TABLE OF CONTENTS Table of Contents............................................................... 1 Hinata Hyuga (Shippuden) ............................................. 72 Hinata Hyuga (The Last) ................................................. 73 Hyuga Clan Freeform Attack/Abilities/Jutsu .............. 74 Allies & Adversaries ........................................................... 2 Every Day NPC’s ........................................................................ 2 Allies ............................................................................................. 2 Adversary .................................................................................... 2 The Adversary Profile ............................................................... 2 Build Your Adversary .......................................................... 3 Adversary Classes ..................................................................... 6 Minions ................................................................................. 6 Standards ...............................................................................7 Elites & Solo’s .......................................................................7 Adversary Attacks .................................................................... 10 Freeform Attacks ............................................................... 10 Freeform Jutsu ................................................................... 10 Freeform Condition Attacks/Jutsu ................................. 11 Area Attacks/Jutsu ............................................................. 11 Movement Attacks ............................................................. 12 Using Jutsu ................................................................................ 12 Jutsu Cost ............................................................................. 12 Concentration ..................................................................... 12 Healing Jutsu ...................................................................... 12 Role Passives & Abilities ........................................................ 13 Clan Passives....................................................................... 13 Clan/Species Bonuses ....................................................... 13 Role Passives/Abilities......................................................19 Clan/Species Traits ............................................................ 21 Adversary Affiliation Traits ............................................ 32 Unaffiliated Adversaries ................................................. 76 Unaffiliated: Themes ....................................................... 76 Aberrations .............................................................................. 76 Aatheriexa........................................................................... 76 Aboleth ................................................................................ 77 Acolytes ..................................................................................... 78 Adepts ........................................................................................ 78 Alchemist .................................................................................. 78 Aristocrat .................................................................................. 78 Assassins .................................................................................. 78 Animals ..................................................................................... 78 Bandits ...................................................................................... 78 Bards .......................................................................................... 78 Beast Master ............................................................................ 78 Berserkers ................................................................................ 79 Berserker Beast, Leo ......................................................... 79 Berserker Beast, Virg........................................................ 80 Construct .................................................................................. 82 Experts ...................................................................................... 82 Ghosts ....................................................................................... 82 Giant Clansman ....................................................................... 82 Goblinoids ................................................................................ 82 Illusionist ................................................................................. 82 Inquisitor .................................................................................. 82 Invoker ...................................................................................... 83 Monks ........................................................................................ 84 Monster(s) ............................................................................... 85 Jorogumo ............................................................................ 85 Bolla ..................................................................................... 86 Shemhazian ........................................................................ 87 Mutants ..................................................................................... 88 Necrophage .............................................................................. 89 Necro Foot Soldier ............................................................ 89 Necro Blade Revenant ......................................................90 Necro Umbral Shadow ..................................................... 91 Necro Ghastral Ghoul ....................................................... 92 Necro Dreamy Mist ........................................................... 93 Nobility ..................................................................................... 94 Occultist .................................................................................... 95 Dark Deacon ....................................................................... 95 Lord Jashin, The Wicked..................................................96 Blight Touched .................................................................. 97 Skin Carvers ....................................................................... 98 Inheritor ..............................................................................99 Oracle........................................................................................ 101 Plant......................................................................................... 102 Princess of Thorns, Rose ............................................... 102 Fungal Aspect, Toadstool .............................................. 103 Forest Guardian, Garwood ............................................ 104 Psychic .................................................................................... 105 Raiders .................................................................................... 105 Ranger ..................................................................................... 105 Shamans ................................................................................. 105 Spy ............................................................................................ 105 Thugs ....................................................................................... 106 Mr. Nice Guy ..................................................................... 106 The Loner .......................................................................... 107 Him/Her/Them................................................................ 108 Crazy Eyes ......................................................................... 109 The “Connect”.................................................................. 110 The “Boss” .........................................................................111 The Art & Science of Balance ......................................... 46 Adversary Design .................................................................... 46 Who is this document for? .............................................. 46 My Design Philosophies .................................................. 46 The Five Great Shinobi Nations ......................................47 Chapter 1: The Land of Fire .................................................. 47 Land of Fire: Themes ....................................................... 47 Land of Fire: Core Concepts ........................................... 47 Land of Fire: Team Compositions ................................. 47 Land of Fire: Rank Ratio’s .............................................. 47 Aburame Clan .......................................................................... 48 Shibi Aburame ................................................................... 48 Shino Aburame (Kid) ....................................................... 49 Shino Aburame (Shippuden) .......................................... 50 Torune Aburame ................................................................ 51 Aburame Genin.................................................................. 52 Aburame Chunin ............................................................... 53 Aburame Jonin ................................................................... 54 Aburame Clan Freeform Attack/Abilities/Jutsu ......... 55 Akimichi Clan ...........................................................................57 Choza Akimichi ................................................................. 57 Choji Akimichi (Kid) ......................................................... 58 Choji Akimichi (Shippuden) ........................................... 59 Chocho Akimichi (Boruto) .............................................. 60 Akimichi Genin ...................................................................61 Akimichi Chunin ............................................................... 62 Akimichi Jonin ................................................................... 63 Akimichi Clan Freeform Attack/Abilities/Jutsu ......... 64 Hyuga Clan ............................................................................... 65 Hiashi Hyuga ..................................................................... 65 Hiashi Hyūga (Motivated) .............................................. 66 Hizashi Hyuga ................................................................... 67 Neji Hyuga (Kid)................................................................ 68 Neji Hyuga (Shippuden) .................................................. 