditions that • Being incapacitated or killed. You lose concentration on a
would restrict movement removes the casters ability to be jutsu if you are incapacitated or if you die.
mobile such as “Restrained”

126
The GM might also decide that certain environmental • Taijutsu/Bukijutsu-Jutsu with the Taijutsu or Bukijutsu
phenomena, such as turbulence on a ship or train or rocky Keyword when cast use your Taijutsu attack bonus or
terrain while on a horse, require you to succeed on a DC 20 Save DC.
Chakra control check to maintain concentration on a jutsu. • Combo-Taijutsu with the Combo keyword are Jutsu that
Sometimes you would cast a Jutsu that requires enables jutsu with the Finisher keyword to be cast as an
Concentration while outside of direct combat or conflict on a Action or Bonus action. Once per turn, when you affect a
mission or during a roleplay session. GM’s are urged to not creature with a Jutsu with this keyword, you can cast a
track a player’s time while using the jutsu, instead only Jutsu with the Finisher keyword as a Finisher.
charging them for the initial cost of the jutsu for the • Finisher- Taijutsu with the Finisher keyword are especially
duration. Concentration as a mechanic is designed to restrict powerful techniques. These jutsu can be cast as an Action
extremely powerful Jutsu from remaining in play during or Bonus action immediately after you cast a Jutsu with the
combat by having a “tax” imposed for such a powerful effect. Combo keyword. A Finisher cast as a Finisher, must target
When using jutsu outside of such situations, they instead or affect the creature originally targeted by the jutsu with
create unique and powerful roleplay opportunities. the Combo keyword.
• Fuinjutsu- Jutsu with the Fuinjutsu keyword are
ROUND considered summoning or sealing jutsu. Jutsu that has the
Various Jutsu and Features references a Round. A round is Fuinjutsu keyword usually requires Chakra seals to cast.
a duration that lasts until the beginning of the next turn of • Sensory-Jutsu with the Sensory keyword are jutsu
the creature that used the Jutsu or Feature with a duration designed to track and find other creatures through
of a Round, unless otherwise specified. manipulation of chakra.
If the Jutsu or Feature affects creatures hostile to the • Construct - Jutsu with the Construct keyword summon a
user, it instead affects the hostile until the beginning of physical object that have certain effects and can be
the respective hostile creatures next turn. destroyed (have Hit Points). Certain attacks and Jutsu deal
If no creature initiated the effect, it instead lasts until more or less damage to these Constructs. If a Jutsu
the start of the turn or initiative count the Jutsu or Feature summons a Construct to intercept damage and hostile
activated. effects, and the incoming damage is greater than the Hit
points (Temporary or otherwise) of the structure or
KEYWORDS construct, the remaining damage and initial effects are
There is an additional section right before a jutsu’s applied to its original target(s).
description labeled as keyword. Keywords are a handy way to • Chain - Jutsu with this keyword are a link in the dance
search for certain jutsu that interact with each other, Class or of steel, and as such have steps: 1, 2, and 3. Jutsu with
Clan features or feats. While Keywords doesn’t directly the Chain X keyword have different effects when cast in
pertain to a jutsu’s effects, they can affect who can and a chain. The first jutsu you cast with the Chain keyword
cannot pick up certain jutsu without completing some is considered Chain 1. The next is considered Chain 2,
conditions. These keywords are broken into two distinct and then Chain 3. Once you cast a Chain 3, your chain
groups. Universal keywords that everyone has access too resets to 0. You cannot cast a Jutsu with this keyword
without any clan, class or special feature granting you access, that has the same name, more than once per chain.
and Limited keywords, that requires a clan, class or special Your Chain value cannot be raised outside your turn,
feature grant you access. and casting a Jutsu without the chain keyword
interrupts your chain, resetting it to 0.
UNIVERSAL KEYWORDS • Clash-Jutsu with the Clash keyword can initiate a Jutsu
Clash. You can find more rules on Clashing until the
• Ninjutsu-Jutsu with the Ninjutsu Keyword when cast
Clashing jutsu section in Chapter 8: Combat.
use your Ninjutsu attack bonus or Save DC.
• Combination-Jutsu with the Combination keyword are
• Genjutsu-Jutsu with the Genjutsu Keyword when cast
able to be casted with different casters simultaneously.
use your Genjutsu attack bonus or Save DC. All Genjutsu
Doing so magnifies its effects as listed in the Combination
have at least one of the following Stimuli keywords that
text A jutsu with the Combination keyword can be cast in
each have an immunity clause. In order to have
one of 3 ways.
immunity to a Genjutsu with multiple Stimuli keywords,
o Normal Casting. Casting a Combination jutsu using the
you need immunity to all of its Stimuli.
designated casting time performs its normal effects,
o Visual- Genjutsu with the Visual keyword, tricks the
without the additional Combination effects added.
targets visual perception. Creatures with True sight or
o Casting with a Creature who has the jutsu on their known
Blindness are immune to jutsu with only this keyword.
jutsu list. When you cast a Combination jutsu and a
o Auditory- Genjutsu with the Auditory keyword, tricks
creature knows the same jutsu and has it on their
the targets personal perception of sound. Deafness
known jutsu list, they can, as a reaction, cast the jutsu
provides immunity to jutsu with only this keyword.
as well. When they do, reduce the cost of the jutsu by 3
o Inhaled- Genjutsu with the Inhaled keyword, are
for each additional caster (to a minimum of Half the
triggered by inhaling a type of poison or drug.
listed Cost). For each additional Caster, you apply the
Immunity to the envenomed condition provides
Combination effects an additional time.
immunity to jutsu with only this keyword.
o Casting with a creature who does not have the jutsu on
o Tactile- Genjutsu with the Tactile keyword, tricks the
their known jutsu list. When you cast a Combination
targets perception of touch enabling the Genjutsu to
jutsu and a creature doesn’t know the same jutsu but
deal damage.
has the ability to cast jutsu with all required Keywords
o Unaware- Genjutsu with the Unaware keyword,
are within 30 feet of you, they can, as a reaction make
completely ekes by a creatures ability to discern real
a Ninshou, Martial Arts, or Illusion Check vs your Jutsu
from fake. These Genjutsu requires a successful
Save DC. On a success, they assist you in casting the
Identify Genjutsu skill action be made to become aware
jutsu as if they know it. They or you do not reduce the
of the Genjutsu.

127
cost of the Jutsu cast. For each additional Caster, you o Must remain within 60 feet of caster. If caster
apply the Combination effects an additional time. ever ends turn more than 60 feet away, the clone
o All casters, regardless if they know the jutsu or not, is dispelled.
split the final cost of the jutsu after reducing its cost • Casting a jutsu with this keyword while Clones are
for each additional caster after the first. This cost is already active from the same jutsu, dismisses all
divided evenly between each caster, rounded up. active Clones of that jutsu

LIMITED KEYWORDS
USING COMBINATION JUTSU AS INTENDED • Hijutsu- Jutsu with the Hijutsu keyword are unique to
Clans only. Jutsu with this keyword can be cast ignoring
Within Naruto 5e, there are many effects that allow characters to
Ability score requirements, Medical and elemental
modify jutsu in many ways, such as increasing the damage die
keyword limitations. Clans that have unique special
or die step of the jutsu, among other bonuses.
keywords for branch families still requires the
With Jutsu with the Combination keyword, the intended is that
appropriate keywords to access even with this keyword.
these Jutsu are cast as they are. Unless Combination jutsu are • Kinjutsu – Kinjutsu (Literally meaning: Forbidden
directly specified in a feature, these jutsu are not intended to
Techniques) are jutsu that have been deemed unfit for war
modified in such ways as they are already crafted with and have been barred from being taught across the Five
powerful effects that may become far too extreme in Great Nations. Kinjutsu pertains to complex techniques
manipulated. that cause grotesque or grave bodily injury, defilement,
communion with the dead (spirits), or that are simply too
• Clone. Jutsu with this keyword creates duplicates and are powerful and detrimental to the safety of the world.
uniquely reserved for Ninjutsu. Creatures created with Jutsu with this keyword of C-Rank or lower can only be
this jutsu are clones and are controlled only by their learned by spending downtime (See Chapter 7: Adventuring
Summoner. That means that when summoned they are & Missions). Jutsu with this keyword of B-Rank or higher
created to resemble the Summoner’s physical traits and require you to find a master familiar with the desired
visual attributes. Clones when summoned, do not have jutsu to learn (Master Taught Downtime). Hijutsu with
any consumable items, weapons or armor unless the Kinjutsu keyword can always be learned with standard
otherwise stated. Clones do not have freewill and only downtime, regardless of rank.
act as a result of their Summoner’s command on their As these jutsu are forbidden, excessive or public use of
turn, as a Bonus Action. All clones have the same such jutsu may cause repercussions in the narrative for
following statistics/limitations unless otherwise your character, under the discretion of your DM.
• Medical-Jutsu with the Medical keyword are considered
specified;
• Resources: Medical Ninjutsu and you must have a feature or feat that
o 1 hit point allows you to add jutsu with this keyword to your jutsu
o Can take 1 Action and move up to 30 feet and has list.
• Earth Release-Jutsu with the Earth Release keyword are
no bonus action. Bonus action, abilities takes
their action. considered earth release jutsu and you must have a
o Can cast 1 jutsu from your known list, that does feature or feat that allows you to add jutsu with this
not have the Fuinjutsu or Combination keywords, keyword to your jutsu list. (Such as the Nature Release
before being dispelled. feat)
o Can maintain concentration on a Jutsu for 2 of • Wind Release- Jutsu with the Wind Release keyword are
your turns, after which, they are unsummoned. considered wind release jutsu and you must have a feature
o When summoned must, be within a space that or feat that allows you to add jutsu with this keyword to
can hold it no more than 30 feet away. your jutsu list. (Such as the Nature Release feat)
• Combat: • Fire Release- Jutsu with the Fire Release keyword are
o AC equal to your Ninjutsu save DC. considered Fire release jutsu and you must have a feature
o Uses your attack bonuses and Save DCs. or feat that allows you to add jutsu with this keyword to
o Can use your Taijutsu or Weapon stance. your jutsu list. (Such as the Nature Release feat)
o Damaging jutsu cast by clones uses a d4 in place of the • Water Release- Jutsu with the Water Release keyword are
jutsu’s original damage die. If the Jutsu’s original considered water release jutsu and you must have a
damage die was already d4’s you instead reduce the feature or feat that allows you to add jutsu with this
number of dice rolled by 3, to a minimum of 1. keyword to your jutsu list. (Such as the Nature Release
o Clones cannot force a creature to make more than feat)
1 saving throw per round. • Lightning Release- Jutsu with the Lightning Release
o If a Clone is summoned out of Combat and its keyword are considered lightning release jutsu and you
duration is less than 1 hour, its duration becomes must have a feature or feat that allows you to add jutsu
1 hour. with this keyword to your jutsu list. (Such as the Nature
• Restrictions: Release feat).
o Cannot use your Class features. • *Special/Unique keywords – Often jutsu, clan and class
o Cannot use your Clan features. features will append a keyword to some jutsu or even
o No skill or save proficiencies. some Hijutsu will have unique keywords found nowhere
o Clones do not have Ability scores or Proficiency else such as the Hyūga clans Branch keywords. These
bonuses and thus cannot benefit from features, keywords are special, and jutsu with these keywords can
jutsu, or abilities that require or use them. only be accessed or cast when a feature or effect explicitly
o Cannot benefit from any bonus to its saves, gives you the ability to do so.
checks, attacks, DC’s or AC.

128
TARGETS LINE
A line extends from its point of origin in a straight path up
A typical jutsu requires you to pick one or more targets to be
to its length and covers an area defined by its width. A line’s
affected by the Jutsu’s effect. A Jutsu’s description tells you
point of origin is not included in the lines are of effect,
whether the Jutsu targets creatures, objects, or a point of
unless you decide otherwise.
origin for an area of effect (described below). Unless a jutsu
has a perceptible effect, a creature might not know it was
SPHERE
targeted by a jutsu at all. An effect like crackling lightning is You select a sphere’s point of origin, and the sphere extends
obvious, but a more subtle effect, such as an attempt to read outward from that point. The sphere’s size is expressed as a
a creature’s thoughts, typically goes unnoticed, unless a radius in feet that extends from the point. A sphere’s point
jutsu says otherwise. of origin is included in the sphere’s area of effect.

A CLEAR PATH TO THE TARGET SAVING THROWS


To target something, you must have a clear path to it, so it
can’t be behind total cover. If you place an area of effect at a Many jutsu, abilities or features specify that a target can
point that you can’t see and an obstruction, such as a wall, is make a saving throw to avoid some or all of its effects. The
between you and that point, the point of origin comes into effect specifies the ability score that the target uses for the
being on the near side of that obstruction. save and what happens on a success or failure.
The DC to resist one of your jutsu equals 8 + your
TARGETING YOURSELF Ninjutsu, Genjutsu or Taijutsu modifier (The Type of Jutsu
If a Jutsu targets a creature of your choice, you can choose you use, is the modifier you use) + your proficiency bonus +
yourself, unless the creature must be hostile or specifically a any special modifiers. If you or a hostile creature rolls a
creature other than you. If you are in the area of effect of a natural 20 on a saving throw, they pass as if reaching the DC
jutsu you cast, you can target yourself. for the saving throw. Players and NPCs can choose to
willingly fail (or critically fail) a saving throw.
AREAS OF EFFECT
Jutsu’s such as 10,000 Slicing Blades and Great Fireball cover
STANDARD JUTSU ABILITY CHECK
Often times, when casting jutsu or using a feature (or trait
an area, allowing them to affect multiple creatures at once.
for adversaries) you will be asked to make a Jutsu Ability
A Jutsu’s description specifies its area of effect, which
Check (Ex. Ninjutsu/Genjutsu/Taijutsu Ability Check). If a
typically has one of five different shapes: cone, cube,
DC is not present in the feature, trait or jutsu’s text, it is
cylinder, line, or sphere. Every area of effect has a point of
referring to the following;
origin, a location from which the Jutsu effect erupts. The
rules for each shape specify how you position its point of DC 13 + Rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4,
origin. Typically, a point of origin is a point in space, but S-Rank: 5).
some Jutsu have an area whose origin is a creature or an The Rank in the above calculation is often in regards to the
object. opposing jutsu or effect you are interacting with. If the
A Jutsu’s effect expands in straight lines from the point of effect has no rank associated with it, such as a Feature or
origin. If no unblocked straight line extends from the point of
Trait, then you instead use the targets Levels to determine
origin to a location within the area of effect, that location
its rank;
isn’t included in the Jutsu’s area. To block one of these
• Level 5 or lower: D-Rank
imaginary lines, an obstruction must provide total cover, as
• Level 9 or lower: C-Rank
explained in chapter 8.
• Level 13 or lower: B-Rank.

CONE • Level 17 or lower: A-Rank.


A cone extends in a direction you choose from its point of • Level 18+: S-Rank.
origin. A cone’s width at a given point along its length is
equal to that points distance from the point of origin. A FLAT CHECKS
cone’s area of effect specifies its maximum length. A cone’s Already existing within the system, are a special kind of
point of origin is not included in the cone area of effect, check called a Flat Check. Flat checks by definition are
unless you decide otherwise. checks that don’t include any other ability score or statistic.
In simple terms, unless otherwise specified, a D20 roll vs a
CUBE set DC value.
You select a cube’s point of origin, which lies anywhere on a
face of the cubic effect. The cube’s size is expressed as the ATTACK ROLLS
length of each side. A cube’s point of origin is not included in Some Jutsu require the ninja to make an attack roll to
the cube’s area of effect, unless you decide otherwise. determine whether the jutsu effect hits the intended target.

CYLINDER
Your attack bonus with a Jutsu attack equals your Ninjutsu,
Taijutsu or Genjutsu ability modifier (The Type of Jutsu you
A cylinder’s point of origin is the center of a circle of a
use, is the modifier you use) + your proficiency bonus. Most
particular radius, as given in the power description. The
Jutsu that require attack rolls involve ranged attacks.
circle must either be on the ground or at the height of the
Remember that you have disadvantage on a ranged attack
power effect. The energy in a cylinder expands in straight
roll if you are within 5 feet of a hostile creature that can see
lines from the point of origin to the perimeter of the circle,
you and that isn’t incapacitated (see chapter 8).
forming the base of the cylinder. The power’s effect then
shoots up from the base or down from the top, to a distance
equal to the height of the cylinder. A cylinder’s point of origin
is included in the cylinder’s area of effect.

129
SINGLE ATTACK VS MULTIPLE CREATURES
Some Jutsu or Features that require you to make an attack,
allow you to make an attack, comparing the result to
multiple creatures AC values. When this happens, each
creature hit is considered to have been targeted by an
individual attack for the purposes of other Jutsu or
Features.
If you would have an effect that would cause you to have
Advantage, Disadvantage or a bonus or penalty to an
attack vs an individual creature, you simply forgo (do not WEAPON/UNARMED DAMAGE VS
apply) that bonus to this jutsu’s attacks. WEAPON/UNARMED DAMAGE DIE
For example, if you would target 3 creatures with a
When reviewing Taijutsu and Bukijutsu you will encounter
single attack, and one of those creatures you have
language as follows;
advantage against, you make your single attack, compare
the results to all creatures. Your attack would not have • Weapons damage +…
advantage vs any of the targets due to making a single • Unarmed damage +…
attack vs multiple creatures. • Weapons damage die +…
• Unarmed damage die +…
COMBINING EFFECTS The above language looks similar but they are distinct.
The effects of different jutsu, features and traits add In the following ways. Weapons Damage & Unarmed
together while the durations of those effects overlap. Effects Damage, specifically requires you to use your weapons
from the same source don’t stack, unless otherwise damage die + your ability modifier as if you were making a
specified within its text. Instead, the most potent effect weapon or unarmed attack. Weapons Damage die &
such as the highest bonus-from those castings applies while Unarmed Damage die, specifically requires that you roll
their durations overlap. only using your weapons or unarmed damage die. So, for
For example, if two allies cast Bravery on the same target, example, using an Odachi which rolls 2d6, and an ability
that character gains the Jutsu’s benefit only once; he or she or jutsu specifically requiring you to use your Weapons
doesn’t get to roll two bonus dice. Damage die requires that you only roll 2d6, not adding any
additional ability modifiers.
NATURE RELEASE
When searching through Ninjutsu, you will see different INTERPOSING CONSTRUCTS AND
keywords such as Earth Release, Wind Release, Fire Release, STRUCTURES
etc. These indicate that in order to learn these jutsu you Some Jutsu have effects that summons a construct or a
must have a matching nature release affinity. You can gain structure that takes damage in place of you. When this
these affinities in one of three ways. occurs the construct, unless otherwise stated is always
• Clans: Some clans provide early access to a nature release intended to remain on the field as a structure. There will
affinity such as the Uchiha clan and their Passive Affinity, be times where the construct/structures hit points are not
which gives their Fire release affinity. Meaning they can sufficient enough to stop all damage resulting in some
add ninjutsu with the fire release keyword. left-over damage existing and previously it was
• Classes: Some classes provide opportunities to learn ambiguous as to what happens in these scenarios with
nature release affinities, such as the Ninjutsu specialist, conflicting rulings.
Ninjutsu Focus subclasses. By select one at 2nd level, you Unless otherwise specified, if damage would exceed an
gain the corresponding nature release affinity allowing interposing construct or structures hit points or damage
you to learn jutsu with the same keyword. reduction value, all left over damage is then applied as
• Feats: By taking the Nature Release Feat, when you are normal to all targets.
able, you select one of the five nature releases and gain its
affinity, allowing you to learn jutsu with the same INTERCEPTING DAMAGE
keyword. When you would cast a Jutsu or use a feature that creates,

COMBINING EFFECTS
summons or manifests a construct, structure or even effect
with its own pool of hit points that would intercept damage
The effects of different jutsu, features and traits add for you, you always take any remaining damage if the
together while the durations of those effects overlap. Effects damage it receives would exceed its pool of hit points or
from the same source don’t stack, unless otherwise THP. When a jutsu or feature intercepts damage for you, if
specified within its text. Instead, the most potent effect the resulting effect would have inflicted a condition or forced
such as the highest bonus-from those castings applies while a saving throw alongside dealing damage, if the construct
their durations overlap. absorbed 100% of the damage you would take, you make no
For example, if two allies cast Bravery on the same target, saving throw to resist any associated effects.
that character gains the Jutsu’s benefit only once; he or she Unless a construct, structure or effect that intercepts
doesn’t get to roll two bonus dice. damage explicitly has AC or saving throw bonuses, they
automatically are hit by attacks and fail saving throws.
Finally, these jutsu or features that intercepts damage,
does not become bypassed by gasses, trap’s, environmental
effects or abilities that would bypass cover in any way, with
the intercepting constructs & structures always absorbing
incoming damage until it no longer has the hit points or
otherwise to do so.

130
DAMAGE BOOSTS CLASHING JUTSU EXAMPLES
Some Jutsu have effects that augments the damage of To further clarify when and how Jutsu clash detailed below
another attack, jutsu, feature or trait in some way. Often will be examples as to how clashes occur. Common Questions
this has been resolved by adding timing text to effects with regards to Clashing. To answer these question, we are
such as these but there are often circumstances where going to assume there are two creatures in an empty room.
something is missed. Person A, who is always casting Chidori, and Person B, who
has a variety of jutsu.
Unless otherwise specified, all Jutsu that boost or • How exactly does a Clash happen?
provide bonuses to an attack, weapon’s, Jutsu's, feature’s
1. Let’s assume that person A casts Chidori at C-Rank,
or trait’s damage in some way, applies to a single roll of
they themselves cannot immediately make an
damage from the triggering effect, unless otherwise
attack as per the effects of Chidori. So, they end
specified. Jutsu that have a duration longer than instant,
their turn. They remain 30 feet away.
unless otherwise specified apply its damage boost once
2. Person B sees Chidori and wants to stop person A
per turn.
from using it on them, they know it’s a powerful

DIE STEP
jutsu, so they cast Earth Release: Earth Dragon
Bullet targeting person A. Once this happens there
Some Jutsu, Features and Effects increase or decrease the
are a few very important things to keep in mind.
dice rolled by a “Step”. This means that those dice are
▪ Person A, is currently concentrating on
increased or decreased in size. This does not mean the
Chidori, a jutsu with the Clash keyword.
number of dice are increased. Dice scale in the following
▪ Person B is casting Earth Release: Earth
manner, both ways.
Dragon Bullet, a jutsu that also has the Clash
(d4<>d6<>d8<>d10<>d12)
keyword
This means that d8, that were decreased by 1 step,
3. Person B’s jutsu is targeting Person A, which would
become d6’s. Or d10’s that are increased by 1 step, become
Interact with person A.
d12’s.
▪ When you are trying to figure if a jutsu would

JUTSU COST ORDER clash, the best thing to first do is ask, if they
would interact in any way. If there is an
Sometimes when combining a series of features, jutsu and additional person in this combat, person C, and
abilities affects the total cost of the jutsu being cast and it they also have Chidori active, they would not
can become a question of what order to apply said cost have the opportunity to clash because no
affecting features. To simplify the experience, you apply effects with the clash keyword is Interacting
Cost altering features in the following order; with them.
• How do you figure out the Resolution for a Clash?
1) Base Jutsu cost
2) All Addition based math is completed first. (Note: 4. Continuing with the same characters and scenario,
Upcasting changes your jutsu’s base cost.) because Person B’s jutsu is interacting with Person
3) All Subtraction based math is applied second. A, a Clash is initiated. They each make their
4) All Multiplication based math is applied third. corresponding Clash checks.
5) All division-based math is applied last. ▪ There are three potential outcomes for a
6) Regardless of the number of cost reduction sources you Clash, either Person A wins the clash, tearing
have, your jutsu can never cost less than half of its base through person B’s dragon bullets, and
cost. inflicting them with the Dazed and Concussed
conditions (as detailed in Chapter 8: Combat)
SPECIAL COST because of the shockwave or shock they’ve
Some, usually more powerful, Jutsu have a Special cost. experience from losing such a contest of wills.
These costs cannot be decreased in any way, including Unfortunately, person A, is unable to Inflict
casting the Jutsu at no cost. However, they can still be damage with their Chidori because person B is
increased. out of their Chidori’s range. If person A was
within range for their Chidori to strike person
B, then the Chidori strikes person B, dealing
the Chidori’s effects and the effects of a failed
clash check.
▪ If person B wins the clash, breaking through
person A’s Chidori, person A suffers the
Concussed and Incapacitated conditions due
to losing the clash, their jutsu immediately
ends and they suffer the effects of the Dragon
bullet because they are in range of its effects.

