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135 views158 pages

Naruto 5e - Full Document2

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Dionon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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 works 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 coun tries.
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 Communication Tools ................................................................. 32
Table of Contents ............................................................................ 2 Data Recording, Security and Storage Tools ............................... 32
Explosive Tools ............................................................................ 33
What’s Different ............................................................................. 5 Life Support Tools ........................................................................ 35
Chapter 1: Step by step character’s .............................................. 5 Medical Tools .............................................................................. 35
Chapter 2: Clans ............................................................................ 5 Toolkits ........................................................................................ 36
Chapter 3: Ambitions & Backgrounds ........................................... 5 Scrolls .......................................................................................... 43
Chapter 4: Classes & Class Modifications ..................................... 5
Chapter 6: Using Ability Scores...................................................... 44
Chapter 5: Equipment ................................................................... 5
Chapter 6: Using Ability Scores ..................................................... 5 Ability Scores and Modifiers ..............................................................44
Chapter 7: Adventuring/Missions ................................................. 5 Advantage and Disadvantage .............................................................44
Proficiency Bonus ...............................................................................44
Chapter 8: Combat ........................................................................ 5
Chapter 9: Jutsu Casting ................................................................ 6 Ability Checks .....................................................................................45
Contests ....................................................................................... 45
Chapter 10-12: Ninjutsu, Taijutsu, & Genjutsu List ....................... 6
Chapter 13: Customization Options .............................................. 6 Skill Checks .........................................................................................45
Passive Checks ............................................................................. 45
Chapter 14: Allies & Adversaries ................................................... 6
Bingo Book (Monster Manual) ...................................................... 6 Working Together ....................................................................... 46
Using Each Ability Score .....................................................................46
Kage Guide (DM Guide) ................................................................. 6
Strength ....................................................................................... 46
Chapter 1: Step by Step Character .................................................. 8 Dexterity ...................................................................................... 46
1. Choose a Clan ............................................................................ 8 Constitution ................................................................................. 47
2. Choose a Class ........................................................................... 8 Intelligence .................................................................................. 48
3. Determine Ability Scores ......................................................... 10 Wisdom ....................................................................................... 48
4. Describe your Character .......................................................... 10 Charisma ...................................................................................... 48
5. Choose Equipment .................................................................. 11 Skill Based Actions ..............................................................................49
6. Choose Your Jutsu ................................................................... 12 Acrobatics .................................................................................... 49
7. Bring it all together.................................................................. 12 Animal Handling .......................................................................... 49
Active vs Passive Features ........................................................... 13 Athletics ....................................................................................... 49
Chapter 2: Clans ............................................................................ 14 Crafting ........................................................................................ 50
1. Choosing a Clan ....................................................................... 14 Deception .................................................................................... 50
Clan Compendium .............................................................................14 Illusions ........................................................................................ 50
Insight .......................................................................................... 51
Chapter 3: Ambitions & Background ............................................. 14
History ......................................................................................... 51
Character Details ......................................................................... 14
Intimidation ................................................................................. 51
Personal Characteristics .............................................................. 15
Investigation ................................................................................ 51
Will of Fire ................................................................................... 15
Medicine ...................................................................................... 51
Backgrounds ................................................................................ 16
Ninshou ....................................................................................... 52
Entertainer .................................................................................. 16
Perception ................................................................................... 52
Genius .......................................................................................... 17
Performance ................................................................................ 52
Hard Worker ................................................................................ 17
Persuasion ................................................................................... 52
Hermit ......................................................................................... 18
Sleight of Hand ............................................................................ 53
Leader .......................................................................................... 19
Stealth ......................................................................................... 53
Noble ........................................................................................... 19
Survival ........................................................................................ 54
Student ........................................................................................ 20
Martial Arts ................................................................................. 54
Traveler ....................................................................................... 20
Saving Throws ....................................................................................54
Trouble Maker ............................................................................. 21
Urchin .......................................................................................... 21 Chapter 7: Adventuring & Missions ............................................... 55
Time ....................................................................................................55
Chapter 4: Classes ......................................................................... 22
Movement ..........................................................................................55
Class Compendium ............................................................................22
Speed ........................................................................................... 55
Chapter 5: Equipment ................................................................... 23 Special Types of Movement ........................................................ 55
Wealth ................................................................................................23 Activity while traveling ................................................................ 56
Currency ...................................................................................... 23 The Environment ................................................................................56
Selling Treasures ......................................................................... 23 Falling .......................................................................................... 56
Active Inventory .................................................................................23 Suffocating .................................................................................. 56
Your Inventory ............................................................................. 24 Vision, Light and Special Senses .................................................. 57
Armor .................................................................................................24 Food & Water .............................................................................. 57
Light Armor.................................................................................. 25 Interacting with Objects .............................................................. 57
Medium Armor ............................................................................ 25 Resting ................................................................................................58
Heavy Armor................................................................................ 25 Short Rest .................................................................................... 58
Getting into and Out of Armor .................................................... 25 Long Rest ..................................................................................... 58
Weapons ............................................................................................25 Full Rest ....................................................................................... 58
Weapon Proficiency .................................................................... 26 Creating Missions ...............................................................................58
Weapon Properties ............................................................................26 Mission Budget(s) ........................................................................ 58
Improvised Weapon .................................................................... 27 Social Interaction ................................................................................60
Ammunition Die .......................................................................... 27 Role Playing ................................................................................. 60
Adventuring Gear ...............................................................................30 Social Attitudes [New] ........................................................................61
Equipment Packs ......................................................................... 30 Skill Checks .................................................................................. 62
Mundane Equipment .................................................................. 30 Between Missions ..............................................................................62
Gaining Downtime ....................................................................... 62 Taijutsu ........................................................................................ 86
Lifestyle Expenses ....................................................................... 62 Bukijutsu ...................................................................................... 86
Downtime Activities ...........................................................................62 Hijutsu ......................................................................................... 86
Carousing ..................................................................................... 62 Medical ........................................................................................ 86
Crafting Non-Enhanced Items ..................................................... 62 Nature Release ............................................................................ 86
Crafting Chakra-Enhanced Items ........................................................63 Required Feature ......................................................................... 86
Enhancement Seal ....................................................................... 64 Chakra Molding (CM) .................................................................. 86
Weapon Enhancement Seals..............................................................64 Mobility (M)................................................................................. 86
D-Rank Seals ................................................................................ 64 Weapon (W) ................................................................................ 87
C-Rank Seals ................................................................................ 65 Ninja Tools (NT) ........................................................................... 87
B-Rank Seals ................................................................................ 66 Self ............................................................................................... 87
A-Rank Seals ................................................................................ 67 Touch ........................................................................................... 87
S-Rank Seals ................................................................................. 68 Ranged ......................................................................................... 87
Armor Enhancement Seals .................................................................70 Weapon Range ............................................................................ 87
D-Rank Seals ................................................................................ 70 Taijutsu/Bukijutsu Types ....................................................................87
C-Rank Seals ................................................................................ 70 Offensive ..................................................................................... 88
B-Rank Seals ................................................................................ 71 Defensive ..................................................................................... 89
A-Rank Seals ................................................................................ 72 Control ......................................................................................... 89
S-Rank Seals ................................................................................. 72 Support ........................................................................................ 90
Learning/ Creating a Jutsu ..................................................................74 Jutsu Creation Example(s) ..................................................................91
Learning a Jutsu ..................................................................................74 Giant Rasengan ........................................................................... 91
Creating a Jutsu ..................................................................................74 Customizing A Jutsu ...........................................................................92
Ninjutsu Creation Rules ......................................................................75 Customizing a Jutsu Rules ........................................................... 92
Hijutsu ......................................................................................... 75 Jutsu Effect Keywords ................................................................. 93
Medical ........................................................................................ 75 Recuperating ............................................................................... 94
Fuinjutsu ...................................................................................... 75 Researching ................................................................................. 94
Nature Release ............................................................................ 75 Shopping ...................................................................................... 95
Required Feature ......................................................................... 75 Training ...............................................................................................95
Hand Seals (HS) ........................................................................... 75 Working With Toolkits ........................................................................95
Chakra Molding (CM) .................................................................. 75 Armorsmith Kit ............................................................................ 95
Chakra Seals (CS) ......................................................................... 75 Cooking Kit................................................................................... 95
Mobility (M)................................................................................. 76 Demolition Kit.............................................................................. 96
Weapon (W) ................................................................................ 76 Forensics Kit ................................................................................ 96
Ninja Tools (NT) ........................................................................... 76 Hackers Kit ................................................................................... 97
Self ............................................................................................... 76 Medicine Kit ................................................................................ 98
Touch ........................................................................................... 76 Poison Kit ..................................................................................... 99
Ranged ......................................................................................... 76 Weaponsmith Kit ......................................................................... 99
Ninjutsu Types ....................................................................................76 Chapter 8: Combat ...................................................................... 100
Offensive ..................................................................................... 77 The Order of Combat .......................................................................100
Defensive ..................................................................................... 78
Surprise...................................................................................... 100
Control ......................................................................................... 78 Your Turn ................................................................................... 100
Support ........................................................................................ 79
Bonus Actions ............................................................................ 100
Genjutsu Creation Rules .....................................................................80 Reactions ................................................................................... 100
Hijutsu ......................................................................................... 80
Movement and Position ...................................................................101
Medical ........................................................................................ 80 Breaking Up Your Move ............................................................ 101
Fuinjutsu ...................................................................................... 80
Difficult Terrain ......................................................................... 101
Nature Release ............................................................................ 80 Being Prone ............................................................................... 101
Required Feature ......................................................................... 80
Moving Around Other Creatures .............................................. 101
Hand Seals (HS) ........................................................................... 80 Flying Movement....................................................................... 101
Chakra Molding (CM) .................................................................. 80
Creature Size ............................................................................. 101
Chakra Seals (CS) ......................................................................... 80 Actions in Combat ............................................................................102
Weapon (W) ................................................................................ 80
Attack ........................................................................................ 102
Ninja Tools (NT) ........................................................................... 81 Cast a Jutsu ................................................................................ 102
Visual ........................................................................................... 81
Dash ........................................................................................... 102
Tactile .......................................................................................... 81 Disengage .................................................................................. 102
Auditory ....................................................................................... 81 Dodge ........................................................................................ 102
Inhaled ......................................................................................... 81 Help ........................................................................................... 102
Unaware ...................................................................................... 81 Hide ........................................................................................... 102
Self ............................................................................................... 81 Ready ......................................................................................... 103
Touch ........................................................................................... 81 Search ........................................................................................ 103
Ranged ......................................................................................... 81 Use an Object ............................................................................ 103
Critical Success ............................................................................ 81 Making an Attack..............................................................................103
Success ........................................................................................ 81 Attack Rolls ................................................................................ 103
Failure .......................................................................................... 81 Unseen Attackers and Targets .................................................. 103
Critical Failure .............................................................................. 81 Melee Attacks ............................................................................ 103
Genjutsu Types ...................................................................................82 Ranged Attacks .......................................................................... 104
Offensive ..................................................................................... 82
Two-Weapon Fighting ............................................................... 104
Defensive ..................................................................................... 83 Cover ................................................................................................104
Control ......................................................................................... 83
Damage and Healing ........................................................................104
Support ........................................................................................ 85 Hit Points ................................................................................... 104
Taijutsu/Bukijutsu Creation Rules ......................................................86
Damage Rolls ............................................................................. 104 Resilient ......................................................................................... 6
Critical Hits ................................................................................ 104 Seal Weaver ................................................................................... 7
Damage Resistance and Vulnerability ....................................... 105 Tough ............................................................................................. 7
Healing ....................................................................................... 105 Skill Feats ..............................................................................................7
Dropping to 0 Hit Points ............................................................ 105 Acrobat .......................................................................................... 7
Knocking A Creature Out ........................................................... 106 Actor .............................................................................................. 7
Temporary Hit & Chakra Points................................................. 106 Alchemist ....................................................................................... 7
Conditions ........................................................................................106 Animal Handler .............................................................................. 7
Death, Dying and Disabled ........................................................ 106 Brawny........................................................................................... 7
Elemental.........................................Error! Bookmark not defined. Burglar ........................................................................................... 8
Elemental................................................................................... 107 Charming Persona ......................................................................... 8
Physical ...................................................................................... 108 Chakra Intensity [Changed] ........................................................... 8
Mental ....................................................................................... 108 Chef ............................................................................................... 8
Sensory ...................................................................................... 109 Chemist.......................................................................................... 8
Chapter 9: Jutsu Casting .............................................................. 110 Crafter ........................................................................................... 8
What is a Jutsu? ................................................................................110 Elite Agility ..................................................................................... 8
Elite Awareness ............................................................................. 9
Jutsu Known .............................................................................. 110
Chakra Points............................................................................. 110 Elite Intellect.................................................................................. 9
Elite Presence ................................................................................ 9
Casting a Jutsu ..................................................................................110
Casting a Jutsu at a Higher Rank ............................................... 110 Elite Resilience............................................................................... 9
Elite Strength [Changed] ............................................................... 9
Classification .............................................................................. 110
Rank ........................................................................................... 111 Empathic ........................................................................................ 9
Feigned Confidence ..................................................................... 10
Casting Time .............................................................................. 111
Range ......................................................................................... 111 Genius Toolist .............................................................................. 10
Perceptive.................................................................................... 10
Components .............................................................................. 111
Duration .................................................................................... 112 Field Medic [Changed] ................................................................ 10
Historian ...................................................................................... 11
Keywords ................................................................................... 112
Targets ....................................................................................... 114 Herbalist ...................................................................................... 11
Areas of Effect ........................................................................... 114 Investigator ................................................................................. 11
Saving Throws ........................................................................... 114 Master of Disguise ....................................................................... 11
Attack Rolls ................................................................................ 114 Poisoner....................................................................................... 11
Combining Effects ..................................................................... 115 Practiced Adept ........................................................................... 12
Nature Release .......................................................................... 115 Practiced Expert .......................................................................... 12
Weapon/Unarmed Damage vs Weapon/Unarmed Damage Die Quick Fingered ............................................................................ 12
................................................................................................... 115 Stealthy........................................................................................ 12
Interposing Constructs and Structures ..................................... 115 Menacing ..................................................................................... 12
Intercepting Damage [New] ...................................................... 115 Ninshou Research ........................................................................ 12
Martial Arts Research .................................................................. 12
Damage Boosts .......................................................................... 115
Jutsu Cost Order [Changed] ...................................................... 115 Illusionist Research ...................................................................... 12
Chakra Feats .......................................................................................13
Clashing Jutsu Examples ............................................................ 116
Chakra Guidance ......................................................................... 13
Chapter 10-12: Ninjutsu/Genjutsu/Taijutsu/Bukijutsu ................ 117 Chakra Pressure [Changed] ......................................................... 13
Jutsu Compendium ...........................................................................117 Endurance, Latent ....................................................................... 13
Chapter 13: Customization Options ................................................ 2 Endurance, Realized .................................................................... 13
Fighting Stances....................................................................................2 Improved Chakra Efficiency [Changed] ....................................... 13
Taijutsu Stances ............................................................................. 2 Medical Release: Combat ............................................................ 13
Bukijutsu Stances [Changed] ......................................................... 2 Medical Release: Support [Changed] .......................................... 13
Nature Release ............................................................................ 14
Feats ............................................................................................... 4
Streamlined Chakra Efficiency [Changed] ................................... 14
General Feats .......................................................................................4
Seal Resistant [Changed] ............................................................. 14
Action Surge .................................................................................. 4
Ninjutsu Feats .....................................................................................14
Advanced Study [Changed] ........................................................... 4
Clone Specialization [New] .......................................................... 14
Agile Feint [Changed] .................................................................... 4
Earth Release Expert [Changed] .................................................. 15
Alert ............................................................................................... 4
Elemental Chakra Penetration .................................................... 15
Athlete ........................................................................................... 5
Elemental Specialization ............................................................. 15
Dungeon Delver ............................................................................. 5
Empowered Ninjutsu ................................................................... 15
Durable .......................................................................................... 5
Fire Release Expert [Changed] .................................................... 15
Elusive Target ................................................................................ 5
Fuinjutsu Specialization ...................Error! Bookmark not defined.
Gourmand ..................................................................................... 5
Lightning Release Expert [Changed] ........................................... 15
Hand Seal Expert ........................................................................... 5
Medical Chakra Penetration........................................................ 15
Heavily Armored ..............................Error! Bookmark not defined.
Medical Release Expert [Changed] ............................................. 15
Helping Hand ................................................................................. 5
Medical Specialization .....................Error! Bookmark not defined.
Inspiring Leader ............................................................................. 5
Ninjutsu Archivist ........................................................................ 16
Inspiring Presence ......................................................................... 6
Ninshou Theorist ......................................................................... 16
Lightly Armored ...............................Error! Bookmark not defined.
Water Release Expert .................................................................. 16
Maneuverable ............................................................................... 6
Wind Release Expert [Changed] .................................................. 16
Master Weaver .............................................................................. 6
Storing Seal Soul .......................................................................... 16
Mobile ........................................................................................... 6
Taijutsu Feats .....................................................................................17
Moderately Armored ......................Error! Bookmark not defined.
Assassins Training ........................................................................ 17
Monkey’s Grip ............................................................................... 6
Bukijutsu Archivist ....................................................................... 17
Quick Witted ................................................................................. 6
Bullseye Training [Changed] ........................................................ 17
Dragon Fist Expert [Changed] ..................................................... 17 Part 3: Subsystems ........................................................................ 2
Drunken Fist Expert [Changed] ................................................... 17 Part 4: Variant Rules ...................................................................... 2
Efficient Breathing ....................................................................... 17 Part 5: Allies and Adversaries ........................................................ 2
Empowered Bukijutsu [Changed] ................................................ 18 Know your Players ................................................................................2
Empowered Taijutsu ................................................................... 18 Acting ............................................................................................. 2
Fighting Stylist ............................................................................. 18 Exploring ........................................................................................ 3
Frog Fist Expert [Changed] .......................................................... 18 Instigating ...................................................................................... 3
Iron Fist Expert [Changed] ........................................................... 18 Fighting .......................................................................................... 3
Lancer Training [Changed] .......................................................... 18 Optimizing ..................................................................................... 3
Light Step Mastery ...................................................................... 18 Problem Solving ............................................................................. 3
Lion Fist Expert [Changed] .......................................................... 19 Storytelling .................................................................................... 3
Ninja Slayer .................................................................................. 19 Kage Guide Basics ........................................................................... 6
Rabbit Fist Expert [Changed] ....................................................... 19
The Big Picture......................................................................................6
Raider Training [Changed] ........................................................... 19 Core Assumptions ......................................................................... 6
Reaper Training [Changed] .......................................................... 19
Ronin Training [Name Changed] ................................................. 19 The Dungeon Master....................................................................... 6
Serpent Fist Expert [Changed]..................................................... 19 Role of the DM .............................................................................. 7
Shinobi Sentinel ........................................................................... 20 Planning a Campaign? ..........................................................................7
Silent Fist Expert [Changed] ........................................................ 20 Campaign Length ........................................................................... 7
Taijutsu Archivist ......................................................................... 20 Themes .......................................................................................... 7
Taijutsu Expertise ........................................................................ 20 A Welcoming Environment ........................................................... 7
Weapon Expert ............................................................................ 20 General Advice .....................................................................................8
Weapon Mastery [New] .............................................................. 20 Session 0 ........................................................................................ 8
Wolf Fist Expert [Changed] ......................................................... 20 Game Pacing .................................................................................. 8
8-Inner Gates: Seimon ................................................................. 21 Stakes and Consequences ............................................................. 9
8-Inner Gates: Keimon ................................................................ 21 Improvisation ................................................................................ 9
8-Inner Gates: Shimon................................................................. 22 Shadow Rolls (Secret Checks)........................................................ 9
Genjutsu Feats ....................................................................................22 Will(s) of Fire/ Earth/ Water/ Wind/ Lightning ............................. 9
Empowered Genjutsu.................................................................. 22 Portraying NPCS .......................................................................... 10
Genjutsu Expertise ...................................................................... 22 Starting At Higher Levels ............................................................. 10
Genjutsu Archivist ....................................................................... 22 Preparing Missions .............................................................................11
Sensory Specialization ................................................................. 22 Creating Missions ........................................................................ 11
Psychic Penetration ..................................................................... 22 Legacy Rules .................................................................................. 12
Illusionary Theorist [Changed] .................................................... 22 Multiclassing .......................................................................................12
Empathic Expert .......................................................................... 23 Prerequisites ............................................................................... 12
Psychic Expert .............................................................................. 23 Experience Points ........................................................................ 12
Psychosis Adept ........................................................................... 23 Proficiencies ................................................................................ 12
Psychosis Expert .......................................................................... 23 Class Features .............................................................................. 12
Psychosis Master ......................................................................... 23 Jutsu Known & Highest Level Known. ......................................... 13
Lord of Darkness .......................................................................... 23
Thought Provoker ........................................................................ 23
Intelligence Drain ........................................................................ 24
Wisdom Drain .............................................................................. 24
Charisma Drain ............................................................................ 24
Critical Feats .......................................................................................24
Enhanced Critical [New] .............................................................. 25
Elemental Critical [New] .............................................................. 25
Cerebral Critical [New] ................................................................ 25
Bloodthirsty Critical [Changed] ................................................... 24
Combat Seal Weaver [Changed] ................................................. 25
Critical Defense Mastery [Changed] ........................................... 25
Fanatic [Changed]........................................................................ 25
Improved Critical ......................................................................... 25
Crippling Critical [New] ...................Error! Bookmark not defined.
Terrifying Critical [New] .............................................................. 26
Powerful Critical [Changed] ........................................................ 26
Disgusting Critical [New] ............................................................. 25
Chapter 14: Allies & Adversaries ................................................... 26
Kage Guide ..................................................................................... 2
Introduction..........................................................................................2
How to Use This Book ..........................................................................2
Part 1: Kage Guide Basics .............................................................. 2
Part 2: Tools................................................................................... 2
CHAPTER 6: USING ABILITY SCORES
Generally, the same, with the exception of skills; Arcana has been

WHAT’S DIFFERENT
changed into Ninshou, with Illusion, Martial Arts, Crafting and Chakra
Control being new skills.

While this expansion will utilize the core ruleset of 5th Edition, there
CHAPTER 7: ADVENTURING/MISSIONS
are significant differences that will be illustrated here, broken down Reskinned to fit the setting, but remains mostly the same with some
by Chapter. slight changes.

CHAPTER 1: STEP BY STEP CHARACTER’S CHAPTER 8: COMBAT


Reskinned to fit the setting. Mostly identical with some reskinning, new mechanics and slight
changes to damage types.

CHAPTER 2: CLANS CLASH MECHANIC


Races relabeled to Clans, all of which are brand new. A new mechanic that is supposed to represent situations where two
abilities or jutsu from opposing sides are used simultaneously against
Chapter 3: Ambitions & Backgrounds
one another. Jutsu with the Clash Keyword that are used in the same
For the most part, these are reskinned from 5E with some
turn (Or round depending on the Jutsu/Ability) initiates a clash. When
modifications to fit the setting and some omissions, but with one
a clash is initiated the opposing users of either ability or jutsu must
major difference; each background now offers an Ability score
make opposing Checks using certain skills depending on the
increase or Free Feat as a part of the background itself.
ability/jutsu used.
Additionally, backgrounds no longer have personality traits but
are instead replaced with an Ambition system. • Ninjutsu Clash: Ninshou check vs an opposing Ninshou check.
• Taijutsu Clash: Marital Arts check vs an opposing Martial Arts
CHAPTER 4: CLASSES & CLASS check.
MODIFICATIONS Wind and Earth are new damage types, Thunder has been
There are nine classes. Taijutsu Specialist, Ninjutsu Specialist, combined with force damage. Radiant Damage has been combined
Genjutsu Specialist and Scout-Nin are mostly reskinned, with some with Lightning Damage; Force & Necrotic Damages description is
variation to fit the setting. Intelligence Operative utilizes a homebrew being reskinned to fit the setting.
of Plans and Planning Die. Weapon Specialist is based off of Paladin,
Hunter-Nin is based on Rogues and Medical-Nin is based off of Cleric. ELEMENTAL ADVANTAGE
All Classes have access to Jutsu, a redesigned version of A new mechanic that is supposed to represent situations where a
Spellcasting. While all classes have access to these Jutsu, all classes creature will use an ability or Ninjutsu that has one of 5 Nature
are broken down into three tiers of how many Jutsu they have. affinities (Earth, Wind, Fire, Water, Lightning) against another ability
Those three tiers are: High Jutsu, Medium Jutsu and Low Jutsu tiers. or Ninjutsu that has a Superior or Inferior Nature affinity against it.
Depending on the Tier the class is placed into the class is given With the 5 Nature Affinities each one is Strong or weak to another
additional sub-Mechanics/Resources to make up for the lower Jutsu with some being neutral to one another. When this interaction
pool. happens the user of the Superior element makes their attack roll or
Clash check at advantage, while the user of the inferior element rolls
High Jutsu Tier: 0 Additional Resources/Mechanics normally.
• Ninjutsu Specialist
The following is the circle of Elemental Superiority; (‘>’ means the
• Medical-Nin nature affinity to the left of this symbol is superior to the nature
Medium Jutsu Tier: 1 Additional Resources/Mechanics affinity on the right of it.)

• Scout-Nin
Fire > Wind > Lightning> Earth> Water > Fire
• Intelligence Operative

Low Jutsu Tier: 2-3 Additional Resources/Mechanics


• Taijutsu Specialist
• Weapon Specialist
• Genjutsu Specialist
• Hunter-Nin

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 5: EQUIPMENT
Currency has been changed to Ryo, with roughly 1 gp = 1 Ryo.
Magic items are reskinned as Chakra enhanced items, with rarities
designed to mimic those of the Naruto Universe. Equipment functions
similarly, with the exception of the breakdown of weapons;
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
our first step in playing as a shinobi in the Naruto 5e 2. CHOOSE A CLASS

Y
game is to imagine and create a character of your own.
Your character is a combination of game statistics, Every shinobi is a member of a class. A class broadly describes a
roleplaying hooks, and your imagination. You choose a
Clan (such as Hyūga or Uchiha) and a class (such as
Taijutsu Specialist or scout-nin). You also invent the
personality, appearance, and backstory of your character.
Once completed, your character serves as your representative in the
game, your avatar in the Naruto Universe.
Before you dive into step 1 below, think about the kind of shinobi
you want to play. You might be a courageous swordsman, a skulking
assassin, adept medical personnel, or a cruel Hunter-Nin. Or you character’s vocation, what special talents he or she possesses, and
might be more interested in an unconventional character, such as a the tactics he or she is most likely to employ when exploring a city,
Buff Medical-Nin who likes hand-to-hand combat, or a scrawny fighting enemies, or engaging in a tense negotiation. The character
Swordsman who uses 2 Great swords. Do you like mixed Clan classes are described in the Classes chapter.
Characters? Try building a character who is a product of two Your character receives a number of benefits from your choice of
opposing clans. Do you want your character to be the toughest class. Many of these benefits are class features - capabilities that set
shinobi at the table? Consider the Taijutsu Specialist class. If you your character apart from members of other classes. You also gain a
don’t know where else to begin, take a look at the illustrations in any number of proficiencies: armor, weapons, skills, saving throws, and
Naruto Manga or picture to see what catches your interest. sometimes tools. Your proficiencies define many of the things your
Once you have a character in mind, follow these steps in order, character can do particularly well, from using certain weapons to
making decisions that reflect the character you want. Your conception telling a convincing lie.
of your character might evolve with each choice you make. What’s On your character sheet, record all the features that your class
important is that you come to the table with a character you’re excited gives you at 1st level.
to play.
LEVEL
Throughout this section, we use the term character sheet to mean Typically, a character starts at 1st level and advances in level by
whatever you use to track your character, whether it’s a formal adventuring and gaining mission points (XP). A 1st-level character is
character sheet (like the one at the end of these rules), some form of inexperienced in the shinobi world, although he or she might have
digital record, or a piece of notebook paper. An official Naruto 5E done dangerous things before generally they are inexperienced to
character sheet is a fine place to start until you know what information deal with the threats an experienced shinobi would be tasked to
you need and how you use it during the game. handle.
Starting off at 1st level marks your character’s entry into the ninja
life. If you’re already familiar with the game, or if you are joining an
existing D&D campaign, your GM might decide to have you begin at a
higher level, on the assumption that your character has already
survived a few harrowing missions.
Record your level on your character sheet. If you’re starting at a
higher level, record the additional elements your class gives you for
your level’s past 1st. Also record

1. CHOOSE A CLAN your experience points. A 1st-level character has 0 XP A higher-


level character typically begins with the minimum amount of XP
Every character belongs to a Clan, one of the many prominent and required to reach that level (see “Beyond 1st Level” later in this
featured families of people, who make up the world of Naruto. The section.)
most common and numerous clans in the Naruto universe ironically
is the non-clan, people with no distinct family background, HIT/CHAKRA POINTS & HIT/CHAKRA DICE
attempting to make a name for themselves and potentially creating Your character’s hit points define how tough your character is in
a clan for their future generations to flourish through. The Clan combat and other dangerous situations. Your hit points are
chapter provides more information about these Clans. determined by your Hit Dice (short for Hit Point Dice). Your
The clan you choose contributes to your character’s identity in an characters chakra points define how much stamina your character
important way, by establishing a general background and history to has and how many jutsu and other special abilities they can pull off
draw from as well as the natural talents gained from culture and before they run out of steam in and out of combat. Your chakra
ancestry. Your character’s clan grants particular special traits, such points are determined by your Chakra Dice (short for Chakra point
as special traits (Ex. Sharingan, Byakugan), proficiency with certain Dice.)
weapons or tools, proficiency in one or more skills, or additional
jutsu to take advantage of from your clans’ repertoire of secret
techniques.
For example, the special traits of a Hyūga make them exceptional
Taijutsu Specialist, and Nara’s tend to be powerful Intelligence
operatives. Sometimes playing against type can be fun, too.
Yamanaka Weapon Specialist and Uchiha Taijutsu Specialist, for
example, can be unusual but memorable characters.
Your Clan also increases one or more of your ability scores, which
At 1st level, your character has 1 Hit Die & Chakra Die and the die
you determine in step 3. Note these increases and remember to
type for each is determined by your class. You start with hit points
apply them later.
and chakra points equal to the highest roll of those respective die, as
Record the traits granted by your clan on your character sheet. Be
indicated in your class description. (You also add your Constitution
sure to note your starting your base speed as well.
modifier, which you’ll determine in step 3.) This is also your hit or A BILITY S CORE S UMMARY
chakra point maximum.
Record your character’s hit & chakra points on your character
sheet. Also record the type of Hit Die & Chakra Die your character S TRENGTH
uses and the number of both Dice you have. After you rest, you can
spend your hit die to regain hit points and your chakra die to regain Measures: Natural Athleticism, bodily power.
chakra points. (see “Resting” in the Adventuring section.) Important for: Taijutsu or Bukijutsu focused Characters.
Clan Increases:
PROFICIENCY BONUS Hebi (+2) Kaguya (+2) Hoshigaki (+1)
The table that appears in your class description shows your Sarutobi (+2) Akimichi (+1) Inuzuka (+1)
proficiency bonus, which is +3 for a 1st-level character. Your
proficiency bonus applies to many of the numbers you’ll be
recording on your character sheet: D EXTERITY
• Attack rolls using weapons you’re proficient with.
Measures: Physical agility, reflexes, balance, poise.
• Attack rolls with jutsu you cast.
Important for: Taijutsu, Ranged, Bukijutsu focused Characters.
• Skill checks using skills you’re proficient in.
Clan Increases:
• Skill checks using tools you’re proficient with.
• Saving throws, you’re proficient in and half for those you are not
proficient in. (Rounded down) Fuma (+2) Uchiha (+2) Hyūga (+1)
• Saving throw DCs for jutsu you cast (explained in each class.
Kaguya (+2) Yuki (+2) Tsuchigumo (+1)
Your class determines your weapon proficiencies, your saving
throw proficiencies, and some of your skill and tool proficiencies.
(Skills are described in C ONSTITUTION
“Using Ability Scores”, tools in “Equipment.”) Your Clan gives you
Measures: Health, stamina, vital force
additional skill and tool proficiencies. Be sure to note all of these
Important for: Health & Chakra (everyone)
proficiencies, as well as your proficiency bonus, on your character
Clan Increases:
sheet.
Your proficiency bonus can’t be added to a single die roll or other
number more than once. Occasionally, your proficiency bonus might
Akimichi (+2) Ryu (+1) Kaguya (+1)
be modified (doubled or halved, for example) before you apply it. If a
Hoshigaki (+2) Kuru (+1) Hebi (+1)
circumstance suggests that your proficiency bonus applies more than
Uzumaki (+2) Sarutobi (+1)
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
INTELLIGENCE
only once.

Measures: Mental acuity, information recall, analytical skill.


Important for: Ninjutsu focused Characters.
Clan Increases:

Aburame (+2) Ryu (+2) Uchiha (+1)


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

W ISDOM

Measures: Awareness, intuition, insight


Important for: Genjutsu focused Characters.
Clan Increases:

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 A BILITY S CORES AND M ODIFIERS
Much of what your character does in the game depends on his or her d100 Result d100 Result
six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom,
1 -5 16-17 +3
and Charisma. Each ability has a score, which is a number you record
on your character sheet. 2-3 -4 18-19 +4
The six abilities and their use in the game are described in the 4-5 -3 20-21 +5
Using Ability Scores chapter. The Ability Score Summary table
6-7 -2 22-23 +6
provides a quick reference for what qualities are measured by each
ability, what clan increases which abilities, and what classes consider 8-9 -1 24-25 +7
each ability particularly important. 10-11 0 26-27 +8
To generate your character’s six ability scores, you would use the 12-13 +1 28-29 +9
following set of scores;
14-15 +2 30 10
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

Spend a few minutes thinking about what he or she looks like and
how he or she behaves in general terms.
Using the information in chapter 3, you can flesh out your
characters physical appearance and personality traits. Choose your
characters Ambitions, their Goals and fears.
four 6-sided dice and record the total of the highest three dice on a
Your character’s background describes where he or she came
piece of scratch paper. Do these five more times, so that you have
from and the type of life they lived before becoming a shinobi, and
six numbers.
the character’s place in the Naruto world. Similar to normal D&D,
Now take your six numbers and write each number beside one of
selecting a background does provide mechanical benefits such as
your character’s six abilities to assign scores to Strength, Dexterity,
skill proficiencies and an Ability score increase to the character you
Constitution, Intelligence, Wisdom, and Charisma. Afterward, make
are creating. It also does provide a base for how they approach
any changes to your ability scores as a result of your clan choice.
situations and might act when confronted with unique challenges in
After assigning your ability scores, determine your ability
the game.
modifiers using the Ability Scores and Modifiers table. To determine

YOUR CHARACTERS ABILITIES


an ability modifier without consulting the table, subtract 10 from the
ability score and then divide the result by 2 (round down). Write the
Take your character’s ability scores and Clan into account as you
modifier next to each of your scores.
flesh out his or her appearance and personality. A very strong
VARIANT: CUSTOMIZING ABILITY SCORES character with low Intelligence might think and behave very
differently from a very smart character with low Strength.
At your Game Master’s permission, you can use this variant for
For example, high Strength usually corresponds with a burly or
determining your ability scores. The method described here allows
athletic body, while a character with low Strength might be scrawny
you to build a character with a set of ability scores you choose
or plump.
individually.
A character with high Dexterity is probably light and slim, while a
You have 30 points to spend on your ability scores. The cost of
character with low Dexterity might be either gangly and awkward or
each score is shown on the Ability Score Point Cost table. For
heavy and thick-fingered.
example, a score of 14 costs 7 points. Using this method, 15 is the
A character with high Constitution usually looks healthy, with
highest ability score you can end up with, before applying clan &
bright eyes and abundant energy. A character with low Constitution
background ability increases. You can’t have a score lower than 8.
might be sickly or frail.
This method of determining ability scores enables you to create a set
A character with high Intelligence might be highly inquisitive and
of three high numbers and three low ones (15, 15, 15, 9, 9, 9), a set
studious, while a character with low Intelligence might speak simply
of numbers that are above average and equal (13, 13, 13, 13, 13, 13),
or easily forget details.
or any set of numbers between those extremes.
A character with high Wisdom has good judgment, empathy, and

4. DESCRIBE YOUR CHARACTER a general awareness of what’s going on. A character with low
Wisdom might be absent-minded, foolhardy, or oblivious.
Once you know the basic game aspects of your character, it’s time to
flesh him or her out as a person. Your character needs a name.

A BILITY S CORE P OINT C OST


Score Cost Score Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9
A character with high Charisma exudes confidence, which is WEAPONS
usually mixed with a graceful or intimidating presence. A character For each weapon your character wields, calculate the modifier you
with a low Charisma might come across as abrasive, inarticulate, or use when you attack with the weapon and the damage you deal
timid. 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 has the thrown property,
such as Darts, can use your Strength modifier instead.

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.
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

6. CHOOSE YOUR JUTSU


and channeling it through you, even as a simple jutsu is physically
and mentally taxing, and higher ranked Jutsu are even more so.
Your class determines how many jutsu your character knows at each Thus, each shinobi class’s description includes a Chakra die to show
given level. Most clans also provide you with an additional list of how much chakra that class generally gains per level compared to
jutsu you can pull from just for being a part of the given clan. the next. For example, the 3rd-level Ninjutsu Specialist has 3d12
Chakra die, meaning on average someone of that class would have
JUTSU RANK 21(7+7+7 the Average of a d12 Die 3 times for each level) chakra
Every Jutsu has a Rank from E-Rank to S-Rank. A Jutsu’s Rank is a before considering their Constitution Modifier and any Clan or Class
general indicator of how powerful it is, with a lowly burst of speed at Features.
E-Rank and the powerful explosion at S-Rank. When a character casts a Jutsu, he or she expends a number of
E-Rank Jutsu are simple but effective techniques that characters chakra points based on the cost of the jutsu to cast it. All Jutsu and
can cast almost passively. They are lowest ranked and the simplest in some features as well have a cost, meaning more time and care has
design and function. The higher a Jutsu’s Rank, the higher Level a to be put into deciding what jutsu to use and when while in difficult
Shinobi must be to use that Jutsu. Jutsu Rank and character level situations and circumstances.
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 7. BRING IT ALL TOGETHER
jutsu is learned, it is always prepared. The number of jutsu a shinobi Most Naruto characters don’t work alone. Each character plays a
can have at any given time depends on the character’s level. role within a party, a group of shinobi working together for a
When you learn a Jutsu, either E-Rank, D-Rank, or higher, you common purpose. Teamwork and cooperation greatly improve your
choose from the list of Jutsu provided in Chapters 9 through 11. You party’s chances to survive the many perils in the lands of the Naruto
can learn Jutsu from any level up to your Highest Level jutsu known, World. Talk to your fellow players and your GM to decide whether
including E-Rank Jutsu. The total number of jutsu you learn in this
your characters know one another, how they met, and what sorts of
way can’t exceed your Jutsu Known for your class at the level you are missions the group might undertake.
in the class.
BEYOND 1ST LEVEL C HARACTER A DVANCEMENT
As your character goes on missions and overcomes challenges, he or
she gains experience, represented by mission points. A character Experience Points Level Proficiency Bonus
who reaches a specified Experience point total advances in 0 1 +3
capability. This advancement is called gaining a level. 50 2 +3

LEVEL 4, 8, 12, 16 & 19 75 3 +3


At certain levels, your characters experience culminates into an 100 4 +4
Ability Score Improvement & a Feat of your choice that they qualify
150 5 +4
for. When you reach these levels in your selected Classes, you
increase one ability score by 1 & then you select a feat that you 200 6 +4
qualify for from the “Customize” Chapter. 350 7 +5

CLASS FEATURES, HIT DICE & CHAKRA DICE 475 8 +5


When your character gains a level, his or her class or clan often 600 9 +5
grants additional features, as detailed in the class (or Clan) 725 10 +6
description. Some of these features allow you to increase your ability
scores, either increasing two scores by 1 each or increasing one
850 11 +6
score by 2. You can’t increase an ability score above 20. In addition, 1000 12 +6
every character’s proficiency bonus increases at certain levels. 1200 13 +7
Each time you gain a level, you gain 1 additional Hit & Chakra Die.
Roll both of those Die, add your Constitution modifier to the rolls 1400 14 +7
separately, and add the total to your hit point & Chakra point 1600 15 +7
maximums respectively. Alternatively, you can use the fixed value
1800 16 +8
shown in your class entry, which is the average result of the die roll
(rounded up). 2100 17 +8
When your Constitution modifier increases by 1, your hit points 2400 18 +8
maximum increases by 1 for each level you have attained. For
2700 19 +9
example, if your 7th-level Weapon Specialist has a constitution score
of 17, when they reach 8th level, they increase their Constitution 3000 20 +9
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
ALTERNATIVE RULE: ROLLING HIT DIE
level) When your character levels up, currently they gain a predetermined
amount of hit points based on their class. Previously characters
XP AND PROFICIENCY BONUS PROGRESSION would gain hit points by rolling their hit die and adding their
The Character Advancement table summarizes the XP you need to constitution modifier, but this resulted in lower than recommended
advance in levels from level 1 through level 20, and the proficiency hit point values.
bonus for a character of that level. Consult the information in your DM’s can choose to utilize that original form of progression.
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.
ACTIVE VS PASSIVE FEATURES
There are two types of features in Naruto 5e, Active features and
Passive features and the following will help define them in the few
niche cases where it matters or is referenced.

ACTIVE FEATURES
Active features are features that require some input from the player
to activate or gain their benefits. Examples include dice-based
mechanics that require you to roll or spend a die in the moment,
special actions that spend a special resource. Any feature that costs
or requires something prior to gaining its benefits.

PASSIVE FEATURES
Passive features are any features that require no input from the
player but still grants them all of its benefits. A large majority of
features within the system are passive such as having access to a
nature release, class-based movement speed bonuses etc.
CHAPTER 2: CLANS
visit to any of the great villages in the world of Naruto- details are suggestions to help you think about your character;

A
The village hidden in the Leaves, Konohagakure. The Leaf Characters can deviate widely from the norm for their clan. It’s
Village or Konoha for short. The village is hidden by Rain, worthwhile to consider why your character is different, as a helpful
Amegakure. The Hidden Rain village, or the Rain village, way to think about your character’s background and personality.
can overwhelm the senses. Voices ring out calling for
customers from shops lining the streets. The smells of SPECIAL TRAITS
cooking in dozens of different cuisines mingle with the odors of The description of each Clan includes special traits that are common
crowded streets, high quality perfumes and poorly maintained body to members of that clan. The following entries appear among the
odor mix together on the village's many streets. Buildings in myriad traits of most clans.
architectural styles display the diverse origins of their inhabitants.
And the people themselves-people of varying size, shape, and ABILITY SCORE INCREASE
color, dressed in a dazzling spectrum of styles and hues-represent Every Clan increases one or more of a character’s ability score at
many different families, cultures and ideologies, from elegant and character creation.
refined Hyūga, stalwart and dedicated Uchiha to simple and shapely
Akimichi and thin but weird Aburame’s, mingling among a variety of SPEED
Konoha inhabitants. Your speed determines how far you can move when traveling
Scattered among the members of these more common Clans are (chapter 6) and fighting (chapter 7).
the less obvious: a laid-back Nara here, squeezing his way through
the crowd and giving up halfway, to go and find another route SKILL PROFICIENCIES
because this one is too much of a bother, and a beautiful Yamanaka Your Clan offers additional proficiencies based on the culture and
there, whipping her hair in the direction of her crush with mischief in way the clan works internally.
her eyes.
A group of Inuzuka’s jog through the streets with their dogs as ADDITIONAL LANGUAGES
one of them leaps onto a nearby building with the pack following By virtue of being human, you automatically speak common, but
behind. Uzumaki holds large events for the betterment of the village there are many different ways to communicate and people and
through fundraisers trying to live up to the greatness Naruto once creatures to communicate with. Your clan may offer you additional
lived with when he was Hokage. And there, standing on top of the languages that allows you to speak and understand other dialects
Hokage mountains, is a lone Sarutobi, determined to make a name other than common.
for himself and continue the family legacy of greatness.
SPECIAL FEATURES
1. CHOOSING A CLAN The description of each Clan also includes special features unique to
that clan and that clan alone. You gain these features at 1st, 3rd, 7th,
People who are of no Clan are called non-Clan and are the most 11th, 15h & 18th Levels. These features provide you with additional
common people in the world of Naruto, but they live and work ways to customize your shinobi creating a wholly unique character
alongside all the other clans present in the different villages able to unlike others.
keep up and in some cases outpace members of those clans in
different ways. Your character belongs to one of these clan groups.
Your choice of clan affects many different aspects of your CLAN COMPENDIUM
character. It establishes fundamental qualities that exist throughout While supporting the system, for over a year now, the volume of
your character’s shinobi career. When making this decision, keep in Clan options has grown to an amazing size, well over 30 Options.
mind the kind of character you want to play. For example, an This may seem daunting, but unlike base 5e or other RPG systems,
Inuzuka can be a good choice for a Perceptive Hunter-Nin, a Hyūga these Clans are categorized alphabetically.
makes an agile and dangerous Taijutsu Specialist, and a Uchiha can Moving forward all Clans will be located within Tsunade’s Studies
be a NInjutsu Specialist. Compendium.
Your shinobi’s clan not only affects your ability scores and traits This is done for two reasons, one, to keep the size of the Shinobi
but also provides the cues for building your character’s story. Each Handbook maintainable, and two, to make updates easier and more
clan's description in this chapter includes information to help you manageable so that updating 1 jutsu doesn’t require checking over
roleplay a character of that clan, including personality, physical multiple different books.
appearance, features of society, and unique tendencies. These

CHAPTER 3: AMBITIONS & BACKGROUND


haracters are defined by much more than their species

C
and class. They’re individuals with their own stories,
interests, connections, and capabilities beyond those that
class and species defined. This section expounds on
the details that distinguish characters from one
another, including the basics of name and
physical description, the rules of backgrounds and
languages, and the finer points of personality and
alignment.

CHARACTER DETAILS
Your character’s name and physical description might
be the first things that the other players at the table
learn about you. It’s worth thinking about how these
characteristics reflect the character you have in mind.
NAME GOALS
Your name will be the title you give yourself and the title everyone Your shinobi will always have a plethora of goals they wish to
will call you throughout the campaign. Put some thought into your accomplish. Goals are usually short term, and relatively quick to
name even if you’re just picking one from a list. achieve. Goals can be things such as complete current mission,
protect the princess from her pursuers, defeat the rival genin, learn
SEX the X Jutsu from my teacher, etc. Goals shouldn’t be simple tasks
You can play a male or female character without gaining any special such as going to the store, or talking to the girl/boy/person you like,
benefits or hindrances. Think about how your character does or does instead they should be things that requires a bit more effort on your
not conform to the broader culture’s expectations of sex, gender, part. A DM should consider gifting a player with a Will of Fire when
and sexual behavior. You don’t need to be confined to binary notions they accomplish one of their goals.
of sex and gender. Some people believe in companionship that Goals will change, and should change often. This will be
doesn’t take into account gender. You could also play a female something that changes as the mission, arc or story progresses, or
character who presents herself as a man or a man who feels trapped when you meet new NPC’s, Allies or Adversaries.
in a female body. Likewise, your character’s sexual orientation is for
you to decide. FEARS
Finally, what is your shinobi’s biggest fear? Is it death? Failure?
HEIGHT AND WEIGHT Losing a loved one? Not living up to their parent’s overzealous goals
You can decide your character’s height and weight, using the set for them?
information provided in your species description. Think about what Everyone has a deep seeded fear that they carry with them. These
your character’s ability scores might say about his or her height and fears help define who we are, and helps also show our willpower
weight. A weak but agile character might be thin. A strong and when confronted with that fear. Fears should be specific enough
Durable character might be tall or heavy. where nothing is left to question, but also not so niche that your
shinobi has no real reason to carry such a fear.
OTHER PHYSICAL CHARACTERISTICS
You choose your character’s age and the color of his or her hair, WILL OF FIRE
eyes, and skin. To add a touch of distinctiveness, you might want to
Will of Fire is a rule the game master can use to reward you for
give your character an unusual or memorable physical characteristic,
playing your character in a way that’s true to his or her personality
such as a scar, a limp, or a tattoo.
traits, ideal, bond, and flaws. By using the Will of Fire, you can draw

PERSONAL CHARACTERISTICS on your personality trait of compassion for the downtrodden to give
you an edge in negotiating with the Beggar Prince. Or inspiration can
Fleshing out your character’s personality-the array of traits, let you call on your bond to the defense of your home village to push
mannerisms, habits, beliefs, and flaws that give a person a unique past the effect of a power that has been laid on you.
identity-will help you bring him or her to life as you play the game.
Four Questions will assist you in determining who your character is, GAINING THE WILL OF FIRE
and what it is, exactly, that they are trying to achieve. All players begin any mission or session they undertake with a Will of
Each background presented later in this chapter are designed to Fire. Your GM can choose to delay providing a will of fire at the start
act as a starting point of thought for your shinobi’s characteristics. of a session if you previously ended a session mid combat, or in a
Consider each background as your shinobi’s origin, or humble compromising situation where you didn’t have a Will of Fire before.
beginnings before putting on their village’s headband. They can also give you the will of fire for a variety of reasons.

AMBITION
Typically, GMs award it when you play out your Ambitions, Drive,
Goals or Fears and otherwise portray your character in a compelling
Give your shinobi an overarching Ambition. This ambition is their way.
long-term goal they wish to achieve as a result of becoming a Alternatively, you gain a Will of Fire when you roll a Natural 20 on
shinobi, or as a part of becoming a shinobi. Ambitions should be an ability or skill Check (that are not a part of a Class or clan
grand in scale. Becoming your villages Kage, getting vengeance on an feature, like Hunters Exploits) or Saving throw. You can gain a Will of
extremely high-ranking enemy, becoming a legendary figure in the Fire in this way once per encounter. A player can have up to 3 Will of
word, etc. Ambitions are what your shinobi should always be moving Fire at any given time.
towards. They should make decisions towards accomplishing these
lofty ambitions.
USING THE WILL OF FIRE
Ambitions should be clear enough to achieve, but not so If you have the will of fire, you can expend it for the following:
articulate that there is only one way to achieve it, usually one or two
• Advantage or +5 on an attack roll.
sentences are needed for a characters given ambitions.
Ambitions might provide a unique look into your shinobi’s • Advantage or +5 on a saving throw.

personality. Allowing others to get a hint at what it is they want to • Advantage or +5 on an ability or skill check.
do later on in life. It could be so unbelievable, that they laugh at you, • To slightly alter the scene to your benefit.
or so relatable that they share the same ambitions as you, creating a • Gain an immediate Reaction, even with an ability or jutsu that is
friendly rivalry. an action.
• Gain immediate insight or clue into the current situation or
DRIVE mystery.
Describe what Drives your shinobi to want to achieve their goals, • Automatically succeed a Death saving throw.
and want to realize their ambitions. Your shinobi’s drive will be the
Additionally, if you have a Will of Fire, you can reward another
core reason behind why they are working so hard.
player for good roleplaying, clever thinking, or simply doing
Your drive shouldn’t change unless both your Ambition changes
something exciting in the game by transferring your Will of Fire to
because you have achieved it, or something dramatic has given you a
them, for them to use.
new Ambition to fight towards.
Your drive should come in the form of self-motivation. While your
shinobi may be shy and meek, or embarrassed often and easily, her
Drive, when invoked should be the thing that ignites the fire in their
eyes to push forward and through such weaknesses to achieve their
goals, or take a closer step towards their Ambitions.
BACKGROUNDS
Every story has a beginning. Your character’s background reveals
where you came from, how you became a shinobi, and your place in
the world. Your Scout-Nin might have been a Noble or a Street
Urchin. Your Ninjutsu Specialist could have been a student of a
prominent Master or a Prodigy. Your 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?

PROFICIENCIES
Each background gives a character proficiency in two skills. In
addition, most backgrounds give a character proficiency with one or
more tools. If a character would gain the same proficiency from two
different sources, they can choose a different proficiency of the
same kind (skill or tool) instead.

EQUIPMENT
Each background provides a package of starting equipment.

BACKGROUND FEATURE & ABILITY SCORE


INCREASE (ASI)
Each background gives a character a background feature and a
choice between a single Ability Score Increase or Feat without an
Ability Score Increase.

SUGGESTED CHARACTERISTIC
A background contains suggested personal characteristics based on
your background. You can pick characteristics, roll dice to determine
them randomly, or use the suggestions as inspiration for
characteristics of your own creation.

LANGUAGES AND DIALECTS


By virtue of being human you speak Common, which allows you to
communicate with people from all over the ninja world. But each
Country has its own dialects that twist common into their own
pseudo language, making it extremely difficult for a person from the
land of Fire to understand someone from the land of Water if they
only spoke their countries dialect and didn’t use standard common.
There are also entire “Speaks” that designates an animal’s ability to
communicate. All creatures can speak common but your secondary
language is based on your country of origin.
Standard Language Typical Speakers
Fire Dialect Land of Fire Residents
Earth Dialect Land of Earth Residents
Water Dialect Land of Water Residents
Cloud Dialect Land of Lightning Residents
Sand Dialect Land of Wind Residents
Common Most Humans
ENTERTAINER GENIUS
You thrived in front of an audience, knowing how to entrance them, You are someone who was raised with a notion of greatness about you.
entertain them, and even inspire them. Your poetics can stir the hearts Always placed on a pedestal above your peers for your intelligence, skills
of those who hear you, awakening grief or joy, laughter or anger. Your or natural born ability. Before Coming to the academy, you had such an
music raises their spirits or captures their sorrow. Your dance steps aptitude for success that strangers, parents, and teachers alike all placed
captivate, your humor cuts to the quick. Whatever techniques you used; you in a league of your own. You have proven that to be the case up until
your art is your life. this point and you will most likely continue to prove it moving forward.
Skill Proficiencies: Acrobatics, Performance Whether you choose to continue the path people have assumed you
Tool Proficiencies: Disguise kit would, or shift focus is your own choice. You have memories of both
Equipment: A Love letter from someone you used to be close to, A good and bad experiences with this assumption of genius about you.
Costume from an event prior, Wallet containing 100 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 town square Equipment: One Bingo Book Passed down to you from someone of
but possibly with a circus, at a theater, or even in a noble’s court. At such importance, 1 Blank Jutsu Scrolls, A Wallet Containing 100 Ryo.
a place, you receive free lodging and food of a modest or comfortable Equipment Pack: Traveler’s or Captain’s Pack (Choose one).
standard (depending on the quality of the establishment), as long as you
perform each night. In addition, your performance makes you something FEATURE: MEETING EXPECTATIONS
of a local figure. When strangers recognize you in a town where you have You always seem to rise to the expectations of others when a challenge
performed, they typically take a liking to you, while you easily blend in to arises. Whenever you are confronted with a challenge or difficult
the local population situation, you seem to be able to gain some sliver of insight on it after
just one attempt, passing or failing it. This insight is a hint at how this
ENTICING PERSONALITY particular challenge works or doesn’t work, that others around you may
Select one: not understand, but you now do.
• Increase your Charisma +1 or Intelligence +1
• Feat from chapter 13: Customization options, with the General, LEAGUE OF YOUR OWN
Select one:
Skill or Genjutsu Category. Regardless of which feat you pick, you
do not gain an ability score improvement from any feat you • Wisdom +1 or Intelligence +1
select. • Select one Feat from chapter 13: Customization options, with the
General, Skill or Clan Category. Regardless of which feat you pick,
you do not gain an ability score improvement from any feat you
select.
HARD WORKER HERMIT
You were someone who always had to prove to themselves and You lived in seclusion-either in a community or alone-for a formative
others that you are worth your weight and space. You always had to part of your life. In your time apart from society, you found quiet,
work twice as hard and twice as long to see results, but the results solitude, and perhaps some of the answers you or your family were
are beginning to show. You never had the natural talent of your looking for.
peers, no, you had peerless determination and persistence to push Skill Proficiencies: Animal Handling, History
through all of the challenges you were faced with to make it to this Tool Proficiencies: Choose one between Poison Kit, Medicine Kit,
point, while also looking forward to the next day to get better. You Trappers Kit
have reached a level of discipline that your peers can’t imagine, so Equipment: A diary of your experiences, a winter blanket, a set of
you can keep up you’re training on your own time while not lagging common clothes, a poison kit, and 100 Ryo
behind when you do decide to take a break. Equipment Pack: Explorer’s or Crafter’s Pack (Choose one).
Skill Proficiencies: Acrobatics, Athletics
Tool Proficiencies: Weaponsmith Kit FEATURE: DISCOVERY
Equipment: Set of Body weights that weigh 50+ lbs. for each part of The seclusion of your hermitage gave you access to a unique and
your body, 3 Books containing training strategies, Training Gi, A powerful discovery. The nature of this revelation depends on the
Wallet Containing 100 Ryo. nature of your seclusion. You might have discovered a great truth
Equipment Pack: Crafter’s or Traveler’s Pack (Choose one). about the world or 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 damaging to
You have trained yourself in such a way that you have absorbed the people who or consigned you to exile, and hence the reason for
multiple tomes of knowledge in whatever you worked your butt off your return to society. Work with your GM to determine the details
to excel in. You are able to quickly bond with people who have the of your discovery and its impact on the campaign.
same drive and determination as you, and even garner immediate
audiences and conversations with those people. You are also able to SECLUDED
reference and call out different books, strategies, and texts to catch Select one:
the attention of those who have read those texts or follow those • Wisdom +1 or Constitution +1.
strategies. • Select one Feat from chapter 13: Customization options, with the

AMAZING DISCIPLINE
General, Skill or Ninjutsu Category. Regardless of which feat you
pick, you do not gain an ability score improvement from any feat
Select one:
you select.
• Strength +1 or Dexterity +1
• Select one Feat from chapter 13: Customization options, with the
General, Skill or Taijutsu Category. Regardless of which feat you
pick, you do not gain an ability score improvement from any feat
you select.
LEADER NOBLE
You are a person looking to change the society around you by You understand wealth, power, and privilege. You carry a noble title
playing in the arena of politics, people and personalities. Leading within your family or the village, and your family wields significant
your allies, friends, and rivals based on your whims. You have a very political influence. You might be a pampered aristocrat’s child
sociable personality and words come easy to you. Inside, your mind unfamiliar with manual labor, a former merchant's child just
is filled with strategies and dialectics. Maybe you have the silver elevated to the nobility, or an honest, hard-working clansman who
tongue or bottomless guile and can lead your team to victory, or cares deeply about the people who live and work in your clan’s
your enemies to defeat. Maybe you can defend your allies with the district.
strategies that you develop. Perhaps you have the potential to lead Work with your GM to come up with an appropriate title and
more than a team and lead an army. determine how much authority the clan carries, as well as their
Skill Proficiencies: History and Deception or Persuasion influence on you. Is your family old and established, or was its title
only recently bestowed? How much influence do they wield, how do
Tool Proficiencies: Forgery Kit
Equipment: Fine Clothing, an heirloom passed down to you from people regard them?
someone who taught you your leadership skills, and a manifesto Skill Proficiencies: Persuasion, Insight
you are currently writing and a wallet containing 100 Ryo. Tool Proficiency: Security Kit
Equipment Pack: Captain’s or Explorer’s Pack (Choose one). Equipment: A set of fine clothes, a signet ring, your clan’s emblem,
and a wallet containing 100 Ryo
FEATURE: LEADERSHIP PRESENCE Equipment Pack: Captain’s or Crafter’s Pack (Choose one).
People find you have a noticeable presence. They may stop you
frequently and ask you where they have seen you. You are seen as a FEATURE: POSITION OF PRIVILEGE
very approachable person in general and random passerby will be Thanks to your noble birth, people are inclined to think the best of
drawn to speak with you if they see you. If someone is in need of you. You are welcome in high society, and people assume you have
something or in distress, they will likely open up to you about their the right to be wherever you are. The common folk make every
problems very easily. You are commonly taken for face value as a effort to accommodate you and avoid your displeasure, and other
person of great standing. People will likely treat you like a noble or people of high birth treat you as a member of the same social
assume you of that lineage. You can attain audiences with nobles or sphere. You can secure an audience with a local noble if you need to,
officials easily, as they may often see you as one of their circles. when you announce your clan or family.

CAPTAIN COMMANDER ROYALTY


Select one: Select one:
• Charisma +1 or Intelligence +1 • Charisma +1 Or Wisdom +1
• Select one Feat from chapter 13: Customization options, with the • Select one Feat from chapter 13: Customization options, with the
General, Skill or Chakra Category. Regardless of which feat you General, Skill, Clan Category. Regardless of which feat you pick,
pick, you do not gain an ability score improvement from any feat you do not gain an ability score improvement from any feat you
you select. select.
STUDENT TRAVELER
You were identified as someone with untapped potential at a very Almost all of the common people that one might encounter in the
young age and were taken in as an apprentice. You were taken from Shinobi world have one thing in common: they live out their lives
your home to be trained either by the Master who found you. You without ever traveling more than a few miles from where they were
seldom ever see your biological family, and were raised and born. You aren't one of those common folks. You are from a distant
educated surrounded by the trappings of the shinobi code taught to place, one so remote that few people even realize that it exists, and
you by your master. Now, you have set out into the greater world, chances are good that even if some people you meet have heard of
seeking to use what you have learned. your homeland, they know merely the name and perhaps a few
Skill Proficiencies: Acrobatics, Choose one Ninshou, Martial Arts, outrageous stories. You have come to one of the Great Shinobi
Illusions. Villages for your own reasons, which you might or might not choose
Tool Proficiencies: Forensics Kit to share. Although you will undoubtedly find some of this land's
ways to be strange and discomfiting, you can also be sure that some
Equipment: A set of Common clothes, a Book full of teachings from
your master, 1 Blank Jutsu Scroll, the last Letter you received from things its people take for granted will be to you knew wonders that
you've never laid eyes on before.
your master and a wallet containing 100 Ryo
Equipment Pack: Explorer’s or Infiltrator’s Pack (Choose one). Skill Proficiencies: Insight, Perception
Tool Proficiencies: Poison Kit
FEATURE: THE MASTER’S NAME Equipment: One set of traveler's clothes, any one gaming set from
You were formally trained in the art of shinobi, and the name of your homeland, a poorly written map from your homeland that
those that trained you can open doors. You can usually gain an depict where you are in the world, a small piece of jewelry worth
audience with another Shinobi Leader, simply by dropping the name 10 Ryo in the style of your homeland's craftsmanship, and a
of your Master or Masters School. Furthermore, you can usually find pouch containing 100 Ryo
a place to stay among Monks or Shinobi Temples, unless you show Equipment Pack: Traveler’s or Explorer’s Pack (Choose one).
yourself to be a danger to them. You may also have access to
resources from those who taught you, whether that is access to your FEATURE: THE EXOTIC INDIVIDUAL
school’s libraries and facilities, or simply the ability to correspond Your accent, mannerisms, figures of speech, and perhaps even your
with your Master and ask him or her for advice. appearance all mark you as foreign. Curious glances are directed
your way wherever you go, which can be a nuisance, but you also
WELL, LEARNED gain the friendly interest of scholars and others intrigued by far-off
Select one: lands, to say nothing of everyday folk who are eager to hear stories
• Intelligence +1 Or Dexterity +1 of your homeland. You can parley this attention into access to
• Select one Feat from chapter 13: Customization options, with the people and places you might not otherwise have, for you and your
traveling companions. Noble lords, scholars, and merchant princes,
General, Skill or Ninjutsu Category. Regardless of which feat you
to name a few, might be interested in hearing about your distant
pick, you do not gain an ability score improvement from any feat
homeland and people.
you select.

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

S
excitement into a life that others would never dare lead. that given class.
They are heroes, compelled to explore the dark places of the Shinobi sometimes advance in more than one class. A hunter-nin,
world and take on the challenges that lesser women and might switch direction in life and swear the oath of a medical-nin. A
men can’t stand against. genjutsu specialist might discover an affinity for nature release and
Class is the primary definition of what your character can dabble in the ninjutsu specialist class while continuing to advance as
do. It’s more than a profession; it’s your character’s calling. a genjutsu specialist. Hyūga are known for combining their
Class shapes the way you think about the world and interact with it Byakugan’s visual prowess with their clans unique fighting style and
and your relationship with other people and powers in the world. A advance as both a taijutsu specialist and a scout-nin simultaneously.
Scout, for example, might view the world in pragmatic terms of Optional rules for combining classes in this way, called multiclassing,
strategy and maneuvering, and see herself as just a pawn in a much appear in chapter 13.
larger game. A Genjutsu Specialist, by contrast, might see himself as Eleven classes-listed in the Classes table- are found in almost every
a weaver of destiny and manipulator of the world as is. While the shinobi village, organization, or group and define the spectrum of
Scout has contacts in a mercenary company or army, the Genjutsu typical shinobi.
Specialist might know a number of Shinobi who share his ideals.
Your class gives you a variety of special features, such as a Weapon
Specialist’s mastery of weapons and armor, and a Ninjutsu CLASS COMPENDIUM
Specialists mastery of the Elements. At low levels, your class gives While supporting the system, for over a year now, the volume of
you only two or three features, but as you advance in level you gain Class and Subclass options has grown to an amazing size, well over
more and your existing features often improve. Each class entry in 50 Options.
this chapter includes a table summarizing the benefits you gain at
every level, a detailed explanation of each one and which
Moving forward all Classes will be located within Orochimaru's manageable so that updating 1 jutsu doesn’t require checking over
Observation Compendium. multiple different books.
This is done for two reasons, one, to keep the size of the Shinobi
Handbook maintainable, and two, to make updates easier and more

CHAPTER 5: EQUIPMENT
he marketplace of a large city or village teems with buyers and of the lower-class trade in goods, bartering for what they need and

T sellers of many backgrounds and for many reasons: shady


merchants trying to sell off curious wares they’ve found on
their travels (or trying to steal from careless travelers), up and
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
coming technologists, selling various scientific ninja tools, shinobi those offering professional services for hire commonly deal in ryo.
weaponsmiths and samurai armor smiths. In the largest cities,
almost anything imaginable is offered for sale, from exotic spices and CURRENCY
luxurious clothing to scientific ninja tools and cutting-edge vehicles.
Ryo comes in a variety of denominations: from a single Ryo coin to
For a shinobi or samurai, the availability of armor, weapons, and
paper bills with predefined values up to Solid Ryo Bars worth an
other adventuring gear is of paramount importance, since proper
incredible value. While the Land of Iron and Moon have their own
equipment can mean the difference between life and death in a
currencies, in most Countries they can be used interchangeably.
stronghold or the untamed wilds. This chapter details the mundane
With ten ryo, a character can buy a day's worth of food, some
and exotic merchandise that shinobi commonly find useful in the
common clothing, a Bingo Book, or a glow rod. A skilled (but not
face of the threats that the worlds of D&D present.
exceptional) artisan can earn 100 Ryo a day. A Genin can earn on
V ARIANT : S TARTING W EALTH BY C LASS 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
Class Funds that involve goods or services worth hundreds or thousands of ryo,
the transactions don’t usually involve the exchange of individual
All 5d6 x 25 Ryo bills. Rather, ryo is a standard measure of value, and the actual
exchange is in letters of credit, or valuable goods.

SELLING TREASURES
WEALTH Opportunities abound to find treasure, equipment, weapons, armor,
Wealth generally appears in the form of Ryo. The Land of Iron and and more in the dungeons you explore. Normally, you can sell your
Land of Moon each have their own mints, but in most countries, Ryo treasures and trinkets when you return to a Village or other
settlement, provided that you can find buyers and merchants
interested in your loot.

WEAPONS, ARMOR AND OTHER EQUIPMENT


As a general rule, undamaged weapons, armor, and other equipment
fetch half their cost when sold in a market. Used weapons and armor
aren’t always in good enough condition to sell, but can be kept and
modified for personal use if you are or can find a Weaponsmith good
enough to complete such a task.

CHAKRA ENHANCED ITEMS


A Chakra Enhance item is an item that either is infused with either
an Sealsmith’s Enhancement Seal or has a +1 or higher bonus to
either;
• Attack and Damage Rolls provided via an Enhancement Seal, A
Clan or Class Feature, or a Jutsu.
• Armor Class provided via an Enhancement Seal, A Clan or Class
Feature, or a Jutsu.
A weapon that gains any bonuses from Feats or Fighting styles do
not count as chakra enhanced in any way.

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 currency for other
transactions. For exceptionally valuable treasures, the GM might
require you to find a buyer in a large city or even another country.

ACTIVE INVENTORY
The right gear at the right time can make all the difference between
life and death. But how do you keep track of what your carrying?
This section introduces inventory Slots, object bulk, and new systems
to help you manager your inventory. (All Credit goes to Giffy Glyph
for laying the groundwork for this system rework)

is interchangeable. Other trade goods, gemstones, artifacts, and


property can reflect your character’s financial well-being. Members
YOUR INVENTORY ARMOR BONUS
Armor protects its wearer from attacks. The armor you wear
Your Inventory Capacity depends on your Strength modifier. The
determines your Armor Bonus.
stronger you are, the more Bulk you can carry.
AC is determined by 10 + Armor Bonus + Dexterity + Half
But as your Active Inventory increases so too does your characters
Proficiency (Rounded Down).
overall Bulk. Your Characters bulk equals the larger of either a) your
minimum bulk or b) the total bulk of everything in your inventory.
All Shinobi have a base of 10 Inventory Slots. This determined
how many things you can carry. This includes, weapons, armor,
tools, and other pieces of equipment.
A shinobi has two ways of increasing this Inventory limitation. The
ARMOR PROPERTIES
first way is to increase their Strength. A shinobi increases their base
bulk limitation by 2 for every +1 they have in their Strength Ability BULKY [NEW]
Modifier. (Ex. Soren, is an Uzumaki Scout-Nin with a 14 Strength, Armor with the Bulky property grants disadvantage on Stealth
giving him a +2 Modifier. His Base bulk and by extension his base Checks.

BULWARK [NEW]
Inventory Slot is 14, 10 + 2 + 2).
The second way to increase your Inventory Slot capacity is to
Armor with the Bulwark property gains a +2 bonus to Saving throws
purchase Storage Tools such as a Shinobi Backpack, or a Waist Pouch
and checks made to resist being moved against your will.
which each applies their own bonuses to a wearers Inventory limits,

CAMOUFLAGE [NEW]
assisting a shinobi is bringing more to the table in terms of
equipment and ninja tools to get the job done.
Armor with the Camouflage property grants a +2 bonus to Stealth
checks at Night.
BASIC SUPPLIES FASHIONABLE [NEW]
In addition to inventory slots, you can freely carry a limited number
Armor with the Fashionable property grants +2 bonus to Persuasion
of basic supplies. One ration pack, one thermos, one wallet.
checks against non-hostile creatures.
• Ration Case: Stores up to 1 week of basic food rations.
• Thermos: Holds enough liquid for 1 person, for 1 day. FORTIFIED [NEW]
• Wallet: Holds up to 10,000 Ryo in any denomination of currency. Armor with the Fortified property treats the first critical hit against
you per rest as a normal hit.
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
HEAVYWEIGHT [NEW]
Armor with the Heavyweight property have a Strength Ability score
cost 5 Ryo Each. Although they don’t occupy any inventory slots,
requirement. The Strength requirement is listed with this property.
they can still be affected by NPC’s and adversaries in some fashion.
(Stolen, damaged, destroyed, etc.) So do keep an eye on them.
HIGH QUALITY [NEW]
ENCUMBRANCE Armor with the Fortified property gains +1 Seal Slots for Armor Seals.

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.
The Armor table shows the cost and other properties of the
common types of armor worn in the Naruto World.

ARMOR PROFICIENCY
Anyone can put on a suit of armor. Only those proficient in the
armor’s use know how to wear it effectively, however. Your class
gives you proficiency with certain types of armor. Wearing armor
that you are proficient in grants you the armors, Armor Bonus, any
potential Dexterity Bonus as well as half of your Proficiency Bonus
(Rounded down) to your AC Calculation. If you wear armor that you
lack proficiency with, you have disadvantage on any skill check,
saving throw, or attack roll that involves Strength or Dexterity, and
Ninjutsu, Taijutsu, or Genjutsu Cast.

24
LIGHTWEIGHT [NEW] designed to stop a wide range of attacks. Only proficient warriors can
Armor with the Lightweight property reduces its Bulk by half. manage their weight and bulk. Heavy armor doesn’t let you add your
Dexterity modifier to your Armor Class.
REINFORCED [NEW]
Armor with the Reinforced property gains Damage reduction against GETTING INTO AND OUT OF ARMOR
Bludgeoning, Piercing and Slashing damage. The DR value is listed
The time it takes to don or doff armor depends on the armor’s
with this property.
category.

THREATENING [NEW] Don. This is the time it takes to put on armor. You benefit from the
armor’s Armor Bonus only if you take the full time to don a suit of
Armor with the Threatening property grants +2 bonus to
armor.
Intimidation checks.
Doff. This is the time it takes to take off armor. If you have help,

DAMAGE REDUCTION reduce this time by half.


Damage reduction, often times abbreviated to DR, is a special
statistic that signifies a creature taking less damage than they
DONNING AND DOFFING ARMOR
Light Armor: 1 Minute to Don or Doff
originally took in some way, often attributed to their Armor or even
Medium Armor: 5 Minutes to Don, 1 Minute to Doff
in some cases Jutsu, features or traits. Unless otherwise specified,
Heavy Armor: 10 Minutes to Don, 5 Minutes to Doff
DR reduces incoming damage from all sources. Damage reduction

WEAPONS
does not reduce damage from Conditions.

LIGHT ARMOR Your class grants proficiency in certain weapons, reflecting both the
class’s focus and the tools you are most likely to use. Whether you
Made from flexible and thin materials, light armor favors agile
favor a Katana or a Shuriken, your weapon and your ability to wield
adventurers since it offers some protection without sacrificing mobility.
it effectively can mean the difference between life and death while
If you wear light armor, you can add your full Dexterity mod to
adventuring and on Missions. The Weapons tables show the most
determine your Armor Class with no limits.
common weapons used in the world of Naruto, their price and the

MEDIUM ARMOR
damage they deal when they hit, and any special properties they
possess. Every weapon is classified as a Simple Melee Weapon,
Medium armor offers more protection than light armor, but it also Simple Ranged Weapon, Martial Melee Weapon, Martial Ranged
impairs movement more. If you wear medium armor, you add your Weapon. A Melee Weapon is used to attack a target within 5 feet of
Dexterity modifier, to a maximum detailed in the Dex bonus column, to you, whereas a Ranged Weapon is used to attack a target at a
the Armor Bonus of the Armor You are wearing. distance.

HEAVY ARMOR
Of all the armor categories, heavy armor offers the best protection.
These suits of armor cover most of, if not the entire body and are

25
WEAPON PROFICIENCY GRAPPLE
Weapons with the Grapple property can, in place of one weapon
Your Clan, class, and feats can grant you proficiency with certain
attack, allow its wielder to attempt to Grapple a target creature.
weapons or categories of weapons. The two categories are simple,
Make a Grapple attempt.
martial. Most people can use simple weapons, which are commonly
seen in the hands of the unspecialized, with proficiency. Martial
weapons, including Katana’s, Tonfa & Chakrams require more
HEAVY
A creature must have a Strength score of 16 or higher when using this
specialized training to use effectively. Proficiency with a weapon
weapon. If not, they make attacks at Disadvantage while wielding this
allows you to add your proficiency bonus to the attack roll for any
weapon. Creatures add half of their Strength modifier to this [Weapons
attack you make with that weapon. If you make an attack roll using a
Damage] rolls.
weapon with which you lack proficiency, you do not add your
proficiency bonus to the attack roll.
HIDDEN
WEAPON PROPERTIES
You have advantage on Dexterity (Sleight of Hand) checks made to conceal
a hidden weapon.
Many weapons have special properties related to their use, as
shown in the Weapons table. LETHAL
Weapons with the Lethal property increases its damage die by +1,
AMMUNITION against a surprised creature or a creature that cannot see its attacker,
You can use a weapon that has the ammunition property to make a for each rank of Lethal it has when you attack with it, once per turn.
ranged attack only if you have ammunition to fire from the weapon. (Ex. Lethal 2 adds +2 damage die)
Each time you attack with the weapon, you roll your ammunition
die. If you use a Ranged weapon that has the ammunition property LIGHT
to make a melee attack, you treat the weapon as an improvised A light weapon is smaller and easy to handle, making it ideal for use when
weapon (see “Improvised Weapons” later in the section). fighting with two weapons. Once per turn, while wielding two weapons
with this property, when you make an attack with a weapon in one hand
BLOCKING as part of the Attack action, you can make a second attack using the other
Weapons with the Blocking Property allows you to fight both weapon with this property, as part of that same attack made.
defensively and offensively. While equipped, increase your AC by +1.
This bonus can only be applied once. If this weapon property is LOADING
applied to a weapon with the Unarmed weapon property, you do A limited number of shots can be made with a weapon that has the
not gain this benefit if using another weapon. Loading property. A character must then reload it using its Use an Object.
You must have one free hand to reload.
CRITICAL
Weapons with the Critical Property gain a +1 bonus to Critical Threat MULTIATTACK
range when making weapon attacks for each Rank of Critical it has A weapon with the Multiattack property can also be used to attack as a
when you attack with it. (Max. +3) This Bonus can only be applied bonus action. If an attack is made as a bonus action using this property,
once, even if dual wielding and thus, does not stack. you do not add your Ability modifier to the damage.