69 Hinata Hyuga (Kid) .......................................................... 70 Hinata Hyuga (Kid) (Motivated) .................................... 71 1 Trickster ...................................................................................113 Undead ..................................................................................... 114 Warriors ................................................................................... 115 Illusion Fist Monk ........................................................... 115 Illusion Fist Monk, Student ........................................... 116 Illusion Fist Monk, Master ............................................ 117 Witch ........................................................................................ 118 Psionic Witch .................................................................... 118 Witch Blade ....................................................................... 119 Witch Shadow .................................................................. 120 Witch Enhancer ................................................................ 121 Witch Guardian [UNFINISHED] ...................................122 Anbu ......................................................................................... 125 Scaling Enemy ..................................................................125 Assassin ...................................................................................126 Scaling Enemy ................................................................. 126 Bandits ..................................................................................... 127 Scaling Enemy ..................................................................127 Chunin ...................................................................................... 128 Scaling Enemy ................................................................. 128 Gaara (Kid) ..............................................................................129 Using Gaara (Kid) as an Adversary ............................. 129 Genin ........................................................................................ 130 Scaling Enemy ..................................................................130 Haku ..........................................................................................131 Using Haku as an Adversary .......................................... 131 Itachi Uchiha (Part 1) ............................................................ 132 Using Itachi as an Adversary ......................................... 132 Jirobo ........................................................................................ 133 Using Jirobo as an Adversary ........................................ 133 Jonin ......................................................................................... 134 Scaling Enemy ..................................................................134 Kakashi Hatake (Part 1) ........................................................ 135 Using Kakashi as an Adversary ..................................... 135 Kidomaru ................................................................................. 136 Using Kidomaru as an Adversary ................................ 136 Kimimaro ................................................................................ 137 Using Kimimaro as an Adversary ................................. 137 Kisame Hoshigaki (Part 1) ................................................... 138 Using Kisame as an Adversary ......................................138 Monks ...................................................................................... 139 Scaling Enemy ................................................................. 139 Naruto Uzumaki (Kid) ......................................................... 140 Using Naruto (Kid) as an Adversary ........................... 140 Orochimaru (Part 1) .............................................................. 142 Using Orochimaru as an Adversary ............................ 142 Sakon & Ukon ........................................................................ 144 Using Sakon & Ukon as an Adversary ......................... 144 Sakura Haruno (Kid) ............................................................ 145 Using Sakura (Kid) as an Adversary ............................ 145 Samurai ................................................................................... 146 Scaling Enemy ................................................................. 146 Sasuke Uchiha (Kid) ............................................................. 147 Using Sasuke (Kid) as an Adversary ........................... 147 Tayuya ..................................................................................... 148 Using Tayuya as an Adversary ..................................... 148 Warlord ................................................................................... 149 Scaling Enemy ................................................................. 149 Zabuza ..................................................................................... 150 Using Zabuza as an Adversary ..................................... 150 2 ALLIES & ADVERSARIES ADVERSARY he World of Naruto is full of unique characters. Friends and Foes if you will. These characters fill the world with unique perspectives and traits. Below we will detail how this game differentiates both Friends and Foes. While we generally differentiate between the types of NPC’s the players will encounter, it is also beneficial to set expectations in how the rest of the world is structured. T “Adversaries” are a classification of hostile or potentially non-friendly NPCs that the players have chances and the option of fighting. Unlike in normal Dungeons and Dragons 5e we will not be using combat rating (cr) instead we will go with a totally different system that equates monsters challenge level to players levels, and introducing a system that does the following (All Credit goes to for laying the groundwork for this system rework): EVERY DAY NPC’S • Adversaries no longer have cr, replaced by Levels. • Adversaries are now classed into different Ranks While within the world of Naruto, there are high flying shinobi and samurai performing world altering attacks, breathing fire, calling on lightning and creating tornados. There are many more civilians, guardsman, bakers. Nobles, merchants and everyday people who cannot fathom the power that such grand Shinobi hold. When creating a supporting cast of NPC’s remember that the Players characters are meant to be extraordinary, their growth rate will dwarf a significant volume of the population. To better demonstrate this here are a few key things to keep in mind. “Minions, Standard, Elite, Solo” • Adversaries now have roles that define their play style and encourages group combat and synergy. • Adversaries now have “Standard” Stat lines that can be applied for generating strengths and weaknesses on the fly. • Adversaries now have a pool of predesigned traits and abilities they can be given to create unique mechanics. • Adversaries do not provide XP upon defeat, and instead now add to the total XP value of the mission created. THE ADVERSARY PROFILE • An ability score of 8 is absolutely average within the • • • • • • • • • • world, with most common people never exceeding a 12 in 2 or more scores. Most civilians, guards, merchants etc. will never reach beyond level 4. The Average Genin ranges between Levels 1-6. The Average Chunin ranges between levels 6-10. The Average Jonin ranges between levels 10-13. Exceptional Shinobi (Sanin, Elite Jonin) range between levels 13-16. Most Kage with some notable exceptions range between 16-19. Most Legendary shinobi and samurai with world altering techniques range between 17-20. The Tailed Beasts would range between levels 19-22. Characters of the Sage of Six Paths levels would be between levels 22-25. Ōtsutsuki level characters would range between levels 25-30. When creating an Adversary, you will go down this list of stats which can be customized as you go along each step: • Level: A one to one match for players character levels to • • • • • While this is a general guide to follow you can stretch the boundaries as much as you want. • ALLIES • Allies are a classification most people call Non-Hostile or Friendly NPC’s. While they exist within the world as the characters the DM will act on the behalf of and the players will interact with for most of your campaign, they can be given Stats, abilities, and even a character sheet unique to them. Characters whom you designate to be friends have two different avenues towards character creation. If you want your Non-Hostile/Friendly NPCs to have combat abilities similar to a Player then It is suggested to build them as a PC but with Average Hit points/Chakra Points. They also do not follow the normal Highest Ranked Jutsu known limitations. If you want your Non-Hostile/Friendly NPCs to have traits that are simpler to keep track of, you can build them as an “Adversary” the official name for this Conversions “Monsters”. Building Friendly/Non-Hostile NPCs as adversaries will follow the same rules listed in the “Adversary” Section. • • • • • • • 2 adjust appropriate challenge levels. Level affects all aspects of an adversary. Rank: A flexible adjustment system, which decides the overall threat level of an Adversary. Rank influences a wide array of aspects of the adversary Role: Every Adversary has a role in combat which describes their focus on the battlefield. Role influences the adversaries strengths and weaknesses and informs the DM of their purpose on the battlefield. Clan: Every Adversary has a clan they would belong too, which helps define them. Class: Describes the class of adversary this is ranging from Minion up to Solo. Affiliation: Describes the adversaries origins and allegiances, past or present. Hit Points: The amount of damage that the adversary can endure before it dies. Chakra Points: The amount of energy the adversary has to perform its Abilities or Jutsu before it no longer can. Speed: The adversaries movement speed. Attack Bonus: This Represents the adversary’s ability to make successful attacks- Melee, Ranged, Jutsu. Jutsu DCs: This shows the primary, secondary and weakest DCs of each of the 3 Jutsu types that the adversary may use. Ability Modifiers: These are the Adversaries ability modifiers. These can be arranged however you see fit. Unlike player characters, adversaries can have bonuses naturally up to +10 Saving Throws: These come in 3 grades. Best, Average, Worst. Use the highest for the adversaries best stat the Average for the 2nd and 3rd stats and worst for the last 3 stats. Traits: Passive Perks the Adversary has from their Role & rank. Jutsu: Abilities the Adversary