▪ Person A and B both roll the same clash check,


resulting in a draw. When a Draw occurs, both
jutsu immediately ends, and no one suffers
any effects outside of their jutsu immediately
ending.

ART CREDIT
Naruto vs Sasuke by dannyeluchiha on DeviantArt
131
• What if you are clashing an area of effect jutsu with a • What about when two creatures initiate a Clash with
single target jutsu? Jutsu of B-Rank or higher?
5. When dealing with an area of effect jutsu, this can 11. This is a new interaction for the Clash system that
be a bit overwhelming when trying to figure out will usually occur at higher levels. Using the
how exactly it works in regards to clashing, but aforementioned scenario, lets suggest that Person
let’s go over it step by step. Person A is still A casts Chidori at B-Rank instead. The following
concentrating on Chidori, and person B, casts Fire occurs depending on the rank Person B has cast
Release: Fireball. This fireball would affect Person Earth Release: Earth Dragon Bullet at.
A, C, D, E and F. ▪ If Person B did not upcast their jutsu to B-
6. No one else except person A has a Jutsu to clash Rank, then the Jutsu Clash between the two
with. Since the fireball would interact with parties is a single contest, as normal.
persona A, and person A has Chidori, they initiate ▪ If Person B did upcast their jutsu to at least
a clash. No one else in the fireballs range needs to B-Rank, then a Best of 3 occurs, where both
make a saving throw until the result of the clash parties roll 3 total Jutsu Clash checks, where
check is found. the party with two or more wins, wins the
▪ As previously, there are two potential overall clash.
outcomes for a clash. First, person A wins the • What about Class Mod Arts?
clash check. If that is the case, no one needs 12. Most Class Arts are used very similar to jutsu
to make a saving throw as a result of the Fire techniques (in the context of official class mods).
Release: Fireball jutsu because it was As such, Art Techniques can be used much the
dispersed and lost the clash check and same way as they utilize similar keywords. As
person B suffers the effects of losing a clash detailed in Chapter 8: Combat, Arts are treated as
check. S-Rank+1 Jutsu for the purpose of determining the
▪ If person B wins the clash, Person A loses rank-based bonus to their Jutsu Clash check
concentration on Chidori and automatically (Meaning that if an Art clashed against an S-Rank
fails their saving throw and suffers the Chidori, the party using the Art gains a +1 bonus
effects of losing a clash. All other creatures over the other party).
in the fireballs range makes their saving ▪ To determine the skill bonus used for an Art,
throws as normal. utilize the same process of discernment as
• What if you are clashing two area of effect jutsu? you would a normal jutsu, using the “jutsu’
7. There doesn’t need to be an example laid out here, keywords present with the Art. If an Art does
you follow the rules as above, no one makes their not use these keywords (homebrew class
saving throws until the result is found, then the mod), the mod author should have a
losing creature and all creatures within the statement clarifying what bonus should be
winning creatures jutsu range suffer the effects of used for a clash. If they do not, utilize proper
the jutsu as normal, with only the losing creature judgement with your Dungeon Master.
automatically failing the saving throw. ▪ Arts can only be clashed with Jutsu of S-
• I have the Jutsu Breaker feature from the Ninjutsu Rank or higher, unless a Will of Fire is used.
Specialist Class and I want to use a non- In such a cast, an Art can be clashed by any
Damaging/condition inflicting jutsu to clash with my jutsu/ability, regardless of rank.
opponent. Can I? And If I can what happens if I win?
8. Yes, you can. You follow the rules as normal. If you
win, your jutsu effect succeeds, no one suffers any
damage, instead only the target suffers the effects
of losing a clash.
• Hey!, I have the Primal Riposte Primal weapon style
from the Weapon Specialist expanded subclass, Primal
Weapon Form, and I want to use a bukijutsu to clash. If I
win do I deal damage?
9. You only deal damage if the range of the jutsu used
to clash, would normally be able to reach the
opposing clash.
• What happens if two creatures participating in a clash
use a feature or ability that would cause them to
automatically win said clash?
10. Super niche, but still very possible. But if two
creatures would find themselves in this scenario,
and both would use a feature, jutsu, or ability that
causes them to automatically win, the clash is
counted as a Draw.

132
CHAPTER 10-12:
NINJUTSU/GENJUTSU/TAIJUTSU/BUKIJUTSU
JUTSU COMPENDIUM
While supporting the system, for over a year now, the volume of Jutsu options has grown to an amazing size, well over
1000 Options.

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

This is done for two reasons, one, to keep the size of the Shinobi Handbook maintainable, and two, to make updates easier
and more manageable so that updating 1 jutsu doesn’t require checking over multiple different books.
CHAPTER 13: IRON FIST STANCE
You have studied in the Iron Fist fighting style. A closed fist

CUSTOMIZATION fighting style, designed to break bone and directly injure


opponents:

OPTIONS • Your Unarmed damage becomes a d6. If wearing


Combat Bracers this instead becomes 1d8 if Strength is
your Taijutsu ability score.
The combination of ability scores, Clan, class, and • While in this stance, your unarmed attacks gain the
background defines your character’s capabilities in the Heavy weapon property, but ignore the Ability score
game, and the personal details you create set your requirement.
character apart from every other character. Even within • Double your [Unarmed Damage] die when dealing
your class and Clan, you have options to fine-tune what damage to a Structure or construct.
your character can do. But this chapter is for players who
want to go a step further. LION FIST STANCE
This chapter defines sets of rules for customizing your You have learned to enter a powerful and intimidating
character: Fighting Stances and Feats. fighting stance. You fight with one hand as a claw and the
other as a fist to emulate the ferocity of a Lion or Lioness.
FIGHTING STANCES • Your Unarmed damage becomes a d6. Your [Unarmed
Certain class features or feats offer your choice of Fighting Damage] becomes a d8 when used against a creature
Style. Choose from the following. with ranks of Fear.
You can’t take a Fighting Style option more than once, • While in this stance, you gain the Threatening armor
even if you later get to choose again. You can only gain property if you weren't already benefiting from it.
the benefit of one stance at a time. Switching stances • In place of one of your attacks granted by the Attack
requires a bonus action. This counts for all Taijutsu and action, you can attempt the Demoralize Skill-action.
Weapon stances and Stances granted by Clan Features
such as the Gentle Fist Stance, and the Shikotsumyaku RABBIT FIST STANCE
Stance. You have learned how to fight with the rapid-fire speed of
Additionally, if a stance grants an ability or special a rabbit: You fight with your feet as you strike multiple
action that would deal unarmed damage, you must use times with light kicks.
the stances provided damage die. • Your Unarmed damage becomes a d6.
• Your unarmed attacks gain the Multiattack weapon
TAIJUTSU STANCES property.
• Your Unarmed attacks are exceedingly swift. Unarmed
DRAGON FIST STANCE damage made with the Attack and Multiattack actions
You have learned to enter a powerful stance, becoming are totaled before being applied to DR. (Ex. If you score
more defensive focused on avoiding and blocking damage. two attacks with the Attack action and one with the
• Your [Unarmed Damage] die becomes a d6. Multiattack bonus action while in this stance, you roll your
• While in this stance, you gain the Reinforced armor damage, add the values together, then apply it to the
creatures Damage Reduction once. These attacks are still
property if you weren’t already benefiting from it. Your
three different instances of damage, but The damage
Reinforced value is equal to your Taijutsu ability
reduction applied to the total value, once.)
modifier.

SERPENT FIST STANCE


• As a bonus action, select one creature you can see or hear
within 30 feet of you. You gain a +2 bonus to your AC
You have learned how to fight with the precision and
until the start of your next turn vs the select creature.
ferociousness of a serpent: You fight with your fingers held

DRUNKEN FIST STANCE to a point as your stab into an opponent’s pressure points
like needles during acupuncture.
You have learned to enter an irregular and erratic fighting
style. Attacking with no warning and defending with • Your Unarmed damage becomes a d6 and piercing.
unconventional motions. • Your unarmed attacks gain the Tactical weapon

• Your Unarmed damage die becomes a d6.


property
• Once per turn, when you score an unarmed attack on a
• While in this stance, you gain the Fortified armor property
creature, their next attack roll using their Taijutsu
if you weren't already benefiting from it.
• As a reaction to being targeted with a melee or ranged
ability score has a 1d4 penalty.
attack, you can impose disadvantage on the triggering
creatures attacks targeting you until the end of the
SILENT FIST STANCE
You have learned how to fight unpredictably: You fight
current turn.
with your palms open and swing your hands as if they

FROG FIST STANCE were bladed weapons.


You have learned to fight with chakra and fists in a • Your Unarmed damage becomes a d6 and slashing. If
combination of leaping kicks and lunging punches, hitting wearing Iron Claws this instead becomes 1d8.
creatures who are far outside of your attacks range. • Your unarmed attacks gain the Lethal 2 weapon

• Your Unarmed damage die becomes a d6.


property.
• You produce no sound and cannot be sensed with
• Your Unarmed attacks gain the Reach 1 weapon property.
• Taijutsu you cast that deals [Unarmed Damage] increases
Tremor sense or other special senses that doesn't rely
on sight. You do not reveal yourself from stealth when
their range by +10 feet.
making unarmed attacks against a creature who you are
hidden from.
WOLF FIST STANCE POLEARM STANCE
You have learned to enter the aggressive and fast paced Requirement: Melee, Polearm Weapon Group
Wolf Fang fighting stance. You fight with both hands as You master the use of weapons with a long reach,
claws. Each strike aiming for a creature sensitive organs capable to striking enemies at a slight distance from you.
attempting to cause bludgeoning damage on each strike. You gain the following benefits;
• Your Unarmed damage becomes a d6. • When you take the Attack action, you can use a bonus
• Your Unarmed attacks gain Blocking 1 weapon property action to make a one melee weapon attack with the
• As an action, you perform the Wolf Fang Fist. opposite end of the weapon. The weapon’s damage die
for this attack is a one-step lower than the current
Wolf Fang Fist. Make two unarmed attacks, increasing
damage die of the weapon. (D12>D10>D8>D6>D4)
your [Unarmed Damage] die by +1.
• Other creatures provoke an opportunity attack from

BUKIJUTSU STANCES you when they enter or exit your reach.

SILENT KILLING
BLADE STANCE Requirement: Deadly, Hidden or Lethal Weapon property
Requirement: Melee, Blade Weapon Group You have learned how to strike with ruthless efficiency
You master the blade. All bladed weapons become while producing no sound when you bring about death.
extensions of your body as their attacks into your very
You gain the following benefits while you are heavily
movement. You gain the following benefits:
obscured or hidden from a creature;
• When you make an opportunity attack with a weapon,
• Weapon attacks you make against a creature you are
you have advantage on the attack roll.
heavily obscured or hidden from ignore half of the
• When you score a critical hit with a weapon attack, the
targets DR (damage reduction).
target gains 1 rank of bleeding. • The first weapon attack you make against a creature

POWER STANCE
you are hidden from grants you 1 rank of Mastery to the
attack.
Requirement: Melee, Power Weapon Group
You master the art of Power attacks. All weapons with
SHARPSHOOTER STANCE
the ability to shatter bones and crack stone are treated as Requirement: Ranged Weapon
extensions of your fists and feet. You gain the following You can make shots that others find difficult. You gain
benefits:
the following benefits;
• When you take the Ready action on your turn and
• As a bonus action you may target a creature you can
make a melee attack as part of that readied action, on a
see within your weapons range. The next weapon
hit, the target creature is knocked prone. Attempting
attack made against the target creature is made at
to stand from being knocked prone in this way costs
advantage and ignores up to three-quarters cover.
an Action, not movement. • When you are targeted with a ranged weapon attack
• Whenever you have scored a critical hit with a melee
that you can see, you may as a reaction, make a ranged
weapon attack that deals damage, the target gains 1
weapon attack vs the triggering creatures ranged
rank of bruised. weapon attack result. If your result is higher than

DUELING MASTERY
theirs, you divert their attack by knocking their attack
out of the sky or off course.
Requirement: Melee, One weapon in one hand, No
Weapon in other hand.
SHIELD GUARDIAN STANCE
Your mastery of fighting with a single melee weapon is
Requirement: Melee, Blocking Weapon property
peerless. You make one weapon feel like many. You gain
You are skilled in the art of defense, protecting yourself
the following benefits:
and your nearby allies. You gain the following benefits.
• The first time each turn you score a hit with a melee
• When you take the Dodge action on your turn, you also
weapon attack; you increase your damage by +1 gain advantage on Strength saving throws.
weapon damage die. • When an allied creature within 5 feet of you would
• When a creature hits you with a melee attack, you can
take damage as the result of an attack, you can spend
use your reaction to make an immediate melee
your reaction to interpose and intercept it. The
weapon attack against the triggering creature. triggering attack now is compared to your AC as you

GREAT WEAPON STANCE


become its target. The allied creature cannot be
targeted by the same creature until the end of the
Requirement: Melee, Two-Handed Weapon Property or
current turn, with you instead becoming the target
Heavy Weapon Property
each time an attempted attack would happen.
You are skilled at putting the weight of a weapon to your
advantage. All large or unwieldy weapons, are just additional
tools to add to your toolbelt. You gain the following benefits;
• When you roll a 1 or 2 on a damage die for a weapon attack,
you can reroll the die, keeping the second result.
• When you make a successful weapon attack against a
hostile creature, you deal half of the damage dealt to other
hostile creatures whom you are adjacent to as you cleave
through in an arc.
SPIDER WEB STANCE
Requirement: Flail Weapon Group
You have learned how to fight with chains, wires and
whips meant to overwhelm your enemy with arcing
strikes. You gain the following benefits.
• Your weapon gains the Grapple property if it did not
already have it.
• When you deal damage with a weapon attack, you can
move the target creature 5ft in any direction of your
choice.
• When making a weapon attack, targeting a creature
grappled or restrained by your weapon, increase your
[Weapons Damage] die by 1 step.
(D4>D6>D8>D10>D12)

THROWING STANCE
Requirement: Thrown weapon property
You’ve mastered the techniques of throwing weapons,
readily blending the attacks with your movement. You
gain the following benefits:
• Your weapon gains the Returning property, if it did not
already.
• Your weapons long range increment becomes its base
range. Attacks within this range increment are not
made at disadvantage.
• When you hit a creature with a ranged weapon attack
with a thrown weapon, you have advantage on your
next melee weapon attack against that creature, using
the same thrown weapon until end of your next turn.

TRICKSTER STANCE
Requirement: Finesse, Trip, Thrown or Hidden Weapon
property
You have become a hazard on the battlefield all on your
own, mastering hit and run tactics. You gain the
following benefits:
• When you take the Hide action, if you have an
explosive tool, you can, as part of the same action used
to hide, set that explosive tool. (This does not count for
explosive tools that takes longer than an Action to set or
detonate.) You can choose to spend your reaction to
trigger/detonate this explosive tool. This does not
reveal your location if you are unseen or hidden.
• When you would score a critical hit against a creature,
you can Dash as part of the same action used to make
the attack and score the attack.

TWO-WEAPON STANCE
Requirement: Two weapons with the Light weapon
property in each hand or Double weapon property.
You are skilled at fighting with two weapons in a flurry
of swings, strikes and attacks, you gain the following
benefits:
• If you miss a weapon attack, you can spend your bonus
action to remake that attack.
• When you make an opportunity attack, you can attack
with both of your weapons.
• Your weapon attacks are exceedingly swift. Weapon
damage made with the Attack action is totaled before
being applied to DR. (Ex. If you score two attacks with the
Attack action while in this stance, you roll your damage,
add the values together, then apply it to the creatures
Damage Reduction once. These attacks are still two
different instances of damage, but The damage reduction
applied to the total value, once.)
FEATS GENERAL FEATS
eats are powerful modifications creatures can
ACTION SURGE

F
receive either through leveling in their class or by Category: General
expending downtime and ryo to acquire them. Feats Prerequisite: Level 8+
allow a shinobi to hone into their talents, You can push yourself beyond your normal limits for a
maximizing the potential of their skillset. There are moment. You gain the following benefit;
many categories for feats, listed below. • Once per turn, on your turn, you can take one
• General: These feats serve as generic improvements to additional action. Once you use this feature you must
various aspects of shinobi hood, useful for most finish a long rest before you can use it again.
characters. • Beginning at level 17, you can gain an additional usage
• Skill: These feats revolve around a specific skill (or set of this feat, per long rest.
of skills). These feats can be used to gain mastery in a
specific skill, as well as new abilities revolving said ADVANCED STUDY
skill. Category: General
• Chakra: These feats revolve around improving the You are an advanced learner and capable student. You
efficiency of chakra usage and granting shinobi access generally excel at grasping concepts far above your skill set
to new natures of chakra molding, such as elemental with amazing potential.
chakra or medical chakra.
• Increase one Ability score by 1, to a maximum of 20
• Ninjutsu: These feats are centered around providing
• You learn an additional jutsu that is 1 rank above what your
general improvements to Ninjutsu as well as specific
Highest Rank Jutsu Known is according to your Class table.
improvements for various types of jutsu, such as Clone
This does not count against your jutsu known.
Ninjutsu, Elemental Ninjutsu, Medical Ninjutsu, or
• The next time you would hit 4th, 8th, 12th and 16th levels,
Fuinjutsu.

you learn one additional Jutsu of 1 rank higher than your
Genjutsu: These feats provide general improvements
Highest Rank Jutsu Known jutsu rank.
to Genjutsu, as well as specialized improvements to

AGILE FEINT
various lines of Genjutsu or Genjutsu keywords.
• Taijutsu: These feats allow a shinobi to acquire
general improvements to Taijutsu and Bukijutsu, as Category: General
well as specific advancements to various aspects of You know how to use your agility to grant you advantage and
martial combat such as Fighting Stances or groups of your opponent’s disadvantage. You gain the following
weapons. benefits:
• Critical: These feats allow shinobi to maximize the • Increase your Dexterity score by 1, to a maximum of 20
potential of critical hits, increasing their frequency as • Reduce the Bulk of all Light Armors by 1.
well as apply additional effects. • You can use the Feint Skill-Action, with Dexterity
• Clan: These feats allow a shinobi to improve the
(Acrobatics) and without Mastery in Deception. You may
abilities of their specific clan (or acquire the abilities
perform the Feint Skill-Action before making an attack, as
of another clan via the Bloodline, Latent feat). These
part of the same action.
feats can be found in the Tsunade's Studies Clan • When a creature misses you with a melee attack you can
Compendium.
use your reaction to make an attack of opportunity against
• Class: These feats provide non-subclass specific
the triggering creature.
improvements to a Shinobi's class. These feats can be
found in the Orochimaru's Observations Class
Compendium.
ALERT
Category: General
• Archetype: The majority of these feats allow a shinobi Always on the Lookout for Danger, you gain the following
to gain partial access to the abilities of a different benefits:
class (similar to Multiclassing in Dungeons • You add your full proficiency bonus to your initiative,
and Dragons 5e). Some Archetype feats, instead of half.
however, grant users entirely new • You may add your Wisdom modifier in place of Dexterity to
abilities based on foreign groups your Initiative bonus.
among the five great nations. • You can't be surprised while you are conscious.
Unlike most feats, Archetype Feats can • You become aware of any creature casting a jutsu with Hand
only be taken through Downtime. Seals (HS) within 60 feet of you. This does not immediately
tell you the creatures’ location, instead you only know that
• Rare: These feats should be Hand Seals (HS) were made with the intent to cast a Jutsu.
treated as optional inclusions to • You have advantage on checks made to find hidden
the roster of feats available creatures.
under the approval of a DM. • Other Creatures do not gain advantage on attack rolls
They are NOT automatically against you as a result of being hidden from you.
assumed to allowed at your
table. These feats have the
potential to be stronger
options than others present in
this document.
ATHLETE DUNGEON DELVER
Category: General Category: General
You have undergone extensive physical training to gain the Alert to the hidden trap’s and secret doors found in
following benefits: many dungeons, you gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a • Increase your Intelligence or Wisdom score by 1, to a
maximum of 20. maximum of 20.
• You gain a Swim, climbing and wall running speed equal • You have advantage on Perception and Investigation
to your normal speed checks made to detect the presence of trap’s.
• Increase your maximum bulk by +5. • You have advantage on saving throws made to avoid or
• Long Jump increased to 10 + Strength Score and High resist trap’s.
Jump increased to 5 + Strength Score. • You have resistance to the damage dealt by trap’s.
• You have advantage on grapple checks against creatures • You can search for trap’s as a bonus action, instead of
whose strength score is lower than yours. an Action.

CLASHING ADEPT DURABLE


Category: General Category: General
Prerequisite: Proficiency in either Ninshou or Martial Hardy and resilient, you gain the following benefits:
Arts, Level 4+ • Increase your Constitution score by 1, to a maximum
You specialize in the art of Clashing, gaining the following
of 20.
benefits; • When you roll a Hit Die to regain hit points, the
• Choose between Ninshou or Martial Arts. When you minimum number of hit points you can regain
participate in a Jutsu Clash, treat your ranks of Mastery in spending hit die equals twice your constitution
your chosen skill as +1 higher, so long as you are proficient modifier (Min. 2).
with the skill. • Your hit points maximum increases by an amount
• You can always tell if a Jutsu possesses the Clash keyword equal to twice your level when you gain this feat.
just from seeing it cast. • Whenever you gain a level thereafter, your hit points
• You do not become Dazed as the result of losing a Clash. maximum increases by an additional 2 hit points.
• When you succeed a Jutsu Clash, you can choose to knock
the target back 30 feet. ELUSIVE TARGET
• Select two jutsu that you know. These jutsu become known
Category: General
as your Clashing Jutsu. You may change which jutsu are
You’re far too agile to ever be caught off guard or be
your Clashing Jutsu on a long rest. Your Clashing Jutsu gain
pushed into a corner. You gain the following Benefits:
the Clash keyword, and once per rest you may cast these
jutsu as a Reaction to being targeted by a Jutsu or Effect • Increase your Dexterity score by 1, to a maximum of 20

with the Clash keyword, ignoring the listed casting time. • You may take the Hide action as a bonus action and
you may do so even when lightly obscured.
CLASHING EXPERT • Creatures do not gain advantage on attacks against
you as a result of being Restrained or Prone.
Category: General • If you are subjected to an attack or jutsu that requires
Prerequisite: Clashing Adept Feat, Level 12+
a Dexterity save. On a successful save you take no
You have mastered the art of Clashing, gaining the following
Damage and suffer no effect.
benefits; • When you are forcefully pushed more than 10 feet
• You gain +1 ranks of Mastery in the Skill selected with the away in any direction, if you would end your
Clashing Adept feat. movement within 10 feet of cover large enough to hide
• While in a Jutsu Clash and Bloodied (below 50% of your behind, you may spend your reaction to move behind
maximum hit points), you gain a +1d4 bonus to your it and take the Hide action, attempting to hide while
Clash checks. Additionally, for every failed Death saving the dust from the last attack settles.
throw you possess, increase your Clash Checks by +1.
• When you lose a Jutsu Clash, you do not become
Concussed, and gain resistance to the damage dealt. •
When you succeed a Jutsu Clash, you can choose to knock
the target prone.
• You may denote two additional jutsu you know as Clashing
Jutsu. Additionally, once per long rest when you initiate a
Clash with your Clashing Jutsu, you may declare this clash
to be your Fated Clash. Fated Clash. You always treat your
Clash as a Best of 3, regardless of the rank of the jutsu
used. You may also clash with Arts, regardless of your
jutsu’s rank. Lastly, if the creature you are Clashing with
would boost their Clash Checks with any form of dice-
based bonus (such as Tenacity Die), you roll the same
amount of bonus die, of the same die size, to your Clash
Checks.
GOURMAND INSPIRING LEADER
Category: General Category: General
Prerequisite: Chef Feat, Level 8+ Prerequisite: Charisma 15+
You have mastered a variety of special recipes, allowing You can spend 10 minutes inspiring your companions,
you to prepare exotic dishes with useful effects. You gain shoring up their resolve to fight. When you do so, choose
the following benefits: up to six friendly creatures (which can include yourself)
• As a Bonus action, you can inspect a drink or plate of within 30 feet of you who can see or hear you and who
can understand you.
food within 10 feet of you and determine whether it
Each creature can gain temporary hit points and
has been altered in any positive or negative way and
temporary chakra points equal to your Proficiency bonus
what it does without having to make a check
• Over the duration of a short rest, if you prepare Special + your Charisma ability score. Also, each creature gains
two Leader Die, which are d4s. A creature can spend one
food using the Chef feat, you enhance its flavor.
Leader Die when they make an attack roll, skill check,
Creatures who gain the benefit of your special food,
initiative, or saving throw, no more than once per roll.
become immune to the Envenomed condition and gain
A creature can gain the benefits of this feat no more
resistance to poison damage until your next rest.
• During a long rest, you can spend a use of your
than once per rest.