DEADLY RANGE
Weapons with the Deadly Property adds +1 additional damage die A weapon that can be used to make a ranged attack has a range shown in
on a critical hit, with a weapon attack for each Rank of Deadly it has parentheses after the ammunition or thrown property. The range lists two
when you attack with it, once per turn. (Max. 3) numbers. The first is the weapon’s normal range in feet, and the second
indicates the weapon’s maximum range. When attacking a target beyond
EVOCATION normal range, you have disadvantage on the attack roll. You can’t attack a
This property is exclusive to Combat Scrolls. When you first gain a target beyond the weapon’s long range.
weapon with this property, select one Ninjutsu, Genjutsu or Weapon
you have access to that deals damage. You seal an echo of that Jutsu REACH
or weapon into this weapon as this [Weapons Damage] type becomes This weapon adds 5 feet to your reach for each Rank of Reach it has when
the damage type of the Jutsu or Weapon echo you sealed, but does you attack with it. (Ex. Reach 1 adds 5 Feet of range to the weapon)
not add your ability modifier to damage rolls and you can make no
more than 1 attack with this weapon when you take the attack action. RETURNING
If you sealed a Ninjutsu Echo, you make attacks using your If a weapon has the Returning property, you can, after throwing the
Ninjutsu attack bonus. If you sealed a Genjutsu Echo, you make weapon to make a ranged attack call it back to you if it was thrown less
attacks using your Genjutsu Attack bonus. If you sealed a Weapon, than 30 feet from you. You must have one hand free to catch it.
you make attacks using your Taijutsu attack bonus.
At character levels 5, 11 and 17, increase the damage this weapon THROWN
uses by +1 damage die (2dX/3dX/4dX). While wielding this weapon, If a weapon has the thrown property, you can throw the weapon to make
it fulfils all Chakra Seal (CS) and Scroll requirements (Both weapon a ranged attack using your Strength instead of Dexterity for Attack and
scroll and Blank Scrolls). This weapon cannot be used as part of the Damage rolls.
casting of a Bukijutsu.
TACTICAL
DISARM Once per turn, weapons with the Tactical property deals +1
Weapons with the Disarm property can, in place of one weapon additional damage to a target for each rank of any Physical condition
attack, allow its wielder to attempt to Disarm a target creature. the target has. (Ex. A creature with Bruised 3 and Bleed 2, takes +5
Make a Disarm attempt. additional damage).

FINESSE TRIP
When making a weapon attack with a finesse weapon, you use your Weapons with the Trip property can, in place of one weapon attack,
choice of your Strength or Dexterity modifier for the attack and damage allow its wielder to attempt to Trip or push a target creature. Make a Trip
rolls. You must use the same modifier for both rolls. or Shove attempt. On a success deal your [Weapons Damage].

26
TWO-HANDED IMPROVISED WEAPON
This weapon requires two hands to use.
Sometimes characters don’t have their weapons and have to attack
UNARMED [CHANGED] with whatever is close at hand. An improvised weapon includes any
object you can wield in one or two hands, such as broken glass, a table
This weapon is equipped to both hands & cannot be disarmed from you,
leg, a frying pan, a wagon wheel, or a dead enemy. In many cases, an
does not count as a wielded weapon when qualifying for Taijutsu
improvised weapon is similar to an actual weapon and can be treated
Stance’s, does not prevent you from using Hand Seals (HS) or Chakra
as such. At the GM’s discretion, a character proficient with a weapon
Seals (CS) while wielding it, uses your [Unarmed Damage] die as its base
can use a similar object as if it were that weapon and use his or her
damage & if you do not roll dice when dealing [Unarmed Damage], you
proficiency bonus.
instead use a d4 or the listed die as your damage die.

AMMUNITION DIE
When equipped with this weapon; Jutsu, features & traits that
would provide bonuses or penalties to Weapon attacks also count
for your Unarmed Attacks. Instead of tracking each individual Kunai, Shuriken, arrow, bolts etc.
You can cast both Taijutsu and Bukijutsu while equipped with this you take a D8- this is your Ammunition die. Roll it whenever you use a
weapon. For Bukijutsu, your [Unarmed Damage] is also treated as your weapon or a Jutsu with a weapon, with the ammunition trait: if you roll
Weapon damage. If you roll more than 1 [Unarmed Damage] die, you a 1 or a 2, the die gets one size smaller. If you’re down to one piece of
must roll only 1 when calculating your weapon damage. ammunition and you use it, that’s it-it’s all gone! Remove it from your
inventory. (This only counts for ranged attacks, not melee)
VERSATILE
This weapon can be used with one or two hands. A damage value in A MMUNITION D IE
parentheses appears with the property-the damage when the weapon D8 > D6 > D4 > 1
is used with two hands to make a melee attack.

VOLATILE REPLENISHING AMMUNITION


Weapons with the Volatile property are dangerous and unwieldy. You To increase your ammunition die, you can recover ammo from the
cannot add your ability modifier to damage rolls using these weapons. environment or buy additional ammunition.
Additionally, if your d20 result on a weapon attack is equal to or less than • Buying ammunition gives you a full D8 Ammunition die.
the Volatile rank, the weapon backfires dealing the [Weapons Damage] • If you choose to recover ammo from the environment you
to you. If the damage die of this weapon would be increased in count or increase your ammunition die by one step.
increase in size, the Volatile value increased by +4.
Ammunition Bulk Cost
WINDING Arrows (1 Stack) 2 25 Ryo
Weapons with the Winding property can be wound up to store energy
before unleashing it in one blow. In place of a weapon attack, you can
Blowgun Needles (1 1 10 Ryo
choose to wind up your weapon. If you do, the next weapon attack you
Stack)
make with this weapon has advantage. Crossbow Bolts (1 Stack) 2 25 Ryo
Kunai (1 Stack) 2 10 Ryo
FLEXIBLE
Weapons with the Flexible property are capable of doing more than Senbon Needles (1 1 15 Ryo
others. A Weapon that is flexible will have a damage type associated with Stack)
it (Ex. Flexible (Bludgeoning)). This means that this weapon can also deal Shuriken (1 Stack) 2 25 Ryo
that damage type and qualify for abilities, Jutsu and features that rely on
that damage type, but its damage die is 1 step lower, down to a
minimum of a d4. You decide on the damage type when you roll damage
with this weapon.

SPECIAL (BATTLE WIRE)


The Battle wire has a unique trait, allowing it to be used in conjunction
with Kunai & Shuriken. When you have both a Kunai or Shuriken
equipped alongside the Battle Wire, you can spend your Action to
perform one of the following special actions; Traps set by these special
actions can only be seen with a successful Search action vs a DC 15.
Trip Trap. Discreetly set a trip wire trap by throwing your
Kunai/Shuriken with wire attached. Select a 10-foot space within 30 feet
of you. If a creature enters or moves through this space, this trap is
sprung, causing the target to fall prone. Once the trap is set, you cannot
move further than 30 feet away from this chosen space or the trap is
disabled.
Explosive Wire Field. For this trap, use the mechanics of the Trip Trap
except, you spend 1 Explosive tool of your choice and when a creature
triggers this trap, the explosive tool detonates forcing the creature to
make their save at disadvantage.

27
S IMPLE R ANGED W EAPONS [N EW ]
Weapons Cost Damage Damage Type Weapon Properties Weapon Group Bulk
Senbon 15 Ryo 1d4 Piercing Thrown (30/60), Multiattack, ammunition Thrown/Ammunition 1
Short Bow 20 Ryo 1d6 Piercing Range (60/180), Two-Handed, Finesse, ammunition Ammunition 2
Shuriken 10 Ryo 1d4 Slashing Thrown (30/120), Multiattack, ammunition Thrown/Ammunition 2
Sling 5 Ryo 1d4 Bludgeoning Range (30/120), ammunition Ammunition 1
Light Crossbow 20 Ryo 1d8 Piercing Range (60/120), Two-Handed, ammunition Ammunition 2
Bola 5 Ryo 1d4 Bludgeoning Thrown, Range (30/60), Trip, ammunition Ammunition 1

M ARTIAL M ELEE W EAPONS [N EW ]


Weapons Cost Damage Damage Type Weapon Properties Weapon Group Bulk
Broadsword 20 Ryo 1d6 Slashing Light, Finesse, Disarming Blade 2
Iron Claw 20 Ryo - Slashing Unarmed, Finesse, Critical Blade 1
Tachi 40 Ryo 1d8 Slashing Versatile (1d10), Deadly Blade 2
Katana 30 Ryo 1d8 Slashing Deadly, Finesse Blade 2
Odachi 80 Ryo 2d6 Slashing Critical, Heavy, Two-Handed Blade 3
Knuckle Blades 20 Ryo 1d6 Slashing Light, Finesse, Hidden Blade 1
Hidden Blade 20 Ryo 1d4 Piercing Deadly, Lethal 5 Blade 1
Chained Spear 20 Ryo 1d10 Piercing Reach 1, Trip, Grapple Flail 3
Chigiriki 25 Ryo 1d8 Piercing Reach 1, Trip, Disarm, Finesse Flail 2
Whip 20 Ryo 1d6 Slashing Reach 2, Trip, Finesse, Winding Flail 1
Battle Wire 20 Ryo 1d4 Slashing Reach 2, Trip, Grapple, Finesse, Special* Flail 1
Naginata 40 Ryo 1d10 Slashing Reach 1, Heavy, Trip, Two-Handed, Flexible Polearm 3
(Bludgeoning d8)
Sasumata 40 Ryo 1d10 Piercing Reach 1, Grapple, Two-Handed Polearm 3
Great Axe 40 Ryo 1d12 Slashing Deadly, Heavy, Two-Handed Polearm 3
Scythe 40 Ryo 1d8 Slashing Reach 1, Deadly, Heavy, Two-Handed Polearm 3
Tinbe Rochin 15 Ryo 1d6 Piercing Blocking, Two-Handed Polearm 2
Yari 40 Ryo 3d4 Piercing Reach 1, Heavy, Two-Handed Polearm 3
Hooked Lance 40 Ryo 1d10 Piercing Reach 1, Two-Handed Polearm 3
Tetsubo 40 Ryo 1d10 Bludgeoning Deadly 2, Heavy, Versatile (1d12) Power 3
Tonfa 20 Ryo 1d6 Bludgeoning Light, Blocking, Hidden, Trip, Multiattack Power 2
War Club 40 Ryo 1d8 Bludgeoning Reach 1, Heavy Power 3
Nunchaku 20 Ryo 1d6 Bludgeoning Light, Disarm, Multiattack, Winding Power 2
Combat Bracers 20 Ryo - Bludgeoning Unarmed, Disarm Power 1
Jitte 20 Ryo 1d4 Bludgeoning Light, Blocking, Disarm Power 1
Gunbai Fan 40 Ryo 1d6 Bludgeoning Blocking, Two-Handed Power 3
Kanabo 30 Ryo 1d10 Bludgeoning Critical, Heavy, Two Handed Power 2
Otsuchi Hammer 40 Ryo 3d4 Bludgeoning Heavy, Two-Handed Power 2

S IMPLE M ELEE W EAPONS [N EW ]


Weapons Cost Damage Damage Type Weapon Properties Weapon Group Bulk
Kunai 10 Ryo 1d4 Piercing Thrown (30/60), Light, Finesse, Multiattack, Thrown/Ammunition 2
ammunition
Hand Axe 10 Ryo 1d6 Slashing Light, thrown (20/60) Thrown 2
Sai 20 Ryo 1d4 Piercing Thrown (20/60), Light, Finesse, Disarm Blade/Thrown 1
Tanto (Shortsword) 10 Ryo 1d6 Piercing Light, Finesse, Deadly, Flexible (Slashing d4) Blade 2
Kama (Hand Scythe) 10 Ryo 1d4 Slashing Light, Finesse, Critical, Tactical, Multiattack Blade 1
Gunsen 10 Ryo 1d4 Slashing Deadly, Light, Finesse, Hidden Blade 1
Quarterstaff 10 Ryo 1d6 Bludgeoning Versatile (1d8), Blocking Polearm 2
Spear 10 Ryo 1d6 Piercing Versatile (1d8), Reach 1 Polearm 2
Weighted Chain 10 Ryo 1d4 Bludgeoning Reach 2, Grapple, Trip, Two-handed, Multiattack Flail 2
Kusarigama
10 Ryo 2d4 Slashing Reach 1, Grapple, Finesse, Tactical, Two-Handed, Flail 2
(Chained Hand
Winding
Scythe)
Tekko (Knuckle 20 Ryo - Bludgeoning Unarmed, Grapple, Light Power 2
Dusters)
28
M ARTIAL R ANGED W EAPONS [N EW ]
Weapons Cost Damage Damage Type Weapon Properties Weapon Group Bulk
Chakram 40 Ryo 1d6 Slashing Thrown, (30/60), Light, Returning Thrown 2
Monster Chakram 40 Ryo 1d10 Slashing Thrown, (60/120), Two-Handed, Returning Thrown 3
Fuma-Shuriken 20 Ryo 1d8 Slashing Thrown, (60/120), Hidden, Returning Thrown 2
Monster Shuriken 40 Ryo 1d12 Slashing Thrown, (40/80), Heavy, Two-Handed, Returning Thrown 3
Torinawa 5 Ryo 1d4 Bludgeoning Thrown (20/40), Grapple Thrown 1
Boomerang 25 Ryo 1d6 Bludgeoning Thrown (60/90), Versatile (1d8), Returning Thrown 1
Monster Boomerang 50 Ryo 1d10 Bludgeoning Thrown (90/120), Two-Handed, Heavy, Returning Thrown 1
Longbow 40 Ryo 1d8 Piercing Range (120/180), Finesse, Two-Handed, ammunition Ammunition 3
Crossbow, Hand 20 Ryo 1d6 Piercing Range (30/120), Light, Loading, ammunition Ammunition 2
Crossbow, Heavy 40 Ryo 1d10 Piercing Range (30/120), Heavy, Finesse, Loading, ammunition Ammunition 3
Blowgun 20 Ryo 1d4 Piercing Range (25/100), ammunition Ammunition 1

E XOTIC M ELEE W EAPONS [N EW ]


Weapon
Weapons Cost Damage Damage Type Weapon Properties 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 [N EW ]


Damage
Weapons Cost 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, Ammunition 2
Volatile 4.
Hiya Taihou 500 Ryo 6d6 Fire Range (60/150), Loading, Two-Handed ammunition, Ammunition 3
Volatile 5
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, Ammunition 3
multiattack, Volatile 5

29
ADVENTURING GEAR CLOTHING
Common clothing made through basic tailoring. Most sets of clothing
This section describes the items that have special rules or require
are considered Commoners clothes, but can be broken up into
further explanation.
different categories based on the quality of said clothing. While still

EQUIPMENT PACKS counting as unarmored for the purpose as calculating AC, better
quality clothing can provide benefits based on those being
The starting equipment you get from your background includes a interacted with, while wearing such clothes. 1 Bulk
collection of useful Shinobi gear, put together in a pack. The contents of
these packs are listed here. If you are buying your starting equipment, COMPASS
you can purchase a pack for the price shown, which might be cheaper When used, so long as the user is not underground or in an
than buying the items individually. All Packs all contents are sealed extremely elevated location relative to sea level, they gain a +2
inside of an Item scroll, which has a Bulk of 1. bonus to Survival checks made to navigate. 0 Bulk.
(Items within an equipment pack that do not have a description, or
mechanical use in or out of combat and seem to be primarily used for
C LOTHING
Roleplay, have no bulk. (Ex. Books, Writing Utensils.) Quality Benefit(s) Cost
Ordinary - 5 Ryo
CAPTAIN’S PACK Fine +1d4 Bonus to Charisma Checks with 200
Cost: 400 Ryo.
Contents: 1 Toolkit (pick one), Commoner’s clothes, an empty book,
someone living a Comfortable or lesser Ryo
writing utensils, 7 days of field rations, a compass, Shinobi leg pouch lifestyle
and a thermos. High- +1d8 Bonus to Charisma checks with 500
Fashion someone who is living a Wealthy or Ryo
EXPLORER’S PACK Unprecedented lifestyle.
Costs: 400 Ryo. Winter Advantage on all checks or saving throws 100
Contents: 1 bedroll, 5 glow rods, 5 heating pads, 1 Radio Link, as a result of a cold environment Ryo
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. When bent, it
INFILTRATOR’S PACK snaps and gives off a soft neon green light. The glow rod creates 20
Costs: 700 Ryo. feet of bright light and an additional 10 feet of Dim light. 0 bulk.
Contents: 1 Hacker or Security Kit (Pick one), 1 Blank Keycards, 1 Blank
Data Scroll, Shinobi Waist Bag. GRAPPLING HOOK
You can throw a grappling hook with a rope tied to it to make a climb
CRAFTER’S PACK easier, when wall walking is out of the question. To anchor a
Costs: 500 Ryo. grappling hook, make a Strength or Dexterity (Survival) check vs the
Contents: 3 Toolkits (Pick three). anchors DC, which is based on the target anchoring condition. On a
success, your hook has a firm hold, but if you fail by 5 or more, the
TRAVELER’S PACK hook seems like it will hold but actually falls when you're partway
Costs: 200 Ryo. up. 1 Bulk.
Contents: Commoner’s clothes, Shinobi waist bag, shinobi belt pouch,
Shinobi leg pouch, 1 bedroll, 2 glow rods, 1 blank map scroll.
G RAPPLING H OOK DC’S
MUNDANE EQUIPMENT DC Anchoring Condition(s)
Non-Standard equipment. Unless otherwise specified, these items cost
15 Complete 90-degree angle with a clear and obvious
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 while not awkward anchoring points.
indoors or within a comfortable environment. 2 Bulk. 25 Very awkward conditions such Dim light, rain, lightly
obscured vision, or uneven anchoring points.
CALTROPS
These four-pronged metal spikes can cause damage to a creature's feet. 30 Extremely difficult conditions such as Darkness, unfixed
You can scatter caltrops in an adjacent space, with a bonus action. The anchoring points.
first creature that moves into that square must succeed at a DC 15
acrobatics check or take 1d4 piercing damage and gain 1 rank of bleed.
A creature who has gained the bleeding condition from caltrops takes a
HEATING PAD
Small handheld pad that when activated warms up and maintains a
5-foot penalty to its Speed. Spending an action to pluck the caltrops
comfortable temperature for no more than 1 hour. While active, this
free removes the speed penalty, but not the bleeding condition. Once a
grants its holder resistance to cold damage a result of a hostile
creature takes damage from caltrops, enough caltrops are ruined that
environment, and immunity to the Chilled condition, as a result of a
other creatures moving into the same space are safe. Deployed caltrops
hostile environment. Once a heating pad has been used, it is spent,
can be salvaged and reused if no creatures took damage from them. 1
and cannot be reused. 0 Bulk.
Bulk.

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 302 10x 1000 Ryo
Supreme 35 1 Hour 1 15x 5000 Ryo
LOCK Alarming Trap. You create an alarm snare by rigging one or more
A mundane but extremely common accessory which is employed all noisy objects to a trip wire, pressure plate or manual trigger. When
across the ninja world for mechanical and most standard non-electronic you create an alarm snare, you designate a range between 100 to 500
doors or latches. All locks are made of Steel or Iron and have an AC of 20 feet at which it can be heard. When a Small or larger creature enters
with a number of hit points equal to 15 x their Quality multiplier. All the square, the snare makes a noise loud enough that it can be heard
locks regardless of quality requires a Security Kit to pick and all has its by all creatures in the range you designated.
own lockpick DC, number of allowable failed attempts before the lock Deadfall Trap. A weight-sensitive plate buried underneath sand or
jams and breaks, and total time needed to complete the process. All a sensitive wire holding a boulder, large tree or some other Large
locks require a total of 5 checks using the Security Kit to complete the object over a cliff ledge, causing it to fall on targets within 45 feet of
challenge (This only spends one use of the Kit). Unlike most other ability the target space. Select a 15-foot cube shaped space as the trigger
challenges, a creature only fails if they fail to meet the Lockpick DC a space, if this trap is set to a trigger. Next select a 15-foot wide, 60-foot
number of times equal to the Failed attempts column on the Lock(s) line that this trap affects. All ranges and spaces must be selected prior
table. If a lock is broken or destroyed, depending on the type of lock to the activation of this trap. All creatures in the lines range must
broken or destroyed it may permanently seal or prevent normal entry make a Saving throw, taking 2d10 + (5 times Rank) bludgeoning
into the container or area the lock was used to seal. damage, or half as much on a success.

TRAPS Drowning Pit Trap. A trapdoor covers a 10-foot-square pit that’s


A Hazard or Item that is constructed or developed to hinder creatures 30 feet deep and has 5 feet of water at the bottom. Four water
who encounter it. Traps can only be made with a Toolkit listed in the spouts in the walls connect to hidden water tanks. Each water spout
following chart. Additionally, all Traps have Rank based variants that extends out of a different wall, 6 inches from the top of the pit. A
increases its difficulty and risk associated with it. creature who walks onto the trap door triggers this trap. The
All traps requires proficiency in both the Toolkit required and the triggering creature falls into the pit and takes falling damage. A
Crafting skill to even attempt to make a trap. creature can attempt to make their saving throw to avoid falling in
All traps requires an Intelligence (Toolkit) or Intelligence (Crafting) on a success. Regardless the trapdoor then immediately closes shut,
check, while maintaining access to the listed Toolkit for the duration to and this trap rolls Initiative using a +10 bonus. As an action and
create. Attempting to create a trap costs 1 charge of a Trappers Kit or its Bonus action the trap fills the pit with 5 feet of water for each action
listed Toolkit. A Trappers kit can be used to create all listed Traps, but spent. This trap loses its bonus action when 2 of the water spouts
unless specified cannot be used to disable all listed traps. A Security kit are disabled, and its Action when all 4 of the water spouts are
can be used to Disable all listed traps, but cannot be used to create a disabled. If the pit would fill with water up to the top (30 feet), the
trap. trap stops filling with water, and the creature inside begins
All Traps begin at D-Rank and increases in stature by 1 degree every drowning. This trap can be reset by reengaging the door and refilling
rank up until S-Rank. For every Rank a builder would attempt to increase the water tanks.
a Traps Rank by, they increase the DC required to build the trap (Build Explosive Trap. You create an explosive trap that utilizes multiple
DC) by +4 and the Save and Notice/Disable DC of the trap by +2. If a Paper bombs of the same type that all explodes with a creature
creature beats the Build DC by 5 or more, the Traps Save DC is increased enters the traps square, or when the trap is manually triggered. This
by +1 and the Notice/Disable DC is increased by +2, for every 5 the trap is set on a 5-foot space. All creatures within 10 feet of this trap
creature beat the Build DC by. when it is triggered makes its saving throw taking 8d4 fire damage
Additionally for every Rank, beyond D-Rank a trap is, it’s damage, if on a failed save or half as much on a success. A creature who fails
any is increased by +2 damage die. their saving throw by 5 or more, takes double damage.
These traps requires an active Wisdom (Perception) or Intelligence Flashing Trap. You create an explosive trap that utilizes multiple
(Investigation) check vs its Notice DC to be noticed. If a trap is noticed Flash Tags of the same type that all explodes with a creature enters
prior to it being triggered, then a creature with the appropriate the traps square, or when the trap is manually triggered. This trap is
Toolkit can attempt to disable it so long as they are within 5 feet of set on a 5-foot space. All creatures within 10 feet of this trap when it
the triggering area. On a failed check, the trap triggers anyway. is triggered makes its saving throw being blinded for 2d4 rounds on a
Finally, the constructor of a Trap can make a trap either a Snare or failed save or half as much on a success. A creature who fails their
Trigger based trap. A snare-based trap is a trap that has a set trigger saving throw by 5 or more, is blinded and dazed for 1 minute.
and cannot be activated manually except by an unsuccessful Disable Hidden Pit Trap. A trapdoor covers a 10-foot-square pit that’s 30
attempt. A trigger-based trap is a trap that can only be manually or feet deep and has 5 feet of water at the bottom. A creature who
remotely activated by its maker or whomever they designate as a walks onto the trap door triggers this trap. The triggering creature
triggering creature. falls into the pit and takes falling damage. A creature can attempt to

M UNDANE T RAPS
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

31
make their saving throw to avoid falling in on a success. This trap can VIDEO CHAT DEVICE
be reset by reengaging the door. A Video Chat Device is a communications unit that utilizes the Ninja
Poisonous Lock. You create a sprint loaded lock with a poisoned Net. It enables users to send and receive Video messages through
spine near the keyhole. Breaking this lock does not disengage the Video based transmission networks live in real time. Usually requires
poison spine. A creature that attempts to unlock or pick this lock the infrastructure of a Village or City to be reliable.
without the correct key triggers this trap. When this trap is triggered,
the triggering creature is stabbed with the poisoned spine forcing RADIO TRACE DEVICE
them to make a saving throw. On a failed save they are poisoned and A Radio Trace device is a worn gadget that can be used to trace a
envenomed for 1 hour. A creature who fails their saving throw by 5 Radio transmission back to its source. It vibrates more and more, the
or more, instead gains 3 ranks of envenomed. closer it gets to the source of a radio transmission.
Poisonous Trap. You create an explosive trap that utilizes multiple
Poison Tags of the same type that all explodes with a creature enters DATA RECORDING, SECURITY AND
the traps 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
STORAGE TOOLS
NINJA-NET
is triggered makes its saving throw being poisoned for 1d4 minutes
on a failed save or half as much on a success. A creature who fails
The Ninja Net is a new phenomenon within the world of Naruto,
their saving throw by 5 or more, is Poisoned and Envenomed 2d4
while it may not be wholly canonical for the purpose of this
minutes.
conversion and system, it is a relatively new and novel technology.
Restraining Trap. You create a trap made to capture creatures
The Ninja-Net, while new is not something that is shared evenly
who enter the traps space. This trap is set on a 5-foot space. All
or even distributed freely throughout the Ninja world. Ninja net as a
creatures within 10 feet of this trap when it is triggered makes its
concept is basically a collection of data servers that share and
saving throw being grappled and restrained on a failed save. A
communicate information over communication systems such as
creature who fails their saving throw by 5 or more, is stunned and
phone lines or wireless systems such as Bluetooth or radio links.
paralyzed until the end of their next turn, and afterwards grappled
For the most part the Ninja-Net has become a global commodity,
and restrained for the next minute. Creatures restrained or grappled
allowing civilians to purchase food on the net and have it picked up
in this way, remakes this save at the end of each of their turns
and delivered all without leaving their homes. It also gave birth to a
ending the effects on a successful save.
set of new potential threats to a village, something called Hackers.
Shocking Trap. You create an explosive trap that utilizes multiple
Hacking has become a new school of focus for Shinobi to excel in,
Shock Bombs of the same type that all explodes with a creature
learning how to breach an enemy system and take control, all the
enters the traps space , or when the trap is manually
while maintain complete anonymity.
triggered. This trap is set on a 5-foot space. All creatures within 10
Throughout most of the Ninja world the Ninja net is unique to
feet of this trap when it is triggered makes its saving throw taking
each country and is broken down into three categories: Regional,
8d6 lighting damage on a failed save or half as much on a success. A
National, Militarized. The breakdown of these three are as follows;
creature who fails their saving throw by 5 or more, takes double
damage. N INJA -N ET S YSTEM R ANK ( S )
Weapon Trap. You create a trap that utilizes multiple small
Security Counter Max # of
weapons (Kunai, Shuriken, Senbon etc.) that all fire overwhelming
Item DC Hack DC Traps Maximum Range
the target space when a creature enters the traps square, or when
the trap is manually triggered. This trap is set on a 5-foot space. All D- 14 15 1 25 Miles
creatures within 15 feet of this trap when it is triggered makes its Rank
saving throw taking 9d4 Slashing or Piercing damage (Pick one) on a C- 18 19 2 50 Miles
failed save or half as much on a success. A creature who fails their Rank
saving throw by 5 or more, takes double damage and gains 2 ranks B- 22 23 3 100 Miles
of bleeding. Rank
Yellow Mold. You cultivate a poisonous spore of mold that
A- 26 27 4 250 Miles
assaults nearby creatures. This trap is triggered when a creature
Rank
moves into the molds space, damages, or fails to disable to mold.
When the trap is triggered, all creatures within 10 feet are exposed S- 30 31 5 500 Miles
to the mold. They must make a Saving throw every minute for the Rank
next hour. Each failed save inflicts them with 2 ranks of the
envenomed condition, which persists for 24 Hours, and instead Regional. Regional Ninja-Net systems are usually hosts to basic
triggers once every 1 minute, instead of every turn. webpages, chat rooms and message boards that primarily connect
villagers to one another over relatively long distances of up to 50
COMMUNICATION TOOLS Miles. Most Regional Ninja-Net systems are powered by newer and
more technologically powerful companies and organizations which
RADIO LINK strive to get their products out to the public via a new sensation
Radio Links are standard handheld communication devices, fitted called Ads. Most of these systems are protected by D and C-Rank
with microphones and receivers. A standard, personal radio link has security systems.
a range of up to 1 mile, but is reduced by up to half in dense, urban National. National Ninja-Net systems are more advanced and far
areas or areas of high-level interference. more pretty to look at. With national design standards enforced
across each nation individually, this is the network that most
RADIO JAMMERS politicians, including the Kage, use to communicate with other
A radio jammer is a device used to scramble communications. A Countries National Ninja-Net systems. National Systems are normally
radio jammer can block transmissions from communications devices limited to the country they are housed under and have to go through
in a 1-mile radius. dozens of security clearance checks prior to even opening a video
call with someone else in another country. While these systems are
RADIO LINK (WORN) used for international communication, these systems don’t normally
A Worn Radio link can be installed into clothing, armor, or worn hold critical information on it directly, but the security systems in
independently. It Functions as a hands-free Radio link. place normally range into the B and A-Rank levels.

32
Militarized. The Militarized Ninja-Net are highly advanced
systems that keep the entirety of a countries militaries connected. C OMMUNICATION & D ATA R ECORDING T OOLS
These systems are the ones that can spell doom for a squad of
shinobi who finds themselves in enemy territory. These systems, Item Bulk Cost
unlike the previous two can be spread worldwide and localized at Radio Link 0 50 Ryo
the drop of a hat. Most of these systems are running due to secretly Radio Jammer 1 500 Ryo
installed Data Server Scrolls, server terminals that create highly
efficient networks that can allow a Shinobi in the Land of Water to Radio Link (Worn) 0 150 Ryo
communicate with their commanders in the Land of Earth almost Video Chat Device 1 350 Ryo
instantaneously. These systems are mission critical to keep online
Radio Tracing 2 1500 Ryo
and usually hold the breath of a countries Secrets, but due to such
Device
importance they are usually protected by a series of different S-Rank
security measures. Key Cards 1 100 Ryo
Ninja-Net Security. The Ninja net for all of its luster is still an Recording Scrolls 1 250 Ryo
exploitable system when challenged by the right tools. That’s why
Data Scrolls 2 500 Ryo
most Ninja-Net systems are designed with security systems to
protect it, its users, and the files that live on its network. When a Data Server Scrolls 3 -
foreign entity is able to gain access to a network it usually spells

EXPLOSIVE TOOLS
doom for that system and any secrets on it. So counter hackers or
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 BREACHING TAG
means it used to gain access to the system vs a Counter Hack DC A Ninja Tag used to blow holes in larger structures, a breaching Tag
located on the Ninja Net System Table. On a failed check they gain a creates a devastating explosion. Installing a breaching Tag takes 1
-2 Penalty to all subsequent checks. After 3 failed Counter Hack minute. The tag can be set with a 6-second timer, or detonated
checks, they are ejected from the system for the next 24 Hours and remotely using a remote detonator seal within 250 Feet of the set
their physical location becomes known to the system owners. Tag. This item is 1 Bulk
Once detonated, the breaching charge explodes, damaging the
KEYCARDS section of wall up its attached, up to 10 feet wide, 10 feet tall, and
Keycards are small plastic cards about the size of playing cards, that 5 feet thick. Each creature within 20 feet must make a Dexterity
contain coded information about their bearers and grant them saving throw taking the listed damage on a failed save, or half as
access to secure areas. All keycards are assigned to a certain Data much on a successful one. A construct makes this save with
Server, which holds all records and access levels of a certain Keycard. disadvantage. If the breaching charge is installed on the construct,
Most new era businesses, buildings or technologies require Keycard it automatically fails the saving throw and takes the maximum
access instead of Lock and Key access. A Shinobi with a Blank possible damage.
keycard and a Hackers Kit could potentially fake (or spoof) the Finally, all constructs and structures take triple damage from this
correct access credentials to access a previously inaccessible area. item.

RECORDING SCROLLS V ARIANT : B REACHING T AG


A Recording Scroll is a single scroll designed to capture and store Save
both audio and visual information fed to it within 15 feet. The Item DC Damage Cost
information is transcribed in plain text in the language of the
Breaching Tag 15 3d6 Fire/3d6 Blud. 100 Ryo
owner’s choice, and can store up to 2000 Words or 5 minutes of
Audio. Greater Breaching Tag 17 5d6 Fire/5d6 Blud. 250 Ryo
Superior Breaching 19 7d6 Fire/7d6 Blud. 500 Ryo
DATA SCROLLS Tag
A Data Scroll is a single scroll with an input port that can be plugged Supreme Breaching 21 9d6 Fire/9d6 Blud. 1000 Ryo
into an electronic device such as a computer and works exactly like a Tag
flash drive. It stores data and can also transmit data. When opened
can also view stored data as still images and/or plain text.
CHILI PEPPER BOMB
DATA SERVER SCROLLS A small sphere the size of a golf ball that when thrown against a
A Data Server Scroll is a Large Scroll standing around 5 Feet Long and solid surface, explodes into a Thick red mist up to 10 feet high and
3 Feet Thick. These scrolls store massive amounts of information and 5 feet wide before dissipating within 1 minute. When used creates
act as Servers and Databases in most modern Cities and Villages, a hazy red fog that doesn’t obscure vision, but causes a direct nasal
holding massive amounts of information and as the basis of the stimulation to creatures in its radius. All creatures in the affected
Ninja-Net. (A new network of interconnected data centers.) Still new area who begins its turn in the mist, can remake any saving throw
and growing but a technology that is being rapidly adopted by the to resist or end a genjutsu at the beginning of their turns,
Ninja world as a whole. regardless of the effects of the genjutsu itself. A creature can only
gain the benefit of this item twice per use. This item is 1 Bulk

V ARIANT : C HILI P EPPER B OMBS


Bonus to Genjutsu
Item Save Cost
Chili Pepper None 75 Ryo
Greater Chili Pepper 1d4 250 Ryo
Superior Chili Pepper 1d8 850 Ryo
Supreme Chili Advantage + 1d12 1500 Ryo
Pepper
33
V ARIANT : F IRE B OMB
PAPER BOMBS Item Save DC Damage Cost
Paper Bombs, or Explosive tags, are cheap, low-damage bombs.
Fire Bomb 15 5d6 Fire 100 Ryo
Explosive Tags can be set to detonate on impact or set with a timer that
lasts several seconds before detonating. Explosive Tags have a thrown Greater Fire Bomb 18 8d6 Fire 250 Ryo
range of 30 feet. As an action, you can throw an Explosive Tag at a point Superior Fire Bomb 21 11d6 Fire 750 Ryo
you can see within range. Each creature within 10 feet must make a
Supreme Fire Bomb 24 14d6 Fire 900 Ryo
Dexterity saving throw taking the listed damage on a failed save, or half
as much as on a successful one. This item is 1 Bulk
Paper bombs can be affixed to Kunai. When they are the range of FLASH TAG
the Paper bomb becomes wholly reliant on the kunai itself. When Flash tags are paper bombs repurposed to create an extreme source of
affixed. The next time the affixed Kunai would deal damage to a white light meant to cause temporary visual impairment. Flash Tags can
creature, the paper bomb explodes. A creature who took damage from be set to detonate on impact or set with a timer that lasts several
the kunai prior to it detonating makes their saving throw at seconds before detonating. Flash Tags have a range equal to 30 feet. As
disadvantage. an action, you can throw a Flash Tag at a point you can see within
Paper bombs can also be secretly affixed to another creature, range. Each creature within 10 feet must make a Wisdom saving throw.
primed and ready to detonate. In order to do this, make a Dexterity A creature becomes blind until the end of their turn on a Failed save or
(Sleight of hand) check vs the targets AC or Passive Perception suffer no negative effects on a successful save. This item is 1 Bulk
whichever is higher. On a success the paper bomb is attached to them Flash Tags can be affixed to Kunai. When they are the range of the
and can be detonated as a bonus action. On a failure it is not affixed to Flash Tag becomes wholly reliant on the kunai itself. When affixed. The
them. If you are in combat and the target is aware of you, you must next time the affixed Kunai would deal damage to a creature, the Flash
make this Sleight of hand check at disadvantage vs the targets AC. Tag detonates. A creature who took damage from the kunai prior to it
detonating makes their saving throw at disadvantage.
V ARIANT : P APER B OMBS
Save V ARIANT : F LASH T AG
Item DC Damage Cost Save
Paper Bombs 13 5d4 Fire 25 Ryo Item DC Bonus Effect Cost
Greater Paper Bombs 16 8d4 Fire 150 Ryo Flash Tag 14 - 100 Ryo
Superior Paper Bombs 19 11d4 Fire 500 Ryo Greater Flash 17 1 Rank of Dazzled 250 Ryo
Supreme Paper 22 14d4 Fire 750 Ryo Tag
Bombs Superior Flash 20 3 Ranks of Dazzled 400 Ryo
EXPLOSIVE TAG BALL Tag
Explosive Tag Balls are paper bombs, but shaped into a small sphere Supreme Flash 23 Blinded for 1d4 675 Ryo
allowing it to bounce and roll and making it more aerodynamic. Explosive Tag rounds
Tag Balls can be thrown up to a range equal to (30 Feet + Your Strength
Mod x 5) each creature within 10 feet must make a Dexterity saving
throw. A creature takes 3d6 fire damage on a failed save, or half as much ICE BOMB
as on a successful one. This item is 1 Bulk. Ice Bombs are palm-sized, spherical, and extremely deadly explosive Cold
based weapons. In addition to being surprisingly powerful for their size,
V ARIANT : E XPLOSIVE T AG B ALL they can only be turned off by whoever turned them on. Ice Bombs have a
Item Save DC Damage Cost range equal to 30 feet + your Strength modifier x 5. As an action, you can
Explosive Tag Ball 13 3d6 Fire 75 Ryo throw an Ice Bomb at a point you can see within range. Each creature
within 10 feet must make a Constitution saving throw. A creature takes
Greater Explosive Tag 16 6d6 Fire 150 Ryo
Cold damage and gains one rank of the chilled condition until the end of
Ball
their next turn on a failed save, or half as much damage and no additional
Superior Explosive Tag 19 9d6 Fire 450 Ryo effects as on a successful one.
Ball
Supreme Explosive Tag 22 11d6 Fire 600 Ryo V ARIANT : ICE B OMB
Ball Item Save DC Damage Cost
Ice Bomb 15 4d6 Cold 100 Ryo
Greater Ice Bomb 18 5d6 Cold 250 Ryo
FIRE BOMB Superior Ice 21 8d6 Cold 750 Ryo
Fire Bombs are palm-sized, spherical, and extremely deadly explosive Bomb
heat-based weapons. In addition to being surprisingly powerful for their
Supreme Ice 24 11d6 Cold 900 Ryo
size, they can only be turned off by whoever turned them on. Fire Bombs
Bomb
have a range equal to 30 feet + your Strength modifier x 5. As an action,
you can throw a Firebomb at a point you can see within range. Each
creature within 10 feet must make a Dexterity saving throw. A creature
takes 5d6 fire bludgeoning damage on a failed save, or half as much as
on a successful one. Additionally, on a failed save, the creature is
knocked prone and gains the burned condition. All combustible and
flammable items that is not held or worn, also is set afire. This item is 1
Bulk

34
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 + your Strength modifier AQUATIC REBREATHER
x 5. As an action, you can throw a Poison tag at a point you can see within Aquatic breathers are breath masks designed to operate underwater.
range. The tag explodes in a 15ft radius sphere of green fog centered the While worn, the wearer can breathe water for up to 1 hour before the
chosen point. The fog spreads around corners, counts as heavily obscured Filters needs to be replaced.
and lasts for 1 minute or until a breeze or gust of wind disperses it. When
a creature enters the fog’s area for the first time on a turn or starts its RESPIRATOR
turn there, it must make a Constitution saving throw, being Poisoned and A respirator, or breath mask, is a portable device that allows an oxygen-
taking 1d8 poison damage on a failed save, or half as much damage and breather to survive in low-oxygen atmospheres.
no addition effects on a successful one. Constructs and Creatures wearing
appropriate protective equipment are unaffected. This item is 1 Bulk
Poison Tags can be affixed to Kunai. When they are the range of the
Poison Tag becomes wholly reliant on the kunai itself. When affixed.
M EDICAL /L IFE S UPPORT T OOLS
The next time the affixed Kunai would deal damage to a creature, the Item Bulk Uses Cost
Poison Tag detonates. A creature who took damage from the kunai
Antidote Kit 1 2 100 Ryo
prior to it detonating makes their saving throw at disadvantage.
Genjutsu Pill 1 2 100 Ryo

V ARIANT : P OISON T AG Blood/Chakra/Military Ration 1 1 -


Pills
Item Save DC Bonus Effect Cost
First Aid Kit 2 5 100 Ryo
Poison Tag 13 - 100 Ryo
Aquatic Rebreathers 1 1 250 Ryo
Greater Poison 16 1 Rank of 250 Ryo
Respirator 1 - 150 Ryo
Tag Envenom
Superior Poison 19 3 Ranks of 475 Ryo

MEDICAL TOOLS
Tag Envenom
Supreme Poison 21 5 Ranks of 650 Ryo
Tag Envenom
ANTIDOTE KIT
An antidote kit contained a variety of wide-spectrum antidote injectors
SHOCK BOMB that were designed to neutralize most commonly encountered poisons.
Shock Bombs are usually used when the object of a mission is to detain, A kit has two Syringes (Uses). As an action, you can administer a Syringe
capture, or subdue rather than kill. Shock Bombs have a range equal to 30 of the kit to cure a target of one poison of D-Rank or lower, affecting
feet + your Strength modifier x 5. As an action, you can throw a Shock them or to give them advantage on saving throws against a Poison or
Bomb at a point you can see within range. Each creature within 10 feet poisoned condition of up to 1 rank higher for 1 hour.
must make a DC 15 Dexterity saving throw. A creature takes 4d6 lightning
damage on a failed save, or half as much as on a successful one.
V ARIANT : A NTIDOTE K IT Q UALITIES
V ARIANT : S HOCK B OMB Quality Rank of Poison Cost
Item Save DC Damage Cost Standard Antidote Kit D-Rank 100 Ryo
Shock Bomb 15 4d6 Lightning 100 Ryo
Enhanced Antidote Kit C-Rank 250 Ryo
Greater Shock Bomb 18 5d6 Lightning 250 Ryo
Greater Antidote Kit B-Rank 500 Ryo
Superior Shock Bomb 21 8d6 Lightning 750 Ryo
Superior Antidote Kit A-Rank 750 Ryo
Supreme Shock Bomb 24 11d6 Lightning 900 Ryo
Supreme Antidote Kit S-Rank 1000 Ryo

Additionally, on a failed save, the creature is shocked until the end of its
next turn. This item is 1 Bulk MILITARY RATION PILL
An edible pill that contains a drug designed to super charge the
SMOKE BOMB person who consumes it, bodies, regeneration speed. Consuming a
Smoke Bombs are small gum ball sized spheres that cost 25 Ryo, that military ration pill takes a bonus action. A creature who takes this pill
contain a very potent and powerful mixture of gunpowder and sulfur gains Temporary Hit & Chakra points equal to the quality taken for 1
mixed with some other mineral ingredients designed to, when throw react hour. Taking another dosage of this item does not stack. Instead, it
and create a thick and hazy smoke. Smoke bombs have a range equal to will replace however much you originally had. You cannot gain the
30 feet + your strength modifier x 5. As an action, you can throw a Smoke benefit of this Pill more than twice in a single 24-hour Period.
bomb at a point you can see within range. The bomb explodes releasing
smoke that heavily obscures the vision of all creatures in a 25-foot radius.
A moderate wind (At least 10 miles per hour) disperses the smoke in 4
rounds. A Strong wind (20+ miles per hour) disperses it in one round. This
item is 1 Bulk. V ARIANT : M ILITARY R ATION T YPES
Temp HP/CP
Item Gained Cost
Military Ration Pill 2d10+5 150 Ryo
Greater Military Ration Pill 4d10+5 450 Ryo
Superior Military Ration 6d10+5 850 Ryo
Pill
Supreme Military Ration 8d10+5 1200 Ryo
Pill

35
BLOOD PILL TOOLKITS
An edible pill that contains a drug designed to super charge the person
A toolkit helps you to do something you couldn’t otherwise do, such
who consumes it, blood reproduction. Consuming a blood pill takes a
as craft or repair an item, pick a lock, or hack into a computer. Your
bonus action. Creatures who takes this pill regains Hit points equal to
clan, class, background, or feats give you proficiency with certain
the quality of the pill taken..
tools, which lets you add your proficiency bonus to any skill check
you make using that tool. Tool use is not tied to a single ability, since
V ARIANT : B LOOD P ILL T YPES proficiency with a tool represents broader knowledge of its use.
Each time you use a toolkit for any reason, unless otherwise stated,
Item HP Regained Uses Cost
you spend 1 charge of the chosen Toolkit. Once a toolkit has all of its
Blood Pill 2d6+5 1 50 Ryo Charges spent, it becomes useless and must be replaced. Regardless
Greater Blood Pill 3d6+10 1 150 Ryo of the Toolkit purchases, all toolkits have a Bulk of 2.
Superior Blood Pill 5d6+15 1 500 Ryo
Supreme Blood Pill 7d6+20 1 1000 Ryo
ALCHEMIST KIT
This Kit contains all the necessary implements to create and test the
properties of different chemicals solutions and concoctions. These
CHAKRA PILL implements would include a variety of different stable elements,
An edible pill that contains a drug designed to super charge the mixing solutions, and stabilizing tablets. Proficiency with this kit
person who consumes it, bodies, stamina recovery. Consuming a allows you to add your proficiency bonus to all checks involving this
chakra pill takes a bonus action. A Creature who takes this pill kit and also allows you to do the following; Test Chemical Properties,
regains Chakra points equal to the quality of the pill consumed. Create Compounds, Create Concoctions and Create Chemical bombs.
A creature can only regain chakra artificially in this way a limited Create Chemical Bombs (X Charge(s)). By spending 1 hour or over
number of times. You can regain chakra using this consumable 5 the course of a short rest and up to 2 charges, you spend time mixing
times per long rest. If you would attempt to consume this pill any a collection of different solutions together. When you do you can
additional time after this use limit, you spend 1 chakra die, and create a number of the following up to the number of charges spent
regain 1d4+1. of a quality equal to the quality of this kit; Smoke Bombs, Ice Bombs
or Chili Pepper Bombs.
V ARIANT : C HAKRA P ILL T YPES Create Chemical Compounds. By spending at up to 2 charges, you
spend 1 hour of leisure time or the duration of a short rest mixing
Item Chakra Regained Uses Cost and maintaining a stable compound meant to reinvigorate a user’s
Chakra Pill 2d6+2 1 50 Ryo Chakra network, known as a Chakra Pill. When you do, you create a
Greater Chakra Pill 3d6+5 1 200 Ryo number of single use Chakra pills of a quality equal to the quality of
this Kit, equal to the number of charges spent.
Superior Chakra 5d6+10 1 500 Ryo
Test Chemical properties (1 Charge). By spending 4 hours or over
Pill
the course of a long rest, you can take any object or consumable
Supreme Chakra 7d6+15 1 1000 Ryo comprised of a liquid or solid matter and do alchemical analysis on it.
Pill When you do, you become aware of its benefits, risks, limitations,
and what kit can be used to recreate it, if any.

GENJUTSU PILL ARMORSMITH KIT


An edible pill that contains a drug designed to place the user under a This Kit contains all the necessary implements to create armor of
deep hypnotic dream-like state for up to 1 hour. When ingested by a varying types. Proficiency with this kit allows you to add your
creature, they must make a DC 15 Wisdom save. On a failure, the proficiency bonus to all checks involving this kit and also allows you
creature is rendered paralyzed while under the effects of the pill. On to do the following; Craft Armor and Armor Seals.
a success, the creature is unaffected by the pill. An affected While you have access to this kit, each time you would attempt to
character can be woken out of the Genjutsu either by damage or by Craft armor or an Armor Seal, you spend a charge of your
being shaken by another creature. Armorsmith kit as some tools break, become brittle or have wear
and tear on them.
FIRST AID KIT This kit grants a creature the ability to create up to C-Rank Armor
A common First Aid Kit can be stocked with recovery potions, and Seals. Higher quality Armorsmith Kits, will allow a creature to create
contains bandages, bone stabilizers, antiseptics, and other essentials higher ranked armor seals at reduced ryo OR downtime costs as seen
for the treatment of wounds. As an action, you can expend two uses of on the Armorsmith Chart on the following page. If this would reduce
the kit to stabilize a creature that has 0 hit points, without needing to the total downtime cost of an item to 0, you would instead only
make a Wisdom (Medicine) check which automatically removes one spend 1 week.
failed death save, if any.
Alternatively, this First Aid Kit can be used over the course of a
Short or Long rest. When used in this way spend 1 use of this First
Aid Kit per creature you want this kit to affect. Affected Creatures
gain an additional 2d4 Hit points back over the course of its short or
3d6 Hit points over the course of its long rest.

V ARIANT : F IRST A ID KIT ( S )


Long
Item Short Rest 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
Supreme First Aid 8d4 9d6 1500
kit Ryo 36
COOKING KIT Plain Disguise (1 Charge). A simple change like a superficial scar, a
This kit includes all of the necessary implements to prepare and costume change or applying a small temporary tattoo. These are quick to
serve food for up to six people at any single time. Proficiency with make and only take 10 minutes to develop the disguise.
this kit lets you add your proficiency bonus to any skill checks you Elaborate Disguise (2 Charges). Somewhere between being very fast
make to identify or create food or involved with using this kit. While and time consuming to assemble. In 1 hour or over the course of a short
you have proficiency with this kit you can also use it to do the rest, you can create a large tattoo, dye your hair, or put on complex
following; Cook meals with beneficial effects, Create cooked food dresses like those huge ballroom gowns or craft extremely convincing
rations and Military Ration Pills. copies of seemingly exclusive articles of clothing. Doubling the time, it
Cooking Meal. By spending 1 charge, you can spend one hour of takes to make this type of disguise gives all Insight checks made to see
leisure time or the duration of a short rest cooking a reinvigorating through this disguise disadvantage
meal for up to six creatures. A creature who would benefit from this Exquisite Disguise (3 Charges). Requiring the most work, taking its
meal gains a number of temporary hit points equal to the Quality of creator a minimum of 4 hours to create. These disguises include things
this cooking kit. (Base: 15, Greater: 20, Superior: 30, Supreme: 45). like using makeup to give yourself an entirely new face, creating entirely
Creating Cooked Food Rations. By spending 1 charge, you can new costumes, or creating a new persona for a performance. Doubling
spend 1 hour of leisure time or the duration of a short rest creating the time, it takes to make this type of disguise gives all Insight checks
and maintaining dried meats, veggies and herbs condensed into an made to see through this disguise disadvantage.
edible block of foodstuff similar in texture to a cookie, known as a
Cooked Food Ration. Creatures who eat this Food Ration are satiated FORENSICS KIT
and do not need to eat for the next 24 hours. At the conclusion of This kit includes all of the necessary implements to collect evidence,
this period of time spend doing this, you create 5 food rations. DNA, and other remains from any location that you investigate.
Military Ration Pills. By spending at least 1 charge, you can spend Proficiency with this kit lets you add your proficiency bonus to any skill
1 hour of leisure time or the duration of a short rest creating and checks you make to identify DNA, Finger prints, drugs, pills, chemicals,
maintaining special herbs, minerals and other nutrient rich foods poisons and diseases.
condensed into an edible ball of foodstuff similar in texture to a While you have proficiency and access to this Kit you can do the
cookie, known as a Military Ration Pill. When you do, you create a following; Analyze Drugs, Chemicals, Poisons and Diseases, collect DNA &
number of single use Military Ration pills of a quality equal to the Fingerprints and compare findings.
quality of this Kit, equal to the number of charges spent. Analyze (1 charge). By spending 1 hour canvassing an area no larger
than 10 x 10 feet, you are able to attempt to find and collect all material
DEMOLITIONS KIT evidence in an area. First, make a DC 15 Intelligence (Investigation)
This kit contains the appropriate equipment for disarming and setting check. On a success, you are able to find a single piece of evidence. For
explosives. It contains a plastic face guard and heavy-duty gloves, as every +5 you get over the listed DC you find an additional piece of
well as precision cutting and gripping tools, and various common material evidence (if any). Evidence found in this manner is counted as
components of explosives and mines. Proficiency with this kit lets you whole or partial drug residue, chemicals or chemical residue, poisons or
add your proficiency bonus to any skill checks you make to disarm or even mysterious biological substances. Next, you spend another hour
set an explosive. analyzing the evidence. When you are analyzing something you must
While you have access to this kit, you can also use it to do the make a DC 10 + 1 for every day that has passed since the piece of
following; Craft Breaching Tags, Paper bombs, Explosive Tag balls and evidence you are looking over was left behind Intelligence (Forensics)
Fire Bombs. check. This DC Can never be greater than 30.
By spending 1 charge of this kit, over the course of a short rest, you If you would attempt to Analyze something that has been left in any
create a number of the explosives listed, up to the number of charges hostile environment, you instead increase the DC by +1 for every hour
spent of a quality equal to the quality of this kit when used. that passes, instead of every day. If you would attempt to analyze
Additionally, as an action spending 1 Charge of this kit, you can something that was left in a contained, pressurized or sterilized
attempt to disarm any set explosive tool within reach or its snaring environment, you instead increase the DC by +1 for every week that
range. Make an Intelligence or Wisdom (Demolitions Kit) check vs a DC passes. If you pass the second check, you become aware of the makeup,
15 + the quality of the explosive (Base: +2, Greater: +4, Superior: +6, composition, age of, and purpose for the evidence. You record this data
Supreme: +8). On a failed check, the explosive detonates regardless. into a book of your choice found within the forensic kit.
Moving forward, when you would see, interact with or come across
DISGUISE KIT the source of the evidence or something similar (a similar drug or
This pouch of cosmetics, hair dye, and small props lets you create chemical), as a part of becoming aware of this new source make an
disguises that change your physical appearance without the use of the Intelligence (Forensics) check vs a DC 15. On a success, you are able to
Transformation Jutsu. link the previous evidence found and this new source and form a
Proficiency with this kit lets you add your proficiency bonus to any connection (if any). (Ex. You find a bloody knife, and analyze the
skill checks you make to create a disguise. While you have proficiency discarded weapon, recording the DNA, fingerprints, hand used, and size
and access to this Kit you can do the following; Create a Disguise of of hand. If you later encounter someone who’s hand size, and grip is
varying complexity. When creating a disguise of any type, you spend one similar to that of the assumed holder of the knife, you make your
charge of this kit and create a small satchel or collection of clothing, forensics check, on a success, you become aware if the target is the
materials and whatever else needed to don the disguise. This satchel has original owner of or the holder of the knife in question.)
a Bulk of 1. You cannot don your disguise and your armor, unless armor
is a part of the disguise. When you would don any disguise you've
previously made, it takes 30 minutes of preparation and work to apply
the disguise.
Creating a disguise will place its wearer into a variety of situations
where their identity can be compromised. A creature suspicious of a
disguised individual or group of individuals can make a Wisdom (Insight)
vs the creator of the Disguises Intelligence or Charisma (Disguise Kit) to
see through the disguise. A creature who fails their insight check may
lower their suspicions for the moment, but it does not make those
wearing the disguise immune to any further checks.

37
FORGERY KIT Alternatively, while you have access to the network every 10
This small box contains a variety of papers and parchments, pens and minutes, you can instead select and disable different computers on
inks, seals and sealing wax, gold and silver leaf, and other supplies the network temporarily for the next hour, after which they
necessary to create convincing forgeries of physical documents. automatically reconnect to the network. Doing this reduces the next
Proficiency with this kit lets you add your proficiency bonus to any skill counter hack DC by -2. A computer can only be removed from a
checks you make to do the following; create a physical forgery of a network in this way once per network hack.
document, Badges, ID’s, and signatures. Alternatively, every 10 minutes you can become aware of one
A creature who interacts with your forgeries may attempt to see alternative security system that may be connected to this system
through it if they are unsure of its validity. If they do, they make an networks. (Ex. pressure plates, camera’s, thermal sensing, sensory
Intelligence (Investigation) check vs an Intelligence, Dexterity, or Wisdom ninja etc.)
(Forgery Kit) check (DM’s choice based on the type of forgery.) A Cyber Trap (1 Charge). While on a friendly network, you can
creature who fails cannot find any issues or faults with the forgery. choose to spend one charge to set a Cyber trap, which is
Simple Forgeries (1 Charge). A simple forgery is a quick and typically represented by a d6. A cyber trap while on a network only triggers
uninvolved forging of a signature, creating a simple letterhead or copying when a hostile or foreign entity access the network. When such an
the handwriting of another individual. Simple forgeries take no more event occurs whenever the hostile entity would make a Counter
than 10 minutes and require an example of what is being forged. Hack check as a result of this network, you roll a d6 adding the result
Complicated Forgeries (2 Charges). A complicated forgery is a forgery the DC. When this happens, the hostile entity becomes aware and
that requires more involvement from the preparer. This includes can choose to spend 2 charges of their Hackers Kit to nullify the
perfectly copying or rewriting an entire handwritten document of no Trap.
more than one page, while adding or removing text, words or sentences.
Creating new letterheads with gold or silver foil. Copying a complex
drawing or sketch. Or recreating the frame of a wax seal. A complicated
forgery requires no more than 1 hour an example of what is being
forged.
Exquisite Forgeries (3 Charges). Exquisite Forgeries involve expert skill MEDICINE KIT
and insight, along with vast amounts of time and patience. Over the This kit includes all of the necessary implements to perform complex
course of 8 hours or a long rest, you can recreate any multiple page medical inquiries and procedures while not in a medical facility
document regardless of length, create old and new wax seals, create supported by sterilized environments, allowing you to diagnose and
impossible to distinguish ID cards for a single creature, recreate portraits. even treat issues such as broken bones, open wounds and even
Some tasks may require more than 8 hours of uninterrupted work and providing immediate care to people who are on death's door making
instead may require multiple days of work (DM’s discretion). death saving throws. Proficiency with this kit lets you add your
proficiency bonus to any skill checks you make to perform medical
tasks, light healing, condition treatment, stabilization and create
Blood Pills.
Medical Check Up (1 Charge). By spending 1 charge over the
HACKERS KIT course of 10 minutes, you are able to assess the current status of up
Hackers are a new profession in the world of Naruto, using to 6 creatures informing them of all conditions, diseases, poisons or
specialized computer Scrolls, built by the hackers themselves, to eke effects, affecting them at the moment, and how to cure/remove it.
out a living in the emerging digital world. These computer scrolls Light Patch up (X Charge(s)). You select one creature within 5 feet
were carefully guarded and constantly modified and upgraded by of you. For the next 10 minutes, you spend time patching them up.
the hacker, who rarely discussed its specs except with like-minded Spend any number of charges. For each charge spent, the creature
individuals. Complex access codes are often used to prevent a regains 2d4 hit points.
hacker’s scroll from falling into the wrong hands. Proficiency with Full Fix up (2 Charges). You select one creature within 5 feet of
this kit lets you add your proficiency bonus to any skill checks you you. As an action, you stab them with an adrenal fluid meant to
make to hack into computers, disable computer networks, find stave off death. Remove one failed death save from them.
security systems, or even set cyber traps on a network. Stabilization (3 Charges). Select one creature who is dying or
Quick Hack (X Charge). As a Full-turn-action, by spending at least making death saving throws within 5 feet of you. By spending 3
1 charge, you can attempt to make an Intelligence (Hackers Kit) charge, you are able to stabilize them at 0 hit points. Doing this
check vs the Security DC of the computer or system you are removes up to 2 failed death saves.
interacting with. On a success you gain temporary access into a Condition Treatment (3 Charges). Select one creature who is
system lasting no more than 1 minute, after which you must exit the within 5 Feet of you. Over the course of 10 minutes to 1 hour you
network to avoid being noticed and activating any security are able to treat a creature curing them of a number of conditions
measures. For every charge spent when completing this task, you they are currently under the effects of. Roll 1d6. The result is the
gain a +2 bonus to the check. number of minutes spent performing such a treatment times 10.
Full Hack (3+ Charges). Over the course of 1 hour of leisure time Blood Pill Creation (2 Charge(s)). By spending at least 2 charge,
or a short rest, while within 120 feet of a security or computer you can spend 1 hour of leisure time or the duration of a short rest
network, you are able to attempt a Full Hack, costing you a minimum creating blood increasing stimulants in the form of a pill, known as a
of 3 Charges. When you do, you make an Intelligence (Hackers Kit) Blood Pill. When you do, you create a number of single use Blood
check vs the Security DC of the computer system. You can spend pills of a quality equal to the quality of this Kit, for every 2 Charges
additional charger, gaining a +2 bonus to your check. On a success spent, you create one single use Blood Pill.
you are able to gain access to the system for the next hour as you
have taken your time to invade and gain certain credentials. While
accessing the network, every ten minutes you can attempt to gain
access to any files available on the network. If you would be
challenged by a Counter Hack, you make an Intelligence (Hackers Kit)
check vs the DC. On a success you maintain access to the system and
can steal the chosen data file. On a failure you lose access to the
system and your Hacking Kit’s location is compromised. Stolen files
can then be stored on a Data Scroll, taking the file off network.

38
V ARIANT : A LCHEMIST K IT
Max # of Items
Item 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 500 Ryo
an 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 750 Ryo
an action, can remove 1 Rank of Dazed,
Envenomed, Exhaustion or Weakened from a
creature with no more than 3 Ranks of said
condition, once per long rest.
Supreme Cooking Kit 11 12 Consuming 7 Cooked Food Rations at once, as 1200 Ryo
an action, can remove 1 Rank of Dazed,
Envenomed, Exhaustion or Weakened from a
creature with no more than 5 Ranks of said
condition, once per long rest.

V ARIANT : D EMOLITIONS K IT
Max # of
Item Explosives 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 750 Ryo
check at disadvantage.
Supreme Demolitions Kit 8 12 Reduce DC to disarm Explosives by -2, cannot make this 1000 Ryo
check at 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 750 Ryo
done a disguise to 1 minute.
Supreme Disguise Kit 12 Gain a +1d4 bonus to Charisma checks while disguised, reduce the time to done 1000 Ryo
a disguise to 1 minute and reduce the time needed to create a disguise by half.

39
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 9 Gain a +1d4 bonus to Intelligence checks made with this kit and by spending an 750 Ryo
Kit additional charge, you can reduce the DC of the check by -1 for every charge
spent.
Supreme Forensics 12 Gain a +1d4 bonus to Intelligence checks made with this kit, by spending an 1000 Ryo
Kit 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).

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 575 Ryo
Quality Antidote Kit.
Superior Medicine Kit 2d6 A-Rank 9 Can use this Kit to gain the benefit of an equal 850 Ryo
Quality Antidote Kit and Medkit.
Supreme Medicine 2d8 S-Rank 12 Can use this Kit to gain the benefit of an equal 1250
Kit Quality Antidote Kit and Medkit, and can spend 3 Ryo
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 750 Ryo
trap and reduce the DC of Disarming traps by 2.
Supreme Security Kit 12 Gain a +1d4 bonus to two checks made to pick a lock or one check to disarm a 1000 Ryo
trap and reduce the DC of Disarming traps by 2 and reduce the time to pick a lock
by 1d10 minutes (Min of 1 Round.).

40
T YPES OF P OISONS
Poison Name Effective Rank Poison Craft DC Uses Bulk Cost
Assassins Blood D-Rank 20 2 2 250 Ryo
Serpent Venom D-Rank 22 2 2 275 Ryo
Midnight tears C-Rank 23 2 2 350 Ryo
Ether C-Rank 24 2 2 375 Ryo
Wolf’s Bane C-Rank 25 2 2 400 Ryo
Devils Kiss B-Rank 26 2 2 750 Ryo
Kamizuru Venom B-Rank 28 2 2 950 Ryo
Moulding Mushroom B-Rank 29 2 2 1250 Ryo
Angel’s Breath A-Rank 30 2 2 2100 Ryo
Zetsubo Petals A-Rank 32 2 2 3500 Ryo
Torpor S-Rank 34 2 2 5000 Ryo
Black Lilly S-Rank 36 2 2 7500 Ryo
Malice S-Rank 41 2 2 10,000 Ryo
Kamizuru Venom: This venom is extracted from the Kamizu’s Bee
POISON KIT Forest. A creature subjected to this poison must succeed a DC 19
A poisoner’s kit includes the vials, chemicals, and other equipment Constitution saving throw taking 6d8 poison damage, being poisoned
necessary for the creation of poisons and have 5 Charges. Proficiency and envenomed for the 1 hour on a failed save, or half damage and
with this kit lets you add your proficiency bonus to any skill checks no further effect on a successful save.
you make to craft or use poisons. The following Poisons cannot be Moulding Mushroom: This poison is extracted from the Molding
purchased by normal means and instead must be created or Fungi Forest. This poison can only be ingested to take effect. A
purchased from black market salesmen as their use is not wholly creature whom ingests this poison must succeed a DC 19
approved by most villages as a whole, while also not being outright Constitution saving throw be paralyzed for 1 hour on a failed save.
banned. These Poisons are generally applicable in a variety of Angel’s Breath: This poison is a mixed concoction made from
situations, being able to be both ingested and applied via a weapons Devils Kiss, Moulding Mushroom, and Assassins Blood. A creature
attack. Poison applied to weapons require a bonus action, and are subjected to this poison must succeed a DC 20 Constitution saving
only expended when striking a creature. Once expended in this way, throw becoming Unconscious for 96 Hours (4 Days) on a failed save,
the poison is no longer able to be applied by the weapon without or being Slowed, and Weakened for 24 hours on a Successful save.
being reapplied. Over the course of a short rest, when you would Zetsubo Petals: This poison is developed using an extremely rare
attempt to make a Poison, spend a Charge equal to the effective flower only found in the land of Iron. A creature subjected to this
Rank of the Poison being made, and make an Intelligence or Wisdom poison must succeed a DC 21 Constitution saving throw gaining 5
(Poison Kit) check vs the poison Craft DC. On a success you create ranks of Envenomed and the Berserk Condition for the next hour on
the poison, on a failure, you waste whatever resources were used to a failed save, or becoming poisoned for 1 hour on a successful save.
attempt to make the poison. Torpor: This poison is given a deceptively simple name considering
Assassins Blood: A creature subjected to this poison must make a it is known as one of the top 3 poisonous concoctions in the shinobi
DC 12 Constitution saving throw. On a failed save, it takes 2d6 world. A creature subjected to this poison must succeed a DC 22
poison damage and is poisoned for 24 hours. On a successful save, Constitution saving throw being poisoned for 1 week, when they
the creature takes half damage and isn’t poisoned. would regain hit points by any means, they instead gain 1/4 th of the
Serpent Venom: This poison is created by extracting it from a amount they would regain, and taking 10d8 poison damage every
dead or incapacitated poisonous snake. A creature subjected to this 24hours. This poison cannot be neutralized with a Jutsu or effect of
poison must succeed a DC 13 Constitution saving throw. On a failed Rank, no less than A-Rank on a failed save, or half a much on a
save it takes 4d6 Poison damage and is poisoned for 24 hours. successful save.
Midnight Tears: A creature subjected to this poison suffers no Black Lilly: This poison is crafted from the mysterious Black lotus
effect until the stroke of midnight. If the poison has not been Lilly. This flower is so poisonous, when it grows it usually kills all
neutralized before then, the creature must succeed a DC 15 wildlife within 1 mile of it. This flower is known to grow once every
Constitution saving throw, taking 6d6 poison damage on a failed year in the Black Forest, in the land of fire. A creature subjected to this
save, and half as much on a successful one. poison must succeed a DC 23 Constitution saving throw taking 15d8
Ether: This poison is not directly used in combat as its more used poison damage every hour for the next 5 hours and gains the
in espionage and political manipulation. A creature subjected to this poisoned condition. If a creature is within 5 feet of another creature
poison must succeed a DC 16 Constitution saving throw being while breathing, the unaffected creature has to succeed a DC 18
charmed by the first creature they see, that issues a command to Saving throw suffering the same effects as the original creature. This
them for 24 hours. poison can be nullified by a Jutsu or effect of no less than S-Rank.
Wolfs Bane: This is a poison that best ingested, but can be applied Malice: This poison was created by a shinobi by the name of Sasori
to a weapon for less potency. A creature whom ingests this poison and was long since banned by all villages. This poison is one of
must succeed a DC 17 Constitution saving throw being Poisoned for legendary fatality. A creature subjected to this poison must succeed a
72 hours, taking 10d4 poison damage, and being slowed for the DC 25 Constitution saving throw ignoring resistance or Immunity. On a
duration of the poison or half as much on a successful save. A failed save the affected creature becomes unconscious for 72 hours,
creature subjected to this poison via a weapon attack must succeed and immediately dies at the end of the duration. This poison can be
a DC 16 constitution saving throw taking 5d6 poison damage on a nullified by a Jutsu or effect of no less than S-Rank.
failed save and half as much on a success.
Devils Kiss: This poison is best ingested, but can be applied to a
weapon for less potency. A creature whom ingests this poison must
succeed a DC 20 Constitution saving throw, as the poison ignites the
stomach acid within the creature taking 8d8 fire damage that ignores
resistances on a failed saved, or half as much on a successful save.
The creature must succeed a DC 18 Constitution saving throw each
round until they pass, ending this effect, taking 3d8 fire damage on a
failed save.
41
SECURITY KIT
A security kit includes the tools and mechanical components
necessary to bypass electronic and mechanical locks. It includes TRAPPERS KIT
sensor devices, a specialized Radio link designed to detect silent This kit includes all of the necessary implements to prepare and set
alarms, a small file, a set of lockpicks, a small mirror mounted to an traps to snare and capture creatures who set them off. Proficiency with
elongated handle, a set of narrow-bladed scissors, and a pair of pliers. this kit lets you add your proficiency bonus to any skill checks you make
Proficiency with these tools lets you to do the following; to create a trap of any kind. Also, proficiency with this kit is required to
Pick locks (1 Charge). By spending a minimum of 1 Action based on create Traps.
Lock Quality as shown on the Locks Table. Make five Dexterity, Create a Trap (1 Charge). You attempt to create a trap. By spending
Intelligence or Wisdom (Security Kit) check vs the Lock DC, you can 1 (one) charge of this kit, you begin the process to manufacturing a
choose to roll all at once or one at a time.. special trap found in the Traps section of this chapter.
By spending additional charges, you gain a +2 bonus to your All Traps begin at D-Rank and increases in stature by 1 degree every
Security Kit check results for each charge spent. You must spend the rank up until S-Rank. For every Rank a builder would attempt to
charges prior to making the check. If you chose to roll all five checks at increase a Traps Rank by, they increase the DC required to build the
once you can pre-spend as many charges as you desire, then apply trap (Build DC) by +4 and the Save and Notice/Disable DC of the trap by
each +2 bonus to each die then add your Dexterity, Intelligence or +2. If a creature beats the Build DC by 5 or more, the Traps Save DC is
Wisdom (Security Kit) bonus to each result to speed things up. Based increased by +1 and the Notice/Disable DC is increased by +2, for every
on the amount of failures you have vs the quality of the lock, you 5 the creature beat the Build DC by.
either pass and successfully unlock the lock or fail and break the locks Additionally for every Rank, beyond D-Rank a trap is, it’s damage, if
inner workings jamming it. any is increased by +2 damage die.
Disarm Traps (2 Charges). As an action you begin to attempt to These traps requires an active Wisdom (Perception) or Intelligence
disarm a live trap. Make a single Dexterity, Intelligence or Wisdom (Investigation) check vs its Notice DC to be noticed. If a trap is noticed
(Security Kit) check vs the Disarm DC of the target trap. On a success prior to it being triggered, then a creature with the appropriate Toolkit
you disarm the trap. On a failure the trap triggers making you the can attempt to disable it so long as they are within 5 feet of the
triggering creature. By spending additional charges, you gain a +2 bonus triggering area. On a failed check, the trap triggers anyway.
to your Security Kit check results. Finally, the constructor of a Trap can make a trap either a Snare or
Trigger based trap. A snare-based trap is a trap that has a set trigger
and cannot be activated manually except by an unsuccessful Disable
U TILITY K ITS attempt. A trigger-based trap is a trap that can only be manually or
remotely activated by its maker or whomever they designate as a
Item Bulk Cost
triggering creature.
Camping Kits 5 75 Ryo Enhanced a Trap (x Charges). When you ate creating a trap, by
Two-person Tent (2) spending an additional 2 charges, you are able to enhance it, making it
more difficult to avoid or more lethal. For every 2 charges you spend
Bedroll (2)
enhancing a trap, increase the save DC to avoid the effects of the trap
Blanket (1) by +1 or the skill check DC to notice the Trap by +2 or the damage a
Mess Kits 3 50 Ryo trap does by +1 damage die.

Field Rations (7 Day) (1)


WEAPONSMITH KIT
Cooking/Eating Utensils (2) This kit includes all of the necessary implements to prepare and create
Pocket Watch 50 Ryo mundane weapons while in the presence or access of extreme heat and
cooling capabilities. Proficiency with this kit lets you add your
Rope (50 ft) 20 Ryo
proficiency bonus to any skill checks you make to make weapons. Also,
Field Rations (1 Day) 5 Ryo proficiency with this kit is required to create Chakra Enhanced
Glow Rod 5 Ryo Weapons of any type.

Heat Generator 100


Ryo
Binoculars 25 Ryo
Two-person Tent 50 Ryo

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 750 Ryo
by +2.
Supreme Trappers 12 Gain a +1d4 bonus to all checks made to create a trap, increase the notice DC by 1000 Ryo
Kit +2 and the Disarm DC by 1d4.

42
SCROLLS S CROLLS
Scrolls in the Naruto Universe are one of the primary tools in a
Scroll Type Bulk Cost
ninja’s arsenal. The average sized scroll is small enough that several
can be carried at the same time, either in a flak jacket or in a pouch. Blank Weapon/ Item/ Jutsu Scroll 1 50 Ryo
Larger scrolls are usually carried on the ninja's back. In addition to Jutsu Scroll 1
writing on scrolls, ninja use them to summon creatures, people, and
E-Rank 25 Ryo
items, making transportation easier and providing more options
when on a mission. Some techniques can also be stored in scrolls D-Rank 100 Ryo
with enough time. C-Rank 250 Ryo
There are a variety of scroll types that a shinobi can use to assist
B-Rank 1000 Ryo
in carrying or transporting things.
A-Rank 2500 Ryo
ITEM SCROLL S-Rank 5000 Ryo
This scroll is designed with the intent to seal, and store up to 5 Bulk
worth of tools, objects, or miscellaneous items. Items can be stored
in this scroll at a rate of 1 bulk per 10 minutes of downtime or during
downtime.
You could also purchase these scrolls with items already sealed S TORAGE T OOLS
into them. Such scrolls usually only have a single object sealed inside Item Bulk Bonus Cost
of it. The more rare or expensive the item, the scroll usually will
Shinobi Backpack* +10 Bulk 250 Ryo
reflect this cost but with an additional tax for the time used to seal
the item. Shinobi Waist Bag* +5 Bulk 75 Ryo

WEAPON SCROLL
Shinobi Belt Pouch* +3 Bulk 50 Ryo

This scroll is designed with the intent to seal, and store Single Shinobi Leg Pouch* +2 Bulk 25 Ryo
weapons of no greater than 5 Bulk. Weapons sealed this way usually Thermos - 5 Ryo
require 1 hour of prep time to seal into a scroll due to their size in
Wallet - 5 Ryo
comparison to smaller items in an Item Scroll. Weapons seals inside
of a Weapon scroll can be summoned from the scroll on command Ration Case - 5 Ryo
as a bonus action. Doing this does destroy the scroll in the process. *You can only benefit from one Shinobi storage tool of the same
When you store Weapons with the ammunition quality, you store type, once. Ex. You cannot benefit from having 10 Leg pouches or
1 full stack (1d8 Ammunition Die) of the weapons in a scroll. You can 5 Belt Pouches. You only benefit from 1 of each.
as a Bonus action restore your Ammunition die of that weapon type,
by expending a weapon scroll, with those weapons sealed inside
them. Doing this does destroy the scroll in the process.