has that can be used every turn but costs their chakra points to use. BUILD YOUR ADVERSARY STEP 2. PICK A CLASS Your next step is to assign a class to your new adversary. Unlike players, adversaries are split into 4 defined classes, each further adjusting a adversaries Hit/Chakra points, Initiative and even XP worth. The 4 Classes are; Once you're ready to start building your monster, there are ten basic steps to consider: ( LINK TO ADVERSARY BUILDER ) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Pick a Rank: Decide the overall threat level of your adversary. The higher the rank, the larger their Hit/Chakra die, AC bonus, to hit Bonus, Save DC’s and Damage per action bonus Pick a Class: This determines, your adversaries lethality. Pick a Level: Decide how dangerous your adversary should be. This will also provide you with the adversaries stat line. Pick a Clan: Choose what clan your Adversary hails from, if any. Pick an Affiliation: Choose which factions or groups your adversary is affiliated with (if any) Pick a Role: Choose how your adversary will function in combat. Different roles confer different benefits. (Higher/Lower AC, saving throw bonuses, Hit points, movement speed etc.) Assign Traits: Give your adversary some quick traits from the list of traits below. Select traits that fit the flavor and theme of the adversary. Assign Passives/Role Ability: If your adversary is an Elite or Solo, they will also have passives and unique abilities based on their Clan and Role. Assign Jutsu: Give your adversary some Jutsu that rounds out their set and range of attacks. This allows you to build an adversary that can perform unique set of attacks. Finalize/Tweak: First finalize results by calculating HP/CP/AC and then Tweak the default Adversary Stats if needed to better suit your group of players. • Minion: These are grunts. These adversaries are not meant to challenge your players skills or test their power. These adversaries are the swarms or groups of guards, nameless individuals of no worth, and random hostile entities that pose little threats on their own. Minions are meant to be a part of large groups or used in a way to manipulate the Action Economy of the encounter. On average if you want to challenge a single player, you want to throw at least 4-6 Minions at a single player. • Standard: These are your average threat. Another similarly skilled individual. Someone who can take a beating and potentially throw it back at the player. These enemies have the potential to drain your players of resources, challenge their formation, or even deal significant harm. On average if you want to challenge a single player, you want to throw at least 1-2 Standards at a single player. • Elite: These are your high-ranking individuals within an organization or group. Elites are a step above Standards and usually command Standards and Minions alike. They usually have a group of Minions/Standards at their disposal during an encounter. Elites can hit just as hard or even harder than a player. They also have special resources and can even act multiple times during a single round. Elites are extremely potent in their ability to challenge players. On average if you want to challenge players, for every 1 Elite, this will pose a challenge for 1 to 2 players. • Solo: These are your Bosses. Super Elite Shinobi or powerful Shamans, high ranking Samurai or undead menaces, Chakra Beasts or unnatural monstrosities. These adversaries should be tough show stoppers. Able to change the scene, alter the environment, and even force new combat mechanics on your players, even if but a single fight. On average a single Solo, should be able to handle as many players as you have. STEP 1. PICK A RANK Your first step in designing your own monster or Adversary is to first decide the rank of this threat. Ranks decide the creatures starting Hit/Chakra Die, and bonuses or penalties to its AC, to-hit bonus and any bonuses to damage dealt per turn. The higher the rank the bigger the threat. Adjust this when you want to have your players to encounter a constantly scaling difficulty during a mission. You want to keep your adversaries relatively the same rank as the mission they are a part of, deviating up or down 1 rank if needed. LEVEL 3. PICK A LEVEL Your next step is to assign a level to your new adversary. Adversaries don't use traditional challenge ratings. Instead, they use Adversary levels to determine their base strength. Adversary levels are a one-to-one match for character levels—one 4th-level, Standard Adversary should be a decent contest for one 4th-level player character. For a medium challenge, use the same level as your average player character. Add +2 levels to make it a more dangerous encounters, or -2 levels for an easier time. Once you've decided on a level, check the Adversary Statistics by Level table to find your Adversaries basic attributes AC, hit points, attack bonuses, damage, etc. • E-Rank: Inconsequential threats. • D-Rank: Low level threats. • C-Rank: Mid-level threats. • B-Rank: High level threats. • A-Rank: Extreme level threats. • S-Rank: Village level threats 3 STEP 4. PICK A CLAN Each role changes the default adversary statistics in some fashion—granting more AC, or reducing damage, or inflating health. Try to use a variety of roles to create interesting encounters for your players. Finally, there is one last piece of picking an adversaries Role and that is making the determination if they are an Iconic and/or Epic adversary. To give your adversary additional depth and mechanical versatility, you assign them a clan that they would hail from. This clan will provide them open access to that chosen clans Hijutsu and access to the clans Adversary traits. • Iconic: An adversary who is both named and important to the narrative at large. This determination will inform you as the DM if this adversary should potentially have heavy influence in the story you are trying to tell. Iconic adversaries should almost always be Elites or Solo. It is possible for a standard to be an Iconic but it should be very rare. This Determination also unlocked additional Role traits called Iconic Traits that are much stronger than normal role traits. • Epic: Epic Adversaries are world changing and narrative defining creatures. Madara, the 9 tailed fox, the first Hokage etc. This adversary distinction should be saved for campaign or Arc ending battles or world defining people. STEP 5. PICK AN AFFILIATION Adversaries, much like player characters are usually associated with a faction in the world. Shinobi in the world of Naruto tend to represent their Village on their headband or their organization via rings or clothing. This affiliation will provide additional options for trait selection. STEP 6. PICK A ROLE Adversaries, like player characters, have roles to play. Some charge in to fight in the front-line, some fire away from the back, some devastate and destroy their enemies with wild abandon, and some lend support to their allies. There are seven core roles that you can apply to your adversaries, each with its own strengths and weaknesses. • Casters: Casters stay out of harm's way, attacking • • • • • • enemies from a distance. They are good at ranged attacks, but fall quickly if attacked. Controller: Controllers disorientate their enemies, moving them around the battlefield and applying conditions. Controllers deal little direct damage themselves, preferring to weaken their enemies and allow their allies to attack with advantage. Defender: Defenders shield their allies and block enemy attacks. They are harder to hit thanks to their thicker armor. But they deal less damage normally. Generalist: Generalist are often the jack of all trades. These adversaries tend to not focus on any one form of combat, instead being able to perform any of the other 6 roles with some success. Lurker: Lurkers hide out of sight until they see a weak point, then attack for massive damage. They are glass cannons, capable of dealing a lot of damage yet easily defeated if cornered. Striker: Strikers forgo defense and focus on hitting the enemy hard. Strikers are easier to hit but deal more damage with their attacks. Supporter: Supporters provide aid to their allies, keeping them in peak condition. Supporters deal little damage and are relatively frail—they need protection to survive long on the battlefield. ADVERSARY R OLE ( S ) Armor Class Hit Point Modifier Caster +0 -0.6 +0.6 +1 +1.3 +0 +2 Bonus to Nin/Gen Attack Bonus Controller +0 -0.4 +0.3 +1 +0.3 +0 +1 Bonus to All Jutsu Save DC Defender +3 +0.4 -0.2 +0 -0.2 +10 +3 Bonus to Armor Damage Reduction (DR) Generalist +0 +0 +0 +0 +0.2 +0 +3 Bonus to Initiative and Ability checks Lurker -1 -0.2 +0.2 +0 0 +25 +1 Bonus to Critical Threat Range to all attacks. Striker +2 +0.3 -0.4 -1 -0.4 +20 +1 Bonus to Tai/Buki/Weapon Attack Bonus Also, increase number of weapon Attacks by +1. Supporter +0 -0.1 -0.2 -1 -0.2 4 +10 +5 Bonus to Chakra Control Skill Checks Role Chakra Point Saving Role Damage Modifier Throw Bonus Mod Speed Bonus Role Specific Bonus STEP 7. ASSIGN TRAITS To give your adversary some unique mechanics. Add a number of traits based on its class, clan, faction or role. Traits help your adversary feel more unique, but try to keep them simple, avoid stacking multiple traits that perform the same function or traits that have a higher rank than the adversary normally. Traits you decide on for your Adversary can be from one of the four trait types; Role Traits, Clan Traits, General Traits or Affiliation Traits. When determining the appropriate number of traits for any given Adversary, use the following; • Elite/Solo: 2 Traits (Elite)/4 Traits (Solo) o Level 1-8: +2 Traits. o Level 9-17: +4 Traits. o Level 18-25: +6 Traits. o Level 26+: +8 Traits. • Standard: 0 Traits o Level 1-10: +1 Traits. o Level 11-15: +2 Traits. o Level 16-25: +3 Traits. o Level 26+: +4 Traits. • Minion: 0 Traits o Level 1-11: +1 Traits. o Level 11+: +2 Traits. STEP 11. START PLAYING. Your adversaries are now ready. Start your encounter and improvise any extra details as you go. REFINING AS YOU PLAY STEP 8. ASSIGN PASSIVES/ROLE ABILITY During an encounter, you might discover your adversary is too strong or too weak for your party. That's ok, it's hard to predict just how powerful some abilities can be. If you find you need to update an adversary during live play, try to do so naturally. Avoid telling players explicitly what you're doing instead, fold it into the fiction. Now it's time to add some abilities unique to the role they have. Abilities are a good way to distinguish adversaries from each other and highlight their roles. They allow defenders to defend and strikers to strike. See the Adversary Ability table for a list of example powers you can apply to your adversary. STEP 