INSPIRING PRESENCE
Cooking Kit to prepare and serve a meal that helps you
and your allies recover from the rigors of adventuring.
The meal serves up to six people, and each person who Category: General
eats it regains 3 Hit Dice. Additionally, they increase Your presence on the battlefield is a source of
their maximum hit points by, and gain additional hit inspiration. You gain the following benefits:
points equal to, 4d8 for the next 8 hours. • Increase your Charisma score by 1, to a maximum of

HAND SEAL EXPERT


20.
• As an action, you can let out an inspiring battle cry.
Category: General Select a number of creatures that can hear you equal to
You’ve practiced utilizing Ninjutsu & Genjutsu in close your proficiency bonus. Each of these creatures gain a
quarters and in contested conflicts, learning techniques bonus to their next skill check or attack roll equal to
that grant you the following benefits: your Charisma modifier.
• As a bonus action, you let out a reassuring howl,
• Increase your Intelligence or Wisdom score by 1, to a
ending the frightened or charmed condition on
maximum of 20.
• When making a ranged Ninjutsu or Genjutsu attack
yourself and a number of allies that can hear you equal
to your proficiency bonus. (Min 1.)
while you are within 5 feet of a hostile creature, you do
• As a reaction, when you or a creature you can see
not have disadvantage on the attack roll.
• When a creature would attempt to interrupt a jutsu
would make a saving throw, you let loose a bracing
howl. Select creature gains proficiency in the saving
you cast on your turn, they must attempt the ability
throw if they were not already. This bonus lasts until
check to interrupt regardless if they have a feature or
the end of the current turn.
jutsu that says otherwise. They increase the DC to
• Once you have used each of this feat’s abilities once,
interrupt your jutsu by +2.
you must complete a rest before you can use them

HELPING HAND again.

Category: General MANEUVERABLE


Your presence in a scrap tends to elevate your comrades.
Category: General
You gain the following benefits:
You’ve learned that you are at your best when you’re on the
• You can use the Help action as a bonus action.
move. You gain the following benefits:
• When you use the Help action to aid an ally in
• Your speed increases by 10 feet.
attacking a creature, increase the range of the Help
• When you would make a Dexterity saving throw on your
action by 10 feet.
• You can help a creature with a skill check you are not turn, you gain a +2 bonus to the save.
• Once per turn, when you move at least 10 feet, you gain a
proficient in.
• You can help two allies targeting the same creature 1d4 bonus to your next attack roll before the end of the
current turn.
within range when you use the Help action this way.
• 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.
MASTER WEAVER RESILIENT
Category: General Category: General
Prerequisite: Level 8+ Choose one ability score. You gain the following benefits:
You have practiced casting Ninjutsu or Genjutsu in the • Increase the chosen ability score by 1, to a maximum of
midst of combat, learning techniques that grant you the
20.
following benefits: • You gain proficiency in saving throws using the chosen
• You have advantage on constitution checks that you ability score.
make to maintain concentration on jutsu when you are
maintaining two or more of them at the same time. SEAL WEAVER
• Select one jutsu you know of C-Rank or lower that you
Category: General
must concentrate on. When you cast this jutsu at its
You’ve practiced casting Jutsu in quick succession,
base rank, you do not need to spend chakra to
learning techniques that grant you the following
maintain concentration at the beginning of each of
benefits:
your turns. You can switch this jutsu when you
complete a long rest. • When you cast a Ninjutsu or Genjutsu with a casting
• When a hostile creature's movement provokes an time of 1 action, you may use your bonus action to cast
opportunity attack from you, you can use your reaction to a jutsu of the same type with the same casting time.
cast a ninjutsu or Genjutsu at the creature, rather than • When you cast a Ninjutsu or Genjutsu with a casting

making an opportunity attack. The Jutsu must have a time of a bonus action, you can reduce the cost by half
casting time of 1 action, must require a Ninjutsu or as long as it is no higher level than your highest rank
Genjutsu attack and must target only that creature. known.
• Once you’ve used either effect of this feat twice, you

MOBILE must complete a long rest before you can use it again.

Category: General
You are exceptionally speedy and agile. You gain the
TOUGH
following benefits: Category: General
Prerequisite: Durable Feat
• Your speed increases by 10 feet.
You have the blood of heroes flowing through your veins.
• You can Dash as a Bonus action.
You gain the following benefits:
• Your movement speed cannot be reduced below half as
a result of a jutsu or trait. Your movement speed can • Increase your Constitution score by 1, to a maximum

still be affected as a result of a condition such as of 20.


Restrained or grappled. • You must now fail 5 Death saving throws before dying.
• You gain advantage on saving throws and checks to • Whenever you take the Dodge action in combat, you

resist the grappled or restrained conditions. can spend one Hit Die to heal yourself. Roll the die, add
• You ignore naturally occurring difficult terrain. your Constitution modifier, and regain a number of hit
points equal to the total (minimum of one).
MONKEY’S GRIP • If you would roll a natural 20 on a Death saving throw,
you instead regain a number of hit points equal to your
Category: General
level.
Prerequisite: Level 4+
Your make-do skills and superb Chakra molding let you
use everyday objects in unforeseen ways. You gain the
following Benefits;
• Increase your Strength score by 1, to a maximum of 20.
• You are proficient with improvised weapons, and
attacks with them count as Chakra enhanced for the
purpose of overcoming resistances and immunities.
• Once per turn, when you attack with an improvised
weapon, you may add a bonus equal to your
intelligence modifier to the damage roll.
• You may replace a Bukijutsu’s Weapon components
with any item your DM considers a close enough
replacement.

QUICK WITTED
Category: General
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 effect twice per long rest.
SKILL FEATS ANIMAL HANDLER
Category: Skill
ACROBAT You master the techniques needed to train and handle
Category: Skill animals. You gain the following benefits:
You become nimbler, gaining the following benefits: • Increase your Wisdom score by 1, to a maximum of 20.
• You gain proficiency in the Animal Handling skill. If you
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency in the Acrobatics skill. If you are are already proficient, you instead gain Mastery.
• By spending 1 week of downtime with a normal animal, you
already proficient, you instead gain Mastery.
• You reduce falling damage by half. can make a DC 20 Wisdom (animal handling) check. On a
• Once per turn, when standing from prone from a hostile success, you bond with the animal. It becomes
permanently helpful to you unless you do something
creatures effect, you do not spend movement and you may
egregious to break your bond. Bonding with a new animal
make an unarmed strike or melee weapon attack against a
breaks any previous bonds. New Animals do not know all
creature within range as a part of your movement used to
stand from prone. your previous bonded animals jutsu, if any.
• By spending 1 or more weeks of downtime with a bonded
• As a bonus action, you can make a DC 15 Dexterity
animal, you can teach it one D-Rank or higher Taijutsu
(Acrobatics) check. If you succeed, difficult terrain doesn’t
cost you extra movement until the end of your next turn. that you know. You can spend 1 downtime per rank of jutsu
(D-Rank: 1, C-Rank: 5, B-Rank: 10, A-Rank: 20, S-Rank: 50).

ACTOR It uses its bite and claws in place of punches or kicks. A


creature can only learn 3 Taijutsu this way.
Category: Skill • You can use a bonus action on your turn to command your
Skilled at mimicry and dramatics, you gain the following bonded animal within 60 feet of you that can hear you.
benefits:
• Increase your Charisma score by 1, to a maximum of 20. BRAWNY
• You gain proficiency in the Performance Skill. If you are
Category: Skill
already proficient, you instead gain Mastery. You’ve become stronger, gaining the following benefits:
• When your Charisma (Performance) check is 5 or higher
• Increase your Strength score by 1, to a maximum of 20.
than a non-hostile creatures Passive Insight, they gain 1
• You gain proficiency in the Athletics skill. If you are
rank of Charm towards you, until the end of this
already proficient, you instead gain Mastery.
conversation. They can only gain 2 ranks of charm towards
• Increase your maximum bulk by +10.
you this way.
• Once per rest, you may make a Strength based ability
• While performing, you can try to distract one humanoid
you can see who can see and hear you. Make a Charisma or skill check, attack roll or saving throw at advantage.
• Thrown weapons that use Strength, double both range
(Performance) check contested by the humanoid’s Wisdom
(Insight) check. If your check succeeds, you grab the increments.

BURGLAR
humanoid’s attention enough that it makes Wisdom
(Perception) and Intelligence (Investigation) checks with
disadvantage until you stop performing. Category: Skill
You pride yourself on your quickness and your close
ALCHEMIST study of certain clandestine activities. You gain the
Category: Skill following benefits:
You have studied the secrets of alchemy and are an expert in • Increase your Dexterity score by 1, to a maximum of
its practice, gaining the following benefits: 20.
• You gain proficiency with a Security Kit or Sleight of Hand
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency with the Alchemist Kit. If you are (Pick one). If you are already proficient, you instead gain
already proficient, you instead gain Mastery. Mastery.
• Creatures who are further than 30 feet from you while
• As an action, you can identify any one poison or
consumable liquid within 5 feet of you, as if you had you are using your Security Kit or making a Sleight of
tasted it. You must see it for this benefit to work. hand check to pick a lock, steal something have a -5
• Over the course of any short rest, you can create one set of penalty on Perception or Insight checks to see what
Assassins Blood. You must have an Alchemist Kit with at you are doing.
• Locks and Security devices are always counted as 1
least one charge with you when you do.
• Over the course of any short rest, you can temporarily Rank lower for you.
• As a bonus action, you can attempt to pickpocket or
improve the potency of one poison, chakra or blood pill.
To use this benefit, you must spend the charge of the pick a lock.
Alchemist kit. When you do, you enhance the following;
o Potency of a Poison - Increase its save DC by +2 and
damage by one additional damage die.
o Potency of a Chakra Pill – Increase the chakra
gained by 1 die.
o Potency of a Blood Pill – Increase the hit points
gained by 2 dice.
CHARMING PERSONA CHEMIST
Category: Skill Category: Skill
You’ve mastered the art of charming those around you, You have studied the secrets of chemistry and are an expert
gaining the following benefits: in its practice, gaining the following benefits:
• Increase your Charisma score by 1, to a maximum of 20. • Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency in the Persuasion skill. If you are • You gain proficiency with the Alchemist kit or
already proficient, you instead gain Mastery. Investigation. (Pick One). If you are already Proficient, you
• You are skilled in gathering information through instead gain Mastery.
conversation, without asking a single question. By • When you would make an Intelligence (Investigation)
spending 10 minutes gathering information in a new place, check, and have at least one charge of Alchemist Kit to
you become aware of all current rumors and potentially collect DNA, evidence or any remains from a location, you
important people you should be on the lookout for. reduce the DC set by the DM by -2.
• If you spend 1 minute talking to someone, you can make a • Over the course of a short rest, you can develop different
Charisma (Persuasion) check contested by a creature’s chemical compounds, using a Forensics Kit, which you
passive insight. If you or your companions are in combat then use to create one of the following of base quality;
with the creature, you automatically fail. On a success, the Chili Pepper Bomb, Smoke Bomb, Military Ration Pill or
target gains 2 ranks of charmed for you as long as it Chakra Pill.
remains within 60 feet of you for the next 10 minutes. • Over the course of a long rest, you can develop a special
chemical with an Alchemist Kit called White water. White
CHAKRA INTENSITY water has 2 charges and expires after 8 hours. If a creature
drinks this White water, they gain one of the following
Category: Skill
benefits for the next hour; 60ft Chakra Sight, 60ft
You have an immense control over your chakra, in ways that
Darkvision, 20ft Tremor Sense or 10ft Blindsight.
others aspire to. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You gain proficiency in the Chakra control skill. If you are
CRAFTER
Category: Skill
already proficient, you instead gain Mastery.
• You release an aura of chakra indicative of your combat
You have a knack for crafting; you work with greater
efficiency and produce goods of higher quality. You gain
ability. When making a Charisma (Intimidation) check, you
the following benefits:
may instead roll your Constitution (Chakra Control) bonus
instead. • Increase your Strength, Intelligence or Wisdom score
• You can suppress your own chakra signature in a far more by 1, to a maximum of 20.
efficient way. You can make the Suppress Chakra activity as • You gain proficiency in Crafting and either
an Action, instead of requiring 1 minute. Weaponsmiths or Armorsmith Kit (Pick one). If you
are already proficient, you instead gain Mastery.
CHEF • When you craft items using a kit you have proficiency
in, the item is worth double the market value.
Category: Skill
• When you craft seals using either the Armorsmith or
Time and effort spent mastering the culinary arts has paid
Weaponsmith kit you no longer need a Sealsmith
off. You gain the following benefits:
forge.
• Increase your Wisdom score by 1, to a maximum of 20. • Reduce the Enhancement seal crafting DC by -2 across
• You gain proficiency with a Cooking Kit or Survival (Pick all item ranks.
one). If you are already proficient, you instead gain
Mastery.
• Over the course of a short rest, you can cook special food,
ELITE AGILITY
Category: Skill
with a cooking kit. This special food is of your description
Prerequisite: Dexterity 20, Level 10+
and creatures consume this food during the short rest.
You have the reflexes of one who can see things before they
They regain additional hit points equal to your Survival
happen, granting the following benefits:
Bonus and, for the next 8 hours or until your next rest they
temporarily increase their maximum hit points by 10. You • You gain a 1d4 bonus to all Dexterity saving throws you
can cook special food in this way twice per long rest. make.
• Over the course of a long rest, you can cook a special full • Choose two Dexterity skills which you already have
course meal for your team with a cooking kit. This special proficiency in. When you make a skill check using these
meal takes 1 hour to consume and spoils at the end of your skills, you treat any roll of 9 or lower on the d20 as a 10.
long rest. Creatures who partake in the meal are cured of • You gain Mastery in one Dexterity Skill of your choice
all diseases and poisons and make their next 2 Constitution which you already have proficiency in.
saves at advantage. This benefit lasts for 24 hours. • Increase your initiative by +5 and your movement speed by
+10.
• If a creature would have disadvantage on an attack against
you, you can choose to make them roll an additional d20,
using the lowest roll. Once you use this ability twice, you
must complete a rest before using it again.
ELITE AWARENESS ELITE RESILIENCE
Category: Skill Category: Skill
Prerequisite: Wisdom 20, Level 10+ Prerequisite: Constitution 20, Level 10+
You have the wisdom associated with the most renowned You have the fortitude often attributed to gods, granting the
masters of Ninshou, which grant you a level of awareness following benefits:
most others don’t have. You gain the following benefits: • You gain a 1d4 bonus to all Constitution saving throws
• You gain a 1d4 bonus to all Wisdom saving throws you you make.
make. • You gain Mastery in one Constitution Skill which you
• You gain Mastery in one Wisdom skill which you already already have proficiency in.
have proficiency in. • You cannot be Envenomed or succumb to disease as a
• You gain a +5 bonus to your passive perception and result of non-jutsu based methods.
Insight. • Restoration effects, such as Healing Jutsu or Military
• You can use your action to try and gain an exalted Ration pills, that would restore hit points to you can’t
perception into your current situation. So long as you are restore an amount less than half your level + your
not blind and/or deaf, all illusions, genjutsu with the Constitution modifier. If this amount would exceed that
Visual and/or Auditory keyword, and effects designed to maximum amount of hit points that effect could restore,
deceive you, within the 60 feet of you, have their DC’s you instead take that effect’s maximum.
reduced by 5 for the next minute, or until the start of your • You can add your Constitution modifier to death
next turn if in combat. saving throws you make.

ELITE INTELLECT ELITE STRENGTH


Category: Skill Category: Skill
Prerequisite: Intelligence 20, Level 10+ Prerequisite: Strength 20, Level 10+
You have the cunning of the most prolific scholars, You have the strength that legends tell of, granting the
granting the following benefits: following benefits:
• You gain a 1d4 bonus to all Intelligence saving throws you • You gain a 1d4 bonus to all Strength saving throws you
make. make.
• You gain Mastery in one Intelligence Skill which you • You gain Mastery in one Strength Skill which you already
already have proficiency in. have proficiency in.
• Intelligence ability and skill checks you make ignore • You ignore the two-handed property of weapons with
any penalty inflicted by a creature or effect which you are proficient.
• You reduce the Downtime cost required to complete any • You can attempt to use your Elite Strength to complete
training to the following; normally impossible acts of Strength. Choose one of the
o 1 Week: New Tool or Vehicle Proficiency. following acts of superhuman Strength to complete. Once
o 3 Weeks: New Weapon or Language Proficiency. your use one of these features, you must complete a rest
o 5 Weeks: New Armor Proficiency. before you can do so again.
o 8 Weeks: New Skill Proficiency. o Hold the Line. As an action, you ready yourself for
o 16 Weeks: New Feat. anything until the end of your next turn. When a
creature would make an attack against you, force you
ELITE PRESENCE to make a saving throw of any type or use a feature or
trait targeting you, you immediately act at no further
Category: Skill
action cost. You exert strength rivaling fables and
Prerequisite: Charisma 20, Level 10+
myths. If you are the target of an attack, jutsu,
You have the presence of the most affluent of leaders,
feature or would be affected by such, you reach your
granting the following benefits:
hands out and grapple with strands of logic. Make a
• You gain a 1d4 bonus to all Charisma saving throws you Strength ability check, adding half your character
make. level to the result vs the triggering creatures attack
• You gain Mastery in one Charisma Skill which you roll or Save DC. On a success, you dispel the attack,
already have proficiency in. jutsu or effect. This triggers a number of times equal
• Allied creatures within 20 feet of you cannot gain ranks to your Strength modifier before the beginning of
of fear or charm. Creatures who have such conditions your next turn.
who speak to you for at least 1 minute, immediately lose o Herculean. As a bonus action, for the next minute, you
such conditions and become immune to gaining them can move anything you can put your hands on. You
from the creature that inflicted it upon them for the can Grapple, Shove, and Trip gargantuan or smaller
next 24 hours. creatures as if they were your size.
• As an action, you can attempt to impose your Elite o Unfallen. As a reaction to a structure or construct
Presence upon another creature. So long as the creature falling or collapsing within 5ft of you, you can exert
you are interacting with is of equal or lower level than your strength, preventing it from falling for the next
you, are not hostile and can hear and see you, each minute. Regardless of how many hit points a
minute they are interacting with you, they gain a -2 structure has left, while you are holding it, it cannot
penalty to all Wisdom and Charisma skill checks made collapse in on itself.
against you. These penalties immediately end if they
become hostile to you in any way.
EMPATHIC GENIUS TOOLIST
Category: Skill Category: Skill
You possess keen insight into how other people think You have spent prolonged use with a toolkit, making you a
and feel. You gain the following benefits: genius when using it. You gain the following benefits:
• Increase your Wisdom score by 1, to a maximum 20. • Increase your Intelligence by 1, to a maximum of 20.
• You gain proficiency in the Insight skill. If you are • You gain proficiency with any one Toolkit. If you are
already proficient, you instead gain Mastery. already proficient, you instead gain Mastery.
• You can spend a bonus action to attempt an Insight • Whenever you would use the Toolkit to make a skill
check. check, you can use your Intelligence in place of any other
• If you spend more than 10 minutes talking to a non- Ability modifier.
hostile creature, you gain insight into their • As an action, when viewing a construct, you may make
mannerisms allowing you to tell their emotional state an Intelligence ability check vs a DC (5 + Targets level (if
and if they are lying for the remainder of the any). On a success, you become aware of any
conversation. This grants insight into their emotional Vulnerabilities it may have (if any).
state and surface lies that require minor context. This • If you are viewing a Structure for at least 10 minutes per
does not reveal deeper lies that require significantly building size category, you can make an Intelligence
more context or evidence to prove. Ability check vs a DC 8 + the Size Category of the
• You can use your action to try to get uncanny insight structure (Small building: 3, Medium Building: 5, Large
about one humanoid you can see within 30 feet of you. Building: 7, Huge Building: 9, Gargantuan building: 11). On
Make a Wisdom (Insight) check contested by the a success, you become aware of one or two secret
target’s Passive deception. On a success, you become passage way entrances or exists.
aware if any chakra-based illusions are affecting them
or if they are currently experiencing an unbalanced
mental state. This informs you if they are afraid of,
enamored by, in love with or even loath something or
someone. You gain a clue as to who or what that thing
or person is.