JUTSU SCROLL J UTSU S CROLLS


A Jutsu scroll bears the words, formula’s and concepts behind a
single Ninjutsu or Genjutsu, written in a mystical cipher. If you have Jutsu
a jutsu sealed inside the scroll on your known jutsu list, you can read Rank Rarity Downtime Cost Save DC Attack Bonus
and cast the stored jutsu as an action without providing any E-Rank Common 0-Weeks (1 13 +5
additional components. Otherwise, you require a Ninshou for Day)
Ninjutsu or Illusion for Genjutsu, skill check to determine the jutsu
D-Rank Uncommo 1-Weeks 15 +7
sealed inside the scroll. The DC equals 15 + The Jutsu’s rank (D-Rank:
n
1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). This DC can be
increased or decreased at the DM’s discretion based on the C-Rank Rare 3-Weeks 17 +9
probability of you seeing or hearing about this jutsu if at all. Scrolls B-Rank Very Rare 5-Weeks 19 +11
found or purchased with a Jutsu sealed inside the Scroll have a A-Rank Legendary 7-Weeks 21 +13
predefined Save DC and attack bonus based on the rank of the jutsu
used. If you want to seal a Jutsu inside a blank Jutsu scroll, it requires S-Rank Legendary 9-Weeks 24 +15
a Ninshou or Illusions check based on the jutsu sealed, and
Downtime to do it. Once a Jutsu Scroll has been used, it is destroyed.

43
CHAPTER 6: USING ABILITY SCORES
ix abilities provide a quick description of every creature’s A BILITY S CORES & M ODIFIERS

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

ABILITY SCORES AND MODIFIERS


26-27 +8
28-29 +9
Each of the creature's abilities has a score, a number that defines the
30 +10
magnitude of that ability. An ability score is not just a measure of
innate capabilities, but also encompasses a creature’s training and
competence in activities related to that ability. give a character advantage on checks related to the character’s
A score of 8 or 9 is the normal human average, but Shinobi and personality, ideals, or bonds. The GM can also decide that
many monsters are a cut above average in most abilities. A score of circumstances influence a roll in one direction or the other and grant
18 is the highest that a person usually reaches in their lifetime. advantage or impose disadvantage as a result.
Shinobi can have scores as high as 20, and monsters and villains can
have scores as high as 30.
The Ability Scores and Modifiers table notes the ability modifiers PROFICIENCY BONUS
for the range of possible ability scores, from 1 to 30. It is possible to Characters have a proficiency bonus determined by level, as detailed
reach higher values than what is listed on the table. in chapter 1. Adversaries also have this bonus, which is incorporated
To determine an ability modifier without consulting the table, in their stat blocks. The bonus is used in the rules on ability checks,
subtract 10 from the ability score and then divide the total by 2 skill checks, saving throws, armor class and attack rolls.
(round down). Your proficiency bonus can’t be added to a single die roll or other
Because ability modifiers affect almost every attack roll, skill number more than once.
check, ability check, and saving throws, ability modifiers come up in Occasionally, your proficiency bonus might be multiplied or
play more often than their associated scores. divided (doubled or halved. for example) before you apply it. If a
circumstance suggests that your proficiency bonus applies more than

ADVANTAGE AND once to the same roll, you still add it only once and multiply or divide

DISADVANTAGE
it only once.
By
the
A BILITY C HECK DC’ S (G ENERIC )
Sometimes a special ability or power tells you that you have
advantage or disadvantage on an ability check, skill check, a saving same Task Difficulty DC
throw, or an attack roll. When that happens, you roll a second d20 Very Easy 7
when you make the roll. Use the higher of the two rolls if you have Easy 9
advantage, and use the lower roll if you have disadvantage. For
Medium 12
example, if you have disadvantage and roll a 17 and a 5, you use the
5. If you instead have advantage and roll those numbers, you use the Hard 17
17. Very Hard 21
If multiple situations affect a roll and each one grants advantage or Nearly Impossible 25
imposes disadvantage on it, you don’t roll more than one additional
d20. If two favorable situations grant advantage, for example, you
Unprecedented 30
still roll only one additional d20.
If circumstances cause a roll to have both advantage and token, if a feature or effect allows you to multiply your proficiency
disadvantages, you are considered to have neither of them, and you bonus when making an ability check that wouldn’t normally benefit
roll one d20. This is true even if multiple circumstances impose from your proficiency bonus, you still don’t add the bonus to the check.
disadvantage and only one grants advantage or vice versa. In such a For that check your proficiency bonus is 0, given the fact that
situation, you have neither advantage or disadvantage. multiplying 0 by any number is still 0. For instance, if you lack
When you have advantage or disadvantage and something in the proficiency in the History skill, you gain no benefit from a feature that
game lets you reroll the d20, you can reroll only one of the dice. You lets you double your proficiency bonus when you make Intelligence
choose which one. For example, if Sasuke has advantage on an (History) checks. In general, you don’t multiply your proficiency bonus
ability check and rolls a 1 and a 13, then Sasuke could use that for attack rolls or saving throws. If a feature or effect allows you to do
feature to reroll the 1. so, these same rules apply.
You usually gain advantage or disadvantage through the use of
special abilities, actions, or Jutsu. Will of Fire (see chapter 3) can also
44
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 toolkit.
When you would make a d20 roll, in which you have gained Mastery, Level Easy DC Medium DC Hard DC Very Hard
you add an additional +2 to the result to your check. If you would gain 1-3 11 17 21 23
Mastery from multiple different sources, you gain an additional rank of
4-6 12 18 22 24
Mastery, the bonus is increased.
Sources of Mastery; 7-9 13 19 23 25
• One Source: Rank 1 Mastery (+2) 10-12 14 20 24 26
• Two Sources: Rank 2 Mastery (+4) 13-15 15 21 25 27
• Three Sources: Rank 3 Mastery (+6)
16-18 16 22 26 28

SKILL CHECKS
While gaining stacking Ranks of Mastery sounds simple, you are limited 19+ 17 23 27 29
by your total level.
• Between levels 1-6, you can only gain 1 Rank of Mastery. Each ability covers a broad range of capabilities, including skills that
• Between levels 7-11, you can gain up to 2 Ranks of Mastery. a character or a monster can be proficient in. A skill represents a
• When you reach levels 12+, you can have up to 3 Ranks of Mastery. specific aspect of an ability score, and an individual’s proficiency in a
skill demonstrates a focus on that aspect. (A character’s starting skill
If you have more than three sources of mastery, the maximum proficiencies are determined at character ~ creation, and the
possible bonus you can have is +6. monster's skill proficiencies appear in the monster’s stat block.)
Ranks of Mastery is categorized utilizing Shinobi Ranks where For example, a Dexterity check might reflect a character’s attempt
applicable; to pull off an acrobatic stunt, to palm an object, or to stay hidden.
• No Proficiency: Not Proficient Each of these aspects of Dexterity has an associated skill: Acrobatics,
• Proficiency: Genin Mastery (or Genin Rank) Sleight of Hand, and Stealth, respectively. So, a character who has
• Rank 1 Mastery: Chunin Mastery (or Chunin Rank) proficiency in the Stealth skill is particularly good at Dexterity checks
• Rank 2 Mastery: Jonin Mastery (or Jonin Rank) related to sneaking and hiding.
• Rank 3 Mastery: Sanin or Kage Mastery (or Sanin/Kage Mastery) The skills related to each ability score are shown in the following
list. See an ability’s description in the later sections of this chapter

ABILITY CHECKS for examples of how to use a skill associated with an ability.
Strength: Athletics, Martial Arts
An ability check tests a character or monster’s innate talent and
Dexterity: Acrobatics, Sleight of Hand, Stealth
training in an effort to overcome a challenge. The GM calls for an ability
Constitution: Chakra Control
check when a character or monster attempts an action (other than an
Intelligence: Crafting, History, Investigation, Nature, Ninshou
attack) that has a chance of failure. When the outcome is uncertain, the
Wisdom: Animal handling, Illusions, Insight, Medicine, Perception,
dice determine the results.
Survival
For every ability check, the GM decides which of the 6 abilities is
Charisma: Deception, Intimidation, Performance, Persuasion
relevant to the task at hand and the difficulty of the task, represented
by Difficulty Class. The more difficult a task, the higher its DC. The Sometimes, the GM might ask for a skill check using a specific skill-
typical difficulty classes table shows common DCs. for example, “Make a Wisdom (Perception) check.” At other times, a
To make an ability check, roll a d20 and add the relevant ability player might ask the GM if proficiency in a particular skill applies to a
modifier. As with other d20 rolls, apply bonuses and penalties, and check. In either case, proficiency in a skill means an individual can
compare the total to the DC. If the total equals or exceeds the DC, the add his or her proficiency bonus to checks that involve that skill.
ability check is a success, the creature overcomes the challenge at Without proficiency in the skill, the individual makes a normal ability
hand. Otherwise, it’s a failure, which means the character or monster check.
makes no progress toward the objective or makes progress combined For example, if a character attempts to climb up a dangerous cliff.
with a setback determined by the GM. The Dungeon Master might ask for a Strength (Athletics) check. If the
character is proficient in Athletics, the character’s proficiency bonus
CONTESTS is added to the Strength check. If the character lacks that
Sometimes one character or monster’s efforts are directly opposed to proficiency, he or she just makes a Strength check.

PASSIVE CHECKS
another’s. This can occur when both of them are trying to do the same
thing and only one can succeed, such as attempting to snatch up a
ring that has fallen on the floor. This situation also applies when one A passive check is a special kind of skill check that doesn’t involve
of them is trying to prevent the other one from accomplishing a goal. any die rolls. Such a check can represent the average result for a task
For example, when a monster tries to force open a door that an done repeatedly, such as searching for secret doors over and over
adventurer is holding closed. In situations like these, the outcome is again, or can be used when the GM wants to secretly determine
determined by a special form of ability check, called a contest. whether the characters succeed at something without rolling dice,
Both participants in a contest make ability checks appropriate to such as noticing a hidden monster.
their efforts. They apply all appropriate bonuses and penalties, but Here’s how to determine a character’s total for a passive check:
instead of comparing the total to a DC, they compare the totals of
their two checks. The participant with the higher check total wins the 10 + all modifiers that normally apply to the check.
contest. That character or monster either succeeds at the action or If the character has advantage on the check, add 5. For
prevents the other one from succeeding. disadvantage, subtract 5. The game refers to a passive check total as
If the contest results in a tie, the situation remains the same as it a score.
was before the contest. Thus, one contestant might win the contest For example, if a 1st-level character has a Wisdom of 15 and
by default. If two characters tie in a contest to snatch a ring off the proficiency in Perception, he or she has a passive Wisdom
floor, neither character grabs it. In a contest between a monster trying (Perception) score of 14.
to open a door and an adventurer trying to keep the door closed, a tie
means that the door remains shut The rules on hiding in the “Dexterity” section below rely on
passive checks, as do the exploration rules in chapter 7.

45
WORKING TOGETHER • You see a Taijutsu or Bukijutsu and attempt to Identify if you have
seen or heard of it before as a reaction.
Sometimes two or more characters team up to attempt a task. The • You begin to create the foundations of a new Taijutsu form or
character who’s leading the effort, or the one with the highest ability
technique while training or creating a jutsu
modifier, can make an skill check with advantage, reflecting the help • You clash Taijutsu attacks with another creature and must best
provided by the other characters. In combat, this requires the Help
them in a bout of Strength or Speed overcoming their skill in their
action (see chapter 8).
respective technique with your own during a jutsu clash.
A character can only provide help if the task is one that he or she
could attempt alone. For example, trying to open a lock requires Other Strength Checks. The GM might also call for a Strength
proficiency with security kits, so a character who lacks that check when you try to accomplish tasks like the following:
proficiency can’t help another character in that task. Moreover, a • Force open a stuck, locked, or barred door
character can help only when two or more individuals working • Break free of bonds
together would actually be productive. Some tasks, such as • Push through a tunnel that is too small
threading a needle, are no easier with help. • Hang on to a wagon while being dragged behind it
• Tip over a statue
GROUP CHECKS • Keep a boulder from rolling
When a number of individuals are trying to accomplish something as
a group, the GM might ask for a group ability or skill check. In such a
situation, the characters who are skilled at a particular task help
ATTACK ROLLS AND DAMAGE
You add your Strength modifier to your attack roll and your damage
cover those who aren’t.
roll when attacking with a melee weapon such as a Great Axe or
To make a group ability or skill check, everyone in the group
Naginata. You use melee weapons to make melee attacks in hand-to-
makes the check. If at least half the group succeeds, the whole group
hand combat, and some of them can be thrown to make a ranged
succeeds. Otherwise, the group fails.
attack.
Group checks don’t come up very often, and they’re most useful
when all the characters succeed or fail as a group. For example,
when adventurers are navigating a swamp, the GM might call for a
LIFTING AND CARRYING
Your Strength score determines the amount of weight you can bear.
group Wisdom (Survival) check to see if the characters can avoid the
The following terms define what you can lift or carry.
quicksand, sinkholes, and other natural hazards of the environment.
Carrying Capacity. Your carrying capacity is your Strength score
If at least half the group succeeds, the successful characters are able
multiplied by 15. This is the weight (in pounds) that you can carry,
to guide their companions out of danger. Otherwise, the group
which is high enough that most characters don’t usually have to
stumbles into one of these hazards.
worry about it.

USING EACH ABILITY SCORE


Push, Drag, or Lift. You can push, drag, or lift a weight in pounds
up to twice your carrying capacity (or 30 times your Strength score).
Every task that a character or monster might attempt in the game is While pushing or dragging weight in excess of your carrying capacity,
covered by one of the six abilities. This section explains in more your speed drops to 5 feet.
detail what those abilities mean and the ways they are used in the Size and Strength. Larger creatures can bear more weight,
game. whereas tiny creatures can carry less. For each size category above
Medium, double the creature’ carrying capacity and the amount it
STRENGTH can push. drag, or lift. For a Tiny creature, halve these weights.

Strength measures bodily power, athletic training, and the extent to


which you can exert raw physical force.
DEXTERITY
Dexterity measures agility, reflexes, and balance.
STRENGTH CHECKS
A Strength check can model any attempt to lift, push, pull, or break DEXTERITY CHECKS
something, to force your body through a space, or to otherwise A Dexterity check can model any attempt to move nimbly, quickly, or
apply brute force to a situation. The Athletics skill reflects aptitude in quietly, or to keep from falling on tricky footing. The Acrobatics,
certain kinds of Strength checks. The Taijutsu Skill reflects your Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of
aptitude to use complex Taijutsu maneuvers, and recognize another Dexterity checks.
creature's physical aptitude in Taijutsu and general knowledge in Acrobatics. Your Dexterity (Acrobatics) check covers your attempt
Taijutsu. to stay on your feet in a tricky situation, such as when you’re trying
Athletics. Your Strength (Athletics) check covers difficult to run across a sheet of ice, balance on a tightrope, or stay upright
situations you encounter while climbing. jumping. or swimming. on a rocking ship's deck. The GM might also call for a Dexterity
Examples include the following activities: (Acrobatics) check to see if you can perform acrobatic stunts,
• You attempt to climb a sheer or slippery cliff, avoid hazards while
including dives, rolls, somersaults, and flips.
Sleight of Hand. Whenever you attempt an act of legerdemain or
scaling a wall, or cling to a surface while something is trying to
manual trickery, such as planting something on someone else or
knock you off.
concealing an object on your person, make a Dexterity (Sleight of
• You try to jump an unusually long distance or pull off a stunt
Hand) check. The GM might also call for a Dexterity (Sleight of Hand)
midjump.
check to determine whether you can lift a wallet off another person
• You struggle to swim or stay afloat in treacherous currents, storm-
or slip something out of another person’s pocket.
tossed waves, or areas of thick seaweed. Or another creature tries
Stealth. Make a Dexterity (Stealth) check when you attempt to
to push or pull you underwater or otherwise interfere with your
conceal yourself from enemies, slink past guards, slip away without
swimming.
being noticed, or sneak up on someone without being seen or heard.
Martial Arts. Your Strength (Martial Arts) check covers situations The result of this check is vs the opposing creatures Wisdom
you encounter while training, learning, or Encountering Complex (Perception) checks.
Martial arts Maneuvers. This skill can also be Applied to Intelligence Other Dexterity Checks. The GM might call for a Dexterity check
to signify more knowledge on a particular maneuver or technique or when you try to accomplish tasks like the following:
Dexterity to signify a more agile version or attempt at a Maneuver, • Control a heavily laden cart on a steep descent
This Skill is placed in Strength as a baseline, but applies to these 2 • Steer a chariot around a tight turn
Skills as well. Examples include the following activities:
46
• Pick a lock (Stealth) check with that creature’s passive Wisdom (Perception)
• Disable a trap score, which equals 10 + the creature’s Wisdom modifier, as well as
• Securely tie up a prisoner any other bonuses or penalties. If the creature has advantage, add 5.
• Wriggle free of bonds For disadvantage, subtract 5.
• Play a stringed instrument What can you See? one of the main factors in determining
whether you can find a hidden creature or object is how well you can
ATTACK ROLLS AND DAMAGE see in an area, which might be lightly or heavily obscured. (See
You add your Dexterity modifier to your attack roll and your damage Chapter 7)
roll when attacking with a ranged weapon. such as a short bow or
Shuriken. You can also add your Dexterity modifier to your attack roll S TEALTH C HART
and your damage roll when attacking with a melee weapon that has Stealth Status Effect/Definition
the finesse property, such as a Katana or Broadsword.
Observed/Seen Creatures can see you. You are not
ARMOR CLASS Hidden or Undetected and cannot gain
the benefit of either.
Depending on the armor you wear, you might add some or all of
your Dexterity modifier to your Armor Class. Hidden/Unseen/ Creatures are aware of your presence
Aware but they cannot see you and do not
INITIATIVE know your location. Creatures who are
At the beginning of every combat, you roll initiative by making a aware of your presence can take the
Dexterity check + half your proficiency rounded down. Initiative search action to attempt to find you.
determines the order of creatures’ turns in combat, as described in Unaware/ Creatures are unaware of your
chapter 8. Undetected presence and do not know of your
location. While you are undetected you
STEALTH can gain the benefit of surprising a
When you would attempt to become imperceptible to another creature, triggering a surprise round.
creature by gaining total cover, becoming undetected or even
becoming completely hidden is considered the act of Stealth. When
you would attempt to do this, you must follow the Rules, actions and
conditions laid out below. CONSTITUTION
Concealing An Object. You attempt to hide a small object on your The Constitution measures health, stamina, vital forces, and Chakra
person (such as a weapon with the hidden quality). When you try to limits.
sneak a concealed object past someone who might notice it, as an
action make a Dexterity (Sleight of Hand) check vs the creatures CONSTITUTION CHECKS
Passive Perception. Once you make your Sleight of Hand check, you Constitution checks are uncommon. Only one skill applies to
do not reroll this no matter how many other passive observers you Constitution checks and that would be your Chakra Control, the rest
attempt to sneak it past. If a creature is specifically searching you for of the effects that Constitution provides can be seen as always
a hidden item, the creature instead makes a Wisdom (Perception) active, or Passive. Because the endurance this ability represents is
check vs the result of your check, finding the object on a success. largely passive rather than involving a specific effort on the part of a
Hide. You attempt to hide using cover, heavy obscurement or character or monster. A Chakra control check can be used to model
darkness to become hidden. When you would attempt to Hide, you you attempting to control your chakra or a jutsu with much finer
make a Dexterity (Stealth) check. This result is compared to the focus or empowering it beyond its normal parameters. A
Passive perception of all creatures that are unaware of your Constitution check can model your attempt to push beyond normal
presence. You do not need to remake this Dexterity (Stealth) check limits, however.
so long as you do not attempt to Sneak or move and remain Chakra Control. Your Constitution (Chakra Control) check covers
perfectly still on your turn. Creatures that are aware of your your attempt to manipulate your chakra in any way. Additionally,
presence but do not know of your location can choose to take the this check s mad whenever you would make a Concentration check
Search action on their turn to look for you. You can’t hide from a to maintain a jutsu your concentrating on.
creature that can see you, and if you make noise (such as shouting a Other Constitution Checks. The GM might call for a constitution
warning or knocking over a vase), you give away your position. An check when you try to accomplish tasks like the following:
invisible creature can’t be seen, so it can always try to hide. Signs of
• Hold your breath
its passage might still be noticed, however, and it still has to stay
• March or labor for hours without rest
quiet. Once you are observed or seen by a hostile creature, all
• Go without sleep
creatures allied with that creature becomes aware of your position
as well. • Survive without food or water

Sneak. You can only attempt to sneak while you are hidden or • Quaff an entire stein of sake in one go
undetected. When you attempt to move while you are hidden it is
also called sneaking. While sneaking you can only move up to half of HIT POINTS
your speed. You must also make a Dexterity (Stealth) check which Your Constitution modifier contributes to your hit points. Typically,
cannot be remade unless by another effect dictating it (You can you add your Constitution modifier to each Hit Die you roll for your
sneak while burrowing, climbing, flying or swimming). The result of hit points.
the check is compared to all creatures within 30 feet of you passive If your Constitution modifier changes, your hit points maximum
perception. On a failure they become aware of your presence but changes as well, as though you had the new modifier from 1st level.
you are not immediately seen. They instead may begin to actively For example, if you raise your Constitution score when you reach 4th
look for you. If they do, you must make another Dexterity (Stealth) level and your Constitution modifier increases from +1 to +2, you
check vs their Wisdom (Perception) check. If you pass, you remain adjust your hit point maximum as though the modifier had always
unseen. On a failure they become aware of your location and you been +2. So, you add 3 hit points for your first three levels, and then
become observed. roll your hit points for 4th level using your new modifier. Or if you’re
Passive Perception. When you hide, there’s a chance someone 7th level and some effect lower your Constitution score so as to
will notice you even if they aren’t searching. To determine whether reduce your Constitution modifier by 1, your hit point maximum is
such a creature notices you, the GM compares your Dexterity reduced by 7.

47
CHAKRA POINTS Handling) check. You also make a Wisdom (Animal Handling) check to
Your Constitution modifier contributes to your chakra points. control your mount when you attempt a risky maneuver.
Typically, you add your Constitution modifier to each Chakra Die you Illusion. Your Wisdom (Illusion) check measures your ability to
roll for your chakra points. control, enhance, recognize, and create Genjutsu of any type you are
If your Constitution modifier changes, your Chakra point maximum experienced with. For example, if something about a situation seems
changes as well, as though you had the new modifier from 1st level. off the GM might allow you to make a Wisdom (Illusions) check to see if
For example, if you raise your Constitution score when you reach 4th you are under a Genjutsu.
level and your Constitution modifier increases from +1 to +2, you Insight. Your Wisdom (Insight) check decides whether you can
adjust your Chakra point maximum as though the modifier had determine the true intentions of a creature, such as when searching out
always been +2. So, you add 3 Chakra points for your first three a lie or predicting someone’s next move. Doing so involves gleaning
levels, and then roll your hit points for 4th level using your new clues from body language, speech habits, and changes in mannerisms.
modifier. Or if you’re 7th level and some effect lower your Medicine. A Wisdom (Medicine) check lets you try to stabilize a
Constitution score so as to reduce your Constitution modifier by 1, dying companion or diagnose an illness.
your Chakra point maximum is reduced by 7. Perception. Your Wisdom (Perception) check lets you spot, hear, or
otherwise detect the presence of something. It measures your general
INTELLIGENCE awareness of your surroundings and the keenness of your senses. For
example, you might try to hear a conversation through a closed door,
Intelligence measures mental acuity, accuracy of recall, and the eavesdrop under an open window, or hear monsters moving stealthily
ability to reason. in the forest. Or you might try to spot things that are obscured or easy

INTELLIGENCE CHECKS
to miss, whether they are orcs lying in ambush on a road, thugs hiding
in the shadows of an alley, or candlelight under a closed secret door.
An Intelligence check comes into play when you need to draw on
Survival. The GM might ask you to make a Wisdom (Survival) check
logic, education, memory, or deductive reasoning. The Crafting,
to follow tracks, hunt wild game, guide your group through frozen
History, Investigation, Nature, and Ninjutsu skills reflect aptitude in
wastelands, identify signs that wolves or Lions live nearby, predict the
certain kinds of Intelligence checks.
weather, or avoid quicksand and other natural hazards.
Crafting. Your Intelligence (Crafting) checks measure your ability
Other Wisdom Checks. The GM might call for a Wisdom check when
to appraise, repair, disable, or create objects of varying fields such as
you try to accomplish tasks like the following:
Technology, architecture and even demolitions. You can also use this
skill to recall information regarding the basics and advanced • Get a gut feeling about what course of action to follow
concepts of Crafting.
History. Your Intelligence (History) check measures your ability to CHARISMA
recall information about artifacts, histories, religions, cultures and Charisma measures your ability to interact effectively with others. It
other known or discovered facts or theories. includes such factors as confidence and eloquence, and it can represent
Investigation. When you look around for clues and make a charming or commanding personality.
deductions based on those clues, you make an Intelligence
(Investigation) check. You might deduce the location of a hidden CHARISMA CHECKS
object, discern from the appearance of a wound what kind of A Charisma check might arise when you try to influence or entertain
weapon dealt it, or determine the weakest point in a tunnel that others, when you try to make an impression or tell a convincing lie, or
could cause it to collapse. Poring through ancient materials in search when you are navigating a tricky social situation. The Deception,
of a hidden fragment of knowledge might also call for an Intelligence Intimidation, Performance, and Persuasion skills reflect aptitude in
(Investigation) check. certain kinds of Charisma checks.
Nature. Your Intelligence (Nature) check measures your ability to Deception. Your Charisma (Deception) check determines whether
recall lore about terrain, plants and animals, the weather, and you can convincingly hide the truth, either verbally or through your
natural cycles. actions. This deception can encompass everything from misleading
Ninshou. Your Intelligence (Ninshou) check measures your ability others through ambiguity to telling outright lies. Typical situations
to control, enhance, recognize, and create Ninshou of any type you include trying to fast-talk a guard, con a merchant, earn money through
are experienced with. This skill is also used when your ninjutsu with gambling, pass yourself off in a disguise, dull someone’s suspicions with
the Clash Keyword Clashes with an opposing Jutsu and a struggle false assurances, or maintain a straight face while telling a blatant lie.
ensues. Intimidation. When you attempt to influence someone through
Other Intelligence Checks. The GM might call for an Intelligence overt threats, hostile actions, and physical violence, the GM might ask
check when you try to accomplish tasks like the following: you to make a Charisma (Intimidation) check. Examples include trying
• Communicate with a creature without using words to pry information out of a prisoner, convincing street thugs to back
• Estimate the value of a precious item down from a confrontation, or using the edge of a broken bottle to
• Pull together a disguise to pass as a city guard convince a sneering informant to reconsider a decision.
• Forge a document Performance. Your Charisma (Performance) check determines how
• Win a game of skill well you can delight an audience with music, dance. acting, storytelling,
or some other form of entertainment.
WISDOM Persuasion. When you attempt to influence someone or a group of
people with tact, social graces, or good nature, the GM might ask you
Wisdom reflects how attuned you are to the world around you and to make a Charisma (Persuasion) check. Typically, you use persuasion
represents perceptiveness and intuition. when acting in good faith, to foster friendships, make cordial requests,
or exhibit proper etiquette. Examples of persuading others include
WISDOM CHECKS convincing a Chamberlain to let your party see the king, negotiating
A Wisdom check might reflect an effort to read body language, peace between warring tribes, or inspiring a crowd of townsfolk.
understand someone’s feelings, notice things about the environment, Other Charisma Checks. The GM might call for a Charisma check
or care for an injured person. The Animal Handling, Genjutsu, Insight, when you try to accomplish tasks like the following:
Medicine, Perception, and Survival skills reflect aptitude in certain kinds
• Find the best person to talk to for news, rumors, and gossip.
of Wisdom checks.
Animal Handling. When there is any question whether you can calm
down a domesticated animal, keep a mount from getting spooked, or
intuit an animal’s intentions, the GM might call for a Wisdom (Animal
48
SKILL BASED ACTIONS you instead choosing to run to preserve its own life. This beast
will leave if you Tame another creature.
Below you will find a list of actions that each skill can reasonably
take depending on if the character is not proficient, proficient, or has
at least 1 rank of Mastery.
MASTERY ACTION(S)
• Train Animal

ACROBATICS • By spending 1 Week of Downtime and making a DC 25


Wisdom (Animal Handling) check, you can train an animal
NON-PROFICIENT ACTION(S) you currently have Tamed or Bonded* with. When you do,
on a success the animal learns 1 Taijutsu or Bukijutsu using
• Maintain Balance its natural weapons in place of a Bukijutsu’s weapon
• As an Action, when moving into, or beginning your turn on a Component requirement. An animal can only have 1 learned
surface that is slippery, narrow or otherwise difficult to stand on Jutsu in this way from you. Additionally, a creature you have
or walk across without difficulty (This includes difficult terrain), Trained will not leave unless you have more than two Tamed
you can make a Dexterity (Acrobatics) check vs DC set by the DM creatures at a time. A Trained creature who leaves due to
based on the Skill Check DC’s table found in Chapter 6: Using having more than two trained creatures can be called back
Ability Scores on page 48 or Jutsu save DC if the cause of the to your side over the course of a Full-Rest.
effect is a Jutsu. On a success, until the end of the current turn,
you are able to move across the challenging surface as normal
without any penalty. On a failure, you fall prone.
ATHLETICS
PROFICIENT ACTION(S) NON-PROFICIENT ACTION(S)
• Trip
• Cat Fall [New]
• As part of the same action used to make an unarmed weapon
• As a Reaction, to falling any distance greater than 10 feet where
attack, on a hit you can choose to forgo your weapon/unarmed
you would take fall damage, you can use your graceful agility to
damage to instead trip a creature. When you do, make a
lessen the impact of the fall.
contested Strength (Athletics) check vs the target creatures
▪ When you would fall between 10-30 feet make an
Dexterity (Acrobatics) check. On a success the target falls prone.
Acrobatics check using an Easy DC of the GM’s choice. • Grapple [Changed]
▪ When you would fall between 30-50 feet make an
• As an Action, you can attempt to Grapple a creature. When you
Acrobatics check using a Medium DC of the GM’s choice.
do the target must make a contested Strength (Athletics) or
▪ When you would fall between 50-70 feet make an
Dexterity (Acrobatics) check vs your Strength (Athletics). On a
Acrobatics check using a Hard DC of the GM’s choice.
success (your result being greater than theirs), the creature is
▪ When you would fall 70+ feet make an Acrobatics check
Grappled. A grappled creature can spend an Action to remake
using a Very Hard DC of the GM’s choice.
the contested check vs you. On a success, they immediately
• The Skill Check DC’s table can be found in Chapter 6: Using
escape, ending the Grappled condition. A creature Grappled or
Ability Scores on page 48.
Restrained by you, can be shoved by you, using the Shove Skill
• Squeeze Through
Action. If a grappled or restrained creature is moved more than 5
• As an Action, you contort yourself to squeeze through a space
feet away from you it immediately ends either condition.
that would consider to be 1 size category smaller than you are.
▪ If you have at least 1 rank of Mastery in Athletics, if your
This action is for spaces that would be exceedingly difficult for a Grapple check result is greater than your targets contested
person to get through like a very thin separation between walls,
check result by 10 or more, the creature is instead treated
a small hold that takes time and focus to squeeze through. Make as Restrained by you. A Restrained creature can still
a Dexterity (Acrobatics) check vs a DC set by the DM based on
attempt their escape attempts at disadvantage.
the Skill Check DC’s table found in Chapter 6: Using Ability Scores • Shove
on page 48.
• In place of one of the attacks granted by the Attack Action, you

ANIMAL HANDLING
can attempt to Shove a creature. When you do, make a
contested Strength (Athletics) check vs the target creatures
Strength (Athletics), Strength (Martial Arts) or Dexterity
NON-PROFICIENT ACTION(S) (Acrobatics). On a success you push the target five feet in any
• Calm Animal direction. If you beat the targets check by 10 or more, you
• As a reaction, when encountering a hostile beast who can both instead push them 10 feet.
see and hear you, before any attacks have been made or damage ▪ If the target is grappled or restrained by you prior to the
dealt, you can attempt to calm them down. Make a Wisdom shove action being made, they cannot use Acrobatics.
(Animal Handling) check vs a (DC 8 + Targets Level). On a success, • If you are Proficient in Athletics, on a success, you instead push
you are able to calm them down into a non-hostile state causing the target five times your Strength Ability modifier. If you beat
them to potentially leave you and your immediate party alone. the targets check by 10 or more, you add an additional +5 feet
Any aggressive or hostile actions taken invalidates this actions. for every 5-point difference between your check and the
Once a creature has initiated combat, dealt damage or caused opposing check.
harm in any way to the beasts this non-hostile disposition ends • If you have at least 1 rank of Mastery in Athletics, on a success
on the creature. you instead push the target 10 times your Strength ability
modifier. If you beat the targets check by 10 or more, you add
PROFICIENT ACTION(S) +10 feet, for every 5-point difference between your check and
the opposing check.
• Tame Animal
• As an Action, while grappling with or interacting with a hostile or
heavily damaged (Less than 25% Hit points) beast, you can
PROFICIENT ACTION(S)
attempt to make a Wisdom (Animal Handling) check vs a DC (12 • Disarm [Changed]
+ Targets level). On a success you are able to tame the creature • In place of one of the attacks granted by the Attack Action, you
causing it to realize your strength and causing it to respect you to can attempt to Disarm a creature. When you do, make a
a greater level. This beast while tamed, will listen to only your contested Strength (Athletics) check vs the target creatures
commands as a Bonus action, but will not risk its life to protect Strength (Athletics) or Dexterity (Sleight of Hand). On a success,
49
you knock an item they are holding in either of their hands from
its grasp and it falls to the ground. If you beat their check by 10
DECEPTION
or more, it is instead knocked 10 or more feet away.
NON-PROFICIENT ACTION(S)
Chakra Control
• Create Diversion

PROFICIENT ACTION(S) • With a gesture, trick or combination of words, you can create a
diversion intended to draw creatures attention elsewhere. As an
• Maintain Focus
Action, make a Charisma (Deception) check vs the Passive
• As an action, you can attempt to maintain focus on any Jutsu you
Perceptions of all creatures whom attention you are trying to
are currently concentrating on. When you do, make a
divert. On a success all other allied creatures gain a 1d6 bonus to
Constitution (Chakra Control) check vs your Jutsu’s Save DC. On a
their stealth checks.
success, you do not need to make Chakra control checks to • Lie
maintain concentration until the beginning of your next turn.
• You try to fool someone with a false truth. As an Action, make a
• Suppress Chakra [Changed]
Charisma (Deception) check vs the Passive Insight of every
• By spending 1 minute of focus, you can suppress your chakra
creature you are trying to lie to. On a success, the target(s)
signature. When you do, you make a Constitution (Chakra
believes your lie. The DM may choose to provide them
Control) check. Recording the result. Creatures who’s passive
circumstance bonuses based on the nature of the lie you are
perception is lower than your result, cannot see your Chakra
trying to tell. Elaborate or highly unbelievable lies are much
with Chakra Sight. Additionally, effects that would sense your
harder to pass, and large elaborate lies are much more difficult
chakra signature (Sensing Technique, Kagura’s Mind Eye etc.) do
to maintain. At the DM’s discretion, if a creature initially believes
not automatically reveal or sense you without the target beating
your lie, it might attempt a contested Wisdom (Insight) or
your recorded result as a result of their Search Skill-Action.
Intelligence (History) check against your previous Charisma
▪ This benefit lasts for 10 minutes or until you spend chakra
(Deception) check results.
or a chakra like resource (White chakra, Uzumaki Cells,
Calories, Sage Chakra, etc.).
PROFICIENT ACTION(S)
MASTERY ACTION(S) • Impersonate
• You can attempt to pass yourself off as someone or something
• Draw Reserves
you are not. You alter your voice and adjust your mannerisms
• By spending 10 minutes of focus, you can draw out some of your
to imitate the object of your impersonation. When you do,
reserve chakra. Make a Constitution (Chakra Control) check. Vs a
make a Charisma (Deception) check. The result of this check
DC 20. On a success and for every 5 above the DC, you roll, you
becomes the DC all other creatures must challenge and beat to
are able to spend 1 Chakra die, regaining the spent die as chakra.
see through your impersonation unless you display obvious
reasons you are not the person you are impersonating.

CRAFTING
Creatures who are very familiar with the object of your
impersonation have advantage on checks to see through this
impersonation.
NON-PROFICIENT ACTION(S)
• Basic Repair MASTERY ACTION(S)
• While you have access to a Weaponsmith’s or Armor smith’s kit, • Feint [Changed]
even while not proficient, you can spend 10 minutes repairing • While engaged with a hostile creature, you can attempt a
damaged equipment. When an effect would permanently misleading flourish of fake attacks. As a bonus action, make a
damage or impose a penalty on a weapon, you can make an contested check using Charisma (Deception) vs the targets
Intelligence (Crafting) check vs a DC set by the DM based on the Wisdom (Insight). On a success your next melee attack is made
Skill Check DC’s table found in Chapter 6: Using Ability Scores on with a d4 bonus. Once you Feint on a creature, the next Feint
page 48. On a success you are able to remove the negative you make is made at disadvantage, unless you spend 1 full round
penalties. not attempting to Feint the creature.

PROFICIENT ACTION(S) ILLUSIONS


• Craft a Non-Chakra Enhanced Item
• You can craft items using the Non-Chakra Enhanced rules. NON-PROFICIENT ACTION(S)
• Craft Armor or Weapon Seals • Cast Genjutsu Scroll(s)
• You can craft armor or weapon seals using the Craft Armor or • You can cast Genjutsu from Scrolls you find, purchase or make of D-
Weapon Seal rules. Rank or less.
• Identify Seals
• If you have Proficiency you can cast Genjutsu from Scrolls you find,
• As a Reaction to seeing a weapon with Weapon seals or Armor purchase or make of B-Rank or less.
with Armor seals, you can make an Intelligence (Crafting) check. • If you have At least 1 rank of Mastery, you can cast Genjutsu from
Vs The highest ranked seal on the item. DC (D-Rank: 13, C-Rank: scrolls you find, purchase or make of S-Rank or less.
17, B-Rank: 21, A-Rank: 25, S-Rank: 29). On a success you
becomes aware of the seals on the weapon. PROFICIENT ACTION(S)
MASTERY ACTION(S) • Read The Enemy
• You can attempt to read an enemies actions. As a reaction when
• Superior Crafting
you see an enemy performing any series of Hand Seals (HS) as part
• You can craft Higher quality Armor and Weapons following the of the components needed to cast a Genjutsu. Make a Wisdom or
Non-Chakra Enhanced Item rules. Intelligence (Illusions) check vs the targets Genjutsu save DC. On a
• Enhanced Value
success, you become aware of the Jutsu being cast and gain +2 to
• For every week of downtime spent crafting, increase the AC or advantage on the saving throw made to resist it until the end
market value of items you can craft by an additional 150 ryo. of the current turn.
This counts for Items you craft following the Non-Chakra • Identify Genjutsu
Enhanced Item rules.
50
• You can attempt to identify a Genjutsu currently affecting an PROFICIENT ACTION(S)
object, area or creature. Make a Wisdom (Illusions) check vs the
• Demoralize [Changed]
jutsu’s save DC +5. On a success you become aware of the Genjutsu
• With a powerful taunt, insult, or even aggressive flex, you can
and its effects. If the Genjutsu is special and has a unique condition
shake an enemies resolve. As an action, chose a creature you
needed to be met to end its effects, you also become aware that it
can see within 30 feet of yourself. Make a contested Charisma
cannot be ended via normal means.
(Intimidation) check vs the targets Wisdom or Charisma

INSIGHT (Insight). On a success, the target gains 1 Rank of fear against


you. Once you use this Skill-action against a creature twice,
you cannot attempt it again against the same creature for 1
NON-PROFICIENT ACTION(S) hour as they become accustomed to your intimidating antics.
• See through lies • If you have 2 ranks of mastery in Intimidation, and you beat
• As a Reaction to a creature telling you something, you can attempt the DC by 10 or more, the target instead gains 2 ranks of Fear.
to make a Wisdom (Insight) check. The DM should make a roll in
secret even if the target is telling the truth to avoid giving away any INVESTIGATION
potential campaign secrets based on confirmation by omission. If
the target is lying the Insight check is opposed by the targets NON-PROFICIENT ACTION(S)
Charisma (Deception) check. On a success, you become aware the
• Study
target is potentially telling a lie, though you may not be fully aware
• You begin to study your memories, an object, creature, book,
of the context of lie. If you have undeniable proof you do not need
clue or another source of focus. While looking over this target
to make this check and choose to role play without the need for any
you attempt to gleam import information from it such as what
checks. You cannot make multiple Insight checks against the same
items its holding, has harmed it, its clan, background, affiliation,
statement or situation on a failure.
disposition towards you or others, race (If non-Human),
PROFICIENT ACTION(S) composition or any other piece of information you could gather
by studying something. You spend 1 minute studying your
• Sense Motive target. Make an Intelligence (Investigation) check vs a DC set by
• You can try to tell if a creatures behavior is abnormal. As an Action, the DM based on the Skill Check DC’s table found in Chapter 6:
choose one creature you can see and attempt to assess it for odd Using Ability Scores on page 48. On a success you are able to
body language, nervousness or other indicators that it might be gather one specific piece of information you may have been
trying to deceive someone. The DM should make a roll in secret looking for or something the DM is willing to provide.
even if the target is not doing anything odd to avoid giving away
any potential campaign secrets based on confirmation by omission. PROFICIENT ACTION(S)
If the target is lying the Insight check is opposed by the targets
• Research
Charisma (Deception) check. On a success, you become aware the
• By spending any amount of time between 10 minutes and 8
targets potential true intentions and get a solid idea of any chakra-
hours, you begin to perform a deep dive into a topic you are
based effect affecting it, if any. You cannot attempt to sense motive
focused on. If you spend any multiple of 10 minutes, up to 1
the same creature again until the situation changes significantly
hour you gain a +1 bonus to this check. For every hour you
based on DM discretion.
spend after the first, you instead gain a +1d4 bonus to this

HISTORY check. While researching you are looking for lost or deep
secrets lost to others. Make an Intelligence (Investigation)

NON-PROFICIENT ACTION(S)
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 48. On a
• Recall Knowledge success you are able to gain an important piece of Lore. In most
• You attempt to remember something regarding a specific topic cases the DM is encouraged to make the DC of this activity
related to your current situation. As an Action or Reaction, you challenging to avoid any anti-climactic realizations of
make an Intelligence (History) check vs a DC set by the DM information.
based on the Skill Check DC’s table found in Chapter 6: Using
Ability Scores on page 48. On a success you are able to MEDICINE
remember specific details of a certain scenario or event.
NON-PROFICIENT ACTION(S)
INTIMIDATION • Administer Aid

NON-PROFICIENT ACTION(S)
You begin to perform the basics of first aid on another creature
that is bleeding, bruised or concussed. As an Action, select
• Coerce [Changed] which condition you want to address and make a Wisdom
• Using threats either veiled or overt, you attempt to bully a (Medicine) check vs a DC 15. On a success, and for every 5 over
creature into doing what you want. You can only perform this the DC, you remove 1 Rank of either bleeding, bruised or
action while not in combat. You must spend at least 1 minute of concussed. You cannot administer aid to the same creature
conversation with a creature you can see. After 1 minute more than once per rest.
attempt a contested Intimidation check vs the targets Wisdom
Saving throw. Your GM may provide you or the target
circumstance bonuses based on the situation or environment.
On a success the target will perform the act you want them to
perform but will most likely retaliate against you in some way. If
you beat the DC by 10 or more, the target may decide against
retaliating against you in the short term.

51
PROFICIENT ACTION(S) PERCEPTION
• Treat Wounds
• By spending at least 10 minutes while you have access to a NON-PROFICIENT ACTION(S)
Medicine Kit. This Action while requiring a Medicine kit does • Search [Changed]
not spend a charge and can be used in addition to any of the • As an action, you can make a Wisdom (Perception) check vs
Medicine kits charge based effects that take 10 or more the targets Stealth or Notice DC intended to discern
minutes to complete. You treat an injured living creature. Make something that isn’t obvious. Such as noticing something that
a Wisdom (Medicine) check vs a Treat Wounds DC, based on is concealed.
the targets conditions. Condition values are based on the
targets approximate HP percentage. A creature can only gain
the benefit of this Action once per long rest.
PERFORMANCE
• If you have At least 1 rank of Mastery, and you successfully beat
the Critical Success Healing DC, you can access the effects of
NON-PROFICIENT ACTION(S)
Critical Healing. • Perform
• As an action, you begin a performance of some sort, be it a
T REAT W OUNDS T ABLE song, dance, a few jokes, a speech or even a pep talk. Making
Success a performance rarely directly impacts a situation on its own,
Target Healing Critical Success Success Critical instead it influences DCs of subsequent Persuasion,
Condition DC Healing DC Healing Healing Intimidation or Insight checks against the observers or even
80%+ 13 17 2d8+5 4d8+5 slightly adjust their attitudes, if the DM sees fit.
• While normally you can perform with the hope to gain the
60%+ 18 22 2d8+10 4d8+10
attention of anyone, with a specific proficiency with
40%+ 23 27 3d8+15 6d8+15 performance, you can gain the attention of specific
20%+ 28 32 3d10+20 6d10+20 individuals.
▪ Untrained: Commoners, Artisans, Genin
10%+ 33 37 4d10+25 8d10+25 ▪ Trained: Merchants, Minor Nobles, Chunin
▪ At Least 1 Rank of Mastery: High Nobility, Royalty, Jonin
*How to read/use this chart – When you would attempt a Treat Wounds action,
calculate the targets approximate hit point value by dividing their current hit
points with their maximum. When you have this value, make your medicine check. PERSUASION
Compare you medicine check result with this charts Success Healing DC. You can
select any healing value that your target would qualify for, based on your check NON-PROFICIENT ACTION(S)
result. For example, if your target has 45% of their remaining HP, but your check
• Gather Information
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. • You canvass local communities, bars, markets and gathering
places in an attempt to learn about a specific individual or

NINSHOU
topic. Make a Charisma (Persuasion) 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 48. On a success you are able to
NON-PROFICIENT ACTION(S) gather one specific piece of information you may have been
• Cast Ninjutsu Scroll(s) looking for or something the DM is willing to provide. This
• You can cast Ninjutsu from Scrolls you find, purchase or make process normally takes 2-3 hours.
of D-Rank or less. • Make an Impression/Request

• If you have Proficiency you can cast Ninjutsu from Scrolls you • With at least 1 minute of conversation, during which you
find, purchase or make of B-Rank or less. engage in charismatic flattery and other acts of goodwill, you
• If you have At least 1 rank of Mastery, you can cast Ninjutsu seek to make a good impression on someone to make them
from scrolls you find, purchase or make of S-Rank or less. agreeable enough to make a formal request to them. Make a
Charisma (Persuasion) check vs the targets Wisdom Save Bonus
PROFICIENT ACTION(S) +10. On a success, the target agrees to your request, but also
requires something in return. If you beat the DC by 10 or more,
• Read The Enemy
they do not request anything in return. On a failure, the target
• You can attempt to read an enemies actions. As a reaction refuses but may offer an alternative that is more beneficial to
when you see an enemy performing any series of Hand Seals themselves.
(HS) as part of the components needed to cast a Ninjutsu.
Make an Intelligence (Ninshou) check vs the targets Ninjutsu
save DC. On a success, you become aware of the Jutsu being
cast and gain +2 to AC or advantage on the saving throw made
to resist it until the end of the current turn.
• Identify Ninjutsu
• You can attempt to identify a Ninjutsu currently affecting an
object, area or creature. Make an Intelligence (Ninshou) check
vs the jutsu’s save DC +5. On a success you become aware of
the Ninjutsu and its effects. If the Ninjutsu is special and has a
unique condition needed to be met to end its effects, you also
become aware that it cannot be ended via normal means.

52
SLEIGHT OF HAND STEALTH
NON-PROFICIENT ACTION(S) NON-PROFICIENT ACTION(S)
• Palm an Object • Hide
• You can palm/hide a small unattended object without being • You attempt to hide using cover, heavy obscurement or
noticed. Make a single Dexterity (Sleight of Hand) check vs darkness to become hidden. When you would attempt to
creatures who are not directly looking at you Passive Hide, you make a Dexterity (Stealth) check. This result is
perception. A creature whom is watching you make a compared to the Passive perception of all creatures that are
contested check using their Wisdom (Perception). If they beat unaware 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 attempt to
attempting hiding of the object. Sneak or move and remain perfectly still on your turn.
• Steal Creatures that are aware of your presence but do not know of
• You can try and take a small object from another creature your location can choose to take the Search action on their
without being noticed. Typically, you can only steal an object turn to look for you. You can’t hide from a creature that can
that is small enough to fit in one hand such as a coin purse, see you, and if you make noise (such as shouting a warning or
small object or something similar and you automatically fail if knocking over a vase), you give away your position. An
the creature who has the object is in combat or on guard. invisible creature can’t be seen, so it can always try to hide.
Make a Dexterity (Sleight of Hand) vs the targets Passive Signs of its passage might still be noticed, however, and it still
perception. If the object is inside of the targets pockets or has to stay quiet. Once you are observed or seen by a hostile
clothing in any way, you suffer a -5 penalty to the check. The creature, all creatures allied with that creature becomes
DM may apply additional penalties to the check if the nature aware of your position as well.
of the object makes it harder to steal, such as a small item, in • Sneak
a larger bag or a single sheet of parchment mixed in with • You can only attempt to sneak while you are hidden or
other documents. On a success you are able to grab the object undetected. When you attempt to move while you are hidden
and claim it in a single hand. If there are other creatures it is also called sneaking. While sneaking you can only move up
within the same room, if any of their passive perceptions to half of your speed. You must also make a Dexterity (Stealth)
would beat your check, they notice your act. check which cannot be remade unless by another effect
dictating it (You can sneak while burrowing, climbing, flying or
PROFICIENT ACTION(S) swimming). The result of the check is compared to all
• Disable a Device/Trap creatures within 30 feet of you passive perception. On a
failure they become aware of your presence but you are not
• This action allows you to disarm a Trap or another mechanical
immediately seen. They instead may begin to actively look for
device while you have access to either a Trappers Kit or
you. If they do, you must make another Dexterity (Stealth)
another Toolkit needed to disable the specific device. Make a
check vs their Wisdom (Perception) check. If you pass, you
Dexterity (Sleight of Hand) check vs the Disable DC found with
remain unseen. On a failure they become aware of your
each individual Device or Trap. If a Device or trap does not
location and you become observed
have a DC associated with it, the DM can choose to set one
based on the Skill Check DC’s table found in Chapter 6: Using
Ability Scores on page 48. On a success, you are able to S TEALTH C HART
disable the device/trap. Stealth Status Effect/Definition
• Pick a Lock
Observed/ Creatures can see you. You are not Hidden
• This action allows you to pick a lock using the Security Kit, Seen or Undetected and cannot gain the benefit
following the rules found under the Security Toolkit section of either.
Hidden/ Creatures are aware of your presence but
Unseen/ Aware they cannot see you and do not know your
location. Creatures who are aware of your
presence can take the search action to
attempt to find you.
Unaware/ Creatures are unaware of your presence
Undetected and do not know of your location. While you
are undetected you can gain the benefit of
surprising a creature, triggering a surprise
round.

53
SURVIVAL SAVING THROWS
A saving throw-also called a save-represents an attempt to resist a
NON-PROFICIENT ACTION(S) jutsu, a trap, a poison, a disease, or a similar threat. You don’t normally
• Sense Direction decide to make a saving throw; you are forced to make one because
• Using the stars, position of the sun, geographical traits like your character or adversary is at risk of harm.
plants, moss and the direction of river streams you can To make a saving throw, roll a d20 and add the appropriate ability
attempt to remain oriented while in the wild. Once per day, or modifier. For example, you use your Dexterity modifier for a Dexterity
every 8 hours (DM’s choice), you can attempt a Wisdom saving throw.
(Survival) check vs a DC set by the DM based on the Skill A saving throw can be modified by a situational bonus or penalty and
Check DC’s table found in Chapter 6: Using Ability Scores on can be affected by advantage and disadvantages, as determined by the
page 48. More unusual locations or those you are unfamiliar GM.
with might require you to instead have proficiency in this skill Each class gives proficiency in at least three saving throws. The
to successfully attempt this check. Otherwise, make this check Scout-Nin, for example, is proficient in Strength saves. As with skill
at disadvantage if in a totally foreign or alien environment. On proficiencies, proficiency in a saving throw lets a character add his or
a success, you are able to gain an excellent sense of where her proficiency bonus to saving throws made using a particular ability
you are, the cardinal directions in relation to your current score. You add half your proficiency bonus, rounded down, to all saving
position and are aware where you are exactly on a local map. throws you do not have proficiency in. This does not count as having
▪ Untrained: General Cardinal Directions or a naturally proficiency in such a save.
grown forest. The Difficulty Class for a saving throw is determined by the effect
▪ Trained: A featureless desert, hedge maze, or foreign that causes it. For example, the DC for a saving throw allowed by a
countries environment. Jutsu is determined by the caster’s Ninjutsu, Taijutsu, or Genjutsu
▪ At Least 2 Ranks of Mastery: Navigating an alien world, casting ability and proficiency bonus. The result of a successful or failed
ever changing dream realm, alternative reality or saving throw is also detailed in the effect that allows the save. Usually,
different dimension. a successful save means that a creature suffers no harm, or reduced
harm, from an effect.
PROFICIENT ACTION(S)
• Cover Tracks
• You cover your tracks. Reduce your travel speed by half. You
do not need to attempt a survival check to cover your tracks,
but anyone attempting to track you must make a Survival
check vs your Passive Survival. (10 + Survival Bonus)
• Track
• You attempt to follow tracks, moving up to half your travel
speed. Make a Wisdom (Survival) check vs the targets Passive
Survival, Stealth Check result or a DC set by the DM based on
the Skill Check DC’s table found in Chapter 6: Using Ability
Scores on page 48. On a success you are able to track a single
creature for up to 1 hour before needing to remake this check.

MARTIAL ARTS
PROFICIENT ACTION(S)
• Read The Enemy
• You can attempt to read an enemies actions. As a reaction
when you see an enemy performing any series of complex
body movements (M) as part of the components needed to
cast a Taijutsu or Bukijutsu. Make an Athletics or Intelligence
(Martial Arts) check vs the targets Taijutsu save DC. On a
success, you become aware of the Jutsu being cast and gain
+2 to AC or advantage on the saving throw made to resist it
until the end of the current turn.
• Identify Taijutsu/Bukijutsu
• You can attempt to identify a Taijutsu or Bukijutsu currently
affecting an object, area or creature. Make an Strength or
Intelligence (Martial Arts) check vs the jutsu’s save DC +5. On
a success you become aware of the Ninjutsu and its effects. If
the Taijutsu or Bukijutsu is special and has a unique condition
needed to be met to end its effects, you also become aware
that it cannot be ended via normal means.

54
CHAPTER 7: ADVENTURING & MISSIONS
elving into an ancient Samurai’s tomb, slipping through the

D
Land of Waves underground water way in the Mist Village, SPEED
cutting a fresh trail through the thick jungles in the Land of
Every character and monster have a speed, which is the distance in feet
Fire’s Forest of Death are the things that Naruto
that the character or monster can walk in 1 round. This number assumes
adventures are made of. Your character in the game might
short bursts of energetic movement in the midst of a life-threatening
explore forgotten ruins and uncharted lands, uncover dark
situation.
secrets and sinister plots, slay foul monsters and defeat erroneous
The following rules determine how far a character or monster can move
criminals. And if all goes well, your character will survive to claim rich
in a minute, an hour, or a day.
rewards and village wide fame and worldwide infamy before embarking
on a new adventure or mission. TRAVEL PACE
This chapter covers the basics of the adventuring life, from the While traveling, a group of adventurers can move at a normal, fast, or
mechanics of movement to the complexities of social interaction. The slow pace, as shown on the Travel Pace table. The table states how far
rules for resting are also in this chapter, along with a discussion of the the party can move in a period of time and whether the pace has any
activities your character might pursue between missions. effect. A fast pace makes characters less perceptive, while a slow pace
Whether shinobi are exploring a dusty dungeon or the complex makes it possible to sneak around and to search an area more carefully
relationships of a noble clan, the game follows a natural rhythm, as (see the “Activity While Traveling” section later in this chapter for more
outlined in the book’s introduction: information).
1. The GM describes the environment.
2. The players describe what they want to do. FORCED MARCH
3. The GM narrates the results of their actions. The Travel Pace table assumes that characters travel for 8 hours within a
given day. They can push on beyond that limit, at the risk of exhaustion.
Typically, the GM uses a map as an outline of the adventure, tracking For each additional hour of travel beyond 8 hours, the characters
the characters’ progress as they explore enclave corridors or wilderness cover the distance shown in the Hour column for their pace, and each
regions. character must make a constitution saving throw at the end of the hour.
The GM’s notes, including a key to the map, describe what the The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a
adventurers find as they enter each new area. Sometimes, the passage character suffers one level of exhaustion (see appendix A).
of time and the adventurers’ actions determine what happens, so the
GM might use a timeline or a flowchart to track their progress instead MOUNTS, TRAINS, AND VEHICLES
of a map. For short spans of time (up to an hour), many animals move much faster
than humanoids. A mounted character can ride at a gallop for about an
TIME hour, covering twice the usual distance for a fast pace. If fresh mounts
are available every 8 to 10 miles, characters can cover larger distances at
In situations where keeping track of the passage of time is important,
this pace, but this is very rare except in densely populated areas.
the GM determines the time a task requires. The GM might use a
Trains can move even faster and further than animals. Characters
different time scale depending on the context of the situation at hand.
in a fully stocked train can travel at three times a fast pace per day
In an enclosed environment, the adventurers’ movement happens on a
with no penalty to your passive perception.
scale of minutes. It takes them about a minute to creep down a long
Most vehicles found in the Naruto universe while faster that
hallway, another minute to check for traps on the door at the end of
animals, are not faster than trains. Most vehicles such as cars, blimps
the hall, and a good ten minutes to search the chamber beyond for
and air ships travel at two times a fast pace per day with no penalty
anything interesting or valuable. In a city or wilderness, a scale of hours
to your passive perception.
is often more appropriate. Adventurers eager to reach the lonely tower
at the heart of the forest hurry across those fifteen miles in just under T RAVEL P ACE
four hours’ time.
Distance Distance Distance
For long journeys, a scale of days works best. Following the road
Pace Per Minute Per Hour Per Day Effort
from the Leaf to the Sand, the adventurers spend four uneventful days
before a Bandit ambush interrupts their journey. Fast 500ft 5 miles 40 miles -5 Passive
In combat and other fast-paced situations, the game relies on Perception
rounds, a 6-second span of time described in chapter 8. Normal 300ft 3 miles 24 miles -

MOVEMENT
Slow 200ft 2 miles 16 miles +5 to stealth.

Swimming across a rushing river, sneaking down a building corridor, DIFFICULT TERRAIN
scaling a treacherous mountain slope- all sorts of movement play a The travel speeds given in the Travel Pace table assume relatively
key role in D&D adventures.
simple terrain: roads, open plains, or clear enclosed corridors. But
The GM can summarize the adventurers’ movement without
adventurers often face dense forests, deep swamps, rubble-filled
calculating exact distances or travel times: “You travel through the
forest and find the ruin entrance late in the evening of the third ruins, steep mountains, and ice-covered ground-all considered
day.” difficult terrain.
Even in a dungeon, particularly a large dungeon or a cave network, You move at half speed in difficult terrain-moving 1 foot in difficult
the GM can summarize movement between encounters: “After killing terrain costs 2 feet of speed-so you can cover only half the normal
the guardian at the entrance to the ancient Uzumaki stronghold. you distance in a minute, an hour, or a day.
consult your map, which leads you through miles of echoing corridors to
a chasm bridged by a narrow stone arch.” SPECIAL TYPES OF MOVEMENT
Sometimes it’s important, though, to know how long it takes to get Movement through dangerous dungeons or wilderness areas often
from one spot to another, whether the answer is in days, hours, or
involve more than simply walking. Adventurers might have to climb,
minutes. The rules for determining travel time depend on two factors:
crawl, swim, or jump to get where they need to go.
the speed and travel pace of the creatures moving and the terrain
they’re moving over.

55
WALL RUNNING & WATER WALKING NOTICING THREATS
Unlike the Base version of D&D, Shinobi in the World of Naruto have Use the passive Wisdom (Perception) scores of the characters to
ways to traverse uniquely difficult terrain such as steep walls, Deep determine whether anyone in the group notices a hidden threat. The GM
waters, and even walking upside down. Shinobi are taught at a very might decide that a threat can be noticed only by characters in a particular
young age, to mold chakra to the soles of their feet to walk across rank. For example, as the characters are exploring a maze of tunnels, the
normally unwalkable surfaces. A creature with at least 1 chakra point GM might decide that only those characters in the back rank have a
and knows a Jutsu of any type, can spend 1 chakra to activate the chance to hear or spot a stealthy creature following the group, while
abilities of Water walking, and Wall Walking/Running. Once activated, characters in the front and middle ranks cannot. While traveling at a fast
you treat the surface you are walking on as a Solid surface for up to 1 pace, characters take a -5 penalty to their passive Wisdom (Perception)
hour. At the end of the hour, you must reactivate this ability to continue scores to notice hidden threats.
to do so. While Water walking or Wall Running, you may stand still or Encountering Creatures. If the GM determines that the
move at normal speed and unless under a unique circumstance, you adventurers encounter other creatures while they’re traveling, it’s
suffer no Stealth Penalty. While wall running or water walking each foot up to both groups to decide what happens next. Either group might
of movement costs 1 extra foot (2 extra feet in difficult terrain) decide to attack, initiate a conversation, run away, or wait to see
what the other group does.
CLIMBING, SWIMMING, AND CRAWLING Surprising Foes. If the adventurers encounter a hostile creature or
In other situations where wall running or water walking is not viable, group, the GM determines whether the adventurers or their foes
your character can do any of the aforementioned. While climbing, might be surprised when combat erupts. See chapter 9 for more
swimming, or crawling, each foot of movement costs 1 extra foot (2 about surprise.
extra feet in difficult terrain), unless a creature has a climbing or
swimming speed. At the GM’s option, climbing a slippery vertical surface OTHER ACTIVITIES
or one with few handholds requires a successful Strength (Athletics) Characters who turn their attention to other tasks as the group travels are
check. Similarly, gaining any distance in rough water might require a not focused on watching for danger. These characters don’t contribute
successful Strength (Athletics) check. their passive Wisdom (Perception) scores to the group’s chance of
noticing hidden threats. However, a character not watching for danger can
JUMPING do one of the following activities instead, or some other activity with the
Your Strength determines how far you can jump. GM’s permission.
Long Jump. When you make a long jump, you cover a number of feet Navigate. The character can try to prevent the group from becoming
up to 5 + your strength score if you move at least 10 feet on foot lost, making a Wisdom (Survival) check when the GM calls for it. (The
immediately before the jump. Dungeon Master’s Guide has rules to determine whether the group gets
When you land in Difficult Terrain, you must succeed on a DC 15 lost.)
Dexterity (Acrobatics) check to land on your feet. Otherwise, you land
prone.
Draw a Map. The character can draw a map that records the group’s
High Jump. When you make a high jump, you leap into the air a
progress and helps the characters get back on course if they get lost. No
number of feet equal to your Strength score. Either way, each foot you
check is required.
clear on the jump costs a foot of movement. In some circumstances,
Track. A character can follow the tracks of another creature, making a
your GM might allow you to make a Strength (Athletics) check to jump
Wisdom (Survival) check when the GM calls for it. (The Dungeon Master’s
higher than you normally can. You cannot take damage from falling from
Guide has rules for tracking.)
your own jump’s height. If you fall further than your initiated jump
Forage. The character can keep an eye out for ready sources of food and
height you take falling damage as normal.
water, making a Wisdom (Survival) check when the GM calls for it.

THE ENVIRONMENT
BURROWING By its nature, adventuring involves delving into places that are dark,
A monster that has a burrowing speed can use that speed to move dangerous, and full of mysteries to be explored. The rules in this
through sand, earth, mud, or ice. A monster can’t burrow through section cover some of the most important ways in which adventurers
solid rock unless it has a special trait that allows it to do so. interact with the environment in such places. The Dungeon Master’s
Guide has rules covering more unusual situations.
ACTIVITY WHILE TRAVELING
As adventurers travel through a dungeon or the wilderness, they need to FALLING
remain alert for danger, and some characters might perform other tasks A fall from a great height is one of the most common hazards facing
to help the group’s journey. an adventurer.
Marching Order The adventurers should establish a marching order. A At the end of a fall, a creature takes 1d6 bludgeoning damage for
marching order makes it easier to determine which characters are every 10 feet it fell, to a maximum of 50d6. The creature lands prone,
affected by traps, which ones can spot hidden enemies, and which ones unless it avoids taking damage from the fall. A falling creature falls 500
are the closest to those enemies when a fight breaks out. feet per round.
A character might occupy the front rank, one or more middle ranks, or
the back rank. Characters in the front and back ranks need enough room SUFFOCATING
to travel side by side with others in their rank. When space is too tight, the
A creature can hold its breath for a number of minutes equal to 1 + its
marching order must change, usually by moving characters to a middle
Constitution modifier (minimum of 30 seconds).
rank. Fewer Than Three Ranks. If an adventuring party arranges its
When a creature runs out of breath, it can survive for a number of
marching order with only two ranks, they are a front rank and a back rank.
rounds equal to its Constitution modifier (minimum 1 round). At the
If there’s only one rank, it’s considered a front rank.
start of its next turn, it drops to 0 hit points and is dying.
STEALTH For example, a creature with a constitution of 14 can hold its
While traveling at a slow pace, the characters can move stealthily. As long breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach
as they’re not in the open, they can try to surprise or sneak by other air before it drops to 0 hit points.
creatures they encounter.

56
VISION, LIGHT AND SPECIAL SENSES sight, cannot see another creatures chakra if, said creature is behind
total cover or cannot be seen by normal or special means (Ex. Unable to
The most fundamental tasks of adventuring-noticing danger, finding see through solid material).
hidden objects, hitting an enemy in combat, and targeting a power, to A creature with chakra sight gains advantage against Genjutsu with
name just a few-rely heavily on a character’s ability to see. Darkness the Visual Keyword.
and other effects that obscure vision can prove a significant
hindrance. A creature without any additional abilities, features or
equipment, on a clear day, can see 1 mile, or until your view is
obscured by terrain features. If it's raining, it usually cuts it down to
500 feet and a light Fog cuts it down to 100 feet. While a creature can
see 1 mile on a clear day, after 500 feet they lose the ability to decern
any distinguishable features such as facial expressions or fine
movement from a medium sized creature. DARKVISION
A given area might be lightly or heavily obscured. In a lightly Many creatures within the Naruto Universe, especially those that dwell
obscured area, such as dim light, patchy fog, or moderate foliage, underground, have Darkvision. Within a specified range, a creature with
creatures have disadvantage on Wisdom (Perception) checks that rely Darkvision can see in darkness as if the darkness were dim light, so areas
on sight. of darkness are only lightly obscured as far as that creature is concerned.
A heavily obscured area-such as darkness, opaque fog, or dense However, the creature can’t discern color in darkness, only shades of
foliage-blocks vision entirely. A creature in a heavily obscured area gray. A creature cannot attempt the Hide action against a creature with
effectively suffers from the blinded condition. The presence or Darkvision using only Darkness.
absence of light in an environment creates three categories of
illumination: bright light, dim light, and darkness. TREMORSENSE
Bright light let's most creatures see normally. Even gloomy days A creature with tremorsense can detect and pinpoint the origin of
provide bright light, as do torches, lanterns, fires, and other sources of vibrations within a specific radius, provided that the source of the
illumination within a specific radius. vibrations are in contact with the same ground or substance. A creature
Dim light, also called shadows, creates a lightly obscured area. An area using Tremor sense in a volatile and non-solid substance such as within
of dim light is usually a boundary between a source of bright light, such water, makes any perception checks to find the source of a specific
as a torch, and surrounding darkness. The soft light of twilight and dawn vibration at disadvantage. A creature with Tremor sense automatically
also counts as dim light. A particularly brilliant full moon might bathe the senses and observes any creature moving into or out of their tremor
land in dim light. sense range.
Darkness creates a heavily obscured area. Characters face darkness Tremorsense cannot be used to detect flying or incorporeal creatures.
outdoors at night (even most moonlit nights), or within the confines of Any burrowing creatures, such as moles, have this special sense.
an unlit dungeon or a subterranean vault.
TRUE SIGHT
BLINDSIGHT A creature with true sight can, out to a specific range, see in normal and
A creature with blindsight can perceive its surroundings without relying enhanced darkness, see invisible creatures and objects, automatically
on sight, within a specific radius. Creatures without eyes and creatures detect visual illusions and succeed on saving throws against them, and
with echolocation or heightened senses have this sense. A creature with perceives the original form of a shape changer or a creature that is
Blindsight can attempt the Search Action without needing to have a transformed by a power.
direct line of sight to the creature.

CHAKRA SENSING [NEW]


FOOD & WATER
A creature capable of Chakra sensing is often aided by a Jutsu or feature Characters who don’t eat or drink suffer the effects of exhaustion.
with the Sensory trait. This sense allows a creature aided by it to become Exhaustion caused by lack of food or water can’t be removed until the
aware of creatures, objects and structures aided, affected or even character eats and drinks the full required amount.
capable of molding, Chakra.
A creature with this sense can sense chakra through walls up to FOOD
5ft thick. Walls that have been reinforced by chakra prevents this A character needs one pound of food per day and can make food last
sense from perceiving chakra signatures through it. A creature with longer by subsisting on half rations. Eating half a pound of food a day
this sense who is aware of such creatures, objects or structures can counts as half a day without food. A character can go without food for a
identify creatures and jutsu by their chakra signature alone even number of days equal to 3 + his or her Constitution modifier (minimum
without sight, so long as they have sensed a creature or a jutsu being 1). At the end of each day beyond that limit, a character automatically
cast before, but are not able to pinpoint their location only suffers one level of exhaustion. A normal day of eating resets the count
becoming aware of their general direction, unless that creature, of days without food to zero.
object or structure is within 15ft of them, at which time they can
pinpoint their exact space with certainty. WATER
A creature with this sense gains a +2 bonus to all skill checks A character needs one gallon of water per day, or two gallons per day
made to find or search for creatures within your Chakra sensing if the weather is hot. A character who drinks only half that much
range, and a +2 bonus to Read the Enemy checks against a creature water must succeed on a DC 15 Constitution saving throw or suffer
whom you can sense and see. one level of exhaustion at the end of the day. A character with access
to less water automatically suffers one level of exhaustion at the end
CHAKRA SIGHT of the day. If the character already has one or more levels of
A creature with Chakra sight can see Chakra in its pure form. Viewing exhaustion, the character takes two levels in either case.
chakra in this way allows the user to see chakra as a wavy blue aura.
Most creatures chakra are blue but there are some creatures whose INTERACTING WITH OBJECTS
chakra are distinctly different colors either due to the nature of their A character’s interaction with objects in an environment is often
chakra or the technique they are using. simple to resolve in the game. The player tells the GM that his or her
You can see the chakra of creatures even if they are obscured by fog, character is doing something, such as moving a lever, and the GM
smoke, mist, darkness or even invisibility. A creature counts as being describes what, if anything happens. For example, a character might
seen by you in these conditions and do not gain advantage to make skill decide to pull a lever, which might, in turn, open a door, cause a room
checks or attack rolls against you in any way. A creature with chakra to flood with water, or open a secret door in a nearby wall. If the lever
57
is rusted in position, though, a character might need to force it. In
such a situation, the GM might call for a Strength check to see
CREATING MISSIONS
Building your own Mission can be excited, and even slightly
whether the character can wrench the lever into place. The GM sets
intimidating, but it can allow you to express yourself, your table, and
the DC for any such check based on the difficulty of the task.
be more creative and tailor made directly to your players and their
Characters can also damage objects with their weapons and Jutsu.
characters.
Objects are immune to poison & Psychic damage, but otherwise they
Mission Plotting can begin at many different points. A GM might
can be affected by physical attacks and Jutsu much like creatures can.
begin with a particular antagonist, then construct a mission (or
The GM determines an object’s Armor Class and hit points, and might
group of missions) that fits that villains theme, and leads the group
decide that certain objects have resistance or immunity to certain
to them. Alternatively, you could start with an interesting location
kinds of attacks. (It’s hard to cut a rope with a club, for example.)
for exploration, then populate it with adversaries and challenges
Objects always fail Strength and Dexterity saving throws, and they are
appropriate to the setting.
immune to effects that require other saves. When an object drops to

LOCATIONS
0 hit points, it breaks. A character can also attempt a Strength check
to break an object. The GM sets the DC for any such check.
Memorable settings that include mysterious and fantastical locations

RESTING
for players to visit can elicit the players’ curiosity. Exploring each
location should be a treat in itself, not just a chore the players must
Heroic though they might be, shinobi can’t spend every hour of the complete to get from one fight to the next. As you create a locale,
day in the thick of exploration, social interaction, and combat. They picture it in your mind’s eye and write down minor details you can
need rest time to sleep and eat, tend their wounds, gather their include as you narrate the game. Describing decorations, natural
chakra and recover their stamina. shinobi can take short rests in the landmarks, wildlife, peculiar smells, and even temperature changes
midst of an adventuring day and a long rest to end the day. make a place feel more real.
Beyond adversaries and mission rewards, your locations can
SHORT REST include environment-based challenges, from environmental
conditions like blizzards to puzzles, traps, or other hazards. These
A short rest is a period of downtime, at least 1 hour long, during which
challenges should suit your adventure’s location: walls of brambles
a character does nothing more strenuous than eating, drinking,
in a castle ruin overrun with vegetation, pools of acid in a cursed
reading, and tending to wounds.
swamp, or Fuinjutsu traps in the tomb of a paranoid shinobi or sage.
A character can spend one or more Hit & Chakra dice at the end of a
short rest, up to half the character’s maximum number of Hit and/or
Chakra Dice. For each Hit or Chakra Die spent in this way, the player
ENCOUNTERS
A robust set of encounters forms the backbone of your adventure.
rolls the die and adds the character’s Constitution modifier to it. The
Encounters often feature combat with other creatures, but they can
character regains hit points and/or Chakra points equal to the total.
also include hazards, or you might create social encounters in which
The player can decide to spend an additional Hit or chakra Die after
characters duel only with words. The rules for building encounters
each roll. A character regains some spent Hit and Chakra Dice upon
appropriate to your group’s level begin below.
finishing a long or full rest, as explained below.
Some adventures have a clear and direct progression, with

LONG REST
encounters occurring at specific times or in a specific order. Others,
such as a dungeon filled with interconnected rooms the group can
A long rest is a longer period of downtime, at least 8 hours long, investigate in any order, are nonlinear, and the group can face
during which a character sleeps or performs light activity: reading, encounters in any order—or even avoid them entirely. Most
talking, eating, or standing watch for no more than 2 hours. If the adventures are somewhere in between, with some keystone
rest is interrupted by a period of strenuous activity-at least 1 hour of encounters you know the characters will need to contend with, but
walking, fighting, casting Jutsu, or similar adventuring activity-the others that are optional.
characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains half of their MISSION BUDGET(S)
Maximum hit and chakra points. The character also regains half of
When building a Mission, it should have a pre-set budget in order to
their spent Hit and Chakra Dice. For example, if a character has eight
help prevent yourself from potentially overwhelming your players.
hit & chakra Dice, he or she can regain four spent Hit and chakra
While creating a mission budget is a guideline it is not a hard or fast
Dice upon finishing a long rest. This does not Heal Conditions that
rule. You have free reign to adjust whatever is needed to
may last into the Long Rest, such as the Poisoned condition.
supplement your game and table however you see fit.
Characters cannot gain the benefit of a long rest if they are
All Missions should be built with the following things in mind;
poisoned. A character can’t benefit from more than one long rest in
a 24-hour period, and a character must have at least 1 hit point at • Rough number of encounters.
the start of the rest to gain its benefits. • Types of encounters.
A long rest counts as a single Short Rest. • Enemy and trap choice/design.
• Plot/Narrative of the mission.
FULL REST When you have these details worked out, it’s much easier to go
A full rest is a period of extended downtime, at least 24 hours long, about actually filling your mission out with the set pieces, enemies
during which a character sleeps or performs light activity: reading, and environments you want your players to experience. As a part of
talking, eating, or standing watch for no more than 8-12 hours. If the this change in quest/mission design, there has been a fundamental
rest is interrupted by a period of strenuous activity-at least 1 hour of change in how mission experience is calculated to better fit this
walking, fighting, casting Jutsu, or similar adventuring activity-the dynamic.
characters must begin the rest again to gain any benefit from it.
At the end of a full rest, a character regains their Maximum hit MISSION RANK(S)
and chakra points. The character also regains all of their spent Hit As in the Naruto universe, quests are organized into Missions. Single,
and Chakra Dice. This Heals Conditions that may last into the full digestible plot hooks or quest lines. Quests in this system should, by
Rest, such as the Poisoned condition. A character can’t benefit from design act in the same way to simplify the narrative structure when
more than one full rest in a 96-hour period, and a character must planning out how to set up quest lines for your party.
have at least 1 hit point at the start of the rest to gain its benefits. Unlike in normal Dungeons and Dragons where the players do not
have clear and defined quest difficulty, quests in this system are

58
broken up into Ranks, and then further broken down into three tiers or even environmental. The following are the different types of
within each rank. encounters that can be purchased and what they can entail. If a
The 5 Mission ranks are very similar to that of Jutsu Ranks. D-Rank, particular Encounter multiplies its XP by the rank of the mission it is
C-Rank, B-Rank, A-Rank and S-Rank. multiplied by the following values (D-Rank: 1, C-Rank:2, B-Rank: 3, A-
D-Rank. The lowest classification a mission can have. These missions Rank: 4, S-Rank:5)
are normally assigned to Genin and are mostly seen as problem solvers.
S OCIAL E NCOUNTERS :
Most D-Rank missions are mission that are not expected to have
combat, but if any combat is to be had, it’s expected that it be minor or • Hostile Social Encounter: 10xp times the rank of the mission. These
of no consequence. encounters are meant to represent aggressive discussions with
C-Rank. These missions are normally assigned to experienced Genin potentially hostile creatures or groups. The focus of this encounter
or Low to medium experience Chunin. Some of these assignments can should be to potentially avoid conflict by disarming the situation or
include combat in addition to fixing issues of significance. These even potentially escaping.
missions normally pose threats to the shinobi taking these missions on. • Diplomatic Social Encounter: 10xp times the rank of the mission.
B-Rank. These missions are normally assigned to Experienced Chunin These encounters are meant to represent discussions with neutral
or Jonin. These Assignments can include spying or even assignation. creatures or groups. The focus of this encounter can be to convince a
These missions expect a shinobi to enter combat with opposing shinobi group to aid you, or even dissuade a group from becoming hostile
over the course of the mission. towards another party.
A-Rank. These missions are normally reserved for Jonin or even Kage • Intrigue Social Encounter: 10xp times the rank of the mission. These
level shinobi, similar to that of a Sanin or Seven Swordsman. These encounters are meant to represent discussions with dodgy or even
missions generally relate to what is in a villages or countries personal dishonest creatures or groups. The focus of this encounter can be to
interest and are normally extremely difficult, dangerous or time learn the truth of an event or gain a bit more information into said
consuming. These missions can take days, weeks months or in rare event that you previously lacked.
cases years to complete depending on the complexity of the request.
S-Rank. These are the most dangerous missions a shinobi can take E NVIRONMENTAL E NCOUNTERS :
on. These missions are exclusively assigned to highly skilled jonin or • Traps: 5xp times the rank of the mission. These encounters are
large squads of shinobi. These mission can include hunting down meant to represent any number of traps. Traps can include spiked
extremely dangerous criminals in the same tier or greater than the likes pits, laser monitoring systems, flamethrower hallways etc. Players
of Akatsuki or Orochimaru. are challenged in disarming, avoiding or finding a way through the
traps suffering as few casualties or damage as possible.
MISSION TIER(S) • Environmental Hazards: 10xp times the rank of the mission. These
Missions, while broken into 5 distinct classifications can also be further encounters are meant to represent fighting against the natural
broken into 3 distinct tiers within their given Ranks. environment. This can involve avoiding Lava, maneuvering up or
Trivial. Missions that are labeled as trivial are considered very easy around a waterfall, or even making your way through a thick brush
for the rank its considered. This does alter the Experience (XP) offered that are coated in poison ivy.
to the players, while also making things easier in relation to other
missions of the same rank.
Moderate. Missions that are labeled as moderate are basically the
normal difficulty for a mission. This tier offers no alteration to
Experience (XP) values.
Extreme. Missions that are labeled as extreme are considered
extremely difficult for the rank it is labeled as. This mission is borderline
creeping into the next rank in terms of expectations.