9. ASSIGN JUTSU Now it's time to add some Jutsu. While Adversaries have roles that grant them role specific abilities, their roll also covers which Jutsu Types & subtypes they predominantly use. STEP 10. FINALIZE/TWEAK Finally, compare the adversary template to your player characters and consider tweaking any values that seem a little over or under-powered. Lower the AC or HP if your players have trouble dealing damage, or reduce the attack bonus or damage if their defenses are a little low. 5 ADVERSARY CLASSES MINIONS All but some are more equal than others, proving to be a much bigger threat in combat. Some adversaries are standard rank-and-file troops, while others are expendable fodder controlled by great leaders and commanders. Some exceptional adversaries are even capable of taking on an entire party single-handed. This chapter will help you turn your adversary into a minion, standard, elite, or solo creature to pit against your players. This chapter will also go over Iconic and Epic Classifications and how they affect the adversaries stats, and in what ways. Starting off all Adversaries except for the Minion follows the same Hit Point Calculation formula. This makes generating the Adversaries Hit points much easier. Within the formula I will use plain language in an attempt to uncomplicated this process as for some, math can be off-putting or difficult if completing this process by hand. Hit Point Formula: 10 + (Con Mod x Level) + (Rank Die x Level) + (1 + Role Mod + Class Mod + Clan Mod + Trait Mod + Iconic Mod + Epic Mod) Chakra Point Formula: 10 + (Con Mod x Level) + (Rank Die x Level) + (1 + Role Mod + Class Mod + Clan Mod + Trait Mod + Iconic Mod + Epic Mod) A minion is weaker than other adversaries, having very few hit points, they fall quickly in combat, often in one hit, if not protected by a strong defender. These are your lackeys, underlings, and lesser henchmen. Minions rely on large numbers to overwhelm the enemy. Four minions are the equal of one standard adversary and are a great option if you want to pit your players against mobs, gangs, and hordes. To build a minion, apply the Minion template below to any existing Quick Start enemy. When creating minion groups, keep things simple for yourself and use the same role, traits, and powers for each group of 4. (4 defender minions, 4 striker minions, etc.) M INION ADVERSARY Hit Point Calculation: 10 + Level Chakra: Minion adversaries do not have Chakra. Instead, they can cast any D-Rank or C-Rank jutsu on their known list once per turn. They cannot cast more than one jutsu per turn, and do not have reactions. Additionally, they can only concentration on jutsu for 2 rounds before they automatically drop concentration on it. Jutsu Known: • D-Rank o Level 1-5: +1 o Level 6+: +2 • C-Rank o Level 8-12: +1 o Level 13+: +2 Initiative 6 -2 Mission XP 1 I CONIC M ODS STANDARDS A Standard is an adversary whom would represent the normal shinobi in the world. Self-capable, self-reliant and most of all considered an equal to the player in most aspects. These are your normal enemies. The enemies who you want to match your party with an equal number of. Standards tend to function in teams much like a player group, all with different roles, jutsu and traits, much like players all have different classes, jutsu and features. Standards tend to not have many health or chakra modifiers outside of the roles they are assigned. +0 Standard Chakra +0 Point Mod Initiative: +0 Mission XP Level 17+: +4 Iconic Chakra Point Mod +1 AC Bonus +2 Speed Bonus +20 Weapon Attack Bonus +2 Initiative -2 EPIC CLASSIFICATION: Adversaries who could be classified as an Epic Adversary, are those who would have a major narrative and combat focused impact in the narrative. This classification should be reserved for world altering creatures or characters. For context, if your players would assume the roles of Naruto, Sasuke and Sakura, characters in the narrative who would have the Epic Classification would be Madara Uchiha, Obito Uchiha, An unsealed Tailed Beast, Kaguya Ōtsutsuki etc. Only adversaries should be given the Epic classification. Often a creature with the Epic classification is also be given the Iconic classification. There are times when a character in the narrative may be epic, but not Iconic. Situations like this represented in the source material could be movie villains or villains who only appear in filler arcs. When applying an Epic Classification to a creature, you perform the following modifications. 10 Jutsu Known • D-Rank o Level 1-4 +2 o Level 5-12: +3 o Level 13+: +4 • C-Rank o Level 5-8: +1 o Level: 9-12: +2 o Level 13-16: +3 +1 Iconic Traits: A collection of traits that can be applied to a creature with the Iconic Classification. These traits are treated as Role Traits when added/selected. S TANDARD A DVERSARY Standard Hit Point Modifier: Iconic Hit Point Modifier: • B-Rank o Level 9-12 +1 o Level 13-16: +2 o Level 17+: +3 • A-Rank o Level 13-18: +1 o Level: 19: +2 • S-Rank o Level 18-24: +1 o Level 25+: +2 E PIC M ODS ELITES & SOLO’S Elites are formidable champions, commanders, and leaders. They are a far greater threat than their underlings, able to withstand more damage while hitting back harder and more reliably. One elite is the equal of two player characters and can act twice a round. Elites are a great option for mid-boss encounters, as direct underlings of the adventure's primary threat. Solos are forces to be reckoned with, capable of taking on the entire party of 4 single-handed. These are your boss monsters, the big-bad fought at the end of an adventure. A powerful mercenary King, a dominating elder sage, a chilling skeleton queen. Solo adversaries hit hard, have high defenses, and act multiple times each round. Epic Hit Point Modifier: +3 Epic Chakra Point Mod +3 AC Bonus +3 Speed Bonus +30 Saving Throw Bonus (All) +2 Bonus Stat Points +6 ELITE ACTIONS: Elite Actions let your adversaries act multiple times per round, helping them to even the odds and be a much bigger threat in combat essential for elite and solo adversaries who often find themselves outnumbered. Elite adversaries have one Elite Action per round which they take before or after any creatures turn (excluding their own). Solo Adversaries have a number of Elite Actions per round, equal to the number of players and their allies in the turn initiative (Minus 1). An Elite Action can do one of the following. Often you will see Adversaries without all of the listed actions. This is not because they cannot, this is because the listed actions is what they prefer to do. They are not limitations, but instead preferences. ICONIC CLASSIFICATION : Adversaries who could be classified as an Iconic Adversary, are those who would have an important role in the narrative. For context, if your players would assume the roles of Naruto, Sasuke and Sakura, characters in the narrative who would have the Iconic Classification would be Kakashi Hatake, Maito Gai, Neji Hyuga, Gaara of the Sand, Pein, Itachi, Sasori, etc. Both allies and adversaries could be given the Iconic classification evenly. If an ally NPC would be fighting alongside the players at any point in time, they should not get any additional actions and should specifically act in a way to provide the players enough time and room to shine without overshadowing them. When applying an Iconic Classification to a creature, you perform the following modifications. • Attack: The adversary can cast a specific Jutsu (or Jutsu • • • • 7 of a certain rank or Lower that deals damage) or make a number of attacks with one of its weapons. (This tends to be only 1 or 2 of the above options, not all 3) Defend: The adversary can spend 1 Elite action to gain an additional Reaction. Move: The adversary can move up to its listed movement. Transformation: The Adversary can spend all of its Elite Actions to enter a new state that lasts for 2 rounds, ending at initiative count 0. Follow the rules found under the Transformation section. Unique Action: The Adversary spends 1 Elite Action to perform an action unique to it, such as a Freeform Attack or custom feature or ability. TENACITY DIE Tenacity die allows your Adversaries to resist powerful effects imposed by your players. This helps to provide them with the ability to resist crippling conditions that your players may use. Tenacity die are represented as d4’s. Elite Adversaries have a maximum number of Tenacity die equal to half their level. Solo Adversaries have a maximum number of Tenacity die equal to their level. Both Adversary types begin combat with a number of Tenacity die equal to their maximum possible. Tenacity die can be spent in the following number of ways; S OLO ADVERSARY • When the Adversary would roll an Ability check, it can add spent Tenacity die to the check. On a success, the adversaries suffers no effects from the Action, ability or jutsu that forced or triggered the check. • When the Adversary would roll a Saving throw, it can add spent Tenacity die to the save. On a success the adversary passes the saving throw. Passing a saving throw with the assistance of Tenacity die is always treated as a Critical success, no matter the circumstance in regards to Genjutsu. • Activate Special traits, passives and/or actions as a result of its Clan or Role, following the effects cost. +0.75 x Players* Solo Chakra Point Mod +0.75 x Players* Initiative +4 Mission XP 100 Elite Action (Solo): You have a number of Elite Actions per round, equal to the number of players and their allies in the turn initiative (Minus 1). Elite Tenacity (Solo): When you would roll any Saving throw or ability check, you may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat. The adversary may roll any number of Tenacity die up to the number they have left adding the result to their Saving throws and Ability checks. Adversaries regains spent Tenacity Die, based on their current status in combat, based on the following; Epic Jutsu: This Adversary can perform an Epic Jutsu on its turn by spending both 2 Elite Actions, and 10 Tenacity die. This Adversary can only cast such a Jutsu while in Phase 2. Jutsu Known • Passing a Saving throw as the result of a Players jutsu • D-Rank o Level 1-4 +2 o Level 5-12: +4 o Level 13+: +6 • C-Rank o Level 5-8: +2 o Level: 9-15: +3 o Level 16+: +5 • B-Rank o Level 6-8 +1 o Level 9-12: +2 by 10 or more, without the use of Tenacity die recharges 1 Tenacity die, once every round. • If the Adversary would be hit by and suffer the effects of, a critical hit, they recharge 1 Tenacity die. If an adversary is immune to or would negate a Critical hit they do not Regain Tenacity die. • If the Adversary is beyond Phase 1, at the beginning of each of its turns, it regains 2 Tenacity die. • If the Adversary is beyond Phase 2, at the beginning of each of