FEIGNED CONFIDENCE
Category: Skill
You’ve spent years pretending you know what you’re doing,
gaining the following benefits:
• Increase your charisma score by 1, to a maximum of 20
• You gain proficiency in Deception. If you are already
proficient, you instead gain Mastery.
• When you would make a Charisma (Persuasion) check,
you can choose to instead use your Charisma (Deception),
as you weave white lies into your conversation or
diplomatic statements in an attempt to gain favor with
the other conversation participants. These white lies are
harmless and cannot create negative reactions from other
conversation participants.
• Select one skill you are not proficient in, excluding
athletics, acrobatics or chakra control (You can change
this skill when you complete a long rest). When you would
make a check using the chosen skill you instead use your PERCEPTIVE
Deception bonus in place of that skills bonus. If you Category: Skill
succeed, you believed in yourself so much, that you You hone your senses until they become razor sharp. You
complete the task haphazardly. The completed task may gain the following benefits:
pass as genuine work for a moment, but upon further
• Increase your Wisdom score by 1, to a maximum of 20.
inspection against a DC equal to Your Deception bonus
• You gain proficiency in the Perception skill. If you are
others realize that it was potentially dumb luck or you did
it in a very unprofessional way. (Ex. You use this feat to use already proficient, you instead gain Mastery.
• Being in a lightly obscured area doesn’t impose
Deception in place of Sleight of hand to pick a lock. If you
succeed you may have picked the lock, but now the door or disadvantage on your Wisdom (Perception) checks if
lock itself is also broken or there is evidence of tampering.) you can both see and hear.
• You have a +5 bonus to your passive Wisdom
(Perception) and passive Intelligence (Investigation)
scores.
• If you can see a creature’s mouth while it is speaking a
dialect you understand, you can interpret what it’s
saying by reading its lips.
PERFORMER HERBALIST
Category: Skill Category: Skill
Your years of training with your musical instrument You are adept at harnessing the useful properties of
have paid off. You gain the following benefits: herbs and other plants. You gain the following benefits:
• Increase your Charisma score by 1, to a maximum of • Increase your Intelligence score by 1, to a maximum of
20. 20.
• You gain proficiency in the Performance skill. If you • You gain proficiency in Nature. If you are already
are already proficient, you instead gain Mastery. proficient, you instead gain Mastery.
• When performing for at least one minute with your • You can apply natural cures and medicines to heal your
most practiced musical instrument, you gain allies. So long as you are near a variety of plants and
advantage on a performance skill check. natural foliage you can make an Intelligence (Nature)
• Once per long rest, you can perform for your team check in place of a Medicine check.
with your most practiced musical instrument, and • If you are in wilderness, you can treat the surrounding
inspire your allies. Your inspired allies gain Temporary natural foliage as if you have a Medicine kit with 3 charges.
hit points equal to your proficiency bonus + Charisma • Over the course of a short rest, you can make an
ability score. Intelligence (Nature) check to search for special plants
which can be used to create a special salve which you or
FIELD MEDIC another creature can consume or apply to another willing
creature as an action. The DC to find the plants needed to
Category: Skill
create the salve are listed in the Herbalist chart at the end
You are an able medic, allowing you to mend wounds quickly
of this feat. If you succeed on the check, you pick one of
and get your allies back in the fight. You gain the following
the salves you want to make that has a DC lower than or
benefits:
equal to your checks result. You can only make one Salve
• Increase your Wisdom score by 1, to a maximum of 20. per rest. These Salves retain their potency for up to 24
• You gain proficiency in Medicine. If you are already hours. You can only have two salves at any given time. If
proficient, you instead gain Mastery. you ever gain a third salve, one of the previous salves lose
• You gain proficiency in Medicine Kits. If you are already potency and becomes inert. You can only find special
proficient, you instead gain Mastery. plants for these salves in any given location within 10
• When you would beat the stabilization DC by 10 or more, miles twice per month.
the target creature also regains 1 hit point becoming
conscious and you remove 1 death saving throw. You can
H ERBALIST C HART
remove a death saving throw from a creature in this way
twice per Full rest, per creature. DC Salve Name Effect
• As a bonus action, you can spend a use of your medicine
10 Bitter Salve End the Envenomed condition and recover 2d10
kit. If you do, you enhance the next Blood pill that you or
+ 4 Hit points
another creature consumes. When you do, they instead
gain the maximum benefit of consuming one of these pills 12 Sweet Salve Regain the ability to Mold chakra and recover
and do not need to roll. 2d6 + 4 chakra points
15 Gelatinous Select one damage type. You reduce all damage
HISTORIAN Salve inflicted by that damage type by 5 for 1 minute.
Category: Skill 17 Sour Salve End the Charmed or Feared condition and
Your study of history rewards you with the following recover 2d12 + 12 hit points
benefits:
20 Tangy Salve End the Stunned condition and recover 2d8 + 12
• Increase your Intelligence score by 1, to a maximum of chakra points.
20.
22 Salty Salve Regain 1d4 + 1 hit points at the end of each of
• You gain proficiency in the History skill. If you are
your turns for 1 minute.
already proficient, you instead gain Mastery.
• Twice per long rest, when you take the Help action to 25 Rock Salve Select two damage types. You gain resistance to
aid another creature’s check, you can make a DC 15 those damage types.
Intelligence (History) check. On a success, that 27 Taffy Salve Your AC becomes 15 + Your proficiency bonus
creature’s check gains a bonus equal to your for 1 minute if it is lower than the result. Your AC
Intelligence modifier, as you share pertinent advice
cannot be reduced below this value for the
and historical examples. You regain one use of this
duration.
feature on a short rest.
• As an action on your turn or as a reaction to seeing a 30 Omni Salve Select two of any previous Salves and combine
creature for the first time, select one creature you can their effects.
see you can. Make an Intelligence (History) check vs a
DC (8 + Creatures level). On a success, you become
aware of this creature primary jutsu type or method of
combat as you recall reading or researching about
them. You can only use this feature on a creature once
per long rest. On a failure, you cannot immediately
recall anything about them.
INVESTIGATOR PRACTICED ADEPT
Category: Skill Category: Skill
You have an eye for detail and can pick out the smallest You have acquired skills over your career, gaining the
clues. You gain the following benefits: following benefits:
• Increase your Intelligence score by 1, to a maximum of • Increase an ability score of your choice by 1, to a
20. maximum of 20.
• You gain proficiency in Investigation or the Forensics • You gain proficiency in any combination of three skills or
Kit (Pick one). If you are already proficient, you tools of your choice.
instead gain Mastery. • You can take this feat multiple times.
• You can take the Search action or make an Intelligence
(Investigation) check as a bonus action. PRACTICED EXPERT
• When you make an Intelligence (Investigation) check,
Category: Skill
if your result is 5 or higher than the DC, you gain
You have honed your proficiency with particular skills or
additional information or clues into the given mystery
tools, gaining the following benefits:
or situation.
• By spending 10 minutes studying an area the size of a • Increase any ability score of your choice by 1, to a

small room, you can begin to see echoes of the last 24 maximum of 20.
hours in the given area. This echo plays in your mind • You gain +1 ranks of Mastery in any two Skills or Toolkits

as if watching a movie backwards and all the actors are you are proficient in. You cannot select the same
featureless humanoid figures which you cannot Skill/Toolkit twice.9
attribute a name or face to. This scene plays out in its • You can take this feat multiple times.

entirety, and you can rewind, slow down, or speed up


this echo at will. You cannot replay an echo if 24 hours QUICK FINGERED
has passed. While viewing this echo, you can make Category: Skill
Intelligence (Investigation) checks of varying Your nimble fingers and agility let you perform sleight of
difficulty set by the DM to gather information from hand. You gain the following benefits:
the echo based on what’s happening.
• Increase your Dexterity score by 1, to a maximum of 20.

MASTER OF DISGUISE • You gain proficiency in the Sleight of Hand skill. If you are
already proficient, you instead gain Mastery.
Category: Skill • You can perform a Sleight of hand check as a bonus
You have honed your ability to shape your personality and action.
visage into that of others with a surprising level of detail. • Your skills in thievery are so great that you can even
You gain the following benefits: pickpocket or plant something up to 30 feet away.
• You gain proficiency with the disguise kit. • As a reaction to a creature making a weapon attack
• You gain proficiency with performance. If you are already targeting you, you can make a Dexterity (Sleight of
proficient, you instead gain Mastery. hand) check vs the targets attack roll. On a success,
• You can make Charisma (Performance) checks in place of you disarm them so quickly that they are unaware you
Deception checks. have disarmed them. Their attack becomes an
• When you are mimicking a target, you have advantage on unarmed attack. They don’t become aware that they
performance checks made to impersonate that target. have been disarmed until after the attack has
• Reduce the time it takes to make a disguise when using a concluded.
disguise kit by a factor of up to 10. Plain disguises now
only take 1 minute. Elaborate disguises now only take 10 STEALTHY
minutes, and exquisite disguises now only takes 1 hour. Category: Skill

POISONER
You know how best to hide. You gain the following
benefits:
Category: Skill • Increase your Dexterity by 1, to a maximum of 20.
You have studied the secrets of poisons and toxins, • You gain proficiency in the Stealth skill. If you are
gaining the following benefits: already proficient, you instead gain Mastery.
• Increase your Intelligence by 1, to a maximum of 20. • You can perform the Hide action as a bonus action.
• You gain proficiency with the poisoner’s kit. If you are • If you are hidden, you gain a +20 bonus to your
already proficient, you instead gain Mastery. movement speed when sneaking.
• Reduce the DC to create Poisons by an amount equal to • Creatures have a -5 penalty to Wisdom (Perception)
your Ninjutsu ability modifier. checks made to search for you, while you are hidden
• You can apply a poison to a weapon as a part of the from them.
same action use to attack with the weapon, once per
turn.
• During a short rest, you can infuse your chakra into a
single dose of poison. To use this benefit, you must
have a poisoner’s kit & have a poison of any type. You
can only have one infused poison this way. This
infused poison can use either its listed Save DC or your
Ninjutsu Save DC (You decide.). Additionally, if it deals
damage, it deals additional damage equal to an
amount of damage die, equal to half of your
proficiency bonus.
MENACING ILLUSIONIST RESEARCH
Category: Skill Category: Skill
You become fearsome to others, gaining the following You have begun to find some truth in the world of
benefits: illusions and Genjutsu, finding its origins to be darker
• Increase your Charisma score by 1, to a maximum of 20. and more sinister than you once thought. You gain the
• You gain proficiency in the Intimidation skill. If you are following benefits:
already proficient, you instead gain Mastery. • Increase your Intelligence or Wisdom by 1, to a
• You can attempt the Demoralize Skill Action, as a Bonus maximum of 20.
Action. • You gain proficiency in the Illusions skill. If you are
• You can attempt the Demoralize Skill Action against the already proficient, you instead gain Mastery.
same creature up to three times, before they become • When you would make an Identify Genjutsu check, you
accustomed to your intimidating presence. reduce the DC, by 5.
• If you would attempt a Read the Enemy check, on a
NINSHOU RESEARCH creature casting a Genjutsu, you no longer need to see
a creatures using Handsigns to attempt this check, and
Category: Skill
you gain a +2 bonus to saving throws made against
You have begun to deep dive into the lore, mechanics and
this Genjutsu’s casting, until the beginning of your
purpose of Ninjutsu. You gain the following benefits:
next turn.
• Increase your Intelligence by 1, to a maximum of 20. • You reduce the downtime needed to learn Genjutsu
• You gain proficiency in the Ninshou skill. If you are using the self-taught method by an amount equal to
already proficient, you instead gain Mastery. the rank of the jutsu. (D-Rank: 1, C-Rank: 2, B-Rank: 3,
• When you would make an Identify Ninjutsu check, you A-Rank: 4, S-Rank: 5.)
reduce the DC, by 5.
• If you would attempt a Read the Enemy check, on a
creature casting a Ninjutsu, you no longer need to see
a creatures using Handsigns to attempt this check, and
you increase the AC bonus you would gain to +3.
• You reduce the downtime needed to learn Ninjutsu
using the self-taught method by an amount equal to
the rank of the jutsu. (D-Rank: 1, C-Rank: 2, B-Rank: 3,
A-Rank: 4, S-Rank: 5.)

MARTIAL ARTS RESEARCH


Category: Skill
You have begun to research the history of Martial arts
and how they have changed over the generations. You
gain the following benefits:
• Increase your Intelligence or Strength by 1, to a
maximum of 20.
• You gain proficiency in the Martial Arts skill. If you are
already proficient, you instead gain Mastery.
• When you would make an Identify Taijutsu/Bukijutsu
check, you reduce the DC, by 5.
• If you would attempt a Read the Enemy check, on a
creature casting a Taijutsu or Bukijutsu, you gain 5
damage reduction to the Taijutsu or Bukijutsu cast.
• Select one between the following; Taijutsu or
Bukijutsu. You reduce the downtime needed
to learn the chosen type using the self-
taught method by an amount equal to the
rank of the jutsu. (D-Rank: 1, C-Rank: 2, B-
Rank: 3, A-Rank: 4, S-Rank: 5.)
CHAKRA FEATS CHAKRA PRESSURE
Category: Chakra
CHAKRA CONSTRUCTION You have a very powerful Chakra aura. You gain the following
Category: Chakra, Level 4+ benefits:
You’ve learned to efficiently create constructs of chakra, • Increase your constitution score by 1, to a maximum of 20.
maximizing their potential for less. You gain the • Select between; Ninjutsu, Genjutsu, Taijutsu or Bukijutsu.
following benefits: Jutsu you use that have one of the aforementioned
• Increase your Intelligence or Charisma score by 1, to a keywords, that require a creature make a Saving throw,
maximum of 20. cannot add Jutsu based bonuses to their save unless the
• When you are concentrating on a jutsu with the jutsu granting the bonus is of a rank higher than the jutsu
Construct keyword, the first time you would make a you originally cast.
• Your chakra is heavy and carries a weight unlike any
concentration check as the result of damage per
round, you automatically succeed the check. other. Jutsu you cast with the chakra molding (CM)
• When you cast a jutsu with the Construct keyword, you component, that summons a creature, construct or object
may apply two of the following benefits. You cannot with hit points or temporary hit points. That creature,
select the same benefit more than once. construct or object gains a number of additional hit points
o Damage rolls from these constructs pierce any equal to twice your constitution modifier (min 2.)
• Your chakra-based constructs are more difficult for
passive DR a target possesses.
o These constructs increase their attack rolls by enemies to disrupt or dispel. When a creature would
+1, and impose a -1 penalty to saving throws attempt to interrupt or dispel a jutsu or feature you cast
they impose. that would summon a creature, construct or object with hit
o These constructs gain an amount of DR against points or temporary hit points, increase their DC to do so
all damage equal to your jutsu casting modifier. by +2.

ENDURANCE, LATENT
o These constructs increase their AC by half your
jutsu casting modifier.
Category: Chakra
CHAKRA GUIDANCE You have a great deal of chakra within you ready to come
Category: Chakra out. You gain the following benefits;
You’ve learned to utilize your gift with Chakra in a • Increase your Constitution score by 1, to a maximum
specific unique way. You gain the following benefits. of 20
• When you roll a Chakra Die to regain chakra points,
• Increase your Wisdom or Charisma score by 1, to a
maximum of 20. you treat all 1’s as 2’s.
• Your chakra point maximum increases by an amount
• Choose a skill in which you are proficient. When you
make a skill check with the chosen skill, you can use equal to your level when you gain this feat. Whenever
your Wisdom or Charisma modifier in place of its you gain a level thereafter, your chakra points
original ability score. maximum increases by an additional 1 chakra point.
• As a full turn action, you can draw on the well of
• Jutsu, you encounter are far easier to deal with due to
your unique quirks with Chakra. When you would chakra within yourself. You can spend up to 4 chakra
attempt to interrupt or dispel a jutsu another creature die. When you do, roll all chakra die spent, gaining
cast or are currently concentrating on, you gain a 1d4 chakra points equal to the result. You then gain 1 rank
bonus towards any checks you make towards of exhaustion for the next hour.

ENDURANCE, REALIZED
interrupting or dispelling their jutsu.
• Jutsu, you cast are far more difficult to recognize, and
therefore more difficult to plan against. When a Category: Chakra
creature would attempt to interrupt or dispel a jutsu Prerequisite: Endurance, Level 8+
you cast or are concentrating on, they take a 1d4 You have a much deeper pool of chakra reserves than
penalty to any checks made to do either of those. previously thought. You gain the following benefits;
• Increase your Constitution score by 1, to a maximum
of 20.
• You gain resistance to Chakra Damage.
• Your chakra point maximum increases by an amount
equal to your level when you gain this feat. Whenever
you gain a level thereafter, your chakra points
maximum increases by an additional 1 chakra point.
• Your Chakra point maximum cannot be reduced by
hostile effects
IMPROVED CHAKRA EFFICIENCY STREAMLINED CHAKRA EFFICIENCY
Category: Chakra Category: Chakra
You have gained greater control over your chakra, gaining Your chakra network is unlike most others. You can get
the following benefits: twice the results from your network in half the effort
• Increase your Constitution score by 1, to a maximum of granting you the following benefits:
20. • Increase your Constitution score by 1, to a maximum of
• You may select 2 Jutsu you currently have. That jutsu cost 20.
is reduced by an amount equal to its rank. You can change • Select one Category of Jutsu between Ninjutsu, Genjutsu,
this choice, when you would complete a long rest. (D- Taijutsu or Bukijutsu. The cost to maintain concentration
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) of a jutsu of the chosen type, is reduced by 1, to a
• You may select one class feature you currently have that minimum of 1.
costs chakra. You may use this feature at 0 cost, twice per • When you would successfully complete a short rest and
long rest. If the feature selected can have its cost spend 3 or more chakra die, you regain 1 chakra die at the
increased for a larger benefit, it cannot be selected as an conclusion of calculating how much chakra you regain.
option for this feat. If a feature has sub-features and/or • You gain DR (damage reduction) vs Chakra damage, equal
multiple costs, pick one to apply this feat to. to your proficiency bonus.
• If you do not have a class feature that costs chakra, you • Hostile effects that would increase the base cost of jutsu
instead gain 1 additional use of a class feature that would you cast have their effects Halved. This does not count for
normally refresh when you complete a short or long rest. the Sealed condition. (Ex. If a hostile effect increases the base
You cannot switch the feature that this feat benefits. cost of a Jutsu you cast by 4, it instead only increases it by 2.)

MEDICAL RELEASE SEAL RESISTANT


Category: Chakra Category: Chakra
Prerequisite: Proficiency in Medicine & Chakra Control. Prerequisite: Proficiency in Chakra Control, Level 8+
You learn how to mold chakra in ways befitting of a bonified Your chakra is resilient to the effects of most sealing
Medical-Nin. You gain the following benefits: attempts. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20. • Increase your Constitution or Charisma score by 1, to a
• You are now able to add jutsu with the Medical keyword. maximum of 20.
• You learn one jutsu with the Medical keyword. • You gain a +2 bonus to Charisma saving throws vs jutsu
• Over the course of a long rest, you can remove any one with the Fuinjutsu keyword.
condition or disease of C-Rank or lower, currently • You make checks to remove the Sealed condition at
affecting yourself or a single ally who you can reach for advantage.
the duration of the long rest. At the end of the rest, they • If a jutsu, effect, feature or trait would attempt to remove
are healed of the disease or condition, gain the benefits of your ability to mold chakra without a saving throw, you
a long rest, and gain resistance to the disease or condition instead make a constitution saving throw vs the jutsu
until their next rest. types save DC. If the effect was not cause by a jutsu, you
instead make a DC 20 constitution saving throw,
NATURE RELEASE retaining your ability to mold chakra on a successful
save.
Category: Chakra
You learn how to mold chakra into one of the 5
Elements, you gain the following benefits:
• Increase your Intelligence Score by 1, to a
maximum of 20.
• You select one of the 5 Following Nature
Releases. Fire, Water, Lightning, Wind,
Earth. You are now able to add jutsu with
the corresponding Keyword to your jutsu
list.
• You learn one jutsu with the corresponding
Nature Release that you selected, that you
qualify for.
• You can take this feat more than once, each
time selecting a different nature
release.
NINJUTSU FEATS ELEMENTAL CHAKRA PENETRATION
Category: Ninjutsu
CLONE SPECIALIZATION When you gain this feat, choose one of the following
Category: Ninjutsu damage types: Earth, Wind, Fire, Cold, Lightning.
Prerequisite: Any Ninjutsu with the Clone Keyword, Level 4+ Ninjutsu, you cast ignore resistance to damage of the
You’ve become adept at ordering your clones to make a series chosen type.
of tactical maneuvers and actions. You gain the following In addition, when you roll damage for a jutsu you cast
benefits; that deals damage of that type, you can reroll 1’s and 2’s,
keeping the second result.
• When you summon no more than two clones, and are
You can select this feat multiple times. Each time you
within 60 feet of terrain that could obscure them that you do so, you must choose a different damage type.
can see, that can hold them, you can make an Intelligence
(Stealth) check vs the highest hostile creatures’ passive
perception. On a success, your clones are undetected.
ELEMENTAL SPECIALIZATION
• When you summon at least 3 clones, and a hostile creature Category: Ninjutsu
you can see is within 30 feet of you, you can cause your You have begun to specialize in a particular element of
summons to flank the target by summoning them in spaces your choice. You gain the following benefits:
adjacent to them. When you do, the target suffers a -1 • Select one Nature Release Keyword (Earth, Wind, Fire,
Penalty to their AC until the beginning of their next turn Water, Lightning). You may ignore Hand Seal (HS)
for each clone that is summoned within 5 feet of them requirement for Ninjutsu of C-Rank of lower with your
(Max -3). chosen nature release.
• As a bonus action, all clones within 60 feet of you moves up • You deal additional damage with Ninjutsu with your
to 30 feet, ending their movement as close as possible to a chosen Nature Release Keyword, equal to its rank. (D-
single hostile creature you can see within 60 feet. For every Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
clone that ends its movement within 15 feet of them, you • You reduce the chakra cost of Ninjutsu with your
increase the next melee attacks damage you deal by 1d8. chosen Nature Release keyword by an amount equal to
• As a bonus action, by commanding your clones to Rush and its rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4,
Raid, you select up to three hostile creatures you can see S-Rank: 5).
within 60 feet of you. All clones are forced to move up to 60 • You can take this feat multiple times, each time
feet, ending their movement as close as possible to the selecting a different element.
target. For every clone that ends its movement within 15
feet of the hostile creature, the next jutsu the target casts EMPOWERED NINJUTSU
that would increase its AC, gain temporary hit points, or
Category: Ninjutsu
reduce damage suffers a penalty based on the following,
You learn to empower your Ninjutsu with more precise
until the end of their next turn.
chakra, empowering its effects. You gain the following
▪ Bonus AC: Reduce AC Bonus by -1, for every 2
benefits:
Clones within range.
▪ Temporary Hit Points: Reduce temporary hit • When you cast a ninjutsu you know, you can spend 10
points gained by 1d4 for every clone within range. chakra. If you do, you double the jutsu’s potential
▪ Damage Reduction: Reduce Damage Reduction impact granting it one of the following effects based;
benefit by -1, for every clone within range. o If your ninjutsu requires an attack roll, when you
roll damage die, you treat all 1’s and 2’s as 3.
EARTH RELEASE EXPERT o If your ninjutsu forces a creature to make a saving
throw, if they would take a reaction in response to
Category: Ninjutsu
your ninjutsu, they double the chakra cost of the
Prerequisite: Level 8+, Earth Release Keyword
jutsu used. If the reaction they took does not cost
Your mastery with earth natured chakra is so great, you
chakra, they instead must spend 10 chakra to take
emanate gold, silver, and platinum chakra each time you
the reaction.
mold earth chakra to cast a Ninjutsu with the earth release
• Ninjutsu you cast cannot have its damage reduced by
keyword.
more than half as a result of Jutsu, Features or Traits.
When casting a Ninjutsu with the earth release
Creatures with natural resistances or immunities still
keyword, you gain the following benefits:
reduce damage as normal.
• Increase your Intelligence score by 1, to a maximum of • When you would make a Constitution (Chakra control)
20 check to maintain concentration on a Ninjutsu you
• Constructs and structures you summon that would cast, you may add a bonus to the check equal to the
intercept damage gain additional hit points equal to the highest ranked Ninjutsu you are concentrating on. (D-
rank of the jutsu cast. (D-Rank: +4, C-Rank: +8, Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
B-Rank: +12, A-Rank: +16, S-Rank: +20)
• Constructs, structures, and objects made as a result of
Jutsu cast with the Earth release keyword are no longer
vulnerable to Lightning damage.
• A jutsu cannot benefit from more than one “X” Release
Expert feat at a time.
FIRE RELEASE EXPERT NINJUTSU ARCHIVIST
Category: Ninjutsu Category: Ninjutsu
Prerequisite: Level 8+, Fire Release Keyword Prerequisite: Level 4+
Your mastery with fire natured chakra is so great, flames Your Focus in the heat of Combat and mastery of
you conjure burn twice as hot, with half the effort. Handseals, allow you weave ninjutsu with much greater
When casting a Ninjutsu with the fire release keyword, efficiency. You gain the following benefits:
you gain the following benefits: • Increase your Intelligence score by 1, to a max of 20
• Increase your Intelligence score by 1, to a maximum of 20 • You learn an additional ninjutsu that you qualify for.
• For every fire damage dice you roll, you pierces through 1 This does not count against your Jutsu Known.
of a creatures DR (damage reduction), up to a max of 10. • The next time you would hit 5th, 9th, or 13th level, you
• When you would cast a Ninjutsu with the fire release learn one additional Ninjutsu of 1 rank lower than your
keyword that creates a Cone, sphere or line, you can highest known jutsu rank.
increase the size of the area or length of the line by 10 • If you take this feat after you have passed the
feet. previously stated levels, you instead gain 1 additional
• A jutsu cannot benefit from more than one “X” Release D-Rank if passed 5 th level, 1 additional C-Rank if
Expert feat at a time. passed 9th level, and one additional B-Rank is passed
13th level
LIGHTNING RELEASE EXPERT
Category: Ninjutsu NINSHOU THEORIST
Prerequisite: Level 8+, Lightning Release Keyword Category: Ninjutsu
Your mastery with lightning natured chakra is so great, you Prerequisite: Intelligence 15+, Proficiency in Ninshou
occasionally spark with residual energy. You can power You study the Ninshou arts, gaining the following
most mundane technology passively. The lightning that you benefits:
generate is so potent that it can pierce through even the • Increase your Intelligence score by 1, to a max of 20.
greatest of defenses. • Reduce the Downtime required to Learn, Modify, and
When casting a Ninjutsu with the lightning release
Create Ninjutsu by 1 week, to a minimum of 1 week.
keyword, you gain the following benefits: • Over the course of a short rest, you attempt to theorize
• Increase your Intelligence score by 1, to a maximum of 20 and bend the chakra flow of Ninjutsu you know to be
• Creatures cannot have advantage on saving throws vs more effective. Select a number of Ninjutsu you know
Ninjutsu you cast with the Lightning release keyword. equal to your Intelligence modifier (Max. 4) and make
• Reduce the DC made to maintain concentration on an Intelligence (Ninshou) check for each jutsu. The DC
Ninjutsu with the Lightning Release keyword by -2. for each check is based on the rank of the jutsu (D-
• A jutsu cannot benefit from more than one “X” Release Rank: 16, C-Rank: 17, B-Rank: 18, A-Rank: 19, S-Rank:
Expert feat at a time. 20). On a success, until your next rest, each selected
jutsu is always under one of the following Efficient
MEDICAL CHAKRA PENETRATION Moldings from the Ninjutsu Specialist Class at no
additional chakra cost (you may choose a different
Category: Ninjutsu
Efficient Molding for each jutsu).
Prerequisite: Medical Keyword
o Careful Ninjutsu (Max of 3 creatures.)
When you gain this feat, choose one of the following
o Distant Ninjutsu
damage types: Acid, Necrotic or Poison. Ninjutsu, you cast
o Piercing Ninjutsu
ignore resistance to damage of the chosen type.
o Subtle Ninjutsu
In addition, when you roll damage for a jutsu you cast
o Tenacious Ninjutsu
that deals damage of that type, you can reroll 1’s and 2’s,
o Widened Ninjutsu
keeping the second result.
You can select this feat multiple times. Each time you do
so, you must choose a different damage type. NON-ELEMENTAL SPECIALIZATION
Category: Ninjutsu
MEDICAL RELEASE EXPERT You have begun to specialize in some form of Non-
Elemental Ninjutsu, be it Fuinjutsu or Medical Ninjutsu.
Category: Ninjutsu
You gain the following benefits:
Prerequisite: Level 8+, Medical Keyword
Every spark of life energy, corrupted dark chakra, or • Select one: (Fuinjutsu or Medical). You may ignore
poisonous surge you manifest has a small piece of yourself Hand Seal (HS) requirement for Ninjutsu, with the
within them. You can command the powers of life and death. chosen keyword of C-Rank of lower.
When casting a Ninjutsu with the medical keyword, you • You deal additional damage with Ninjutsu with the
gain the following benefits: chosen Keyword, equal to its rank. (D-Rank: 1, C-Rank:
• Increase your Intelligence or Wisdom score by 1, to a
2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
• You reduce the chakra cost of Ninjutsu, with the
maximum of 20
• Acid, Poison or Necrotic damage you deal ignores
chosen keyword, by an amount equal to its rank (D-
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
resistance.
• When you would restore creatures hit points, other than
yourself, you gain a number of Temporary hit points
equal to the number of healing dice rolled.
• A jutsu cannot benefit from more than one “X” Release
Expert feat at a time.
WATER RELEASE EXPERT
Category: Ninjutsu
Prerequisite: Level 8+, Water Release Keyword
You can feel every droplet of water and every molecule of
chakra flowing within each drop. You can squeeze
efficiency out of every drop. When casting a Ninjutsu
with the water release keyword, you gain the following
benefits:
• Increase your Intelligence score by 1, to a maximum of
20
• When you are near a sufficient source of water that can
be used to reduce the cost of the given jutsu cast,
reduce the cost by 3, instead of 2.
• When a ninjutsu you cast with the water release
keyword deals damage to at least one creature, you can
choose to leave behind a small source of water within
5ft of one of the affected creature(s). The source of
water can be used to activate effects that requires a
sufficient source of water no more than once, which
then drains the water source.
• A jutsu cannot benefit from more than one “X” Release
Expert feat at a time.