MISSION XP/RYO/DOWNTIME CALCULATION


When you are deciding on a mission Rank and tier, you are pre-
emptively deciding on the Experience (XP) budget for the mission as
well as the Downtime and Ryo rewards for completing the mission. The
following are the base experience (XP) budgets, Ryo and downtime
reward ranges and are based on the base ranks of the mission taken;
• D-Rank: 300 XP, 50~200 Ryo, 2~5 (1d4+1) Downtime.
• C-Rank: 600 XP, 200~500 Ryo, 3~8 (1d6+2) Downtime.
• B-Rank: 900 XP, 500~1,500 Ryo, 5~11 (2d4+3) Downtime.
• A-Rank: 1200 XP, 1,500~5,000 Ryo, 7~16 (3d4+4) Downtime.
• S-Rank: 1500 XP, 5,000~10,000 Ryo, 9~21 (4d4+5) Downtime.

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

59
• Puzzle(s): 10xp time the rank of the mission. These encounters are a combination of the two styles. Use whichever mix of the two works
meant to represent facing a challenging Puzzle. These puzzles can be best for you.
actual puzzles or narrative puzzles that require a skill check to solve.
• Stealth Encounter: 25xp. These encounters are meant to represent DESCRIPTIVE APPROACH TO ROLEPLAYING
when the players must maneuver through a certain area or room With this approach. you describe your character’s words and actions
garnering as little attention from hostile or even 3 rd party creatures to the GM and the other players. Drawing on your mental image of
as possible. your character, you tell everyone what your character does and how
he or she does it.
C OMBAT E NCOUNTERS : For instance, Elease plays the Hyūga, Himari. Himari has a shy and
• Minions: 1xp. Minions are inconsequential. Minions should be sensitive personality and blames herself for any failures the team
purchased in bulk, 5 at a time in order to avoid weird math. It’s much may endure. On a Mission, an obnoxious Mercenary sit at Himari’s
easier to purchase 5 minions per player, if you want to use minions. table and tries to strike up a conversation with the Hyūga.
• Standard: 10xp. Standard adversaries are nominal challenges. Elease says, “Himari looks down into her lap, never looking this
Standard adversaries are roughly equal to 1 player character in mercenary in the eye, while meekly responding to any conversation
power. So, purchase 1 for every player and assign them to different he strikes up.”
teams with an equal number of adversaries as there are player in a In this example, Elease has conveyed Himari’s mood and given the
time. GM a clear idea of her character's attitude and actions.
• Elites: 25xp. Elite Adversaries are difficult and challenging foes. When using descriptive roleplaying, keep the following things in
mind:
These adversaries are roughly equal to two player characters in
power. So, purchase 1 for every 2 players currently active in a team. • Describe your character’s emotions and attitude.
• Solo: 100xp. Solo Adversaries are extremely powerful and • Focus on your character’s intent and how others might perceive
challenging foes. These adversaries should have the power required it.
to do battle with all of the player characters at once. For the most • Provide as much embellishment as you feel comfortable with.
part Solo adversaries, are adversaries that should show up only
Don’t worry about getting things exactly right. Just focus on thinking
during the conclusion of a mission as the final Boss fight of the
about what your character would do and describing what you see in
mission or campaign.
your mind.

DISTRIBUTING XP AND REWARDS ACTIVE APPROACH TO ROLEPLAYING


Once players have completed a mission, you should distribute all the
If descriptive roleplaying tells your GM and your fellow players what
rewards as follows;
your character thinks and does, active roleplaying shows them.
Total mission XP. Split evenly amongst all active players. NPC’s
When you use active roleplaying, you speak with your character’s
should not have XP split with them.
voice, like an actor taking on a role. You might even echo your
Total Ryo. All active players should receive the listed Ryo value. A
character’s movements and body language. This approach is more
failed mission causes the party to only be paid for 50% of the mission
immersive than descriptive roleplaying, though you still need to
offer.
describe things that can’t be reasonably acted out.
Total Downtime. All active players should receive the decided upon
Going back to the example of Elease roleplaying Hyūga above,
Downtime regardless of a successful mission or a failed mission
here’s how the scene might play out if Elease used active

SOCIAL INTERACTION
roleplaying:
Speaking as Himari, Elease says in a Meek, soft voice, “Oh, well,
Exploring dungeons, overcoming obstacles, and slaying monsters are Um, Hi. I don’t know why you are sitting here but I’m not all that
key parts of D&D adventures. No less important, though, are the interested.” In his normal voice. Elease then adds, “I Look down and
social interactions that adventurers have with other inhabitants of stare into my lap.”
the world.
Interaction takes on many forms. You might need to convince an REACTIVE APPROACH TO ROLEPLAYING
unscrupulous thief to confess to some malfeasance, or you might try The GM uses your character’s actions and attitudes to determine
to flatter a lord so that he will spare your life. The GM assumes the how an NPC reacts. A cowardly NPC buckles under threats of
roles of any characters who are participating in the interaction that violence. A stubborn merchant refuses to let anyone badger her. A
don't belong to another player at the table. Any such character is vain lord laps up flattery.
called a nonplayer character (NPC). When interacting with an NPC, pay close attention to the GM’s
In general terms, an NPC’s attitude toward you is described as portrayal of the NPC’s mood, dialogue, and personality. You might
friendly, indifferent, or hostile. Friendly NPCs are predisposed to be able to determine an NPC’s personality traits, ideals, flaws, and
help you, and hostile ones are inclined to get in your way. It’s easier bonds, then play on them to influence the NPC’s attitude.
to get what you want from a friendly NPC, of course. Below you will Interactions in D&D are much like interactions in real life. If you
find a Social Chart for Neutral NPCs that players or DM’s may use to can offer NPCS something they want, threaten them with something
track the relationships with non-hostile NPCs and potentially plan they fear, or play on their sympathies and goals, you can use words
social events at each new social Level. to get almost anything you want. On the other hand, if you insult a
Social interactions have two primary aspects: roleplaying and skill proud warrior or speak ill of a senator’s allies, your efforts to
checks. convince or deceive will fall short.

ROLE PLAYING
Roleplaying is, literally, the act of playing out a role. In this case, it’s
you as a player determining how your character thinks, acts, and
talks.
Roleplaying is a part of every aspect of the game, and it comes to
the fore during social interactions. Your character’s quirks,
mannerisms, and personality influence how interactions resolve.
There are two styles you can use when roleplaying your character:
the descriptive approach and the active approach. Most players use

60
SOCIAL ATTITUDES [NEW]
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 characte r or
one of their 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.

61
SKILL CHECKS the form a Weeks (1 Week, 2 Weeks, or even 12 Weeks) but each
downtime activity requires a certain number of weeks to complete
In addition to roleplaying, skill checks are key in determining the before you gain any benefit, and at least 8-10 hours of each day within
outcome of an interaction. Your roleplaying efforts can alter an the week, must be spent on the downtime activity for the week to
NPC’s attitude, but there might still be an element of chance in the count. The weeks do not need to be consecutive. If you have more than
situation. For example, your GM can call for a Charisma check at any the minimum number of weeks to spend, you can keep doing the same
point during an interaction if he or she wants the dice to play a role thing for a longer period of time, or switch to a new downtime activity.
in determining an NPC’s reactions. Other checks might be Downtime activities other than the ones presented below are
appropriate in certain situations, at your GM’s discretion. possible. If you want your character to spend his or her downtime
Pay attention to your skill proficiencies when thinking of how you performing an activity not covered here, discuss it with your GM.
want to interact with an NPC, and stack the deck in your favor by
using an approach that relies on your best bonuses and skills. If the D OWNTIME A CTIVITIES
group needs to trick a guard into letting them into a pavilion, the
Downtime Activities
Hunter who is proficient in Deception is the best bet to lead the
discussion. When negotiating for a hostage’s release, the Scout-Nin Carousing
with Persuasion should do most of the talking. Crafting Non-Enhanced Items

BETWEEN MISSIONS
Crafting Chakra-Enhanced Items
Learning a Jutsu
Between trips to dungeons and battles against ancient evils,
Creating a Jutsu
adventurers need time to rest, recuperate, and prepare for their
next adventure. Many adventurers also use this time to perform Customizing a Jutsu
other tasks, such as crafting arms and armor, performing research, Recuperating
or spending their hard-earned ryo.
In some cases, the passage of time is something that occurs with
Researching
little fanfare or description. When starting a new adventure, the GM Shopping
might simply declare that a certain amount of time has passed and Training
allow you to describe in general terms what your character has been
doing. At other times, the GM might want to keep track of just how Working With Toolkits
much time is passing as events beyond your perception stay in
motion.
CAROUSING
GAINING DOWNTIME You choose whether to spend time with the lower, middle, or upper
class, costing 10, 50, and 250 Ryo per week respectively. If you want
Downtime is a measure of time that is used in-between your to spend time with the upper class, you'll either need access to the
missions and adventures. DM’s are encouraged to provide players local nobility or be disguised with one. During the week you mingle,
with Downtime after every mission or Adventure to some degree. party, and socialize with members of that social class. At the end of
Normally Downtime is provided in a count of single days, but that the week, you gain a number of contacts within that class. Some
can be easily seen as too cumbersome. In Naruto 5E, DM’s and examples are criminals in the lower class, soldiers in the middle class,
Players are provided Downtime in the form of Weeks, a 7-day and nobles in the upper class. This option is great for collecting allies
collection of time. The minimum amount of downtime a player can and intel, especially if you are new to the area. If your character is a
be given is 1 week. Downtime activities are spent in weeks, usually 8- charismatic one who needs information, then you should carouse as
10 hours of day working on the activity, with the remaining time much as you can.
doing other things such as sleeping, spending time with NPC’s or
other minor activities but the lion's share being performing your
chosen activity.
CRAFTING NON-ENHANCED ITEMS
You can craft unenhanced objects, including adventuring equipment
LIFESTYLE EXPENSES and works of art. You must be proficient with tools related to the object
you are trying to create (typically Armorsmith or Weaponsmith Toolkit).
Between adventures, you choose a particular quality of life and pay the You might also need access to special materials or locations necessary
cost of maintaining that lifestyle, as described in chapter 5. Living a to create it. For example, someone proficient with an Armorsmith Kit
particular lifestyle doesn’t have a huge effect on your character, but needs a forge in order to craft a sword or suit of armor.
your lifestyle can affect the way other individuals and groups react to For every downtime, you spend crafting, you can craft one or more
you. For example, when you lead a wealthy lifestyle, it might be easier items with a total value not exceeding 100 Ryo, and you must expend
for you to influence the nobles of the city than if you live in poverty. ryo worth half the total value. If something you want to craft has a
value greater than 100 ryo, you make progress every downtime spent
L IFESTYLE E XPENSES in 100 ryo increments until you reach the value of the item. For
Lifestyle Ryo Cost/Week example, a Reinforced Chunin Jacket (750 Ryo cost) takes 8 downtime
to craft by yourself.
Wretched -
Multiple characters can combine their efforts toward the crafting of
Squalid 5 a single item, provided that the characters all have proficiency with the
Poor 10 requisite tools and are working together in the same place. Each
character contributes 100 ryo worth of effort for every downtime
Modest 50 helping to craft the item. For example, three characters with the
Comfortable 75 requisite tool proficiency and the proper facilities can craft a Reinforced
Wealthy 100 Chunin Jacket plus another item worth 150 Ryo in with only spending 3
downtime each, at a total cost of 900 Ryo.
Unprecedented 250

DOWNTIME ACTIVITIES
Between adventures, the GM might ask you what your character is
doing during his or her downtime. Periods of downtime are always in
62
While crafting, you automatically maintain a modest lifestyle. If you this quality requires Mastery with the required Tool Kit. Weapons with
have at least 1 rank of Mastery in your chosen tool, you increase the this quality is counted as being 10x more expensive than their base
value of an item you can craft to 150 per downtime, instead of 100. If a price. Armor with this quality is counted as being 100% more expensive
creature with ranks of mastery helps another creature craft an item than their base price. Items with this quality has 9 Enhancement Seal
they contribute 150 Ryo worth of effort to each week of crafting. slots that can be applied to them.
If a crafter is in a hurry, they can attempt to craft an item even faster Mastercraft. This item is made with materials generally only
than what they normally would be able to. This is called Swift Crafting. provided by extraplanar creatures such as Sage Beasts, Demons, Devils
By spending an additional charge of their chosen kit, they can make a or even Ōtsutsuki. Very, very few Items with this quality has ever been
Strength or Intelligence (Armorsmith or Weaponsmith Kit) check vs a seen or used, with even less being made by Shinobi hands. Crafting an
Swift Craft DC found on the Kits Variant Chart. On a success, they gain a item of this quality requires 3 creatures with Mastery with the Crafting
+100 Ryo Bonus for every +5 they get over the listed DC. Skill and the required Tool Kit. Weapons with this quality is counted as
being 15x more expensive than their base price. Armor with this quality
is counted as being 150% more expensive than their base price. Items
ARMOR/WEAPON QUALITIES with this quality has 11 Enhancement Seal slots that can be applied to
All armor and weapons listed in this book are listed at their base quality them.
which, for the most part are made my skill craftsman, but at not the
best possible quality that they could be.
CRAFTING CHAKRA-ENHANCED
ITEMS
These base quality arms and armaments are great for the average
shinobi and should by extension be used by the vast majority, but there
are better quality versions of the same equipment. While these better- You can craft Chakra Enhanced objects, including Jutsu Scrolls and
quality arms are not going to provide a boost to a user’s AC or To-hit or Chakra-Enhanced Weapons. You must be proficient with a
damage when used, it does provide a much more stable base to work Weaponsmith Kit or Armorsmith Kit and be able to access a
with when adding Enhancement seals to them. Sealsmith Forge. A Sealsmith Forge is a special location dedicated
These items for the most part are not normally sold in most shops towards modifying and augmenting normally mundane weapons and
and in most cases must be made from scratch. There are some shops tools.
that can provide better quality equipment but they are few and far The process to create a Chakra enhanced item can feel long or
between. The following are the qualities that can be applied to arduous. While unlike normal crafting where you need raw materials
standard weapons and armor; Greater, Superior, Supreme and and a forge to melt down different materials to get the required
Mastercraft. results, this is less of an art and more focused in the realm of both
Greater. This item is made with fine materials and metals. Weapons alchemy and science. When you want to craft a chakra enhanced
with this quality is counted as being 5x more expensive than their base item you must first begin to decide on how you wish to upgrade this
price. Armor with this quality is counted as being 50% more expensive weapon by spending 1 Downtime (DT) to find the required materials
than their base price. Items with this quality has 5 Enhancement Seal for the Seal you wish to carve into your weapon or armor.
slots that can be applied to them.
Superior. This item is made with rare materials generally only found
in hostile environments such as active volcanoes, mines and caves miles
E NHANCEMENT S EAL M INIMUM L EVEL
underwater, and in ancient Shinobi or Sage ruins. Weapons with this R EQUIREMENT
quality is counted as being 7x more expensive than their base price.
Item Rank Minimum Level
Armor with this quality is counted as being 70% more expensive than
their base price. Items with this quality has 7 Enhancement Seal slots D-Rank Level 1+
that can be applied to them. C-Rank Level 5+
Supreme. This item is made with endangered materials generally B-Rank Level 9+
only found in A and S-Rank hostile environments such as active
volcano's miles underwater, guarded by exiled sage beasts or ancient
A-Rank Level 13+
Sage ruins protected by powerful Sage art barriers. Crafting an item of S-Rank Level 17+

V ARIANT : A RMORSMITH 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 750 Ryo
per week Market value contribution on items you are crafting with this kit by 100 Ryo.
Supreme Armorsmith 18 12 Gain a +1d4 bonus to all checks made to create Armor or Armor Seals, increase the per 1000
Kit week Market value contribution on items you are crafting with this kit by 150 Ryo and Ryo
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 22 7 Gain a +1d4 bonus to all checks made to create Weapons or Weapon Seals. 450 Ryo
Weaponsmith Kit
Superior 20 9 Gain a +1d4 bonus to all checks made to create Weapons or Weapon Seals and increase 750 Ryo
Weaponsmith Kit the per 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 1000
Weaponsmith Kit per week Market value contribution on items you are crafting with this kit by 150 Ryo and Ryo
when you make a Swift Craft check, increase the Ryo Bonus to 200 for every +3 you get
over the listed DC. 63
ENHANCEMENT SEAL C HAKRA E NHANCED ITEM D OWNTIME C OST
An Enhancement Seal is a special form of Fuinjutsu that combine
blacksmithing with Ninshou seal weaving. Enhancement Seals are Item Rank Downtime Cost
what make chakra enhanced weapons so special. All base mundane D-Rank 2 Week
weapons and armor have the potential to have up to 3 Seals imbued C-Rank 4 Weeks
upon them. This seal allotment is coequally known as Seal Slots.
B-Rank 8 Weeks
These Seals are organized in the standard Rank System that
proliferates the Shinobi World of D-Rank all the way up to S-Rank. A-Rank 16 Weeks
Each seal tier have their own list of Seal, their own Ryo Cost, and some S-Rank 32 Weeks
seals even increase the difficulty to infuse them onto your item of
choice.
Much like Ninjutsu, shinobi must be of appropriate level in order to
utilize and in many cases, even wield Chakra Enhanced weapons. In
order to wield these weapons, you must be of the appropriate level. If
even one seal infused on your weapon is of a higher rank, the weapon
WEAPON ENHANCEMENT SEALS
is counted as the highest rank imbued on it.
While most seals do not increase difficulty there is a standard D-RANK SEALS
Difficultly level based on the Rank of the chosen seal.
Unlike normal Crafting when you are imbuing an item if you fail the BANE SEAL (MINOR)
Ability check, you don’t lose out on all the material or cost, you Crafting Cost: 350
instead lose time. You waste the Downtime spent working on the When this seal is placed on a weapon, it begins to vibrate seemingly
item, and must commit at least half of the listed time again towards at random at the presence of the creature whom it specifically is
recreating the seals. with an Enhancement seal, you must be mindful searching for.
of a few restrictions; Select one creature type from the following: Beast or Plant. When
this weapon deals damage to a creature of this type, that creature
• Seals of the same name, do not stack, unless otherwise stated.
takes an additional 1d6 damage.
• For further clarification, classifications such as (Minor),
(Refined) or (Mastercraft) are Not treated as a part of the BLOODY SEAL (MINOR)
seals name. So, you cannot stack the benefits of a Seal with Crafting Cost: 200
the same name, with or without different classifications When this weapon would deal damage to a creature with the
under any circumstance. Bleeding condition, the target(s) take an additional 1d4 damage.
• Seals of different names, do stack.
• Your new armor/weapon carries the same Downtime cost as the CHILLING SEAL (MINOR)
highest ranked seal being imbued on your item. Crafting Cost: 200
• Regardless of who makes this item, if the wielder is not of the When this weapon would deal damage to a creature with the Chilled
appropriate level, they do not gain proficiency with the weapon condition, the target(s) take an additional 1d4 damage.
regardless of outside features of effects. Additionally, if it is armor,
they do not gain the benefit of the armor’s new effects. CORROSIVE SEAL (MINOR)
• You must be proficient with the imbued item in order to use it Crafting Cost: 200
effectively. When this weapon would deal damage to a creature with the
Corroded condition, the target(s) take an additional 1d4 damage.
E NHANCEMENT S EAL C RAFTING DC
Item Rank Minimum Crafting DC CRUSHING SEAL (MINOR)
Crafting Cost: 200
D-Rank 14
When this weapon would deal damage to a creature with the Dazed
C-Rank 18 condition, the target(s) take an additional 1d4 damage.
B-Rank 22
A-Rank 26 ELEMENTAL SEAL (MINOR)
Crafting Cost: 250
S-Rank 30 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
Seals of different ranks, occupy more of your weapons or armors one Nature Release from the following list. You cannot change this
seal slots based on the rank of the seal. So be sure to plan ahead. choice, once made;
Finally, different seals regardless of rank carry their own Ryo cost to • Earth Release – Earth Damage
• Wind Release – Wind Damage
E NHANCEMENT S EAL S LOT A LLOTMENT
• Fire Release – Fire Damage
Enhancement Rank Slots used • Water Release – Cold Damage
D-Rank 1 • Lightning Release – Lightning Damage

C-Rank 2 Once per turn, as an object interact action, the holder can switch
B-Rank 3 this weapons damage type to the chosen Nature releases damage
type. The weapon still qualifies for Bukijutsu that its original damage
A-Rank 4
type would allow it to be cast with.
S-Rank 5
EXTENDING SEAL (MINOR)
have them imbued. Normally the cost located in the Seals description Crafting Cost: 250
is how much the seals materials cost in the market place for you to Melee Weapons imbued with this seal increases their attack range
craft yourself. But if you wish to pay for someone else, such as a by 5ft. Ranged Weapons imbued with this seal increases their attack
Sealsmith to imbue your weapons for you, there is a premium on this range by 20ft.
service. Increase the cost of your chosen seal(s) by 50%.

64
FANGED SEAL (MINOR) PHANTOM SEAL (MINOR)
Crafting Cost: 400 Crafting Cost: 350
While etched with this seal, the weapon glows a faint orange color While etched with this seal, the weapon glows with a glum aura
during full moons. Select one Carnivoran summon type found in the around its striking portion or its ammunition.
Summoning Jutsu Chapter of Jiraiya’s Jutsu Compendium. This weapon can harm creatures with no physical form such as
As an action, the wielder can transform into a D-Rank Sage Beast ghosts or phantoms.
without any of its Special Features or the ability to cast its Jutsu
specialty once per long rest. SHOCKING SEAL (MINOR)
When the wielder transforms their armor, weapons and items Crafting Cost: 200
fuse into them for the duration. You retain your AC, ability scores, When this weapon would deal damage to a creature with the
proficiencies and languages but you gain the creatures special senses Shocked condition, the target(s) take an additional 1d4 damage.
(if any), the ability to communicate with it and other animals of its
type (Carnivoran) and its natural weapons. You can remain in this SICKENING SEAL (MINOR)
form for 10 minutes. Crafting Cost: 200
When this weapon would deal damage to a creature with the
FRIGHTENING SEAL (MINOR) Poisoned condition, the target(s) take an additional 1d4 damage.
Crafting Cost: 500
When this seal is placed on a weapon, it begins to release an C-RANK SEALS
aggressive and hostile aura.
When you critically hit with this weapon, the target gains 1 rank ABYSSAL SEAL (REFINED)
of fear. A frightened creature makes a Wisdom saving throw at the Crafting Cost: 600
end of each of their turns vs your Taijutsu save DC. On a success, Weapons imbued with this seal deals an additional weapon damage
they end the fear condition. die against Demons and Monstrosities with weapon attacks.

GRIEVOUS SEAL (MINOR) CELESTIAL SEAL (REFINED)


Crafting Cost: 500 Crafting Cost: 600
When you use this weapon in a Taijutsu or Bukijutsu of D-Rank, Weapons imbued with this seal deals an additional weapon damage
affected creatures take a -1 penalty to their saving throws against die against Sage Beasts and Undead with weapon attacks.
the jutsu’s casting.
CHAOTIC SEAL (REFINED)
HOT SEAL (MINOR) Crafting Cost: 600
Crafting Cost: 200 Weapons imbued with this seal deals an additional weapon damage
When this weapon would deal damage to a creature with the Burned die against Constructs and Mutants with weapon attacks.
condition, the target(s) take an additional 1d4 damage.
DISRUPTIVE SEAL (REFINED)
ILLUSORY SEAL (MINOR) Crafting Cost: 750
Crafting Cost: 250 Weapons imbued with this seal that deals damage to a creature
Weapons imbued with this seal grant its user a +1 bonus to their concentrating on a Jutsu, forces the target creature to roll their
Genjutsu Attack. Chakra Control Check to maintain concentration at a -2 Penalty to the
check.
MARTIAL SEAL (MINOR)
Crafting Cost: 250 FEARSOME SEAL (REFINED)
Weapons imbued with this seal grant its user a +1 bonus to their Crafting Cost: 600
Taijutsu Attack. Weapons imbued with this seal grants its user proficiency with the
Intimidation Skill. Additionally, the user can use their action in combat
MEDICAL SEAL (MINOR) to make an Intimidation check using the infused weapons Primary
Crafting Cost: 250 ability score against a creature within 5 feet of them vs the targets
Weapons imbued with this seal can have its damage type changed by Wisdom (Insight). On a success, the target drops any weapon they are
its wielder at will. When this seal is added to your weapon, select holding out of fear. The target then becomes immune to this effect
one Medical Release damage type from the following list. You cannot until they complete a long rest.
change this choice, once made;
• Acid Damage LACERATION SEAL (REFINED)
• Necrotic Damage Crafting Cost: 600
• Poison Damage Weapons imbued with this seal deals an additional weapon damage
die to creatures with Temporary Hit points.
Once per turn, as an object interact action, the holder can switch
this weapons damage type to the chosen Nature releases damage
type. The weapon still qualifies for Bukijutsu that its original damage
type would allow it to be cast with.

NINSHOU SEAL (MINOR)


Crafting Cost: 250 LUNAR SEAL (REFINED)
Weapons imbued with this seal grant its user a +1 bonus to their Crafting Cost: 1000
Ninjutsu Attack. Crafting DC: +1
Weapons imbued with this seal deals Necrotic damage in addition to
their listed damage for the purposed of overcoming resistance and
capitalizing on Vulnerabilities.
At Night, under the light of any phase of moon except the new
moon, this weapon gains a +1 bonus to its critical threat range with
weapon attacks.

65
OCCULT SEAL (REFINED) WARDING SEAL (REFINED)
Crafting Cost: 750 Crafting Cost: 750
Weapons imbued with this seal deals Cold damage in addition to their Weapons imbued with this seal can be used to set up barriers in a 5-
listed damage for the purposed of overcoming resistance and foot cube around its user. As an action or reaction to taking damage or
capitalizing on Vulnerabilities. failing a saving throw vs a Ninjutsu, Taijutsu, Genjutsu or Bukijutsu, the
While you are in initiative with a hostile Aberration or Undead holder can activate this ward, erecting a Barrier large enough to protect
creature, this weapon gains a +1 bonus to attack and damage rolls with only themselves or another creature. This barrier reduces the damage
weapon attacks against those creature types. the target takes by an amount equal to this weapon wielders level, until
the end of the current turn. Once this barrier is used, it cannot be used
PRIMAL SEAL (REFINED) again until the user completes a long rest.
Crafting Cost: 750
Crafting DC: +1 B-RANK SEALS
Weapons imbued with this seal deals Poison damage in addition to
their listed damage for the purposed of overcoming resistance and BLOODY SEAL (GREATER)
capitalizing on Vulnerabilities. Crafting Cost: 1200
While you are in initiative with a hostile Sage Creature or When this weapon would deal damage to a creature with the
Monstrosity creature, this weapon gains a +1 bonus to attack and Bleeding condition, the target(s) take an additional 1d4 damage.
damage rolls with weapon attacks against those creature types. Additionally, if the target creature, has 1 rank of bleeding, they
gain 1 more rank, up to once per turn.
SOLAR SEAL (REFINED)
Crafting Cost: 1000 ELEMENTAL SEAL (GREATER)
Crafting DC: +1 Crafting Cost: 1300
Weapons imbued with this seal deals Fire damage in addition to their Weapons imbued with this seal can have its damage type changed
listed damage for the purposed of overcoming resistance and by its wielder at will. When this seal is added to your weapon, select
capitalizing on Vulnerabilities. one Nature Release from the following list. You cannot change this
During the day, while under direct sunlight, if this weapon would fall choice, once made;
under the effect of a Ninjutsu or Bukijutsu that increases its damage by
• Earth Release – Earth Damage
rolling additional dice, increased the bonus damage die by +1, once per
• Wind Release – Wind Damage
turn.
• Fire Release – Fire Damage

STELLAR SEAL (REFINED) • Water Release – Cold Damage


Crafting Cost: 1000 • Lightning Release – Lightning Damage
Crafting DC: +1 Once per turn, as an object interact action, the holder can switch
Weapons imbued with this seal deals Force damage in addition to their this weapons damage type to the chosen Nature releases damage
listed damage for the purposed of overcoming resistance and type. The weapon still qualifies for Bukijutsu that its original damage
capitalizing on Vulnerabilities. type would allow it to be cast with and deals an additional 1d4 of
During twilight, while the sun, moon, and stars are out all at once, their chosen nature releases, damage type. This does not stack with
this weapon ignores resistance and immunity other Seals that grant dice-based bonuses to damage rolls.

STORING SEAL (SUPERIOR) CHILLING SEAL (GREATER)


Crafting Cost: 1000 Crafting Cost: 1500
Crafting DC: +2 Weapons imbued with this seal that deal damage to a creature with
Select one Ninjutsu, Genjutsu or Bukijutsu that the selected weapon the Chilled condition, are able to siphon some of that energy away
can be used as a component to cast, in the case for Bukijutsu. The from the target once per turn, granting you a 1d4 bonus to the first
selected Jutsu cannot be higher than D-Rank. saving throw you make vs a Jutsu with the Fire Release keyword,
If the selected Jutsu is one which doesn’t deal damage or affect until the beginning of your next turn.
other creatures, the item gains 3 Charges, which recharge at the
conclusion of a long rest. You may spend 1 charge to cast the sealed CORROSIVE SEAL (GREATER)
jutsu. If the jutsu has a range of self, the effects take place, and Crafting Cost: 1500
additionally if the jutsu is a Concentration jutsu, you still need to Weapons imbued with this seal that deal damage to a creature with
concentrate on the jutsu, but you do not pay the Chakra cost. the Corroded condition, are able to siphon some of that energy away
If the selected Jutsu is one which deals damage or affects other from the target once per turn, granting you a 1d4 bonus to the first
creatures, the item gains 3 charges, which recharge at the conclusion saving throw you make vs a Jutsu that would inflict an Elemental
of a long rest. You may spend 1 charge to cast the stored jutsu. If the condition, until the beginning of your next turn.
stored Jutsu is a concentration jutsu, you still need to concentrate on
the jutsu, but you do not pay the chakra cost. The sealed Jutsu CRUSHING SEAL (GREATER)
cannot affect an Area if it deals damage or affects other creatures. Crafting Cost: 1500
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 must make a Strength saving throw vs
S TORING S EAL J UTSU DC your Taijutsu save DC. On a failed save they lose the Dazed
Jutsu Rank Save DC condition, but become Staggered until the end of their next turn.

EXTENDING SEAL (GREATER)


D-Rank 15
Crafting Cost: 1250
Melee Weapons imbued with this seal increases their attack range
by 10ft. Ranged Weapons imbued with this seal increases their
attack range by 30ft.

66
FANGED SEAL (GREATER) SHOCKING SEAL (GREATER)
Crafting Cost: 1400 Crafting Cost: 1500
While etched with this seal, the weapon glows a faint orange color Weapons imbued with this seal that deal damage to a creature with
during full moons. Select one Carnivoran summon type found in the the Shocked condition, are able to siphon some of that energy away
Summoning Jutsu Chapter of Jiraiya’s Jutsu Compendium. from the target once per turn, granting you a 1d4 bonus to the first
As an action, once per long rest, the wielder can transform into a saving throw you make vs a Jutsu with the Earth Release keyword,
C-Rank Sage Beast gaining only its D-Rank Special Features, but not until the beginning of your next turn.
the ability to cast its Jutsu specialty.
When the wielder transforms their armor, weapons and items SICKENING SEAL (GREATER)
fuse into them for the duration. You retain your AC, ability scores, Crafting Cost: 1500
proficiencies and languages but you gain the creatures special senses Weapons imbued with this seal that deal damage to a creature with
(if any), the ability to communicate with it and other animals of its the Envenomed condition, are able to siphon some of that energy
type (Carnivoran) and its natural weapons. You can remain in this away from the target once per turn, granting you a 1d4 bonus to the
form for 1 hour. first saving throw you make vs a Jutsu that would inflict a Physical
condition, until the beginning of your next turn.
FRIGHTENING SEAL (GREATER)
Crafting Cost: 1500 A-RANK SEALS
When this seal is placed on a weapon, it begins to release an
aggressive and hostile aura. ABYSSAL SEAL (SUPERIOR)
When you critically hit with this weapon, the target gains 1 rank Crafting Cost: 1750
of fear and 1 rank of Concussed. A frightened and Concussed Weapons imbued with this seal deals an additional 2 weapon damage
creature makes a Wisdom saving throw at the end of each of their die against Demons and Monstrosities with weapon attacks.
turns vs your Taijutsu save DC. On a success, they end the fear
condition. CELESTIAL SEAL (SUPERIOR)
Crafting Cost: 1750
Weapons imbued with this seal deals an additional 2 weapon damage
GRIEVOUS SEAL (GREATER) die against Sage Beasts and Undead with weapon attacks.
Crafting Cost: 1500
When you use this weapon in a Taijutsu or Bukijutsu of C-Rank or CHAOTIC SEAL (SUPERIOR)
lower, affected creatures take a -2 penalty to their saving throws Crafting Cost: 1750
against the jutsu’s casting. Weapons imbued with this seal deals an additional 2 weapon damage
die against Constructs and Mutants with weapon attacks.
HOT SEAL (GREATER)
Crafting Cost: 1500 DISRUPTIVE SEAL (SUPERIOR)
Weapons imbued with this seal that deal damage to a creature with Crafting Cost: 1800
the Burned condition, are able to siphon some of that energy away Crafting DC: +2
from the target once per turn, granting you a 1d4 bonus to the first Weapons imbued with this seal that deals damage to a creature
saving throw you make vs a Jutsu with the Wind Release keyword, concentrating on a Jutsu, forces the target creature to roll their
until the beginning of your next turn. Chakra Control Check to maintain concentration at a -5 Penalty to the
check.
ILLUSORY SEAL (GREATER)
Crafting Cost: 1250 LACERATION SEAL (SUPERIOR)
Weapons imbued with this seal grant its user a +2 bonus to their Crafting Cost: 2000
Genjutsu Attack. Weapons imbued with this seal deals an additional 2 weapon damage
die to creatures with Temporary Hit points with weapon attacks.
MARTIAL SEAL (GREATER) Additionally, if you reduce a creature’s temporary hit points to 0 using
Crafting Cost: 1250 this weapon, the next time they would gain temporary hit points, they
Weapons imbued with this seal grant its user a +2 bonus to their instead gain only half.
Taijutsu Attack.
LUNAR SEAL (SUPERIOR)
MEDICAL SEAL (GREATER) Crafting Cost: 1750
Crafting Cost: 1300 Crafting DC: +1
Weapons imbued with this seal can have its damage type changed Weapons imbued with this seal deals Necrotic damage in addition to
by its wielder at will. When this seal is added to your weapon, select their listed damage for the purposed of overcoming resistance and
one Medical Release damage type from the following list. You capitalizing on Vulnerabilities.
cannot change this choice, once made; At Night, under the light of any phase of moon except the new
• Acid Damage moon, this weapon gains a +2 bonus to its critical threat range with
• Necrotic Damage weapon attacks.
• Poison Damage
OCCULT SEAL (SUPERIOR)
Once per turn, as an object interact action, the holder can switch Crafting Cost: 2000
this weapons damage type to the chosen Nature releases damage Weapons imbued with this seal deals Cold damage in addition to
type. The weapon still qualifies for Bukijutsu that its original damage their listed damage for the purposed of overcoming resistance and
type would allow it to be cast with and deals an additional bonus capitalizing on Vulnerabilities.
1d4 of their chosen damage type. This does not stack with other While you are in initiative with a hostile Aberration or Undead
Seals that grant dice-based bonuses to damage rolls. creature, this weapon gains a +3 bonus to attack and damage rolls
with weapon attacks against those creature types.
NINSHOU SEAL (GREATER)
Crafting Cost: 1250
Weapons imbued with this seal grant its user a +2 bonus to their
Ninjutsu Attack.
67
PRIMAL SEAL (SUPERIOR) S-RANK SEALS
Crafting Cost: 1750
Weapons imbued with this seal deals Poison damage in addition to BLOODY SEAL (MASTERCRAFT)
their listed damage for the purposed of overcoming resistance and Crafting Cost: 2250
capitalizing on Vulnerabilities. When this weapon would deal damage to a creature with the
While you are in initiative with a hostile Sage Creature or Bleeding condition, the target(s) take an additional 2d4 damage.
Monstrosity creature, this weapon gains a +3 bonus to attack and Additionally, if the target creature, has 1 rank of bleeding, they
damage rolls with weapon attacks against those creature types. gain 1 rank of Laceration, once per turn.

SOLAR SEAL (SUPERIOR) ELEMENTAL SEAL (MASTERCRAFT)


Crafting Cost: 1750 Crafting Cost: 2200
Crafting DC: +1 Weapons imbued with this seal can have its damage type changed by
Weapons imbued with this seal deals Fire damage in addition to its wielder at will. When this seal is added to your weapon, select
their listed damage for the purposed of overcoming resistance and one Nature Release from the following list. You cannot change this
capitalizing on Vulnerabilities. choice, once made;
During the day, while under direct sunlight, if this weapon would
• Earth Release – Earth Damage
fall under the effect of a Ninjutsu or Bukijutsu that increases its
• Wind Release – Wind Damage
damage by rolling additional dice, increased the bonus damage die
• Fire Release – Fire Damage
by +2, once per turn.
• Water Release – Cold Damage

SPEED SEAL (SUPERIOR) • Lightning Release – Lightning Damage


Crafting Cost: 2000 Once per turn, as an object interact action, the holder can switch
Crafting DC: +3 this weapons damage type to the chosen Nature releases damage
Weapons imbued with this seal can be used in extremely quick type. The weapon still qualifies for Bukijutsu that its original damage
succession. If this weapon was used to make an attack with the type would allow it to be cast with and increases its damage by +1
attack action, or with a bonus action, you make one additional weapon damage die that deal the damage type of their chosen
weapon attack with this weapon. This happens once per turn. nature releases. This does not stack with other Seals that grant dice-
based bonuses to damage rolls.
STELLAR SEAL (SUPERIOR)
Crafting Cost: 1750
MEDICAL SEAL (MASTERCRAFT)
Crafting DC: +1 Crafting Cost: 2200
Weapons imbued with this seal deals Force damage in addition to Weapons imbued with this seal can have its damage type changed by
their listed damage for the purposed of overcoming resistance and its wielder at will. When this seal is added to your weapon, select
capitalizing on Vulnerabilities. one Medical Release damage type from the following list. You cannot
During twilight, while the sun, moon, and stars are out all at once, change this choice, once made;
this weapon ignores resistance and immunity and ignores damage
• Acid Damage
reduction from all sources.
• Necrotic Damage

STORING SEAL (SUPERIOR) • Poison Damage


Crafting Cost: 2000 Once per turn, as an object interact action, the holder can switch
Crafting DC: +2 this weapons damage type to the chosen Nature releases damage
Select one Ninjutsu, Genjutsu or Bukijutsu that the selected weapon type. The weapon still qualifies for Bukijutsu that its original damage
can be used as a component to cast, in the case for Bukijutsu. The type would allow it to be cast with and increases its damage by +1
selected Jutsu cannot be higher than B-Rank. weapon damage die that deal their chosen damage type. This does
If the selected Jutsu is one which doesn’t deal damage or affect not stack with other Seals that grant dice-based bonuses to damage
other creatures, the item gains 3 Charges, which recharge at the rolls.
conclusion of a long rest. You may spend 1 charge to cast the sealed
jutsu. If the jutsu has a range of self, the effects take place, and CHILLING SEAL (MASTERCRAFT)
additionally if the jutsu is a Concentration jutsu, you still need to Crafting Cost: 2250
concentrate on the jutsu, but you do not pay the Chakra cost. Weapons imbued with this seal that deal damage to a creature with
If the selected Jutsu is one which deals damage or affects other the Chilled condition, are able to siphon some of that energy away
creatures, the item gains 3 charges, which recharge at the conclusion from the target once per turn, granting you a 1d6 bonus to the first
of a long rest. You may spend 1 charge to cast the stored jutsu. If the saving throw you make vs a Jutsu with the Fire Release keyword,
stored Jutsu is a concentration jutsu, you still need to concentrate on until the beginning of your next turn.
the jutsu, but you do not pay the chakra cost. The sealed Jutsu
cannot affect an Area if it deals damage or affects other creatures. CORROSIVE SEAL (MASTERCRAFT)
Crafting 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
S TORING S EAL J UTSU DC from the target once per turn, granting you a 1d6 bonus to the first
Jutsu Rank Save DC saving throw you make vs a Jutsu that would inflict an Elemental
condition, until the beginning of your next turn.
D-Rank 15
C-Rank 17 CRUSHING SEAL (MASTERCRAFT)
B-Rank 19 Crafting 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.

68
GRIEVOUS SEAL (MASTERCRAFT)
Crafting Cost: 2500
When you use this weapon in a Taijutsu or Bukijutsu of A-Rank or
lower, affected creatures take a -3 penalty to their saving throws
against the jutsu’s casting.

HOT SEAL (MASTERCRAFT)


Crafting Cost: 2250
Weapons imbued with this seal that deal damage to a creature with
the Burned 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 with the Wind Release keyword,
until the beginning of your next turn.

ILLUSORY SEAL (MASTERCRAFT)


Crafting Cost: 2500
Weapons imbued with this seal grant its user a +3 bonus to their
Genjutsu Attack.

MARTIAL SEAL (MASTERCRAFT)


Crafting Cost: 2500
Weapons imbued with this seal grant its user a +3 bonus to their
Taijutsu Attack.

NINSHOU SEAL (MASTERCRAFT)


Crafting Cost: 2500
Weapons imbued with this seal grant its user a +3 bonus to their
Ninjutsu Attack.

SHOCKING SEAL (MASTERCRAFT)


Crafting Cost: 2250
Weapons imbued with this seal that deal damage to a creature with
the Shocked 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 with the Earth Release keyword,
until the beginning of your next turn.

SICKENING SEAL (MASTERCRAFT)


Crafting Cost: 2250
Weapons imbued with this seal that deal damage to a creature with
the Envenomed 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 a Physical
condition, until the beginning of your next turn.

69
ARMOR ENHANCEMENT SEALS MEDICAL SEAL (MINOR)
Crafting 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 from the following list.
You cannot change this choice, once made;
BLACKENED SEAL (MINOR)
• Acid Damage
Crafting Cost: 250
Armor imbued with this seal grants its user a +1d4 bonus to Stealth • Necrotic Damage

checks. • Poison Damage

BLOODY SEAL (MINOR) OBSIDIAN IRON SEAL (MINOR)


Crafting Cost: 300 Crafting Cost: 500
Armor imbued with this seal grants its wearer a 1d4 bonus to saving Armor imbued with this seal grants its user a +1 bonus to Saving
throws made to resist the Bleeding condition. throws vs Bukijutsu.

BRAVERY SEAL (MINOR) SHOCKING SEAL (MINOR)


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

CHILLING SEAL (MINOR) SICKENING SEAL (MINOR)


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

COLD STEEL SEAL (MINOR) SINISTER SEAL (MINOR)


Crafting Cost: 500 Crafting Cost: 250
Armor imbued with this seal grants its user a +1 bonus to Saving Armor imbued with this seal grants its user a +1d4 bonus to
throws vs Ninjutsu. Intimidation checks.

CORROSIVE SEAL (MINOR) SLICK SEAL (MINOR)


Crafting Cost: 300 Crafting Cost: 250
Armor imbued with this seal grants its wearer a 1d4 bonus to saving Armor imbued with this seal grants its user a +1d4 bonus to Athletics
throws made to resist the Corroded condition. checks made to escape a grapple and Acrobatics checks made to
squeeze through small openings.
CRUSHING SEAL (MINOR)
Crafting Cost: 300 STAR METAL SEAL (MINOR)
Armor imbued with this seal grants its wearer a 1d4 bonus to saving Crafting Cost: 500
throws made to resist the Dazed condition. Armor imbued with this seal grants its user a +1 bonus to Saving
throws vs Genjutsu.
ELEMENTAL SEAL (MINOR)
Crafting Cost: 250 C-RANK SEALS
Armor imbued with this seal can apply half of its Damage reduction
(if any) to elemental damage. When this seal is added to your armor, ABYSSAL SEAL (REFINED)
select one Nature Release from the following list. You cannot change Crafting Cost: 650
this choice, once made; Armor imbued with this seal grants its wearer +4 damage reduction
• Earth Release – Earth Damage against Demons and Monstrosities weapon attacks, bukijutsu and
• Wind Release – Wind Damage taijutsu.
• Fire Release – Fire Damage
• Water Release – Cold Damage
CELESTIAL SEAL (REFINED)
Crafting Cost: 650
• Lightning Release – Lightning Damage
Armor imbued with this seal grants its wearer +4 damage reduction

ENHANCED SEAL (MINOR) against Sage Beasts and Undead weapon attacks, bukijutsu and
taijutsu.
Crafting Cost: 300
Crafting DC: +1
Armor imbued with this seal Gains +2 Damage reduction vs
CHAOTIC SEAL (REFINED)
Crafting Cost: 650
Bludgeoning, Piercing or Slashing damage.
Armor imbued with this seal grants its wearer +4 damage reduction

HOT SEAL (MINOR) against Constructs and Mutants weapon attacks, bukijutsu and
taijutsu.
Crafting Cost: 300
Armor imbued with this seal grants its wearer a 1d4 bonus to saving
throws made to resist the Burned condition.
DISRUPTIVE SEAL (REFINED)
Crafting Cost: 600

MARTIAL SEAL (MINOR) Armor imbued with this grants its user a +2 bonus to Chakra Control
Checks, made to maintain concentration.
Crafting Cost: 500
Armor imbued with this seal grants its user a +1 bonus to Saving
throws vs Taijutsu.

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LUNAR SEAL (REFINED) B-RANK SEALS
Crafting Cost: 750
Crafting DC: +1 BLACKENED SEAL (GREATER)
At Night, under the light of any phase of moon except the new Crafting Cost: 1100
moon, this armor treats critical hits with weapon attacks or Taijutsu Armor imbued with this seal grants its user a +1d6 bonus to Stealth
or Bukijutsu as normal hits. checks. This also removes any penalties to stealth an Armor may
have.
OCCULT SEAL (REFINED)
Crafting Cost: 750 BLOODY SEAL (GREATER)
While you are in initiative with a hostile Aberration or Undead Crafting Cost: 1250
creature, this Armor gains a +2 bonus to saving throws vs these Armor imbued with this seal has a 1d6 bonus to saving throws made
creatures.. to resist the Bleeding condition.

PRIMAL SEAL (REFINED) BRAVERY SEAL (GREATER)


Crafting Cost: 750 Crafting Cost: 1100
Crafting DC: +1 Armor imbued with seal has a 1d6 bonus to saving throws made to
While you are in initiative with a hostile Sage Beast or Monstrosity resist the Fear condition.
creature, this armor gains a +2 bonus to AC.
BRACING SEAL (GREATER)
SOLAR SEAL (REFINED) Crafting Cost: 1100
Crafting Cost: 750 Armor imbued with seal has a 1d6 bonus to saving throws made to
Crafting DC: +1 resist being moved, pushed or pulled.
During the day, while under direct sunlight, the wielder of this armor
gains a +1 bonus to all Ability checks. CHILLING SEAL (GREATER)
Crafting Cost: 1250
STELLAR SEAL (REFINED) Armor imbued with this seal has a 1d6 bonus to saving throws made
Crafting Cost: 750 to resist the Chilled condition.
Crafting DC: +1
During twilight, while the sun, moon, and stars are out all at once, COLD STEEL SEAL (GREATER)
this armor gains resistance to all damage. Crafting Cost: 1500
Armor imbued with this seal grants its user a +2 bonus to Saving
SWIFT SEAL (REFINED) throws vs Ninjutsu.
Crafting Cost: 700
Armor imbued with this seal grants its wearer +10 to their CORROSIVE SEAL (GREATER)
movement speed. Crafting Cost: 1250
Armor imbued with this seal has a 1d6 bonus to saving throws made
MOBILITY SEAL (REFINED) to resist the Corroded condition.
Crafting Cost: 850
Armor imbued with this seal grants its wearer a climbing and CRUSHING SEAL (GREATER)
swimming speed equal to its wearers movement speed. Crafting Cost: 1250
Armor imbued with this seal has a 1d6 bonus to saving throws made
STRENGTH SEAL (REFINED) to resist the Dazed condition.
Crafting Cost: 1000
Armor imbued with this seal grants its wearer a +1 bonus to Strength ELEMENTAL SEAL (GREATER)
Saving throws and Skill checks. Crafting Cost: 1300
Armor imbued with this seal gains a +1 to AC and can apply its
DEXTERITY SEAL (REFINED) Damage reduction (if any) to elemental damage. When this seal is
Crafting Cost: 1000 added to your armor, select one Nature Release from the following
Armor imbued with this seal grants its wearer a +1 bonus to list. You cannot change this choice, once made;
Dexterity Saving throws and Skill checks.
• Earth Release – Earth Damage

DEATHLESS SEAL (REFINED) • Wind Release – Wind Damage


• Fire Release – Fire Damage
Crafting Cost: 1000
Armor imbued with this seal grants its wearer a +2 bonus to Death • Water Release – Cold Damage
Saving throws. • 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
VANISHING SEAL (REFINED) Damage reduction to the chosen damage type.
Crafting Cost: 1000
Armor imbued with this seal grants its wearer the ability to become ENHANCED SEAL (GREATER)
invisible as an Action for 1 minute as if under the effect of the B- Crafting Cost: 1100
Rank Genjutsu Invisibility. Creatures can gain the benefit of this seal Crafting DC: +2
once per long rest. Armor imbued with this seal Gains +4 Damage reduction vs
Bludgeoning, Piercing or Slashing damage..
DISGUISED SEAL (REFINED)
Crafting Cost: 600 HOT SEAL (GREATER)
Armor imbued with this seal can transform itself to look like a totally Crafting Cost: 1250
different set of clothing, as if under the effects of the Transform Armor imbued with seal has a 1d6 bonus to saving throws made to
Genjutsu. The wearer can transform their armor into another set of resist the Burned condition.
clothing, once every hour.

71
MARTIAL SEAL (GREATER) LUNAR SEAL (SUPERIOR)
Crafting Cost: 1500 Crafting Cost: 1750
Armor imbued with this seal grants its user a +2 bonus to Saving Crafting DC: +2
throws vs Taijutsu. At Night, under the light of any phase of moon except the new
moon, this armor treats critical hits with weapon, Taijutsu, Bukijutsu,
MEDICAL SEAL (GREATER) Ninjutsu and Genjutsu as normal hits.
Crafting Cost: 1300
Armor imbued with this seal gains a +1 to AC and can apply its OCCULT SEAL (SUPERIOR)
Damage reduction (if any) to one Medical Release damage type from Crafting Cost: 1750
the following list. You cannot change this choice, once made; While you are in initiative with a hostile Aberration or Undead
• Acid Damage creature, this Armor gains a +3 bonus to AC.
• Necrotic Damage
• Poison Damage
PRIMAL SEAL (SUPERIOR)
Crafting Cost: 1750
If the armor this seal is applied to has no innate Damage While you are in initiative with a hostile Sage Beast or Monstrosity
Reduction, then you instead apply half of its armor bonus as if it was creature, this armor gains a +3 bonus to AC.
Damage reduction to the chosen damage type.
SOLAR SEAL (SUPERIOR)
SHOCKING SEAL (GREATER) Crafting Cost: 1750
Crafting Cost: 1250 Crafting DC: +2
Armor imbued with this seal has a 1d6 bonus to saving throws made During the day, while under direct sunlight, the wielder of this armor
to resist the Shocked condition. gains a +3 bonus to all Ability and Skill checks.

SICKENING SEAL (GREATER) STELLAR SEAL (SUPERIOR)


Crafting Cost: 1250 Crafting Cost: 1750
Armor imbued with this seal has a 1d6 bonus to saving throws made Crafting DC: +1
to resist the Poisoned condition. During twilight, while the sun, moon, and stars are out all at once,
this armor gains resistance to all damage and you reduce resisted
SINISTER SEAL (GREATER) damage by an additional -5.
Crafting Cost: 1100
Armor imbued with this seal grants its user a +1d6 bonus to SWIFT SEAL (SUPERIOR)
Intimidation checks. Crafting Cost: 1600
Armor imbued with this seal grants its wearer +20 to their
SLICK SEAL (GREATER) movement speed
Crafting Cost: 1100
Armor imbued with this seal grants its user a +1d6 bonus to Athletics STRENGTH SEAL (SUPERIOR)
checks made to escape a grapple and Acrobatics checks made to Crafting Cost: 2000
squeeze through small openings. Armor imbued with this seal grants its wearer a +3 bonus to Strength
Saving throws and Skill checks.
STAR METAL SEAL (GREATER)
Crafting Cost: 1500 DEXTERITY SEAL (SUPERIOR)
Armor imbued with this seal grants its user a +2 bonus to Saving Crafting Cost: 2000
throws vs Genjutsu. Armor imbued with this seal grants its wearer a +3 bonus to
Dexterity Saving throws and Skill checks.
A-RANK SEALS
DEATHLESS SEAL (SUPERIOR)
ABYSSAL SEAL (SUPERIOR) Crafting Cost: 2000
Crafting Cost: 1750 Armor imbued with this seal grants its wearer advantage on Death
Armor imbued with this seal grants its wearer +4 damage reduction Saving throws.
against Demons and Monstrosities weapon attacks, bukijutsu,
taijutsu, ninjutsu, and genjutsu. DISPELLING SEAL (SUPERIOR)
Crafting Cost: 2000
CELESTIAL SEAL (SUPERIOR) Armor imbued with this seal grants its wearer the ability to dispel
Crafting Cost: 1750 harmful effects on its wearer. Once per rest, as a Reaction the
Armor imbued with this seal grants its wearer +4 damage reduction wearer can cast the Dispel Chakra Ninjutsu, at B-Rank targeting
against Sage Beasts and Undead weapon attacks, bukijutsu, taijutsu, yourself.
ninjutsu, and genjutsu.
S-RANK SEALS
CHAOTIC SEAL (SUPERIOR)
Crafting Cost: 1750 BLACKENED SEAL (MASTERCRAFT)
Armor imbued with this seal grants its wearer +4 damage reduction Crafting Cost: 1100
against Constructs and Mutants weapon attacks, bukijutsu, taijutsu, Armor imbued with this seal grants its user advantage on all Stealth
ninjutsu, and genjutsu. checks. This also removes any penalties to stealth an Armor may
have.
DISRUPTIVE SEAL (SUPERIOR)
Crafting Cost: 2000 BLOODY SEAL (MASTERCRAFT)
Crafting DC: +2 Crafting Cost: 2400
Armor imbued with this grants its user a +4 bonus to Chakra Control Armor imbued with this seal grants its user immunity to the Bleeding
Checks, made to maintain concentration. Condition.

72
BRAVERY SEAL (MASTERCRAFT) MEDICAL SEAL (MASTERCRAFT)
Crafting Cost: 2400 Crafting Cost: 2250
Armor imbued with this seal grants its user immunity to the Fear Armor imbued with this seal gains a +2 to AC and can apply its
Condition. Damage reduction +3, to one Medical Release damage type from the
following list. You cannot change this choice, once made;
CHILLING SEAL (MASTERCRAFT) • Acid Damage
Crafting Cost: 2400
• Necrotic Damage
Armor imbued with this seal grants its user immunity to the Chilled
• Poison Damage
Condition.
If the armor this seal is applied to has no innate Damage
CRUSHING SEAL (MASTERCRAFT) Reduction, then you instead apply its armor bonus as if it was
Crafting Cost: 2400 Damage reduction to the chosen damage type.
Armor imbued with this seal grants its user immunity to the Dazed
Condition. OBSIDIAN IRON SEAL (MASTERCRAFT)
Crafting Cost: 2500
ELEMENTAL SEAL (MASTERCRAFT) Armor imbued with this seal grants its user a +3 bonus to Saving
Crafting Cost: 2250 throws vs Bukijutsu.
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 SHOCKING SEAL (MASTERCRAFT)
to your armor, select one Nature Release from the following list. You Crafting Cost: 2400
cannot change this choice, once made; Armor imbued with this seal grants its user immunity to the Shocked
• Earth Release – Earth Damage Condition.
• Wind Release – Wind Damage
• Fire Release – Fire Damage
SICKENING SEAL (MASTERCRAFT)
Crafting Cost: 2400
• Water Release – Cold Damage
Armor imbued with this seal grants its user immunity to the
• Lightning Release – Lightning Damage
Poisoned Condition.
If the armor this seal is applied to has no innate Damage
Reduction, then you instead apply its armor bonus as if it was SINISTER SEAL (MASTERCRAFT)
Damage reduction to the chosen damage type. Crafting Cost: 2100
Armor imbued with this seal grants its user advantage on all
ENHANCED SEAL (MASTERCRAFT) Intimidation checks.
Crafting Cost: 2500
Crafting DC: +3 STAR METAL SEAL (MASTERCRAFT)
Armor imbued with this seal Gains -6 Damage reduction vs Crafting Cost: 2500
Bludgeoning, Piercing or Slashing damage. Armor imbued with this seal grants its user a +3 bonus to Saving
throws vs Genjutsu.
HOT SEAL (MASTERCRAFT)
Crafting Cost: 2600
Armor imbued with this seal grants its user immunity to the Burned
Condition.

MARTIAL SEAL (MASTERCRAFT)


Crafting Cost: 2500
Armor imbued with this seal grants its user a +3 bonus to Saving
throws vs Taijutsu.

73
LEARNING/ CREATING A JUTSU
You can spend time between adventures learning a new Jutsu that
STEP ONE: DEVELOPING THE CONCEPT OF YOUR
your master, your ally or your Mentor may know and you want to
learn or you may want to create a new path, by creating your own
JUTSU
The first step of developing your own Jutsu (Or even creating a
jutsu. Learning or creating jutsu does not count against your Jutsu
Variation of one that you already know) is to first figure out the type
known for your class. Regardless, beware that modifying or creating
of jutsu it will be. Classifying your Jutsu allows you to create the core
a new Jutsu prevents you from upcasting that newly created jutsu.
requirements of the Jutsu itself. By selecting one of the following

LEARNING A JUTSU
Jutsu Types you set the path you must follow for the rest of this
journey building this Jutsu.
When you want to train towards Learning a New Jutsu, you must a) Ninjutsu- Molding Chakra to perform a technique that interacts
spend Downtime towards adding that jutsu to your Known jutsu list.
with a creature or the world.
After picking the jutsu you wish to learn, you must get the b) Taijutsu- Using martial Arts techniques with or without
holder/owner of that particular jutsu to begin teaching you. Learning
weapons to attack or defend with one's body.
a Jutsu may be a grand experience that the DM can draw out for c) Genjutsu- Molding Chakra to manipulate a creature's 5 senses
story purposes, but there are a few requirements that must be met.
into believing one aspect of reality that they are experiencing.
• You cannot learn Jutsu more than 1 rank Above when you are able
Once you have the Concept of your Jutsu decided you should follow
to learn normally. (A level 4 character can spend their downtime
the below steps to figure out your jutsu’s effects. Each section
to learn up to a C-Rank Jutsu, but not a B-Rank since a B Rank is
carries its own list of Rules, Range Increments, Damage types,
two ranks higher than what they can at their level, which is D-
Keywords etc.
Rank).
• You must have the Nature Affinity to learn a Jutsu with such a
requirement. (You cannot learn a Fire Release Jutsu, if you only J UTSU R ANK E FFECT S LOTS
have Wind Affinity.)
Jutsu Rank Maximum Number of Effects
You must commit a specified amount of Downtime towards learning
E-Rank 2
this jutsu. (This downtime does not need to be at the same time.)
D-Rank 4
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 jutsu off? Do you need the massive reserves of chakra like an
Uzumaki to use it? Do you only need to have access to the Wind
Affinity to use it? These are considerations you must undertake to
begin the process of Jutsu Creation.
While building your Jutsu, you must first decide on your jutsu’s
rank. This decision will inform you how many effects your jutsu can
hold and the final cost of your jutsu. Your jutsu will have a number of
slots depending on its rank and starting restrictions, which limit
when or how you can cast your chosen jutsu.

74
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 The chosen feature, must be one that has to be activated by the
user. The chosen feature cannot be something passive like Unarmed
By selecting this requirement keyword your Ninjutsu gains the Hijutsu Combat from Taijutsu Specialist, or Advanced Nature Transformation
Keyword, and counts as being a Clan Jutsu for you. You cannot select from the Sarutobi Clan.
this Keyword if you are non-Clan. The feature must require activation of some sort from the player.

MEDICAL
Regardless of the feature chosen, when this jutsu is cast, a use of the
feature is also spent as part of the cost of casting this jutsu. You do not
By selecting this requirement keyword your Ninjutsu will gain the gain the benefits of spending said resource.
Medical Keyword.
HAND SEALS (HS)
FUINJUTSU By Selecting this Component Keyword, your ninjutsu requires you to
By selecting this requirement keyword your Ninjutsu will gain the have 1 hand free in order to weave handseals. Hand Seals are
Fuinjutsu Keyword. mandatory when creating a Ninjutsu.

NATURE RELEASE CHAKRA MOLDING (CM)


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

REQUIRED FEATURE
to manifest the required jutsu. In order to utilize Fuinjutsu of any
type, you must add this Component Keyword.
By selecting this requirement keyword, you are required to be able to
benefit from a Clan or Class feature that has a number of limited uses
and recharges on a short or long rest to use this Ninjutsu. You cannot
add this to E-Ranks

75
MOBILITY (M) • Control. Effects that manipulate or impact other creatures ability
to act or impose penalties of any type onto the target, such as
By Selecting this Component Keyword, your ninjutsu requires you to attack/damage penalties, saving throw penalties, speed penalties,
have at least 5 feet of movement available to you. While your jutsu etc.
doesn’t spend this movement, it requires you to be able to move • Support. Effects that aid yourself or other allied creatures by
your body freely.
providing positive benefits, such as healing, bonuses to hit or

WEAPON (W)
damage, etc.
Decide on no more than 2 of the above Ninjutsu Types. When you
By Selecting this Component Keyword, your ninjutsu requires you to do, you can only choose effects from their given categories. While
have a weapon available to you and within reach. Select one weapon creating your Jutsu, keep in mind each effect you add will cost 1
type that this Ninjutsu requires in order to function. Effect Slot based on the rank of the jutsu you are creating. Below

NINJA TOOLS (NT)


you will find effect that doesn’t fit any one ninjutsu type, but instead
enables them all.
By Selecting this Component Keyword, your ninjutsu requires you to
have a Ninja tool available to you and within reach. Select one Ninja AREA
Tool that this Ninjutsu requires in order to function. In order for you Your Jutsu gains an area of effect in the shape of one of the
to select this keyword the range of your jutsu must either be Self, or following: 10ft radius, 20ft Cone, 15ft Cube, 20ft Cylinder or 30ft
Touch. Line.
Creatures must succeed one of the following; (Strength, Dexterity
R ANGES or Constitution) save vs your Ninjutsu Save DC. If your Jutsu requires
any other Saving throw to avoid an additional Condition, this save
Range becomes the jutsu’s base save omitting all other saving throws that
Keywords Notes other effects may ask for. This does not count for Effects Selected
Self - with "Secondary Effect". Reduce the Damage Die by 1, to a minimum
Touch (5 feet) - of 1.
Creatures suffer half damage and no Conditional effects on a
Ranged Up to 30 feet successful save.
If this effect is added to a Ninjutsu of C-Rank or higher, increase
SELF the shape by 5 feet for each rank above D-Rank, the jutsu this effect
is added to is.
Your Ninjutsu has a range of self. This Ninjutsu either will only affect
you, or use you as the center or origination of its effect
radius/shape. Select this range if your jutsu will do either of these
CLASH
Your Jutsu gains the Ability to clash with other Jutsu with the Clash
things.
Keyword.

TOUCH DELAYED EFFECT


Your Ninjutsu has a range of Touch (5 Feet). Your ninjutsu will only Your jutsu after affecting a creature has a delayed effect that
be able to apply its effects if you are able to physically touch your activated on the following round after this jutsu ends. Select one
target creature. You must make a Melee Ninjutsu attack roll to score effect that your jutsu currently has, other than this one. Your jutsu
a hit with this Range. activates the selected effect at the beginning of either your, or the
affected creature’s next turn (Pick one when creating this jutsu)
RANGED
Your Ninjutsu has a range greater than 5 feet base. Your ninjutsu will
LASTING
be able to travel over a distance to interact with your target creature Your Jutsu increases its duration from Instant Concentration, up to 1
or area. You must make a Ranged Ninjutsu attack roll to score a hit minute.
with this Range. If you apply this effect an additional time, the duration is
If this range is added to a Ninjutsu of C-Rank, increase the increased to Concentration, up to 10 minutes.
maximum possible range to 60 feet. If this range is added to a If you apply this effect, to a jutsu whose current casting time is a
Ninjutsu of A-Rank or higher, the maximum possible range is Reaction, its duration instead becomes 1 Round.
increased to 120 feet. If this effect is added to a jutsu with a Conditional Effect, affected
creatures can attempt to remake their saving throws at the end of
each of their turns to end this Jutsu's effects on them.
STEP THREE: EFFECTS
The third Step of jutsu creation comes down to selecting your jutsu’s SPEEDY
effects, using the list provided below. All jutsu are built using a Your Jutsu can be cast at a significantly faster speed than most
combination of different effects with each effect having an others. The cast time of this Jutsu becomes a Bonus action.
associated Saving throw, damage type or special ability attached to If your jutsu deals damage or heals creatures, reduce the damage
it. or healing die by 1.
You can take this effect a second time, changing the casting time
NINJUTSU TYPES to a Reaction, if you do reduce your Damage die by 2.

UPCAST
All ninjutsu follow a certain theme or archetype that they follow.
Most jutsu fall into 4 different forms of casting. Either Offensive,
Your Jutsu can be upcast from its current rank, increasing one of its
Defensive, Control or Support. To describe these categories for the
current effects potency per rank upcast. Pick one of the following.
purposes of jutsu creation. If Damage, Shielding or Healing, increase the damage, healing or
• Offensive. Effects that deal damage, or attempts to inflict shielding the jutsu does by 2 damage/healing/shielding die, per rank
conditions or negative effects onto other creatures. upcast. (Pick one)
• Defensive. Effects that mitigate damage in a number of ways; If a Conditional Effect, increase the number of ranks of one of the
such as Damage reduction, resistance, immunity, temporary hit chosen conditions this jutsu applies by +1, per rank upcast.
points.

76
OFFENSIVE jutsu has the Medical keyword, it can automatically deal one of the
listed Medical damage types (Acid, Necrotic, Poison).
BLEEDING If your jutsu has neither Nature Release or Medical, you instead
Conditional Effect must select another damage type that you qualify for.
Your Jutsu has the chance to inflict the Bleeding condition. You can Select one of the following damage die that your jutsu has based
only select this keyword if your Jutsu has the Slashing, Piercing or on its rank. Jutsu that deals more types of damage at once splits its
Wind damage type. damage evenly between each available damage die.
Creatures Affected by your Jutsu must make a Dexterity (or D-Rank: 6d4, 5d6, 4d8, 3d10, 2d12
Constitution, pick one at jutsu creation) save vs your Ninjutsu Save C-Rank: 10d4, 8d6, 6d8, 5d10, 4d12
DC or gain 1 rank of the Bleeding condition B-Rank: 12d6, 9d8, 7d10, 6d12
Reduce your damage die (if any) by 1, and an additional +1 at C- A-Rank: 15d6, 11d8, 9d10, 7d12
Rank (2) and S-Rank (3) upon creation. S-Rank: 20d6, 15d8, 12d10, 10d12
If this effect is added to a Ninjutsu of C-Rank, failing creatures
instead gain 2 ranks of Bleeding. This is increased to 3 ranks at B-
Rank, 4 ranks at A-Rank and 5 ranks at S-Rank. D AMAGE T YPES
BURNED Component Keyword Requirements
Conditional Effect Fire Fire Release
Your Jutsu has the chance to inflict the Burned Condition. You can
Cold Water Release
only select this keyword if the Jutsu has Fire Release. Creatures
affected by your jutsu must make a constitution save vs your Lightning Lightning Release
Ninjutsu save DC or suffer the Burned Condition. Wind Wind Release
Reduce your damage die (if any) by 1, and an additional +1 at C- Earth Earth Release
Rank (2) and S-Rank (3) upon creation.
If this effect is added to a Ninjutsu of B-Rank, failing creatures Bludgeoning -
instead gain 2 ranks of Burned. This is increased to 3 ranks at S-Rank. Slashing -
Piercing -
Poison Medical
BRUISING Acid Medical
Conditional Effect Necrotic Medical
Your Jutsu has the chance to inflict the Bruised condition. You can Force -
only select this keyword if the jutsu has the Earth Affinity.
Chakra Fuinjutsu
Reduce your damage die (if any) by 1, and an additional +1 at C-
Rank (2) and S-Rank (3) upon creation.
If this effect is added to a Ninjutsu of B-Rank, failing creatures
instead gain 2 ranks of Bruised. This is increased to 3 ranks at S-Rank.

CHILLED EMPOWERED DAMAGE


Required Effects: Damage
Conditional Effect
Your Jutsu increases its overall damage potential. Increase your
Your Jutsu has the chance to inflict the Chilled condition. You can
damage die by 1. This effect can be taken up to 3 additional times
only select this Keyword if the Jutsu has Water Release. Creatures
after the first.
affected by your jutsu must make a constitution save vs your
Ninjutsu save DC or suffer the Chilled Condition. Reduce your
damage die (if any) by 1.
ENVENOMING
Conditional Effect
Reduce your damage die (if any) by 1, and an additional +1 at C-
Your Jutsu has the chance to inflict the Envenomed Condition. You
Rank (2) and S-Rank (3) upon creation.
can only select this keyword if the Jutsu has Medical. Creatures
If this effect is added to a Ninjutsu of B-Rank, failing creatures
affected by your jutsu must make a constitution save vs your
instead gain 2 ranks of Chilled. This is increased to 3 ranks at S-Rank.
Ninjutsu save DC or suffer the Envenomed Condition.

CORRODED
Reduce your damage die (if any) by 1, and an additional +1 at C-
Rank (2) and S-Rank (3) upon creation.
Conditional Effect
If this effect is added to a Ninjutsu of B-Rank, failing creatures
Required Keywords: Medical
instead gain 2 ranks of Envenomed. This is increased to 3 ranks at S-
Your Jutsu has the chance to inflict the Corroded condition. You can
Rank.
only select this Keyword if the Jutsu deals acid damage. Creatures
affected by your jutsu must make a constitution save vs your
Ninjutsu save DC or suffer the Corroded Condition.
MULTIPLE STRIKES
Required Effects: Damage
Reduce your damage die (if any) by 1, and an additional +1 at C-
Your jutsu grants you more than a single Attack Roll.
Rank (2) and S-Rank (3) upon creation.
Increase the number of attacks your jutsu makes by +1. Split your
If this effect is added to a Ninjutsu of B-Rank, failing creatures
damage dice between the attacks evenly.
instead gain 2 ranks of Corroded. This is increased to 3 ranks at S-
You can take this effect an additional time up to three times total.
Rank.

CRITICAL POWERFUL OFFENSE


Required Effects: Damage
Increase this jutsu’s critical threat range by +1. You can add this
Your Jutsu is magnified further. When you would roll your jutsu’s
effect an additional time, increasing this jutsu’s critical threat range
damage, you add your Ninjutsu ability modifier to your first damage
by an additional +1 for each time you add this effect, after the first.
roll.

DAMAGE
You can take this effect an additional time, gaining the ability to
add your ability modifier to all damage rolls made with this jutsu.
This ninjutsu deals damage. If this jutsu has a Nature Release, it
automatically deals the chosen nature releases damage type. If your

77
WEAKENING SHIELDING
Conditional Effect Required Effects: Lasting
Your Jutsu has a chance to inflict the Weakened condition. Creatures Your Jutsu grants temporary hit points to its target.
affected by your jutsu must make a constitution save vs your Jutsu Select one of the following dice pools that your jutsu has based on
save DC or suffer the weakened condition. its rank. This pool determined how much temporary hit points this
Reduce your damage die (if any) by 1, and an additional +1 at C- jutsu grants.
Rank (2) and S-Rank (3) upon creation. If the jutsu cast has the Earth Release keyword, increase your
If this effect is added to a Ninjutsu of B-Rank, failing creatures chosen temporary hit point dice pool by +1 of the listed dice.
instead gain 2 ranks of Weakened. This is increased to 3 ranks at S- D-Rank: 3d4, 2d6, 1d8
Rank. C-Rank: 4d4, 3d6, 2d8, 1d10
B-Rank: 5d4, 4d6, 3d8, 2d10, 1d12
SHOCKING A-Rank: 6d4, 5d6, 4d8, 3d10, 2d12
Conditional Effect S-Rank: 7d4, 6d6, 5d8, 4d10, 3d12
Your Jutsu has the chance to inflict the Shocked condition. You can
only select this keyword if the jutsu has the Lightning Affinity. CONTROL
Reduce your damage die (if any) by 1, and an additional +1 at C-
Ninjutsu normally can only have one Conditional Effect or one effect
Rank (2) and S-Rank (3) upon creation.
that inflicts a condition. This can be increased to two with Secondary
If this effect is added to a Ninjutsu of B-Rank, failing creatures
effect or Delayed Effect.
instead gain 2 ranks of Shocked. This is increased to 3 ranks at S-
Secondary effect and Delayed effect do not stack and cannot be
Rank.
taken together.