its turns, it regains 3 Tenacity die, instead of 2. o Level 13-16: +3 o Level 17+: +4 • A-Rank o Level 9-12: +1 o Level: 13-16: +2 o Level 17+: +3 • S-Rank o Level 13-16: +1 o Level 18-24: +2 Level 25+: +3 Phase Transition: At 60% and 30% hit points, you may remove all on-going effects and conditions on yourself and trigger a new phase transition. E LITE ADVERSARY Elite Hit Point Modifier: +1 Elite Chakra Point Mod +1 Initiative +2 Mission XP 25 *Hit/Chakra Point Modifier: For each Player character and/or allied NPC that this adversary would begin combat with, its Hit and Chakra point modifier increases by 0.75. For example, if there are 4 players fighting a Solo, you add 0.75, four time to get this adversaries Hit and Chakra Point modifier, which in this case is (+3) Elite Action (Elite): You may take one Elite Action at the end of another creatures turn. TRANSFORMATIONS: Elite Tenacity (Elite): When you would roll any Saving throw or ability check, you may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to half your Level per combat. Some adversaries transform during battle gaining new powers, changing how they fight, and (sometimes) even changing their form. You can represent transformations with either multiple stat blocks OR during a Phase Change. Phase changing is the simplest and most cinematic option presented. If you prefer to use multiple stat blocks, do the following. Jutsu Known • D-Rank o Level 1-4 +2 o Level 5-12: +4 o Level 13+: +6 • C-Rank o Level 5-8: +2 o Level: 9-15: +3 o Level 16+: +5 • B-Rank o Level 6-8 +1 o Level 9-12: +2 Solo Hit Point Modifier: o Level 13-16: +3 o Level 17+: +4 • A-Rank o Level 9-12: +1 o Level: 13-16: +2 o Level 17+: +3 • S-Rank o Level 13-16: +1 o Level 18-24: +2 o Level 25+: +3 • Figure the adversaries maximum Hit points. Then divide it by the number of Transformations you want them to have. • Save the listed Hit Point values. • Create a different Adversary stat block for each transformation. 8 PHASED COMBAT • Replace your solo's "Phase Transition" trait with the following trait: ‘Phase Transition (Transformation). When reduced to 0 hit points, remove all on-going effects on yourself as you transform and start a new phase transition’. • Finally, use the saved Hit point Value as each forms hit point value. Fights with a solo adversary are big events. They should be a worthy capstone to your mission or series of Missions, full of drama and excitement. Solo adversaries fight hard, changing as the battle progresses and they start to take damage. When the solo adversary takes enough damage (60% and 30% hit points), it immediately removes any on-going effects and triggers a transition to a new phase of battle. Alternatively, the more Cinematic version of Adversary Transformations is the Phased Transformation variant. This variant relies on the cinematics surrounding an Adversary becoming more desperate, digging into their bag of tricks or wells of power to fend off the threat in front of them. For an example from the narrative, this can be seen whenever Naruto taps into the 9-Tailed foxed power, unwillingly or Sasuke gaining additional power from the Curse Mark or even his Mangekyōu Sharingan. Phased Transformations can be broken into 1 or 2 tiers, depending on the number of Phases you want an Adversary to have, broken up by roman numerals (I, II) or numerical values like 1 and 2. • The Akatsuki member clasps their hands together weaving hand seals in their rage. They slam their palms down fiercely on the ground sending surges of chakra through it causing it to collapse and sending everyone falling into the volcanic pit beneath. • The Giant Bears Stone body cracks, and it roars creating a powerful shockwave of force upheaving the ground and turning the battlefield into a forest of earth spikes. • The mad scientist absorbs the souls of his fallen minions to become a huge, powerful beast. A phase transition is, in essence, a short cut scene wherein your adversary does something to change itself or the environment, the more cinematic, the better. During a transition, players don't take any damage while you change things around them but neither can they act during the transition. The Phase Transition should occupy multiple turns and end during Initiative Count 0. During this time the Adversary is unable to be targeted or effected by hostile effects, and it cannot take hostile actions against the players. Before each players turns when an Elite action would normally take place, describe how the battlefield changes more. This change should include some form of environmental hindrance such as impeded vision, difficult terrain, increased Chakra cost while within a certain area of effect, etc. The more creative the better. Of course, this goes without saying, but these environmental effects should never aid or boost damage players take. Only provide some form of environmental challenge while the fight progresses. HEALING SURGE: During a phase transition, any player character that is conscious and bloodied may recover some hit points by spending up to 2 hit dice. This is a temporary respite while your adversary is transforming the battle field. 9 ADVERSARY ATTACKS Once you have an adversary! Unleash it on your players. All adversaries need some form of attack for them to be a true threat: a sword to slash with, huge jaws to bite down with, dark jutsu to cast with. This chapter describes how to use your adversary to attack the party in a variety of interesting ways, introducing freeform attacks and jutsu. FREEFORM ATTACKS Adversaries don't start with any specific attacks listed as part of their stat-block instead, they can use freeform attacks for speed, simplicity, and flexibility. When you are making an attack, describe an action that feels appropriate for the monster and its weaponry: • Is the Wild Tiger swinging wildly with huge claws? Then it's making a slashing melee attack. • Is it leaning forward to take a lethal bite? Then the melee attack is piercing. • Is the beast swiping its massive tail at you? Then it's a bludgeoning melee attack. MULTIATTACK • Does it suddenly breath searing flame at you? Then you'll take fire damage from the close attack. Once your adversaries start dealing over 20 points of damage per action, attack or jutsu cast, consider splitting their single attack into a multiattack, this helps to prevent players being overwhelmed with massive damage from a single hit. The Adversary Multiattack table demonstrates how to create a multiattack based on an adversaries damage per action the higher the damage, the more attacks. Once you have described how the monster is attacking, make an attack roll using the monster's attack bonus and damage as normal. KEEP IT SIMPLE Keep your attacks simple and straightforward, and try to avoid giving an adversary more than 3 different methods of attacking unless they are particularly notable, such as an elite leader or solo boss character. Whenever possible, use iconic and flavorsome attacks. FREEFORM JUTSU Adversaries have access to chakra and Jutsu of varying types. But you may desire to use a different set of Jutsu not in the Core rule book for them. Maybe their attacks are themed specifically for them: • Does your Adversary use Fire and Earth jutsu to create Lava? • Do they use Water and Wind to create Ice? • Do they Manipulate Metal using Earth and Lightning? • Do they control the weather using Wind, Water, Fire and Lightning? Damage Per Action Attacks Per Action Damage Per Attack Damage (%) Per Attack 0-19 1 1-10 100% 20-39 2 10-20 50% 40-59 3 13-20 33% 60+ 4 15-??? 25% DETERMINING FREEFORM ATTACK BONUSES OR SAVE DC’S When creating Freeform Attacks or Jutsu, you want to ensure that anything you create that requires a saving throw, is using the correct formula for its Attack bonuses or Save DC. For Freeform Jutsu it is really simple to calculate their attack bonuses and Save DC’s as it is the same formula to calculate a players attack bonuses or save DC’s, but you are also keeping in mind if the Adversary has any bonuses added as a result of their Clan/Species (Aberration, Celestial, Demon, Monstrosity, Mutant, Sage Creature, Otsutsuki) or their role (Caster, Controller, Striker). Alternatively, if your attack or ability is not a Jutsu, calculate it the same as a Jutsu, but choose the most appropriate ability score to use with calculations. The same design philosophy should be used when creating their Freeform Jutsu as when you create their unique Freeform Attack. Calculate your adversaries damage per action by using the following formula; (Level Damage x Role Mod) + Rank Bonus For a more realistic example, we will continue to use Sasuke Uchiha. He wants to create a New Lightning Freeform Jutsu. So, at level 13, he has a base level damage of 43. He multiplies that by his Role Damage mod, which as a striker is 1.3, which gives him a value (rounded up), gives a value of 56. Now he adds his Rank bonus, for being an A-Rank adversary, granting him, +20, resulting in a final value of 76. 10 FREEFORM CONDITION ATTACKS/JUTSU Attacks and abilities don't always deal damage. Instead, your adversary can attempt to inflict a condition on its target, such as blinded, poisoned, or chocked. This is called a condition attack/ability. Before you use a condition attack/ability, describe what your adversary is trying to achieve and how: RECOVERING FROM CONDITIONS/ ONGOING DAMAGE: When you use a condition or ongoing attack/ability, try to consider how a player will recover from it. There are three methods of condition recovery: • Take an action: The player can do something on their turn to end the effect as an action. • Make a saving throw: The player can make a saving • The savage bandit smirks as it throws dust into your face, throw at the end of their turn to try and end the effect. attempting to blind you. • The monstrous frog's neck convulses fiercely as it spits a jet of poisonous fluid at you, poisoning you. • The giant bear reaches down towards your weapon and tries to pull it from your grasp, disarming you. • Wait X rounds: The damage ends naturally after a set number of rounds (usually within 1-2). Pick the recovery type that makes the most sense for your particular attack, and be consistent with it. Once you've described the condition attack/ability, make an attack or force a saving throw as normal, inflicting the condition on a failed save or successful attack, but with no damage. If you would want to deal both damage and inflict a condition, you can, but for every condition or rank of a condition you wish to inflict, reduce the damage you would deal by 1-2 damage die. If you would deal 1-5 damage die worth of damage, reduce it by 1. If you would deal 6+ damage die worth of damage, reduce it instead by 2. AREA ATTACKS/JUTSU WORSENING CONDITIONS • The Samurai