WIND RELEASE EXPERT


Category: Ninjutsu
Prerequisite: Level 8+, Wind Release Keyword
Your mastery with wind natured chakra is so great, that
with but a thought, you can create the sharpest blade made
exclusively from wind.
When casting a Ninjutsu with the wind release
keyword, you gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of
20
• When you would trigger a Swirl effect, increase the
radius by +5 feet.
• Creatures cannot have advantage on saving throws vs
Ninjutsu you cast with the Wind release keyword.
• A jutsu cannot benefit from more than one “X” Release
Expert feat at a time.

STORING SEAL SOUL


Category: Ninjutsu
Prerequisite: Level 8+
You have created a minor pocket dimension that follows you,
that you can use to store item inside. You gain the following
Benefits;
• You manifest a pocket dimension that you can interact
with. This pocket dimension has a maximum bulk limit of
25.
• As a bonus action you can store any item you are holding or
wearing into the pocket dimension.
• As a bonus action you can retrieve any item stored within
the pocket dimension.
• If you are reduced to 0 Hit points, all items in your pocket
dimension are expelled and fall occupying random spaced
within 10 feet of you.
• Another creature who is aware of your Pocket dimension
can cast a jutsu with the Fuinjutsu keyword targeting you
and make an Intelligence (Ninshou) check vs your
Intelligence or Constitution (Ninshou) check. On a success,
they tear open your pocket dimension pulling out any item
they are looking for.
TAIJUTSU FEATS DRAGON FIST EXPERT
Category: Taijutsu
ASSASSINS TRAINING Prerequisite: Dragon Fist Stance, Level 4+
Category: Taijutsu You have trained under the teachings of the land of
You have trained under the teachings of the land of Shadows Dragons either directly or by descension, gaining the
either directly or by descension, gaining the following following benefits:
benefits: • Increase your Strength or Dexterity score by 1, to a

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


• While you are in the Dragon Fist Stance, your [Unarmed
• You gain proficiency in Kunai, Shuriken, and Senbon, if you
were not already. These Weapons become known as Damage] die becomes a d8.
• Taijutsu you know, that requires the Dragon Fist Stance
Assassin Weapons.
• When you would deal damage with an Assassin Weapon as a to be cast, and up to two additional Taijutsu you know,
result of a weapon attack or Bukijutsu you cast, once per that requires you to make no more than two attacks
turn, you can inflict the Bleeding condition on a target become Dragon Fist Taijutsu. Dragon Fist Taijutsu you cast
creature. gains the Hungry Dragon trait.
• You cannot be disarmed of your Assassin Weapon and they o Hungry Dragon. Once per casting, when you deal
your [Unarmed Damage] to a hostile creature, you
cannot be broken while you are wielding them.
• When you take the attack action using an Assassin weapon, steal a fraction of their chakra. You regain
Temporary Chakra points equal to half the result of
you can in place of attacks made with said action, make an
one of your [Unarmed Damage] die rolled (if more
Assassination Attack. Assassination attacks are weapon
than 1.). This temporary Chakra lasts until the
attacks that deal the maximum possible damage with the
beginning of your next turn.
chosen weapon.

BUKIJUTSU ARCHIVIST DRUNKEN FIST EXPERT


Category: Taijutsu
Category: Taijutsu
Prerequisite: Drunken Fist Stance, Level 4+
Prerequisite: Level 4+
You have trained under the teachings of the Monks of
Your Focus in the heat of Combat and mastery of
inebriation either directly or by descension, gaining the
bukijutsu, allow you weave weapon arts together with
following benefits:
much greater skill. You gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a
• Increase your Strength or Dexterity score by 1, to a
maximum of 20.
maximum of 20
• While you are in the Drunken Fist Stance, your [Unarmed
• You learn an additional bukijutsu that you qualify for.
Damage] die becomes a d8.
This does not count against your Jutsu Known.
• Taijutsu you know that requires the Drunken Fist Stance
• The next time you would hit 5th, 9th, or 13th level, you
to be cast, and up to two additional Taijutsu that you
learn one additional bukijutsu of 1 rank lower than
know, that requires you to make no more than two
your highest known jutsu rank.
• If you take this feat after you have passed the
taijutsu attacks become Drunken Fist Taijutsu. Drunken
Fist Taijutsu you cast gain the Gin & Tonic trait.
previously stated levels, you instead gain 1 additional
o Gin & Tonic. Once per casting, when you deal your
D-Rank if passed 5th level, 1 additional C-Rank if
[Unarmed Damage] to a hostile creature, you are
passed 9th level, and one additional B-Rank if passed
able to slip a taste of a special drink enhancing the
13th level.
unpredictability of your attacks. Until the beginning

BULLSEYE TRAINING of your next turn, creatures within 10 feet of you


cannot gain feature, jutsu or trait-based bonuses to
Category: Bukijutsu their melee attack rolls targeting you.
You have trained under the teachings of the land of Bows
either directly or by descension, gaining the following EFFICIENT BREATHING
benefits:
Category: Taijutsu
• Increase your Strength or Dexterity score by 1, to a
Prerequisite: Level 4+
maximum of 20. You have begun to master the use of the Heavenly
• You gain proficiency in one set of equipment as these Breaths and have learned to manage the stress and
weapons become known as Bullseye Weapons. strain it causes your body. You gain the following
o Short Bows, Long Bows & Heavy Jacket benefits;
o Light Crossbows, Heavy Crossbows & Heavy Jacket
• You no longer need to pay chakra to maintain
• Weapon attacks from a Bullseye Weapon ignores structures
concentration of any Taijutsu with the Heavenly Breath
and constructs that would intercept the damage dealt,
name.
dealing damage directly to the target creature(s).
• You reduce the cost of Taijutsu with the Heavenly
• You cannot be disarmed of your Bullseye Weapon and they
Breath name by an amount equal to its rank (D-Rank:
cannot be broken while you are wielding them.
• When you take the attack action using a Bullseye weapon
1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
• You can cast a Taijutsu with the Heavenly Breath name
you can knock 2 shots instead of one. For the remainder of
using either an Action, Bonus Action or Reaction on
this turn, ranged weapon attacks you make with your
your turn, ignoring its listed casting time.
Bullseye Weapon doubles its weapon damage die. Reduce
• The benefits of Taijutsu with the Heavenly Breath can
your ammunition die by one step, instead of rolling.
apply to your unarmed and weapon attacks, once per
turn.
EMPOWERED BUKIJUTSU o Ribbit. Once per casting, when your Taijutsu attacks
damage is intercepted by a structure or construct, you
Category: Taijutsu
ignore those structures and constructs dealing damage
You learn to empower your Bukijutsu with technique and
as normal to the original target.
refined skill, you gain the following benefits:
• When you cast a bukijutsu you can increase your IRON FIST EXPERT
[Weapons Damage] die by 1 step. (d4>d6>d8>d10>d12)
Category: Taijutsu
• When a creature would make a saving throw to resist a
Prerequisite: Iron Fist Stance, Level 4+
bukijutsu you cast; If they fail by 5 or more, they take
You have trained under the teachings of the Masters of
additional damage equal to the rank it was cast at (D-
brawling and metal bending fists, gaining the following
Rank: 4, C-Rank: 6, B-Rank: 8, A-Rank: 10, S-Rank: 12)
benefits:
• When you would make a Constitution (Chakra control)
check to maintain concentration on a Bukijutsu you cast, • Increase your Strength or Dexterity score by 1, to a

you can add 1d4 to the result of the check. maximum of 20.
• While you are in the Iron Fist Stance, your [Unarmed

EMPOWERED TAIJUTSU Damage] die becomes a d8. If you have Combat Bracers this
instead becomes 1d10 if Strength is your Taijutsu ability
Category: Taijutsu score.
You learn to empower your Taijutsu with more elegant • Taijutsu you know that requires the Iron Fist Stance to be
technique, you gain the following benefits:
cast, and up to two additional Taijutsu that you know, that
• When you cast a taijutsu as an action, you can choose requires you to make no more than two taijutsu attacks
to also spend your bonus action. If you do, you deal become Iron Fist Taijutsu. Iron Fist Taijutsu you cast gain the
additional damage equal to your proficiency bonus, up Metal trait.
to three times o Metal. Once per casting, when dealing damage to a
• When you cast a taijutsu with the Combo or Finisher creature with Armor based DR (Damage
keyword, reduce the cost by an amount equal to its reduction), you can punch through their Armor.
rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S- By spending your Bonus action as part of the
Rank: 5). Multiple effects with rank-based reduction jutsu’s casting, you can reduce their Armor based
do not stack. DR by an amount equal to the result of one of your
• When you would make a Constitution (Chakra control) [Unarmed Damage] die. This Armor reduction
check to maintain concentration on a Taijutsu you lasts until the affected creature spends an Action
cast, you can make a Martial Arts check instead, using adjusting themselves.
your Taijutsu ability modifier.
LANCER TRAINING
FIGHTING STYLIST Category: Bukijutsu
Category: Taijutsu You have trained under the teachings of the land of Reeds
You adopt a particular style of fighting as your specialty, either directly or by descension, gaining the following
gaining the following benefits: benefits:
• Increase your Strength or Dexterity score by 1, to a • Increase your Strength or Constitution score by 1, to a
maximum of 20. maximum of 20.
• Choose one of the Fighting Stances from Chapter 13. • You gain proficiency in one set of equipment as these
• If you possess a Fighting Stance from a Clan Feature weapons become known as Lance Weapons.
you possess, you still count as being in this Clan o Spears, Naginata & Battle Armor
Fighting Stance while using a different Fighting o Chained Spear, Sasumata & Battle Armor
Stance, for the purpose of casting jutsu only (and vice • Lance Weapons gain the Deadly 2 and increase their rank of
versa). This does not allow you to qualify for features Reach by +1.
or feats that are dependent on you being in a specific • You cannot be disarmed of your Lance Weapon and they
stance. cannot be broken while you are wielding them.
• You can select this feat multiple times. You can’t take • When you take the attack action using a Lance weapon, you
a Fighting Stance option more than once, even if you can in place of one of the attacks made with said action,
later get to choose again. make a Lance Attack. Lance Attacks are weapon attacks that
target all creatures in a cone directly in front of you with a
FROG FIST EXPERT length equal to your weapons range as your repeated stab
forward, comparing the single attack roll with all targets
Category: Taijutsu
AC, dealing weapon damage as normal.
Prerequisite: Frog Fist Stance, Level 4+
You have trained under the teachings of the Land of Swamps
either directly or by descension, gaining the following
benefits:
• Increase your Strength or Dexterity score by 1, to a
maximum of 20.
• While you are in the Frog Fist Stance, your [Unarmed
Damage] die becomes a d8.
• Taijutsu, you know that requires the Frog Fist Stance to be
cast, and up to two additional Taijutsu that you know, that
requires you to make no more than two taijutsu attacks
become Frog Fist Taijutsu. Frog Fist Taijutsu you cast gain
the Ribbit trait.
LIGHT STEP MASTERY RABBIT FIST EXPERT
Category: Taijutsu Category: Taijutsu
You’ve mastered the art of fighting while minimally Prerequisite: Rabbit Fist Stance, Level 4+
armored, treating combat as an elegant dance. While you You have trained under the teachings of the Warrior
are wearing no armor, you gain the following benefits: priestesses from the Land of Hops either directly or by
• Increase your Dexterity score by 1, to a maximum of descension, gaining the following benefits:
20. • Increase your Strength or Dexterity score by 1, to a
• Whenever an attack roll misses you, you may move 5 maximum of 20.
feet without triggering attacks of opportunity. • While you are in the Rabbit Fist Stance, your [Unarmed
• Once per turn, when a creature misses you with an Damage] die becomes a d8.
attack, your next attack against them deals an • Taijutsu you know that requires the Rabbit Fist Stance to be
additional 1d8 damage. cast, and up to two additional Taijutsu that you know, that
• When you take the dash action, you may move an requires you to make no more than two taijutsu attacks
additional +10 feet. become Rabbit Fist Taijutsu. Rabbit Fist Taijutsu you cast
• When a creature misses you with an attack, you gain a gain the High Jump Kick trait.
+1 bonus to your AC, up to a maximum of +2, until the o High Jump Kick. Once per casting, you can move up to
beginning of your next turn. 20 feet in any direction. If you would end your
movement within 5 feet of a creature who was not
LION FIST EXPERT affected by this jutsu’s casting, you immediately make
1 Unarmed strike against them.
Category: Taijutsu
Prerequisite: Lion Fist Stance, Level 4+
You have trained under the teachings of the Land of RAIDER TRAINING
Kings, either directly or by descension, gaining the Category: Bukijutsu
following benefits: You have trained under the teachings of the land of War
• Increase your Strength or Dexterity score by 1, to a
either directly or by descension, gaining the following
benefits:
maximum of 20.
• While you are in the Lion Fist Stance, your [Unarmed • Increase your Strength or Constitution score by 1, to a
Damage] die becomes a d8. This becomes a d10 against maximum of 20.
a creature with ranks of Fear • You gain proficiency in one set of equipment as these
• Taijutsu you know that requires the Lion Fist Stance to be weapons become known as Raid Weapons.
cast, and up to two additional Taijutsu that you know, that o Hand Axe, Great Axe & Battle Coat
requires you to make no more than two taijutsu attacks o Tekko, War Club & Battle Coat
become Lion Fist Taijutsu. Lion Fist Taijutsu you cast gain • Raid Weapons gain the Disarm, Heavy and Winding weapon
the Regal trait. properties. Raid Weapons with the Heavy property ignores
o Regal. Once per casting, when you would deal damage the Strength ability score requirement of the property.
to a hostile creature with ranks of any Mental • You cannot be disarmed of your Raid Weapon and they
condition, you gain a +2 bonus to your next saving cannot be broken while you are wielding them.
throw before the beginning of your next turn. • When you take the attack action using a Raid weapon, you
can in place one of the attacks made with said action, make
NINJA SLAYER a Raiding Attack. Raiding Attacks are weapon attacks that
when you deal damage to a creature wearing armor, you
Category: Taijutsu
reduce their AC by 1 and their armor’s Damage reduction
You have practiced techniques useful in melee combat
by 2, until the beginning of your next turn.
against Shinobi Ninjutsu & Genjutsu, gaining the

REAPER TRAINING
following benefits:
• When a creature within your weapons range would
Category: Bukijutsu
casts a Ninjutsu or Genjutsu, you can use your reaction
You have trained under the teachings of the land of Graves
to make an attack of opportunity using your weapon
either directly or by descension, gaining the following
targeting the triggering creature.
• When you damage a creature that is concentrating on benefits:
a Jutsu, that creature has disadvantage on skill checks • Increase your Strength or Dexterity score by 1, to a
made to maintain concentration. maximum of 20.
• You have advantage on saving throws against Ninjutsu • You gain proficiency in one set of equipment as these
& Genjutsu cast by creatures within 10 feet of you. weapons become known as Reaper Weapons.
o Kama, Kusarigama, Scythe & Shinobi Jacket.
o Triple-Bladed Scythe & Synthetic Weave.
• Reaper Weapons increase their Deadly rank by +2 and their
Critical rank by +1.
• You cannot be disarmed of Reaper Weapon and they
cannot be broken while you are wielding them.
• When you take the attack action using a Reaper weapon, in
place of one attack made with your attack action you can
make a Reaping Attack. Reaping Attacks are weapon attacks
that inflict one rank of Lacerated on a successful hit that
deals weapon damage to a creature’s hit points.
RONIN TRAINING SILENT FIST EXPERT
Category: Bukijutsu Category: Taijutsu
You have trained under the teachings of the land of Iron Prerequisite: Silent Fist Stance, Level 4+
either directly or by descension, gaining the following You have trained under the teachings of the Land of
benefits: Silence either directly or by descension, gaining the
• Increase your Strength or Dexterity score by 1, to a following benefits:
maximum of 20. • Increase your Strength or Dexterity score by 1, to a
• You gain proficiency in one set of equipment as these maximum of 20.
weapons become known as Ronin Weapons. • While you are in the Silent Fist Stance, your [Unarmed
o Hand Crossbow, Chokuto & Ronin Armor. Damage] die becomes a d8. If you have Iron Claws this
o Short Bow, Katana & Ronin Armor. instead becomes 1d10 if Dexterity is your Taijutsu ability
o Long Bow, Tachi & Ronin Armor. modifier.
• Ronin Weapons gain Blocking 1, Lethal +1 and Multiattack • Taijutsu you know that requires the Silent Fist Stance to be
weapon properties. cast, and up to two additional Taijutsu that you know, that
• You cannot be disarmed of your Ronin Weapon and they requires you to make no more than two taijutsu attacks
cannot be broken while you are wielding them. become Silent Fist Taijutsu. Silent Fist Taijutsu you cast gain
• When you take the attack action using a Ronin Weapon, in the Echo trait.
place of one attack made with your attack action you can Echo. Once per casting, when you deal [Unarmed
make a Ronin Attack. Ronin Attacks are weapon attacks Damage] to a creature, you leave an Echo of your
that deal more damage the less armor a creature has. On a strike, recording the damage dice rolled. If the affected
hit against a creature with medium armor, deal an creature would attempt to attack or cast a jutsu that
additional 1d4 damage. On a hit against a creature with would be harmful to another creature before the
Chakra armor, deal an additional 1d6 damage. On a hit beginning of your next turn, you can trigger this echo.
against a creature with Light armor, deal an additional Reroll the damage die of your echoed strike dealing
1d8 damage. On a hit against a creature with no armor, the two highest dice results as damage.
deal an additional 1d10 damage.
TAIJUTSU ARCHIVIST
SERPENT FIST EXPERT Category: Taijutsu
Category: Taijutsu Prerequisite: Level 4+
Prerequisite: Serpent Fist Stance, Level 4+ Your Focus in the heat of Combat and mastery of Martial
You have trained under the teachings of the serpent masters arts, allow you weave taijutsu together with much greater
in the land of grass, gaining the following benefits: skill. You gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a • Increase your Strength or Dexterity score by 1, to a
maximum of 20. maximum of 20.
• While you are in the Serpent Fist Stance, your [Unarmed • You learn an additional taijutsu that you qualify for.
Damage] die becomes a d8. This does not count against your Jutsu Known.
• Taijutsu you know that requires the Serpent Fist Stance to be • The next time you would hit 5th, 9th, or 13th level, you
cast, and up to two additional Taijutsu that you know, that learn one additional Taijutsu of 1 rank lower than your
requires you to make no more than two taijutsu attacks highest known jutsu rank
become Serpent Fist Taijutsu. Serpent Fist Taijutsu you cast • If you take this feat after you have passed the
gain the Rattling trait. previously stated levels, you instead gain 1 additional
o Rattling. When a hostile creature would trigger an D-Rank if passed 5 th level, 1 additional C-Rank if passed
attack of opportunity from you, cast a jutsu that 9th level, and one additional B-Rank if passed 13th level.
requires handsigns within 5ft of you or stand up from
prone while adjacent to you, you can cast this jutsu, as TAIJUTSU EXPERTISE
a reaction.
Category: Taijutsu