DEFENSIVE BLINDING
Conditional Effect
EMPOWERED SHIELDING Your jutsu has the chance to inflict the Blinded condition. Creatures
Required Effects: Shielding affected by your jutsu must make a constitution (or wisdom, pick
Your Jutsu increases its overall defensive potential. Increase your one at jutsu creation) save vs your Ninjutsu Save DC or suffer the
shielding die by 1. This effect can be taken up to 3 additional times Blinded Condition
after the first.
DEAFENING
DAMAGE REDUCTION Conditional Effect
Your jutsu grants you or the target of your jutsu damage reduction Your jutsu has the chance to cause the deafened condition.
vs all sources of damage. Creatures affected by your jutsu must make a constitution (or
Select one of the following dice pools that your jutsu has based on wisdom, pick one at jutsu creation) save vs your Ninjutsu save DC or
its rank. This pool determines how much damage is reduced from suffer the Deafened Condition
one instance of damage.
If the jutsu cast has the Earth Release keyword, increase your KNOCK BACK
chosen damage reduction dice pool by +1 of the listed dice. Your Jutsu has the chance to knock a creature back 10ft. Creatures
D-Rank: 2d4, 1d6 affected by your jutsu must make a Strength saving throw vs your
C-Rank: 3d4, 2d6, 1d8 Jutsu Save DC.
B-Rank: 4d4, 3d6, 2d8, 1d10 If this effect is added to a Ninjutsu of C-Rank or higher, failing
A-Rank: 5d4, 4d6, 3d8, 2d10, 1d12 creatures can instead be pushed back by an additional +10 feet for
S-Rank: 6d4, 5d6, 4d8, 3d10, 2d12 each rank above D-Rank the jutsu this effect is added to is.
If the jutsu cast has the Wind Release keyword, increase the base
POWERFUL DEFENSE knock back this effect grants by 5ft, and an additional 5ft for each
Required Keywords: Damage Reduction or Shielding rank above D-Rank the jutsu is.
Your Jutsu is magnified further. When you would roll dice for your
jutsu’s damage reduction or temporary hit points, you add your POISONING
Ninjutsu Ability Modifier to the roll. Conditional Effect
Required Keywords: Medical
RESISTANCE Your Jutsu has the chance to inflict the poisoned Condition.
Your Jutsu grants either yourself or the target creature (your choice Creatures affected by your jutsu must make a constitution save vs
during creation) with resistance to a given damage type or your Jutsu save DC or suffer the poisoned condition.
Condition.
Select between Damage or Condition. Once your choice is made, RESTRAINING
select one from the following list based on your previous decision. Conditional Effect
Damage: Bludgeoning, Piercing, Slashing, Earth, Wind, Fire, Cold, Your Jutsu has the chance to inflict the restrained condition.
Lightning, Acid, Poison, Necrotic, Force Creatures affected by your jutsu must make a Strength (or Dexterity
Condition: Bleeding, blinded, deafened, bruised, dazed, or Constitution) save vs your Jutsu save DC or suffer the restrained
incapacitated, paralyzed, restrained, slowed, stunned, shocked, condition.
burned, chilled, corroded, weakened.
This Jutsu's target gains resistance to the chosen damage type or
condition for this Jutsu's duration. This effect can be taken multiple
times. Each time you select it, pick a different damage type or
condition.

78
SEALING ENHANCING
Required Keywords: Fuinjutsu, Chakra Seals (CS), Lasting Required Keywords: Self or Touch, Chakra Molding, Lasting
Your Jutsu seals away a creatures Chakra or Jutsu. Creatures affected Your Jutsu modifies its targets ability score(s) in some way shape or
by your jutsu must make a Charisma saving throw. On a failed save, form. Select one Ability score. While concentrating on this jutsu, the
the target is marked with a single seal of your description for the selected Ability score increases by +1. You may take this effect up to
duration. This seal does one of the following, of your choice. (Choose 5 times, each time selecting either the same or a different ability
during jutsu creation.) score.
Bound Seal. While bound with this seal, the target suffers another
Control based Conditional Effect. Decide on this effect. (This does POWERFUL SUPPORT
not cost an additional slot.) Required Keywords: Healing
Restrictive Seal. While bound with this seal, the target cannot Your Jutsu is magnified further. When you would roll dice for your
cast one Ninjutsu or Genjutsu of your choice. You decide on the jutsu jutsu’s healing. You add your Ninjutsu ability modifier to the roll.
when you cast this jutsu.
Fracturing Seal. While bound with this seal, the target increases HEALING
the cost of jutsu they cast by an amount based on the rank of this Required Keywords: Medical
jutsu when cast; (D-Rank: +2, C-Rank: +4, B-Rank: +8, A-Rank: +16, S- Your Jutsu Heals a creatures hit points. This effect cannot be taken if
Rank: +24) the jutsu has the Damage effect.
This Keyword can be taken up to 3 times. Each time you take this Select one of the following die pools that your jutsu heals based
keyword, select an additional effect. on its rank.
D-Rank: 3d6, 2d8, 1d10
SECONDARY EFFECT C-Rank: 5d6, 4d8, 3d10, 2d12
Your jutsu has multiple conditional effects built into it. You can only B-Rank: 6d6, 5d8, 4d10, 3d12
select this effect if you have another Conditional Effect added to A-Rank: 7d6, 6d8, 5d10, 4d12
your custom jutsu. S-Rank: 10d6, 8d8, 7d10, 6d12
Select an additional Conditional Effect adding that effect to your STEP FOUR: FINALIZING THE COST , NAME, AND
jutsu (This additional Conditional Effect does not cost an additional
slot.). You must select one saving throw to use. Your jutsu cannot
YOUR LEGACY.
The fourth and Final step is to clarify the cost and downtime cost of
require more than 1 saving throw.
Your Jutsu, while also coming up with a memorable name.
You can select this effect additional times, each time being able to
Refer to the chart below to find the Downtime cost and your
select an additional Conditional Effect.
jutsu’s final cost overall.

SUPPORT
AUGMENTATION
Prerequisites: Chakra Molding, Self or Touch (Range), Lasting
Your Jutsu modifies your targets attacks in some way, making it
more lethal, more powerful, accurate or more potent.
Select one of the following; Weapon attacks, Ninjutsu Attacks,
Taijutsu Attacks or Genjutsu Attacks. This jutsu will only affect the
selected type.
Next choose which aspect of the chosen attack is being
augmented; Attack roll or Damage roll.
F INAL N INJUTSU R ANK AND DT C OST
If Attack roll, for the duration, this jutsu increases the select Associated Downtime Cost Downtime Cost
attack roll by 1d4 for the duration. This bonus is increased to a d6 if Rank Chakra Cost (Solo) (Master)
added to a B-Rank or higher jutsu. E-Rank Special (2 Chakra) 1 -
If Damage roll, you must add the Damage effect to this jutsu.
(This does not cost an additional slot). When you do select from the D-Rank Special (4 Chakra) 3 2
following bonus damage dice pools; C-Rank Special (7 Chakra) 5 4
D-Rank: 2d4, 1d6 B-Rank Special (12 Chakra) 10 8
C-Rank: 2d6, 1d10
A-Rank Special (17 Chakra) 15 12
B-Rank: 2d8, 1d12
A-Rank: 3d6, 2d10 S-Rank Special (25 Chakra) 25 20
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.

EMPOWERED HEALING
Required Effects: Healing
Your Jutsu increases its overall healing potential. Increase your
healing die by 1. This effect can be taken up to 3 additional times
after the first.

79
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 gains the Component Keyword Notes
Hijutsu Keyword, and counts as being a Clan Jutsu for you. You Hand Seals (HS) - (Mandatory for all created
cannot select this Keyword if you are non-Clan. Genjutsu)

MEDICAL
Chakra Molding (CM) - (Mandatory for all created
Genjutsu)
By selecting this requirement keyword your Genjutsu will gain the Chakra Seals (CS) - (Mandatory with Fuinjutsu)
Medical Keyword.
Mobility (M) -

FUINJUTSU Weapon (W) -


Ninja Tools (NT) -
By selecting this requirement keyword your Genjutsu will gain the
Fuinjutsu Keyword.

NATURE RELEASE CHAKRA MOLDING (CM)


By selecting Genjutsu as your jutsu type, you have to take this
By selecting this requirement keyword your Genjutsu will gain one or keyword for your jutsu.
many Nature Release Keywords. This does not grant your Genjutsu the
ability to deal Elemental damage, but instead potentially benefit from
other class or clan features or feats.
CHAKRA SEALS (CS)
By Selecting this Component Keyword, your genjutsu requires you to
REQUIRED FEATURE have 1 hand free in order to create the chakra seals needed in order
to manifest the required jutsu. In order to utilize Fuinjutsu of any
By selecting this requirement keyword, you are required to be able type, you must add this Component Keyword.
to benefit from a Clan or Class feature that has a number of limited
uses and recharges on a short or long rest to use this Genjutsu. You
cannot add this to E-Ranks
WEAPON (W)
The chosen feature, must be one that has to be activated by the By Selecting this Component Keyword, your genjutsu requires you to
user. The chosen feature cannot be something passive like Unarmed have a weapon available to you and within reach. Select one weapon
Combat from Taijutsu Specialist, or Advanced Nature type that this Genjutsu requires in order to function. In order for you
Transformation from the Sarutobi Clan. to select this keyword the range of your jutsu must either be Self, or
The feature must require activation of some sort from the player. Touch.
Regardless of the feature chosen, when this 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 casting such a resource.

HAND SEALS (HS)


By Selecting this Component Keyword, your genjutsu requires you to
have 1 hand free in order to weave handseals.

80
NINJA TOOLS (NT) TOUCH
By Selecting this Component Keyword, your genjutsu requires you Your Genjutsu has a range of Touch (5 Feet). Your Genjutsu will only
to have a Ninja tool available to you and within reach. Select one be able to apply its effects if you are able to physically touch your
Ninja Tool that this Genjutsu requires in order to function. In order target creature. You must make a Melee Genjutsu attack roll to score
for you to select this keyword the range of your jutsu must either be a hit with this Range.
Self, or Touch.
RANGED
Your Genjutsu has a range greater than 5 feet base. Your Genjutsu
S ENSORY K EYWORDS will be able to travel over a distance to interact with your target
creature or area. You must make a Ranged Genjutsu attack roll to
Keyword Requirement(s)
score a hit with this Range.
Visual - If this range is added to a Genjutsu of C-Rank, increase the
Tactile Mandatory, if it deals Damage maximum possible range to 60 feet. If this range is added to a
Auditory - Genjutsu of A-Rank or higher, the maximum possible range is
increased to 120 feet.
Inhaled Ninja Tools (NT)
Unaware Costs 1 Effect Slot T IERS OF S UCCESS
Tier Requirement(s) Bonus Effect Slots
VISUAL Critical Mandatory, if If no Critical Success, -1
Success Requiring a
Jutsu with the Visual Keyword, are genjutsu that tricks the targets
Save
visual perception. Creatures with True sight or Blindness are immune
to jutsu with this keyword. Chakra sight provides advantage against Success Mandatory, if -
Jutsu with only this keyword. Requiring a
Save
TACTILE Failure Mandatory, if -
Requiring a
Jutsu with the Tactile keyword, are genjutsu that tricks the targets
Save
perception of touch (both pleasure and pain). This keyword is
needed in order for a Genjutsu to deal damage. CCritical
RITICAL SUCCESS
Failure Optional If no Critical Failure, +1

AUDITORY
A creature who passes your Genjutsu save DC by 5 or more. This
creature always passes and suffers no additional effects. If the
Jutsu with the Auditory keyword, are genjutsu that tricks the targets chosen Jutsu is D-Rank, the target becomes immune for 10 minutes,
personal perception of sound. Deafness provides immunity to jutsu if C-Rank, then only 1 Minute, if B-Rank or higher, they cannot be
with only this keyword. affected again for at least 1 of your turns.

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

Ranged Up to 30 feet

SELF
Your Genjutsu has a range of self. This Genjutsu either will only
affect you, or use you as the center or origination of its effect
radius/shape. Select this range if your jutsu will do either of these
things.

81
STEP THREE: EFFECTS If your jutsu deals damage or heals creatures, reduce the damage
or healing die by 1.
The third Step of jutsu creation comes down to selecting your jutsu’s
You can take this effect a second time, changing the casting time
damage type, The final range of your jutsu based on the range
to a Reaction, if you do reduce your Damage die by 2.
selected and what sort of effects it may have.

FAILURE IN SUCCESS
GENJUTSU TYPES Your Jutsu imposes a partial effect even if a creature passes the
All Genjutsu follow a certain theme or archetype that they follow. saving throw (But not critically pass). Pick one of the following.
Most jutsu fall into 4 different forms of casting. Either Offensive, If Damage, reduce the damage dice by half (rounded down)
Defensive, Control or Support. To describe these categories for the If a Conditional Effect, affected creatures gains no more than 1
purposes of jutsu creation. rank of a single chosen condition, for up to 1 turn.
If Hindering, affected creature suffers half of the listed effect or
• Offensive. Effects that deal damage, or attempts to inflict
the duration is reduced to 1 turn. Pick 1.
conditions or negative effects onto other creatures.
• Defensive. Effects that mitigate damage in a number of ways;
UPCAST
such as Damage reduction, resistance, immunity, temporary hit Your Jutsu can be upcast from its current rank, increasing one of its
points. current effects potency per rank upcast. Pick one of the following.
• Control. Effects that manipulate or impact other creatures ability If Damage, Shielding or Healing, increase the damage, healing or
to act or impose penalties of any type onto the target, such as shielding the jutsu does by 2 damage/healing/shielding die, per rank
attack/damage penalties, saving throw penalties, speed penalties, upcast. (Pick one)
etc. If a Conditional Effect, increase the number of ranks of one of the
• Support. Effects that aid yourself or other allied creatures by chosen conditions this jutsu applies by +1, per rank upcast.
providing positive benefits, such as healing, bonuses to hit or
damage, etc. UNAVOIDABLE
Your Jutsu does not require you to make an attack roll, instead
Decide on no more than 2 of the above Genjutsu Types. When
always having the chance to hit your target. Select a target creature
you do, you can only choose effects from their given categories.
within range that you can sense with one of the following senses.
While creating your Jutsu, keep in mind each effect you add will cost
Target Creature must make an (Intelligence Wisdom or Charisma)
1 Effect Slot based on the rank of the jutsu you are creating. Below
save vs your Genjutsu Save DC. (Choose the saving throw at jutsu
you will find effect that doesn’t fit any one genjutsu type, but
creation).
instead enables them all.
This saving throw supersedes all other saving throw options
AREA provided by other effects. When you have added all affects you want
to your Genjutsu, this effects Saving throw becomes the overall
Your Jutsu gains an area of effect in the shape of one of the
saving throw of your Genjutsu.
following: 20ft radius, 15ft Cone, 20ft Cube, 20ft Cylinder or 30ft
Line.
Creatures must succeed one of the following; (Intelligence,
Wisdom or Charisma) save vs your Genjutsu Save DC. If your Jutsu
requires any other Saving throw to avoid an additional Condition,

OFFENSIVE
this save becomes the jutsu’s base save omitting all other saving
throws that other effects may ask for. This does not count for Effects
Selected with " Tertiary Effect". Reduce the Damage Die by 1, to a
minimum of 1. CRITICAL
Creatures suffer half damage and no Conditional effects on a Required Keyword/Effects: Tactile (Keyword), Damage (Effect)
successful save. Increase this jutsu’s critical threat range by +1. You can add this effect
If this effect is added to a Genjutsu of C-Rank or higher, increase an additional time, increasing this jutsu’s critical threat range by an
the shape by 5 feet for each rank above D-Rank, the jutsu this effect additional +1 for each time you add this effect, after the first.
is added to is.
DAMAGE
DELAYED EFFECT Required Keywords: Tactile
Your jutsu after affecting a creature has a delayed effect that This Genjutsu deals Psychic damage. Select one of the following
activated on the following round after this jutsu ends. Select one damage die that your jutsu has based on its rank. Jutsu that deals
effect that your jutsu currently has, other than this one. Your jutsu more types of damage at once splits its damage evenly between each
activates the selected effect at the beginning of either your, or the available damage die.
affected creature’s next turn (Pick one when creating this jutsu) D-Rank: 5d4, 4d6, 3d8, 2d10
C-Rank: 8d4, 5d6, 4d8, 3d10, 2d12
B-Rank: 12d4, 8d6, 6d8, 4d10, 3d12
A-Rank: 16d4, 12d6, 9d8, 7d10, 5d12
LASTING S-Rank: 20d4, 15d6, 12d8, 9d10, 7d12
Your Jutsu increases its duration from Instant Concentration, up to 1
minute. EMPOWERED DAMAGE
If you apply this effect an additional time, the duration is Required Effects: Damage
increased to Concentration, up to 10 minutes. Your Jutsu increases its overall damage potential. Increase your
If you apply this effect, to a jutsu whose current casting time is a damage die by 1. This effect can be taken up to 3 additional times
Reaction, its duration instead becomes 1 Round. after the first.
If this effect is added to a jutsu with a Conditional Effect, affected
creatures can attempt to remake their saving throws at the end of MULTIPLE STRIKES
each of their turns to end this Jutsu's effects on them. Required Effects: Damage
Your jutsu grants you more than a single Attack Roll.
SPEEDY Increase the number of attacks your jutsu makes by +1. Split your
Your Jutsu can be cast at a significantly faster speed than most damage dice between the attacks evenly. You can take this effect up
others. The cast time of this Jutsu becomes a Bonus action. to two times total.

82
POWERFUL OFFENSE CHARMING
Required Effects: Damage Required Keywords: Visual or Auditory or Inhaled
Your Jutsu is magnified further. When you would roll your jutsu’s Your Justus has the chance to inflict the Charmed condition for the
damage, you add your Genjutsu ability modifier to your first damage duration.
roll. Creatures affected by your jutsu must an (Intelligence, Wisdom or
You can take this effect an additional time, gaining the ability to Charisma) save vs your Genjutsu Save DC. (Choose the saving throw at
add your ability modifier to all damage rolls made with this jutsu. Jutsu creation).

DEFENSIVE CONCUSSIVE
Required Keywords: Visual or Auditory or Inhaled
EMPOWERED SHIELDING Your Justus has the chance to inflict the Concussed condition for the
Required Keywords: Shielding duration.
Your Jutsu increases its overall defensive potential. Increase your Creatures affected by your jutsu must an (Intelligence, Wisdom or
shielding die by 2. This effect can be taken one additional time. Charisma) save vs your Genjutsu Save DC. (Choose the saving throw at
Jutsu creation).
RESISTANCE
Required Keywords: Tactile CONDITIONAL
Your Jutsu grants either yourself or the target creature (your choice Your Jutsu can only be cast targeting a single creature who is currently
during creation) with resistance to a given damage type or Condition. suffering from a condition already. If this jutsu is cast targeting a
Select between Damage or Condition. Once your choice is made, creature not suffering a select condition, they are immune to its
select one from the following list based on your previous decision. effects.
Damage: Psychic Select one Condition from the following list: Berserk, blinded,
Condition: Blinded, deafened, dazed, incapacitated, slowed, charmed, concussed, confused, dazzled, deafened, frightened,
berserk, fear, concussed, confused, maddened, dazzled. incapacitated, paralyzed, poisoned, slowed or maddened. Select two
This Jutsu's target gains resistance to the chosen damage type or additional Control effects, adding them to this jutsu, at no additional
condition for this Jutsu's duration. This effect can be taken multiple slot cost. The two effects adding must be different from one another
times. Each time you select it, pick a different damage type or and cannot be an effect already added to this jutsu.
condition.
DEAFENING
SHIELDING Conditional Effect
Required Effects: Lasting, Tactile Required Keywords: Auditory
Your Jutsu grants temporary hit points to its target. Your jutsu has the chance to cause the Deafened condition for the
Select one of the following dice pools that your jutsu has based on duration.
its rank. This pool determined how much temporary hit points this Creatures affected by your jutsu must an (Intelligence, Wisdom or
jutsu grants. Charisma) save vs your Genjutsu Save DC. (Choose the saving throw
D-Rank: 3d4, 2d6, 1d8 at Jutsu creation).
C-Rank: 4d4, 3d6, 2d8, 1d10
B-Rank: 5d4, 4d6, 3d8, 2d10, 1d12 DELAYED EFFECT
A-Rank: 6d4, 5d6, 4d8, 3d10, 2d12 Your jutsu after affecting a creature has a delayed effect that
S-Rank: 7d4, 6d6, 5d8, 4d10, 3d12 activated on the following round after this jutsu ends. Select one
effect that your jutsu currently has, other than this one. Your jutsu
CONTROL activates the selected effect at the beginning of either your, or the
affected creature’s next turn.
Genjutsu can have up to Two Conditional effects, selecting one saving
throw as the basis of this jutsu. This can be increased to three with EMPOWERED HINDERING
Tertiary Effect or Delayed Effect. Tertiary effect and Delayed effect do Required Keywords: Hindering
not stack and cannot be taken together in any combination. Your jutsu can hinder other statistics of your target. At jutsu
If an effect you select would inflict a condition on a creature and creation, select one of the following; Ability Score, Armor Class,
you don’t have the Lasting effect on your jutsu and the condition Speed, Damage.
inflicted has no discernable duration, its duration becomes 1 Round. Ability Score. Select one of the following ability scores; Strength,
Dexterity, Constitution, Intelligence, Wisdom, Charisma. On a failed
BLINDING save the target(s) suffers a penalty to the chosen ability score equal
Conditional Effect to the rank this jutsu was cast at. (D-Rank: -1, C-Rank: -2, B-Rank: -3,
Required Keywords: Visual A-Rank: -4, S-Rank: -5.)
Your jutsu has the chance to inflict the Blinded condition for the Armor Class. On a failed save the target(s) suffers a penalty to its
duration. Armor class equal to the rank this jutsu was cast at. (D-Rank: -1, C-
Creatures affected by your jutsu must make an (Intelligence, Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.)
Wisdom or Charisma) save vs your Jutsu Save DC. (Choose the saving Speed. On a failed save the target(s) suffers a penalty to its speed
throw at jutsu Creation). equal to the rank this jutsu was cast at.
(D-Rank: -10ft, C-Rank: -20ft, B-Rank: -30ft,
BERSERKER A-Rank: -40ft, S-Rank: -50ft.)
Required Keywords: Visual or Auditory or Inhaled Damage. On a failed save the target(s) suffers a penalty to its
Your Justus has the chance to inflict the Berserk condition for the damage dealt equal to the rank this jutsu was cast at. (D-Rank: -1
duration. damage die, C-Rank: -2 damage die, B-Rank: -3 damage die, A-Rank:
Creatures affected by your jutsu must an (Intelligence, Wisdom or -4 damage die, S-Rank: -5 damage die.)
Charisma) save vs your Genjutsu Save DC. (Choose the saving throw at
Jutsu creation).

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FRIGHTENING slot.). You must select one saving throw to use. Your jutsu cannot
Conditional Effect require more than 1 saving throw.
Your Jutsu has the chance to inflict 1 rank of the Fear Condition for You can select this effect additional times, each time being able to
the duration.. select an additional Conditional Effect.
Creatures affected by your jutsu must an (Intelligence, Wisdom or
Charisma) save vs your Genjutsu Save DC. (Choose the saving throw SLOWING
at Jutsu creation). Conditional Effect
Required Keywords: Any Sensory Keyword
HINDERING Your Jutsu has the chance to inflict 1 rank of the Slow Condition for
Required Keywords: Tactile the duration..
Your Jutsu modifies chance in a negative way for its targets. At Jutsu Creatures affected by your jutsu must an (Intelligence, Wisdom or
creation, select one from the following; Attack Rolls, Saving throws, Charisma) save vs your Genjutsu Save DC. (Choose the saving throw
Ability Checks or Skill Checks at Jutsu creation).
Attack Rolls, select one of the following; Weapon attacks,
Ninjutsu Attacks, Taijutsu Attacks or Genjutsu Attacks. This jutsu will
only affect the selected type. WEAKENING
Saving Throws, Ability Checks or Skill Checks, select one of the Conditional Effect
following ability scores; Strength, Dexterity, Constitution, Required Keywords: Any Sensory Keyword
Intelligence, Wisdom, Charisma. This jutsu will on affect saving Your Jutsu has the chance to inflict 1 rank of the Weakened
throws, ability checks or skill checks of the selected ability score. Condition for the duration.
Next, if Attack Rolls were selected, for the duration, this jutsu Creatures affected by your jutsu must an (Intelligence, Wisdom or
penalizes the select attack roll by 1d4 for the duration. This bonus is Charisma) save vs your Genjutsu Save DC. (Choose the saving throw
increased to a d6 at B-Rank and a d8 at S-Rank. at Jutsu creation).
If Saving Throws were selected, for the duration, this jutsu
penalizes the select save by -1. This penalty increases to -3 at B-Rank MADDENING
and -5 at S-Rank. Conditional Effect
If Ability Checks or Skill Checks were selected, for the duration, Required Keywords: Any Sensory Keyword
this jutsu penalizes the select check by 1d4. This penalty increases to Your Jutsu has the chance to inflict the Maddened Condition for the
d6 at B-Rank and d8 at S-Rank. duration.
You can add this effect multiple times. If added a second time, Creatures affected by your jutsu must an (Intelligence, Wisdom or
you can choose to affect all Attack Rolls, Saving Throws, Ability Charisma) save vs your Genjutsu Save DC. (Choose the saving throw
Checks or Skill Checks (Pick one). If added a third time you can select at Jutsu creation).
another statistic to penalize. If added a fourth time creatures do not
get to remake their saving throws to end this jutsu’s effects. CONCUSSIVE
Conditional Effect
RESTRAINING Required Keywords: Any Sensory Keyword
Conditional Effect Your Jutsu has the chance to inflict 1 rank of the Concussed
Required Keywords: Any Sensory Keyword Condition for the duration.
Your Jutsu has the chance to inflict the Restrained Condition for the Creatures affected by your jutsu must an (Intelligence, Wisdom or
duration.. Charisma) save vs your Genjutsu Save DC. (Choose the saving throw
Creatures affected by your jutsu must an (Intelligence, Wisdom or at Jutsu creation).
Charisma) save vs your Genjutsu Save DC. (Choose the saving throw
at Jutsu creation). DAZZLING
Conditional Effect
SEALING Required Keywords: Any Sensory Keyword
Conditional Effect Your Jutsu has the chance to inflict 1 rank of the Dazzled Condition
Required Keywords: Fuinjutsu, Touch, Chakra Seals (CS), Lasting for the duration.
Your Jutsu seals away a creatures memories or thoughts. Creatures Creatures affected by your jutsu must an (Intelligence, Wisdom or
affected by your jutsu must make a Charisma saving throw. On a Charisma) save vs your Genjutsu Save DC. (Choose the saving throw
failed save, the target is marked with a single seal of your description at Jutsu creation).
for the duration. This seal does one of the following, of your choice.
(Choose during jutsu creation.) CONFUSING
Memory Seal. While bound with this seal, the target suffers Conditional Effect
forgets how to cast a number of jutsu of your choice equal to the Required Keywords: Any Sensory Keyword
rank this jutsu is cast; (D-Rank/C-Rank: 1, B-Rank/A-Rank: 2, S-Rank: Your Jutsu has the chance to inflict 1 rank of the Confused Condition
3) for the duration.
Thought Seal. While bound with this seal, the target cannot Creatures affected by your jutsu must an (Intelligence, Wisdom or
maintain concentration on a number of jutsu equal to the rank this Charisma) save vs your Genjutsu Save DC. (Choose the saving throw
jutsu is cast; (D-Rank/C-Rank/ at Jutsu creation).
B-Rank: 1, A-Rank/S-Rank: 2)
Emotional Seal. While bound with this seal, the target cannot MIND CONTROL
target a creature of your choice with any jutsu for the duration. Required Keywords: Visual, Auditory or Inhaled
This Keyword can be taken up to 3 times. Each time you take this Special Limitation: B-Rank and above.
keyword, select an additional effect. Your Justus has the chance to glamor a creature, granting you
control over their thoughts or actions. Creatures affected by your
TERTIARY EFFECT jutsu must an Intelligence, Wisdom or Charisma save vs your
Your jutsu has multiple conditional effects built into it. You can only Genjutsu Save DC. (Choose the saving throw at Jutsu creation, this
select this effect if you have two Conditional Effect added to your cannot be changed later).
custom jutsu. On a failed save, the target is mentally dominated in a way of your
Select an additional Conditional Effect adding that effect to your description for the duration. This domination causes one of the
jutsu (This additional Conditional Effect does not cost an additional following effects to take place. (Choose during jutsu creation.)

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Glamor. The target acts in one way of your choice that isn’t BOOSTING
directly harmful to itself, by spending its action on its turn. This jutsu Required Keywords: Self or Touch, Chakra Molding, Tactile
then ends. Your Jutsu modifies chance in a positive way for its targets. At Jutsu
Overwrite. The target has 10 minutes’ worth of memory creation, select one from the following; Saving throws, Ability Checks
overwritten. Target creatures becomes immune to this jutsu if they or Skill Checks
are targeted while in combat or combat would begin around them. Saving Throws, Ability Checks or Skill Checks, select one of the
Memory that is overwritten becomes permanently changed within following ability scores; Strength, Dexterity, Constitution,
24 hours of its casting. This effect can be nullified/ended if dispelled Intelligence, Wisdom, Charisma. This jutsu will on affect saving
at any time after this Jutsu's casting. throws, ability checks or skill checks of the selected ability score.
If Saving Throws were selected, for the duration, this jutsu boosts
Disable. The target becomes unable to take an either a Bonus the select save by +1. This boost increases to +2 at B-Rank and +3 at
Action or Reaction (your choice) to perform a specific task, such as S-Rank.
cast a jutsu, use a feature or trait, active an item, interact with the If Ability Checks or Skill Checks were selected, for the duration,
environment etc. Make your select when this jutsu is created. this jutsu boosts the select check by 1d4. This penalty increases to d6
at B-Rank and d8 at S-Rank.
DISPLACEMENT You can add this effect multiple times. If added a second time,
Required Keywords: Visual you can choose to affect all Saving Throws, Ability Checks or Skill
Your Justus has the chance to mentally displace a creature, making Checks (Pick one). If added a third time you can select another
them believe they are someone they are not. Creatures affected by statistic to boost.
your jutsu must an Intelligence, Wisdom or Charisma save vs your
Genjutsu Save DC. (Choose the saving throw at Jutsu creation, this EMPOWERED BOOSTING
cannot be changed later). Required Keywords: Boosting
On a failed save, you choose where the target believes itself to be Your jutsu can boost other statistics of your target. At jutsu creation,
for the duration. select one of the following; Ability Score, Armor Class, Speed,
Damage.
SUPPORT Ability Score. Select one of the following ability scores; Strength,
Dexterity, Constitution, Intelligence, Wisdom, Charisma. Target(s)
AUGMENTATION gains a boost to the chosen ability score equal to the rank this jutsu
Prerequisites: Chakra Molding, Self or Touch (Range), Lasting was cast at. (D-Rank: +1, C-Rank: +2, B-Rank: +3, A-Rank: +4, S-Rank:
Your Jutsu modifies your targets attacks in some way, making it +5.)
more lethal, more powerful, accurate or more potent. Armor Class. Target(s) gains a boost to its Armor class equal to
Select one of the following; Weapon attacks, Ninjutsu Attacks, the rank this jutsu was cast at. (D-Rank/C-Rank: +1, B-Rank/A-Rank:
Taijutsu Attacks or Genjutsu Attacks. This jutsu will only affect the +3, S-Rank: +5.)
selected type. Speed. Target(s) gain a boost to its speed equal to the rank this
Next choose which aspect of the chosen attack is being jutsu was cast at. (D-Rank: +10ft, C-Rank: +20ft, B-Rank: +30ft, A-
augmented; Attack roll or Damage roll. Rank: +40ft, S-Rank: +50ft.)
If Attack roll, for the duration, this jutsu increases the select Damage. Target(s) gain a boost to its damage dealt equal to the
attack roll by 1d4 for the duration. This bonus is increased to a d6 if rank this jutsu was cast at. (D-Rank: +1 damage die, C-Rank: +2
added to a B-Rank or higher jutsu. By adding damage die, B-Rank: +3 damage die, A-Rank: +4 damage die, S-Rank:
If Damage roll, you must add the Damage effect to this jutsu. +5 damage die.)
(This does not cost an additional slot). When you do select from the
following bonus damage dice pools;
D-Rank: 2d4, 1d6
C-Rank: 2d6, 1d10
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.

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STEP FOUR: FINALIZING THE C OST , 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 G ENJUTSU 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

P REREQUISITES
C OMPONENT K EYWORDS
Prerequisite Keywords Bonus Effect Slots
Hijutsu +0 Component Keyword Notes
Medical +0 Chakra Molding (CM) (Mandatory for Nature Release)
Nature Release +0 Mobility (M) (Mandatory for Taijutsu and
Required Feature (Short Rest) +1 Bukijutsu)
Required Feature (Long Rest) +2 Weapon (W) (Mandatory for Bukijutsu)
Ninja Tools (NT) -

MEDICAL
By selecting this requirement keyword your jutsu will gain the Medical
Keyword.

TAIJUTSU/BUKIJUTSU CREATION NATURE RELEASE


RULES By selecting this requirement keyword your jutsu will gain one or many
Nature Release Keywords.
STEP TWO: TAIJUTSU/BUKIJUTSU
PREREQUISITE(S) & RESTRICTIONS REQUIRED FEATURE
The second step of developing your Taijutsu or Bukijutsu is to figure By selecting this requirement keyword, you are required to be able
out the base requirements, how this new jutsu is activated regarding to benefit from a Clan or Class feature that has a number of limited
its components, and whether it will be a ranged or melee jutsu. uses and recharges on a short or long rest to use this Genjutsu. You
The first step to figuring out which type of jutsu you are creating cannot add this to E-Ranks The chosen feature, must be one that has
is deciding on the classification of your jutsu. Is it a Taijutsu, or a to be activated by the user.
Bukijutsu? The feature must require activation of some sort from the player.

TAIJUTSU
Regardless of the feature chosen, when this jutsu is cast, a use of the
feature is also spent as part of the cost of casting this jutsu. You do
Martial technique that utilizes the casters body. These techniques not gain the benefits of casting such a resource.
enable a user to fight beyond the normal limits of man and push into
new heights of martial prowess.
CHAKRA MOLDING (CM)
BUKIJUTSU By selecting this Component Keyword, your taijutsu requires you to
Martial technique that requires weapons of some sort. While not mold chakra in order to utilize it. In order to utilize a Nature Release
more powerful than Taijutsu, these techniques are inherently more of any type, you must add this Component Keyword.
versatile due to the variety of weapons a shinobi can utilize when
using them. MOBILITY (M)
HIJUTSU
By Selecting this Component Keyword, your taijutsu requires you to
have at least 5 feet of movement available to you. While your jutsu
By selecting this requirement keyword your Taijutsu gains the doesn’t spend this movement, it requires you to be able to move
Hijutsu Keyword, and counts as being a Clan Jutsu for you. You your body freely. All Taijutsu and Bukijutsu must have this keyword.
cannot select this Keyword if you are non-Clan.

86
WEAPON (W) • Control. Effects that manipulate or impact other creatures ability
to act or impose penalties of any type onto the target, such as
By Selecting this Component Keyword, your Bukijutsu requires you attack/damage penalties, saving throw penalties, speed penalties,
to have a weapon available to you and within reach. Select one etc.
weapon type that this Bukijutsu requires in order to function. All • Support. Effects that aid yourself or other allied creatures by
Bukijutsu must have this prerequisite
providing positive benefits, such as healing, bonuses to hit or

NINJA TOOLS (NT)


damage, etc.

By Selecting this Component Keyword, your taijutsu requires you to


have a Ninja tool available to you and within reach. Select one Ninja Decide on no more than 2 of the above Taijutsu/Bukijutsu types.
Tool that this jutsu requires in order to function. When you do, you can only choose effects from their given
categories. While creating your Jutsu, keep in mind each effect you
add will cost 1 Effect Slot based on the rank of the jutsu you are
creating. Below you will find effect that doesn’t fit any one
R ANGES taijutsu/bukijutsu type, but instead enables them all.

Range AREA
Keywords Notes Your Jutsu gains an area of effect in the shape of one of the
Self - following: 10ft radius, 20ft Cone, 15ft Cube, 20ft Cylinder or 30ft
Touch (5 feet) - Line.
Creatures must succeed one of the following; (Strength, Dexterity
Ranged Up to 30 feet or Constitution) save vs your Taijutsu Save DC. If your Jutsu requires
Weapon Range Cannot be used for Taijutsu. any other Saving throw to avoid an additional Condition, this save
becomes the jutsu’s base save omitting all other saving throws that

SELF
other effects may ask for. This does not count for Effects Selected
with "Secondary Effect". Reduce the Damage Die by 1, to a minimum
Your jutsu has a range of self. This jutsu either will only affect you, or of 1.
use you as the center of its effect radius. Select this range if your Creatures suffer half damage and no Conditional effects on a
jutsu will do either of these things. successful save.
If this effect is added to a Taijutsu/Bukijutsu of C-Rank or higher,
TOUCH increase the shape by 5 feet for each rank above D-Rank, the jutsu
this effect is added to is.
Your has a Range of Touch (5 Feet). Your taijutsu will only be able to If this effect is added to a Bukijutsu with a Weapon Range, range
apply its effects if you are able to physically touch your target applied to it, you instead use the weapons range.
creature. You must make a Melee Taijutsu attack roll to score a hit
with this Range.
CLASH
RANGED
Your Jutsu gains the Clash keyword.

Your jutsu has a range greater than 5 feet base. Your taijutsu will be LASTING
able to travel over a distance to interact with your target creature or Your Jutsu increases its duration from Instant Concentration, up to 1
area. You must make a Ranged Taijutsu attack roll to score a hit with minute.
this Range. If you apply this effect an additional time, the duration is
increased to Concentration, up to 10 minutes.
WEAPON RANGE If you apply this effect, to a jutsu whose current casting time is a
Reaction, its duration instead becomes 1 Round.
Your jutsu uses its weapons range as to calculate the jutsu’s range. If If this effect is added to a jutsu with a Conditional Effect, affected
the weapon used is a melee weapon, you must make a Melee creatures can attempt to remake their saving throws at the end of
Taijutsu attack. If the weapon used is a ranged weapon, you must each of their turns to end this Jutsu's effects on them.
make a Ranged Taijutsu attack, unless you have the Area effect
added to this jutsu. SPEEDY
Your Jutsu can be cast at a significantly faster speed than most
STEP THREE: EFFECTS others. The cast time of this Jutsu becomes a Bonus action.
The third Step of jutsu creation comes down to selecting your jutsu’s If your jutsu deals damage or heals creatures, reduce the damage
effects, using the list provided below. All jutsu are built using a or healing die by 1.
combination of different effects with each effect having an You can take this effect a second time, changing the casting time
associated Saving throw, damage type or special ability attached to to a Reaction, if you do reduce your Damage die by 2.
it.
UPCAST
TAIJUTSU/BUKIJUTSU TYPES Your Jutsu can be upcast from its current rank, increasing one of its
current effects potency per rank upcast. Pick one of the following.
All Taijutsu/Bukijutsu follow a certain theme or archetype that they If Damage, Shielding or Healing, increase the damage, healing or
follow. Most jutsu fall into 4 different forms of casting. Either shielding the jutsu does by 2 damage/healing/shielding die, per rank
Offensive, Defensive, Control or Support. To describe these upcast. (Pick one)
categories for the purposes of jutsu creation. If a Conditional Effect, increase the number of ranks of one of the
• Offensive. Effects that deal damage, or attempts to inflict chosen conditions this jutsu applies by +1, per rank upcast.
conditions or negative effects onto other creatures.
• Defensive. Effects that mitigate damage in a number of ways;
such as Damage reduction, resistance, immunity, temporary hit
points.

87
If this effect is added to a Taijutsu/Bukijutsu of B-Rank, failing
creatures instead gain 2 ranks of Corroded. This is increased to 3
ranks at S-Rank.

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

CHILLED
Conditional Effect
Required Keywords: Nature Release (Water Release)
Your Jutsu has the chance to inflict the Chilled condition. You can
only select this Keyword if the Jutsu has Water Release. Creatures CHAKRA DAMAGE
affected by your jutsu must make a constitution save vs your Taijutsu Required Prerequisites/Effects: Taijutsu, Touch, Chakra Molding,
save DC or suffer the Chilled Condition. Reduce your damage die (if Damage
any) by 1. Your Taijutsu, instead of dealing damage to a creature Hit points,
Reduce your damage die (if any) by 1, and an additional +1 for deal damage to a creatures Chakra Points. Reduce your Damage die
each rank above D-Rank this jutsu is upon creation. by 2. Reduce your damage die (if any) by 2 for each rank above D-
If this effect is added to a Taijutsu/Bukijutsu of B-Rank, failing Rank this jutsu is upon creation, to a minimum of 1.
creatures instead gain 2 ranks of Chilled. This is increased to 3 ranks
at S-Rank. EMPOWERED DAMAGE
Required Effects: Damage
Your Jutsu increases its overall damage potential. Increase your
CORRODED damage die by 1. This effect can be taken 3 additional times after the
Conditional Effect first.
Required Keywords: Bukijutsu, Medical
Your Jutsu has the chance to inflict the Corroded condition. You can ENVENOMING
only select this Keyword if the Jutsu deals acid damage. Creatures Conditional Effect
affected by your jutsu must make a constitution save vs your Taijutsu Your Jutsu has the chance to inflict the Envenomed Condition. You
save DC or suffer the Corroded Condition. can only select this keyword if the Jutsu has Medical. Creatures
Reduce your damage die (if any) by 1, and an additional +1 for affected by your jutsu must make a constitution save vs your Taijutsu
each rank above D-Rank this jutsu is upon creation. save DC or suffer the Envenomed Condition.
Reduce your damage die (if any) by 1, and an additional +1 for
each rank above D-Rank this jutsu is upon creation.

88
If this effect is added to a Taijutsu/Bukijutsu of B-Rank, failing
creatures instead gain 2 ranks of Envenomed. This is increased to 3
ranks at S-Rank.
SHIELDING
MULTIPLE STRIKES Required Effects: Self, Lasting
Required Effects: Damage Your Jutsu grants temporary hit points to yourself.
Your jutsu grants you more than a single Attack Roll. Select one of the following dice pools that your jutsu has based on
Increase the number of attacks your jutsu makes by up to +1. Split its rank. This pool determined how much temporary hit points this
your damage dice between the attacks evenly. jutsu grants.
You can take this effect one additional time. If you do, it does not D-Rank: 2d4, 1d6
cost an additional slot. C-Rank: 3d4, 2d6, 1d8
B-Rank: 4d4, 3d6, 2d8, 1d10
WEAKENING A-Rank: 5d4, 4d6, 3d8, 2d10, 1d12
Conditional Effect S-Rank: 8d4, 7d6, 6d8, 5d10, 3d12
Your Jutsu has a chance to inflict the Weakened condition. Creatures
affected by your jutsu must make a constitution save vs your Jutsu CONTROL
save DC or suffer the weakened condition.
Reduce your damage die (if any) by 1 for each rank above D-Rank BLINDING
this jutsu is upon creation. Conditional Effect
Your jutsu has the chance to inflict the Blinded condition. Creatures
SHOCKING affected by your jutsu must make a constitution (or wisdom, pick
Conditional Effect one at jutsu creation) save vs your Taijutsu Save DC or suffer the
Your Jutsu has the chance to inflict the Shocked condition. You can Blinded Condition
only select this keyword if the jutsu has the Lightning Affinity.
Reduce your damage die (if any) by 1 for each rank above D-Rank DAZING
this jutsu is upon creation. Conditional Effect
If this effect is added to a Taijutsu/Bukijutsu of B-Rank, failing Your jutsu has the chance to inflict the Daze condition. Creatures
creatures instead gain 2 ranks of Shocked. This is increased to 3 affected by your jutsu must make a constitution (or wisdom, pick
ranks at S-Rank. one at jutsu creation) save vs your Taijutsu Save DC or suffer the
Daze Condition

DEAFENING
UNARMED/ARMED Conditional Effect
Required Keywords: Damage or Shielding Your jutsu has the chance to cause the deafened condition.
Special: Does not cost a Slot. Creatures affected by your jutsu must make a constitution (or
Penalty: Reduce your Damage/Shielding die by 1, to a minimum of 1. wisdom, pick one at jutsu creation) save vs your Taijutsu save DC.
You cannot select a dice pool with only one damage/shielding die.
Your Taijutsu/Bukijutsu is magnified even further. KNOCK BACK
If Taijutsu, you add your unarmed damage to this Jutsu's damage Your Jutsu has the chance to knock a creature back 15ft. Creatures
roll. The remaining dice from the Damage effect becomes additional affected by your jutsu must make a Strength saving throw vs your
damage and gains whatever damage types you may have selected Jutsu Save DC.
previously, but your Unarmed damage will always be whatever its If this effect is added to a Taijutsu/Bukijutsu of C-Rank or higher,
base damage type is unless you choose to make all damage the same failing creatures can instead be pushed back by an additional +10
for this jutsu. You make this decision when creating the jutsu. feet for each rank above D-Rank the jutsu this effect is added to is.
If Bukijutsu, you add your weapon damage to this jutsu’s damage
roll. The remaining dice from the Damage effect becomes additional POISONING
damage and gains whatever damage types you may have selected Conditional Effect
previously, but your Weapon damage will always be whatever its Required Keywords: Medical
base damage type is unless you choose to make all damage the same Your Jutsu has the chance to inflict the poisoned Condition.
for this jutsu. You make this decision when creating the jutsu. Creatures affected by your jutsu must make a constitution save vs
your Jutsu save DC or suffer the poisoned condition.
UNAVOIDABLE
Your Jutsu does not require creatures to make a saving throw, RESTRAINING
instead always inflicting one rank of a Condition it has on a Conditional Effect
successful hit, per casting. Your Jutsu has the chance to inflict the restrained condition.
Select one Effect from the following, that this jutsu already has; Creatures affected by your jutsu must make a Strength (or Dexterity
Bleeding, Bruised, Dazed and Weakened. Affected creature gain the or Constitution) save vs your Jutsu save DC or suffer the restrained
chosen condition. condition.
Reduce your damage die (if any) by 1, and an additional +1 for
each rank above D-Rank this jutsu is upon creation. DELAYED EFFECT
Your jutsu after affecting a creature has a delayed effect that
DEFENSIVE activated on the following round after this jutsu ends. Select one
Effect that your jutsu currently has, other than this one. Your jutsu
EMPOWERED SHIELDING activates the selected effect at the beginning of either your, or the
Required Effects: Shielding affected creature’s next turn
Your Jutsu increases its overall defensive potential. Increase your
shielding die by 1. This effect can be taken up to 3 additional times SECONDARY EFFECT
after the first. Your jutsu has multiple conditional effects built into it. You can only
select this effect if you have another Conditional Effect added to
your custom jutsu.

89
Select an additional Conditional Effect adding that effect to your You can add this effect multiple times. If added a second time, you
jutsu (This additional Conditional Effect does not cost an additional can choose to affect all Saving Throws, Ability Checks or Skill Checks
slot.). You must select one saving throw to use. Your jutsu cannot (Pick one). If added a third time you can select another statistic to
require more than 1 saving throw. 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.)

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.

SUPPORT
AUGMENTATION
Prerequisites: Chakra Molding, Self, Lasting F INAL T AIJUTSU /B UKIJUTSU R ANK AND DT C OST .
Your Jutsu modifies your targets attacks in some way, making it more
Associated Downtime Cost Downtime Cost
lethal, more powerful, accurate or more potent. Select one of the
Rank Chakra Cost (Solo) (Master)
following; Weapon attacks or Taijutsu Attacks. This jutsu will only
affect the selected type. Next choose which aspect of the chosen E-Rank Special (2 Chakra) 1 -
attack is being augmented; Attack roll or Damage roll. D-Rank Special (4 Chakra) 3 2
If Attack roll, for the duration, this jutsu increases the select attack
C-Rank Special (7 Chakra) 5 4
roll by 1d4 for the duration. This bonus is increased to a d6 if added to
a B-Rank or higher jutsu. By adding B-Rank Special (12 Chakra) 10 8
If Damage roll, you must add the Damage effect to this jutsu. (This A-Rank Special (17 Chakra) 15 12
does not cost an additional slot). When you do select from the S-Rank Special (25 Chakra) 25 20
following bonus damage dice pools;
D-Rank: 2d4, 1d6
C-Rank: 2d6, 1d10
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.

BOOSTING
Required Keywords: Self or Touch, Chakra Molding
Your Jutsu modifies chance in a positive way for its targets. At Jutsu
creation, select one from the following; Saving throws, Ability Checks
or Skill Checks
Saving Throws, Ability Checks or Skill Checks, select one of the
following ability scores; Strength, Dexterity, Constitution, Intelligence,
Wisdom, Charisma. This jutsu will on affect saving throws, ability
checks or skill checks of the selected ability score.
If Saving Throws were selected, for the duration, this jutsu boosts
the select save by +1. This boost increases to +2 at B-Rank and +3 at S-
Rank.
If Ability Checks or Skill Checks were selected, for the duration, this
jutsu boosts the select check by 1d4. This penalty increases to d6 at B-
Rank and d8 at S-Rank.

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Damage (1): Starting off, since this jutsu is A-Rank, we want to go
big. We are giving Giant Rasengan a 7d12 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 chakra we are dealing with.
Empowered Damage (3): We will Increase the number of damage
die with this jutsu three times, making it 8d12.
Knock Back (1): The Giant Rasengan has an extremely powerful
JUTSU CREATION EXAMPLE(S) knockback effect in the show. Since this jutsu is A-Rank, we know
that it has a base knockback strength of 10ft, plus 10 feet for every

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

Where are we so far?


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.

91
STEP TWO: MODIFYING YOUR JUTSU’S CORE
KEYWORDS
The Second potential step of customizing/modifying your jutsu is to
modify the base keyword requirements, changing how this new jutsu
interacts with the world.

Ninjutsu
C ORE K EYWORDS • You cannot remove the Ninjutsu or Fuinjutsu Keyword.
Removing Adding • If your Jutsu does not have a Nature Release Keyword, you can
Core Keywords Chakra Cost Chakra Cost Downtime Cost choose to add it so long as you can cast jutsu with that keyword.
Medical -1 +1 1-Week Adding a Nature release keyword in this way changes the damage
type to match the corresponding Nature release.
Fuinjutsu -1 +1 1-Week
• If your jutsu already has a nature release keyword, you cannot
Earth Release - +2 3-Week remove that keyword.
Wind Release - +2 3-Week • If your jutsu already has a nature release keyword, you may add

Fire Release - +2 3-Week additional nature release keywords. For each additional nature
release keyword, your jutsu’s damage is evenly split between
Water Release - +2 3-Week
each new damage type.
Lightning Release - +2 3-Week
Taijutsu
Visual -2 +2 2-Week
• If your Jutsu has the Finisher Keyword you cannot remove it.
Auditory -1 +1 2-Week
• You cannot remove the Taijutsu or Bukijutsu Keyword.
Inhale -1 +1 2-Week
Tactile -1 +1 2-Week
Clash -1 +1 2-Week Genjutsu
Finisher -1 +1 1-Week • You cannot remove the Genjutsu or Fuinjutsu Keyword.
*If Medical is added, or already a keyword, the user can • If you remove a Sensory Keyword (Visual, Auditory, Inhale etc.)
choose to add either Poison, Acid or Necrotic Damage to the you must replace it with another Sensory keyword.
jutsu as if adding a new Nature Release damage type.
STEP THREE: MODIFYING YOUR JUTSU’S RANGE
The Third potential step of customizing/modifying your jutsu is to

CUSTOMIZING A JUTSU
modify its range. Follow the following guide in regards to modifying
your jutsu’s range.
Sometimes you don’t want to create something new from scratch. J UTSU R ANGE
Sometimes you want to modify something, making it your own. This
process is called Jutsu Customization, or Customizing a Jutsu. This Decreasing Increasing
process will allow you to take an already defined jutsu that you know Component Range Chakra Range Chakra Downtime
and modify its mechanics in multiple ways. You can take the simple Keyword Cost Cost Cost
Fireball Jutsu and modify it, enhancing it with Lightning Release, so Jutsu Range -1 +1 1-Week Per
you breathe a ball of multi-elemental destruction, without having to Increment
start from scratch.
As a Jutsu’s Customizer, you must work with a jutsu that already SELF
exists and has predefined limitations built in for you to push to their If your Jutsu has a range of self, the next range increment would be
breaking points. Touch. You cannot reduce range below Self
Select one Jutsu that you know. This jutsu is one you begin to
modify its core functions, mechanics and potential. TOUCH
If your Jutsu has a range of touch, the next range increment would
CUSTOMIZING A JUTSU RULES be 15 feet. If you reduce the Range, the range becomes Self.

STEP ONE: MODIFYING YOUR JUTSU’S CORE RANGED


COMPONENTS If your Jutsu has any range of 10 feet or greater, for each additional
The First potential step of customizing/modifying your jutsu is to range increase, the range of the jutsu increases by double its current
modify their base component requirements. Changing how this new range. If you reduce the range, reduce the range by half to a
Jutsu’s version is activated regarding its Components. You can minimum of 5 feet, which is counted as touch.
choose to add additional components or remove existing ones at
varying chakra cost adjustments. If you do not want to modify this AREA OF EFFECT
jutsu’s component keywords, then you may skip this step. If your Jutsu has an area of effect, such as a Sphere, Line, Cone,
cylinder, cube or any other shape, for each additional range increase,
the size of this jutsu increases by 10 feet. If you reduce the area of
effect size it decreases by 10 feet.
C OMPONENT K EYWORDS
Removing STEP FOUR: MODIFYING D AMAGE & EFFECTS
Component Chakra Adding Downtime The fourth Step of jutsu modification comes down to altering the
Keyword Cost Chakra Cost Cost strength and power behind your chosen jutsu.
Hand Seals (HS) +1 -1 1-Week
JUTSU EFFECT KEYWORDS
Chakra Seals +1 -1 2-
All Jutsu, at their core imparts some effect. Effects can include Damage, a
(CS) Week(s)
new Condition such as poisoned or burned, being stunned, a healing
Weapon (W) +1 -1 1-Week
Ninja Tools (NT) +1 -1 1-Week
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effect, or a defensive effect. While modifying your Jutsu, you manipulate increase the chakra cost by +3. By reducing the size of the die, you
the jutsu’s core formula changing things ever so slightly. reduce the chakra cost by -2.

JUTSU EFFECT KEYWORDS EMPOWERED SHIELDING


Chakra Cost: +2
AREA Downtime Cost: 2-Weeks
Chakra Cost: +3 This Keyword increases this Jutsu’s overall Protective potential.
Downtime Cost: 3-Weeks Increase your Temporary hit point Die by 1 Step.
Your Jutsu gains an area of effect in the shape of one of the following: (d4>d6>d8>d10>d12.)
10ft radius sphere, 15ft Cone, 30ft Cube, 20ft Cylinder or 30ft Line. You can only take this keyword if you already have the Shielding
Creatures must succeed a Dexterity save vs your Ninjutsu Save DC. If Keyword or provides temporary hit points. This effect can be taken
your Jutsu requires any other Saving throw to avoid an additional multiple times. Each time you take this effect it increases the
Condition, this Dexterity save replaces that save. This does not count for Temporary Hit point die up to a maximum of a d12.
Effects Selected with "Secondary Effect".
You can take this Keyword multiple times, each time increasing the ENHANCING
Radius of the jutsu by 15ft. Chakra Cost: +3
Creatures suffer half damage and no Conditional effects on a Downtime Cost: 3-Weeks
successful save. Your Jutsu modifies your Ability scores in some way shape or form.
At Jutsu modification, select one Ability score. While
BLEEDING concentrating on this jutsu, the selected Ability score increases by
Chakra Cost: +2 +1. You may take this keyword up to 5 times.
Conditional Effect
Downtime Cost: 2-Weeks POWERFUL
Your Jutsu has the chance to inflict the Bleeding condition. You can only Chakra Cost: +3
select this keyword if your Jutsu has the Slashing, Piercing or Wind Downtime Cost: 3-Weeks
damage type. Creatures Affected by your Jutsu must make a constitution Your Jutsu is magnified further. When you would roll dice for your
save vs your Jutsu Save DC. jutsu’s damage, temporary hit points or any other linked effect
based on the required keywords. You add your Jutsu's Ability
BURNED Modifier to the roll.
Chakra Cost: +2
Conditional Effect POISONED
Downtime Cost: 2-Weeks Chakra Cost: +2
Your Jutsu has the chance to inflict the burned Condition. You can only Conditional Effect
select this Keyword if the Jutsu has Fire Release. Creatures affected by Downtime Cost: 2-Weeks
your jutsu must make a constitution save vs your Jutsu save DC or suffer Your Jutsu has the chance to inflict the poisoned or envenomed
the Burned Condition condition. You can only select this Keyword if the Jutsu has Medical.
Creatures affected by your jutsu must make a constitution save vs your
CHILLED Jutsu save DC or suffer the Burned Condition.
Chakra Cost: +2
Conditional Effect
Downtime Cost: 2-Weeks
Your Jutsu has the chance to inflict the chilled Condition.
You can only select this Keyword if the Jutsu has the
water release keyword. Creatures affected by your jutsu
must make a constitution save vs your Jutsu save DC or
suffer the chilled Condition.

CORRODED MULTIPLE STRIKES


Chakra Cost: +2 Chakra Cost: +2/-2
Conditional Effect Downtime Cost: 2-Weeks
Downtime Cost: 2-Weeks If your Jutsu grants you more than one Attack Roll. You can Add or
Your Jutsu has the chance to inflict the corroded Condition. You can only subtract 1 attack roll from your jutsu. If you add an additional attack
select this Keyword if the Jutsu deals acid damage and has the medical roll to your jutsu increase the chakra cost by +2 and you would roll
keyword. Creatures affected by your jutsu must make a constitution save the same damage as all previous attacks. If you would remove an
vs your Jutsu save DC or suffer the Corroded Condition. attack, reduce the chakra cost by -2.

DAMAGE/HEALING SHIELDING
Chakra Cost: +2/-1 Chakra Cost: +3
Downtime Cost: 2-Weeks Downtime Cost: 3-Weeks
If your Jutsu deals damage of any type or heals, you can modify it. By Your Jutsu grants Temporary Hit Points. Your Jutsu grants up to 3d4
increases the damage dealt or healing received, you can increase or worth of Temporary hit points. These hit points do not stack with
decrease the number of damage dice or healing dice your jutsu has any other ability, feature or jutsu that provides temporary hit points.
by 1. By increase the number of die, you increase the chakra cost by This keyword can be taken multiple times, increasing the Temp
+2. By reducing the number of die, you reduce the chakra cost by -1. hit points gained by 2d4 up to a maximum of 20d4.

EMPOWERED DAMAGE/HEALING SHOCKING


Chakra Cost: +3/-2 Chakra Cost: +2
Downtime Cost: 2-Weeks Conditional Effect
You can increase or decrease your jutsu’s overall damage or healing Downtime Cost: 2-Weeks
potential. Increase or decrease your Damage or healing die by 1 Your Jutsu has the chance to inflict the Shocked condition. You can
Step. (d4>d6>d8>d10>d12.) By increase the size of the die, you only select this keyword if the jutsu has the Lightning Affinity.

93
Creatures affected by your jutsu must make a constitution save vs
your Jutsu save DC or suffer the Shocked condition.

SLOWING
Chakra Cost: +2
Conditional Effect
Downtime Cost: 2-Weeks
Your jutsu has the chance to inflict the slowed condition. Creatures
affected by your jutsu must make a Strength (or Constitution, Pick
one. This cannot be changed later.) save vs your Jutsu save DC or
suffer the Slowed condition.

SPEEDY
Chakra Cost: +3
Downtime Cost: 3-Weeks
Your Jutsu can be cast at a significantly faster speed than most
others. Reduce the cast time of your Jutsu from an action to a bonus
action. Reduce your Damage die by 1. You can take this Keyword a
second time further reducing it to a Reaction, if you do reduce your
Damage die by 1 a second time.

STUNNING
Chakra Cost: +7
Conditional Effect
Downtime Cost: 3-Weeks
Your Jutsu has a chance to inflict the Stunned Condition. Creatures
affected by your jutsu must make a constitution save vs your Jutsu F INAL J UTSU D AMAGE & R ANK
save DC or suffer the stunned condition. C ORRELATION
Associated
Damage Cost Rank
1-20 1-9 D-Rank
UNAVOIDABLE 21-34 10-15 C-Rank
Chakra Cost: +3
Downtime Cost: 3-Weeks 35-49 15-20 B-Rank
Your Jutsu does not require you to make an attack roll, instead 50-69 21-28 A-Rank
always having the chance to hit your target. Select a target creature
70+ 29+ S-Rank
within range that you can sense with one of the following senses.
(Vision, Hearing, Smell). Target Creature must make a Saving throw
vs your Jutsu Save DC.
Choose one of the follow saving throws at jutsu creation. Ninjutsu:
Strength, Dexterity, Constitution or Wisdom. Genjutsu: Intelligence,
Wisdom, Charisma.
Taijutsu: Strength, Dexterity or Constitution.

WEAKENING
Chakra Cost: +3 RECUPERATING
Conditional Effect You can use downtime between adventures to recover from a
Downtime Cost: 3-Weeks debilitating injury, disease, or poison.
Your Jutsu has a chance to inflict the Weakened condition. Creatures After 1 Week of downtime spent recuperating, you can make a DC
affected by your jutsu must make a constitution save vs your Jutsu 15 Constitution saving throw. On a successful save, you can choose
save DC or suffer the weakened condition. one of the following results:
• End one effect on you that prevents you from regaining hit
STEP FIVE: FINALIZING THE C OST , NEW NAME & points.
DOWNTIME COST. • For the next week, gain advantage on saving throws against one
The Final step is to clarify the final rank, cost and downtime cost of disease or poison currently affecting you.
Your Jutsu, while also coming up with a memorable name.
When you are finalizing your jutsu there are a few things you RESEARCHING
need to do in order to also get the final Rank of this new Jutsu.
The time between adventures is a great chance to perform research,
First take your Jutsu's damage (If any) and average the amount of
gaining insight into mysteries that have unfurled over the course of
potential damage it can deal. This is done by taking the damage die
the campaign. Research can include poring over dusty tomes and
(D4, D6, D8, D10, D12) and using the dies Average. (D4 is 3, D6 is 4,
crumbling scrolls in a library or buying drinks for the locals to pry
D8 is 5, D10 is 6, D12 is 7).
rumors and gossip from their lips.
Second you take this average and multiply it by the number of
When you begin your research, the GM determines whether the
damage die your jutsu has and compare it to the table below to
information is available, how many weeks of downtime it will take to
determine the Rank of the Jutsu and the Downtime cost associated
find it, and whether there are any restrictions on your research (such
with it.
as needing to seek out a specific individual, tome, or location). The
If your jutsu does not deal damage, then you instead use the
GM might also require you to make one or more skill checks, such as
Chakra Cost Column of the table below to determine the Rank of the
an Intelligence (Investigation) check to find clues pointing toward the
Jutsu and the Downtime cost associated with it.
information you seek, or a Charisma (Persuasion) check to secure

94
someone's aid. Once those conditions are met, you learn the immediately, or you can choose to spend some DT now and later to
complete it at a later time.
W RIT R ANK AND P AYOUT Alternatively, when you accept a Writ, you can make one Strength
or Intelligence (Armorsmith Kit) check vs the Writ DC. On a success,
Rank Writ DC Duration Payout you reduce the DT required by an amount equal to the rank of the
D-Rank 14 3 DT 300 Ryo 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
C-Rank 18 5 DT 750 Ryo
amount equal to its rank. Once you begin a writ, you cannot start
B-Rank 22 8 DT 1200 Ryo another one until the previous one has been completed.
A-Rank 26 12 DT 2000 Ryo Once the writ is complete you receive the listed Payout. You
receive an additional +100 Ryo for each DT you reduced the original
S-Rank 30 15 DT 3000 Ryo cost by.

information if it is available.
COOKING KIT
SHOPPING When spending time with a Cooking Kit you can do the following
with your Downtime;
You can use downtime between adventures to go on a little
shopping spree looking for the best possible deals on the items you RESEARCH NEW RECIPES
are looking to buy. For 1 week of downtime, you search high and The culinary world is one that is always expanding. You can work
low, potentially traveling to other villages, towns, or cities to find the with your DM to figure out what new things you want to look for in
items you are looking for. Items you find have a 5d4 percent price the world. First, spend a number of downtime up to your remaining
reduction in the shop they reside in due to your dedication to downtime value. Next make an Intelligence, Wisdom or Charisma
looking for a good deal. (Cooking Kit) check, adding a +1 for every additional downtime spent

TRAINING
after the first. Next compare the results to the Recipe research chart
below.
You can spend time between adventures, learning a new language, Based on the result of the check, you gain specified recipe of a
training with a set of tools, gaining a new Feat, or Learning a new rank equal to the highest DC beat. You do not gain all lower rank
Weapon. First, you must find an instructor willing to teach you. The recipe’s only the highest ranked DC you beat. When you have this
GM determines how long it takes, and whether one or more ability
R ECIPE R ESEARCH C HART
or skill checks are required. Generally, training time is as follows for
the following and each costs 100 Ryo per week. This can be adjusted Recipe DC Rank Quality Bonus Bonus Payout
by the GM as needed; 14 D-Rank +2 +150 Ryo
• 2 DT: New Tool or Vehicle Proficiency 18 C-Rank +4 +400 Ryo
• 5 DT: New Language Proficiency.
22 B-Rank +6 +500 Ryo
• 8 DT: New Armor Proficiency
26 A-Rank +8 +600 Ryo
• 12 DT: New Skill Proficiency
• 20 DT: New Feat 30 S-Rank +10 +700 Ryo
Recipe, you can choose to use it to cook private meals for Ryo, or
WORKING WITH TOOLKITS you can choose to incorporate it into a Pre-Mission dish.

PRIVATE CHEF
You can spend time between adventures, working with Toolkits you
have proficiency in. When you do, you use them to create items,
You can spend downtime cooking for private homes, individuals or
investigate clues, potentially solve crimes and much more.
even families. But in order to do so, you must have the appropriate

ARMORSMITH KIT reputation in the culinary world to garner the correct attention. You
begin with 0 Rep within the culinary world (Rep = Reputation).
When spending time with an Armorsmith Kit, you can do the As you exceed expectations you begin to gain reputation which
following with your Downtime; can then be spent to gain an audience and chance to make some real
Ryo in a high-class environment.
CRAFT MUNDANE ARMOR You begin as an E-Rank Chef. When cooking for customers, you
Follow the rules presented previously in this chapter to craft Armor. must make an Intelligence, Wisdom or Charisma (Cooking Kit) check
vs the Quality DC as listed on the Private Chef Chart below. On a
CRAFT ARMOR SEALS success, you gain +1d4 Rep in the culinary world and the Payout
Follow the rules presented previously in this chapter to craft Armor result. On a failure, you lose 1d6 Rep in the culinary world and only
Seals. gain half the payout result. Different customers have different
quality DC’s that must be met.
WORK AS AN ARMOR CRAFTER You can choose to spend one of your Research Recipe’s on this
You can spend downtime working as a metal and Armorsmith for challenge. When you do, you gain a Quality bonus and payout bonus
another person. When you do, you have an opportunity to make Ryo equal to the bonus presented in the Recipe Research Chart. You only
on the side. receive the payout bonus is the Quality DC was passed. Once used,
First you take on a writ. A writ is a formal request for a specific you no longer can use that Recipe to impress any customer of that
item or item(s). Writs function as narrative tools for you and the DM rank as word travels fast and other chefs pick up on this new recipe
to work out as the type of equipment piece itself does not matter, as that you found copying and imitating it.
much as the rank of the writ does. All writs are broken up into
different ranks similar to Missions ranging from D-Rank up to S-Rank.
When you select a Writ, roll your duration check using the listed
die values. The result is the maximum total Downtime (DT) that you
must spend in order to complete the Writ. You can spend a number
of your DT up to the rolled result in order to complete the writ

95
you are able to find a demolition project of a Rank equal to your Level or
P RIVATE C HEF
lower. Make an Intelligence (Demolitions Kit) check vs the Demolition DC
Customer Rep set by the Rank of the job you accept. On a success you gain the select
Rank DT Cost Required Quality DC Payout Payout. You can choose to spend additional downtime up to your
D-Rank 3 DT 5 14 150 Ryo remaining amount prior to the result of the check being calculated. For
every additional Downtime spent, gain a +2 bonus to the final result. For
C-Rank 5 DT 15 18 350 Ryo
every +3 you get above the Demolition DC, you gain a bonus 200 Ryo
B-Rank 8 DT 25 22 700 Ryo payout.
A-Rank 12 DT 35 26 1400 Ryo

FORENSICS KIT
S-Rank 15 DT 50 30 2300 Ryo

Over the course of a players downtime, they can use their Forensics
Kit to do the following;
Research Compounds. By spending 2 Weeks of Downtime with a
Forensics Kit, select a Rank between D-Rank and S-Rank. When you
do, you can make an Intelligence (Forensics Kit) check vs all
PRE-MISSION DISH Compound DCs found within that rank, on the Forensic Research
You can spend 1 downtime cooking for yourself and your team. When you Table. On a success you learn of one of the new and experimental
do, make an Intelligence, Wisdom or Charisma (Cooking Kit) vs the Pre- compounds that are being experimented with across the world, or
Mission Dish DC, gaining the listed benefits. You can choose to spend even being tested in your home village.
additional downtime before seeing the results of the check. When you do, These compounds can be used to gain temporary bonuses on
you gain a +2 bonus to the final result. You can select which single effect missions in the form of a volatile consumable substance. A
you gain from any Pre-Mission Dish rank where you beat the DC. You do consumable compound can be consumed as a bonus action as if it
not gain multiple effects unless you gain an S-Rank Dish. were a drink, once consumed the vial is empty and cannot be drank
You can choose to spend one of your Research Recipe’s on this from a second time. In order to create multiple of the same
challenge. When you do, you gain a bonus to your Cooking Kit check, compound you must spend additional downtime, one for each
equal to the Quality bonus presented in the Recipe Research Chart. additional compound. If you wish to remake a previously created
compound, the DC is reduced by -2.
P RE -M ISSION D ISH Private Investigator. By spending a number of weeks helping the
military police you are able to make a profit catching criminals within
Dish Dish the village or neighboring towns with your detective/investigative
DC Rank Effect work. Spend at least 1 Week of downtime. When you do, you are
14 D-Rank +2 bonus to Strength, Dexterity or able to find a police investigation in need of assistance.
Constitution ability and skill checks for the Make an Intelligence (Forensics Kit) check vs the Investigation DC
next 24 hours. set by the Rank of the crime your tackling. On a success you help find
18 C-Rank +2 Bonus to Intelligence, Wisdom or
Charisma skill Checks for the next 24 P RIVATE INVESTIGATION
hours.
DT Investigation Rep
22 B-Rank +2 Bonus Hit Or Chakra Die that last until Rank Min. Rep Cost DC Gained Payout
your next Long Rest.
D-rank 0 3 DT 14 +1d4 300 Ryo
30 A-Rank +25 Bonus to maximum HP/CP for the
C-Rank 10 5 DT 18 +1d6 750 Ryo
next 24 hours.
B-Rank 15 8 DT 22 +2d4 1200 Ryo
40 S-Rank Select any 2 of lower rank.
DEMOLITION KIT A-Rank 25 12 DT 26 +2d6 2000 Ryo
S-Rank 40 15 DT 30 +3d4 3000 Ryo
Over the course of a players downtime, they can use their Demolitions Kit
to do the following;
S+-Rank 75 20 DT 35 - 5000 Ryo
Detonation Jammer. By spending 2 Weeks of Downtime with a
Demolitions Kit, you can make an Intelligence (Demolitions Kit) check vs a the perpetrator and help capture them, gaining the Payout. Starting
DC 20. On a success you create a Jamming device that blocks the out, you do not have the Rep (Reputation) to take on any job. So
triggering of all explosives within 30 feet of you. This jammer can only instead, you must garner a reputation by completing lower ranked
block 2 detonations in this way before its signal is dulled. You gain an investigations. Some investigations require more time to complete
additional detonation blocker for this device for every +3 you get over the based on the rank. On each successful check, you can choose to
DC. 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.
C ONTRACT D EMOLITION
DM's are encouraged to potentially turn these Private
Character Demolition investigations into side missions for Players to actively participate in.
Level Rank DT Cost DC Payout
1+ D-rank 3 DT 14 300 Ryo
5+ C-Rank 5 DT 18 750 Ryo
9+ B-Rank 8 DT 22 1200 Ryo
13+ A-Rank 12 DT 26 2000 Ryo
17+ S-Rank 15 DT 30 3000 Ryo

Contract Demolition. By spending a number of weeks helping


construction companies, builders and other groups remove obstructions
you are able to make a profit. Spend the listed downtime. When you do,

96
R ESEARCH C OMPOUNDS
Compound Name Rank Compound DC Effects Bulk
Hebisulphuric Acid D-Rank 13 The Envenomed Condition instead heals you based on the damage it 1
would deal for the next hour.
Kurudioxide D-Rank 15 Gain resistance to Necrotic Damage and +1d4 to the next d20 roll you 1
make.
Uzumahexanoic C-Rank 17 Immediately spend up to 3 Chakra die, regaining the results + three 1
times your constitution modifier as Chakra.
Ryunite C-Rank 19 Immediately spend 3 Hit die, ending one hostile conditions affecting 1
you, regardless of the rank or number of stacks.
Yukimonoxide B-Rank 23 Gain immunity to One of the following conditions; Chilled, Shocked, 2
Burned, Poisoned or Bleeding for the next hour.
Hyugoxide B-Rank 27 All Taijutsu and Bukijutsu you cast increases their damage die by +2 2
once per casting, for the next minute.
Uchihanide A-Rank 27 All Nature releases you cast increases their damage die by +2 once 2
per casting, for the next minute.
Senjucite A-Rank 33 Replenish your Hit points to full. 2
Otsucide S-Rank 35 Gain immunity to all hostile Conditions for the next minute. 3
Kuramamine S-Rank 40 Replenish your Chakra to full. 3

HACKERS KIT
(If you want to install a new function, be aware that new systems
Over the course of a players downtime, they can use their Hackers
should be primarily used for Role Play. This does not mean it cannot
Kit to do the following;
have mechanical implications or uses, but it should not be used to
Research Algorithms. By spending at least 2 weeks of Downtime
circumvent any challenges. If the DM would approve its use in any
with a Hackers Kit, you take time to research new ways to develop or
challenges, checks or saves, this program can be used to reduce the
infiltrate Ninja-Net Systems. Make an Intelligence or Wisdom
DC of the Check by 2, +1 for each rank above D-Rank, or it can be used
(Hackers Kit) check vs an Algorithm DC based on the Algorithm chart
to grant you a bonus to your check equal to 1d4 + 1 for each rank above
below. Based on the result you develop either new Program or Hack
D-Rank.)
of a rank equal to the result. If a New Program, you are able to install
If you create a new Hack, you can install this hack the next time you
it onto an allied system with permission which will help strengthen
would gain access to a hostile entities systems or networks. You can
the system against hacking or provide it with a new feature or
only maintain one Hack of single rank at any time. (Ex. You can have
function.
one D-Rank hack and one C-Rank Hack, but not two C-Rank hacks.)
If you install this program to strengthen it against hacking, increase
Hacks installed into hostile systems or networks requires spending 10
the Security DC of this system by an amount as seen on the Algorithm
minutes to install it. While a Hack is installed, it reduces their Security
chart. This new program does not count as a Trap, but a Ninja-Net
and Counter Hack DC by an amount equal to the result seen on the
System can only have a total of 2 new Programs installed into it this
Algorithm char
way. If a third program is installed, the new lowest ranked program is
removed as a part of installing this new program.

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

97
MEDICINE KIT M EDICINE R ESEARCH C HART
Over the course of a players downtime, they can use their Medicine Kit Program Medicine
to do the following; Rank DC Effects
Research Medicine. By spending the listed amount of Downtime with
D-rank 15 Select one condition between Bleeding,
a Medicine Kit, you take time to research new medicines or medical
Burned, Poisoned or Chilled. You
techniques. Make an Intelligence or Wisdom (Medicine Kit) check vs the
automatically end the chosen condition at D-
Medicine DC based on the Medicine Research chart below. Based on the
Rank.
result you develop either new medicines or a new medical technique of
your choice. You decide which one prior to making the check. If a new C-Rank 21 Select one condition between Corroded,
Medicine, you create a medicine able to curse diseases, poisons and Dazed, Deafened, Paralyzed or D-Rank
other afflictions of a rank equal to the result or lower. When you medicine effect on this table. You
successfully create this medicine, you are able to recreate 2 doses for automatically end the chosen condition at C-
every 1 week of downtime you want to spend on manufacturing it. This Rank.
dosage can be increased to 4 doses if you have regular access to a fully B-Rank 27 Select one condition between Berserk,
sufficient laboratory such as a research facility in a major land or Charmed, Fear, Slowed or a C-Rank or lower
something similar. Administering the medicine for yourself is a bonus Medicine effect on this table. You
action. Administering the medicine for another willing creature is an automatically end the chosen condition at B-
action. If you would try to administer this medicine to a hostile creature, Rank.
you can make an Intelligence or Wisdom (Medicine Kit) check vs the A-Rank 33 Select one condition between Petrified,
targets AC. Shocked, Stunned, Weakened or a B-Rank or
(This medicine does not need to be used to cure a mechanical affliction lower Medicine effect on this table. You
or effect. This can be used to help treat or cure narratively important automatically end the chosen condition at A-
diseases or conditions if your DM allows it to, such as lupus, cancer, or Rank.
even a wholly new virus that exists within your world or narrative.).
S-Rank 39 Select one condition of your choice. You
If a new medical technique, you are able to create a new medical
automatically end the chosen condition at S-
technique. This technique could be a helpful technique or a hostile
Rank. (Excluding Exhaustion.)
technique used by Hunter-Nin or Anbu black-Ops. Make a Strength,
Dexterity or Intelligence (Medicine Kit) check vs the Medicine DC based
on the Medicine Research chart below. You create this new technique
and pass it on to the medical community (or Anbu/Hunter-Nin
community), which they use extensively. They will then pay you for these
techniques based on rank.