fires an explosive arrow towards the Some adversary attacks affect everyone within a wide area. Explosive ammunition, balls of fire, slicing whirlwinds, clouds of poison. These are area attacks, and an adversary can make these if they have the right tools or abilities. Before you make an area attack, first describe what your adversary is trying to do and how they're doing it: • The giant toad swings a huge sword around in a deadly whirlwind of destruction. middle of your shinobi squad. Some special condition attacks become increasingly more severe over time, often when a player fails to make a saving throw at the end of their turn. These are worsening condition attacks. To make a worsening condition attack, pick a condition that can be applied multiple times, each with a worsening effect, such as envenomed, shocked, bleeding or bruised. When the player fails a saving throw, the condition advances, increasing by 1 rank. If the player makes a successful recovery attempt, whether by a saving throw or other relevant action, the conditions does not progress, but the previous ranks remains. • The giant snake tries to burn you with an arc of scorching poisonous venom. Once you've described what the attack looks like, decide on its point of origin by having a set range decided on the attack/ability, basically how far away from the user can this attack go? This is usually 20+ feet away, originating from the user. Next, choose the size of the area affected by the attack. Pick an area template, and then decide its range. Try to keep the size of your area attacks within 5ft to 20ft unless your adversary is particularly large or powerful. AREA T EMPLATES ONGOING DAMAGE Sometimes an adversary’s attacks linger, causing harm long after the initial hit. Burning acid, a bleeding wound, painful frostbite. This is categorized as ongoing damage, and an adversary can inflict this instead of dealing direct damage. Before you make an ongoing damage attack, describe what your adversary is trying to do: • The Flame themed Shinobi tries to set you on fire. • The Bandit slashes at your leg with its hooked blade. Type Description Line A Straight Line from the origin Sphere A Sphere centered on the origin Cone A Cone Radiating out from the origin Cylinder A cylinder centered on the origin Cube A cube with one side on the origin Finally, decide on whether the attack will deal damage on a miss to determine the final damage value. When doing this, first, take the attacks/abilities damage die count and divide it by 4, round down if needed. Subtract the result from your original damage die count. This is the abilities damage potential. Now decide if the ability deals half damage on a success. If it does, nothing changes. If it does not, and instead deals 0 damage on a successful save, it gains +2 damage die. • The lurker throws a vial of bubbling acid at you. Then make an attack or forces a saving throw as normal. If successful, the adversary deals little to no immediate damage, but leaves behind a residual damaging effect or condition, such as the burned or envenomed condition. AREA D AMAGE 11 Type Description No Damage on a Miss On a save, 0 damage. Half Damage on a Miss On a save, half damage. MOVEMENT ATTACKS R ESOURCE T YPES Some adversaries use attacks to move you around the battlefield pushing, pulling, or sliding you into disadvantageous positions. These are movement attacks, and an adversary can make these in place of doing damage. To perform a movement attack, first describe what your monster is trying to do: Type Exhaustion • The Rival Jonin casts a powerful Wind blast to try and push you backwards into the spiked wall. • The Giant Frog tries to hit you with its sticky tongue and pull you into its hungry mouth. • The agile assassin tries to use a distracting feint to swap places with you. Once you've described the attack, decide on the type of movement you want to happen to your target. Is it a pull, push, slide, or direct movement? Finally, decide on the distance your target should be moved if hit. Try to keep this within 10ft to 30ft unless your adversary is particularly large or dangerous. Description Pull The target is pulled towards you in a straight line Push A target is pushed away from you in a straight line Slide The target is moved in a general direction The target gains a level of exhaustion Death Saves The target gains a failed death save Hit Dice The target is drained of one unspent hit die (If there are multiple sizes, use the lowest size first) Chakra Points2 The target is drained of chakra points Chakra Dice The target is drained of one unspent chakra die (If there are multiple sizes, use the lowest size first) Ryo The target is drained of some Ryo (Or other form of wealth USING JUTSU Pick a narrow one-word theme for your adversary such as fire, water, shadow, decay, etc. Now your adversary can make freeform attacks using that theme, just as they could if they were using any mundane weapon. M OVEMENT T YPES Type Description 1 JUTSU COST Unlike players, Adversaries do not have variable jutsu costs. By that, I mean that adversaries do not spend chakra equal to the value listed in their chakra cost. Instead, they also spend a set amount based on the rank. Direct A target is moved instantly to a spot (such as by teleport) • D-Rank: 5 Chakra • C-Rank: 9 Chakra AVOID CHEAP SHOTS • B-Rank: 14 Chakra • A-Rank: 20 Chakra Although movement attacks can move players into or onto dangerous terrain boiling lava, sharp spikes, cliff edges, etc. Take care when doing so. Avoid moving your player characters into obviously fatal situations if they don't have any reasonable means of defense, escape, or survival. When in doubt, allow them a saving throw to fall prone or grab hold of an edge. • S-Rank: 25 Chakra. The only exception to this rule is when adversaries are using jutsu with the Special cost, in which they must follow the listed cost or text-based cost of the jutsu to the letter. CONCENTRATION RESOURCE ATTACKS Some attacks don't seek to harm you directly, but instead try to leech precious resources from you; Stamina, Chakra, ryo, etc. These are called resource attacks, and they can be very dangerous to an unsuspecting party. To make a resource attack, first decide what type of resource your adversary is trying to drain. Pick one from the list below, or choose your own if no option fits. Once you've picked a resource, decide how much is drained per hit (1 exhaustion, 1 hit die, 50 ryo, etc.). Then describe how your adversary is performing the attack: Any Jutsu or effect that an adversary uses that requires concentration, they can maintain up to two, the same as players. HEALING JUTSU Adversaries should rarely have access to healing Jutsu unless they are; • Exceptional creatures • Have unique/powerful Items, or equipment. • A dedicated healing-based shinobi who’s primary job is to restore Hit points or Chakra Points. • The master thief pickpockets you (drain gold). • The Dark wraith wraps his hands around you and If your adversary has access to any healing or restorative powers, restrict their ability to just a few uses per encounter. A basic healing Jutsu restores should restore no more than 40% of the target's maximum hit points during an encounter. This can be divided evenly across multiple targets to create an area healing jutsu healing two people for 20%, three for 13%, etc. starts to feed on your soul (drain hit dice). • The Hyūga Strikes Chakra points and removes a portion of chakra points. Finally, roll an attack as normal. If successful, the adversary deals no direct damage but instead drains their target of the desired resource. 12 ROLE PASSIVES & ABILITIES An optional thing that all Elites and Solos have access to, is a set of passives and abilities unique to their Roles. These passives grant them an additional interesting set of mechanics that have to be circumvented by players in some way. This would be comparable to their traits, but unlike traits, only Elites and Solos can ever gain these role passives or abilities. Each role has 2 Passives and 1 Ability attributed to it. If an adversary is level 5 or greater, they gain access to their first role passive. If an adversary is level 11 or greater, they gain access to their second role passive. All Elite and Solo Adversaries whom are level 8 or higher, have access to their Role ability, a unique and powerful ability only those of their role can access. This ability is uniquely powered by their Tenacity die. CLAN PASSIVES A unique addition to this is that all Elite and Solo adversaries have access to a Clan/Species passive. A powerful thing that grants them abilities unique to their clan or species. This allows Elites and Solo’s to have access to their clan defining traits without it occupying a trait slot for them, such as the Sharingan for the Uchiha or Byakugan for the Hyuga. C-Rank, Standard, Leaf Shinobi, Generalist, Non-Clan Level: 7 (10xp), Proficiency: +5 CLAN/SPECIES BONUSES Armor Class 16 (Medium Armor), DR: 4 Hit Points 73 (7d8 HD) Chakra Points 73 (7d8 CD) Speed 30 ft., Initiative +5 Most clans won’t adjust a creatures statistics. But some will, and those clans are exceedingly special. Clans that adjust a creatures statistics in any way are listed below; • Senju. +0.5 Clan HP Mod. • Uzumaki. +0.5 Clan Chakra Mod. STR 15 (+2) • Construct. +0.5 Clan Hit & Chakra Point Mod. • Demon. +1 Clan Hit & Chakra Point Mod. +1 Bonus • • • • • DEX 15 (+2) CON 13 (+1) INT 15 (+2) WIS 14 (+2) CHA 13 (+1) Saving Throws Str +7, Con +6 Skills Acrobatics +7, Chakra Control +6, Deception +6, Nature +5, Perception +7 Senses passive Perception 17 to All Attacks and Save DC’s. Sage Creature. +1 Clan Hit & Chakra Point Mod. +1 Bonus to all Ninjutsu Attacks and +2 Bonus to All Taijutsu Attacks. Plant. +1 Clan Chakra Point Mod. Monstrosity. +1.5 Clan Hit points. +1 Bonus to All Taijutsu Attacks and Save DC’s. Mutant. +0.5 Clan Hit & Chakra Point Mod. +1 Bonus to All Genjutsu and Taijutsu Attacks and Save DC’s. Undead. +0.5 Clan Hit & Chakra Point Mod. Superior Skill. When making a skill check with proficiency, add 1d6. If ever a contested skill check, add 2d6. Aggressive. When an allies creature is adjacent to a hostile creature this adversary is adjacent to, add 1d4 bonus to damage rolls. ANATOMY OF AN ADVERSARY STAT BLOCK Ninjutsu. +7 to hit, (Ninjutsu save DC 15) E-Ranks (Cost 2): Release, Chakra Movement D-Ranks (Cost 5): Chakra Bolt, Arms of Buddha C-Ranks (Cost 9): Chakra Needles The following is an example of an Adversary stat block. Notice the information provided and the format that the information follows. Short Sword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1d6 + 2 Piercing Damage. Paper Bomb (3 Charges). Reach 60ft. Select a space this adversary can see within range. All creatures within 15ft of the chosen space makes a DC15 Dexterity save, taking 8d4 fire damage on a failed save or half as much on a success. 