SHINOBI SENTINEL
Your Focus in the heat of Combat and mastery of the
martial arts, allow you to fight with much greater
Category: Taijutsu efficiency. You gain the following benefits:
You’ve mastered techniques to take advantage of every • Increase your Dexterity score by 1, to a maximum of 20.
drop in any enemy’s guard; in tight spaces you are • Select one between Taijutsu or Bukijutsu. You may use
indomitable. While you are wielding a melee weapon
Dexterity instead of Strength as your Taijutsu Modifier
with which you are proficient, you gain the following
when casting the chosen jutsu type.
benefits: • You may use Dexterity instead of Strength for your
• When you hit a creature with an attack of opportunity, Unarmed Attack and damage rolls.
the creature’s speed becomes 0 for the rest of the turn. • You may use Dexterity when making Martial Arts
• Creatures within 5 feet of you provoke opportunity Checks.
attacks from you even if they take the Disengage • You may take this feat again, select the jutsu type you
action before leaving your reach. didn’t select the first time.
• If a creature makes an attack of opportunity against
you, you can as a reaction, make an attack of
opportunity against them.
WEAPON EXPERT 8-INNER GATES: SEIMON
Category: Taijutsu Category: Taijutsu, Rare
You have practiced extensively with a variety of weapons, Prerequisite: Taijutsu Ability Score of 16+
gaining the following benefits: You have begun to master the use of the Eight Inner Gates.
• Increase your Strength or Dexterity score by 1, to a A legendary technique designed to release the limits on a
maximum of 20. user’s chakra pathways, thus increasing their physical
• You gain proficiency with four weapons of your choice. strength and speed. You learn to unlock 3 of such Inner
• Select one weapon, with which you are proficient. Once gates; Kaimon, Kyumon and Seimon. Unlocking each gate
per turn, when you roll damage for the chosen weapon, grants additional benefits in addition to the benefits
you can reroll its damage, using either total. granted by the previous gate activated. Gates cannot be
• Once per turn, when you would cast a Bukijutsu using a unlocked out of order. Activating each Inner Gate costs an
weapon, your weapon increases its weapon damage die Action, Bonus Action or reaction on your turn.
by +1. While you are gaining the benefit of any Gate you cannot
cast or maintain the concentration on any Ninjutsu or
WEAPON MASTERY Genjutsu.
Any Gate you activate can only remain active for 1
Category: Taijutsu minute or until you deactivate it. You must complete a rest
You have practiced extensively with a single weapon, to gain the benefit of any Gate granted by this feat. If you
expanding your capabilities with it greatly, gaining the would attempt to gain the benefit of a Gate granted by this
following benefits: feat a second time without taking a rest, you instead must
• Increase your Strength or Dexterity score by 1, to a spend 2 hit die to do so, which are not recovered until you
maximum of 20. complete a full-rest. When you would end the activation of
• Select one weapon, with which you are proficient. Then or be forced to end any 8-Inner gate, you gain all Ranks of
select one weapon property from the following list. The any Fatigue. You lose one ranks of Fatigue every 1 hour;
chosen weapon gains the chosen weapon property • Kaimon.
while you are wielding it or increases the rank of the o Str: +2
chosen weapon property by +1 while you are wielding it. o Speed: +15
o Critical (Max 3) o +1 Rank of Fatigue
o Deadly (Max 3) • Kyumon.
o Tactical o Str: +2
o Winding o Speed: +15
• You can take this feat more than once, picking the o Spend 2 Hit Die, regaining the result. This can only
same weapon and property, different weapon, be used once per short rest.
different property or different weapon, same property. o +2 Rank of Fatigue
• Seimon.
WOLF FIST EXPERT o Str: +4
Category: Taijutsu o Speed: +10
Prerequisite: Wolf Fist Stance, Level 4+ o AC: +1
You have trained under the teachings of the Land of o +2 Rank(s) of Fatigue.
Wolves either directly or by descension, gaining the
following benefits:
• Increase your Strength or Dexterity score by 1, to a
maximum of 20.
• While you are in the Wolf Fist Stance, your [Unarmed
Damage] die becomes a d8.
• Taijutsu you know that requires the Wolf Fist Stance to be
cast, and up to two additional Taijutsu that you know, that
requires you to make no more than two taijutsu attacks
become Wolf Fist Taijutsu. Wolf Fist Taijutsu you cast gain
the Howl trait.
o Howl. Once per casting, when you deal [Unarmed
Damage] to a creature, all allies within 15 feet of you,
excluding yourself are inspired by your aggressive
assault, gaining a Xd4 bonus to the next instance of
damage dealt to the same creature as the result of a
Taijutsu attack, before the beginning of your next turn.
(X = your proficiency bonus.)
8-INNER GATES: KEIMON 8-INNER GATES: SHIMON
Category: Taijutsu, Rare Category: Taijutsu, Rare
Prerequisite: 8-Inner Gates: Seimon, Taijutsu Ability Score Prerequisite: 8-Inner Gates: Keimon, Taijutsu Ability Score of
of 18+, Level 10+. 20+, Level 16+
You have learned more masterful technique of the Eight You have become a master of the Eight Inner Gates,
Inner Gates, learning to unlock 3 more powerful gates of unlocking the final 2 gates; Kyomon and Shimon
Inner power; Shomon, Tomon and Keimon. You must currently be gaining the benefit of Keimon, in
You must currently be gaining the benefit of Seimon, in order to activate Kyomon.
order to activate Shomon. You must complete a rest to gain the benefit of any Gate
You must complete a rest to gain the benefit of any Gate granted by this feat a second time. If you would attempt to
granted by this feat a second time. If you would attempt to gain the benefit of a Gate granted by this feat a second time
gain the benefit of a Gate granted by this feat a second time without taking a rest, you instead must spend 2 hit die to do
without taking a rest, you instead must spend 2 hit die to so, which are not recovered until you complete a full-rest.
do so, which are not recovered until you complete a full- When you would end the activation of or be forced to end any
rest. When you would end the activation of or be forced to 8-Inner gate, you gain all Ranks of any Fatigue and
end any 8-Inner gate, you gain all Ranks of any Fatigue Weakened listed. After ending any gate granted by this
and Weakened listed. After ending any gate granted by this feature, you lose one rank of Fatigue every 24 hours;
feature, you lose one rank of Fatigue every 1 hour; • Kyomon.
• Shomon. o Str: +6
o Str: +2 o AC: +1
o Con: +2 o +2 Rank of Fatigue
o Speed: +10 • Shimon.
o +2 Rank of Fatigue o Str: +6
• Tomon. o Con: +2
o Str: +4 o Triple Speed.
o Speed: +10 o AC: +2
o AC: +1 o Extra Action.
o Extra Action. o You die, slowly turning to dust, which cannot be
o +1 Rank of Fatigue stopped or prevented. You become unable to be revived
• Keimon. by any means.
o Str: +4
o Con: +2
o Spend 2 hit Dice, regaining the result. This can only be
used once per short rest.
o +2 Rank(s) of Fatigue.

F ATIGUE C HART
Ranks of Fatigue are cumulative, meaning that you retain all effects of
Fatigue based on the number of ranks currently had. You only gain
the detriments of Fatigue while you are not gaining the benefits of
any of the 8-Inner Gates.
Ranks Effects
+1 Cannot take the Dash Action.
+3 Cannot take the Disengage Action.
+5 Cannot Take the Dodge or Help Actions.
+7 Move Speed reduced by 15.
+9 Disadvantage on Strength, Dexterity and
Constitution Ability and skill Checks.
+11 Disadvantage on Dexterity Saving throws.
+13 Disadvantage on Strength Saving throws.
+15 Automatically Fail all Strength, Dexterity and
Constitution Ability Checks & saving throws.
GENJUTSU FEATS SENSORY SPECIALIZATION
Category: Genjutsu
EMPOWERED GENJUTSU You have begun to specialize in a subset of illusions of
Category: Genjutsu your choice. You gain the following benefits:
You learn to empower your Genjutsu with more • Select one Sensory Keyword (Auditory, Visual, Inhaled).
elaborate illusions. You gain the following benefits: You may ignore Hand Seal (HS) requirement for
• When a creature attempts a saving throw to resist a Genjutsu of C-Rank of lower with your chosen
genjutsu you cast on them, you may, as a reaction, keyword.
• You deal additional damage with Genjutsu with your
spend 10 chakra. If you do, until the end of the current
turn, the affected creature rolls a number of d4 equal chosen Sensory Keyword, equal to its rank. (D-Rank: 1,
to the rank of the Genjutsu cast, reducing their saving C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
• You reduce the chakra cost of Genjutsu with your
throw by half the result (Min 1). (D-Rank/C-Rank: 1,
B-Rank/A-Rank 2, S-Rank: 3) chosen Sensory keyword by an amount equal to its
• Genjutsu you cast that deal damage on a failed save, rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
now deals half damage on a successful save. Rank: 5). Multiple effects with rank-based reduction
• When you would make a Constitution (Chakra Control) do not stack.
• You can take this feat multiple times, each time
check to maintain concentration on a Genjutsu you
cast, roll a number of d4 equal to the highest rank of selecting a different sensory keyword.

PSYCHIC PENETRATION
the genjutsu you are currently concentrating on
adding half of the result to your check. (Min 1) (D-
Rank & C-Rank: 1, B-Rank: & A-Rank: 2, S-Rank: 3) Category: Genjutsu
You have learned to more easily damage your opponents'
GENJUTSU EXPERTISE psyches. You gain the following benefits;
Category: Genjutsu • Genjutsu, you cast ignore resistance to psychic
Your mastery of the Illusionary Arts, allow you to weave damage.
together Genjutsu with much greater efficiency. You gain • When you would roll damage for a genjutsu you cast
the following benefits: that deals psychic damage, you can reroll 1’s and 2’s,
• Increase your Charisma score by 1, to a maximum of keeping the second result.
• When you deal psychic damage to a creature, the select
20.
• You may instead use Charisma instead of Wisdom as creature gains disadvantage on ability checks and
your Genjutsu Modifier. saving throws made to end any Sensory or Mental
• You may instead use Charisma instead of Wisdom for conditions until the end of their next turn.

ILLUSIONARY THEORIST
Illusions Checks.

GENJUTSU ARCHIVIST Category: Genjutsu


Category: Genjutsu Prerequisite: Wisdom or Charisma 15+, Proficiency in
Prerequisite: Level 4+ Illusions
Your encyclopedic knowledge of Genjutsu allows you to You study the Illusionary arts, gaining the following
learn far more Genjutsu than normal. You gain the benefits:
following benefits: • Increase your Wisdom or Charisma score by 1, to a

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


• Reduce the Downtime required to Learn, Modify, and
• You learn an additional genjutsu that you qualify for.
This does not count against your Jutsu Create Genjutsu by 1 week, to a minimum of 1 week.
• Over the course of a short rest, you attempt to theorize
Known.
• The next time you would hit 5th, 9th, and bend the chakra flow of Genjutsu you know to be
or 13th level, you learn one more effective. Select a number of Genjutsu you
additional Genjutsu of 1 rank lower know equal to your Wisdom or Charisma modifier
than your highest known jutsu rank. (Max. 4) and make an Wisdom or Charisma (Illusions)
• If you take this feat after you have check for each jutsu. The DC for each check is based on
passed the previously stated levels, the rank of the jutsu (D-Rank: 16, C-Rank: 17, B-Rank:
you instead gain 1 additional D- 18, A-Rank: 19, S-Rank: 20). On a success, until your
Rank if passed 5th level, 1 next rest, each selected jutsu is always under one of
additional C-Rank if passed 9th the following Onijutsu from the Kurama Clan at no
level, and one additional B- additional chakra cost (you may choose a different
Rank is passed 13th level. Onijutsu for each jutsu).
o Careful Onijutsu (Max of 3 creatures.)
o Overwhelming Onijutsu
o Tenacious Onijutsu
o Subtle Onijutsu
EMPATHIC EXPERT PSYCHOSIS EXPERT
Category: Genjutsu Category: Genjutsu
Prerequisite: Level 8+ Prerequisite: Psychosis Adept, Level 8+
You can feel every thought. Every intent. Every passing You’ve become adept at causing unmatched psychotic
idea. When casting a Genjutsu that does not deal trauma to others minds. You gain the following benefits:
damage, you gain the following benefits: • The Pain genjutsu no longer ends when its effect is first
• Increase your Wisdom score by 1, to a maximum of 20 applied.
• When you would cast a Genjutsu that targets a single • The Doubled Pain genjutsu increases its damage die by 1
creature, on a failed save, that creatures’ movement step.
speed is reduced by 20 feet for the duration. • The Unlimited Pain genjutsu no longer needs a direct line of
• When you would cast a Genjutsu that can affect two or sight, instead so long as you know the target creatures
more creatures at once, on a failed save, once per turn, name, they can hear you, and they are within range, they
all affected creatures take psychic damage whenever suffer its effects as normal.
one of the other affected creatures take damage of any
type, excluding the creature that triggers this effect. PSYCHOSIS MASTER
The number of psychic damage creatures take is an
Category: Genjutsu
amount equal to the rank of the jutsu currently
Prerequisite: Psychosis Expert, Level 12+
affecting them all. (D-Rank: 2d4, C-Rank: 4d4, B-Rank:
You’ve become a master at breaking the minds of your
6d4, A-Rank: 8d4, S-Rank: 10d4)
adversaries. Enemies fall into mental coma’s when they do

PSYCHIC EXPERT
battle with you. You gain the following benefits:
• The Pain genjutsu damage die becomes a d6.
Category: Genjutsu • The Doubled Pain genjutsu triggers whenever the target
Prerequisite: Level 8+
takes damage from a source other than you, once per turn.
You can feel every migraine. Every headache. Every • The Unlimited Pain genjutsu can force the target to make
painful thought. When casting a Genjutsu that deals
an Intelligence or Wisdom saving throw to resist its effects.
damage, you gain the following benefits:
You decide the saving throw when the jutsu is cast.
• Increase your Wisdom or Charisma score by 1, to a • You can concentrate on all 3 prerequisite genjutsu at once
maximum of 20 If you would end the effect of Doubled Pain as a result of
• Once per turn, when a creature under the effects of a Unlimited Pain you instead maintain concentration on it,
Genjutsu you cast would remake a saving throw to end while also gaining the upgraded benefits of Unlimited Pain.
the Genjutsu’s effects, they make their saving throw
with a -1d4 penalty. LORD OF DARKNESS
• Once per turn, when a hostile creature would take
Category: Genjutsu
damage, you can choose to Mentally Scar the creature.
Prerequisite: Puppets of Darkness, Shadow Bite or Weapons
A creature who is mentally scarred suffers a -1d4
of Darkness, Level 4+
penalty to end any Mental condition they are under the
Weaving darkness into and out of both your Genjutsu, and
effects of.
the minds of your enemies. The shadows become your friend.
• Genjutsu you cast that requires an attack roll, has their
The oldest friend one could ask for. You gain the following
range increased by 30 feet.
benefits:

PSYCHOSIS ADEPT • The prerequisite Genjutsu can deal Necrotic damage when
cast.
Category: Genjutsu • The prerequisite jutsu can inflict 1 rank of Dazzled when it
Prerequisite: Pain, Doubled Pain or Unlimited Pain, Level 4+
deals damage on a failed wisdom saving throw.
You’ve become adept at causing immense psychotic pain to • If you score a critical hit with the prerequisite Genjutsu,
others minds. The advanced techniques you’ve learned while
you can choose to inflict the Confused condition.
delving into this specialty has granted you the following • Twice per rest, you can choose to cast one of the
benefits:
prerequisite jutsu as a bonus action. If you could already
• The prerequisite jutsu does not cost chakra to maintain cast the prerequisite jutsu as a bonus action, you can
concentration, if they do. instead cast it at no action cost.
• When the prerequisite jutsu deals damage, add your
genjutsu ability modifier to the damage rolled.
• If an affected creature would be reduced to 0 hit points as a
result of the prerequisite jutsu, you can choose another
creature within 10 feet of the original target to target,
moving the jutsu to that new target.
• Creatures cannot end the effects of the prerequisite
genjutsu on themselves with a jutsu of equal level to it.
THOUGHT PROVOKER CHARISMA DRAIN
Category: Genjutsu Category: Genjutsu
Prerequisite: Level 4+ Prerequisite: Level 12+
Each illusion you manifest, grants you the insight into Each illusion you manifest, sucks the charisma, charm, or
thoughts and feelings of those you mentally assault. You gain intimidating factors from their target. You gain the following
the following benefits: benefits:
• Increase your Wisdom or Charisma score by 1, to a • Increase your Wisdom or Charisma score by 1, to a
maximum of 20 maximum of 20
• When a creature would fail the saving throw of a Genjutsu • When a creature would fail the saving throw of a Genjutsu
you cast that requires an Intelligence saving throw, you you cast or you score a successful hit with a Genjutsu
can ask one question, telepathically that the target attack the target suffers a -1 penalty to their next Charisma
unconsciously answers with 5 words or less. saving throw. This can stack up to -5.
• When a creature would fail the saving throw of a Genjutsu • When a creature would suffer a -1 penalty to their next
you cast that requires a Wisdom saving throw, you become Charisma saving throw as a result of this feature, you gain
aware if the target creature feels if they are enjoying the a +1 bonus to your next Charisma saving throw. This can
combat or if they feel like they are forced to by another stack up to +5.
creature, entity or force. • When a creature would fail the saving throw of a Genjutsu
• When a creature would fail the saving throw of a Genjutsu you cast by 5 or more, they gain vulnerability to the next
you cast that requires a Charisma saving throw, the target instance of psychic damage they take.
finds it difficult to lie or withhold its true feelings verbally
until the end of its next turn.

INTELLIGENCE DRAIN
Category: Genjutsu
Prerequisite: Level 12+
Each illusion you manifest, sucks the intelligence and
knowledge from their target. You gain the following benefits:
• Increase your Wisdom or Charisma score by 1, to a
maximum of 20
• When a creature would fail the saving throw of a Genjutsu
you cast or you score a successful hit with a Genjutsu
attack the target suffers a -1 penalty to their next
Intelligence saving throw. This can stack up to -5.
• When a creature would suffer a -1 penalty to their next
Intelligence saving throw as a result of this feature, you
gain a +1 bonus to your next intelligence saving throw. This
can stack up to +5.
• When a creature would fail the saving throw of a Genjutsu
you cast by 5 or more, you can select one piece of
information that you wish to know. If the target knows
anything in relation to this piece of information, you
become aware of it.

WISDOM DRAIN
Category: Genjutsu
Prerequisite: Level 12+
Each illusion you manifest, sucks the wit, cunning and
wisdom from their target. You gain the following benefits:
• Increase your Wisdom or Charisma score by 1, to a
maximum of 20
• When a creature would fail the saving throw of a Genjutsu
you cast or you score a successful hit with a Genjutsu
attack the target suffers a -1 penalty to their next Wisdom
saving throw. This can stack up to -5.
• When a creature would suffer a -1 penalty to their next
Wisdom saving throw as a result of this feature, you gain a
+1 bonus to your next Wisdom saving throw. This can stack
up to +5.
• When a creature would fail the saving throw of a Genjutsu
you cast by 5 or more, you gain one special sense they have
as they lose it. You retain this special sense for the
remaining duration that the original target would have it.
If there was no set duration, it defaults to being 1 minute.
CRITICAL FEATS CRITICAL DEFENSE MASTERY
Category: Critical
BLOODTHIRSTY CRITICAL Prerequisite: Level 8+, H. Armor Mastery
Category: Critical While you are wearing heavy armor with which you are
Prerequisite: Level 8+ proficient, you gain the following benefits:
You fight with reckless abandon, caring not of your own • Twice per Long Rest, when a hostile creature would
safety. You use your pain to fuel your attacks, causing score a critical hit against you, you can treat it as a
your enemies even greater pain. You gain the following normal hit. You regain one use of this effect, on a short
benefits: rest.
• You gain 5 DR (Damage reduction) vs the damage
• Select one of the following.;
o Ninjutsu attacks applied from a Critical hit.
• When an allied creature within 10 feet of you would be
o Taijutsu attacks
o Genjutsu attacks hit by a critical attack, you may spend your reaction to
• When a creature would deal damage to you as the redirect the attack to yourself. You can do this once per
result of a melee attack, you gain a +1 bonus to your initiative.

DISGUSTING CRITICAL
critical threat range of the chosen type, no more than
twice per round, until the beginning of your next turn.
• When a creature within 5 feet of you misses you with a Category: Critical
melee attack, you can use your reaction to cause the Prerequisite: Level 4+
attack to hit you. You can immediately make a melee When you score a critical hit. The environment and terrain
weapon attack against that creature. bellows as sickening cry at your power. You gain the
• When a creature scores a critical hit against you with following benefits:
an attack, the next attack you make, before the end of
• Select one damage type from the following;
your next turn, that hits the creatures who scored a
o Acid
critical hit against you, counts as a critical hit.
o Poison

CEREBRAL CRITICAL
o Necrotic
• You can take this feat more than once, each time selecting
Category: Critical a different damage type.
Prerequisite: Level 4+ • Critical Hits with the chosen damage type pierces Passive
You learn to bruise both your enemies mind and body in damage reduction and up to half of a creature’s Active
a single strike. You gain the following benefits: damage reduction from Jutsu.
• Select one of the following. • Once per round, when you score a critical hit, the affected

o Taijutsu attacks creature gains 1 rank of the listed conditions based on the
o Genjutsu attacks damage type of the attack:
• Once per turn, when you score a critical hit with the o Acid – Corroded.
chosen attack type, the target creature gains 1 rank of o Poison – Envenomed.
Concussed. o Necrotic – Bleeding.