R ESEARCH M EDICINE
Rank DT Cost Medicine DC Payout
D-rank 3 DT 14 300 Ryo
C-Rank 5 DT 18 750 Ryo
B-Rank 8 DT 22 1200 Ryo
A-Rank 12 DT 26 2000 Ryo
S-Rank 15 DT 30 3000 Ryo

98
POISON KIT WEAPONSMITH KIT
Over the course of a players downtime, they can use their Poison Kit When spending time with an Weaponsmith Kit, you can do the
to do the following; following with your Downtime;
Research Poisons. By spending 1 week of Downtime with a Poison
Kit, select a poison that you want to research, of a rank you are CRAFT MUNDANE WEAPONS
capable of creating, based on the Poison Research Table. When you Follow the rules presented previously in this chapter to craft
do, you can make an Intelligence (Poison Kit or Investigation) check vs Weapons.
the Rank DC found within the chart. On a success you become aware
of the components needed to create the poison, allowing you to craft CRAFT WEAPON SEALS
it far easier than you would crafting it blindly. Reduce the Poison Craft Follow the rules presented previously in this chapter to craft
DC of the chosen Poison by 5. Weapon Seals.

WORK AS AN WEAPON CRAFTER


You can spend downtime working as a metal and Weaponsmith for
P OISON R ESEARCH 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 specific
Assassins Blood D-Rank 15 item or item(s). Writs function as narrative tools for you and the DM
Serpent Venom D-Rank 18 to work out as the type of equipment piece itself does not matter, as
Midnight tears C-Rank 21 much as the rank of the writ does. All writs are broken up into
different ranks similar to Missions ranging from D-Rank up to S-Rank.
Ether C-Rank 22
The following is the difficulty class of all Writs.
Wolf’s Bane C-Rank 23 When you select a Writ, roll your duration check using the listed
Devils Kiss B-Rank 24 die values. The result is the maximum total Downtime (DT) that you
must spend in order to complete the Writ. You can spend a number
Kamizuru Venom B-Rank 25
of your DT up to the rolled result in order to complete the writ
Moulding Mushroom B-Rank 26 immediately, or you can choose to spend some DT now and later to
Angel’s Breath A-Rank 27 complete it at a later time.
Zetsubo Petals A-Rank 29 Alternatively, when you accept a Writ, you can make one Strength
or Intelligence (Weaponsmith Kit) check vs the Writ DC. On a
Torpor S-Rank 30
success, you reduce the DT required by an amount equal to the rank
Black Lilly S-Rank 31 of the writ (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.) On
Malice S-Rank 32 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 P AYOUT


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

99
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. “You” can also
mean the character or monster that you control.

THE ORDER OF COMBAT


A typical combat encounter is a clash between two sides, a flurry of
weapon swings, feints, parries, footwork, Ninjutsu casting, Genjutsu OTHER ACTIVITIES ON YOUR TURN
Illusions, and Taijutsu techniques. The game organizes the chaos of Your turn can include a variety of flourishes that require neither your
combat into a cycle of rounds and turns. A round represents about 6 action nor your move.
seconds in the game world. During a round, each participant in a battle You can communicate however you are able, through brief utterances
takes a turn. The order of turns is determined at the beginning of a and gestures, as you take your turn. You can also interact with one
combat encounter, when everyone rolls initiative. Once everyone has object or feature of the environment for free, during either your move or
taken a turn, the fight continues to the next round if neither side has your action. For example, you could open a door during your move as
defeated the other. you stride toward a foe, or you could draw your weapon as part of the
same action you use to attack. If you want to interact with a second
SURPRISE object, you need to use your action. Some modified items and other
special objects always require an action to use, as stated in their
A squad of shinobi sneaks up on a Mercenary camp, springing from cover descriptions.
to attack them. Ninja Hounds patrol a hallway, leashed to their handler, The GM might require you to use an action for any of these activities
unnoticed by the shinobi until the hound smells one of them. In these when it needs special care or when it presents an unusual obstacle. For
situations, one side of the battle gains surprise over the other. instance, the GM could reasonably expect you to use an action to open a
The GM determines who might be surprised. If neither side tries to be stuck door or turn a crank to lower the drawbridge.
stealthy, they automatically notice each other. Otherwise, the GM
compares the Dexterity (Stealth) checks of anyone hiding with the INTERACTING WITH OBJECTS AROUND YOU
passive Wisdom (Perception) score of each creature on the opposing Here are a few examples of the sorts of things you can do in tandem
side. Any character or monster that doesn’t notice a threat is surprised with your movement and action:
at the start of the encounter. If you’re surprised, you can’t move or take
• Draw or stow a weapon
an action on your first turn of combat, and you can’t take a reaction until
• Open or close a door
that turn ends. A member of a group can be surprised even if the other
• Withdraw a Chakra Pill from your pack
members aren’t.
• Pick up a dropped weapon

YOUR TURN • Take an item from a table


• Remove a ring from your finger
On your turn, you can move a distance up to your speed and take one • Stuff some food into your mouth
action. You decide whether to move first or take your action first. Your • Plant a banner in the ground
speed-sometimes called your walking speed-is noted on your character • Fish a few Ryo from your wallet
sheet. The most common actions you can take are described in the • Drink all the liquid in a glass
“Actions in Combat” section later in this chapter. Many class features • Throw a lever or a switch
and other abilities provide additional options for your action.
• Pull a glow stick from a leg Pouch.
The “Movement and Position” section later in this chapter gives the
• Take a book from a shelf you can reach
rules for your move.
• Extinguish a small flame
You can forgo moving, taking an action, or doing anything at all on
• Don a mask
your turn. If you can’t decide what to do on your turn, consider taking
• Pull the hood of your cloak up and over your head
the Dodge or Ready action, as described in “Actions in Combat.”
BONUS ACTIONS
• Put your ear to a door
• Kick a small stone
Various class features, Jutsu, and other abilities let you take an additional • Turn a key in a lock
action on your turn called a bonus action. The Flurry of Blows feature, for • Tap the floor with a 10-foot pole
example, allows a Taijutsu Specialist to take a bonus action. You can take • Hand an item to another character
a bonus action only when a special ability, Jutsu, or other feature of the
game states that you can do something as a bonus action. You otherwise
don’t have a bonus action to take. You can take only one bonus action on
REACTIONS
your turn, so you must choose which bonus action to use when you have Certain special abilities, Jutsu’s, and situations allow you to take a special
more than one available. action called a reaction. A reaction is an instant response to a trigger of
You choose when to take a bonus action during your turn, unless the some kind, which can occur on your turn or on someone else’s. The
bonus action’s timing is specified, and anything that deprives you of your opportunity attack, described later in this chapter, is the most common
ability to take actions also prevents you from taking a bonus action. type of reaction.

100
When you take a reaction, you can’t take another one until the start
of your next turn. If the reaction interrupts another creature’s turn, that
MOVING AROUND OTHER CREATURES
creature can continue its turn right after the reaction. You can move through a non-hostile creature’s space. In contrast, you
Unless otherwise specified, all reactions happen before the action can move through a hostile creature’s space only if the creature is at
that triggered them. least two sizes larger or smaller than you. Remember that another
creature’s space is difficult terrain for you.

MOVEMENT AND POSITION Whether a creature is a friend or an enemy, you can’t willingly end your
move in its space.
In combat, characters and monsters are in constant motion, often using If you leave a hostile creature’s reach during your move, you provoke an
movement and position to gain the upper hand. opportunity attack, as explained later in the chapter.
On your turn, you can move a distance up to your speed. You can use
as much or as little of your speed as you like on your turn, following the
rules here.
FLYING MOVEMENT
Your movement can include jumping, climbing, and swimming. These Flying creatures enjoy many benefits of mobility, but they must also deal
different modes of movement can be combined with walking, or they with the danger of falling. If a flying creature is knocked prone, has its
can constitute your entire move. However, you’re moving, you deduct speed reduced to 0, or is otherwise deprived of the ability to move, the
the distance of each part of your move from your speed until it is used creature falls, unless it has the ability to hover.

CREATURE SIZE
up or until you are done moving.
The "Special Types of Movement’’ section in Chapter 7 gives the
particulars for jumping, climbing, and swimming. Each creature takes up a different amount of space. The Size Categories
table shows how much space a creature of a particular size controls in
BREAKING UP YOUR MOVE combat. Objects sometimes use the same size categories.
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 S IZE C ATEGORIES
30 feet, you can move 10 feet, take your action, and then move 20 feet.
Size Space
MOVING BETWEEN ATTACKS Tiny 5 by 5 ft.
If you take an action that includes more than one attack, you can break Small 5 by 5 ft.
up your movement even further by moving between those attacks. For
Medium 5 by 5 ft.
example, a Scout-Nin who can make two attacks with the Extra Attack
feature and who has a speed of 25 feet could move 10 feet, make an Large 10 by 10 ft.
attack, move 15 feet, and then attack again. Huge 15 by 15 ft.

USING DIFFERENT SPEEDS SPACE


If you have more than one speed, such as your walking speed and a
A creature’s space is the area in feet that it effectively controls in
flying speed, you can switch back and forth between your speeds during
combat, not an expression of its physical dimensions. A typical medium
your move. Whenever you switch, subtract the distance you’ve already
creature isn’t 5 feet wide, for example, but it does control a space that
moved from the new speed. The result determines how much farther
wide. If a Medium Hyūga stands in a 5-foot-wide doorway, other
you can move. If the result is 0 or less, you can’t use the new speed
creatures can’t get through unless the Hyūga lets them.
during the current move.
A creature’s space also reflects the area it needs to fight effectively. For
For example, if you have a flying speed of 30 and a walking speed of 60
that reason, there’s a limit to the number of creatures that can
because you cast the Chakra Movement Technique on yourself, you
surround another creature in combat. Assuming Medium combatants,
could walk 20 feet, then fly 10 feet, and then land to walk 30 feet more.
eight creatures can fit in a 5-foot radius around another one. Because
larger creatures take up more space, fewer of them can surround a

DIFFICULT TERRAIN
creature. If five large creatures crowd around a Medium or smaller one,
there’s little room for anyone else. In contrast, as many as twenty
Combat rarely takes place in bare rooms or on featureless plains. medium creatures can surround a Gargantuan one.
Boulder-strewn caverns, briar-choked forests, treacherous staircases-the If a square costs extra movement, as a square of difficult terrain does,
setting of a typical fight contains difficult terrain. you must have enough movement left to pay for entering it. For
Every foot of movement in difficult terrain costs 1 extra foot. This rule is example, you must have at least 2 squares of movement left to enter a
true even if multiple things in a space count as difficult terrain. square of difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs
are examples of difficult terrain. The space of another creature, whether SQUEEZING INTO A SMALLER SPACE
hostile or not, also counts as difficult terrain. A creature can squeeze through a space that is large enough for a
creature one size smaller than it. Thus, a large creature can squeeze
BEING PRONE through a passage that’s only 5 feet wide. While squeezing through a
space, a creature must spend 1 extra foot for every foot it moves there,
Combatants often find themselves lying on the ground, either because
and it has disadvantage on attack rolls and Dexterity saving throws.
they are knocked down or because they throw themselves down. In the
Attack rolls against the creature have advantage while it’s in the smaller
game, they are prone, a condition described in the Conditions chapter.
space.
You can drop prone without using any of your speed. Standing up takes
more effort; doing so costs an amount of movement equal to half your
PLAYING ON A GRID
speed. For example, if your speed is 30 feet, you must spend 15 feet of If you play out a combat using a square grid and miniatures or other
movement to stand up. You can’t stand up if you don’t have enough tokens, follow these rules: (If you use a grid often, consider writing your
movement left or if your speed is 0. speed in squares on your character sheet.)
To move while prone, you must crawl or use Justus that teleport. Every
foot of movement while crawling costs 1 extra foot. Crawling 1 foot in Squares. Each square on the grid represents 5 feet.
difficult terrain, therefore, costs 3 feet of movement. Speed. Rather than moving foot by foot, move square by square on the
grid. This means you use your speed in 5-foot segments. This is
particularly easy if you translate your speed into squares by dividing

101
the speed by 5. For example, a speed of 30 feet translates into a following conditions; Incapacitated until the end of their next turn, and 1
speed of 6 squares. rank of Concussed.
Entering a Square. To enter a square, you must have at least 1 square
of movement left, unless the square is diagonally adjacent to the
square, you’re in (discussed below).
Corners. Diagonal movement can’t cross the corner of a wall, large tree,
or other terrain feature that fills its space.
Ranges. To determine the range on a grid between two things-whether ELEMENTAL ADVANTAGE
creatures or objects-start counting squares from a square adjacent When two different Ninjutsu of differing nature releases clash or
to one of them and stop counting in the space of the other one. interact, you would normally have to assume the results. With the
Count by the shortest route. Elemental Advantage rules, this will clear up questionable rulings when
Diagonals. When measuring range or moving diagonally, the first a creature uses an ability or Ninjutsu that has one of 5 Nature Release
diagonal square counts as 5 feet, but the second diagonal square Keywords (Earth, Wind, Fire, Water or Lightning Release) against
counts as 10 feet. This pattern of 5 feet and then 10 feet continues another ability or Ninjutsu that has a Superior or Inferior Nature
whenever you’re counting diagonally, even if you move horizontally Release against it.
or vertically between different bits of diagonal movement. For Each of the 5 Nature Releases are Strong or weak to another with
instance, a character might move one square diagonally (5 feet), some being neutral to each other. When this interaction happens the
then three squares straight (15 feet), and then another square user of the Superior element makes their attack roll or Clash check at
diagonally (10 feet) for a total movement of 30 feet. advantage, while the user of the inferior element rolls normally.
The following is the circle of Elemental Superiority; (‘>’ means the

ACTIONS IN COMBAT nature release to the left of this symbol is superior to the nature
release on the right of it.)
When you take your action on your turn, you can take one of the actions
presented here, an action you gained from your class or a special Fire > Wind > Lightning > Earth > Water > Fire
feature, or an action that you improvise. Many creatures have action
options of their own in their stat blocks. DASH
When you describe an action not detailed elsewhere in the rules, the
When you take the Dash action, you gain extra movement for the
GM tells you whether that action is possible and what kind of roll you current turn. The increase equals your speed, after applying any
need to make, if any, to determine success or failure. modifiers. With a speed of 30 feet, for example, you can move up to 60
feet on your turn if you dash.
ATTACK Any increase or decrease to your speed changes this additional
movement by the same amount. If your speed of 30 feet is reduced to
The most common action to take in combat is the Attack action, whether
15 feet, for instance, you can move up to 30 feet this turn if you dash.
you are swinging a Katana, firing a longbow, or brawling with your fists.

DISENGAGE
With this action, you make one melee or ranged attack. See the
“Making an Attack” section for the rules that govern attacks.
Certain features, such as the Extra Attack feature of the Scout-Nin, If you take the Disengage action, your movement doesn’t provoke
allow you to make more than one attack with this action. opportunity attacks for the rest of the turn.

CAST A JUTSU DODGE


All Characters within this system have access to Ninjutsu, Taijutsu and When you take the Dodge action, you focus entirely on avoiding
Genjutsu Casting as well as many creatures have access to Jutsu and can attacks. Until the start of your next turn, any attack roll made against
use them to great effect in combat. Each Jutsu has a casting time, which you has disadvantage if you can see the attacker, and you make
Dexterity saving throws with advantage. You lose this benefit if you are
specifies whether the caster must use an action, a reaction, minutes, or
incapacitated (as explained in Conditions) or if your speed drops to 0.
even hours to cast the Jutsu. Casting a Jutsu is, therefore, not necessarily
an action. Most Jutsu do have a casting time of 1 action, so casting a
Ninjutsu Taijutsu or Genjutsu often uses his or her action in combat to
HELP
cast such a Jutsu. See chapter 9 for the rules on Ninjutsu, Taijutsu and You can lend your aid to another creature in the completion of a task.
Genjutsu casting When you take the Help action, the creature you aid gains advantage
on the next skill check it makes to perform the task you are helping
CLASHING JUTSU with, provided that it makes the check before the start of your next
turn and you are proficient in the skill in which you are assisting them
While most jutsu will never collide with one another, there are some
with.
that will. When this collision happens a Jutsu Clash is initiated. (This is
Alternatively, you can aid a friendly creature in attacking a creature
counted as a type of Contest in Combat as detailed later in this chapter)
within 5 feet of you. You feint, distract the target, or in some other way
Jutsu with the Clash keyword that are used in the same turn (Or round
team up to make your ally’s attack more effective. If your ally attacks
depending on the Jutsu/Ability) initiates a clash. When a clash is initiated
the target before your next turn, the first attack roll is made with
the opposing users of either ability or jutsu must make opposing Checks
advantage.
using certain skills depending on the ability/jutsu used.
Ninjutsu Clash: Intelligence (Ninshou) check vs an opposing Intelligence HIDE
(Ninshou) check.
When you take the Hide action, you make a Dexterity (Stealth) check in
Taijutsu Clash: Strength or Dexterity (Martial Arts) check vs an opposing:
an attempt to hide, following the rules in chapter 6 for hiding. If you
Strength or Dexterity (Martial Arts) check.
succeed, you gain certain benefits, as described in the “Unseen
Ninjutsu vs Taijutsu Clash: Follow the above rules for the triggering Attackers and Targets” section later in this chapter.
Jutsu.

When you clash Jutsu of different ranks, the difference in power and
scales becomes painfully apparent. For every rank higher a jutsu is
compared to the one it is clashing, the caster gains a +1 bonus to the IMPROVISING AN ACTION
clash check. Your character can do things not covered by the actions in this chapter,
The winner of the Jutsu Clash deals his or her normal Jutsu such as breaking down doors, intimidating enemies, sensing
effect/damage while the losers jutsu immediately ends and suffers the weaknesses in defenses, or calling for a parley with a foe. The only
limits to the actions you can attempt are your imagination and your

102
character’s ability scores. See the descriptions of the ability scores in When a creature makes an attack roll, it uses whatever modifier is
chapter 6 for inspiration as you improvise. provided in its stat block.
When you describe an action not detailed elsewhere in the rules, the Ability Modifier. The ability modifier used for a melee weapon attack is
GM tells you whether that action is possible and what kind of roll you Strength, and the ability modifier used for a ranged weapon attack is
need to make, if any, to determine success or failure. Dexterity. Weapons that have the finesse or thrown property break this
rule.
READY Some Jutsu’s also require an attack roll. The ability modifier used for a
Sometimes you want to get a jump on a foe or wait for a particular Jutsu attack depends on the Jutsu casting ability of the caster, as
circumstance before you act. To do so, you can take the Ready action explained in chapter 10.
on your turn so that you can act later in the round using your reaction. Proficiency Bonus. You add your proficiency bonus to your attack roll
First, you decide what perceivable circumstance will trigger your when you attack using a weapon with which you have proficiency, as
reaction. Then, you choose the action you will take in response to that well as when you attack with a Jutsu.
trigger, or you choose to move up to your speed in response to it.
Examples include “If the soldier steps on the trapdoor, I’ll pull the lever ROLLING 1 OR 20
that opens it,” and “If the enemy steps next to me, I move away.” Sometimes fate blesses or curses a combatant, causing the novice to hit
When the trigger occurs, you can either take your reaction right and the veteran to miss.
after the trigger finishes or ignore the trigger. Remember that you can If the d20 roll for an attack is a 20, the attack hits regardless of any
take only one reaction per round. modifiers or the target’s AC. In addition, the attack is a critical hit, as
When you ready a Jutsu, you cast it as normal but hold its chakra, explained later in this chapter.
which you release with your reaction when the trigger occurs. To be If the d20 roll for an attack is a 1, the attack misses regardless of any
readied, a Jutsu must have a casting time of 1 action, and holding onto modifiers or the target’s AC.
the Jutsu’s effect requires concentration (explained in chapter 9). If
your concentration is broken, the jutsu dissipates without taking effect. UNSEEN ATTACKERS AND TARGETS
SEARCH
Combatants often try to escape their foes’ notice by hiding, casting the
camouflage Jutsu, or lurking in darkness. When you attack a target that
When you take the Search action, you devote your attention to finding you can’t see, you have disadvantage on the attack roll. This is true
something. Depending on the nature of your search, the GM might whether you’re guessing the target’s location or you’re targeting a
have you make a Wisdom (Perception) check or an Intelligence creature you can hear but not see. If the target isn’t in the location you
(Investigation) check. targeted, you automatically miss, but the GM typically just says that the
attack missed, not whether you guessed the target’s location correctly.
USE AN OBJECT When a creature can’t see you, you have advantage on attack rolls
You normally interact with an object while doing something else, such against it. If you are hidden-both unseen and unheard-when you make
as when you draw a Longbow as part of an attack. When an object an attack, you give away your location when the attack hits or misses.
requires your action for its use, you take the Use an Object action. This
action is also useful when you want to interact with more than one MELEE ATTACKS
object on your turn.
Used in hand-to-hand combat, a melee attack allows you to attack a
foe within your reach. A melee attack typically uses either unarmed or
handheld weapons such as an Axe, a Katana, or Tonfa’s. A typical
monster makes a melee attack when it strikes with its claws, horns,
teeth, tentacles, or other body part. A few Jutsu also involve making a
melee attack.

MAKING AN ATTACK Most creatures have a 5-foot reach and can thus attack targets within
5 feet of them when making a melee attack. Certain creatures (typically
Whether you’re striking with a melee weapon, firing a weapon at those larger than Medium) have melee attacks with a greater reach than
range, or making an attack roll as part of a Jutsu, an attack has a simple 5 feet, as noted in their descriptions.
structure.
When you are unarmed, you can fight in melee by making an
1) Choose a target. Pick a target within your attack’s range: a
unarmed strike. You are proficient in your unarmed strikes and
creature, an object, or a location.
unless otherwise indicated, they do 1 + your Strength modifier
2) Determine modifiers. The GM determines whether the target has
bludgeoning damage. For the purpose of interacting with other
cover and whether you have advantage or disadvantage against
features, feats, and jutsu, your unarmed attacks count as also being
the target. In addition, Justus, special abilities, and other effects
finesse.
can apply penalties or bonuses to your attack roll.
3) Resolve the attack. You make the attack roll. On a hit, you roll
damage, unless the particular attack has rules that specify
OPPORTUNITY ATTACKS
In a fight, everyone is constantly watching for enemies to drop their
otherwise. Some attacks cause special effects in addition to or
guard. You can rarely move heedlessly past your foes without putting
instead of damage. If there’s ever any question whether
yourself in danger; doing so provokes an opportunity attack.
something you’re doing counts as an attack, the rule is simple: if
You can make an opportunity attack when a hostile creature that you
you’re making an attack roll, you’re making an attack.
can see moves out of your reach. To make the opportunity attack, you

ATTACK ROLLS
use your reaction to make one melee attack against the provoking
creature. The attack interrupts the provoking creature’s movement,
When you make an attack, your attack roll determines whether the occurring right before the creature leaves your reach. A creature can
attack hits or misses. To make an attack roll, roll a d20 and add the only trigger an attack of opportunity from you once per movement
appropriate modifiers. If the total of the roll plus modifiers equals or You can avoid provoking an opportunity attack by taking the
exceeds the target’s Armor Class (AC), the attack hits. The AC of a Disengage action. You also don’t provoke an opportunity attack when
character is determined at character creation, whereas the AC of a you teleport or when someone or something moves you without using
creature is in its stat block. your movement, action, or reaction. For example, you don’t provoke an
opportunity attack if an explosion hurls you out of a foe’s reach or if
MODIFIERS TO THE ROLL gravity causes you to fall past an enemy.
When a character makes an attack roll, the two most common modifiers
to the roll are an ability modifier and the character’s proficiency bonus.

103
CONTESTS IN COMBAT
Battle often involves pitting your prowess against that of your foe. Such
COVER
Walls, trees, creatures, and other obstacles can provide cover during
a challenge is represented by a contest. This section includes the most
combat, making a target more difficult to harm. A target can benefit
common contests that require an action in combat: grappling and
from cover only when an attack or other effect originates on the
shoving a creature. The GM can use these contests as models for
opposite side of the cover.
improvising others.
There are three degrees of cover. If a target is behind multiple sources

GRAPPLING of cover, only the most protective degree of cover applies; the degrees
aren’t added together. For example, if a target is behind a creature that
When you want to grab a creature or wrestle with it, you can use the
gives half cover and a tree trunk that gives three-quarters cover, the
Attack action to make a special melee attack, a grapple. If you’re able to
target has three-quarters cover.
make multiple attacks with the Attack action, this attack replaces one of
A target with Partial cover has a +2 bonus to AC and Dexterity saving
them.
throws. A target has half cover if an obstacle blocks at least half of its
The target of your grapple must be no more than one size larger than
body. The obstacle might be a low wall, a large piece of furniture, a
you, and it must be within your reach. Using at least one free hand, you
narrow tree trunk, or a creature, whether that creature is an enemy or a
try to seize the target by making a grapple check, a Strength (Athletics)
friend.
check contested by the target’s Strength (Athletics) or Dexterity
A target with Half cover has a +5 bonus to AC and Dexterity saving
(Acrobatics) check (the target chooses the ability to use). If you succeed,
throws. A target has three-quarter cover if about three-quarters of it is
you subject the target to the grappled condition (see conditions). The
covered by an obstacle. The obstacle might be a portcullis, an arrow slit,
condition specifies the things that end it, and you can release the target
or a thick tree trunk.
whenever you like (no action required).
A target with total cover can’t be targeted directly by an attack or a
Escaping a Grapple. A grappled creature can use its action to escape.
Jutsu, although some Jutsu can reach such a target by including it in an
To do so, it must succeed on a Strength (Athletics) or Dexterity
area of effect. A target has total cover if it is completely concealed by an
(Acrobatics) check contested by your Strength (Athletics) check.
obstacle.

DAMAGE AND HEALING


Moving a Grappled Creature. When you move, you can drag or carry
the grappled creature with you, but your speed is halved unless the
creature is two or more sizes smaller than you. Injury and the risk of death are constant companions of those who
explore the worlds of D&D. The thrust of a Katana, a well-placed
SHOVING Shuriken, or a jolt of lightning from a Lightning affinity Jutsu all have
Using the Attack action, you can make a special melee attack to shove a the potential to damage, or even kill, the hardest of creatures.
creature, either to knock it prone or push it away from you. If you’re able
to make multiple attacks with the Attack action, this attack replaces one HIT POINTS
of them.
Hit points represent a combination of physical and mental durability, the
The target of your shove must be no more than one size larger than
will to live, and luck. Creatures with more hit points are more difficult to
you, and it must be within your reach. You make a Strength (Athletics)
kill. Those with fewer hit points are more fragile.
check contested by the target’s Strength (Athletics) or Dexterity
A creature’s current hit points (usually just called hp) can be any
(Acrobatics) check (the target chooses the ability to use). If you win the
number from the creature’s hit point maximum down to 0. This number
contest, you either knock the target prone or push it 5 feet away from
changes as a creature takes damage or receives healing.
you.
Whenever a creature takes damage, that damage is subtracted from

RANGED ATTACKS its hit points. The loss of hit points has no effect on a creature’s abilities
until the creature drops to 0 hit points.
When you make a ranged attack, you fire an arrow or crossbow bolt, hurl
a Kunai, or otherwise send projectiles to strike a foe at a distance. A DAMAGE ROLLS
creature might have a natural ranged weapon. Many Jutsu also involve
Each weapon, Jutsu, and harmful monster ability specifies the damage it
making a ranged attack.
deals. You roll the damage die or dice, add any modifiers, and apply the
RANGE damage to your target. Modified weapons, special abilities, and other
factors can grant a bonus to damage.
You can make ranged attacks only against targets within a specified
range. If a ranged attack, such as one made with a Jutsu, has a single When attacking with a weapon, you add your ability modifier-the
same modifier used for the attack roll-to the damage. A Jutsu tells you
range, you can’t attack a target beyond this range. Some ranged attacks,
such as those made with a ranged weapon, have two ranges. The smaller which dice to roll for damage and whether to add any modifiers.
If a Jutsu or other effect deals damage to more than one target at the
number is the normal range, and the larger number is the long range.
Your attack roll has disadvantage when your target is beyond normal same time, roll the damage once for all of them. For example, when a
Ninjutsu Specialist casts Fireball Jutsu or a Nara casts a Black Spider Lily,
range, and you can’t attack a target beyond the long range.
the Jutsu’s damage is rolled once for all creatures caught in the blast.
RANGED ATTACK IN CLOSE COMBAT
Aiming a ranged attack is more difficult when a foe is next to you. When CRITICAL HITS
you make a ranged attack with a weapon, a Jutsu, or some other means, When you score a critical hit, you get to roll extra dice for the attack’s
you have disadvantage on the attack roll if you are within 5 feet of a damage against the target. Roll all of the attack’s damage dice twice and
hostile creature who can see you and who isn’t incapacitated. add them together. Then add any relevant modifiers as normal. To speed
up play, you can roll all the damage dice at once.
TWO-WEAPON FIGHTING For example, if you score a critical hit with a Kunai, roll 2d4 for the
When you take the Attack action and attack with a light weapon that damage, rather than 1d4, and then add your relevant ability modifier. If
you’re holding in one hand (or a double weapon), you can use a bonus the Attack involves other damage dice, such as from the Hunter-Nin’s
action to attack with a different light weapon that you’re holding in the Sneak Attack feature, you roll those dice twice as well.
other hand. You don’t add your ability modifier to the damage of the
bonus attack, unless that modifier is negative.
If a weapon has the thrown property, you can throw the weapon,
instead of making a melee attack with it.

104
CRITICAL THREAT RANGE an object has vulnerability to a condition, they make their saving throw
Some class features, weapon properties, weapon seals and jutsu at disadvantage.
increase your critical threat range. When you increase your critical Resistance and then vulnerability are applied after all other modifiers
threat range in any way, you are reducing the required roll to score a to damage. For example, a creature has resistance to Wind damage and
critical hit. Normally, with no bonus to your critical threat range, you is hit by an attack that deals 25 Wind damage. The creature is also within
need to roll a natural 20. But by increasing your critical threat range an aura that reduces all damage by 5. The 25 damage is first reduced by
by +1, you now need to roll a 19 or 20 on a d20. Regardless of how 5 and then halved, so the creature takes 10 damage.
many sources of Critical threat range bonuses you have, your critical Multiple instances of resistance or vulnerability that affect the same
threat range bonuses can stack up to a maximum of +3 which damage type count as only one instance. For example, if a creature has
equates to 17-20. resistance to lightning damage as well as resistance to all Ninjutsu
There are unique circumstances where this rule is broken such as damage, the damage of Ninjutsu based lightning damage is reduced by
with Lightning Release: Chidori that says its critical threat range can half against the creature, not reduced by three-quarters.
go up to +4. These special circumstances are few and far between,
but only in these circumstances can your critical threat range ever go DAMAGE REDUCTION
beyond +3.. Some creatures and objects have innate or jutsu based Damage
Reduction, often shortened to DR. Damage reduction is a flat modifier to
DAMAGE TYPES damage that a creature takes. When a creature takes damage of any
Different attacks, damaging Jutsu’s, and other harmful effects deal type they reduce the damage they take by their damage reduction value.
different types of damage. Damage types have no rules of their own, but Damage reduction triggers once per damage calculation. For example,
other rules, such as damage resistance, rely on the types. lets assume you have 5 Damage Reduction (5 DR) and a hostile creature
The damage types follow, with examples to help a GM assign a casts a jutsu that allows them to attack 3 times. After making their attack
damage type to a new effect. rolls they successfully score two of the three, dealing 10 and 13 damage
respectively. You reduce each instance of damage by 5, turning the
Acid. The corrosive spray of a black viper wolf’s breath and the dissolving
damage you take from 10 and 13, down to 5 and 8.
enzymes secreted by a black pudding deal acid damage
Damage reduction only applies to the following;
Bludgeoning. Blunt force attacks—hammers, falling, constriction, and
the like—deal bludgeoning damage. • Attacks, Jutsu and damaging effects from hostile creatures.
Cold. The chill of a cold wave of water or chilling wave of Ice deals cold • Attacks, Jutsu and damaging effects from traps.
damage.
Chakra. The damage done to a creatures chakra network. When a Damage reduction does NOT apply to the following;
creature takes chakra damage, they instead reduce the result • Damage inflicted from conditions.
from their chakra point total. • Damage inflicted from Hostile environments.
Earth. The damage made by Earth based attacks.
Fire. The concussive damage of an explosion or an open flame deal fire HEALING
damage.
Unless it results in death, damage isn’t permanent. Even death is
Force. Certain techniques that channel the pure energy of Chakra deal
reversible through certain Jutsu. Rest can restore a creature’s hit points
force damage.
(as explained in chapter 7), and special methods such as a Healing Jutsu
Lightning. The electrifying energy of the force lightning or electroshock
or a Blood Pill can remove damage in an instant.
Jutsu’s deals lightning damage.
When a creature receives healing of any kind, hit points regained are
Necrotic. Necrotic damage dealt by techniques that deals directly with
added to its current hit points. A creature’s hit points can’t exceed its hit
one’s life force.
point maximum, so any hit points regained in excess of this number are
Piercing. Puncturing and impaling attacks, including spears and
lost. For example, a Medical-Nin grants a Hunter-Nin 8 hit points of
monsters’ bites, deal piercing damage.
healing. If the Hunter-Nin has 14 current hit points and has a hit point
Poison. Venomous stings and toxic liquids deal poison damage.
maximum of 20, the Hunter regains 6 hit points from the Medical-Nin,
Psychic. The crippling agony caused by techniques that affect the mind,
not 8.
deals psychic damage.
A creature that has died can’t regain hit points until a Jutsu has
Slashing. Swords, axes, and monsters’ claws deal slashing damage.
restored it to life.
Wind. Any sort of damage done by an attack that uses air or is made of
air, such as a gust of wind or a raging tornado is treated as wind
damage.

EFFECT MULTIPLICATION DROPPING TO 0 HIT POINTS


Some effect within the game will direct you to multiply an attacks or When you drop to 0 hit points, you either die outright or fall
jutsu’s effects. Regardless of the sources of these effects, their duration unconscious, as explained in the following sections.
or their strength, you cannot stack effects that multiply damage, healing,
damage reduction, temporary hit points or chakra points, or speed. You DESCRIBING THE EFFECTS OF DAMAGE
instead must choose which single; multiplicative effect takes priority. Game Masters describe hit point loss in different ways. When your
current hit point total is half or more of your hit point maximum, you
typically show no signs of injury. When you drop below half your hit
point maximum, you show signs of wear, such as cuts and bruises. An
attack that reduces you to 0 hit points strikes you directly, leaving a
bleeding injury or other trauma, or it simply knocks you unconscious.

INSTANT DEATH
DAMAGE RESISTANCE AND VULNERABILITY Massive damage can kill you instantly. When damage reduces you to 0
hit points and there is damage remaining, you die if the remaining
Some creatures and objects are exceedingly difficult or unusually easy to
damage equals or exceeds your point maximum.
hurt with certain types of damage. If a creature or an object has
For example, a Scout-Nin with a maximum of 12 hit points currently
resistance to a damage type, damage of that type is halved against it. If a
has 6 hit points. If she takes 18 damage from an attack, she is reduced to
creature or an object has resistance to a condition, they roll their saving
0 hit points, but 12 damage remains. Because the remaining damage
throws at advantage. If a creature or an object has vulnerability to a
equals her hit point maximum, the Scout-Nin dies.
damage type, damage of that type is doubled against it. If a creature or

105
FALLING UNCONSCIOUS Healing can’t restore temporary hit points, and they can’t be added
If damage reduces you to 0 hit points and fails to instantly kill you, you together. If you have temporary hit points and receive more of them,
fall unconscious (see Conditions). This unconsciousness ends if you you decide whether to keep the ones you have or to gain new ones.
regain any hit points. If you have 0 hit points, receiving temporary hit points doesn’t
restore you to consciousness or stabilize you. They can still absorb
DEATH SAVING THROWS damage directed at you while you’re in that state, but only true healing
Whenever you start your turn with 0 hit points, you must make a special can save you.
saving throw, called a death saving throw, to determine whether you Unless a feature that grants you, temporary hit points has a
creep closer to death or hang onto life. Unlike other saving throws, this duration, they last until they’re depleted or you finish a long rest.
one isn’t tied to any ability score. You are in the hands of fate now, aided
only by Jutsu and features that improve your chances of succeeding on a
saving throw. Roll a d20. If the roll is 10 or higher, you succeed.
Otherwise, you fail. A success or failure has no effect by itself. On your
third success, you become stable (see below). On your third failure, you
die. The successes and failures don’t need to 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 do 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.

STABILIZING A CREATURE
The best way to save a creature with 0 hit points is to heal it. If healing is
unavailable, the creature can at least be stabilized so that it isn’t killed by
CONDITIONS
Conditions alter a creature’s capabilities in a variety of ways and can
a failed death saving throw.
arise as a result of a Jutsu, a class feature, a monster’s attack, or
You can use your action to administer first aid to an unconscious other effects. Most conditions, such as blinded, are impairments, but
creature and attempt to stabilize it, which requires a successful DC 20 a few, such as invisible, can be advantageous.
Wisdom (Medicine) check. Beating this DC by 5 or more removes one A condition lasts either until it is countered (the prone condition
failed death save from them, if any. is countered by standing up, for example) or for a duration specified
A stable creature doesn’t make death saving throws, even though it by the effect that imposed the condition
has 0 hit points, but it does remain unconscious. The creature stops If multiple effects impose the same condition on a creature, each
being stable, and must start making death saving throws again, if it takes instance of the condition has its own duration, but most condition’s
any damage. A stable creature that isn’t healed regains 1 hit point after 8 effects don’t get worse. A creature either has a condition or doesn’t.
hours. In rare conditions such as “Bleeding” or “Slowed” these
conditions can get worse if applied multiple times detailed by the
ADVERSARIES AND DEATH Condition gaining a number next to it (I.e., Bleeding 3 or Slowed 5). A
Most GMs have a monster die the instant it drops to 0 hit points, rather select few of these conditions will persist outside of combat. The
than having it fall unconscious and make death saving throws. following definitions specify what happens to a creature while it is
Mighty villains and special nonplayer characters are common subjected to a condition.
exceptions; the GM might have them fall unconscious and follow the
same rules as player characters. DEATH, DYING AND DISABLED
KNOCKING A CREATURE OUT DYING
Sometimes an attacker wants to incapacitate a foe, rather than deal a You are bleeding out or otherwise at death’s door. You automatically
killing blow. When an attacker reduces a creature to 0 hit points with a enter the dying condition when you would fall to 0 hit points don’t
melee or Ranged weapon that deals Lightning or Bludgeoning damage, die as a result of instant death. While you have this condition, you
the attacker can knock the creature out. The attacker can make this are Unconscious.
choice the instant the damage is dealt. The creature falls unconscious Whenever you start your turn with 0 hit points, you must make a
and is stable. special saving throw, called a death saving throw, to determine
whether you creep closer to death or hang onto life. Unlike other
TEMPORARY HIT & CHAKRA POINTS saving throws, this one isn’t tied to any ability score. You are in the
hands of fate now, aided only by Jutsu and features that improve
Some Jutsu and special abilities confer temporary hit points to a your chances of succeeding on a saving throw. Roll a d20. If the roll is
creature. Temporary hit points aren’t actual hit points; they are a buffer 10 or higher, you succeed. Otherwise, you fail. A success or failure
against damage, a pool of hit points that protect you from injury. has no effect by itself. On your third success, you become stable (see
When you have temporary hit points and take damage, the below). On your third failure, you die. The successes and failures
temporary hit points are lost first, and any leftover damage carries over don’t need to be consecutive; keep track of both until you collect
to your normal hit points. For example, if you have 5 temporary hit three of a kind. The number of successful death saves are reset to
points and take 7 damage, you lose the temporary hit points and then zero when you regain any hit points or become stable. The number
take 2 damage. of failures does not reset until you complete a short rest.
Because temporary hit points are separate from your actual hit Rolling 1 or 20. When you make a death saving throw and roll a 1
points, they can exceed your hit point maximum. A character can, on the d20, it counts as two failures. If you roll a 20 on the d20, you
therefore, be at full hit points and receive temporary hit points.

106
regain 1 hit point and remove two failed death saving throws from
the count.
ELEMENTAL
Damage at 0 Hit Points. If you take any damage while you have 0
BURNED
hit points (for example, by catching fire because your limbs were all Max Ranks: 5
chopped off next to a pit of lava), you suffer a death saving throw
• A Burned Creature or object takes 1d8 fire damage for each rank it has,
failure. If the damage is from a critical hit, you suffer two failures
instead. If the damage equals or exceeds your hit point maximum, at the start of each of their turns.
you suffer instant death. • A Burned creature takes a -2 penalty to Concentration Checks for each
rank it has.
INCAPACITATED • Creatures that are immune to fire damage is immune to this condition.
• This condition lasts for the duration of the effect that inflicted it or 1
• An incapacitated creature can’t take actions or reactions.
minute has passed, whichever comes first. A Creature can spend an

EXHAUSTION Action to make a DC 15 Dexterity (Survival) Check to put out the flames.
On a successful check, the condition ends or submerging themselves
Some special abilities and environmental hazards, such as and the
fully into a body of water.
long-term effects of freezing or scorching temperatures, can lead to
a special condition called exhaustion.
If an already exhausted creature suffers another effect that
CHILLED
Max Ranks: 5
causes exhaustion, its current level of exhaustion increases by 1
rank. • A Chilled Creature has its body and nerves overwhelmed by cold. Once
An effect that removes exhaustion reduces its rank by 1. Finishing per turn when they willingly move more any number of feet, they take
a long rest reduces a creature’s exhaustion level by 1, provided that 1d6 cold damage for each rank they have.
the creature has also ingested some food and drink. When a • A Chilled creature’s speed is reduced by 5 feet for every rank it has.
creature exceeds 10 ranks of exhaustion, they die. • A creature takes a -1 Penalty to all Dexterity based Checks & Saving
For every rank of exhaustion, a creature has all of the following throws, for each rank they have.
statistics are reduced by 1, and for every two ranks of exhaustion a • A creature resistant or Immune to Cold Damage also has resistance or
creatures speed is reduced by 5; immunity to this condition. This condition lasts for the duration of the
• Armor Class effect that inflicted it or 1 minute has passed, whichever comes first.
• Ability Checks
• Skill Checks
CORRODED
Max Ranks: 5
• Saving Throws
• Attack Rolls • A Corroded creature gains a -2 penalty to its DR (damage reduction)
• Damage Rolls for each rank it has.
• Save DC’s • A Corroded creature gains a -1 penalty to all Constitution based
checks & saves for each rank it has.
UNCONSCIOUS • A creature can end the corroded condition by using their action
making a DC 15 Dexterity or Constitution Ability Check or submerging
• An unconscious creature is incapacitated (see the condition), can’t
themselves fully into a body of water.
move or speak, and is unaware of its surroundings
• The creature drops whatever it holding and falls prone.
• The creature automatically fails Strength and Dexterity saving
SHOCKED
Max Ranks: 5
throws.
• Attack rolls against the creature have advantage. • A Shocked creature who takes a reaction, takes 1d6 Lightning

• Any attack that hits the creature is a critical hit if the attacker is damage, for each rank it has, once per turn.
• A Shocked creature who takes a Reaction to cast a jutsu must first
within 5 feet of the creature.
make a DC 8 Flat check. On a failure, they double the cost of the jutsu.
PETRIFIED For rank of shocked beyond the first, increase this DC by +1 (Max DC
12).
• A petrified creature is transformed, along with any object it is
• A creature resistant to Lightning damage makes their flat check at
wearing or carrying, into a solid inanimate substance (usually
advantage and also has resistance to this condition. A creature
stone). Its weight increases by a factor of ten, and it
immune to Lightning damage has immunity to this condition.
ceases aging. • A creature can spend an Action to make a DC 15 Constitution
• The creature is incapacitated (see the condition),
(Survival) Check to ground themselves, dispersing the electricity in
can’t move or speak, and is unaware of its
their body ending this condition.
surroundings.
• Attack rolls against the creature have advantage.
• The creature automatically fails Strength and
Dexterity saving throws. POISONED/ENVENOMED
• The creature has resistance to all damage. Max Ranks: 5
• The creature is immune to poison and
• An Envenomed creature or object takes 1d6 poison damage
disease, although a poison or disease
for each rank it has, at the start of each of their turns for the
already in its system is
duration of this condition
suspended, not
• An Envenomed creature suffers a -1 penalty to
neutralized.
their AC for each rank it has.
• An Envenomed creature cannot gain the
benefits of a rest.
• Creatures that are immune to poison damage are
immune to the envenomed condition.
• Outside of combat, every hour a creature suffers
the effects of this condition as if a turn has passed
in combat.

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PHYSICAL GRAPPLED
• A grappled creature’s speed becomes 0, and it can’t benefit from
BRUISED any bonus to its speed.
Max Ranks: 5 • The condition ends if the grappler is incapacitated (see the
• A Bruised creature suffers a -1 penalty to all Strength, Dexterity & condition).
Constitution based attack rolls and checks for each rank they have. • The condition also ends if an effect removes the grappled
• A Bruised creature takes +4 bonus damage from all sources of creature from the reach of the grappler or grappling effect.
bludgeoning or earth damage for each rank they have, once per turn.
• Creatures that are immune to bludgeoning or Earth damage are PRONE
immune to this condition. • A prone creature’s only movement option is to crawl which they
• A creature who would gain a sixth (or more) ranks of the Bruised can do, up to half their movement speed unable to gain any
condition immediately becomes Staggered, ending the Bruised bonuses to their speed, unless it stands up and thereby ends the
Condition. condition.
• A Creature can spend an Action to make a DC 15 Strength (Medicine) • The creature has disadvantage on melee attack rolls.
Check to end this condition by applying the appropriate amount of • The creature has disadvantage on ranged attack rolls against
pressure to the wound. targets within 30 feet.
• An attack roll against the creature has advantage if the attacker is
STAGGERED within 5 feet of the creature or the weapon used has the reach
Max Ranks: 1 property. Otherwise, the attack roll has disadvantage.
• A Staggered creature is counted as Bruised 5 for the purposes of
interacting with Features, Traits and Jutsu and cannot gain Ranks of RESTRAINED
Bruised for the duration. • A restrained creature’s speed becomes 0, and it can’t benefit from
• A Staggered creature cannot take the Disengage, Dash or Dodge any bonus to its speed.
Actions or Reactions. • Attack rolls against the creature have advantage, and the
• A Staggered creature takes a -5 penalty to all Strength, Dexterity and creature’s attack rolls have disadvantage.
Constitution based Attack rolls and checks. • The creature has disadvantage on Dexterity saving throws.
• A Staggered creature takes +20 bonus damage from all sources of
bludgeoning or earth damage, once per turn. STUNNED
• A Staggered creature, remains staggered until they spend one Full- • A stunned creature is incapacitated (see the condition), can’t
Turn-Action gathering themselves, losing the Staggered condition at the
move, and can speak only falteringly.
beginning of their following turn after this Full-Turn Action.
• The creature automatically fails Strength and Dexterity saving

BLEEDING throws.
• Attack rolls against the creature have advantage.
Max Ranks: 5
• At the start of their turn, a bleeding creature takes 1d4 necrotic WEAKENED
damage for each rank of Bleed they have. Max Ranks: 5
• A creature who would gain a sixth Rank of the Bleeding condition
• A Weakened creature reduces damage it deals with attacks and
immediately gains 1 rank of the Lacerated condition in place of the
Jutsu by -4 for each rank it has.
additional rank of bleeding.
• A Weakened creature has a -1 penalty to Strength saving throws.
• A bleeding creature cannot gain the benefits of a rest.
• The Weakened condition last for the duration of its duration or 1
• The creature may attempt to stop the bleeding by succeeding on a
minute has passed, whichever comes first.
DC 15 Medicine check.

MENTAL
• Outside of combat, every 10-minutes a creature suffers the effects of
this condition as if a turn has passed in combat.

LACERATED BERSERK
Max Ranks: 100 Max Ranks: 5

• A Lacerated creature is counted as Bleeding for the purposes of • A Berserk creature must use all action(s) and movement to

interacting with Features, Traits and Jutsu attack/harm the creature nearest to it that it can perceive as if
• At the beginning of a Lacerated creatures turn, they take 1d6 that creature was a mortal enemy. If multiple creatures are
necrotic damage. potential targets, it picks one at random.
• When a creature moves out of a berserk creature's reach, it
• A Lacerated creature cannot gain the benefits of a rest.
• provokes an opportunity attack.
The creature may attempt to stop the Laceration by succeeding on a
• A Berserk creature has a -1 penalty to all Charisma based attacks,
DC 20 Medicine check with a Medicine Kit.
• checks and saving throws for each rank it has.
A creature with ranks of lacerated gains one rank of laceration at the
• Creatures that are immune to the charmed condition are also
end of its turns.
• immune to the berserk condition. A Jutsu which cures the
A creature immune to the bleeding condition is immune to the
charmed condition also cures this Condition.
lacerated condition.
• A Berserk creature loses 1 rank of Berserk at the end of each of its
• Outside of combat, every 10-minutes a creature suffers the effects of
this condition as if a turn has passed in combat. turns as its mind slowly clears.
• Condition.
DAZED
• A Dazed creature is recovering from a powerful blow and cannot take
as many actions as usual.
• A Dazed creature can only either move or take an action, not both.
• A Dazed creature cannot take a bonus action.
• The Dazed Condition lasts until the End of the affected creature’s next
turn.

108
CHARMED • A Slowed creatures can never make more than one attack, or cast
Max Ranks: 5 more than 1 jutsu, per turn.
• The slowed condition last for the duration of the original jutsu or 1
• A Charmed creature increases its attitude to you, by 1 rank, for
minute has passed, whichever comes first.
each rank of Charmed it has.
• A Charmed creatures suffers a -2 penalty to Intelligence &
Wisdom based skill checks made against its infatuation for each
SEALED [CHANGED]
Max Ranks: 5
rank it has.
• A Charmed creature cannot take hostile actions towards the • A Sealed creature increases the base chakra cost of Ninjutsu &
source of its infatuations. If they would suffer a hostile effect or Genjutsu by +2, for each rank it has.
damage from the source of its infatuations or one of its • A Sealed creature suffers a -1 penalty to all of their Ninjutsu &
infatuations allies, they remove all ranks of this condition. Genjutsu Save DCs for each rank it has.
• A creature can spend its action to make a DC 15 Ninshou or Illusions
CONCUSSED check to remove 1 rank of this condition. For every +5 their result is
Max Ranks: 5 over the DC, they remove 1 additional rank of Sealed.
• A Concussed creature suffers a -1 penalty to all of their Save DCs for
each rank it has. SENSORY
• A Concussed creature suffers a -1 penalty to all Intelligence based
checks, attack rolls and saving throws and checks for each rank it BLINDED [CHANGED]
has. • A Blinded creature cannot target another creature with effects that
• A concussed creature cannot gain the benefit of a Rest. require them to “target a creature they can see” unless they have a
• A creature can spend its Action if it has a Medicine kit to make a DC special sense that does not require sight, such as Tremor Sense or
20 Medicine check, ending this condition on a success. Chakra Sensing.
• A blinded creature can’t see and automatically fails any check that
requires sight.
• A Blinded creature has disadvantage on Dexterity saving throws.
CONFUSED • Attack rolls against a Blinded creature have advantage, and a Blinded
Max Ranks: 5 creature’s attack rolls have disadvantage without the aid of a special
• A Confused creature suffers a -1 penalty to all Wisdom based checks, sense that does not require sight, such as Tremor Sense or Chakra
attack rolls, and saving throws for each rank it has. Sensing.
• A Confused creature who would target hostile or friendly creature • A creature can willingly close their eyes as a free action for an
with an attack, jutsu, feature or trait (even themselves) must first extended period of time. Doing so imposes this Condition on them
make a DC 8 Flat check. On a failure, they must target the closest until the beginning of their next turn, they cannot reopen their eyes
creature to them, ignoring allied or hostile distinctions. For rank of until then, unless they are forced to do so by some other means.
Confused beyond the first, increase this DC by +1 (Max DC 12).
• A Confused creature cannot choose targets when a jutsu, feature or DAZZLED
trait would allow them to pick. All creatures in range become the Max Ranks: 5
target, ignoring ally or hostile distinctions. • A Dazzled creatures eyes become overloaded with flashes of colors,
• As an Action, a Confused creature can make a DC 15 Intelligence gaining a -2 penalty to all checks that rely on sight for each rank it has.
ability check, ending this condition on a success. • A Dazzled creature suffers a -2 penalty to attack rolls for each rank it
has and cannot gain advantage on Ranged attack rolls.
DEMORALIZED/FEAR [CHANGED] • A Dazzled creature reduced the range of Jutsu's cast and ranged
Max Ranks: 5 attacks made by 15 feet for each rank it has down to a minimum of 5
Creatures who would gain ranks of Fear (or Frightened), gain feet.
ranks of Demoralized. • A Dazzled creature can make a DC 15 Constitution ability check as
• A Demoralized creature suffers a -1 penalty to its saving throws, for an action, to remove all ranks of this condition.
each rank they have.
• A Demoralized creature must make concentration checks at the DEAFENED
beginning of each of their turns to maintain concentration on their • A Deafened creature can’t hear and automatically fails any check that
jutsu. requires hearing.
• At the end of a Demoralized creatures turn they make a DC 13 • A Deafened creatures has a -10 penalty to their Perception.
Charisma ability check. On a success, they remove 1 rank of • Creatures currently Hidden from a Deafened creature do not need to
Demoralized. After 10 minutes, a creature who still has ranks reroll Dexterity (Stealth) Checks to maintain Stealth against
of Demoralized, loses all ranks of Demoralized it has them.
remaining • Wisdom based Checks, attacks and saving throws
• As an action, a Demoralized creature are made at disadvantage.
can make a DC 20 Charisma • A creature can willingly cover their ears for an
ability check to remove all extended period of time as a bonus action. Doing so imposes
ranks of Demoralized this Condition on them and occupies both hands until the
it has. beginning of their next turn.

SLOWED INVISIBLE
Max Ranks: 5
• An invisible creature is impossible to see without the aid
• A Slowed creature
of powers or a special sense. For the purpose of hiding, the
has its speed reduced by 10 creature is heavily obscured. The creature’s location can be
for each rank it has and cannot detected by any noise it makes or any tracks it leaves.
gain bonuses to speed for the • Attack rolls against the creature have disadvantage, and the
duration. creature’s attack rolls have advantage.

109
CHAPTER 9: JUTSU CASTING
agic exists in the worlds of Naruto in the form of Jutsu.

M CASTING A JUTSU
This chapter provides the rules for casting these Jutsu.
There are Three Types of Jutsu: Ninjutsu, Genjutsu, and
When a character casts any Jutsu, the same basic rules are followed,
Taijutsu. Jutsu follow the following rules here.
regardless of the character’s class or the Jutsu’s effects.

WHAT IS A JUTSU?
Each Jutsu’s description in chapters 10, 11, and 12 begins with a block
of information, including the Jutsu’s name, Rank, Chakra Cost,
A Jutsu is a discrete or blatantly obvious effect, a shaping of chakra from prerequisites (if it has any), casting time, range, and duration. The rest of
one’s body that creates a desired effect. In casting a Jutsu, a character a Jutsu entry describes the Jutsu’s effect.
carefully constructs the desired effect using their chakra, and then releases
it, all in the span of a few seconds. CASTING A JUTSU AT A HIGHER RANK
Jutsu can be versatile tools, powerful weapons, or protective wards. When a shinobi casts a Jutsu, that jutsu is normally locked to whatever
They can deal damage or heal it, impose or remove conditions (see rank it is casted it. But in some special cases, some jutsu can be upcasted
Conditions), drain life energy away, and restore life to the dead. to higher ranks if you can both learn & cast jutsu of at least one rank
A great number of Jutsu exist and over time many have been created higher than the jutsu’s base rank. As a general rule of thumb, unless
and forgotten. An ancient Ninjutsu technique may exist in a long-lost Ninja stated otherwise by a class or clan feature, or a feat you can upcast jutsu
Scroll. to the following ranks at the appropriate levels;

JUTSU KNOWN • C-Rank Starting at 5th Level


• B-Rank Starting at 9th level
Before a Shinobi can use a Jutsu, he or she must have the Jutsu learned, or • A-Rank Starting at 13th level
must have access to the Jutsu in an enhanced item. Once a Jutsu’s learned, • S-Rank Starting at 17th level
it is always prepared. The number of Jutsu a Ninja can have at any given
time depends on the character’s level and Ninja Class. ABILITY SCORE REQUIREMENTS
When you learn a Jutsu of E-Rank, S-Rank, or anywhere in between, you In order to learn or cast a jutsu whose base rank is B-Rank or higher, you
choose from the list of Jutsu provided in Chapters 10, 11, & 12. You can must meet a minimum ability score requirement. This represents the
learn Jutsu from any level up to your Max Jutsu Known, including E-Rank characters ability to physically, mentally, or spiritually handle the stress the
Jutsu. The total number of Jutsu you learn in this way can’t exceed your jutsu puts on the users bodies. Here are the following ability score
Jutsu Known for your class. minimums for jutsu of B-Rank or higher;
If a Jutsu is granted to you by a clan or class feature, that Jutsu does not
• B-Rank: 14 or higher.
count against your Jutsu known and you can’t voluntarily unlearn it, but
• A-Rank: 16 or higher.
instead switch it with another Jutsu following the rules and conditions of
the feature that granted you the extra jutsu. If you already know that Jutsu, • S-Rank: 18 or higher.

you may learn an additional Jutsu that is available to you that still meets When you are calculating which ability scores need to meet the above
the features conditions. requirements in order to cast, you only refer to the ability score used to
Additionally, every time you learn a new Jutsu as a result of gaining a calculate the attack and damage rolls and the Save DC for the chosen jutsu.
level, you can choose one or all of the Jutsu you know and replace it with This rule excludes all jutsu classified as Hijutsu and jutsu which you
other Jutsu of the same type (Ninjutsu, Genjutsu, Taijutsu or Bukijutsu) as upcast. Hijutsu can be cast, regardless of your current ability scores, so long
long as that Jutsu’s not of a higher level than your max jutsu rank. as all other rules and conditions are followed when adding one to your
known jutsu list.
CHAKRA POINTS
Regardless of how many Jutsu a ninja knows, he or she can cast only a CLASSIFICATION
limited number of Jutsu before resting. Manipulating your Chakra and All jutsu fall into one of 5 classifications. A Hijutsu, Ninjutsu, Genjutsu,
channeling its energy into even a simple Jutsu is physically and mentally Taijutsu or Bukijutsu. While Ninjutsu and Genjutsu are mutually
taxing, and higher-Ranked Jutsu are even more so. Thus, each class’s exclusive. Bukijutsu is a subtype of Taijutsu. And Hijutsu can technically
description includes a table showing that classes Chakra Die (Similar to the be any of the above.
Classes Hit die).
When a character casts a Jutsu he or she expends a number of points HIJUTSU
based on the chakra cost of the Jutsu to cast it. When Umara casts A jutsu with the Hijutsu Classification usually indicates it’s a Jutsu from a
Substitution Technique, a D-Rank Jutsu she spends 5 of her 12 chakra clan, and not something can be easily or normally learned by anyone
points, leaving 7 remaining. outside of that clan.
Finishing a long rest restores up to half of your maximum chakra points,
while a full rest restores all of your chakra points. (See chapter 7 for the NINJUTSU
rules on resting). A jutsu with the Ninjutsu Classification has the ability to affect the
physical world in some way shape or form. Ninjutsu is a unique category
of jutsu which forms the basis of the five nature releases (Earth, Wind,
CASTING IN ARMOR Fire, Water & lightning)
Because of the mental focus and precise gestures required for Hand Seal
Weaving, you must be proficient with the armor you are wearing to cast GENJUTSU
a Jutsu with any Hand Seal component. You are otherwise too distracted A jutsu with the Genjutsu Classification is one of illusions and affects the
and physically hampered by your armor for Jutsu casting. mind, and personal realities of those it would target. Genjutsu for the
most part do not directly affect the physical world and instead affects
one’s perception of the physical world.

110
TAIJUTSU S-RANK
A jutsu with the Taijutsu Classification is one of physical activity. Taijutsu S-Rank is preceded by A-rank. It is typically used when classifying
is one where someone is using their body to complete a series of techniques intended for highly experienced jōnin and Kage-level shinobi.
complicated movements. S-rank techniques are almost always unique to a single user, and as such
are trademark abilities of that user.
BUKIJUTSU Missions can also be classified as S-rank, these are the highest
A jutsu with the Bukijutsu Classification is one of tool manipulation. paying and most dangerous type of mission a ninja can go on. These
Bukijutsu utilizes physical tools such as swords, wires, kunai, shuriken missions are exclusively assigned to highly skilled jōnin or large squads
etc. to complete a series of complicated movements. This is a subsection of ninja
of Taijutsu since they both require the physical movements of the user. In order to cast Jutsu of this rank, the casters ability score used to
calculate attack and damage rolls and the Save DC for the chosen
RANK jutsu, must be at least an 18 or greater.

CASTING TIME
Ranks describe the level of power a jutsu, item, or in some cases a shinobi
is expected to have. There are effectively 6 ranks within the hierarchy of
jutsu and shinobi. E, D, C, B, A & S-Rank. Most Jutsu require a single action to cast, but some Jutsu’s require a
bonus action, a reaction, or much more time to cast.
E-RANK
E-Rank describes the lowest and least powerful, effective or even useful BONUS ACTION
techniques, threats, or tools. E-Rank is the most widely known amongst A Jutsu cast with a bonus action is especially swift. You must use a
the common population and is considered the most basic thing a shinobi bonus action on your turn to cast the Jutsu, provided that you haven’t
could know. already taken a bonus action this turn.

D-RANK FULL TURN ACTION


D-Rank is preceded by E-rank and followed by C-rank. It is typically used A Jutsu cast with a Full turn action is one that requires time and focus.
when classifying techniques intended for ninja of the genin level. D-rank A Full Turn Action takes all of your Actions and Bonus Actions,
techniques are often one of the first techniques a ninja will learn after provided that you haven’t already taken an Action and/or bonus action
leaving the Academy. this turn.
There are also D-rank missions, the lowest classification a mission can
receive. These missions are usually assigned to genin. Naruto Uzumaki REACTION
describes D-rank missions as not being actual missions as they deal with Some Jutsu can be cast as reactions. These Jutsu take a fraction of a
tasks as simple as finding missing pets and weeding a garden. 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
C-RANK when you can do so.
C-Rank is preceded by D-rank and followed by B-rank. It is typically used
when classifying techniques intended for ninja of the chunin level. C-rank
techniques are often one of the first techniques a ninja will learn that
require some amount of training.
There are also C-rank missions. These missions are usually assigned to
chunin, or in some cases, genin. Assignments include bodyguard duty and
hunting wild animals, all of which will likely pose some risk to the ninja. LONGER CASTING TIMES
Certain Jutsu require more time to cast: minutes or even hours. When
B-RANK you cast a Jutsu with a casting time longer than a single action or
B-Rank is preceded by C-rank and followed by A-rank. It is typically used reaction, you must spend your action each turn casting the jutsu, and
when classifying techniques intended for ninja of the jōnin or chunin you must maintain your concentration while you do so (see
level. B-rank techniques are typically useful and can be learned relatively “Concentration” below). If your concentration is broken, the Jutsu fails,
easily with enough time, such as the Multi-Shadow Clone Technique. but you don’t expend chakra points. If you want to try casting the jutsu
There are also B-rank missions. These missions are usually assigned to again, you must start over.
jōnin or chunin. Assignments can involve spying or assassinations, and
ninja are expected to go up against enemy ninja during the course of the RANGE
mission.
The target of a Jutsu must be within the Jutsu’s range. For a Jutsu like
In order to cast Jutsu of this rank, the casters ability score used to
Agonizing Thorn, the target is a creature. For a Jutsu like Earth Flow
calculate attack and damage rolls and the Save DC for the chosen jutsu,
Spears, the target is the point in space where the Spikes rise from the
must be at least a 14 or greater.
ground.
A-RANK Most Jutsu have ranges expressed in feet. Some Jutsu can target only
a creature (including you) that you touch. Other Jutsu, such as the
A-Rank is preceded by B-rank and followed by S-rank. It is typically used
Substitution Technique, affect only you. These Justus have a range of
when classifying techniques intended for ninja of the Kage and jōnin
self.
levels. A-rank techniques are often very useful, but need extensive
Jutsu that create cones or lines of effect that originate from you also
training before they can be mastered. Some A-rank techniques also pose
have a range of self, indicating that the origin point of the power’s effect
a risk to the user, resulting in their classification as kinjutsu (Literally
must be you (see “Areas of Effect” later in this chapter).
meaning: Forbidden Techniques).
Once a Jutsu is cast, its effects aren’t limited by its range, unless the
There are also A-rank missions. These missions relate to what is in a
Jutsu’s description says otherwise.
village or country's personal interests and are extremely difficult or

COMPONENTS
dangerous to complete, usually assigned to jōnin.
In order to cast Jutsu of this rank, the casters ability score used to
calculate attack and damage rolls and the Save DC for the chosen jutsu, A Jutsu’s components are physical requirements you must meet in order
must be at least a 16 or greater. to cast it. Each jutsu’s description indicates whether it requires handseals
(HS), chakra molding (CM), chakra seals (CS), mobility (M), weapons (W)
or ninja Tools (NT) components. If you can’t provide one or more of a
jutsu’s components, you are unable to cast the jutsu.

111
HAND SEALS (HS) Jutsu that are maintained cost half (Round down) of the chakra spend
Hand signs that are made in an extremely specific order fast enough to to cast the jutsu. The cost to maintain concentration must be paid at the
be done in the span of a few seconds If a Jutsu requires hand seals as a beginning of each of your turns or the Jutsu ends immediately.
component, the caster must have free use of at least one hand to Normal activity, such as moving and attacking, doesn’t interfere with
perform theses gestures. concentration. The following factors can break concentration:
• Casting a third Jutsu that requires concentration. You lose
CHAKRA MOLDING (CM) concentration on a jutsu if you cast a third jutsu that requires
An advanced technique that requires the casters to mold and shape concentration. You can’t concentrate on more than 2 jutsu at once.
chakra into specific forms or shapes. If a jutsu requires chakra molding as • Whenever you take damage while you are concentrating on a jutsu, you
a component, the caster must be able to mold chakra. Thus, a character
must make a Constitution (Chakra control) check to maintain your
who has their chakra network sealed, disrupted or are under mentally
concentration. The DC equals 12 + The combined Ranks of the Jutsu
compromising conditions such as Berserk or Charmed can’t cast a jutsu
being concentrated on (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
with a chakra molding component.
Rank: 5) or half of the damage taken, whichever is higher. If you take
If you lose the ability to mold chakra while concentrating on a Jutsu
damage from multiple sources during the same round, such as multiple
that requires Chakra molding, you lose the ability to concentrate on such
motes of fire, you make a separate chakra control check for each
a jutsu, thus ending its effects immediately.
source of damage.
• Being incapacitated or killed. You lose concentration on a jutsu if you
CHAKRA SEALS (CS) are incapacitated or if you die.
Paper tags with a personal formula printed on it with ink and chakra to
symbolize your personal design. These chakra seals are then infused with The GM might also decide that certain environmental phenomena,
different chakra signatures to get the desired effect. If a jutsu requires a such as turbulence on a ship or train or rocky terrain while on a horse,
Chakra seal, the caster must have a free use of at least one hand to require you to succeed on a DC 20 Chakra control check to maintain
imprint the needed chakra signature onto it. concentration on a jutsu.
Sometimes you would cast a Jutsu that requires Concentration while
MOBILITY (M) outside of direct combat or conflict on a mission or during a roleplay
The ability to move one’s entire body to perform an action. A jutsu that session. GM’s are urged to not track a player’s time while using the jutsu,
requires mobility as a component requires that the caster is able to instead only charging them for the initial cost of the jutsu for the duration.
move all parts of their body and must have a movement speed greater Concentration as a mechanic is designed to restrict extremely powerful
than 0. Conditions that would restrict movement removes the casters Jutsu from remaining in play during combat by having a “tax” imposed for
ability to be mobile such as “Restrained” or “Paralyzed” such a powerful effect. When using jutsu outside of such situations, they
instead create unique and powerful roleplay opportunities.
WEAPONS (W)
Weapons are tools of war and usually used for combat exclusively. ROUND [NEW]
Jutsu that requires a Weapon as a component will usually have the Various Jutsu and Features references a Round. A round is a duration
weapon needed as well (Ex. W (Katana)). If a jutsu requires multiple that lasts until the beginning of the next turn of the creature that used
weapons they will be listed with the word “and” in-between them. If a the Jutsu or Feature with a duration of a Round, unless otherwise
jutsu requires a weapon from a list they will be separated by a comma. specified.
Melee weapons are not consumed when used. Thrown or Ranged If the Jutsu or Feature affects creatures hostile to the user, it
weapons do consume ammunition unless otherwise stated. instead affects the hostile until the beginning of the respective hostile
There are times when a jutsu that requires a weapon will instead creatures next turn.
list a damage type common to weapons as the weapon needed. This If no creature initiated the effect, it instead lasts until the start of
means any weapon that deals that damage type can be used as a the turn or initiative count the Jutsu or Feature activated.
component for that jutsu.
KEYWORDS
NINJA TOOLS (NT) There is an additional section right before a jutsu’s description labeled as
Ninja tools are usually a series of particular items such as Scrolls,
keyword. Keywords are a handy way to search for certain jutsu that
flowers, Tool Kits and a number of other items. Jutsu that requires a
interact with each other, Class or Clan features or feats. While Keywords
Ninja tool as component will usually have the tool needed as well. (Ex.
doesn’t directly pertain to a jutsu’s effects, they can affect who can and
NT (Medicine Kit)). If a jutsu requires multiple tools they will be listed
cannot pick up certain jutsu without completing some conditions. These
with the word “and” in-between them. If a jutsu requires a ninja tool
keywords are broken into two distinct groups. Universal keywords that
from a list they will be separated by a comma. These tools are always
everyone has access too without any clan, class or special feature granting
consumed by the use of the jutsu and are lost.
you access, and Limited keywords, that requires a clan, class or special

DURATION feature grant you access.

A Jutsu’s duration is the length of time the Jutsu persists. A duration can UNIVERSAL KEYWORDS
be expressed in rounds, minutes, hours, or even years. Some Jutsu specify • Ninjutsu-Jutsu with the Ninjutsu Keyword when cast use your
that their effects last until the Jutsu is dispelled or destroyed.
Ninjutsu attack bonus or Save DC.
• Genjutsu-Jutsu with the Genjutsu Keyword when cast use your
INSTANTANEOUS Genjutsu attack bonus or Save DC. All Genjutsu have at least one of
Many Jutsu are instantaneous. The Jutsu harms, heals, creates, or alters a
the following Stimuli keywords that each have an immunity clause.
creature or an object in a way that can’t be dispelled, because its effect
In order to have immunity to a Genjutsu with multiple Stimuli
exists only for an instant.
keywords, you need immunity to all of its Stimuli.

CONCENTRATION Visual- Genjutsu with the Visual keyword, tricks the targets visual
perception. Creatures with True sight or Blindness are immune to
Some Jutsu require you to maintain concentration in order to keep their
jutsu with only this keyword.
effect active. If you lose concentration, those Jutsu end. You can maintain
• Auditory- Genjutsu with the Auditory keyword, tricks the targets
up to two different Jutsu at once.
personal perception of sound. Deafness provides immunity to
If a jutsu must be maintained with concentration, that fact appears in
jutsu with only this keyword.
its Duration entry and the jutsu specifies how long you can concentrate on
it. You can end concentration at any time (no action required).

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• Inhaled- Genjutsu with the Inhaled keyword, are triggered by creature doesn’t know the same jutsu but has the ability to cast
inhaling a type of poison or drug. Immunity to the envenomed jutsu with all required Keywords are within 30 feet of you, they
condition provides immunity to jutsu with only this keyword. can, as a reaction make a Ninshou, Martial Arts, or Illusion Check
• Tactile- Genjutsu with the Tactile keyword, tricks the targets vs your Jutsu Save DC. On a success, they assist you in casting the
perception of touch enabling the Genjutsu to deal damage. jutsu as if they know it. They or you do not reduce the cost of the
• Unaware- Genjutsu with the Unaware keyword, completely ekes Jutsu cast. For each additional Caster, you apply the Combination
by a creatures ability to discern real from fake. These Genjutsu effects an additional time.
requires a successful Identify Genjutsu skill action be made to • All casters, regardless if they know the jutsu or not, split the final
become aware of the Genjutsu. cost of the jutsu after reducing its cost for each additional caster
• Taijutsu/Bukijutsu-Jutsu with the Taijutsu or Bukijutsu Keyword after the first. This cost is divided evenly between each caster,
when cast use your Taijutsu attack bonus or Save DC. rounded up.
• Combo-Taijutsu or Bukijutsu with the Combo keyword are Jutsu that Clone. Jutsu with this keyword creates duplicates and are uniquely
enables jutsu with the Finisher keyword to be cast as an Action or reserved for Ninjutsu. Creatures created with this jutsu are clones and
Bonus action. are controlled only by their Summoner. That means that when
• Finisher- Taijutsu or Bukijutsu with the Finisher keyword are especially summoned they are created to resemble the Summoner’s physical traits
powerful techniques. These jutsu can be cast as an Action or Bonus and visual attributes. Clones when summoned, do not have any
action immediately after you cast a Jutsu with the Combo keyword. If a consumable items, weapons or armor unless otherwise stated. Clones
Bukijutsu with this Keyword is cast it must use the same weapon that do not have freewill and only act as a result of their Summoner’s
was used as a part of the Previous jutsu cast with the Combo Keyword. command on their turn, as a Bonus Action. All clones have the same
• Fuinjutsu- Jutsu with the Fuinjutsu keyword are considered following statistics/limitations unless otherwise specified;
summoning or sealing jutsu. Jutsu that has the Fuinjutsu keyword
usually requires Chakra seals to cast. • Resources:
• Sensory-Jutsu with the Sensory keyword are jutsu designed to track • 1 hit point
and find other creatures through manipulation of chakra. • Can take 1 Action and move up to 30 feet and has no bonus
• Barrier [New]- Jutsu with the Barrier keyword summons a Structure or action. Bonus action, abilities takes their action.
Construct that intercepts incoming damage and hostile effects for its • Can cast 1 jutsu from your known list, that does not have
caster. If incoming damage is greater than the Hit points (Temporary the Fuinjutsu or Combination keywords, before being
or otherwise) of the structure or construct, the remaining damage and dispelled.
initial effects are applied to its original target(s). • Can maintain concentration on a Jutsu for 2 of your turns,
• Chain - Jutsu with this keyword are a link in the dance of steel, and after which, they are unsummoned.
as such have steps: 1, 2, and 3. You must first cast a Jutsu with the • When summoned must, be within a space that can hold it
Chain 1 keyword to start a Chain. no more than 30 feet away.
• Casting. When you cast a Jutsu with the Chain 1 Keyword, you • Combat:
begin a Chain. You cannot cast Jutsu of Chain 2 or 3 outside of • AC equal to your Ninjutsu save DC.
a Chain. • Uses your Ninjutsu attack bonus and save DC for all attacks
• Maintaining a Chain. During a Chain, you can cast Jutsu with made or saving throws triggered.
the Chain keyword equal to or one greater than the Chain • Can use your Taijutsu or Weapon stance.
keyword in the last Jutsu you cast. You cannot cast a Jutsu • Damaging jutsu cast by clones uses a d4 in place of the jutsu’s
with this keyword that has the same name, more than once original damage die. If the Jutsu’s original damage die was
per turn. Failing to affect a creature with a Chain Jutsu you already d4’s you instead reduce the number of dice rolled by 3, to
cast does not break the Chain, instead making you unable to a minimum of 1.
increase your Chain step until the start of your next turn. • Clones cannot force a creature to make more than 1 saving
• Ending a Chain. Casting any jutsu without the Chain keyword throw per round.
ends your Chain, forcing you to restart from Chain 1. • If a Clone is summoned out of Combat and its duration is
• Chain X. Jutsu with the Chain X keyword are typically less than 1 hour, its duration becomes 1 hour.
reactions, and count as the same Chain keyword as the one in • Restrictions:
the last Jutsu you cast, allowing for them to be cast in any • Cannot use your Class features.
order while in the middle of a Chain, but never lowering or • Cannot use your Clan features.
raising your current Chain keyword. If you cast a Jutsu with the • No skill or save proficiencies.
Chain X keyword outside of a Chain, it does not start nor allow • Clones do not have Ability scores or Proficiency bonuses
to progress a Chain. and thus cannot benefit from features, jutsu, or abilities
• Clash-Jutsu with the Clash keyword can initiate a Jutsu Clash. You can that require or use them.
find more rules on Clashing until the Clashing jutsu section in Chapter 8: • Cannot benefit from any bonus to its saves, checks, attacks,
Combat. DC’s or AC.
• Combination-Jutsu with the Combination keyword are able to be • Must remain within 60 feet of caster. If caster ever ends
casted with different casters simultaneously. Doing so magnifies its turn more than 60 feet away, the clone is dispelled.
effects as listed in the Combination text A jutsu with the Combination • Casting a jutsu with this keyword while Clones are already
keyword can be cast in one of 3 ways. active from the same jutsu, dismisses all active Clones of that
• Normal Casting. Casting a Combination jutsu using the designated jutsu
casting time performs its normal effects, without the additional
Combination effects added. LIMITED KEYWORDS
• Casting with a Creature who has the jutsu on their known jutsu
• Hijutsu- Jutsu with the Hijutsu keyword are unique to Clans only. Jutsu
list. When you cast a Combination jutsu and a creature knows the
with this keyword can be cast ignoring Ability score requirements,
same jutsu and has it on their known jutsu list, they can, as a
Medical and elemental keyword limitations. Clans that have unique
reaction, cast the jutsu as well. When they do, reduce the cost of
special keywords for branch families still requires the appropriate
the jutsu by 3 for each additional caster (to a minimum of Half the
keywords to access even with this keyword.
listed Cost). For each additional Caster, you apply the
• Medical-Jutsu with the Medical keyword are considered Medical
Combination effects an additional time.
Ninjutsu and you must have a feature or feat that allows you to add
• Casting with a creature who does not have the jutsu on their
jutsu with this keyword to your jutsu list.
known jutsu list. When you cast a Combination jutsu and a

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• Earth Release-Jutsu with the Earth Release keyword are considered CUBE
earth release jutsu and you must have a feature or feat that allows You select a cube’s point of origin, which lies anywhere on a face of the
you to add jutsu with this keyword to your jutsu list. (Such as the cubic effect. The cube’s size is expressed as the length of each side. A
Nature Release feat) cube’s point of origin is not included in the cube’s area of effect, unless
• Wind Release- Jutsu with the Wind Release keyword are considered you decide otherwise.
wind release jutsu and you must have a feature or feat that allows you
to add jutsu with this keyword to your jutsu list. (Such as the Nature CYLINDER
Release feat) A cylinder’s point of origin is the center of a circle of a particular radius, as
• Fire Release- Jutsu with the Fire Release keyword are considered Fire given in the power description. The circle must either be on the ground or
release jutsu and you must have a feature or feat that allows you to at the height of the power effect. The energy in a cylinder expands in
add jutsu with this keyword to your jutsu list. (Such as the Nature straight lines from the point of origin to the perimeter of the circle,
Release feat) forming the base of the cylinder. The power’s effect then shoots up from
• Water Release- Jutsu with the Water Release keyword are considered the base or down from the top, to a distance equal to the height of the
water release jutsu and you must have a feature or feat that allows cylinder. A cylinder’s point of origin is included in the cylinder’s area of
you to add jutsu with this keyword to your jutsu list. (Such as the effect.
Nature Release feat)
• Lightning Release- Jutsu with the Lightning Release keyword are LINE
considered lightning release jutsu and you must have a feature or feat A line extends from its point of origin in a straight path up to its length
that allows you to add jutsu with this keyword to your jutsu list. (Such and covers an area defined by its width. A line’s point of origin is not
as the Nature Release feat). included in the lines are of effect, unless you decide otherwise.
• *Special/Unique keywords – Often jutsu, clan and class features will
append a keyword to some jutsu or even some Hijutsu will have SPHERE
unique keywords found nowhere else such as the Hyūga clans Branch You select a sphere’s point of origin, and the sphere extends outward
keywords. These keywords are special, and jutsu with these keywords from that point. The sphere’s size is expressed as a radius in feet that
can only be accessed or cast when a feature or effect explicitly gives extends from the point. A sphere’s point of origin is included in the
you the ability to do so. sphere’s area of effect.

TARGETS SAVING THROWS


A typical jutsu requires you to pick one or more targets to be affected by Many jutsu, abilities or features specify that a target can make a saving
the Jutsu’s effect. A Jutsu’s description tells you whether the Jutsu targets throw to avoid some or all of its effects. The effect specifies the ability
creatures, objects, or a point of origin for an area of effect (described score that the target uses for the save and what happens on a success or
below). Unless a jutsu has a perceptible effect, a creature might not know failure.
it was targeted by a jutsu at all. An effect like crackling lightning is obvious, The DC to resist one of your jutsu equals 8 + your Ninjutsu, Genjutsu
but a more subtle effect, such as an attempt to read a creature’s thoughts, or Taijutsu modifier (The Type of Jutsu you use, is the modifier you use) +
typically goes unnoticed, unless a jutsu says otherwise. your proficiency bonus + any special modifiers. If you or a hostile
creature rolls a natural 20 on a saving throw, they pass as if reaching the
A CLEAR PATH TO THE TARGET DC for the saving throw. Players and NPCs can choose to willingly fail (or
To target something, you must have a clear path to it, so it can’t be behind critically fail) a saving throw.
total cover. If you place an area of effect at a point that you can’t see and
an obstruction, such as a wall, is between you and that point, the point of STANDARD JUTSU ABILITY CHECK [NEW]
origin comes into being on the near side of that obstruction. Often times, when casting jutsu or using a feature (or trait for
adversaries) you will be asked to make a Jutsu Ability Check (Ex.
TARGETING YOURSELF Ninjutsu/Genjutsu/Taijutsu Ability Check). If a DC is not present in the
If a Jutsu targets a creature of your choice, you can choose yourself, unless feature, trait or jutsu’s text, it is referring to the following;
the creature must be hostile or specifically a creature other than you. If DC 13 + Rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
you are in the area of effect of a jutsu you cast, you can target yourself.
The Rank in the above calculation is often in regards to the opposing
AREAS OF EFFECT jutsu or effect you are interacting with. If the effect has no rank
associated with it, such as a Feature or Trait, then you instead use the
Jutsu’s such as 10,000 Slicing Blades and Great Fireball cover an area, targets Levels to determine its rank;
allowing them to affect multiple creatures at once.
• Level 5 or lower: D-Rank
A Jutsu’s description specifies its area of effect, which typically has one
• Level 9 or lower: C-Rank
of five different shapes: cone, cube, cylinder, line, or sphere. Every area of
• Level 13 or lower: B-Rank.
effect has a point of origin, a location from which the Jutsu effect erupts.
• Level 17 or lower: A-Rank.
The rules for each shape specify how you position its point of origin.
• Level 18+: S-Rank.
Typically, a point of origin is a point in space, but some Jutsu have an area
whose origin is a creature or an object.
A Jutsu’s effect expands in straight lines from the point of origin. If no FLAT CHECKS [NEW]
unblocked straight line extends from the point of origin to a location Already existing within the system, are a special kind of check called a
within the area of effect, that location isn’t included in the Jutsu’s area. To Flat Check. Flat checks by definition are checks that don’t include any
block one of these imaginary lines, an obstruction must provide total other ability score or statistic. In simple terms, unless otherwise
cover, as explained in chapter 8. specified, a D20 roll vs a set DC value.

CONE ATTACK ROLLS


A cone extends in a direction you choose from its point of origin. A cone’s Some Jutsu require the ninja to make an attack roll to determine
width at a given point along its length is equal to that points distance from whether the jutsu effect hits the intended target. Your attack bonus with
the point of origin. A cone’s area of effect specifies its maximum length. A a Jutsu attack equals your Ninjutsu, Taijutsu or Genjutsu ability modifier
cone’s point of origin is not included in the cone area of effect, unless you (The Type of Jutsu you use, is the modifier you use) + your proficiency
decide otherwise. bonus. Most Jutsu that require attack rolls involve ranged attacks.
Remember that you have disadvantage on a ranged attack roll if you are

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within 5 feet of a hostile creature that can see you and that isn’t INTERPOSING CONSTRUCTS AND
incapacitated (see chapter 8).
STRUCTURES
SINGLE ATTACK VS MULTIPLE CREATURES [NEW] Some Jutsu have effects that summons a construct or a structure that
Some Jutsu or Features that require you to make an attack, allow you takes damage in place of you. When this occurs the construct, unless
to make an attack, comparing the result to multiple creatures AC otherwise stated is always intended to remain on the field as a
values. When this happens, each creature hit is considered to have structure. There will be times where the construct/structures hit
been targeted by an individual attack for the purposes of other Jutsu points are not sufficient enough to stop all damage resulting in some
or Features. left-over damage existing and previously it was ambiguous as to what
If you would have an effect that would cause you to have happens in these scenarios with conflicting rulings.
Advantage, Disadvantage or a bonus or penalty to an attack vs an Unless otherwise specified, if damage would exceed an interposing
individual creature, you simply forgo (do not apply) that bonus to this construct or structures hit points or damage reduction value, all left
jutsu’s attacks. over damage is then applied as normal to all targets.
For example, if you would target 3 creatures with a single attack,
and one of those creatures you have advantage against, you make INTERCEPTING DAMAGE [NEW]
your single attack, compare the results to all creatures. Your attack
When you would cast a Jutsu or use a feature that creates, summons or
would not have advantage vs any of the targets due to making a single
manifests a construct, structure or even effect with its own pool of hit
attack vs multiple creatures.
points that would intercept damage for you, you always take any

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

DAMAGE BOOSTS
order to learn these jutsu you must have a matching nature release
affinity. You can gain these affinities in one of three ways.
• Clans: Some clans provide early access to a nature release affinity Some Jutsu have effects that augments the damage of another attack,
jutsu, feature or trait in some way. Often this has been resolved by
such as the Uchiha clan and their Passive Affinity, which gives their
adding timing text to effects such as these but there are often
Fire release affinity. Meaning they can add ninjutsu with the fire
circumstances where something is missed.
release keyword.
• Classes: Some classes provide opportunities to learn nature release Unless otherwise specified, all Jutsu that boost or provide bonuses
to an attack, weapon’s, Jutsu's, feature’s or trait’s damage in some
affinities, such as the Ninjutsu specialist, Ninjutsu Focus subclasses. By
way, applies to a single roll of damage from the triggering effect,
select one at 2nd level, you gain the corresponding nature release
unless otherwise specified. Jutsu that have a duration longer than
affinity allowing you to learn jutsu with the same keyword.
• Feats: By taking the Nature Release Feat, when you are able, you
instant, unless otherwise specified apply its damage boost once per
turn.
select one of the five nature releases and gain its affinity, allowing you
to learn jutsu with the same keyword.
DIE STEP [NEW]
WEAPON/UNARMED DAMAGE VS
Some Jutsu, Features and Effects increase or decrease the dice rolled
by a “Step”. This means that those dice are increased or decreased in
WEAPON/UNARMED DAMAGE DIE size. This does not mean the number of dice are increased. Dice scale
When reviewing Taijutsu and Bukijutsu you will encounter language as in the following manner, both ways.
follows; (d4<>d6<>d8<>d10<>d12)
This means that d8, that were decreased by 1 step, become d6’s. Or
• Weapons damage +…
d10’s that are increased by 1 step, become d12’s.
• Unarmed damage +…
• Weapons damage die +…
• Unarmed damage die +…
JUTSU COST ORDER [CHANGED]
Sometimes when combining a series of features, jutsu and abilities
The above language looks similar but they are distinct. In the affects the total cost of the jutsu being cast and it can become a
following ways. Weapons Damage & Unarmed Damage, specifically question of what order to apply said cost affecting features. To
requires you to use your weapons damage die + your ability modifier simplify the experience, you apply Cost altering features in the
as if you were making a weapon or unarmed attack. Weapons Damage following order;
die & Unarmed Damage die, specifically requires that you roll only
1) Base Jutsu cost
using your weapons or unarmed damage die. So, for example, using an
2) All Addition based math is completed first. (Note: Upcasting
Odachi which rolls 2d6, and an ability or jutsu specifically requiring you
changes your jutsu’s base cost.)
to use your Weapons Damage die requires that you only roll 2d6, not
3) All Subtraction based math is applied second.
adding any additional ability modifiers.
4) All Multiplication based math is applied third.
5) All division-based math is applied last.
6) Regardless of the number of cost reduction sources you have, your
jutsu can never cost less than half of its base cost.

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

116
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 Op tions.

This may seem daunting, but unlike base 5e or other RPG systems, these Jutsu are categorized by Type, Rank, and Alphabetize d. 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: • Your Unarmed damage becomes a d6. Your [Unarmed Damage]
becomes a d8 when used against a creature with ranks of Fear.

CUSTOMIZATION OPTIONS
• While in this stance, you gain the Threatening armor property if
you weren't already benefiting from it.
• In place of one of your attacks granted by the Attack action, you

The combination of ability scores, Clan, class, and background can attempt the Demoralize Skill-action.
defines your character’s capabilities in the game,Even within your
class and Clan, you have options to fine-tune what your character RABBIT FIST STANCE [CHANGED]
can do. But this chapter is for players who want to go a step further. You have learned how to fight with the rapid-fire speed of a rabbit:
You fight with your feet as you strike multiple times with light kicks.
This chapter defines sets of rules for customizing your character:
• Your Unarmed damage becomes a d6.

FIGHTING STANCES • Your unarmed attacks gain the Multiattack weapon property.
• Your Unarmed attacks are exceedingly swift. Unarmed damage
Certain class features or feats offer your choice of Fighting Style.
made with the Attack and Multiattack actions are totaled before
Choose from the following. You can’t take a Fighting Style option more
being applied to DR. (Ex. If you score two attacks with the Attack
than once, even if you later get to choose again. You can only gain the
action and one with the Multiattack bonus action while in this
benefit of one stance at a time. Switching stances requires a bonus
stance, you roll your damage, add the values together, then apply it
action. This counts for all Taijutsu and Weapon stances and Stances
to the creatures Damage Reduction once. These attacks are still
granted by Clan Features such as the Gentle Fist Stance, and the
three different instances of damage, but The damage reduction
Shikotsumyaku Stance. Additionally, if a stance grants an ability or
applied to the total value, once.)
special action that would deal unarmed damage, you must use the
stances provided damage die.
SERPENT FIST STANCE [CHANGED]
TAIJUTSU STANCES
You have learned how to fight with the precision and ferociousness of a
serpent: You fight with your fingers held to a point as your stab into an
opponent’s pressure points like needles during acupuncture.
DRAGON FIST STANCE [CHANGED] • Your Unarmed damage becomes a d6 and piercing.
You have learned to enter a powerful stance, becoming more defensive
• Your unarmed attacks gain the Tactical weapon property
focused on avoiding and blocking damage.
• Once per turn, when you score an unarmed attack on a creature,
• Your [Unarmed Damage] die becomes a d6.
their next attack roll using their Taijutsu ability score has a 1d4
• While in this stance, you gain the Reinforced armor property if you
penalty.
weren’t already benefiting from it. Your Reinforced value is equal to
your Taijutsu ability modifier. SILENT FIST STANCE [CHANGED]
• As a bonus action, select one creature you can see or hear within 30 You have learned how to fight unpredictably: You fight with your
feet of you. You gain a +2 bonus to your AC until the start of your palms open and swing your hands as if they were bladed weapons.
next turn vs the select creature.
• Your Unarmed damage becomes a d6 and slashing. If wearing Iron

DRUNKEN FIST STANCE [CHANGED] Claws this instead becomes 1d8.


• Your unarmed attacks gain the Lethal 2 weapon property.
You have learned to enter an irregular and erratic fighting style.
• You produce no sound and cannot be sensed with Tremor sense or
Attacking with no warning and defending with unconventional motions.
other special senses that doesn't rely on sight. You do not reveal
• Your Unarmed damage die becomes a d6.
yourself from stealth when making unarmed attacks against a
• While in this stance, you gain the Fortified armor property if you
creature who you are hidden from.
weren't already benefiting from it.
• As a reaction to being targeted with a melee or ranged attack, you can
WOLF FIST STANCE
impose disadvantage on the triggering creatures attacks targeting you You have learned to enter the aggressive and fast paced Wolf Fang
until the end of the current turn. fighting stance. You fight with both hands as claws. Each strike
aiming for a creature sensitive organs attempting to cause
FROG FIST STANCE [CHANGED] bludgeoning damage on each strike.
You have learned to fight with chakra and fists in a combination of leaping
• Your Unarmed damage becomes a d6.
kicks and lunging punches, hitting creatures who are far outside of your
• Your Unarmed attacks gain Blocking 1 weapon property
attacks range.
• As an action, you perform the Wolf Fang Fist.
• Your Unarmed damage die becomes a d6.
• Your Unarmed attacks gain the Reach 1 weapon property. Wolf Fang Fist. Make two unarmed attacks, increasing your [Unarmed
• Taijutsu you cast that deals [Unarmed Damage] increases their range by Damage] die by +1.

BUKIJUTSU STANCES [CHANGED]


+10 feet.

IRON FIST STANCE [CHANGED]


You have studied in the Iron Fist fighting style. A closed fist fighting style, BLADE STANCE [CHANGED]
designed to break bone and directly injure opponents: Requirement: Melee, Blade Weapon Group
You master the blade. All bladed weapons become extensions of
• Your Unarmed damage becomes a d6. If wearing Combat Bracers
your body as their attacks into your very movement. You gain the
this instead becomes 1d8 if Strength is your Taijutsu ability score.
following benefits:
• While in this stance, your unarmed attacks gain the Heavy weapon
property, but ignore the Ability score requirement. • When you make an opportunity attack with a weapon, you have
• Double your [Unarmed Damage] die when dealing damage to a advantage on the attack roll.
Structure or construct. • When you score a critical hit with a weapon attack, the target
gains 1 rank of bleeding.
LION FIST STANCE [CHANGED]
You have learned to enter a powerful and intimidating 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.
POWER STANCE [NAME/CHANGED] • As a bonus action you may target a creature you can see within
Requirement: Melee, Power Weapon Group your weapons range. The next weapon attack made against the
You master the art of Power attacks. All weapons with the ability to target creature is made at advantage and ignores up to three-
shatter bones and crack stone are treated s extensions of your fists quarters cover.
and feet. You gain the following benefits: • When you are targeted with a ranged weapon attack that you can

• When you take the Ready action on your turn and make a melee
see, you may as a reaction, make a ranged weapon attack vs the
triggering creatures ranged weapon attack result. If your result is
attack as part of that readied action, on a hit, the target creature
higher than theirs, you divert their attack by knocking their attack
is knocked prone. Attempting to stand from being knocked prone
out of the sky or off course.
in this way costs an Action, not movement.
• Whenever you have scored a critical hit with a melee weapon
attack that deals damage, the target gains 1 rank of bruised.
SHIELD GUARDIAN STANCE [NEW]
Requirement: Melee, Blocking Weapon property

DUELING MASTERY You are skilled in the art of defense, protecting yourself and your
nearby allies. You gain the following benefits.
Requirement: Melee, One weapon in one hand, No Weapon in other
hand. • When you take the Dodge action on your turn, you also gain
Your mastery of fighting with a single melee weapon is peerless. You advantage on Strength saving throws.
make one weapon feel like many. You gain the following benefits: • When an allied creature within 5 feet of you would take damage

• The first time each turn you score a hit with a melee weapon
as the result of an attack, you can spend your reaction to
interpose and intercept it. The triggering attack now is compared
attack; you increase your damage by +1 weapon damage die.
to your AC as you become its target. The allied creature cannot be
• When a creature hits you with a melee attack, you can use your
targeted by the same creature until the end of the current turn,
reaction to make an immediate melee weapon attack against the
with you instead becoming the target each time an attempted
triggering creature.
attack would happen.

GREAT WEAPON STANCE


Requirement: Melee, Two-Handed Weapon Property or Heavy
Weapon Property
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;
SPIDER WEB STANCE [NAME/CHANGED]
• When you roll a 1 or 2 on a damage die for a weapon attack, you can Requirement: Flail Weapon Group
reroll the die, keeping the second result. You have learned how to fight with chains, wires and whips meant to
• When you make a successful weapon attack against a hostile creature, overwhelm your enemy with arcing strikes. You gain the following
you deal half of the damage dealt to other hostile creatures whom you benefits.
are adjacent to as you cleave through in an arc. • 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.
POLEARM STANCE [CHANGED] • When making a weapon attack, targeting a creature grappled by
your weapon, increase your [Weapons Damage] die by 1 step.
Requirement: Melee, Polearm Weapon Group
(D4>D6>D8>D10>D12)
You master the use of weapons with a long reach, capable to striking

THROWING STANCE [CHANGED]


enemies at a slight distance from you.
You gain the following benefits;
Requirement: Thrown weapon property
• When you take the Attack action, you can use a bonus action to You’ve mastered the techniques of throwing weapons, readily
make a one melee weapon attack with the opposite end of the blending the attacks with your movement. You gain the following
weapon. The weapon’s damage die for this attack is a one-step benefits:
lower than the current damage die of the weapon.
• Your weapon gains the Returning property, if it did not already.
(D12>D10>D8>D6>D4)
• Your weapons long range increment becomes its base range.
• Other creatures provoke an opportunity attack from you when
Attacks within this range increment are not made at
they enter or exit your reach.
disadvantage.
SILENT KILLING [CHANGED] • When you hit a creature with a ranged weapon attack with a

Requirement: Deadly, Hidden or Lethal Weapon property thrown weapon, you have advantage on your next melee weapon
You have learned how to strike with ruthless efficiency while attack against that creature, using the same thrown weapon until
end of your next turn.
producing no sound when you bring about death.

TRICKSTER STANCE [NEW]


You gain the following benefits while you are heavily obscured or
hidden from a creature;
Requirement: Finesse, Trip, Thrown or Hidden Weapon property
• Weapon attacks you make against a creature you are heavily You have become a hazard on the battlefield all on your own,
obscured or hidden from ignore half of the targets DR (damage mastering hit and run tactics. You gain the following benefits:
reduction).
• When you take the Hide action, if you have an explosive tool, you
• The first weapon attack you make against a creature you are hidden
can, as part of the same action used to hide, set that explosive
from grants you 1 rank of Mastery to the attack.
tool. (This does not count for explosive tools that takes longer
SHARPSHOOTER STANCE [CHANGED] than an Action to set or detonate.) You can choose to spend your
reaction to trigger/detonate this explosive tool. This does not
Requirement: Ranged Weapon
reveal your location if you are unseen or hidden.
You can make shots that others find difficult. You gain the following
• When you would score a critical hit against a creature, you can
benefits;
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
FEATS
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, GENERAL FEATS
ACTION SURGE [CHANGED]
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 Category: General
to the total value, once.) Prerequisite: Level 8+
You can push yourself beyond your normal limits for a moment. You
gain the following benefit;
• Once per initiative, on your turn, you can take one additional
action. Once you use this feature you must finish a long rest
before you can use it again.
• Beginning at level 17, you can gain an additional usage of this feat,
per long rest.

ADVANCED STUDY
Category: General
You are an advanced learner and capable student. You generally excel at
grasping concepts far above your skill set with amazing potential.
• Increase one Ability score by 1, to a maximum of 20
• You learn an additional jutsu that is 1 rank above what your Highest
Rank Jutsu Known is according to your Class table. This does not count
against your jutsu known.
• The next time you would hit 4th, 8th, 12th and 16th levels, you learn
one additional Jutsu of 1 rank higher than your Highest Rank Jutsu
Known jutsu rank.

AGILE FEINT
Category: General
You know how to use your agility to grant you advantage and your
opponent’s disadvantage. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20
• Reduce Light Armors bulk by 1.
• You can use the Feint Skill-Action, with Dexterity (Acrobatics) and
without Mastery in Deception.
• When a creature misses you with a melee attack you can use your
reaction to make an attack of opportunity against the triggering
creature.

ALERT
Category: General
Always on the Lookout for Danger, you gain the following benefits:
• You Gain a +5 bonus to Initiative
• You may add your Wisdom modifier in place of Dexterity to your
Initiative bonus.
• You can't be surprised while you are conscious.
• You become aware of any creature casting a jutsu with Hand Seals (HS)
within 60 feet of you. This does not immediately tell you the creatures’
location, instead you only know that Hand Seals (HS) were made with the
intent to cast a Jutsu.
• You have advantage on checks made to find hidden creatures.
• Other Creatures do not gain advantage on attack rolls against you as a
result of being hidden from you
ATHLETE • As a Bonus action, you can inspect a drink or plate of food within
10 feet of you and determine whether it has been altered in any
Category: General positive or negative way and what it does without having to make
You have undergone extensive physical training to gain the following a check
benefits: • Over the duration of a short rest, if you prepare Special food using
• Increase your Strength or Dexterity score by 1, to a maximum of 20. the Chef feat, you enhance its flavor. Creatures who gain the
• You gain a Swim, climbing and wall running speed equal to your benefit of your special food, become immune to the poisoned
normal speed condition and gain resistance to poison damage until your next
• Increase your maximum bulk by +5. rest.
• Long Jump increased to 10 + Strength Score and High Jump increased • During a long rest, you can spend a use of your Cooking Kit to
to 5 + Strength Score. prepare and serve a meal that helps you and your allies recover
• You have advantage on grapple checks against creatures whose from the rigors of adventuring. The meal serves up to six people,
strength score is lower than yours. and each person who eats it regains 3 Hit Dice. Additionally, they
increase their maximum hit points by, and gain additional hit
DUNGEON DELVER points equal to, 4d8 for the next 8 hours.

Category: General
Alert to the hidden traps and secret doors found in many dungeons,
HAND SEAL EXPERT
you gain the following benefits: Category: General
You’ve practiced utilizing Ninjutsu & Genjutsu in close quarters and
• Increase your Intelligence or Wisdom score by 1, to a maximum of
in contested conflicts, learning techniques that grant you the
20.
following benefits:
• You have advantage on Perception and Investigation checks made
to detect the presence of traps. • Increase your Intelligence or Wisdom score by 1, to a maximum of
• You have advantage on saving throws made to avoid or resist 20.
traps. • When making a ranged Ninjutsu or Genjutsu attack while you are
• You have resistance to the damage dealt by traps. within 5 feet of a hostile creature, you do not have disadvantage
• You can search for traps as a bonus action, instead of an Action. on the attack roll.
• When a creature would attempt to interrupt a jutsu you cast on

DURABLE your turn, they must attempt the ability check to interrupt
regardless if they have a feature or jutsu that says otherwise. They
Category: General increase the DC to interrupt your jutsu by +2.
Hardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20. H. ARMOR MASTERY [CHANGED]
• When you roll a Hit Die to regain hit points, the minimum number
Category: General
of hit points you can regain spending hit die equals twice your Prerequisite: Proficiency with Medium Armor, Level 4+
constitution modifier (Min. 2). You have trained to master the use of heavy armor, gaining the
• Your hit points maximum increases by an amount equal to twice
following benefits:
your level when you gain this feat.
• Whenever you gain a level thereafter, your hit points maximum • You gain proficiency with heavy armor. If you are already

increases by an additional 2 hit points. proficient with heavy armor, instead increase your Strength or
Constitution score by 1, to a maximum of 20.
ELUSIVE TARGET • Select 5 Damage types from the following list; Earth, Wind, Fire,
Cold, Lightning, Force, Acid, Poison, Necrotic. Heavy armor you
Category: General wear applies its Reinforced value vs the chosen damage types.
Your far too agile to ever be caught off guard or be pushed into a
corner. You gain the following Benefits: HELPING HAND
• Increase your Dexterity score by 1, to a maximum of 20
Category: General
• You may take the Hide action as a bonus action and you may do
Your presence in a scrap tends to elevate your comrades. You gain
so even when lightly obscured. the following benefits:
• Creatures do not gain advantage on attacks against you as a result
• You can use the Help action as a bonus action.
of being Restrained or Prone.
• When you use the Help action to aid an ally in attacking a
• If you are subjected to an attack or jutsu that requires a Dexterity
save. On a successful save you take no Damage and suffer no creature, increase the range of the Help action by 10 feet.
• You can help a creature with a skill check you are not proficient in.
effect.
• You can help two allies targeting the same creature within range
• When you are forcefully pushed more than 10 feet away in any
direction, if you would end your movement within 10 feet of when you use the Help action this way.

INSPIRING LEADER
cover large enough to hide behind, you may spend your reaction
to move behind it and take the Hide action, attempting to hide
while the dust from the last attack settles. Category: General
Prerequisite: Charisma 15+
You can spend 10 minutes inspiring your companions, shoring up
their resolve to fight. When you do so, choose up to six friendly
GOURMAND creatures (which can include yourself) within 30 feet of you who can
Category: General see or hear you and who can understand you. Each creature can gain
Prerequisite: Chef Feat, Level 8+ temporary hit points equal to your Proficiency bonus + your
You have mastered a variety of special recipes, allowing you to Charisma ability score. A creature can’t gain temporary hit points
prepare exotic dishes with useful effects. You gain the following from this feat again until it has finished a short rest.
benefits:
INSPIRING PRESENCE MOBILE
Category: General Category: General
Your presence on the battlefield is a source of inspiration. You gain You are exceptionally speedy and agile. You gain the following
the following benefits: benefits:
• Increase your Charisma score by 1, to a maximum of 20. • Your speed increases by 10 feet.
• As an action, you can let out an inspiring battle cry. Select a • You can Dash as a Bonus action.
number of creatures that can hear you equal to your proficiency • Your movement speed cannot be reduced below half as a result of
bonus. Each of these creatures gain a bonus to their next skill a jutsu or trait. Your movement speed can still be affected as a
check or attack roll equal to your Charisma modifier. result of a condition such as Restrained or grappled.
• As a bonus action, you let out a reassuring howl, ending the • You gain advantage on saving throws and checks to resist the
frightened or charmed condition on yourself and a number of grappled or restrained conditions.
allies that can hear you equal to your proficiency bonus. (Min 1.) • You ignore naturally occurring difficult terrain.
• As a reaction, when you or a creature you can see would make a
saving throw, you let loose a bracing howl. Select creature gains M. ARMOR MASTERY [CHANGED/EXP]
proficiency in the saving throw if they were not already. This
Category: General
bonus lasts until the end of the current turn.
Prerequisite: Proficiency with Light Armor, Level 4+
• Once you have used each of this feat’s abilities once, you must
You have trained to master the use of medium armor, gaining the
complete a rest before you can use them again.
following benefits:

L. ARMOR MASTERY [NEW] • You gain proficiency with medium armor. If you are already
proficient with medium armor, instead increase your Strength or
Category: General
Dexterity score by 1, to a maximum of 20.
Prerequisite: Proficiency with Light Armor, Level 4+ • Select one of the following benefits, you cannot change this once
You have trained to master the use of light armor, gaining the following
selected;
benefits:
• Select 3 Damage types from the following list; Earth, Wind, Fire,
• Increase your Dexterity score by 1, to a maximum of 20. Cold, Lightning, Force, Acid, Poison, Necrotic. Medium armor
• Select one Armor Property from the following; High Quality, Fortified, you wear applies its Reinforced value vs the chosen damage
Reinforced (Dexterity Bonus). Light armor you wear gains the chosen types.
property, if you were not already benefiting from it. • Select one Armor Property from the following; High Quality,
Fortified, or Lightweight. Light armor you wear gains the
MANEUVERABLE chosen property, if you were not already benefiting from it.

MONKEY’S GRIP
Category: General
You’ve learned that you are at your best when you’re on the move. You
gain the following benefits: Category: General
• Your speed increases by 10 feet. Prerequisite: Level 4+
• When you would make a Dexterity saving throw on your turn, you Your make-do skills and superb Chakra molding let you use everyday
gain a +2 bonus to the save. objects in unforeseen ways. You gain the following Benefits;
• Once per turn, when you move at least 10 feet, you gain a 1d4 bonus • Increase your Strength score by 1, to a maximum of 20.
to your next attack roll before the end of the current turn. • You are proficient with improvised weapons, and attacks with
• When you make a melee attack against a creature, you don’t them count as Chakra enhanced for the purpose of overcoming
provoke opportunity attacks from that creature for the rest of the resistances and immunities.
turn, whether you hit or not. • 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
MASTER WEAVER your DM considers a close enough replacement.

QUICK WITTED
Category: General
Requirement: Level 8+
You have practiced casting Ninjutsu or Genjutsu in the midst of Category: General
combat, learning techniques that grant you the following benefits: Great ideas come to you naturally, often when your life depends on it.
• You have advantage on constitution checks that you make to You always have a plan, or at least parts of it. You gain the following
maintain concentration on jutsu when you are maintaining two or benefits:
more of them at the same time. • Increase the Intelligence ability score by 1, to a maximum of 20.
• Select one jutsu you know of C-Rank or lower that you must • You can use your Intelligence modifier instead of your Dexterity
concentrate on. When you cast this jutsu at its base rank, you do modifier when making Initiative checks.
not need to spend chakra to maintain concentration at the • When you would make a Dexterity saving throw, you can instead
beginning of each of your turns. You can switch this jutsu when make an Intelligence saving throw. You can use this effect twice per
you complete a long rest. long rest.
• When a hostile creature's movement provokes an opportunity attack
from you, you can use your reaction to cast a ninjutsu or Genjutsu at RESILIENT
the creature, rather than making an opportunity attack. The Jutsu
Category: General
must have a casting time of 1 action, must require a Ninjutsu or
Choose one ability score. You gain the following benefits:
Genjutsu attack and must target only that creature.
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability score.
SEAL WEAVER ALCHEMIST
Category: General Category: Skill
You’ve practiced casting Jutsu in quick succession, learning You have studied the secrets of alchemy and are an expert in its practice,
techniques that grant you the following benefits: gaining the following benefits:
• When you cast a Ninjutsu or Genjutsu with a casting time of 1 • Increase your Intelligence score by 1, to a maximum of 20.
action, you may use your bonus action to cast a jutsu of the same • You gain proficiency with the Alchemist Kit. If you are already
type with the same casting time. proficient, you instead gain Mastery.
• When you cast a Ninjutsu or Genjutsu with a casting time of a • As an action, you can identify any one poison or consumable liquid
bonus action, you can reduce the cost by half as long as it is no within 5 feet of you, as if you had tasted it. You must see it for this
higher level than your highest rank known. benefit to work.
• Once you’ve used either effect of this feat twice, you must • Over the course of any short rest, you can create one set of Assassins
complete a long rest before you can use it again. Blood. You must have an Alchemist Kit with at least one charge with
you when you do.
TOUGH • Over the course of any short rest, you can temporarily improve the
potency of one poison, chakra or blood pill. To use this benefit, you
Category: General
must spend the charge of the Alchemist kit. When you do, you
Prerequisite: Durable Feat
enhance the following;
You have the blood of heroes flowing through your veins. You gain
• Potency of a Poison - Increase its save DC by +2 and damage by
the following benefits:
one additional damage die.
• Increase your Constitution score by 1, to a maximum of 20.
• Potency of a Chakra Pill – Increase the chakra gained by 1 die.
• You must now fail 5 Death saving throws before dying.
• Potency of a Blood Pill – Increase the hit points gained by 2
• Whenever you take the Dodge action in combat, you can spend dice.
one Hit Die to heal yourself. Roll the die, add your Constitution
modifier, and regain a number of hit points equal to the total
(minimum of one).
• If you would roll a natural 20 on a Death saving throw, you instead
ANIMAL HANDLER
regain a number of hit points equal to your level. Category: Skill
You master the techniques needed to train and handle animals. You gain

SKILL FEATS the following benefits:


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

ACROBAT • You gain proficiency in the Animal Handling skill. If you are already
proficient, you instead gain Mastery.
Category: Skill • By spending 1 week of downtime with a normal animal, you can make a
You become nimbler, gaining the following benefits: DC 20 Wisdom (animal handling) check. On a success, you bond with
• Increase your Dexterity score by 1, to a maximum of 20. the animal. It becomes permanently helpful to you unless you do
• You gain proficiency in the Acrobatics skill. If you are already proficient, something egregious to break your bond. Bonding with a new animal
you instead gain Mastery. breaks any previous bonds. New Animals do not know all your previous
• You reduce falling damage by half. bonded animals jutsu, if any.
• By spending 1 or more weeks of downtime with a bonded animal, you
• Once per turn, when standing from prone from a hostile creatures
effect, you do not spend movement and you may make an unarmed can teach it one D-Rank or higher Taijutsu that you know. You can
strike or melee weapon attack against a creature within range as a part spend 1 downtime per rank of jutsu (D-Rank: 1, C-Rank: 5, B-Rank: 10,
of your movement used to stand from prone. A-Rank: 20, S-Rank: 50). It uses its bite and claws in place of punches or
• As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If kicks. A creature can only learn 3 Taijutsu this way.
• You can use a bonus action on your turn to command your bonded
you succeed, difficult terrain doesn’t cost you extra movement until the
end of your next turn. animal within 60 feet of you that can hear you.

ACTOR BRAWNY
Category: Skill Category: Skill
Skilled at mimicry and dramatics, you gain the following benefits: You’ve become stronger, gaining the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• Increase your Charisma score by 1, to a maximum of 20.
• You gain proficiency in the Athletics skill. If you are already
• You gain proficiency in the Performance Skill. If you are already
proficient, you instead gain Mastery. proficient, you instead gain Mastery.
• Increase your maximum bulk by +10.
• When your Charisma (Performance) check is 5 or higher than a non-
• Once per rest, you may make a Strength based ability or skill
hostile creatures Passive Insight, they gain 1 rank of Charm towards
you, until the end of this conversation. They can only gain 2 ranks of check, attack roll or saving throw at advantage.
• Thrown weapons that use Strength, double both range
charm towards you this way.
• You can cast Voice Change ignoring its components and at no cost. increments.
When cast this way, you instead roll a d8.
• While performing, you can try to distract one humanoid you can see
who can see and hear you. Make a Charisma (Performance) check
contested by the humanoid’s Wisdom (Insight) check. If your check
succeeds, you grab the humanoid’s attention enough that it makes
Wisdom (Perception) and Intelligence (Investigation) checks with
disadvantage until you stop performing.

BURGLAR consume and spoils at the end of your long rest. Creatures who partake
in the meal are cured of all diseases and poisons and makes
Category: Skill constitution saves at advantage. This benefit lasts for 24 hours.
You pride yourself on your quickness and your close study of certain
clandestine activities. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency with a Security Kit or Sleight of Hand (Pick
one).
• Creatures who are further than 30 feet from you while you are
using your Security Kit or making a Sleight of hand check to pick a
lock, steal something have a -5 penalty on Perception or Insight
checks to see what you are doing.
• Locks and Security devices are always counted as 1 Rank lower for
you. CHEMIST
• As a bonus action, you can attempt to pickpocket or pick a lock.
Category: Skill
You have studied the secrets of chemistry and are an expert in its
practice, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency with the Alchemist kit or Investigation. (Pick One)

CHARMING PERSONA • When you would make an Intelligence (Investigation) check, and have
at least one charge of Alchemist Kit to collect DNA, evidence or any
Category: Skill remains from a location, you reduce the DC set by the DM by -2.
You’ve mastered the art of charming those around you, gaining the • Over the course of a short rest, you can develop different chemical
following benefits: compounds, using a Forensics Kit, which you then use to create one of
• Increase your Charisma score by 1, to a maximum of 20. the following of base quality; Chili Pepper Bomb, Smoke Bomb,
• You gain proficiency in the Persuasion skill. If you are already proficient, Military Ration Pill or Chakra Pill.
you instead gain Mastery. • Over the course of a long rest, you can develop a special chemical
• You are skilled in gathering information through conversation, without with an Alchemist Kit called White water. White water has 2 charges
asking a single question. By spending 10 minutes gathering information and expires after 8 hours. If a creature drinks this White water, they
in a new place, you become aware of all current rumors and potentially gain one of the following benefits for the next hour; 60ft Chakra
important people you should be on the lookout for. Sight, 60ft Darkvision, 20ft Tremor Sense or 10ft Blindsight.
• If you spend 1 minute talking to someone, you can make a Charisma
(Persuasion) check contested by a creature’s passive insight. If you or CRAFTER
your companions are in combat with the creature, you automatically Category: Skill
fail. On a success, the target gains 2 ranks of charmed for you as long as You have a knack for crafting; you work with greater efficiency and
it remains within 60 feet of you for the next 10 minutes or until they produce goods of higher quality. You gain the following benefits:
become hostile.
• Increase your Strength, Intelligence or Wisdom score by 1, to a

CHAKRA INTENSITY [CHANGED] maximum of 20.


• You gain proficiency in Crafting and either Weaponsmiths or
Category: Skill Armorsmith Kit (Pick one). If you are already proficient, you
You have an immense control over your chakra, in ways that others aspire instead gain Mastery.
to. You gain the following benefits: • When you craft items using a kit you have proficiency in, double
• Increase your Constitution score by 1, to a maximum of 20. the market value you can craft in a single week.
• You gain proficiency in the Chakra control skill. If you are already • When you craft seals using either the Armorsmith or
proficient, you instead gain Mastery. Weaponsmith kit you no longer need a Sealsmith forge.
• You release an aura of chakra indicative of your combat ability. When • Reduce the Enhancement seal crafting DC by -2 across all item
making a Charisma (Intimidation) check, you may instead roll your ranks.
Constitution (Chakra Control) bonus instead.
• You can suppress your own chakra signature in a far more efficient way. ELITE AGILITY
You can make the Suppress Chakra activity as an Action, instead of Category: Skill
requiring 1 minute. Prerequisite: Dexterity 20, Level 10+

CHEF
You have the reflexes of one who can see things before they happen,
granting the following benefits:
Category: Skill • You gain a 1d4 bonus to all Dexterity saving throws you make.
Time and effort spent mastering the culinary arts has paid off. You gain • Choose two Dexterity skills which you already have proficiency in.
the following benefits: When you make a skill check using these skills, you treat any roll of 9 or
• Increase your Wisdom score by 1, to a maximum of 20. lower on the d20 as a 10.
• You gain proficiency with a Cooking Kit or Survival (Pick one). If you are • You gain Mastery in one Dexterity Skill of your choice which you already
already proficient, you instead gain Mastery. have proficiency in.
• Over the course of a short rest, you can cook special food, with a • Increase your initiative by +5 and your movement speed by +10.
cooking kit. This special food is of your description and creatures • If a creature would have disadvantage on an attack against you, you can
consume this food during the short rest. They regain additional hit choose to make them roll an additional d20, using the lowest roll. Once
points equal to your Survival Bonus and, for the next 8 hours or until you use this ability twice, you must complete a rest before using it
your next rest they temporarily increase their maximum hit points by again.
10. You can cook special food in this way twice per long rest.
• Over the course of a long rest, you can cook a special full course meal
for your team with a cooking kit. This special meal takes 1 hour to
ELITE AWARENESS • You cannot be poisoned or succumb to disease as a result of non-jutsu
based methods.
Category: Skill • Restoration effects, such as Healing Jutsu or Military Ration pills, that
Prerequisite: Wisdom 20, Level 10+
would restore hit points to you can’t restore an amount less than your
You have the wisdom associated with the most renowned masters of
level + your Constitution modifier. If this amount would exceed that
Ninshou, which grant you a level of awareness most others don’t have.
maximum amount of hit points that effect could restore, you instead
You gain the following benefits:
take that effect’s maximum.
• You gain a 1d4 bonus to all Wisdom saving throws you make. • You can add your Constitution modifier to death saving throws
• You gain Mastery in one Wisdom skill which you already have you make.
proficiency in.
• You gain a +5 bonus to your passive perception and Insight. ELITE STRENGTH [CHANGED]
• You can use your action to try and gain an exalted perception into
Category: Skill
your current situation. So long as you are not blind and/or deaf, all
Prerequisite: Strength 20, Level 10+
illusions, genjutsu with the Visual and/or Auditory keyword, and
You have the strength that legends tell of, granting the following
effects designed to deceive you, within the 60 feet of you, have their
benefits:
DC’s reduced by 5 for the next minute, or until the start of your next
turn if in combat. • You gain a 1d4 bonus to all Strength saving throws you make.
• You gain Mastery in one Strength Skill which you already have

ELITE INTELLECT proficiency in.


• You ignore the two-handed property of weapons with which you are
Category: Skill
proficient.
Prerequisite: Intelligence 20, Level 10+ • You can attempt to use your Elite Strength to complete normally
You have the cunning of the most prolific scholars, granting the
impossible acts of Strength. Choose one of the following acts of
following benefits:
superhuman Strength to complete. Once your use one of these
• You gain a 1d4 bonus to all Intelligence saving throws you make. features, you must complete a rest before you can do so again.
• You gain Mastery in one Intelligence Skill which you already have • Hold the Line. As an action, you ready yourself for anything until
proficiency in. the end of your next turn. When a creature would make an
• Intelligence ability and skill checks you make ignore any penalty attack against you, force you to make a saving throw of any type
inflicted by a creature or effect or use a feature or trait targeting you, you immediately act at no
• You reduce the Downtime cost required to complete any training to further action cost. You exert strength rivaling fables and myths.
the following; If you are the target of an attack, jutsu, feature or would be
• 1 Week: New Tool or Vehicle Proficiency. affected by such, you reach your hands out and grapple with
• 3 Weeks: New Weapon or Language Proficiency. strands of logic. Make a Strength ability check, adding half your
• 5 Weeks: New Armor Proficiency. character level to the result vs the triggering creatures attack roll
• 8 Weeks: New Skill Proficiency. or Save DC. On a success, you dispel the attack, jutsu or effect.
• 16 Weeks: New Feat. This triggers a number of times equal to your Strength modifier
before the beginning of your next turn.
ELITE PRESENCE • Herculean. As a bonus action, for the next minute, you can move
anything you can put your hands on. You can Grapple, Shove,
Category: Skill and Trip gargantuan or smaller creatures as if they were your
Prerequisite: Charisma 20, Level 10+ size.
You have the presence of the most affluent of leaders, granting the • Unfallen. As a reaction to a structure or construct falling or
following benefits: collapsing within 5ft of you, you can exert your strength,
• You gain a 1d4 bonus to all Charisma saving throws you make. preventing it from falling for the next minute. Regardless of how
• You gain Mastery in one Charisma Skill which you already have many hit points a structure has left, while you are holding it, it
proficiency in. cannot collapse in on itself.
• Allied creatures within 20 feet of you cannot gain ranks of fear or
charm. Creatures who have such conditions who speak to you for at
least 1 minute, immediately lose such conditions and become EMPATHIC
immune to gaining them from the creature that inflicted it upon Category: Skill
them for the next 24 hours. You possess keen insight into how other people think and feel. You
• As an action, you can attempt to impose your Elite Presence upon
gain the following benefits:
another creature. So long as the creature you are interacting with is
• Increase your Wisdom score by 1, to a maximum 20.
of equal or lower level than you, are not hostile and can hear and
• You gain proficiency in the Insight skill. If you are already
see you, each minute they are interacting with you, they gain a -1
penalty to all Wisdom and Charisma skill checks made against you, proficient, you instead gain Mastery.
to a maximum of -5. These penalties immediately end if they • You can spend a bonus action to attempt an Insight check.

become hostile to you in any way. • If you spend more than 10 minutes talking to a non-hostile
creature, you gain insight into their mannerisms allowing you to
tell their emotional state and if they are lying for the remainder of
the conversation. This grants insight into their emotional state
ELITE RESILIENCE and surface lies that require minor context. This does not reveal
deeper lies that require significantly more context or evidence to
Category: Skill prove.
Prerequisite: Constitution 20, Level 10+ • You can use your action to try to get uncanny insight about one
You have the fortitude often attributed to gods, granting the following humanoid you can see within 30 feet of you. Make a Wisdom
benefits: (Insight) check contested by the target’s Passive deception. On a
• You gain a 1d4 bonus to all Constitution saving throws you make. success, you become aware if any chakra-based illusions are
• You gain Mastery in one Constitution Skill which you already have affecting them or if they are currently experiencing an unbalanced
proficiency in. 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 • You have a +5 bonus to your passive Wisdom (Perception) and
as to who or what that thing or person is. passive Intelligence (Investigation) scores.
• If you can see a creature’s mouth while it is speaking a dialect you
FEIGNED CONFIDENCE understand, you can interpret what it’s saying by reading its lips.
Category: Skill
You’ve spent years pretending you know what you’re doing, gaining the

FIELD MEDIC [CHANGED]


following benefits:
• Increase your charisma score by 1, to a maximum of 20
• You gain proficiency in Deception. If you are already proficient, you Category: Skill
instead gain Mastery. You are an able medic, allowing you to mend wounds quickly and get
• When you would make a Charisma (Persuasion) check, you can choose your allies back in the fight. You gain the following benefits:
to instead use your Charisma (Deception), as you weave white lies • Increase your Wisdom score by 1, to a maximum of 20.
into your conversation or diplomatic statements in an attempt to gain • You gain proficiency in Medicine. If you are already proficient, you
favor with the other conversation participants. These white lies are instead gain Mastery.
harmless and cannot create negative reactions from other • You gain proficiency in Medicine Kits. If you are already proficient, you
conversation participants. instead gain Mastery.
• Select one skill you are not proficient in, excluding athletics, acrobatics • When you would beat the stabilization DC by 10 or more, the target
or chakra control (You can change this skill when you complete a long creature also regains 1 hit point becoming conscious and you remove
rest). When you would make a check using the chosen skill you 1 death saving throw. You can remove a death saving throw from a
instead use your Deception bonus in place of that skills bonus. If you creature in this way twice per Full rest, per creature.
succeed, you believed in yourself so much, that you complete the task
haphazardly. The completed task may pass as genuine work for a
moment, but upon further inspection against a DC equal to Your
Deception bonus others realize that it was potentially dumb luck or
you did it in a very unprofessional way. (Ex. You use this feat to use
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 lock itself is also
broken or there is evidence of tampering.)

GENIUS TOOLIST
Category: Skill
You have spent prolonged use with a toolkit, making you a genius when
using it. You gain the following benefits:
• Increase your Intelligence by 1, to a maximum of 20.
• You gain proficiency with any one Toolkit. If you are already
proficient, you instead gain Mastery.
• Whenever you would use the Toolkit to make a skill check, you can • As a bonus action, you can spend a use of your medicine kit. If you do,
use your Intelligence in place of any other Ability modifier. you enhance the next Blood pill that you or another creature
• As an action, when viewing a construct, you may make an consumes. When you do, they instead gain the maximum benefit of
Intelligence ability check vs a DC (5 + Targets level (if any). On a consuming one of these pills and do not need to roll.
success, you become aware of any Vulnerabilities it may have (if
any).
• If you are viewing a Structure for at least 10 minutes per building size
category, you can make an Intelligence Ability check vs a DC 8 + the
Size Category of the structure (Small building: 3, Medium Building:
5, Large Building: 7, Huge Building: 9, Gargantuan building: 11). On
a success, you become aware of one or two secret passage way
entrances or exists.

PERCEPTIVE
Category: Skill
You hone your senses until they become razor sharp. You gain the
following benefits:
• Increase your Wisdom score by 1, to a maximum of 20.
• You gain proficiency in the Perception skill. If you are already
proficient, you instead gain Mastery.
• Being in a lightly obscured area doesn’t impose disadvantage on
your Wisdom (Perception) checks if you can both see and hear.
HISTORIAN potency and becomes inert. You can only find special plants for these
salves in any given location within 10 miles twice per month.
Category: Skill
Your study of history rewards you with the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency in the History skill. If you are already
proficient, you instead gain Mastery.
• When you take the Help action to aid another creature’s check,
you can make a DC 15 Intelligence (History) check. On a success,
you can help without proficiency in the skill. INVESTIGATOR
• As an action on your turn or as a reaction to seeing a creature for
Category: Skill
the first time, select one creature you can see you can. Make an You have an eye for detail and can pick out the smallest clues. You
Intelligence (History) check vs a DC (8 + Creatures level). On a gain the following benefits:
success, you become aware of this creature primary jutsu type or
• Increase your Intelligence score by 1, to a maximum of 20.
method of combat as you recall reading or researching about
• You gain proficiency in Investigation or the Forensics Kit (Pick
them. You can only use this feature on a creature once per long
rest. On a failure, you cannot immediately recall anything about one). If you are already proficient, you instead gain Mastery.
them. • You can take the Search action or make an Intelligence
(Investigation) check as a bonus action.
HERBALIST • When you make an Intelligence (Investigation) check, if your
result is 5 or higher than the DC, you gain additional information
Category: Skill or clues into the given mystery or situation.
You are adept at harnessing the useful properties of herbs and other • By spending 10 minutes studying an area the size of a small room,
plants. You gain the following benefits: you can begin to see echoes of the last 24 hours in the given area.
• Increase your Intelligence score by 1, to a maximum of 20. This echo plays in your mind as if watching a movie backwards
• You gain proficiency in Nature. If you are already proficient, you and all the actors are featureless humanoid figures which you
instead gain Mastery. cannot attribute a name or face to. This scene plays out in its
• You can apply natural cures and medicines to heal your allies. So long entirety, and you can rewind, slow down, or speed up this echo at
as you are near a variety of plants and natural foliage you can make an will. You cannot replay an echo if 24 hours has passed. While
Intelligence (Nature) check in place of a Medicine check. viewing this echo, you can make Intelligence (Investigation)
• If you are in wilderness, you can treat the surrounding natural foliage checks of varying difficulty set by the DM to gather information
as if you have a Medicine kit with 3 charges. from the echo based on what’s happening.
• Over the course of a short rest, you can make an Intelligence (Nature)
check to search for special plants which can be used to create a MASTER OF DISGUISE
special salve which you or another creature can consume or apply to Category: Skill
another willing creature as an action. The DC to find the plants You have honed your ability to shape your personality and visage into
needed to create the salve are listed in the Herbalist chart at the end that of others with a surprising level of detail. You gain the following
of this feat. If you succeed on the check, you pick one of the salves benefits:
you want to make that has a DC lower than or equal to your checks
• You gain proficiency with the disguise kit.
result. You can only make one Salve per rest. These Salves retain their
• You gain proficiency with performance. If you are already proficient,
potency for up to 24 hours. You can only have two salves at any given
time. If you ever gain a third salve, one of the previous salves lose you instead gain Mastery.
• You can make Charisma (Performance) checks in place of Deception
checks,
• When you are mimicking a creature, you have advantage on
H ERBALIST C HART performance checks made to impersonate that creature.
DC Salve Name Effect • Reduce the time it takes to make a disguise when using a disguise kit
by a factor of up to 10. Plain disguises now only take 1 minute.
10 Bitter Salve End the Poisoned condition and recover
Elaborate disguises now only take 10 minutes, and exquisite disguises
2d10 + 4 Hit points
now only takes 1 hour.
12 Sweet Salve Regain the ability to Mold chakra and recover
2d6 + 4 chakra points
POISONER
15 Gelatinous Select one damage type. You reduce all
Category: Skill
Salve damage inflicted by that damage type by 5
You have studied the secrets of poisons and toxins, gaining the
for 1 minute.
following benefits:
17 Sour Salve End the Charmed or Feared condition and
• Increase your Intelligence by 1, to a maximum of 20.
recover 2d12 + 12 hit points
• You gain proficiency with the poisoner’s kit. If you are already
20 Tangy Salve End the Stunned or Paralyzed condition and
proficient, you instead gain Mastery.
recover 2d8 + 12 chakra points. • Reduce the DC to create Poisons by an amount equal to your
22 Salty Salve Regain 1d4 + 1 hit points at the end of each Ninjutsu ability modifier.
of your turns for 1 minute. • You can apply a poison to a weapon as a part of the same action
25 Rock Salve You gain resistance to 1 damage type of use to attack with the weapon, once per round.
your choice for 1 minute. • During a short rest, you can infuse your chakra into a single dose

27 Taffy Salve Your AC becomes 15 + Your proficiency of poison. To use this benefit, you must have a poisoner’s kit &
bonus for 1 minute if it is lower than the have a poison of any type. You can only have one infused poison
result. Your AC cannot be reduced below this this way. This infused poison can use either it’s listed Save DC or
value for the duration. your Ninjutsu Save DC (You decide.). Additionally, if it deals
damage, it deals additional damage equal to an amount of
30 Omni Salve Select two of any previous Salves and
damage die, equal to half of your proficiency bonus.
combine their effects.
PRACTICED ADEPT NINSHOU RESEARCH
Category: Skill Category: Skill
You have acquired skills over your career, gaining the following benefits: You have begun to deep dive into the lore, mechanics and purpose
• Increase an ability score of your choice by 1, to a maximum of 20. of Ninjutsu. You gain the following benefits:
• You gain proficiency in any combination of three skills or tools of your • Increase your Intelligence by 1, to a maximum of 20.
choice. • You gain proficiency in the Ninshou skill. If you are already
• You can take this feat multiple times. proficient, you instead gain Mastery.
• When you would make an Identify Ninjutsu check, you reduce the
PRACTICED EXPERT DC, by 5.
• If you would attempt a Read the Enemy check, on a creature
Category: Skill
casting a Ninjutsu, you no longer need to see a creatures using
You have honed your proficiency with particular skills or tools, gaining
Handsigns to attempt this check, and you increase the AC bonus
the following benefits:
you would gain to +3.
• Increase an ability score of your choice by 1, to a maximum of 20. • You reduce the downtime needed to learn Ninjutsu using the self-
• You gain proficiency in one toolkit of your choice. If you have taught method by an amount equal to the rank of the jutsu. (D-
proficiency in the chosen toolkit, you instead gain Mastery in that kit. Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
• You can take this feat multiple times.

MARTIAL ARTS RESEARCH


QUICK FINGERED Category: Skill
Category: Skill You have begun to research the history of Martial arts and how they
Your nimble fingers and agility let you perform sleight of hand. You gain have changed over the generations. You gain the following benefits:
the following benefits:
• Increase your Intelligence or Strength by 1, to a maximum of 20.
• Increase your Dexterity score by 1, to a maximum of 20. • You gain proficiency in the Martial Arts skill. If you are already
• You gain proficiency in the Sleight of Hand skill. If you are already proficient, you instead gain Mastery.
proficient, you instead gain Mastery. • When you would make an Identify Taijutsu/Bukijutsu check, you
• You can perform a Sleight of hand check as a bonus action. reduce the DC, by 5.
• Your skills in thievery are so great that you can even pickpocket or • If you would attempt a Read the Enemy check, on a creature
plant something up to 30 feet away. casting a Taijutsu or Bukijutsu, you gain 5 damage reduction to
• As a reaction to a creature making a weapon attack targeting you, the Taijutsu or Bukijutsu cast.
you can make a Dexterity (Sleight of hand) check vs the targets • Select one between the following; Taijutsu or Bukijutsu. You
attack roll. On a success, you disarm them so quickly that they are reduce the downtime needed to learn the chosen type using the
unaware you have disarmed them. Their attack becomes an self-taught method by an amount equal to the rank of the jutsu.
unarmed attack. They don’t become aware that they have been (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
disarmed until after the attack has concluded.

STEALTHY
Category: Skill
You know how best to hide. You gain the following benefits:
• Increase your Dexterity by 1, to a maximum of 20.
• You gain proficiency in the Stealth skill. If you are already
proficient, you instead gain Mastery.
• You can perform the Hide action as a bonus action.
• If you are hidden, you gain a +20 bonus to your movement speed
when sneaking.
• Creatures have a -5 penalty to Wisdom (Perception) checks made
to search for you, while you are hidden from them.
ILLUSIONIST RESEARCH
Category: Skill
You have begun to find some truth in the world of illusions and
Genjutsu, finding its origins to be darker and more sinister than you
once thought. You gain the following benefits:
• Increase your Intelligence or Wisdom by 1, to a maximum of 20.
• You gain proficiency in the Illusions skill. If you are already

MENACING proficient, you instead gain Mastery.


• When you would make an Identify Genjutsu check, you reduce
Category: Skill
the DC, by 5.
You become fearsome to others, gaining the following benefits:
• If you would attempt a Read the Enemy check, on a creature
• Increase your Charisma score by 1, to a maximum of 20. casting a Genjutsu, you no longer need to see a creatures using
• You gain proficiency in the Intimidation skill. If you are already Handsigns to attempt this check, and you gain a +2 bonus to
proficient, you instead gain Mastery. saving throws made against this Genjutsu’s casting, until the
• You can attempt the Demoralize Skill Action, as a Bonus Action. beginning of your next turn.
• You can attempt the Demoralize Skill Action against the same • You reduce the downtime needed to learn Genjutsu using the
creature up to three times, before they become accustomed to your self-taught method by an amount equal to the rank of the jutsu.
intimidating presence. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
ENDURANCE, REALIZED
Category: Chakra
Prerequisite: Endurance, Level 8+
The chakra reserves you have, are significantly more volumous than
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.
CHAKRA FEATS • Your Chakra point maximum cannot be reduced by hostile effects

CHAKRA GUIDANCE IMPROVED CHAKRA EFFICIENCY [CHANGED]


Category: Chakra Category: Chakra
You’ve learned to utilize your gift with Chakra in a specific unique You have gained greater control over your chakra, gaining the following
way. You gain the following benefits. benefits:

• Increase your Wisdom or Charisma score by 1, to a maximum of • Increase your Constitution score by 1, to a maximum of 20.
• You may select 2 Jutsu you currently have. That jutsu cost is reduced
20.
• Choose a skill in which you are proficient. When you make a skill by an amount equal to its rank. You can change this choice, when you
check with the chosen skill, you can use your Wisdom or Charisma would complete a long rest. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank:
modifier in place of its original ability score. 4, S-Rank: 5)
• Jutsu, you encounter are far easier to deal with due to your • You may select one class feature you currently have that costs chakra.

unique quirks with Chakra. When you would attempt to interrupt You may use this feature at 0 cost, twice per long rest. If the feature
or dispel a jutsu another creature cast or are currently selected can have its cost increased for a larger benefit, it cannot be
concentrating on, you gain a 1d4 bonus towards any checks you selected as an option for this feat. If a feature has sub-features and/or
make towards interrupting or dispelling their jutsu. multiple costs, pick one to apply this feat to.
• Jutsu, you cast are far more difficult to recognize, and therefore • If you do not have a class feature that costs chakra, you instead gain 1

more difficult to plan against. When a creature would attempt to additional use of a class feature that would normally refresh when you
interrupt or dispel a jutsu you cast or are concentrating on, they complete a short or long rest. You cannot switch the feature that this
take a 1d4 penalty to any checks made to do either of those. feat benefits.

CHAKRA PRESSURE [CHANGED] MEDICAL RELEASE: COMBAT


Category: Chakra Category: Chakra
You have a very powerful Chakra aura. You gain the following benefits: Prerequisite: Proficiency in Medicine & Chakra Control.
You learn how to mold chakra in ways befitting of a bonified supportive
• Increase your constitution score by 1, to a maximum of 20.
Medical-Nin. You gain the following benefits:
• Select between; Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. Jutsu you use
• Increase your Intelligence score by 1, to a maximum of 20.
that have one of the aforementioned keywords, that require a creature
• You are now able to add jutsu with the medical keyword, that deals
make a Saving throw, cannot add Jutsu based bonuses to their save
unless the jutsu granting the bonus is of a rank higher than the jutsu Acid, Poison or Necrotic Damage.
• You learn one jutsu with the Medical keyword, that deals one of the
you originally cast.
• Your chakra is heavy and carries a weight unlike any other. Jutsu you aforementioned damage types
cast with the chakra molding (CM) component, that summons a
creature, construct or object with hit points or temporary hit points.
That creature, construct or object gains a number of additional hit
points equal to twice your constitution modifier (min 2.)
• Your chakra-based constructs are more difficult for enemies to disrupt

MEDICAL RELEASE: SUPPORT [CHANGED]


or dispel. When a creature would attempt to interrupt or dispel a jutsu
or feature you cast that would summon a creature, construct or object
with hit points or temporary hit points, increase their DC to do so by +2. Category: Chakra
Prerequisite: Proficiency in Medicine
ENDURANCE, LATENT You learn how to mold chakra in ways befitting of a bonified supportive
Category: Chakra Medical-Nin. You gain the following benefits:
You have a great deal of chakra within you ready to come out. You • Increase your Intelligence score by 1, to a maximum of 20.
gain the following benefits; • You can add Jutsu with the Medical keyword that restores hit points,

• Increase your Constitution score by 1, to a maximum of 20 grants temporary hit points, removes conditions, grants
• When you roll a Chakra Die to regain chakra points, you treat all resistance/Immunity, grants damage reduction or grants bonuses (Ex.
1’s as 2’s. Such as to damage) your jutsu list.
• Your chakra point maximum increases by an amount equal to your • You learn one jutsu with the Medical keyword, that fulfils one of
level when you gain this feat. Whenever you gain a level the above that you qualify for.
• Over the course of a long rest, you can remove any one condition or
thereafter, your chakra points maximum increases by an
additional 1 chakra point. disease of C-Rank or lower, currently affecting yourself or a single ally
• As a full turn action, you can draw on the well of chakra within who you can reach for the duration of the long rest. At the end of the
yourself. You can spend a number of chakra die up to your level. rest, they are healed of the disease or condition, gain the benefits of a
When you do, roll all chakra die spent, gaining chakra points equal long rest, and gain resistance to the disease or condition until their
to the result. You then gain 1 rank of exhaustion for the next hour. next rest.
NATURE RELEASE
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.

STREAMLINED CHAKRA EFFICIENCY


[CHANGED]
Category: Chakra
Your chakra network is unlike most others. You can get twice the results
from your network in half the effort granting you the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• Select one Category of Jutsu between Ninjutsu, Genjutsu, Taijutsu or
Bukijutsu. The cost to maintain concentration of a jutsu of the chosen
type, is reduced by 1, to a minimum of 1.
• When you would successfully complete a short rest and spend 3 or
more chakra die, you regain 1 chakra die at the conclusion of
calculating how much chakra you regain.
• You gain DR (damage reduction) vs Chakra damage, equal to your
proficiency bonus.

NINJUTSU FEATS
• Hostile effects that would increase the base cost of jutsu you cast have
their effects Halved. This does not count for the Sealed condition. (Ex.
If a hostile effect increases the base cost of a Jutsu you cast by 4, it
instead only increases it by 2.) CLONE SPECIALIZATION [NEW]
SEAL RESISTANT [CHANGED]
Category: Ninjutsu
Prerequisite: Any Ninjutsu with the Clone Keyword, Level 4+
Category: Chakra You’ve become adept at ordering your clones to make a series of tactical
Prerequisite: Proficiency in Chakra Control, Level 8+ maneuvers and actions. You gain the following benefits;
Your chakra is resilient to the effects of most sealing attempts. You gain • When you summon no more than two clones, and are within 60 feet of
the following benefits: terrain that could obscure them that you can see, that can hold them,
• Increase your Constitution or Charisma score by 1, to a maximum of you can make an Intelligence (Stealth) check vs the highest hostile
20. creatures’ passive perception. On a success, your clones are
• You gain a +2 bonus to Charisma saving throws vs jutsu with the undetected.
Fuinjutsu keyword. • When you summon at least 3 clones, and a hostile creature you can see
• You make checks to remove the Sealed condition at advantage. is within 30 feet of you, you can cause your summons to flank the
• If a jutsu, effect, feature or trait would attempt to remove your target by summoning them in spaces adjacent to them. When you do,
ability to mold chakra without a saving throw, you instead make a the target suffers a -1 Penalty to their AC until the beginning of their
constitution saving throw vs the jutsu types save DC. If the effect was next turn for each clone that is summoned within 5 feet of them (Max -
not cause by a jutsu, you instead make a DC 20 constitution saving 3).
throw, retaining your ability to mold chakra on a successful save. • As a bonus action, all clones within 60 feet of you moves up to 30 feet,
ending their movement as close as possible to a single hostile creature
you can see within 60 feet. For every clone that ends its movement
within 15 feet of them, you increase the next melee attacks damage
you deal by 1d8.
• As a bonus action, by commanding your clones to Rush and Raid, you
select up to three hostile creatures you can see within 60 feet of you.
All clones are forced to move up to 60 feet, ending their movement as
close as possible to the target. For every clone that ends its movement
within 15 feet of the hostile creature, the next jutsu the target casts
that would increase its AC, gain temporary hit points, or reduce damage
suffers a penalty based on the following, until the end of their next
turn.
▪ Bonus AC: Reduce AC Bonus by -1, for every 2 Clones within
range.
▪ Temporary Hit Points: Reduce temporary hit points gained
by 1d4 for every clone within range.
▪ Damage Reduction: Reduce Damage Reduction benefit by -
1, for every clone within range.
EARTH RELEASE EXPERT [CHANGED] • When you would make a Constitution (Chakra control) check to
maintain concentration on a Ninjutsu you cast, you may add a
Category: Ninjutsu bonus to the check equal to the highest ranked Ninjutsu you are
Prerequisite: Level 8+, Earth Release Keyword concentrating on. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
Your mastery with earth natured chakra is so great, you emanate gold, Rank: 5).
silver, and platinum chakra each time you mold earth chakra to cast a
Ninjutsu with the earth release keyword.
When casting a Ninjutsu with the earth release keyword, you gain
the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20 FIRE RELEASE EXPERT [CHANGED]
• Constructs and structures you summon that would intercept damage
Category: Ninjutsu
gain additional hit points equal to the rank of the jutsu cast. (D-Rank:
Prerequisite: Level 8+, Fire Release Keyword
+4, C-Rank: +8,
Your mastery with fire natured chakra is so great, flames you conjure
B-Rank: +12, A-Rank: +16, S-Rank: +20)
burn twice as hot, with half the effort.
• Constructs, structures, and objects made as a result of Jutsu cast
When casting a Ninjutsu with the fire release keyword, you gain
with the Earth release keyword are no longer vulnerable to Lightning
the following benefits:
damage.
• A jutsu can only benefit from 1 Expert feat per casting. • Increase your Intelligence score by 1, to a maximum of 20
• For every fire damage dice you roll, you ignore 1 of a creatures DR
(damage reduction), up to a max of 10.
• When you would cast a Ninjutsu with the fire release keyword
that creates a Cone, sphere or line, you can increase the size of
the area or length of the line by 10 feet.
• A jutsu can only benefit from 1 Expert feat per casting.

ELEMENTAL CHAKRA PENETRATION


Category: Ninjutsu
LIGHTNING RELEASE EXPERT [CHANGED]
When you gain this feat, choose one of the following damage types: Category: Ninjutsu
Earth, Wind, Fire, Cold, Lightning. Ninjutsu, you cast ignore Prerequisite: Level 8+, Lightning Release Keyword
resistance to damage of the chosen type. Your mastery with lightning natured chakra is so great, you occasionally
In addition, when you roll damage for a jutsu you cast that deals spark with residual energy. You can power most mundane technology
damage of that type, you can reroll 1’s and 2’s, keeping the second passively. The lightning that you generate is so potent that it can pierce
result. through even the greatest of defenses.
You can select this feat multiple times. Each time you do so, you When casting a Ninjutsu with the lightning release keyword, you
must choose a different damage type. gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20
ELEMENTAL SPECIALIZATION • Creatures cannot have advantage on saving throws vs Ninjutsu you
Category: Ninjutsu cast with the Lightning release keyword.
You have begun to specialize in a particular element of your choice. • Reduce the DC made to maintain concentration on Ninjutsu with the
You gain the following benefits: Lightning Release keyword by -2.
• A jutsu can only benefit from 1 Expert feat per casting.
• Select one Nature Release Keyword (Earth, Wind, Fire, Water,
Lightning). You may ignore Hand Seal (HS) requirement for
Ninjutsu of C-Rank of lower with your chosen nature release. MEDICAL CHAKRA PENETRATION
• You deal additional damage with Ninjutsu with your chosen Category: Ninjutsu
Nature Release Keyword, equal to its rank. (D-Rank: 1, C-Rank: 2, Prerequisite: Medical Keyword
B-Rank: 3, A-Rank: 4, S-Rank: 5) When you gain this feat, choose one of the following damage types:
• You reduce the chakra cost of Ninjutsu with your chosen Nature Acid, Necrotic or Poison. Ninjutsu, you cast ignore resistance to
Release keyword by an amount equal to its rank. (D-Rank: 1, C- damage of the chosen type.
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). In addition, when you roll damage for a jutsu you cast that deals
• You can take this feat multiple times, each time selecting a damage of that type, you can reroll 1’s and 2’s, keeping the second
different element. result.
You can select this feat multiple times. Each time you do so, you
EMPOWERED NINJUTSU must choose a different damage type.

Category: Ninjutsu
You learn to empower your Ninjutsu with more precise chakra,
MEDICAL RELEASE EXPERT [CHANGED]
empowering its effects. You gain the following benefits: Category: Ninjutsu
Prerequisite: Level 8+, Medical Keyword
• When you cast a ninjutsu you know, you can spend 10 chakra. If
Every spark of life energy, corrupted dark chakra, or poisonous surge
you do, you double the jutsu’s potential impact granting it one of
you manifest has a small piece of yourself within them. You can
the following effects based;
command the powers of life and death.
• If your ninjutsu requires an attack roll, when you roll damage
When casting a Ninjutsu with the medical keyword, you gain the
die, you treat all 1’s and 2’s as 3.
following benefits:
• If your ninjutsu forces a creature to make a saving throw, if
they would take a reaction in response to your ninjutsu, they • Increase your Intelligence or Wisdom score by 1, to a maximum of 20

double the chakra cost of the jutsu used. If the reaction they • Acid, Poison or Necrotic damage you deal ignores resistance.
took does not cost chakra, they instead must spend 10 • When you would restore creatures hit points, other than yourself,
chakra to take the reaction. you gain a number of Temporary hit points equal to the number of
• Ninjutsu you cast cannot have its damage reduced by more than healing dice rolled.
half as a result of Jutsu, Features or Traits. Creatures with natural
resistances or immunities still reduce damage as normal.
WATER RELEASE EXPERT
NINJUTSU ARCHIVIST Category: Ninjutsu
Prerequisite: Level 8+, Water Release Keyword
Category: Ninjutsu You can feel every droplet of water and every molecule of chakra
Prerequisite: Level 4+ flowing within each drop. You can squeeze efficiency out of every
Your Focus in the heat of Combat and mastery of Handseals, allow drop. When casting a Ninjutsu with the water release keyword, you
you weave ninjutsu with much greater efficiency. You gain the gain the following benefits:
following benefits:
• Increase your Intelligence score by 1, to a maximum of 20
• Increase your Intelligence score by 1, to a maximum of 20 • When you are near a sufficient source of water that can be used
• You learn an additional ninjutsu that you qualify for. This does not to reduce the cost of the given jutsu cast, reduce the cost by 3,
count against your Jutsu Known. instead of 2.
• The next time you would hit 5th, 9th, or 13th level, you learn one • When a ninjutsu you cast with the water release keyword deals
additional Ninjutsu of 1 rank lower than your highest known jutsu damage to at least one creature, you can choose to leave behind a
rank. small source of water within 5ft of one of the affected creature(s).
• If you take this feat after you have passed the previously stated The source of water can be used to activate effects that requires a
levels, you instead gain 1 additional D-Rank if passed 5th level, 1 sufficient source of water no more than once, which then drains
additional C-Rank if passed 9th level, and one additional B-Rank is the water source.
passed 13th level • A jutsu can only benefit from 1 Expert feat per casting.

NINSHOU THEORIST
Category: Ninjutsu

WIND RELEASE EXPERT [CHANGED]


Prerequisite: Intelligence 15+
You study the Ninshou arts, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20. Category: Ninjutsu
• You gain proficiency in the Ninshou skill. Prerequisite: Level 8+, Wind Release Keyword
• Over the course of a short rest, you attempt to theorize on how to Your mastery with wind natured chakra is so great, that with but a
manipulate the concept of a jutsu you know to bend it to your thought, you can create the sharpest blade made exclusively from wind.
will. Make an Intelligence (Ninshou) check vs a DC (15 + The rank When casting a Ninjutsu with the wind release keyword, you gain
of the jutsu, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: the following benefits:
5). On a success, until your next rest, the selected jutsu is always • Increase your Intelligence score by 1, to a maximum of 20
under one of the following Efficient moldings from the Ninjutsu • When you would trigger a Swirl effect, increase the radius by +5 feet.
Specialist Class. This does not increase the cost of the jutsu by the • Creatures cannot have advantage on saving throws vs Ninjutsu you
Efficient molding costs as seen in the Ninjutsu Specialist Class and cast with the Wind release keyword.
cannot be used with other moldings. Once selected this cannot be • A jutsu can only benefit from 1 Expert feat per casting.
undone until you complete your next rest.;
• Careful Ninjutsu (Max of 3 creatures.) STORING SEAL SOUL
• Distant Ninjutsu
Category: Ninjutsu
• Tenacious Ninjutsu
Prerequisite: Level 8+
• Widened Ninjutsu
You have created a minor pocket dimension that follows you, that you can

NON-ELEMENTAL SPECIALIZATION use to store item inside. You gain the following Benefits;
• You manifest a pocket dimension that you can interact with. This
Category: Ninjutsu
pocket dimension has a maximum bulk limit of 25.
You have begun to specialize in some form of Non-Elemental
• As a bonus action you can store any item you are holding or wearing
Ninjutsu, be it Fuinjutsu or Medical Ninjutsu. You gain the following
into the pocket dimension.
benefits:
• As a bonus action you can retrieve any item stored within the pocket
• Select one: (Fuinjutsu or Medical). You may ignore Hand Seal (HS) dimension.
requirement for Ninjutsu, with the chosen keyword of C-Rank of • If you are reduced to 0 Hit points, all items in your pocket dimension
lower. are expelled and fall occupying random spaced within 10 feet of you.
• You deal additional damage with Ninjutsu with the chosen • Another creature who is aware of your Pocket dimension can cast a
Keyword, equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A- jutsu with the Fuinjutsu keyword targeting you and make an
Rank: 4, S-Rank: 5) Intelligence (Ninshou) check vs your Intelligence or Constitution
• You reduce the chakra cost of Ninjutsu, with the chosen keyword, (Ninshou) check. On a success, they tear open your pocket dimension
by an amount equal to its rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, pulling out any item they are looking for.
A-Rank: 4, S-Rank: 5).
DRAGON FIST EXPERT [CHANGED]
Category: Taijutsu
Prerequisite: Dragon Fist Stance, Level 4+
You have trained under the teachings of the land of Dragons 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 Dragon Fist Stance, your [Unarmed Damage] die

TAIJUTSU FEATS becomes a d8.