ELEMENTAL CRITICAL
• You can take this feat more than once, each time
selecting the same or different attack type
Category: Critical
COMBAT SEAL WEAVER Prerequisite: Level 4+, At least one Nature Affinity.
Category: Critical, Level 4+ You learn to infuse your nature affinity into your
You’ve practiced making your jutsu more difficult to powerful blows. You gain the following benefits:
avoid, learning techniques that grant you the following • Select one of the following.
benefits: o Ninjutsu attacks
• When a creature would make a saving throw against o Taijutsu attacks
• Once per round, when you score a critical hit with the
damage from a Ninjutsu or Genjutsu you cast and they
would fail the saving throw by 5 or more, increase the chosen attack type, the target creature gains 1 rank of
damage by the rank of jutsu Cast. (D-Rank: +5, one of the listed conditions based on the Nature
C-Rank: +10, B-Rank: +15, A-Rank: +25, S-Rank: +25). affinities you have if it is a Ninjutsu attack, or the
• When a creature would make a saving throw against a affinities you have if it is a Taijutsu attack.
Ninjutsu or Genjutsu you cast that inflicts a condition o Earth – Bruised.
and they would fail by 5 or more, regardless of the o Wind – Bleed.
jutsu’s effect, the next time they would successfully o Fire – Burned.
remake the saving throw or succeed the check needed o Water – Chilled.
to remove the condition (if applicable), they instead o Lightning – Shocked.
• You can take this feat more than once, each time
do not remove the condition.
selecting a different attack type
ENHANCED CRITICAL TERRIFYING CRITICAL
Category: Critical Category: Critical
Your ability to strike a place with zeal and efficacy grows. Prerequisite: Level 8+
You gain the following benefits: When you score a critical hit. You inflict terror into your
• Select one of the following. Attacks made with the foes. You gain the following benefits:
select type have a +1 critical threat range; • Select one of the following;
o Ninjutsu attacks o Ninjutsu attacks
o Taijutsu attacks o Genjutsu attacks
o Genjutsu attacks • Once per round, when you score a critical hit, the affected
• You can take this feat more than once, each time creature gains 1 rank of fear.
selecting the same or different attack type. • You can take this feat more than once, each time selecting
a different attack type.
FANATIC
Category: Critical SHADOW CRITICAL
Every blow that hits your enemies make you feel closer to Category: Critical
victory, making you shake in excitement. You gain the Prerequisite: Level 4+
following benefits: When you score a critical hit. You absorb the vitality of your
• Allied creatures within 20 feet of you gain a +1 bonus to fallen foes. You gain the following benefits:
their critical threat range so long as they do not have any • When you score a critical hit with a melee attack against a
bonuses to their critical threat range due to another hostile creature, that is not a Ninjutsu or Genjutsu attack,
Critical Feat. you may regain hit points equal to twice your Constitution
• When you or an allied creature score a critical hit on a modifier. You may gain this benefit three times per rest.
creature that reduces their hit points to 0, you gain the • Once per combat, when you reduce a hostile creature to 0
Fanatics Rush special action. You can gain this special hit points with a melee attack, that is not a Ninjutsu or
action, once per round. Genjutsu attack, you may regain hit points equal to your
o Fanatics Rush. On your turn, you can take this special Constitution score.
action to regain 1d6+your proficiency bonus hit o If the attack was a critical hit, regain twice the
points and make one weapon attack. amount of hit points and remove 1 failed Death
Saving Throw you possess, if any.
IMPROVED CRITICAL
Category: Critical
Prerequisite: Level 10+,
You learn how to capitalize on the faults in your
opponent’s guard and control the flow of combat. You
gain the following benefits:
• Select one of the following;
o Ninjutsu attacks
o Taijutsu attacks
o Genjutsu attacks
• Once per turn, when you score a critical hit with the
chosen attack type, you add three additional damage
die to the damage dealt.
• You can take this feat more than once, each time
selecting a different attack type.

POWERFUL CRITICAL
Category: Critical
Prerequisite: Level 12+
When you score a critical hit. The world recognizes who you
are. You gain the following benefits:
• Select one of the following;
o Ninjutsu attacks
o Taijutsu attacks
o Genjutsu attacks
• Critical Hits with the chosen attack type cannot be treated
as a normal hit, ignores resistance and treats immunity as
resistance.
CHAPTER 14: ALLIES & ADVERSARIES
he World of Naruto is full of unique characters.

T Friends and Foes if you will. These characters fill


the world with unique perspectives and traits.
Below we will detail how this game differentiates
both Friends and Foes.
While we generally differentiate between the types of
NPC’s the players will encounter, it is also beneficial to
set expectations in how the rest of the world is
structured.

You can find the ever-


growing Bingo Book
for the Naruto 5e
System here.
Why did we move the Adversaries in this section? To
help in making room for all of the following content.
KAGE GUIDE
INTRODUCTION

I
PART 2: TOOLS
T’S GOOD TO BE THE DUNGEON MASTER! (or
Story Teller, Narrator, Kami, or Game
Master) Not only do you get to tell fantastic Whether you write your own campaigns or convert
stories about heroic shinobi, villainous published ones, expect to invest preparation time
adversaries, monsters, sages, demons & the beyond the hours you spend at the gaming table. You’ll
magic of ninjutsu. But you also get to create need to carve out some free time to exercise your
the world in which these stories are told. creativity as you invent compelling plots, create new
Whether you’re running a Naruto 5e game NPCs, craft encounters, and think of clever ways to
already or you think it’s something you want to try, this foreshadow story events yet to come.
book is for you. Part 2 of this book is devoted to helping you create and
The Kage Guide assumes that you know the basics of run great adventures. While the Shinobi Handbook
how to play the Naruto 5e Table top Conversion of the provides all the tools you need to be a DM, you may want
Dungeons and Dragons 5th edition system. resources to create original game content, whether it be
new items, unique creatures, or a sprawling new world
HOW TO USE THIS BOOK for shinobi to explore.

PART 3: SUBSYSTEMS
The Kage Guide will act as one of the central rule books
for Naruto 5e. It is not required to play the game, but it
builds upon the basic guidelines provided in the Shinobi When your game goes into uncharted territory or you
Handbook, and you’ll find it helpful to read more into want to emphasize an element of gameplay that usually
this book in tandem with the Shinobi Handbook. This gets overlooked or condensed into a single check, you
book provides more detail on different topics, as well as can use a Subsystem. As the name implies, subsystems
many tools to help you make your game fun and are extension of the main rules system that allow you to
memorable for everyone involved. explore a particular topic or style of play at your table.
Throughout this book, “you” refers to the Dungeon
Master, Game Master or whatever you prefer to call PART 4: VARIANT RULES
yourself.
While the rules presented in the Shinobi Handbook are
Naruto 5e is a game all about customization and
designed to give you and your group a baseline
freedom of choice and this book will provide you as the
experience that’s easy to learn and fun to play,
DM, ways to customize your game just as the players
sometimes you’re looking for more customizable
customizes their Shinobi. The nature of the Kage Guide
options. That’s where variant rules come in: options to
makes it easy to take and use whatever components you
alter the game’s rules to fit your needs. This chapter
need for the game you’re running at any time. Just as
adds a collection of variant rules to your toolbox, often
with a toolbox you won’t need to use everything at once.
with additional options for how to use them.

PART 1: KAGE GUIDE BASICS PART 5: ALLIES AND ADVERSARIES


Every DM is the creator of his or her own campaign
Shinobi aren’t the only inhabitants of the Naruto world.
world. Whether you invent a totally new timeline for the
Through they may not be the heroes, NPC’s play various
Naruto 5e Setting you with to play in, adapt an already
roles in your games, such as calling the players shinobi
existing time line or world from the Naruto universe, or
to action, serving as an obstacle in social encounters, or
do a little of both, you make the world your own over the
opposing the players in battle. This chapter presents a
course of a campaign.
small chunk of NPC’s for use in your games, plus
The world or era where you set your campaign is one
additional rules to modify them to fit any particular
of countless worlds that you could choose from. A vast
niche. Additional rules and NPC’s can be found in the
array of timelines, events, possibilities, alternate
Bingo Book.
realities exist for you to make use of. Even if you are
using a fully established time like in Naruto like the
Modern Naruto, Proper Timeline which would take place
between Naruto Episode 1 and Naruto Episode 220. Your
campaign takes place in a slightly mirrored universe of
the official timeline. This world is yours to change as you
see fit and yours to modify as you explore the
consequences of your players actions.
Your world is more than just a backdrop for your
campaign. Like Naruto, Bleach, and countless other
fantasy worlds out there, it’s a place to which you can
escape and witness fantastic stories unfold. A well
designed and well-run world seems to flow around the
campaign, so that they feel part of something, instead of
apart from it.
• Providing rich descriptions of exciting environments,

KNOW YOUR PLAYERS and using interesting maps and props.


• Giving monsters secrets to uncover or cultural details
The success of a N5e game hinges on your ability to
to learn.
entertain the other players at the game table. Whereas
their role is to create characters (the protagonists of the
campaign), breathe life into them, and help steer the INSTIGATING
campaign through their characters' actions, your role is Players who like to instigate action are eager to make
to keep the players (and yourself) interested and things happen, even if that means taking perilous risks.
immersed in the world you've created, and to let their They would rather rush headlong into danger and face
characters do awesome things. the consequences than face boredom. Engage players
Knowing what your players enjoy most about the D&D who like to instigate by;
game helps you create and run adventures that they will • Allowing them to affect their surroundings.
enjoy and remember. Once you know which of the • Including things in your adventures to tempt them.
following activities each player in your group enjoys the • Letting their actions put the characters in a tight spot.
most, you can tailor adventures that satisfy your players' • Including encounters with NPCs who are as feisty and
preferences as much as possible, thus keeping them
unpredictable as they are.
engaged.

ACTING FIGHTING
Players who enjoy fantasy combat like kicking the tar out
Players who enjoy acting like getting into character and
of villains and monsters. They look for any excuse to
speaking in their characters' voices. Roleplayers at heart,
start a fight, favoring bold action over careful
they enjoy social interactions with NPCs, monsters, and
deliberation. Engage players who like fighting by;
their fellow party members. Engage players who like
acting by; • Springing unexpected combat encounters on them.
• Vividly describing the havoc their characters wreak
• Giving them opportunities to develop their characters'
with their attacks and spells.
personalities and backgrounds. • Including combat encounters with large numbers of
• Allowing them to interact regularly with NPCs.
weak monsters.
• Adding roleplaying elements to combat encounters.
• Interrupting social interaction and exploration with
• Incorporating elements from their characters'
combat.
backgrounds into your missions.

EXPLORING
Players who desire exploration want to experience the
wonders that a fantasy world has to offer. They want to
know what's around the next corner or hill. They also
like to find hidden clues and treasure. Engage players
who like exploration by;
• Dropping clues that hint at things yet to come.
• Letting them find things when they take the time to
explore.
OPTIMIZING
Players who enjoy optimizing their characters'
capabilities like to fine-tune their characters for peak
combat performance by gaining levels, new features,
and magic items. They welcome any opportunity to
demonstrate their characters' superiority. Engage
players who like optimization by;
• Ensuring steady access to downtime to learn new
Jutsu or for Training.
• Using desired items as adventure hooks.
• Including encounters that let their characters
shine.
• Providing quantifiable rewards, like experience
points, for noncombat encounters.

PROBLEM SOLVING
Players who want to solve problems like to scrutinize
NPC motivations, untangle a villain's machinations,
solve puzzles, and come up with plans. Engage players
who like to solve problems by;
• Including encounters that emphasize
problem-solving.
• Rewarding planning and tactics with in-
game benefits.
• Occasionally allowing a smart plan to
grant an easy win for the players.
• Creating NPCs with complex motives.

STORYTELLING
Players who love storytelling want to
contribute to a narrative. They like it when their
characters are heavily invested in an
unfolding story, and they enjoy encounters
that are tied to and expand an overarching
plot. Engage players who like storytelling
by;
• Using their characters' backgrounds to help
shape the stories of the campaign.
• Making sure an encounter advances the
story in some way.
• Making their characters' actions help steer future
events.
• Giving NPCs Ambitions, Drives, Goals and Fears that
the shinobi can exploit.
KAGE GUIDE BASICS CORE ASSUMPTIONS
The rules of the game are based on the following core
assumptions about the world.
our world is the setting for your Campaign, the place

Y
Chakra is the Driving Force of Creation. Unlike in other
where adventures, stories and world changing
fantasy worlds were there may be divine or religious beings
events happen. Even if you use a pre-existing
such as Gods who are the origins of humans life, within the
setting, such as the “Warring States” era, it becomes
worlds of Naruto, chakra, its primary fuel source for its
yours as you set your adventures there, create
magic system, acts as the driving force for humans and
unique characters to inhabit it and make changes to it over
their evolution in strength. Wars have been fought over
the course of your campaign. This chapter is all about
different groups having slightly stronger chakra
building your world and then creating a campaign to take
signatures, which forces other groups to adjust or move in
place in it.
different ways. Entire civilizations have been founded upon

THE BIG PICTURE


singular teachings of chakra and how it is or should be
handled. While different nations may call chakra different
This book, the Shinobi Handbook, and the Bingo Book things such as Ki, Haki, or even spiritual energy, none can
present the default assumptions for how the game world of deny its existence.
Naruto 5e work. The World is Young. The world is still mostly new and
Among the established settings of Naruto, The Naruto unexplored. Wild regions are around every corner. City
Canon Proper, Boruto Era, The First, Second and Third States, known as Hidden Villages, Kingdoms of various
Great Ninja Wars don't stray very far from those sizes dot the landscape, but beyond their borders the wilds
assumptions. As you create your own world, it's up to you crowd in. People know the area they live in well. They’ve
to decide where on the spectrum you want your world to heard stories of other places from merchants, travelers and
fall. the local shinobi, but few know what lies beyond sanctions
The role of a DM can be complex, challenging and traveling routes, the mountains or the depths of great
sometimes, extremely difficult, but ultimately rewarding. forests unless they’ve been there themselves.
Luckily, you are not on your own. Not only will the other Conflict Shapes the Worlds History. Powerful individuals
players in your game help you tell dynamic and strive to make their mark on the world and factions of like-
collaborative stories, but you can use the advice here to minded individuals can alter the course of history. Factions
make your games run more smoothly and feel more include religious institutions led by charismatic profits,
exciting. nations led by lasting dynasties, Shinobi Villages led by
The information presented here provides helpful powerful Kage who seek to maintain balance within their
guidance on how to be a dynamic and engaging DM. This land and keep other hostile villages at bay from
chapter begins with core assumptions and general advice, encroaching on their territories. Even secret factions
then covers the following topics. within larger factions display their power by influencing
• Running Combat is the first of three sections that their own nations, such as Danzo and Root, influencing the
explains the different modes of gameplay in more Uchiha Massacre.
detail. You’ll find help on tracking initiative, The World is still a Fantasy World. Practitioners of
improving the speed of play, special battles and more. Ninshou (ninjutsu) are numerous in number and leave
• behind evidence of their machinations pretty regularly.
Running Exploration gives details on making
These machinations come in the shape of primitive tools
exploration more interesting, creating evocative
such as weapons or even more advanced things such as
environments, lost PC’s and more.
• mechanical golems, floating cities, scientifically altered
Running Downtime covers ways the PC’s can set
animals (Monstrosities) or even biologically
goals, and how to make good downtime events with
manipulated humans (Mutants).
additional downtime tasks.
• Adjudicating Rules offers guidance on how to make
effective rules calls and create house rules.
• Resolving Problems presents advice on total party
kills, problem players, and power imbalances.
• Narrative Collaboration includes tools for players to
control the story more directly.
• Special Circumstances discusses odd-sized groups,
and players with different needs.
• Rarity in Your Game details how rarity can enrich the
theme and story of your game.
• Campaign Structure clarifies what makes a good
campaign and describes how to determine its scope
and make enemies and treasure more compelling.
• Mission Design includes tools for building your own
Mission.
• Encounter Design explains how to build entertaining
encounters and navigate the challenges that can arise
when designing complex encounters.
THE DUNGEON MASTER
• Making rules decisions to ensure fairness and keep the
game moving forward.
This book provides the tools you need to shoulder those
The Dungeon Master (DM) is the creative force behind a responsibilities. The following sections break down the
Naruto 5e game. The DM sets the stage for the world the various components of a campaign, discuss the different
other players will explore. This creates a canvas for the states of play and how to set DC’s for task the PCs attempt,
players and DM to paint on filling out the world with provide different ways of rewarding player characters, and
missions and adventures. These terms are interchangeable describe aspects of the environment that might affect a
and are typically table dependent. We will refer to all of Shinobi team.
them using the term mission. Mission’s typically hinges
on the completion of a series of quests, assignments, or
requests. These missions can be as short as one game PLANNING A CAMPAIGN?
session, or over multiple gaming sessions. Longer A Naruto 5e game is typically structured as a campaign—a
missions might mix your players up in a great conflict that seemingly connected set of missions or sessions that
requires multiple different sessions that can last weeks or focuses on a single group of characters, known as Shinobi.
months in real time. When missions are strung together, A campaign within the broader context of this system
they form an ongoing campaign. A Naruto 5e campaign can should be looked at as a collection of missions that the
include dozens of missions and last for months and even party partakes in, that involves exploration, interactions
years! with nonplayer characters (NPC’s) and environmental
A Dungeon Master gets to wear many hats. As the challenges that the party must overcome.
architect of the campaign, the DM creates missions by A single mission should represent a semi-self-contained
creating requests, placing adversaries, trap’s and rewards story that may or may not be connected to the larger
for the other players’ (the shinobi) to discover. As a narrative of the campaign. Playing through a mission may
storyteller, the Dm helps the other players visualize what’s span one or more game sessions.
happening around them, improvising when the shinobi do A campaign provides the overall structure for your
something or go somewhere unexpected. As a player, the Naruto 5e game. As your prepare for your campaign, you’ll
DM plays the roles of the adversaries, supporting establish its scope and themes, which your then reinforce
characters, and shopkeepers, breathing life into them. And in the missions and scenarios’ that take place within it.
as a referee, the DM interprets the rules and decides when
to abide by them and when to change them to better suit CAMPAIGN LENGTH
the table he is playing with. The length of a campaign can range from a few sessions to
Inventing, writing, storytelling, improvising, acting, many years. Two main factors determine campaign length:
refereeing-every DM handles these roles differently, and how much time you need to tell the story of you and your
you’ll probably enjoy some more than others. It helps to party of shinobi, and how much time you as a group want
remember that Naruto 5e is a hobby, and being the DM to devote to the game.
should be fun. Focus on the aspects you enjoy and A single session, or one shot is great if your group is
downplay the rest. For example, if you don’t like creating trying out Naruto 5e or wants to play a specific short story
your own adventures, you can convert published or adventure. This requires less time commitment but
Adventures over to use. You can also lean on the other requires the DM to present the events of the game inn a
players to help you with rules mastery and world-building. way that is immediately engaging, since there’s less
The Naruto 5e rules help you and other players have a opportunity for the players to become invested in the
good time, but the rules aren’t in charge. You’re the DM, story, setting or NPC’s. If you want to play through a
and you are in charge of the game. With that said, your goal longer campaign you’ll need to add some story elements
isn’t to slaughter the shinobi players, but to create a that speak directly to the characters in your game, rather
campaign world that revolves around their actions and just the events of the adventure. In other words, the
decisions, and to keep your players coming back for more! characters should have individual goals in addition to the
If you’re lucky, the events of your campaign will echo in group’s overall goals.
the memories of your players long after the final game
session has concluded. EXPECTED DURATION
Not every campaign requires the same time investment.
ROLE OF THE DM Many campaigns do not in fact reach 20th level, or even
When you take on the role of Dungeon Master, you’ll have 15th level for that matter. Many campaigns end when the
a rewarding job of crafting fun experience for a group of original threat or antagonistic force is defeated or
your friends. Your responsibilities include… overcome. Some are ended on a cliff hanger for another
group of shinobi to pick up the pieces and continue the
• Telling the story of the group’s adventures in a
wills of your previous group. Some are even ended early as
compelling and consistent way. a result of your players shinobi perishing in battle.
• Fleshing out the Shinobi Era in which the game takes
Regardless, you should have an end point in mind when
place, emphasizing the current lore your exploring or you start a campaign. Still, you must be flexible, since
explaining the new lore you wish to add. you’re telling a collaborative story alongside the other
• Entertaining the players and yourself with novel players at the table and your initial expectations may
concepts, and rewarding creative ideas with interesting change over the course of play. When you think you’re
outcomes. headed towards a satisfying conclusion, it’s useful to check
• Preparing for game sessions by building or studying in with the other players to see how they feel about your
adventures and creating characters and plots. progress. You may ask “I think we have two sessions left.
• Improvising the reactions of nonplayer characters and Does anyone have any unfinished business their characters
other forces in the world as the players do unexpected want to take care of?”
things.
THEMES doing is unacceptable or makes others feels
uncomfortable. It’s never appropriate to make the
The themes you choose for your campaign are what
person who is uncomfortable responsible for resolving a
distinguish it from other campaigns. They include the
problem. It’s okay if mistakes happen. What’s important
major dramatic questions f your story and the repeated
is how you respond and move forward.
use of certain environments or creatures, and they can
Gaming and by extension Naruto 5e, is for everyone.
also include embracing a genre beyond what the Naruto
Never let those acting in bad faith undermine your game
Universe initially provides. The themes you choose for
or exclude other players. Your efforts are part of the
your campaign also provide insights and opportunities
long-term process of making games and game culture
for storyline elements you might use.
welcoming to all. Working together, we can build a
A storyline’s themes usually relate to the backstories,
community where players of all identities and
ambitions, drives, goals, and fears of the player
experiences feel safe.
characters and villains. For example, if you’ve chosen
revenge as one of the themes for your game, you might
introduce a villain whose quest for revenge tears his life GENERAL ADVICE
apart and causes tragic harm to those around him. If one This section covers general topics related to running the
of the player character believes in liberty and freedom, game. If you want to know specifics about a certain topic
you might engage that character pitting the group be sure to check out the rest of this book or ask a quick
against slavers. Or, you might choose a theme of love, question in the Discord. This book can be regularly
leading to nonplayer characters involved in doomed updated with additional information and guidance’s
romances, seeking to regain lovers they have lost, or based on new developments within the system.
courting the player characters. It is important to remember that you are not perfect,
Alternatively, you can use similar locations and and no one can expect you to be. It takes time and
related adversary types to help you form connections practice to become someone who can memorize a rule by
between disparate missions. The players feel like their heart, but in order to become a good DM, it takes the
characters are becoming experts negotiating with right train of thought and the drive to want to always
Samurai, navigating seaways, battling rival villages, improve and make sure your table of players (and
exploring unexplored lands, or dealing with whatever yourself) are always having fun.
the recurring elements are. For example, you might have
the players explore the Land of Snow early on, then later SESSION 0
travel to the Land of Ice, which is a plane with more Some groups prefer to have everyone create their
difficult challenges that can be overcome using characters in advance and show up ready to play.
knowledge they’ve previously developed. Likewise, However, getting the group together to make characters
Bandit patrolmen may be tough enemies for your group can be fun, and can benefit your game down the line. A
at low levels, but as the PC’s attain higher levels, the session for building characters is commonly called
bandit patrolmen become mere minions of another “session zero.” Session zero is typically shorter than
creature, the players feel a sense of progression. other game sessions, so you might plan a short

A WELCOMING ENVIRONMENT
introductory scene for after everyone’s finished building
their characters, or just hang out and do something else
The role of DM comes with the responsibility of ensuring after you’ve planned your characters.
you and the rest of the players have a rewarding, fun Having a session zero lets players share character
time during the game. Games can deal with difficult details, making it easier for their characters to have links
subjects and have stressful moments, but and relationships with one another before the adventure
fundamentally, Naruto 5e, is a leisure activity. It can starts, and gives players the chance to become invested
remain so only if the players follow the social contract in each other’s characters by organically learning what
and respect one another. decisions other players made. These sessions also give
Players with physical or mental disabilities might find veterans the chance to help less experienced players
themselves more challenged than abled players. Work through character creation. Lastly, session zero can give
with your players to ensure they have the resources and you a better understanding of the characters and help
support they need. Additionally, be on the lookout for the player integrate them into the adventure in
behavior that’s inappropriate, whether intentional or interesting ways.
inadvertent, and pay careful attention to players body
language during the game (or lack of interaction if OBJECTIONABLE CONTENT
virtual). If you notice a player being uncomfortable, you Before a campaign begins, check in with your player—as
are empowered and encouraged to pause the game, take a group or individually—to find out what types of
it in a new direction, privately check in with your players content they want to allow in the game, and which topics
during or after the session or take any other action you they would prefer to avoid. Because the story unfolds in
think is appropriate. real time, it’s essential that you discuss these topics
If a player tells you they’re uncomfortable with before the game starts. These discussions are intended
something in the game, whether it’s content you’ve to keep players safe, and so its not okay to ask why
presented as the DM or another player’s or PC’s actions, someone wants a type of content excluded. If someone
listen carefully to that player and take steps to ensure wants it excluded, exclude it—no questions asked.
they can once again have fun during your game. If you’re It can help to start with a rating, like those used for
preparing prewritten material and you find a character movies or video games. Naruto 5e will often include
or situation inappropriate, you are fully empowered to violence and cruelty from antagonistic forces. What’s
change any details you see fit. You also have the the limit on how graphically these concepts should be
authority (and responsibility) to ask players to change described? Can players swear at the table? Does anyone
their behavior—or even leave the table—if what they’re have phobias they don’t want to appear in the game,
such as spiders or body horror?
After you figure out the limits on objectionable cliffhanger—a moment so curious and abrupt it raises
content, you have a few important tasks: questions about what happens next. Examples include
• Clearly convey these limits to the other players. ending play before combat, when the PCs find vital
• Ensure you and the players abide by the boundaries. information, or as they discover treasure. Doing so can
• Act immediately if someone becomes uncomfortable
inspire the PCs to discuss the game in-between sessions.
Not anything that could be satisfying to resolve over
about content during a session, even if it wasn’t
media, such as text or chat or for those who are really
excluded in a prior discussion. Once the issue is
experienced…email. This could include divvying up
resolved, move on and don’t linger.
• Resolve the issue if any player deliberately pushes
treasure, leveling up, or completing downtime tasks.