• Taijutsu you know, that requires the Dragon Fist Stance to be cast,

ASSASSINS TRAINING and up to two additional Taijutsu you know, that requires you to
make no more than two attacks become Dragon Fist Taijutsu.
Category: Taijutsu Dragon Fist Taijutsu you cast gains the Hungry Dragon trait.
You have trained under the teachings of the land of Shadows either • Hungry Dragon. Once per casting, when you deal your
directly or by descension, gaining the following benefits: [Unarmed Damage] to a hostile creature, you steal a fraction of
• Increase your Dexterity score by 1, to a maximum of 20. their chakra. You regain Temporary Chakra points equal to half
• You gain proficiency in Kunai, Shuriken, and Senbon, if you were not the result of one of your [Unarmed Damage] die rolled (if more
already. These Weapons become known as Assassin Weapons. than 1.). This temporary Chakra lasts until the beginning of your
• When you would deal damage with an Assassin Weapon as a result of a next turn.
weapon attack or Bukijutsu you cast, once per turn, you can inflict the
Bleeding condition on a target creature.
• You cannot be disarmed of your Assassin Weapon and they cannot be
broken while you are wielding them.
• When you take the attack action using an Assassin weapon, you can in
place of attacks made with said action, make an Assassination Attack.
Assassination attacks are weapon attacks that deal the maximum
possible damage with the chosen weapon.

BUKIJUTSU ARCHIVIST DRUNKEN FIST EXPERT [CHANGED]


Category: Taijutsu
Category: Taijutsu
Prerequisite: Level 4+
Prerequisite: Drunken Fist Stance, Level 4+
Your Focus in the heat of Combat and mastery of bukijutsu, allow
You have trained under the teachings of the Monks of inebriation either
you weave weapon arts together with much greater skill. You gain
directly or by descension, gaining the following benefits:
the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Increase your Strength or Dexterity score by 1, to a maximum of
• While you are in the Drunken Fist Stance, your [Unarmed Damage]
20
• You learn an additional bukijutsu that you qualify for. This does die becomes a d8.
• Taijutsu you know that requires the Drunken Fist Stance to be cast,
not count against your Jutsu Known.
• The next time you would hit 5th, 9th, or 13th level, you learn one and up to two additional Taijutsu that you know, that requires you to
make no more than two taijutsu attacks become Drunken Fist
additional bukijutsu of 1 rank lower than your highest known
Taijutsu. Drunken Fist Taijutsu you cast gain the Gin & Tonic trait.
jutsu rank.
• If you take this feat after you have passed the previously stated • Gin & Tonic. Once per casting, when you deal your [Unarmed
Damage] to a hostile creature, you are able to slip a taste of a
levels, you instead gain 1 additional D-Rank if passed 5th level, 1
special drink enhancing the unpredictability of your attacks.
additional C-Rank if passed 9th level, and one additional B-Rank if
passed 13th level. Until the beginning of your next turn, creatures within 10 feet
of you cannot gain feature, jutsu or trait-based bonuses to their

BULLSEYE TRAINING [CHANGED] melee attack rolls targeting you.

Category: Bukijutsu EFFICIENT BREATHING


You have trained under the teachings of the land of Bows either directly or
Category: Taijutsu
by descension, gaining the following benefits:
Prerequisite: Level 8+
• Increase your Strength or Dexterity score by 1, to a maximum of 20. You have begun to master the use of the Heavenly Breaths and have
• You gain proficiency in one set of equipment as these weapons become learned to manage the stress and strain it causes your body. You
known as Bullseye Weapons. gain the following benefits;
• Short Bows, Long Bows & Heavy Jacket
• You no longer need to pay chakra to maintain concentration of
• Light Crossbows, Heavy Crossbows & Heavy Jacket
any Taijutsu with the Heavenly Breath name.
• Weapon attacks from a Bullseye Weapon ignores structures and
• You reduce the cost of Taijutsu with the Heavenly Breath name
constructs that would intercept the damage dealt, dealing damage
by an amount equal to its rank (D-Rank: 1, C-Rank: 2, B-Rank: 3,
directly to the target creature(s).
A-Rank: 4, S-Rank: 5).
• You cannot be disarmed of your Bullseye Weapon and they cannot be
• Once per turn, You can cast a Taijutsu with the Heavenly Breath
broken while you are wielding them.
name using either an Action, Bonus Action or Reaction on your
• When you take the attack action using a Bullseye weapon you can
turn, ignoring its listed casting time.
knock 2 shots instead of one. For the remainder of this turn, ranged
• The benefits of Taijutsu with the Heavenly Breath can apply to
weapon attacks you make with your Bullseye Weapon deal an
your unarmed and weapon attacks, once per turn.
additional damage die but you reduce your ammunition die by one
step, instead of rolling.
EMPOWERED BUKIJUTSU [CHANGED] IRON FIST EXPERT [CHANGED]
Category: Taijutsu Category: Taijutsu
You learn to empower your Bukijutsu with technique and refined skill, Prerequisite: Iron Fist Stance, Level 4+
you gain the following benefits: You have trained under the teachings of the Masters of brawling and
• When you cast a bukijutsu you can increase your [Weapons Damage] metal bending fists, gaining the following benefits:
die by 1 step. (d4>d6>d8>d10>d12) • Increase your Strength or Dexterity score by 1, to a maximum of 20.
• When a creature would make a saving throw to resist a bukijutsu you • While you are in the Iron Fist Stance, your [Unarmed Damage] die
cast; If they fail by 5 or more, they take additional damage equal to becomes a d8. If you have Combat Bracers this instead becomes 1d10 if
the rank it was cast at (D-Rank: 4, C-Rank: 6, B-Rank: 8, A-Rank: 10, Strength is your Taijutsu ability score.
S-Rank: 12) • Taijutsu you know that requires the Iron Fist Stance to be cast, and up
• When you would make a Constitution (Chakra control) check to to two additional Taijutsu that you know, that requires you to make no
maintain concentration on a Bukijutsu you cast, you can add 1d4 to more than two taijutsu attacks become Iron Fist Taijutsu. Iron Fist
the result of the check. Taijutsu you cast gain the Metal trait.
• Metal. Once per casting, when dealing damage to a creature
EMPOWERED TAIJUTSU with Armor based DR (Damage reduction), you can punch
through their Armor. By spending your Bonus action as part
Category: Taijutsu
of the jutsu’s casting, you can reduce their Armor based DR
You learn to empower your Taijutsu with more elegant technique,
by an amount equal to the result of one of your [Unarmed
you gain the following benefits:
Damage] die. This Armor reduction lasts until the affected
• When you cast a taijutsu as an action, you can choose to also creature spends an Action adjusting themselves.
spend your bonus action. If you do, you deal additional damage
equal to your proficiency bonus, up to three times
• When you cast a taijutsu with the Combo or Finisher keyword,
reduce the cost by an amount equal to its rank (D-Rank: 1, C-
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). Multiple effects with
rank-based reduction do not stack.
• When you would make a Constitution (Chakra control) check to
maintain concentration on a Taijutsu you cast, you can make a
Martial Arts check instead, using your Taijutsu ability modifier.

FIGHTING STYLIST
LANCER TRAINING [CHANGED]
Category: Taijutsu
You adopt a particular style of fighting as your specialty, gaining the
following benefits: Category: Bukijutsu
• Increase your Strength or Dexterity score by 1, to a maximum of You have trained under the teachings of the land of Reeds either directly
or by descension, gaining the following benefits:
20.
• Choose one of the Fighting Stances from Chapter 13. • Increase your Strength or Constitution score by 1, to a maximum of 20.
• You can select this feat multiple times. You can’t take a Fighting • You gain proficiency in one set of equipment as these weapons become
Stance option more than once, even if you later get to choose known as Lance Weapons.
again. • Spears, Naginata & Battle Armor
• Chained Spear, Sasumata & Battle Armor
FROG FIST EXPERT [CHANGED] • Lance Weapons gain the Deadly 2 and increase their rank of Reach by
+1.
Category: Taijutsu
• You cannot be disarmed of your Lance Weapon and they cannot be
Prerequisite: Frog Fist Stance, Level 4+
You have trained under the teachings of the Land of Swamps either broken while you are wielding them.
• When you take the attack action using a Lance weapon, you can in
directly or by descension, gaining the following benefits:
place of one of the attacks made with said action, make a Lance Attack.
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
Lance Attacks are weapon attacks that target all creatures in a cone
• While you are in the Frog Fist Stance, your [Unarmed Damage] die
directly in front of you with a length equal to your weapons range as
becomes a d8. your repeated stab forward, comparing the single attack roll with all
• Taijutsu, you know that requires the Frog Fist Stance to be cast, and up targets AC, dealing weapon damage as normal.
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
• Ribbit. Once per casting, when your Taijutsu attacks damage is Category: Taijutsu
intercepted by a structure or construct, you ignore those You’ve mastered the art of fighting while minimally armored,
structures and constructs dealing damage as normal to the treating combat as an elegant dance. While you are wearing no
original target. armor, you gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• Whenever an attack roll misses you, you may move 5 feet without
triggering attacks of opportunity.
• Once per turn, when a creature misses you with an attack, your
next attack against them deals an additional 1d8 damage.
• When you take the dash action, you may move an additional +10
feet.
• When a creature misses you with an attack, you gain a +1 bonus
to your AC, up to a maximum of +2, until the beginning of your
next turn.
LION FIST EXPERT [CHANGED] Raiding Attacks are weapon attacks that when you deal damage to a
creature wearing armor, you reduce their AC by 1 and their armor’s
Category: Taijutsu Damage reduction by 2, until the beginning of your next turn.
Prerequisite: Lion Fist Stance, Level 4+
You have trained under the teachings of the Land of Kings, either
directly or by descension, gaining the following benefits:
REAPER TRAINING [CHANGED]
Category: Bukijutsu
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
You have trained under the teachings of the land of Graves either
• While you are in the Lion Fist Stance, your [Unarmed Damage] die
directly or by descension, gaining the following benefits:
becomes a d8. This becomes a d10 against a creature with ranks of
Fear • Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Taijutsu you know that requires the Lion Fist Stance to be cast, and up • You gain proficiency in one set of equipment as these weapons become

to two additional Taijutsu that you know, that requires you to make no known as Reaper Weapons.
more than two taijutsu attacks become Lion Fist Taijutsu. Lion Fist • Kama, Kusarigama, Scythe & Shinobi Jacket.
Taijutsu you cast gain the Regal trait. • Triple-Bladed Scythe & Synthetic Weave.
• Regal. Once per casting, when you would deal damage to a hostile • Reaper Weapons increase their Deadly rank by +2 and their Critical
creature with ranks of any Mental condition, you gain a +2 bonus rank by +1.
to your next saving throw before the beginning of your next turn. • You cannot be disarmed of Reaper Weapon and they cannot be
broken while you are wielding them.
NINJA SLAYER • 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
Category: Taijutsu
Attack. Reaping Attacks are weapon attacks that inflict one rank of
You have practiced techniques useful in melee combat against
Lacerated on a successful hit that deals weapon damage to a
Shinobi Ninjutsu & Genjutsu, gaining the following benefits:
creature’s hit points.
• When a creature within your weapons range would casts a
Ninjutsu or Genjutsu, you can use your reaction to make an attack
of opportunity using your weapon targeting the triggering
creature. RONIN TRAINING [NAME CHANGED]
• When you damage a creature that is concentrating on a Jutsu,
Category: Bukijutsu
that creature has disadvantage on skill checks made to maintain
You have trained under the teachings of the land of Iron either directly
concentration.
or by descension, gaining the following benefits:
• You have advantage on saving throws against Ninjutsu & Genjutsu
cast by creatures within 10 feet of you. • Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency in one set of equipment as these weapons become
known as Ronin Weapons.
RABBIT FIST EXPERT [CHANGED] • Hand Crossbow, Chokuto & Ronin Armor.
• Short Bow, Katana & Ronin Armor.
Category: Taijutsu
• Long Bow, Tachi & Ronin Armor.
Prerequisite: Rabbit Fist Stance, Level 4+
• Ronin Weapons gain Blocking 1, Lethal +1 and Multiattack weapon
You have trained under the teachings of the Warrior priestesses from
properties.
the Land of Hops either directly or by descension, gaining the
• You cannot be disarmed of your Ronin Weapon and they cannot be
following benefits:
broken while you are wielding them.
• Increase your Strength or Dexterity score by 1, to a maximum of 20. • When you take the attack action using a Ronin Weapon, in place of
• While you are in the Rabbit Fist Stance, your [Unarmed Damage] one attack made with your attack action you can make a Ronin
die becomes a d8. Attack. Ronin Attacks are weapon attacks that deal more damage the
• Taijutsu you know that requires the Rabbit Fist Stance to be cast, and less armor a creature has. On a hit against a creature with medium
up to two additional Taijutsu that you know, that requires you to make armor, deal an additional 1d4 damage. On a hit against a creature
no more than two taijutsu attacks become Rabbit Fist Taijutsu. Rabbit with Chakra armor, deal an additional 1d6 damage. On a hit against a
Fist Taijutsu you cast gain the High Jump Kick trait. creature with Light armor, deal an additional 1d8 damage. On a hit
• High Jump Kick. Once per casting, you can move up to 20 feet in against a creature with no armor, deal an additional 1d10 damage.
any direction. If you would end your movement within 5 feet of a
creature who was not affected by this jutsu’s casting, you SERPENT FIST EXPERT [CHANGED]
immediately make 1 Unarmed strike against them.
Category: Taijutsu

RAIDER TRAINING [CHANGED] Prerequisite: Serpent Fist Stance, Level 4+


You have trained under the teachings of the serpent masters in the land
Category: Bukijutsu of grass, gaining the following benefits:
You have trained under the teachings of the land of War either directly or
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
by descension, gaining the following benefits:
• While you are in the Serpent Fist Stance, your [Unarmed Damage] die
• Increase your Strength or Constitution score by 1, to a maximum of 20. becomes a d8.
• You gain proficiency in one set of equipment as these weapons become • Taijutsu you know that requires the Serpent Fist Stance to be cast, and
known as Raid Weapons. up to two additional Taijutsu that you know, that requires you to make
• Hand Axe, Great Axe & Battle Coat no more than two taijutsu attacks become Serpent Fist Taijutsu.
• Tekko, War Club & Battle Coat Serpent Fist Taijutsu you cast gain the Rattling trait.
• Raid Weapons gain the Disarm, Heavy and Winding weapon properties. • Rattling. When a hostile creature would trigger an attack of
Raid Weapons with the Heavy property ignores the Strength ability opportunity from you, cast a jutsu that requires handsigns within
score requirement of the property. 5ft of you or stand up from prone while adjacent to you, you can
• You cannot be disarmed of your Raid Weapon and they cannot be cast this jutsu, as a reaction.
broken while you are wielding them. •
• When you take the attack action using a Raid weapon, you can in place
one of the attacks made with said action, make a Raiding Attack.
SHINOBI SENTINEL
Category: Taijutsu
You’ve mastered techniques to take advantage of every drop in any
enemy’s guard; in tight spaces you are indomitable. While you are
wielding a melee weapon with which you are proficient, you gain the
following benefits:
• When you hit a creature with an attack of opportunity, the
creature’s speed becomes 0 for the rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from
you even if they take the Disengage action before leaving your
reach.
• If a creature makes an attack of opportunity against you, you can
as a reaction, make an attack of opportunity against them WEAPON EXPERT
SILENT FIST EXPERT [CHANGED]
Category: Taijutsu
You have practiced extensively with a variety of weapons, gaining the
Category: Taijutsu following benefits:
Prerequisite: Silent Fist Stance, Level 4+ • Increase your Strength or Dexterity score by 1, to a maximum of 20.
You have trained under the teachings of the Land of Silence either • You gain proficiency with four weapons of your choice.
directly or by descension, gaining the following benefits: • Select one weapon, with which you are proficient. Once per turn,
• Increase your Strength or Dexterity score by 1, to a maximum of 20. when you roll damage for the chosen weapon, you can reroll its
• While you are in the Silent Fist Stance, your [Unarmed Damage] die damage, using either total.
becomes a d8. If you have Iron Claws this instead becomes 1d10 if • Once per turn, when you would cast a Bukijutsu using a weapon,
Dexterity is your Taijutsu ability modifier. your weapon increases its weapon damage die by +1.
• Taijutsu you know that requires the Silent Fist Stance to be cast, and up
to two additional Taijutsu that you know, that requires you to make no WEAPON MASTERY [NEW]
more than two taijutsu attacks become Silent Fist Taijutsu. Silent Fist
Category: Taijutsu
Taijutsu you cast gain the Echo trait.
You have practiced extensively with a single weapon, expanding your
Echo. Once per casting, when you deal [Unarmed Damage] to a
capabilities with it greatly, gaining the following benefits:
creature, you leave an Echo of your strike, recording the damage
dice rolled. If the affected creature would attempt to attack or • Increase your Strength or Dexterity score by 1, to a maximum of 20.

cast a jutsu that would be harmful to another creature before the • Select one weapon, with which you are proficient. Then select one
beginning of your next turn, you can trigger this echo. Reroll the weapon property from the following list. The chosen weapon gains
damage die of your echoed strike and select the two highest dice the chosen weapon property while you are wielding it or increases
results, dealing the rank of the chosen weapon property by +1 while you are
wielding it.
TAIJUTSU ARCHIVIST • Critical (Max 3)
• Deadly (Max 3)
Category: Taijutsu
• Tactical
Prerequisite: Level 4+
• Winding
Your Focus in the heat of Combat and mastery of Martial arts, allow
• You can take this feat more than once, picking the same weapon
you weave taijutsu together with much greater skill. You gain the
and property, different weapon, different property or different
following benefits:
weapon, same property.
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You learn an additional taijutsu that you qualify for. This does not
WOLF FIST EXPERT [CHANGED]
count against your Jutsu Known.
• The next time you would hit 5th, 9th, or 13th level, you learn one
Category: Taijutsu
Prerequisite: Wolf Fist Stance, Level 4+
additional Taijutsu of 1 rank lower than your highest known jutsu
You have trained under the teachings of the Land of Wolves either
rank
directly or by descension, gaining the following benefits:
• If you take this feat after you have passed the previously stated
levels, you instead gain 1 additional D-Rank if passed 5th level, 1 • Increase your Strength or Dexterity score by 1, to a maximum of 20.
additional C-Rank if passed 9th level, and one additional B-Rank if • While you are in the Wolf Fist Stance, your [Unarmed Damage] die
passed 13th level. becomes a d8.
• Taijutsu you know that requires the Wolf Fist Stance to be cast, and up
TAIJUTSU EXPERTISE to two additional Taijutsu that you know, that requires you to make no
more than two taijutsu attacks become Wolf Fist Taijutsu. Wolf Fist
Category: Taijutsu
Taijutsu you cast gain the Howl trait.
Your Focus in the heat of Combat and mastery of the martial arts,
• Howl. Once per casting, when you deal [Unarmed Damage] to a
allow you to fight with much greater efficiency. You gain the following
creature, all allies within 15 feet of you, excluding yourself are
benefits:
inspired by your aggressive assault, gaining a Xd4 bonus to the
• Increase your Dexterity score by 1, to a maximum of 20. next instance of damage dealt to the same creature as the result
• Select one between Taijutsu or Bukijutsu. You may use Dexterity of a Taijutsu attack, before the beginning of your next turn. (X =
instead of Strength as your Taijutsu Modifier when casting the your proficiency bonus.)
chosen jutsu type.
• You may use Dexterity instead of Strength for your Unarmed Attack
and damage rolls.
• You may use Dexterity when making a Martial Arts Checks.
• You may take this feat again, select the jutsu type you didn’t select
the first time.
8-INNER GATES: SEIMON 8-INNER GATES: KEIMON
Category: Taijutsu, Kinjutsu Category: Taijutsu, Kinjutsu
Prerequisite: Taijutsu Ability Score of 16+ Prerequisite: 8-Inner Gates: Seimon, Taijutsu Ability Score of 18+, Level
You have begun to master the use of the Eight Inner Gates. A legendary 10+.
technique designed to release the limits on a user’s chakra pathways, You have learned more masterful technique of the Eight Inner Gates,
thus increasing their physical strength and speed. You learn to unlock 3 learning to unlock 3 more powerful gates of Inner power; Shomon,
of such Inner gates; Kaimon, Kyumon and Seimon. Unlocking each gate Tomon and Keimon.
grants additional benefits in addition to the benefits granted by the You must currently be gaining the benefit of Seimon, in order to
previous gate activated. Gates cannot be unlocked out of order. activate Shomon.
Activating each Inner Gate costs an Action, Bonus Action or reaction on You must complete a rest to gain the benefit of any Gate granted by
your turn. this feat a second time. If you would attempt to gain the benefit of a
While you are gaining the benefit of any Gate you cannot cast or Gate granted by this feat a second time without taking a rest, you
maintain the concentration on any Ninjutsu or Genjutsu. instead must spend 2 hit die to do so, which are not recovered until you
Any Gate you activate can only remain active for 1 minute or until complete a full-rest. When you would end the activation of or be forced
you deactivate it. You must complete a rest to gain the benefit of any to end any 8-Inner gate, you gain all Ranks of any Fatigue and
Gate granted by this feat. If you would attempt to gain the benefit of a Weakened listed. After ending any gate granted by this feature, you
Gate granted by this feat a second time without taking a rest, you lose one rank of Fatigue every 1 hour;
instead must spend 2 hit die to do so, which are not recovered until you • Shomon.
complete a full-rest. When you would end the activation of or be forced
• Str: +2
to end any 8-Inner gate, you gain all Ranks of any Fatigue. You lose one
• Con: +2
ranks of Fatigue every 1 hour;
• Speed: +10
• Kaimon. • +2 Rank of Fatigue
• Str: +2 • Tomon.
• Speed: +15 • Str: +4
• +1 Rank of Fatigue • Speed: +10
• Kyumon. • AC: +1
• Str: +2 • Extra Action.
• Speed: +15 • +1 Rank of Fatigue
• Spend 2 Hit Die, regaining the result. This can only be used • Keimon.
once per short rest. • Str: +4
• +2 Rank of Fatigue • Con: +2
• Seimon. • Spend 2 hit Dice, regaining the result. This can only be used once
• Str: +4 per short rest.
• Speed: +10 • +2 Rank(s) of Fatigue.
• AC: +1
• +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.
8-INNER GATES: SHIMON GENJUTSU ARCHIVIST
Category: Taijutsu, Kinjutsu Category: Genjutsu
Prerequisite: 8-Inner Gates: Keimon, Taijutsu Ability Score of 20+, Level Prerequisite: Level 4+
16+ Your encyclopedic knowledge of Genjutsu allows you to learn far
You have become a master of the Eight Inner Gates, unlocking the final 2 more Genjutsu than normal. You gain the following benefits:
gates; Kyomon and Shimon • Increase your Wisdom score by 1, to a maximum of 20.
You must currently be gaining the benefit of Keimon, in order to • You learn an additional genjutsu that you qualify for. This does
activate Kyomon. not count against your Jutsu Known.
You must complete a rest to gain the benefit of any Gate granted by • The next time you would hit 5th, 9th, or 13th level, you learn one
this feat a second time. If you would attempt to gain the benefit of a Gate
additional Genjutsu of 1 rank lower than your highest known jutsu
granted by this feat a second time without taking a rest, you instead must
rank.
spend 2 hit die to do so, which are not recovered until you complete a full- • If you take this feat after you have passed the previously stated
rest. When you would end the activation of or be forced to end any 8-
levels, you instead gain 1 additional D-Rank if passed 5th level, 1
Inner gate, you gain all Ranks of any Fatigue and Weakened listed. After
additional C-Rank if passed 9th level, and one additional B-Rank is
ending any gate granted by this feature, you lose one rank of Fatigue
passed 13th level.
every 24 hours;
• Kyomon.
• Str: +6 SENSORY SPECIALIZATION
• AC: +1
Category: Genjutsu
• +2 Rank of Fatigue
You have begun to specialize in a subset of illusions of your choice.
• Shimon.
You gain the following benefits:
• Str: +6
• Select one Sensory Keyword (Auditory, Visual, Inhaled). You may
• Con: +2
• Triple Speed. ignore Hand Seal (HS) requirement for Genjutsu of C-Rank of
• AC: +2 lower with your chosen keyword.
• You deal additional damage with Genjutsu with your chosen
• Extra Action.
Sensory Keyword, equal to its rank. (D-Rank: 1, C-Rank: 2, B-
• You die, slowly turning to dust, which cannot be stopped or
Rank: 3, A-Rank: 4, S-Rank: 5)
prevented. You become unable to be revived by any means.
• You reduce the chakra cost of Genjutsu with your chosen Sensory
keyword by an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-
Rank: 3, A-Rank: 4, S-Rank: 5). Multiple effects with rank-based
reduction do not stack.
• You can take this feat multiple times, each time selecting a

GENJUTSU FEATS different sensory keyword.

PSYCHIC PENETRATION
EMPOWERED GENJUTSU Category: Genjutsu
Category: Genjutsu You have learned to more easily damage your opponents' psyches.
You learn to empower your Genjutsu with more elaborate illusions. You gain the following benefits;
You gain the following benefits:
• Genjutsu, you cast ignore resistance to psychic damage.
• When a creature attempts a saving throw to resist a genjutsu you • When you would roll damage for a genjutsu you cast that deals
cast on them, you may, as a reaction, spend 10 chakra. If you do, psychic damage, you can reroll 1’s and 2’s, keeping the second
until the end of the current turn, the affected creature rolls a result.
number of d4 equal to the rank of the Genjutsu cast, reducing • When you deal psychic damage to a creature, the select creature
their saving throw by half the result (Min 1). (D-Rank/C-Rank: 1, gains disadvantage on ability checks and saving throws made to
B-Rank/A-Rank 2, S-Rank: 3) end any Sensory or Mental conditions until the end of their next
• Genjutsu you cast that deal damage on a failed save, now deals turn.
half damage on a successful save.
• When you would make a Constitution (Chakra Control) check to
ILLUSIONARY THEORIST [CHANGED]
maintain concentration on a Genjutsu you cast, roll a number of
d4 equal to the highest rank of the genjutsu you are currently Category: Genjutsu
concentrating on adding half of the result to your check. (Min 1) Prerequisite: Wisdom or Charisma 15+
(D-Rank & C-Rank: 1, B-Rank: & A-Rank: 2, S-Rank: 3) You study the Illusionary arts, gaining the following benefits:
• Increase your Wisdom or Charisma score by 1, to a maximum of
GENJUTSU EXPERTISE 20.
• You gain proficiency in the Illusions skill.
Category: Genjutsu
• Over the course of a short rest, you attempt to theorize on how to
Your mastery of the Illusionary Arts, allow you to weave together
Genjutsu with much greater efficiency. You gain the following manipulate the concept of a genjutsu you know to bend it to your
benefits: will. Make a Wisdom (Illusions) check vs a DC (15 + The rank of the
jutsu, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a
• Increase your Charisma score by 1, to a maximum of 20.
success, until your next rest, the selected jutsu is always under
• You may instead use Charisma instead of Wisdom as your one of the following Onijutsu from the Kurama Clan. Once
Genjutsu Modifier. selected this cannot be undone until you complete your next
• You may instead use Charisma instead of Wisdom for Illusions rest.;
Checks. • Careful Onijutsu (Max of 3 creatures.)
• Overwhelming Onijutsu
• Tenacious Onijutsu
• Subtle Onijutsu
EMPATHIC EXPERT PSYCHOSIS MASTER
Category: Genjutsu Category: Genjutsu
Prerequisite: Level 8+ Prerequisite: Psychosis Expert, Level 12+
You can feel every thought. Every intent. Every passing idea. When You’ve become a master at breaking the minds of your adversaries.
casting a Genjutsu that does not deal damage, you gain the following Enemies fall into mental coma’s when they do battle with you. You gain
benefits: the following benefits:
• Increase your Wisdom score by 1, to a maximum of 20 • The Pain genjutsu damage die becomes a d6.
• When you would cast a Genjutsu that targets a single creature, on • The Doubled Pain genjutsu triggers whenever the target takes damage
a failed save, that creatures’ movement speed is reduced by 20 from a source other than you, once per turn.
feet for the duration. • The Unlimited Pain genjutsu can force the target to make an
• When you would cast a Genjutsu that can affect two or more Intelligence or Wisdom saving throw to resist its effects. You decide the
creatures at once, on a failed save, once per turn, all affected saving throw when the jutsu is cast.
creatures take psychic damage whenever one of the other • You can concentrate on all 3 prerequisite genjutsu at once If you would
affected creatures take damage of any type, excluding the end the effect of Doubled Pain as a result of Unlimited Pain you
creature that triggers this effect. The number of psychic damage instead maintain concentration on it, while also gaining the upgraded
creatures take is an amount equal to the rank of the jutsu benefits of Unlimited Pain.
currently affecting them all. (D-Rank: 2d4, C-Rank: 4d4, B-Rank:
6d4, A-Rank: 8d4, S-Rank: 10d4) LORD OF DARKNESS
PSYCHIC EXPERT Category: Genjutsu
Prerequisite: Puppets of Darkness, Shadow Bite or Weapons of Darkness,
Category: Genjutsu Level 4+
Prerequisite: Level 8+ Weaving darkness into and out of both your Genjutsu, and the minds of
You can feel every migraine. Every headache. Every painful thought. your enemies. The shadows become your friend. The oldest friend one
When casting a Genjutsu that deals damage, you gain the following could ask for. You gain the following benefits:
benefits: • The prerequisite genjutsu can deal Necrotic damage. Your choice when
• Increase your Wisdom or Charisma score by 1, to a maximum of the jutsu is cast.
20 • The prerequisite jutsu inflicts 1 rank of Dazzled when it deals damage.
• Once per turn, when a hostile creature would take damage, you • If you score a critical hit with the prerequisite genjutsu, you can choose
can choose to Mentally Scar the creature. A creature who is to inflict the Confused condition.
mentally scarred suffers a -1d4 penalty to end any Mental • Twice per rest, you can choose to cast one of the prerequisite jutsu as a
condition they are under the effects of. bonus action. If you could already cast the prerequisite jutsu as a bonus
• Genjutsu you cast that requires an attack roll, has their range action, you can instead cast it at no action cost.
increased by 20 feet.
THOUGHT PROVOKER
PSYCHOSIS ADEPT Category: Genjutsu
Category: Genjutsu Prerequisite: Level 4+
Prerequisite: Pain, Doubled Pain or Unlimited Pain, Level 4+ Each illusion you manifest, grants you the insight into thoughts and
You’ve become adept at causing immense psychotic pain to others minds. feelings of those you mentally assault. You gain the following benefits:
The advanced techniques you’ve learned while delving into this specialty
• Increase your Wisdom or Charisma score by 1, to a maximum of 20
has granted you the following benefits:
• When a creature would fail the saving throw of a Genjutsu you cast that
• The prerequisite jutsu does not cost chakra to maintain concentration, requires an Intelligence saving throw, you can ask one question,
if they do. telepathically that the target unconsciously answers with 5 words or
• When the prerequisite jutsu deals damage, add your genjutsu ability less.
modifier to the damage rolled. • When a creature would fail the saving throw of a Genjutsu you cast that
• If an affected creature would be reduced to 0 hit points as a result of requires a Wisdom saving throw, you become aware if the target
the prerequisite jutsu, you can choose another creature within 10 feet creature feels if they are enjoying the combat or if they feel like they
of the original target to target, moving the jutsu to that new target. are forced to by another creature, entity or force.
• Creatures cannot end the effects of the prerequisite genjutsu on • When a creature would fail the saving throw of a Genjutsu you cast that
themselves with a jutsu of equal level to it. requires a Charisma saving throw, the target finds it difficult to lie or
withhold its true feelings verbally until the end of its next turn.

PSYCHOSIS EXPERT
Category: Genjutsu
Prerequisite: Psychosis Adept, Level 8+
You’ve become adept at causing unmatched psychotic trauma to others
minds. You gain the following benefits:
• The Pain genjutsu no longer ends when its effect is first applied.
• The Doubled Pain genjutsu increases its damage die by 1 step.
• The Unlimited Pain genjutsu no longer needs a direct line of sight,
instead so long as you know the target creatures name, they can hear
you, and they are within range, they suffer its effects as normal.
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

CRITICAL FEATS
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.
BLOODTHIRSTY CRITICAL [CHANGED]
CHARISMA DRAIN Category: Critical
Prerequisite: Level 8+
Category: Genjutsu You fight with reckless abandon, caring not of your own safety. You
Prerequisite: Level 12+ use your pain to fuel your attacks, causing your enemies even
Each illusion you manifest, sucks the charisma, charm, or intimidating greater pain. You gain the following benefits:
factors from their target. You gain the following benefits:
• Select one of the following.;
• Increase your Wisdom or Charisma score by 1, to a maximum of 20
• Ninjutsu attacks
• When a creature would fail the saving throw of a Genjutsu you cast or
• Taijutsu attacks
you score a successful hit with a Genjutsu attack the target suffers a -1 • Genjutsu attacks
penalty to their next Charisma saving throw. This can stack up to -5. • When a creature would deal damage to you as the result of a
• When a creature would suffer a -1 penalty to their next Charisma saving
melee attack, you gain a +1 bonus to your critical threat range of
throw as a result of this feature, you gain a +1 bonus to your next the chosen type, no more than twice per round, until the
Charisma saving throw. This can stack up to +5. beginning of your next turn.
• When a creature would fail the saving throw of a Genjutsu you cast by
• When a creature within 5 feet of you misses you with a melee
5 or more, they gain vulnerability to the next instance of psychic attack, you can use your reaction to cause the attack to hit you.
damage they take. You can immediately make a melee weapon attack against that
creature.
• When a creature scores a critical hit against you with an attack,
the next attack you make, before the end of your next turn, that
hits the creatures who scored a critical hit against you, counts as a
critical hit.
CEREBRAL CRITICAL [NEW] You learn to infuse your nature affinity into your powerful blows.
You gain the following benefits:
Category: Critical
• Select one of the following.
Prerequisite: Level 4+
You learn to bruise both your enemies mind and body in a single • Ninjutsu attacks
strike. You gain the following benefits: • Taijutsu attacks
• Once per turn, when you score a critical hit with the chosen attack
• Select one of the following.
type, the target creature gains 1 rank of one of the listed
• Taijutsu attacks
conditions based on the Nature affinities you have if it is a
• Genjutsu attacks
Ninjutsu attack, or the affinities you have if it is a Taijutsu attack.
• Once per turn, when you score a critical hit with the chosen attack
• Earth – Bruised.
type, the target creature gains 1 rank of Concussed.
• Wind – Bleed.
• You can take this feat more than once, each time selecting the
• Fire – Burned.
same or different attack type
• Water – Chilled.

COMBAT SEAL WEAVER [CHANGED]


• Lightning – Shocked.
• You can take this feat more than once, each time selecting a
Category: Critical, Level 4+ different attack type
You’ve practiced making your jutsu more difficult to avoid, learning •
techniques that grant you the following benefits:
• When a creature would make a saving throw against damage from

ENHANCED CRITICAL [NEW]


a Ninjutsu or Genjutsu you cast and they would fail the saving
throw by 5 or more, increase the damage by the rank of jutsu
Cast. (D-Rank: +5, Category: Critical
C-Rank: +10, B-Rank: +15, A-Rank: +25, S-Rank: +25). Your ability to strike a place with zeal and efficacy grows. You gain
• When a creature would make a saving throw against a Ninjutsu or the following benefits:
Genjutsu you cast that inflicts a condition and they would fail by 5
• Select one of the following. Attacks made with the select type
or more, regardless of the jutsu’s effect, the next time they would
have a +1 critical threat range;
successfully remake the saving throw or succeed the check
• Ninjutsu attacks
needed to remove the condition (if applicable), they instead do
• Taijutsu attacks
not remove the condition.
• Genjutsu attacks
• You can take this feat more than once, each time selecting the
same or different attack type.

FANATIC [CHANGED]
CRITICAL DEFENSE MASTERY [CHANGED] Category: Critical
Category: Critical Every blow that hits your enemies make you feel closer to victory,
making you shake in excitement. You gain the following benefits:
Prerequisite: Level 8+, H. Armor Mastery
• Allied creatures within 20 feet of you gain a +1 bonus to their critical
While you are wearing heavy armor with which you are proficient,
you gain the following benefits: threat range so long as they do not have any bonuses to their critical
threat range due to another Critical Feat.
• Twice per Long Rest, when a hostile creature would score a critical
• When you or an allied creature score a critical hit on a creature that
hit against you, you can treat it as a normal hit. You regain one reduces their hit points to 0, you gain the Fanatics Rush special action.
use of this effect, on a short rest. You can gain this special action, once per round.
• You gain 5 DR (Damage reduction) vs the damage applied from a
• Fanatics Rush. On your turn, you can take this special action to
Critical hit. regain 1d6+your proficiency bonus hit points and make one
• When an allied creature within 10 feet of you would be hit by a
weapon attack.
critical attack, you may spend your reaction to redirect the attack
to yourself. You can do this once per initiative.
IMPROVED CRITICAL
DISGUSTING CRITICAL [NEW] Category: Critical
Prerequisite: Level 10+,
Category: Critical You learn how to capitalize on the faults in your opponent’s guard
Prerequisite: Level 4+ and control the flow of combat. You gain the following benefits:
When you score a critical hit. The environment and terrain bellows as
• Select one of the following;
sickening cry at your power. You gain the following benefits:
• Ninjutsu attacks
• Select one damage type from the following;
• Taijutsu attacks
• Acid
• Genjutsu attacks
• Poison • Once per turn, when you score a critical hit with the chosen attack
• Necrotic type, you add three additional damage die to the damage dealt.
• You can take this feat more than once, each time selecting a different
• You can take this feat more than once, each time selecting a
damage type. different attack type.
• Critical Hits with the chosen damage type ignores damage reduction.
• Once per round, when you score a critical hit, the affected creature
gains 1 rank of corroded.

ELEMENTAL CRITICAL [NEW]


Category: Critical
Prerequisite: Level 4+, At least one Nature Affinity.
POWERFUL CRITICAL [CHANGED]
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;
• Ninjutsu attacks
• Taijutsu attacks
• Genjutsu attacks
• Critical Hits with the chosen attack type cannot be treated as a normal
hit, ignores resistance and treats immunity as resistance.

TERRIFYING CRITICAL [NEW]


Category: Critical
Prerequisite: Level 8+
When you score a critical hit. You inflict terror into your foes. You gain
the following benefits:
• Select one of the following;
• Ninjutsu attacks
• Genjutsu attacks
• You can take this feat more than once, each time selecting a different
attack type.
• Once per round, when you score a critical hit, the affected creature
gains 1 rank of fear.

CHAPTER 14: ALLIES & ADVERSARIES


he World of Naruto is full of unique characters. Friends and
You can find the ever-
T 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
growing Bingo Book for the
expectations in how the rest of the world is structured. 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
I
INTRODUCTION
T’S GOOD TO BE THE DUNGEON MASTER! (or Story well as many tools to help you make your game fun and memorable
Teller, Narrator, Kami, or Game Master) Not only do for everyone involved.
you get to tell fantastic stories about heroic shinobi, Throughout this book, “you” refers to the Dungeon Master, Game
villainous adversaries, monsters, sages, demons & the Master or whatever you prefer to call yourself.
magic of ninjutsu. But you also get to create the world Naruto 5e is a game all about customization and freedom of
in which these stories are told. Whether you’re running choice and this book will provide you as the DM, ways to customize
a Naruto 5e game already or you think it’s something your game just as the players customizes their Shinobi. The nature of
you want to try, this book is for you. the Kage Guide makes it easy to take and use whatever components
The Kage Guide assumes that you know the basics of how to play you need for the game you’re running at any time. Just as with a
the Naruto 5e Table top Conversion of the Dungeons and Dragons 5 th toolbox you won’t need to use everything at once.
edition system.
PART 1: KAGE GUIDE BASICS
HOW TO USE THIS BOOK Every DM is the creator of his or her own campaign world. Whether
The Kage Guide will act as one of the central rule books for Naruto you invent a totally new timeline for the Naruto 5e Setting you with
5e. It is not required to play the game, but it builds upon the basic to play in, adapt an already existing time line or world from the
guidelines provided in the Shinobi Handbook, and you’ll find it Naruto universe, or do a little of both, you make the world your own
helpful to read more into this book in tandem with the Shinobi over the course of a campaign.
Handbook. This book provides more detail on different topics, as The world or era where you set your campaign is one of countless
worlds that you could choose from. A vast array of timelines, events,
possibilities, alternate realities exist for you to make use of. Even if

PART 4: VARIANT RULES


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 While the rules presented in the Shinobi Handbook are designed to
slightly mirrored universe of the official timeline. This world is yours give you and your group a baseline experience that’s easy to learn
to change as you see fit and yours to modify as you explore the and fun to play, sometimes you’re looking for more customizable
consequences of your players actions. options. That’s where variant rules come in: options to alter the
Your world is more than just a backdrop for your campaign. Like game’s rules to fit your needs. This chapter adds a collection of
Naruto, Bleach, and countless other fantasy worlds out there, it’s a variant rules to your toolbox, often with additional options for how
place to which you can escape and witness fantastic stories unfold. A to use them.
well designed and well-run world seems to flow around the
campaign, so that they feel part of something, instead of apart from PART 5: ALLIES AND ADVERSARIES
it.
Shinobi aren’t the only inhabitants of the Naruto world. Through
they may not be the heroes, NPC’s play various roles in your games,
such as calling the players shinobi to action, serving as an obstacle in
social encounters, or opposing the players in battle. This chapter
presents a small chunk of NPC’s for use in your games, plus
additional rules to modify them to fit any particular niche. Additional
PART 2: TOOLS rules and NPC’s can be found in the Bingo Book.

KNOW YOUR PLAYERS


Whether you write your own campaigns or convert published ones,
expect to invest preparation time beyond the hours you spend at the
gaming table. You’ll need to carve out some free time to exercise The success of a N5e game hinges on your ability to entertain the
your creativity as you invent compelling plots, create new NPCs, craft other players at the game table. Whereas their role is to create
encounters, and think of clever ways to foreshadow story events yet characters (the protagonists of the campaign), breathe life into
to come. them, and help steer the campaign through their characters' actions,
Part 2 of this book is devoted to helping you create and run great your role is to keep the players (and yourself) interested and
adventures. While the Shinobi Handbook provides all the tools you immersed in the world you've created, and to let their characters do
need to be a DM, you may want resources to create original game awesome things.
content, whether it be new items, unique creatures, or a sprawling Knowing what your players enjoy most about the D&D game
new world for shinobi to explore. helps you create and run adventures that they will enjoy and
remember. Once you know which of the following activities each
PART 3: SUBSYSTEMS player in your group enjoys the most, you can tailor adventures that
satisfy your players' preferences as much as possible, thus keeping
When your game goes into uncharted territory or you want to them engaged.
emphasize an element of gameplay that usually gets overlooked or
condensed into a single check, you can use a Subsystem. As the
name implies, subsystems are extension of the main rules system
ACTING
that allow you to explore a particular topic or style of play at your Players who enjoy acting like getting into character and speaking in
table. their characters' voices. Roleplayers at heart, they enjoy social
interactions with NPCs, monsters, and their fellow party members.
Engage players who like acting by;
• Giving them opportunities to develop their characters'
PROBLEM SOLVING
personalities and backgrounds.
• Allowing them to interact regularly with NPCs. Players who want to solve problems like to scrutinize NPC
• Adding roleplaying elements to combat encounters.
motivations, untangle a villain's machinations, solve puzzles, and
come up with plans. Engage players who like to solve problems by;
• Incorporating elements from their characters' backgrounds into
your missions. • Including encounters that emphasize problem-solving.
• Rewarding planning and tactics with in-game benefits.

EXPLORING • Occasionally allowing a smart plan to grant an easy win for the
players.
Players who desire exploration want to experience the wonders that
• Creating NPCs with complex motives.
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.
• Providing rich descriptions of exciting environments, and using
interesting maps and props.
• Giving monsters secrets to uncover or cultural details to
learn.

INSTIGATING
Players who like to instigate action are eager to make things
happen, even if that means taking perilous risks. They would
rather rush headlong into danger and face the consequences than
face boredom. Engage players who like to instigate by;
• Allowing them to affect their surroundings.
• Including things in your adventures to tempt them.
• Letting their actions put the characters in a tight spot.
• Including encounters with NPCs who are as feisty and
unpredictable as they are.

FIGHTING
Players who enjoy fantasy combat like kicking the tar out of villains
and monsters. They look for any excuse to start a fight,
favoring bold action over careful deliberation.
Engage players who like fighting by;
• Springing unexpected combat encounters on them.
• Vividly describing the havoc their characters wreak with
their attacks and spells.
• Including combat encounters with large numbers
of weak monsters.
• Interrupting social interaction and exploration
with combat.

STORYTELLING
Players who love

OPTIMIZING
Players who enjoy optimizing their characters' capabilities like to
fine-tune their characters for peak combat storytelling want to contribute to a narrative. They like it
performance by gaining levels, new features, and magic items. They when their characters are heavily invested in an unfolding story, and
welcome any opportunity to demonstrate their characters' they enjoy encounters that are tied to and expand an overarching
superiority. Engage players who like optimization by; plot. Engage players who like storytelling by;
• Ensuring steady access to downtime to learn new Jutsu or for • Using their characters' backgrounds to help shape the stories of
Training. the campaign.
• Using desired items as adventure hooks. • Making sure an encounter advances the story in some way.
• Including encounters that let their characters shine. • Making their characters' actions help steer future events.
• Providing quantifiable rewards, like experience points, for • Giving NPCs Ambitions, Drives, Goals and Fears that the shinobi
noncombat encounters. can exploit.
KAGE GUIDE BASICS The World is Young. The world is still mostly new and unexplored.
Wild regions are around every corner. City States, known as Hidden
Villages, Kingdoms of various sizes dot the landscape, but beyond their
our world is the setting for your Campaign, the place where borders the wilds crowd in. People know the area they live in well.

Y adventures, stories and world changing events happen. Even if They’ve heard stories of other places from merchants, travelers and the
you use a pre-existing setting, such as the “Warring States” local shinobi, but few know what lies beyond sanctions traveling routes,
era, it becomes yours as you set your adventures there, create the mountains or the depths of great forests unless they’ve been there
unique characters to inhabit it and make changes to it over the themselves.
course of your campaign. This chapter is all about building your world Conflict Shapes the Worlds History. Powerful individuals strive to
and then creating a campaign to take place in it. make their mark on the world and factions of like-minded individuals
can alter the course of history. Factions include religious institutions led

THE BIG PICTURE by charismatic profits, nations led by lasting dynasties, Shinobi Villages
led by powerful Kage who seek to maintain balance within their land
This book, the Shinobi Handbook, and the Bingo Book present the and keep other hostile villages at bay from encroaching on their
default assumptions for how the game world of Naruto 5e work. territories. Even secret factions within larger factions display their
Among the established settings of Naruto, The Naruto Canon Proper, power by influencing their own nations, such as Danzo and Root,
Boruto Era, The First, Second and Third Great Ninja Wars don't stray influencing the Uchiha Massacre.
very far from those assumptions. As you create your own world, it's up The World is still a Fantasy World. Practitioners of Ninshou
to you to decide where on the spectrum you want your world to fall. (ninjutsu) are numerous in number and leave behind evidence of
The role of a DM can be complex, challenging and sometimes, their machinations pretty regularly. These machinations come in the
extremely difficult, but ultimately rewarding. Luckily, you are not on shape of primitive tools such as weapons or even more advanced
your own. Not only will the other players in your game help you tell things such as mechanical golems, floating cities, scientifically
dynamic and collaborative stories, but you can use the advice here to altered animals (Monstrosities) or even biologically manipulated
make your games run more smoothly and feel more exciting. humans (Mutants).

THE DUNGEON MASTER


The information presented here provides helpful guidance on how to
be a dynamic and engaging DM. This chapter begins with core
assumptions and general advice, then covers the following topics.
• Running Combat is the first of three sections that explains the The Dungeon Master (DM) is the creative force behind a Naruto 5e
different modes of gameplay in more detail. You’ll find help on game. The DM sets the stage for the world the other players will
tracking initiative, improving the speed of play, special battles and explore. This creates a canvas for the players and DM to paint on filling
more. out the world with missions and adventures. These terms are
• Running Exploration gives details on making exploration more interchangeable and are typically table dependent. We will refer to all
interesting, creating evocative environments, lost PC’s and more. of them using the term mission. Mission’s typically hinges on the
• Running Downtime covers ways the PC’s can set goals, and how completion of a series of quests, assignments, or requests. These
to make good downtime events with additional downtime tasks. missions can be as short as one game session, or over multiple gaming
• Adjudicating Rules offers guidance on how to make effective sessions. Longer missions might mix your players up in a great conflict
rules calls and create house rules. that requires multiple different sessions that can last weeks or months
• Resolving Problems presents advice on total party kills, problem in real time. When missions are strung together, they form an ongoing
players, and power imbalances. campaign. A Naruto 5e campaign can include dozens of missions and
• Narrative Collaboration includes tools for players to control the last for months and even years!
story more directly. A Dungeon Master gets to wear many hats. As the architect of the
• Special Circumstances discusses odd-sized groups, and players campaign, the DM creates missions by creating requests, placing
with different needs. adversaries, traps and rewards for the other players’ (the shinobi) to
• Rarity in Your Game details how rarity can enrich the theme and discover. As a storyteller, the Dm helps the other players visualize
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.

CORE ASSUMPTIONS
The rules of the game are based on the following core assumptions
about the world.
Chakra is the Driving Force of Creation. Unlike in other fantasy
worlds were there may be divine or religious beings such as Gods who
are the origins of humans life, within the worlds of Naruto, chakra, its
primary fuel source for its magic system, acts as the driving force for
humans and their evolution in strength. Wars have been fought over
different groups having slightly stronger chakra signatures, which forces
other groups to adjust or move in different ways. Entire civilizations
have been founded upon singular teachings of chakra and how it is or
should be handled. While different nations may call chakra different
things such as Ki, Haki, or even spiritual energy, none can deny its
existence. what’s happening around them, improvising when the shinobi do
something or go somewhere unexpected. As a player, the DM plays the requires less time commitment but requires the DM to present the
roles of the adversaries, supporting characters, and shopkeepers, events of the game inn a way that is immediately engaging, since
breathing life into them. And as a referee, the DM interprets the rules there’s less opportunity for the players to become invested in the story,
and decides when to abide by them and when to change them to better setting or NPC’s. If you want to play through a longer campaign you’ll
suit the table he is playing with. need to add some story elements that speak directly to the characters
Inventing, writing, storytelling, improvising, acting, refereeing-every in your game, rather just the events of the adventure. In other words,
DM handles these roles differently, and you’ll probably enjoy some the characters should have individual goals in addition to the group’s
more than others. It helps to remember that Naruto 5e is a hobby, and overall goals.
being the DM should be fun. Focus on the aspects you enjoy and
downplay the rest. For example, if you don’t like creating your own EXPECTED DURATION
adventures, you can convert published Adventures over to use. You can Not every campaign requires the same time investment. Many
also lean on the other players to help you with rules mastery and campaigns do not in fact reach 20th level, or even 15th level for that
world-building. matter. Many campaigns end when the original threat or antagonistic
The Naruto 5e rules help you and other players have a good time, force is defeated or overcome. Some are ended on a cliff hanger for
but the rules aren’t in charge. You’re the DM, and you are in charge of another group of shinobi to pick up the pieces and continue the wills of
the game. With that said, your goal isn’t to slaughter the shinobi your previous group. Some are even ended early as a result of your
players, but to create a campaign world that revolves around their players shinobi perishing in battle.
actions and decisions, and to keep your players coming back for more! Regardless, you should have an end point in mind when you start a
If you’re lucky, the events of your campaign will echo in the memories campaign. Still, you must be flexible, since you’re telling a collaborative
of your players long after the final game session has concluded. story alongside the other players at the table and your initial
expectations may change over the course of play. When you think
ROLE OF THE DM you’re headed towards a satisfying conclusion, it’s useful to check in
with the other players to see how they feel about your progress. You
When you take on the role of Dungeon Master, you’ll have a rewarding
may ask “I think we have two sessions left. Does anyone have any
job of crafting fun experience for a group of your friends. Your
unfinished business their characters want to take care of?”
responsibilities include…
• Telling the story of the group’s adventures in a compelling and THEMES
consistent way.
The themes you choose for your campaign are what distinguish it
• Fleshing out the Shinobi Era in which the game takes place,
from other campaigns. They include the major dramatic questions f
emphasizing the current lore your exploring or explaining the new
your story and the repeated use of certain environments or
lore you wish to add.
creatures, and they can also include embracing a genre beyond what
• Entertaining the players and yourself with novel concepts, and
the Naruto Universe initially provides. The themes you choose for
rewarding creative ideas with interesting outcomes.
your campaign also provide insights and opportunities for storyline
• Preparing for game sessions by building or studying adventures and
elements you might use.
creating characters and plots.
A storyline’s themes usually relate to the backstories, ambitions,
• Improvising the reactions of nonplayer characters and other
drives, goals, and fears of the player characters and villains. For
forces in the world as the players do unexpected things.
example, if you’ve chosen revenge as one of the themes for your
• Making rules decisions to ensure fairness and keep the game moving game, you might introduce a villain whose quest for revenge tears
forward. his life apart and causes tragic harm to those around him. If one of
This book provides the tools you need to shoulder those the player character believes in liberty and freedom, you might
responsibilities. The following sections break down the various engage that character pitting the group against slavers. Or, you
components of a campaign, discuss the different states of play and how might choose a theme of love, leading to nonplayer characters
to set DC’s for task the PCs attempt, provide different ways of involved in doomed romances, seeking to regain lovers they have
rewarding player characters, and describe aspects of the environment lost, or courting the player characters.
that might affect a Shinobi team. Alternatively, you can use similar locations and related adversary
types to help you form connections between disparate missions. The

PLANNING A CAMPAIGN? players feel like their characters are becoming experts negotiating
with Samurai, navigating seaways, battling rival villages, exploring
A Naruto 5e game is typically structured as a campaign—a seemingly unexplored lands, or dealing with whatever the recurring elements
connected set of missions or sessions that focuses on a single group of are. For example, you might have the players explore the Land of
characters, known as Shinobi. Snow early on, then later travel to the Land of Ice, which is a plane
A campaign within the broader context of this system should be with more difficult challenges that can be overcome using
looked at as a collection of missions that the party partakes in, that knowledge they’ve previously developed. Likewise, Bandit patrolmen
involves exploration, interactions with nonplayer characters (NPC’s) may be tough enemies for your group at low levels, but as the PC’s
and environmental challenges that the party must overcome. attain higher levels, the bandit patrolmen become mere minions of
A single mission should represent a semi-self-contained story that another creature, the players feel a sense of progression.
may or may not be connected to the larger narrative of the campaign.
Playing through a mission may span one or more game sessions.
A campaign provides the overall structure for your Naruto 5e game.
A WELCOMING ENVIRONMENT
As your prepare for your campaign, you’ll establish its scope and The role of DM comes with the responsibility of ensuring you and the
themes, which your then reinforce in the missions and scenarios’ that rest of the players have a rewarding, fun time during the game.
take place within it. Games can deal with difficult subjects and have stressful moments,
but fundamentally, Naruto 5e, is a leisure activity. It can remain so
CAMPAIGN LENGTH only if the players follow the social contract and respect one
another.
The length of a campaign can range from a few sessions to many years. Players with physical or mental disabilities might find themselves
Two main factors determine campaign length: how much time you more challenged than abled players. Work with your players to
need to tell the story of you and your party of shinobi, and how much ensure they have the resources and support they need. Additionally,
time you as a group want to devote to the game. be on the lookout for behavior that’s inappropriate, whether
A single session, or one shot is great if your group is trying out intentional or inadvertent, and pay careful attention to players body
Naruto 5e or wants to play a specific short story or adventure. This language during the game (or lack of interaction if virtual). If you
notice a player being uncomfortable, you are empowered and After you figure out the limits on objectionable content, you have
encouraged to pause the game, take it in a new direction, privately a few important tasks:
check in with your players during or after the session or take any • Clearly convey these limits to the other players.
other action you think is appropriate. • Ensure you and the players abide by the boundaries.
If a player tells you they’re uncomfortable with something in the
• Act immediately if someone becomes uncomfortable about
game, whether it’s content you’ve presented as the DM or another
content during a session, even if it wasn’t excluded in a prior
player’s or PC’s actions, listen carefully to that player and take steps
discussion. Once the issue is resolved, move on and don’t linger.
to ensure they can once again have fun during your game. If you’re
• Resolve the issue if any player deliberately pushes these
preparing prewritten material and you find a character or situation
boundaries, tries to find loopholes, tries to renegotiate the limits,
inappropriate, you are fully empowered to change any details you
or belittles people for having a different tolerance to
see fit. You also have the authority (and responsibility) to ask players
objectionable content.
to change their behavior—or even leave the table—if what they’re
doing is unacceptable or makes others feels uncomfortable. It’s
never appropriate to make the person who is uncomfortable
A COMMON BASELINE
You may find that your players don’t have much to say on the topic
responsible for resolving a problem. It’s okay if mistakes happen.
of objectionable content, and just assume that general societal
What’s important is how you respond and move forward.
norms will keep the most uncomfortable topics out of the game.
Gaming and by extension Naruto 5e, is for everyone. Never let
That’s not always enough, as that approach relies on shared
those acting in bad faith undermine your game or exclude other
assumptions that aren’t always accurate. The following are a set of
players. Your efforts are part of the long-term process of making
basic assumptions that works for many groups, which you can
games and game culture welcoming to all. Working together, we can
modify to fit your preferences and those of the other players.
build a community where players of all identities and experiences
feel safe. • Bloodshed, injuries, and even dismemberment might be
described. However excessive descriptions of gore and cruelty

GENERAL ADVICE should be avoided.


• Romantic and sexual relationships can happen in the game, but
This section covers general topics related to running the game. If you
players should avoid being overly suggestive. Sexual content
want to know specifics about a certain topic be sure to check out the
always happens off-screen.
rest of this book or ask a quick question in the Discord. This book can • Attempts at initiating a relationship between Player characters
be regularly updated with additional information and guidance’s
should be avoided unless previous spoken about between both
based on new developments within the system.
consenting players. This can lead to uncomfortable situations like
It is important to remember that you are not perfect, and no one
one player hitting on another and should be stopped immediately
can expect you to be. It takes time and practice to become someone
as it is inappropriate when player with friends or even strangers.
who can memorize a rule by heart, but in order to become a good
• Avoid excessively gross or scatological descriptions.
DM, it takes the right train of thought and the drive to want to
always improve and make sure your table of players (and yourself) The following acts should never be performed by player
are always having fun. characters, such acts should in most circumstances, result in retiring
their character and potentially removing them from the game.
SESSION 0 • Torture.
Some groups prefer to have everyone create their characters in • Rape, nonconsensual sexual contact or threats.
advance and show up ready to play. However, getting the group • Harm to children.
together to make characters can be fun, and can benefit your game • Owning slaves or profiting from a slave trade.
down the line. A session for building characters is commonly called • Reprehensible uses of mind controlling effects.
“session zero.” Session zero is typically shorter than other game
Villains may engage in such acts, but they won’t happen on-screen
sessions, so you might plan a short introductory scene for after
and it most likely won’t be described in detail. Many groups choose
everyone’s finished building their characters, or just hang out and do
to not have villains engage in these activities at all, keeping these
something else after you’ve planned your characters.
reprehensible acts out of mind entirely.
Having a session zero lets players share character details, making
it easier for their characters to have links and relationships with one
another before the adventure starts, and gives players the chance to GAME PACING
become invested in each other’s characters by organically learning Most sessions should have lulls in the action punctuated by
what decisions other players made. These sessions also give veterans challenges such as intense encounters, puzzle-based exploration,
the chance to help less experienced players through character and investigation. Presenting players with a variety of such obstacles
creation. Lastly, session zero can give you a better understanding of can help them feel more engaged at the table. Information flow
the characters and help the player integrate them into the adventure matters, too. If the group meets a large number of NPCs quickly, that
in interesting ways. can make it harder for them to remember individuals. It helps to
break things up into smaller scenes and memorable moments.
OBJECTIONABLE CONTENT Knowing when to end a session takes practice. About 20 minutes
Before a campaign begins, check in with your player—as a group or before a play session is scheduled to conclude, it can be beneficial to
individually—to find out what types of content they want to allow in figure out how you’d like it to end. It can be memorable to end with
the game, and which topics they would prefer to avoid. Because the a cliffhanger—a moment so curious and abrupt it raises questions
story unfolds in real time, it’s essential that you discuss these topics about what happens next. Examples include ending play before
before the game starts. These discussions are intended to keep combat, when the PCs find vital information, or as they discover
players safe, and so its not okay to ask why someone wants a type of treasure. Doing so can inspire the PCs to discuss the game in-
content excluded. If someone wants it excluded, exclude it—no between sessions. Not anything that could be satisfying to resolve
questions asked. over media, such as text or chat or for those who are really
It can help to start with a rating, like those used for movies or experienced…email. This could include divvying up treasure, leveling
video games. Naruto 5e will often include violence and cruelty from up, or completing downtime tasks.
antagonistic forces. What’s the limit on how graphically these
concepts should be described? Can players swear at the table? Does
anyone have phobias they don’t want to appear in the game, such as
spiders or body horror?
STAKES AND CONSEQUENCES Senju, saying they believe him to be an incompetent Hokage who’s
bad with money is absurd. Similarly, if they incorrectly believe
A DM should always be able to convey a clear picture of the stakes Tobirama would reward them with great wealth if they ring bells in
and consequences of the PC’s actions or inaction. What horrible four different temple corners, this could send them on a tangent.
things will happen is the PCs fail? What can they achieve if they go Providing false information can cause the PCs to make mistakes,
beyond what’s expected of them? A well-constructed adventure but the consequences should typically be immediate rather than
conveys the stakes at the outset, but it’s also important to remind continual or far in the future. Avoid dispensing false information that
the players of those stakes throughout play. might not be used for hours or entire sessions, after the check is
A game where the stakes are extremely high all the time cuts out forgotten. If you’re unsure, the safest form of false information is
the opportunity for low key scenes and can be overwhelming or information that’s wrong but not in a way that causes major
even monotonous. In most games, players enjoy having some consequences. Remember that a failure gets incorrect information,
moments where their characters can relax and socialize with low not that you get important-seeming false information. Erroneously
stakes as well. believing The Senju Clan’s symbol is a set of scales instead of a key
Consequences should be specific and evocative. Don’t just tell the might lead to a miscommunication, but one that’s not dangerous,
players what happened after their characters’ success or failure; let pretty easy to clear up, and only a little embarrassing for the PC.
their characters witness it in the world. Are they greeted as heroes
by townsfolk? Does the bastion of evil crack and shudder, falling
apart as the PCs escape? Does a failure lead to the death of an ally
SHADOW ROLLS (SECRET CHECKS)
and a somber funeral? It’s usually best if the PCs can foresee the During play, you will roll some checks in secret instead of allowing
consequences, at least in a general sense. If a villain demonstrates players to do so. This rule helps ensure that a player remains
their intention to conquer a city, and the PCs don’t stop them, then uncertain at times where their character is unsure of how a situation
the city gets conquered. It’s OK if you have an idea for an interesting may resolve, immersing the player in their character’s perspective. It
subversion occasionally, but keep those to a minimum or the chain can be a handy tool to keep a list of PC’s modifiers on hand to help
of cause and effect will become too muddy you roll secret checks more quickly. At least, you should record each
players passive perception and insights, their saving throw modifiers
FAIL FORWARD, NOT BACK (Especially Constitution, Wisdom and Charisma) and the skill
An unexpected failure can bring the game to a halt, particularly modifiers of any skills use often. Check in anytime the PC’s level up
during exploration. “Failing forward” means finding a way to and consider asking your players to update you when any of these
progress the story instead of just saying, “That didn’t work.” This modifiers change.
doesn’t mean that the group can’t fail, or that the PCs should get You can still have the players roll the checks if you would like. In
what they wanted despite failing. Rather, it means that a failure some combat cases you can even choose to roll for your players if
might still impart more information, reveal a way to improve their they encounter a Genjutsu with the Unaware keyword. This is
chances next time, or even cause unforeseen difficulties. Doing so usually best done when the results are going to be immediate or
means the player’s choice to attempt a check mattered, even if the when the stakes are low, like when the PC is trying to recall
results weren’t what they wanted. Allowing the PCs to fail forward something during their downtime that they’ll see is false through the
means fewer dead ends and perfunctory checks. It’s important course of their research. You can choose to instead ignore this
however, not to put unnecessary pressure on yourself to do so all rule/guidance entirely if your group works better in separating
the time. Sometimes you won’t know immediately how a PC can fail player and character knowledge and experience.
forward, and in those cases, it’s usually best to just move on.
WILL(S) OF FIRE/ EARTH/ WATER/
IMPROVISATION WIND/ LIGHTNING
As a DM, you often make things up on the fly. When an issue seems Beginning on page of 18, yourself and players are introduced to the
to pertain to the story instead of the rules, ask yourself the following Will of Fire mechanic and system. A set of specialized buffs and
questions; bonuses applied to a character when they would spend their Will of
• Does something already established in our story so far tell me Fire in a dire scenario. Wills of Fire are meant to be handed out
what should happen here? when players roll a natural 20 with an Ability check or saving throw
• If an NPC is involved, what would their personality lead them to OR when they are encountering story heavy scenarios that would
do? impact the character a surge of willpower of inspiration to do
• What does the players expect to happen? something or accomplish a goal.
• What would best fit the themes of our story? The current title of this mechanic is Will of Fire, but this section
will lay out how different Lands, Nations and people would utilize
You might not have a good answer for every question, but asking this font of inspiration. The Will of Fire system is intended to work as
them can inspire useful solutions. If what you need to invent is a catch all system to reward players for luck and role-play. The
significant in the storyline or world, there’s nothing wrong with different Wills of different lands can be used in place of wills of fire
asking the group to take a little break while you fill in the gap. If it’s or alongside wills of fire. If this alternative version of Wills are used,
not particularly significant and you can’t come up with anything creatures can only carry 1 Will at a time, and they must choose
more compelling, it’s also okay to say, “Nothing happens,” and move which will they receive when they are granted one.
on. Often, a player will ask, “What happens when I do that?” This is a
good indicator that the player expects that what they’ve done will WILL OF FIRE (ALT)
draw a reaction from an NPC or the environment. Unless the player If you have the will of fire, you can expend it for one of the following:
is way off base, provide an in-game response, even if it’s minor. The
• Gain an immediate Reaction, even with an ability or jutsu that is
player has telegraphed what matters to them, and the perceived
an Action or Bonus action.
importance of their action can draw them into the game.
• Automatically succeed a Death saving throw, waking up 1 hit

FALSE INFO point.


• Casting one jutsu you know for 0 Cost. If the jutsu’s original cost
A failure when investigating or gather information against a preset
DC can result in you needing to convey false information, requiring was Special you instead half the chakra cost of this jutsu.
some improvisation. If you aren’t careful, this information can be
perceived by the PCs as too silly, or could derail the game. For WILL OF EARTH
example, if a PC misinterpreted text about the 2nd Hokage Tobirama If you have the will of earth, you can expend it for one of the
following:
• Reduce the damage of one effect, attack or jutsu that would PCs get assigned. An extremely powerful NPC should be engaged
affect you, to 0, and ignore its effects. with matters beyond what the PCs are tasked with or have some
• All allies who are in initiative with you Reduces all damage they limitation that necessitates the PCs’ involvement. Remember that an
take from the next instance of damage by an amount equal to NPC is not “your character” in the way each player has a character.
their level + proficiency bonus. Though NPCs who travel with the party can be effective and fun
• Automatically pass one saving throw. when handled with caution, an NPC who effectively acts as the GM’s
character is often called a GMPC (Game Master Player Character)
WILL OF WIND and can contribute to a feeling that the players are being coerced
If you have the will of wind, you can expend it for one of the into making certain decisions.
following:
• Slightly alter the Scene to your benefit.
BETRAYAL
NPCs, even allies, can shift allegiances. They might betray, fail, or sell
• Immediately end all conditions on yourself.
out their companions, which can make for a meaningful story event.
• Reroll any d20 made by yourself or an allied creature taking the
If an NPC is betraying the party in some way, lay groundwork early
higher result.
on so the players don’t feel ambushed by the twist. If the players can

WILL OF LIGHTNING
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
If you have the will of lightning, you can expend it for one of the
a “tell” or a paper trail they can detect.
following:
• Yourself and one ally can take their turns immediately, with each
turn happening at the same time.
• Maximize all instances of damage of one jutsu.
• Force another creature to automatically fail their save. B EGINNING AT H IGHER L EVELS
Weapon/ Armor
Level C.E.I Seals Downtime Ryo
1 - - - 300
2 - - 4 325
3 - - 10 350

WILL OF WATER 4 D-Rank - 15 400


If you have the will of water, you can expend it for one of the 5 D-Rank 1 19 500
following: 6 D-Rank 2 26 650
• Yourself or one ally cannot have their hit points reduced below 1 7 D-Rank 3 31 750
for the remainder of the turn. 8 C-Rank 4 37 1000
• You can spend the chakra of an allied creature for the cost of a
9 C-Rank 5 42 1250
jutsu, feature or trait.
• If you would fail a saving throw, you can allow an allied creature 10 C-Rank 6 50 2500
to make a saving throw in your place using their save bonuses. 11 C-Rank 7 59 2750
Treating their success as your success and their failure as your
failure. 12 B-Rank 8 66 2900
13 B-Rank 8 71 3300
WILL OF REVENGE 14 B-Rank 9 80 3725
If you have the will of revenge, you can expend it for one of the
following: 15 B-Rank 9 88 4050

• Grant an enemy disadvantage or -5 on an attack roll. 16 B-Rank 9 99 4350


• Grant an enemy disadvantage or -5 on a saving throw. 17 A-Rank 10 115 4975
• Grant an enemy vulnerability to the next instance of damage you
18 A-Rank 10 129 5650
deal.
19 A-Rank 11 141 6225
PORTRAYING NPCS 20 S-Rank 11 150 7500
Although the PCs are the stars of the game, NPCs make the world
around the PCs vibrant. They can become a part of the story,
sometimes for years, weaving into the story right alongside the PCs.
Portray NPCs however it works for you. Some GMs keep it simple,
describing the NPCs simply by their looks, or their hook (see below).
STARTING AT HIGHER LEVELS
Others go into more detail, using accents, mannerisms, or acting. A typical campaign starts at 1 st level, but you can choose to start at a
Because NPCs have smaller roles than PCs, imparting enough higher level if you choose. This can be especially satisfying for a one
information to convey their identities while they interact with the shot or short campaign, or if your group wants to play a specific
party can be challenging. When you create an NPC, start by mission made for higher level groups. The PCs should start at the
integrating a single “hook” into their concept: a widowed merchant, same level. They simply make 1st level characters, then level it up a
a refugee from a distant realm, or a child who constantly asks number of times needed to reach the starting level.
awkward questions. Each hints at a backstory but is easily described Below you can find the starting Wealth and Downtime table
in a synopsis. If the NPC continues to interact with the party, you can indicating how much Ryo and downtime a character starting off at
then add to their backstory later. such a level should have, on average assuming standard play with no
additional treasure or DM based gifts. This table will also detail the
NPC LIMITATIONS number of chakra enhanced items or weapon & armor seals a
Always remember that the PCs have the greatest role in your story. character could reasonably have at a given level, should they start at
Avoid including allied NPCs who could easily solve any problem the that level. This table will most likely provide less Ryo, seals or chakra
enhanced items than if they have gained items through missions and Some missions have a clear and direct path of progression, with
finding rewards, balancing the fact that they can generally choose encounters occurring at specific times or in a specific order. Others,
what items they want. 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.

TREASURE
Your adventure should give out an amount of treasure that’s
appropriate to the characters’ level. You can dole out treasure in all
kinds of ways. Treasure can be items carried by adversaries, rewards
from a patron, or simply the rewards for completing the mission
within the given time limits. It’s best to spread treasure throughout a
mission rather than stockpiled In a single hoard. This gives the
players incremental rewards, letting their characters advance in
frequent small steps rather than giant leaps separated by many
hours of play.

PREPARING MISSIONS
A mission is a self-contained collection of story elements, characters
and setting that become the basis for the story you and the other
players tell. Think of the mission as an outline for your own story.
You’ll have major beats you want to include, some consistent
characters and themes you want to convey, but all sorts of things
can change during the process of turning the outline into a
completed story.
You might use a published mission from the 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, traps, 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 traps 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.
HIT POINTS, CHAKRA POINTS, HIT DIE &
LEGACY RULES CHAKRA DIE
You gain the hit and chakra points from your new class as described
for levels after 1st. You gain the 1st-level hit & Chakra points for a
These are rules that were once part of the core system but have class only when you are a 1st-level character.
since been removed for any number of reasons. These rules will You add together the Hit & chakra Dice granted by all your classes
remain in this book and under this chapter, but will have absolutely to form your pool of Hit & chakra Dice. If the dice are the same die
no bearing on game balance. Using these rules, you are taking type, you can simply pool them together. For example, both the
responsibility for your table to hash out any differences found in Scout-Nin and the Medical-Nin have a d8 Hit die and d10 Chakra die,
game balance. so if you are a Scout-Nin 5/Medical-Nin 5, you have ten d8 Hit Dice
and ten d10 chakra die. If your classes give you Hit or chakra Dice of

MULTICLASSING different types, keep track of them separately. If you are a Scout-nin
5/Weapon Specialist 5, for example, you have five d10 Hit Dice & five
Multiclassing allows you to gain levels in multiple classes. Doing so d8 Hit Dice. (And five d8/d10 Chakra die as well)
lets you mix the abilities of those classes to realize a character
concept that might not be reflected in one of the standard class PROFICIENCY BONUS
options. Your proficiency bonus is always based on your total character level,
The system as it exists today no longer balances with the idea of as shown in the Character Advancement table in chapter 1, not your
Multiclassing as a concept. This system has been replaced with the level in a particular class. For example, if you are a Scout-Nin 3/
Archetype system found in Orochimaru’s Compendium. The reason Intelligence operative 2, you have the proficiency bonus of a 5th-
for this is a balance one. I no longer want or desire to balance classes level character, which is +4.
on the expectation that they will be taken in combination with other If a class feature or feat allows you to forgo your proficiency
classes. This limits my creativity and harms more than it helps. bonus, you may only do so once.
With this rule, you have the option of gaining a level in a new
class whenever you advance in level, instead of gaining a level in PROFICIENCIES
your current class. Your levels in all your classes are added together
to determine your character level. For example, if you have three When you gain a level in a class other than your first, you gain only
levels in Scout-Nin and two in Intelligence Operative, you’re a 5th- some of that class’s starting proficiencies, as shown in the
level character. Multiclassing Proficiencies table.
As you advance in levels, you might primarily remain a member of M ULTICLASSING P ROFICIENCIES
your original class with just a few levels in another class, or you
might change course entirely, never looking back at the class you left
Class Proficiencies Gained
behind. You might even start progressing in a third or fourth class. Genjutsu Deception and Illusions
Compared to a single-class character of the same level, you’ll Specialist
sacrifice some focus in exchange for versatility. Hunter-Nin Light armor, One skill from the class’s
skill list, trackers kit.
PREREQUISITES Intelligence Light and medium armor; One Ninja Tool
To qualify for a new class, you must meet the ability score Operative Kit from their list.
prerequisites for both your current class and your new one, as Medical-Nin Light armor; Medicine Kit; Medicine skill
shown in the Multiclassing Prerequisites table.
Ninjutsu Ninshou and Chakra Control Skill
Specialist
M ULTICLASSING P REREQUISITES Scout-Nin Light and Medium armor, One Martial
Class Ability Score Minimum Weapon, one skill from their list
Genjutsu Specialist Wisdom & Charisma 14 Taijutsu Specialist Combat Bracers, Iron Claw, Martial Art
Skill
Hunter-Nin Dexterity 14 & Intelligence 14
Weapon All Armors; Simple & Martial Weapons
Intelligence Operative Intelligence 14 & Charisma 14
Specialist
Medical-Nin Intelligence 14 & Wisdom 14
Puppet Master Light Armor, One skill from list,
Ninjutsu Specialist Constitution 14 & Intelligence 14 Weaponsmith kit.
Scout-Nin Strength 13 & Intelligence 13 & Cooking-Nin Light Armor, one skill from their list,
Wisdom 13 Cooking Tools
Taijutsu Specialist Strength or Dexterity 14 & Science-Nin Light Armor, Ninshou skill, one tool kit
Constitution 14
Weapon Specialist Strength 14 & Dexterity 14
CLASS FEATURES
Puppet Master Constitution & Intelligence 14
When you gain a new level in a class, you get its features for that level. A
Cooking Nin Intelligence 14 & Charisma 14 few features, however, have additional rules when you’re multiclassing:
Science Nin Intelligence 16 Extra Attack, Superiority Die and Unarmored Defense. The Ability to cast
Jutsu (Ninjutsu, Taijutsu, and Genjutsu) is inherent to all player

EXPERIENCE POINTS characters regardless of class, you instead have a predetermined


maximum amount of Jutsu You can know.
The experience point cost to gain a level is always based on your
total character level, as shown in the Character Advancement table EXTRA ATTACK
in chapter 1, not your level in a particular class. So, if you are a If you gain the Extra Attack class feature from more than one class, the
Scout-Nin 6/ Intelligence Operative 1, you must gain enough XP to features don’t add together. You can’t make more than two attacks with
reach 8th level before you can take your second level as an this feature.
Intelligence Operative or your seventh level as a Scout-Nin.
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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