STAKES AND CONSEQUENCES


these boundaries, tries to find loopholes, tries to
renegotiate the limits, or belittles people for having a
different tolerance to objectionable content. A DM should always be able to convey a clear picture of
the stakes and consequences of the PC’s actions or
A COMMON BASELINE inaction. What horrible things will happen is the PCs
You may find that your players don’t have much to say fail? What can they achieve if they go beyond what’s
on the topic of objectionable content, and just assume expected of them? A well-constructed adventure
that general societal norms will keep the most conveys the stakes at the outset, but it’s also important
uncomfortable topics out of the game. That’s not always to remind the players of those stakes throughout play.
enough, as that approach relies on shared assumptions A game where the stakes are extremely high all the
that aren’t always accurate. The following are a set of time cuts out the opportunity for low key scenes and can
basic assumptions that works for many groups, which be overwhelming or even monotonous. In most games,
you can modify to fit your preferences and those of the players enjoy having some moments where their
other players. characters can relax and socialize with low stakes as
• Bloodshed, injuries, and even dismemberment might well.
be described. However excessive descriptions of gore Consequences should be specific and evocative. Don’t
and cruelty should be avoided. just tell the players what happened after their
• Romantic and sexual relationships can happen in the characters’ success or failure; let their characters
game, but players should avoid being overly witness it in the world. Are they greeted as heroes by
suggestive. Sexual content always happens off-screen. townsfolk? Does the bastion of evil crack and shudder,
• Attempts at initiating a relationship between Player falling apart as the PCs escape? Does a failure lead to the
characters should be avoided unless previous spoken death of an ally and a somber funeral? It’s usually best if
about between both consenting players. This can lead the PCs can foresee the consequences, at least in a
to uncomfortable situations like one player hitting on general sense. If a villain demonstrates their intention to
another and should be stopped immediately as it is conquer a city, and the PCs don’t stop them, then the city
inappropriate when player with friends or even gets conquered. It’s OK if you have an idea for an
strangers. interesting subversion occasionally, but keep those to a
• Avoid excessively gross or scatological descriptions. minimum or the chain of cause and effect will become
too muddy
The following acts should never be performed by
player characters, such acts should in most FAIL FORWARD, NOT BACK
circumstances, result in retiring their character and An unexpected failure can bring the game to a halt,
potentially removing them from the game. particularly during exploration. “Failing forward”
• Torture. means finding a way to progress the story instead of just
• Rape, nonconsensual sexual contact or threats. saying, “That didn’t work.” This doesn’t mean that the
• Harm to children. group can’t fail, or that the PCs should get what they
• Owning slaves or profiting from a slave trade. wanted despite failing. Rather, it means that a failure
• Reprehensible uses of mind controlling effects. might still impart more information, reveal a way to
improve their chances next time, or even cause
Villains may engage in such acts, but they won’t happen unforeseen difficulties. Doing so means the player’s
on-screen and it most likely won’t be described in detail. choice to attempt a check mattered, even if the results
Many groups choose to not have villains engage in these weren’t what they wanted. Allowing the PCs to fail
activities at all, keeping these reprehensible acts out of forward means fewer dead ends and perfunctory checks.
mind entirely. It’s important however, not to put unnecessary pressure

GAME PACING
on yourself to do so all the time. Sometimes you won’t
know immediately how a PC can fail forward, and in
Most sessions should have lulls in the action punctuated those cases, it’s usually best to just move on.
by challenges such as intense encounters, puzzle-based
exploration, and investigation. Presenting players with a IMPROVISATION
variety of such obstacles can help them feel more As a DM, you often make things up on the fly. When an
engaged at the table. Information flow matters, too. If issue seems to pertain to the story instead of the rules,
the group meets a large number of NPCs quickly, that ask yourself the following questions;
can make it harder for them to remember individuals. It
• Does something already established in our story so far
helps to break things up into smaller scenes and
tell me what should happen here?
memorable moments.
• If an NPC is involved, what would their personality
Knowing when to end a session takes practice. About
20 minutes before a play session is scheduled to lead them to do?
• What does the players expect to happen?
conclude, it can be beneficial to figure out how you’d like
• What would best fit the themes of our story?
it to end. It can be memorable to end with a
You might not have a good answer for every question, WILL(S) OF FIRE/ EARTH/ WATER/
but asking them can inspire useful solutions. If what you
need to invent is significant in the storyline or world,
WIND/ LIGHTNING
there’s nothing wrong with asking the group to take a Beginning on page of 18, yourself and players are
little break while you fill in the gap. If it’s not introduced to the Will of Fire mechanic and system. A set
particularly significant and you can’t come up with of specialized buffs and bonuses applied to a character
anything more compelling, it’s also okay to say, when they would spend their Will of Fire in a dire
“Nothing happens,” and move on. Often, a player will scenario. Wills of Fire are meant to be handed out when
ask, “What happens when I do that?” This is a good players roll a natural 20 with an Ability check or saving
indicator that the player expects that what they’ve done throw OR when they are encountering story heavy
will draw a reaction from an NPC or the environment. scenarios that would impact the character a surge of
Unless the player is way off base, provide an in-game willpower of inspiration to do something or accomplish
response, even if it’s minor. The player has telegraphed a goal.
what matters to them, and the perceived importance of The current title of this mechanic is Will of Fire, but
their action can draw them into the game. this section will lay out how different Lands, Nations and
people would utilize this font of inspiration. The Will of
FALSE INFO Fire system is intended to work as a catch all system to
A failure when investigating or gather information reward players for luck and role-play. The different Wills
against a preset DC can result in you needing to convey of different lands can be used in place of wills of fire or
false information, requiring some improvisation. If you alongside wills of fire. If this alternative version of Wills
aren’t careful, this information can be perceived by the are used, creatures can only carry 1 Will at a time, and
PCs as too silly, or could derail the game. For example, if they must choose which will they receive when they are
a PC misinterpreted text about the 2nd Hokage Tobirama granted one.
Senju, saying they believe him to be an incompetent
Hokage who’s bad with money is absurd. Similarly, if WILL OF FIRE (ALT)
they incorrectly believe Tobirama would reward them If you have the will of fire, you can expend it for one of
with great wealth if they ring bells in four different the following:
temple corners, this could send them on a tangent. • Gain an immediate Reaction, even with an ability or
Providing false information can cause the PCs to make jutsu that is an Action or Bonus action.
mistakes, but the consequences should typically be • Automatically succeed a Death saving throw, waking
immediate rather than continual or far in the future. up 1 hit point.
Avoid dispensing false information that might not be • Casting one jutsu you know for 0 Cost. If the jutsu’s
used for hours or entire sessions, after the check is original cost was Special you instead half the chakra
forgotten. If you’re unsure, the safest form of false cost of this jutsu.
information is information that’s wrong but not in a way
that causes major consequences. Remember that a WILL OF EARTH
failure gets incorrect information, not that you get If you have the will of earth, you can expend it for one of
important-seeming false information. Erroneously the following:
believing The Senju Clan’s symbol is a set of scales
• Reduce the damage of one effect, attack or jutsu that
instead of a key might lead to a miscommunication, but
would affect you, to 0, and ignore its effects.
one that’s not dangerous, pretty easy to clear up, and
• All allies who are in initiative with you Reduces all
only a little embarrassing for the PC.
damage they take from the next instance of damage by

SHADOW ROLLS (SECRET CHECKS) an amount equal to their level + proficiency bonus.
• Automatically pass one saving throw.
During play, you will roll some checks in secret instead
of allowing players to do so. This rule helps ensure that a WILL OF WIND
player remains uncertain at times where their character If you have the will of wind, you can expend it for one of
is unsure of how a situation may resolve, immersing the the following:
player in their character’s perspective. It can be a handy • Slightly alter the Scene to your benefit.
tool to keep a list of PC’s modifiers on hand to help you
• Immediately end all conditions on yourself.
roll secret checks more quickly. At least, you should
• Reroll any d20 made by yourself or an allied creature
record each players passive perception and insights,
taking the higher result.
their saving throw modifiers (Especially Constitution,
Wisdom and Charisma) and the skill modifiers of any
WILL OF LIGHTNING
skills use often. Check in anytime the PC’s level up and
If you have the will of lightning, you can expend it for
consider asking your players to update you when any of
one of the following:
these modifiers change.
• Yourself and one ally can take their turns immediately,
You can still have the players roll the checks if you
would like. In some combat cases you can even choose to with each turn happening at the same time.
• Maximize all instances of damage of one jutsu.
roll for your players if they encounter a Genjutsu with
the Unaware keyword. This is usually best done when the • Force another creature to automatically fail their save.

results are going to be immediate or when the stakes are


low, like when the PC is trying to recall something
during their downtime that they’ll see is false through
the course of their research. You can choose to instead
ignore this rule/guidance entirely if your group works
better in separating player and character knowledge and
experience.
WILL OF WATER STARTING AT HIGHER LEVELS
If you have the will of water, you can expend it for one of
A typical campaign starts at 1 st level, but you can choose
the following:
to start at a higher level if you choose. This can be
• Yourself or one ally cannot have their hit points especially satisfying for a one shot or short campaign, or
reduced below 1 for the remainder of the turn. if your group wants to play a specific mission made for
• You can spend the chakra of an allied creature for the higher level groups. The PCs should start at the same
cost of a jutsu, feature or trait. level. They simply make 1st level characters, then level it
• If you would fail a saving throw, you can allow an up a number of times needed to reach the starting level.
allied creature to make a saving throw in your place Below you can find the starting Wealth and Downtime
using their save bonuses. Treating their success as table indicating how much Ryo and downtime a
your success and their failure as your failure. character starting off at such a level should have, on
average assuming standard play with no additional
WILL OF REVENGE treasure or DM based gifts. This table will also detail the
If you have the will of revenge, you can expend it for one number of chakra enhanced items or weapon & armor
of the following: seals a character could reasonably have at a given level,
• Grant an enemy disadvantage or -5 on an attack roll. should they start at that level. This table will most likely
• Grant an enemy disadvantage or -5 on a saving throw. provide less Ryo, seals or chakra enhanced items than if
• Grant an enemy vulnerability to the next instance of they have gained items through missions and finding
damage you deal. rewards, balancing the fact that they can generally
choose what items they want.
PORTRAYING NPCS B EGINNING AT H IGHER L EVELS
Although the PCs are the stars of the game, NPCs make
Weapon/ Armor
the world around the PCs vibrant. They can become a
part of the story, sometimes for years, weaving into the Level C.E.I Seals Downtime Ryo
story right alongside the PCs. Portray NPCs however it 1 - - - 300
works for you. Some GMs keep it simple, describing the 2 - - 4 325
NPCs simply by their looks, or their hook (see below).
Others go into more detail, using accents, mannerisms,
3 - - 10 350
or acting. 4 D-Rank - 15 400
Because NPCs have smaller roles than PCs, imparting 5 D-Rank 1 19 500
enough information to convey their identities while they
6 D-Rank 2 26 650
interact with the party can be challenging. When you
create an NPC, start by integrating a single “hook” into 7 D-Rank 3 31 750
their concept: a widowed merchant, a refugee from a 8 C-Rank 4 37 1000
distant realm, or a child who constantly asks awkward
9 C-Rank 5 42 1250
questions. Each hints at a backstory but is easily
described in a synopsis. If the NPC continues to interact 10 C-Rank 6 50 2500
with the party, you can then add to their backstory later. 11 C-Rank 7 59 2750

NPC LIMITATIONS 12 B-Rank 8 66 2900


Always remember that the PCs have the greatest role in 13 B-Rank 8 71 3300
your story. Avoid including allied NPCs who could easily
14 B-Rank 9 80 3725
solve any problem the PCs get assigned. An extremely
powerful NPC should be engaged with matters beyond 15 B-Rank 9 88 4050
what the PCs are tasked with or have some limitation 16 B-Rank 9 99 4350
that necessitates the PCs’ involvement. Remember that
an NPC is not “your character” in the way each player 17 A-Rank 10 115 4975
has a character. Though NPCs who travel with the party 18 A-Rank 10 129 5650
can be effective and fun when handled with caution, an
19 A-Rank 11 141 6225
NPC who effectively acts as the GM’s character is often
called a GMPC (Game Master Player Character) and can 20 S-Rank 11 150 7500
contribute to a feeling that the players are being coerced
into making certain decisions.

BETRAYAL
NPCs, even allies, can shift allegiances. They might
betray, fail, or sell out their companions, which can
make for a meaningful story event. If an NPC is betraying
the party in some way, lay groundwork early on so the
players don’t feel ambushed by the twist. If the players
can look back and see a clear path to this result, it is
likely they’ll feel the decision makes sense in the context
of the story. Try to give the NPC a “tell” or a paper trail
they can detect.
PREPARING MISSIONS TREASURE
Your adventure should give out an amount of treasure
A mission is a self-contained collection of story
that’s appropriate to the characters’ level. You can dole
elements, characters and setting that become the basis
out treasure in all kinds of ways. Treasure can be items
for the story you and the other players tell. Think of the
carried by adversaries, rewards from a patron, or simply
mission as an outline for your own story. You’ll have
the rewards for completing the mission within the given
major beats you want to include, some consistent
time limits. It’s best to spread treasure throughout a
characters and themes you want to convey, but all sorts
mission rather than stockpiled In a single hoard. This
of things can change during the process of turning the
gives the players incremental rewards, letting their
outline into a completed story.
characters advance in frequent small steps rather than
You might use a published mission from the
giant leaps separated by many hours of play.
community or come up with your own as your prepare
for your game sessions.

CREATING MISSIONS
Building your own mission is much more challenging
that using a published mission from the community, but
it lets your express yourself, be even more creative, and
tailor the game directly to the players and their
characters. Later sections in this book, include
guidelines for building and running encounters, placing
treasure, and setting appropriately difficult challenges,
all to help you construct your own missions.
Mission plotting can start at many different points.
You might begin with a particular antagonist, then
construct a mission that fits their villains theme and
leads the group to them. Alternatively, you could start
with an interesting location for exploration, then
populate it with adversaries and challenges appropriate
to the setting.

LOCATIONS
Memorable setting that includes mysterious and foreign
locations for players to visit and elicit the players’
curiosity. Exploring each location should be a treat in
itself, not just a chore the players must complete to get
from one fight to the next. As you create a locale, picture
it in your mind’s eye and write down minor details you
can include as you narrate the game. Describing the
decoration, natural landmarks, wildlife, peculiar smells,
and even temperature changes make a place feel more
real.
Beyond monsters and loot, your locations include
environment-based challenges, from environmental
conditions like blizzards to puzzles, trap’s, or other
hazards. These challenges should suit your missions
location; walls of brambles in a castle ruin overrun with
vegetation, pools of acid in a cursed swamp, or mystical
trap’s in the tomb of a paranoid daimyo. Rules for
environments and hazards appear later in this book.

ENCOUNTERS
A robust set of encounters forms the backbone of your
campaign. Encounters often feature combat,
environmental hazards, and social encounters in which
the players duel with other creatures, the world, and
with their words. The rules for building encounters
appropriate to your groups level begin later in this book.
Some missions have a clear and direct path of
progression, with encounters occurring at specific times
or in a specific order. Others, such as a dungeon filled
with interconnected rooms the group can investigate in
any order, are nonlinear, and the group can face
encounters in any order—or even avoid them entirely.
Most adventures are somewhere in between, with some
keystone encounters you know the characters will need
to content with, but others that are optional.
LEGACY RULES EXPERIENCE POINTS
The experience point cost to gain a level is always based
on your total character level, as shown in the Character
These are rules that were once part of the core system
Advancement table in chapter 1, not your level in a
but have since been removed for any number of reasons.
particular class. So, if you are a Scout-Nin 6/ Intelligence
These rules will remain in this book and under this
Operative 1, you must gain enough XP to reach 8th level
chapter, but will have absolutely no bearing on game
before you can take your second level as an Intelligence
balance. Using these rules, you are taking responsibility
Operative or your seventh level as a Scout-Nin.
for your table to hash out any differences found in game
balance.
HIT POINTS, CHAKRA POINTS, HIT DIE &
CHAKRA DIE
MULTICLASSING You gain the hit and chakra points from your new class
Multiclassing allows you to gain levels in multiple as described for levels after 1st. You gain the 1st-level hit
classes. Doing so lets you mix the abilities of those & Chakra points for a class only when you are a 1st-level
classes to realize a character concept that might not be character.
reflected in one of the standard class options. You add together the Hit & chakra Dice granted by all
The system as it exists today no longer balances with your classes to form your pool of Hit & chakra Dice. If the
the idea of Multiclassing as a concept. This system has dice are the same die type, you can simply pool them
been replaced with the Archetype system found in together. For example, both the Scout-Nin and the
Orochimaru’s Compendium. The reason for this is a Medical-Nin have a d8 Hit die and d10 Chakra die, so if
balance one. I no longer want or desire to balance classes you are a Scout-Nin 5/Medical-Nin 5, you have ten d8
on the expectation that they will be taken in combination Hit Dice and ten d10 chakra die. If your classes give you
with other classes. This limits my creativity and harms Hit or chakra Dice of different types, keep track of them
more than it helps. separately. If you are a Scout-nin 5/Weapon Specialist 5,
With this rule, you have the option of gaining a level in for example, you have five d10 Hit Dice & five d8 Hit Dice.
a new class whenever you advance in level, instead of (And five d8/d10 Chakra die as well)

PROFICIENCY BONUS
gaining a level in your current class. Your levels in all
your classes are added together to determine your
Your proficiency bonus is always based on your total
character level. For example, if you have three levels in
character level, as shown in the Character Advancement
Scout-Nin and two in Intelligence Operative, you’re a
table in chapter 1, not your level in a particular class. For
5th-level character.
example, if you are a Scout-Nin 3/ Intelligence operative
As you advance in levels, you might primarily remain a
2, you have the proficiency bonus of a 5th-level
member of your original class with just a few levels in
character, which is +4.
another class, or you might change course entirely,
If a class feature or feat allows you to forgo your
never looking back at the class you left behind. You
proficiency bonus, you may only do so once.
might even start progressing in a third or fourth class.

PROFICIENCIES
Compared to a single-class character of the same level,
you’ll sacrifice some focus in exchange for versatility.
When you gain a level in a class other than your first, you
PREREQUISITES gain only some of that class’s starting proficiencies, as
shown in the Multiclassing Proficiencies table.
To qualify for a new class, you must meet the ability
score prerequisites for both your current class and your M ULTICLASSING PROFICIENCIES
new one, as shown in the Multiclassing Prerequisites
Class Proficiencies Gained
table.
Genjutsu Specialist Deception and Illusions

M ULTICLASSING PREREQUISITES Hunter-Nin Light armor, One skill from the class’s skill
list, trackers kit.
Class Ability Score Minimum
Intelligence Light and medium armor; One Ninja Tool
Genjutsu Specialist Wisdom & Charisma 14 Operative Kit from their list.
Hunter-Nin Dexterity 14 & Intelligence 14 Medical-Nin Light armor; Medicine Kit; Medicine skill
Intelligence Operative Intelligence 14 & Charisma 14 Ninjutsu Specialist Ninshou and Chakra Control Skill
Medical-Nin Intelligence 14 & Wisdom 14 Scout-Nin Light and Medium armor, One Martial
Ninjutsu Specialist Constitution 14 & Intelligence 14 Weapon, one skill from their list
Scout-Nin Strength 13 & Intelligence 13 & Taijutsu Specialist Combat Bracers, Iron Claw, Martial Art Skill
Wisdom 13
Taijutsu Specialist Strength or Dexterity 14 & Constitution Weapon Specialist All Armors; Simple & Martial Weapons
14 Puppet Master Light Armor, One skill from list,
Weapon Specialist Strength 14 & Dexterity 14 Weaponsmith kit.

Puppet Master Constitution & Intelligence 14 Cooking-Nin Light Armor, one skill from their list,
Cooking Tools
Cooking Nin Intelligence 14 & Charisma 14
Science-Nin Light Armor, Ninshou skill, one tool kit
Science Nin Intelligence 16
CLASS FEATURES
When you gain a new level in a class, you get its features for
that level. A few features, however, have additional rules
when you’re multiclassing: Extra Attack, Superiority Die
and Unarmored Defense. The Ability to cast Jutsu (Ninjutsu,
Taijutsu, and Genjutsu) is inherent to all player characters
regardless of class, you instead have a predetermined
maximum amount of Jutsu You can know.

EXTRA ATTACK
If you gain the Extra Attack class feature from more than
one class, the features don’t add together. You can’t make
more than two attacks with this feature.

SUPERIORITY DIE
If you gain superiority dice of any type (from another class,
you instead gain one additional die to your existing pool of
dice.

UNARMED DEFENSE
If you already have the Unarmed Defense feature, you can’t
gain it again from another class.

JUTSU CASTING
Your capacity for Jutsu Casting depends partly on your
combined levels in all your classes and partly on your
individual levels in those classes. Once you have levels from
more than one class, use the rules below. If you multiclass
but don’t pick a class that gains more or less jutsu than your
current classes Tier then ignore these rules.

JUTSU KNOWN & HIGHEST LEVEL


KNOWN.
You determine how many Jutsu you know and at what
rank, based on the following requirements in this order:
Your Character level, determines the Highest Rank
known, following either classes Highest Rank jutsu
known. You determined the number of jutsu known
using the following chart.

M ULTICLASSING J UTSU K NOWN T ABLE


Class Jutsu Gained Per level
Genjutsu Specialist +1 Every 2 Levels.
Hunter-Nin +1 Every 3 Levels.
Intelligence Operative +1 Every 2 Levels.
Medical-Nin +1 Every Level.
Ninjutsu Specialist +1 Every Level.
Scout-Nin +1 Every 2 Levels.
Taijutsu Specialist +1 Every 3 Levels.
Weapon Specialist +1 Every 3 Levels.
Puppet Master +1 Every 2 Levels.
Cooking-Nin +1 Every 2 Levels.
Science-Nin +1 Every 2 Levels.

JUTSU MODIFIERS
While each class provides you with modifiers for each of
your 3 differing types of Jutsu, multiclassing can seemingly
complicate things. To simplify this, you only follow the
Jutsu Save DC and Jutsu Modifiers of the class you have the
most levels in, as that class is what you have put most of
your focus on. In the event you have an equal level in 2 or
more classes, you select the class you want to use, Jutsu
Save/Jutsu modifiers. You cannot pick and choose; you
must select a class suite of saves/modifiers.

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