13 14 CONTROLLER ROLE TRAITS A-Rank Select one Ability score from the following; Strength, Intelligence, Charisma All hostile creatures within 30ft of this adversary who would make a saving throw against jutsu this Adversary Cast that forces the chosen saving throw suffers a -1 Penalty to the save, based on the rank of the jutsu cast. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as A-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5. Aura: Reversal A-Rank All hostile creatures within 30ft, who would have a bonus to their attacks or damage as a result of a Jutsu or class fea ture, it is instead turned into a penalty. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as A-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. Crippling Strike B-Rank Creatures who fail a saving throw as a result of a jutsu you cast, they are temporarily crippled, being unable to cast jutsu with the Mobility (M) component until the end of their next turn. Stance Break B-Rank You can use your reaction to initiate a Clash with a creatures jutsu, by casting a jutsu you know with a cast time of 1 action. Additionally, the triggering creature rolls at disadvantage. Manipulative Control C-Rank A hostile creature under the effects of a jutsu you are concentrating on suffers a -1 penalty to their AC based on the rank of the Jutsu. D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5. Aura: Chakra Disruption C-Rank When a Hostile creature would attempt to cast a Jutsu that requires Chakra Molding while they are within 30 feet of this adversary, they must make a Constitution save. vs a DC 10 + Level. On a failed save, their jutsu fails and their chakra is spent. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as C-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. Knockback C-Rank Creatures who fail a saving throw as a result of a jutsu you cast that would forcefully move them, you double the forced movement distance. Aura: Entanglement D-Rank The ground in a 30ft radius around this adversary is treated as difficult terrain for hostile creatures. Each hostile creature that starts its turn in that area must succeed on a Strength saving throw vs DC 10 + Level or have its speed reduced to 0 until the end of their current turn. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as C-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. Distraction D-Rank Creatures who fail a saving throw as a result of a jutsu you cast, attacks made on their next turn suffer a 1d4 pen alty. Get Into Position D-Rank When you would withhold your action to cast a jutsu in response to a hostile or allied creatures actions, you can, as a part of the same action, command up to 2 allies to move up to 30 feet into any space that can hold them. Overwhelming Presence D-Rank Creatures who attempt to make a Wisdom or Charisma ability check against you, make their checks at disadvantage. Additionally, when you would make a Charisma Ability Check roll at advantage. S-Rank Creatures who fail a saving throw as a result of a jutsu you cast that would inflict a condition, cannot remove the condition through jutsu with the Medical Keyword while you are within 120 feet of them. Creatures who would attempt to end a condition as a result of the condition allowing them to make an ability check or saving throw, make their check/save with a 1d12 penalty to the result. Aura: Destabilization Unrivaled Tactics 15 D EFENDER R OLE T RAITS Critical Defense A-Rank Immune to Critical Hits and any Critical hit-based effects, unless you are already bloodied (50%HP). A critical hit does not guarantee an automatic hit against you. Vanguard A-Rank Allies within 15ft of you have a +2 bonus to all saving throws. Chakra Protection B-Rank Select two damage types. Gain Resistance to the select damage types. If you have vulnerability to a chosen damage type as the result of a different trait, you cannot gain resistance to that chosen damage type. Fortress B-Rank The first instance of damage you take each turn is reduced by your level. This trait can be temporarily deactivated if this adversary is targeted by a B-Rank Chakra dispel. The trait is deactivated until the end of this adversaries next turn. Don't Look Away C-Rank As a Bonus action, you can mark one creature you see in initiative. A marked target has -1d6 penalty to any attack roll that doesn't include you. You can have one active mark at a time, and marks don't stack. Genjutsu Resistance C-Rank Select one keyword from the following; Auditory, Visual, Inhale, Tactile. You have advantage on saving throws against Genjutsu with the chosen keyword. Get Behind Me C-Rank Allied creatures within 15ft of you are treated as if they have a +2 bonus to their AC. (This does not include you) Heavy Defense C-Rank Your defense is impenetrable. Creatures cannot ignore your Temporary hit points regardless of their features effects. Got Your Back D-Rank When standing within 15ft to an ally or attacking target, you can spend your reaction to redirect the attack onto yourself. Protector D-Rank As a bonus action, mark one allied creature. A marked allied creature cannot be knocked prone, and have advantage on saving throws to resist Physical Conditions. Impenetrable D-Rank Pick one: Bludgeoning, Piercing or Slashing. You gain Resistance to the chosen damage type. Guardian S-Rank When you would cast a jutsu that would reduce damage, increase your or an allied creatures AC, or provide temporary hit points, All allied creatures within 15ft of you gain the benefit of the jutsu cast. They maintain the benefit of the jutsu for the same duration you benefit from it. L URKER R OLE T RAITS Slayer A-Rank When you would deal damage to a creature who is bloodied (Has less than 50% of its maximum hit points), increase the damage you deal by 3 damage die, once per turn. Can't escape A-Rank When a hostile creature would attempt to disengage or move more than 5 feet away from you while you are engaged with them, you can cast a Jutsu as a reaction to that movement. Murder B-Rank When you hit a creature with an attack while you are hidden, the attack automatically is treated as a critical hit. When you score a critical in this way, you do not add modifiers of any type and only roll double the damage die. You can trigger this trait, once per turn. Lethal Edge B-Rank When you score a critical hit with an attack you make, make one additional weapon attack as a part of that same action. Sneak Attack C-Rank Once per turn, you deal an extra, 1/2 level d8 damage when you hits a target with an attack and have advantage on the attack roll, or when the target is within 5 feet of your ally. Earth Glide C-Rank Gain a Burrow speed equal to your movement speed. Shadow Stealth C-Rank While in dim light or darkness, you can take the Hide action as a bonus action. Additionally, while hidden, you make no sound while moving and cannot be tracked by any means that require vision. Camouflage D-Rank When you are hidden, hostile creatures cannot spot you with passive perception. Hide In Plain Sight D-Rank You can attempt to hide when behind even partial cover or while lightly obscured. Primary Target D-Rank As a bonus action, mark one creature you can see within 60 feet. A creature marked by this feature cannot gain the benefits of stealth against you. Shadow Step D-Rank Once per turn, you can spend your Bonus action to teleport to one hostile creature who is in bright light as you appear from their shadow. If you do, you must spend a Bonus action to recharge this trait. Dead to Rights S-Rank When you would reduce a creatures hit points to 0, they automatically fail 2 death saving throws, and make their next death saving throw with a 1d4 penalty. 16 GENERALIST ROLE TRAITS Superior Potential A-Rank Once per combat, when you would cast a Jutsu, maximize the damage, double the range, and gain advantage on the attack roll or impose disadvantage on the save. Once you do this, until the end of your next turn, you are Paralyzed. Superior Technique A-Rank Select one Trait from either the Caster, Striker or Defender. Replace this trait with that one. (You may need to switch this adversaries Role in order to make your selection. But when you have made your selection, switch the role back to Generalist.) Superior Power B-Rank Twice per turn, add your level in damage in place of your ability modifier to a damage roll you make. Jack of All B-Rank You gain half proficiency in all of skills and saves you are not proficient in. You Can't Hide C-Rank You have advantage when trying to detect hidden enemies. Any enemy that you can see is also visible to your allies. Superior Skill C-Rank When you make an Ability check with a skill you are proficient in, you may add 1d6 to your check. Additionally, If your Ability checks are ever contested, you instead add 2d6. Superior Ability C-Rank When you would make a saving throw vs any hostile jutsu or feature, you may add 1d6 to the saving throw. You may only do this once before the beginning of each of your turns. Explorer D-Rank You gain a +20 movement speed bonuses, can climb, water and wall walk without any movement penalty and ignore difficult terrain and terrain that imposes movement penalties. Hard to Hit B-Rank When you are standing and unrestrained, attacks against you have a 1d6 penalty unless you are adjacent to two or more enemies. Light-Footed D-Rank You can Disengage or Dash as a bonus action. When an enemy moves adjacent to you, you can spend your reaction to move away up to half your speed. Pincer Movement D-Rank When an ally moves adjacent to an enemy, you can spend your reaction to move up to your speed towards that same enemy. S-Rank When you are the only creature alive or conscious, while outnumbered by hostile enemies. You gain advantage on all Attack rolls, Ability checks and saving throws so long as you are not adjacent to more than 2 hostile creatures. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as S-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. King of the Hill CASTER ROLE TRAITS Chakra Protection A-Rank When you would take damage, as a reaction, you can convert all Hit point damage to Chakra damage until the end of the current turn. Life Conversion A-Rank You can convert Hit 4 Hit points into 1 Chakra. When you do, jutsu cast that turn increase their damage by 1 step and you must spend the entire cost of the jutsu with the converted Hit Points. Potent Casting B-Rank Twice per combat, you may maximize the damage of either one Ninjutsu or Genjutsu you cast. Once you use this trait, you cannot use it again until you spend at least 1 round not casting Ninjutsu or Genjutsu with your Action or Bonus Action . Efficient Casting B-Rank Ninjutsu and Genjutsu you cast cannot have their costs increased. Primalist Wrath B-Rank Ninjutsu you cast that deals Poison, Acid, or Necrotic damage to a targets HP automatically inflicts 1 rank of the following conditions, once per casting; Poison - Envenomed. Acid - Corroded. Necrotic - Bruised. Ricochet C-Rank If you cast a Ninjutsu or Genjutsu that requires an attack roll, and you would miss, you can choose to spend double jutsu's cost to reroll the attack. You can only use this trait, once per casting. Scattershot C-Rank When you cast a Ninjutsu or Genjutsu that requires an attack roll, compare the result of the attack to all creatures of your choice within 5ft of the initial target AC, treating each one as if they were also the original target dealing the jutsu’s damage and effects to them as well. Specialized Casting C-Rank Select one Jutsu known, the chosen jutsu gains any of the following keywords of your choice; Ninjutsu, Earth Release, Wind Release, Water Release, Fire Release, Lightning Release, Fuinjutsu, Sensory, Genjutsu, Tactical, Auditory, Visual, Inhale, Tactile. Hold Still D-Rank When you would cast a Ninjutsu or Genjutsu that requires an attack roll, targeting a hostile creature who has moved less than 15 feet this round, your attack is made at advantage. Torque Casting D-Rank condition by 1, converting some of its left-over energy into chakra for your jutsu. Your jutsu gains the release keyword from Elemental Wrath D-Rank creatures. All creatures within 60 feet of you at your choice must succeed a Dexterity saving throw vs your highest save DC. Unmatchable Casting S-Rank When you would cast a Ninjutsu or Genjutsu while you have an Elemental Condition, you can reduce the rank of that the damage type needed to inflict the condition and increase the damage by 1 damage die. You can do this once per round. As an action, you can release a surge of elemental chakra (Earth, Wind, Fire, Water or Lightning) to overwhelm hostile taking 1/2 your level d6 damage of your chosen damage type. (Recharge 3-4) When you would cast a Ninjutsu or Genjutsu, and a creature would attempt to cast a Jutsu as a reaction to you casting yours, by spending 2 Tenacity die (Or 5 Chakra die), your jutsu's effect trigger first, regardless of the Reaction based jutsu used. Once you use this trait, you must spend 2 Tenacity die (or 5 Chakra die) to recharge it. 17 STRIKER ROLE TRAITS Savage Strike A-Rank Once per turn, when you strike a creature who are suffering from the Dazed, Staggered, Concussed or Restrained Conditions, you deal the maximum possible damage. Once you use this trait, you cannot use it again until you spend at least 1 round not casting Taijutsu or Bukijutsu with your Action or Bonus Action. Strikers Focus A-Rank As an action, you focus, being unable to attack in any way for the remainder of the turn. At the beginning of your next turn, you gain advantage on all attack rolls made until the end of that turn. On a successful hit, deal additional damage to each attack made equal to your proficiency bonus. Blood fury B-Rank Twice per turn, When you would deal damage to a creature with a Weapon or Taijutsu Attack, you gain a +1 bonus to your next attack roll against that target on the following turn. This bonus can be no more than +5, and resets when you do not score a hit on a creature on one of your turns. Rampage B-Rank When you reduce a target to 0 hit points with a melee attack on your turn, gain an additional action which must be spent to perform the same melee attack, jutsu, feature or trait against the next closest hostile creature. (Recharge 5 -6) Cleave C-Rank When you would make a Melee Weapon attack against a creature who has another creature within 5 feet of them, you can choose to deal your attacks damage to both, if you score a hit. Press the Attack C-Rank You gain a 1d6 bonus on Weapon and Taijutsu attacks against creatures who are currently benefiting from a bonus to their AC as the result of a Jutsu they cast this round. Savage Assault C-Rank Once per turn, when you would deal damage to a creature with a melee weapon or Taijutsu attack, you can choose to make an additional attack as a part of the same action at a -5 penalty to the attack roll. If you would score a successful hit, you can repeat this attack one additional time. Until the beginning of your next turn, creatures gain advantage on attacks targeting you after using this trait. Reckless C-Rank At the beginning of your turn, you can choose to gain advantage on all melee attacks OR advantage on your damage rolls you make for that turn. However, hostile creatures gain the same benefit targeting you until the beginning of your next turn Jutsu of War C-Rank Each time you cast a Jutsu, you can make an additional weapon attack as a part of the same action used to cast the jutsu. Revenge D-Rank You can deal 2d6 bonus damage to any creature that harmed you in any way in the previous round. (This includes damage, penalties, conditions, or forced movement) Savage Flurry D-Rank As a bonus action after taking the attack action, make one weapon attacks. First Impressions S-Rank Creatures cannot take reactions against you, the first time they would see you make an attack with a weap on, unarmed, or cast a jutsu for the first time against them. If you would make an attack with the same weapon or cast the same jutsu, all creatures who could see it cast or made prior, are unaffected by this trait. SUPPORTER ROLE TRAITS Rallying Cry A-Rank When you would cast a Jutsu that can target allied creatures with supportive effect, you also remove a condition from all affected allies. (Recharge 5-6) Boosted Boosts A-Rank When you would cast a Jutsu that can target allied creatures with supportive effect, that jutsu is automatically upcasted by 1 Rank. Commander B-Rank As an action and/or Reaction command an ally to make an attack against a target of your choice (once per creature, per round). This attack can be a weapon attack, or the casting of a jutsu that requires a single attack. C-Rank Allies within 30ft of you cannot gain disadvantage on attacks they make from hostile effects. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as C-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. B-Rank Allies within 30ft of you gain a 1d4 bonus to saving throws they make. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as B-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. Aura: Guarded Support C-Rank Allies within 30ft of you reduces damage they take by 1d6. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as C-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. Provocation C-Rank Twice per combat, you can scream out a battle plan. All hostile creatures, make a Wisdom check vs DC 5 + Your Level. On a failed check, the target gains disadvantage on attacks against all of your allies until the end of your next turn. Tactical Focus D-Rank At the beginning of combat, when initiative it rolled, roll initiative at disadvantage. All allies roll their initiatives adding 1d8 to the result of their initiative. Helpful D-Rank You can perform the Help Action as a bonus action, targeting up to 2 allied creatures up to 30 feet away. Aura: Defensive Commands D-Rank Allies within 30ft of you can take the Dodge action as a bonus action. Aura: Recovery D-Rank Allies within 30ft of you who would regain hit points, regain additional hit points equal to half your level. Aura: Lethal Ferocity Aura: Combat Guidance Tenacious Support S-Rank If you roll initiative with an allied creature who is classed as an Elite or Solo, they begin combat with additional Tenacity die equal to 1/3rd your level. Alternatively, if initiative is rolled while not allied with a creature who is classed as an Elite or Solo, but instead a Standard, those allied gain a number of tenacity die equal to 1/6th your level, which are d4's. 18 I CONIC C LASSIFICATION T RAITS When you would deal damage using your strength that adds your ability modifier, you instead use 2 times your Strength modifier for calculating their damage and saving throw. Finally, this adversary cannot make Strength ability checks or saving throws at disadvantage. Iconic Strength A-Rank Iconic Will B-Rank against your will. Also, when you would make a saving throw of any type, and you succeed by 5 or more, you regain 1 Iconic Reflexes C-Rank You gain a +30 bonus to your movement speed, cannot have your speed reduced by any means, ignore difficult terrain, and have advantage on all ability checks and saving throws made to resist the grappled, slowed, weakened, and restrained conditions. Additionally, when you would succeed on a Dexterity saving throw, you ignore its effects. Iconic Power B-Rank Treat Immunity as Resistance. Ignore Resistance. Damage Reduction is always treated as half its value against your damage. Iconic Resistance S-Rank You are resistant to all damage unless it would deal twice your level in damage during a single instance, attack roll, or saving throw. Iconic Focus B-Rank You cannot lose concentration on a Jutsu, feature or trait as a result of damage. When a creature would attempt to remove your ability to mold chakra you make your saving throws or ability checks to resist at advantage. Iconic Presence C-Rank You are immune to Charisma based ability checks, effects, or interactions. You cannot be charmed, frightened or controlled by other creatures. Also, you have advantage on all saving throws or ability checks vs Fuinjutsu. Iconic Legacy C-Rank You have the blood of legends in their veins. You can learn any Hijutsu regardless of clan limitations. All of your Jutsu gain the Hijutsu keyword and cannot be learned or copied. Additionally, you can gain 2 additional Clan Traits of your choice from any Clan. Iconic Tenacity A-Rank You gain additional Tenacity die equal to half your level. Alternatively, you gain 3 additional uses of Legendary Resistance. Iconic Aura S-Rank Allies within 30ft of you gain a +2 bonus to their Attack rolls, AC, Saving throws and ability checks. Iconic Force A-Rank Creatures that would make a saving throw to resist a jutsu you cast reduces their saving throw by 1d4. Iconic Reactions A-Rank You have additional reactions equal to 1/4th your level you can use per round. You can still only use one reaction per turn. Iconic Awareness D-Rank hostile creatures within 120 of you have. You are immune to effects that would alter your mental state, change your personality or disposition or force you to act tenacity die. You are aware of all hostile creatures location within 300 feet of them. You are also aware of all jutsu and proficiencies ROLE PASSIVES/ABILITIES CASTER ROLE PASSIVES/ABILITY Passive 1 Effects that would prevent you from Chakra molding, all end at the end of each of your turns. Passive 2 Damaging Ninjutsu/Genjutsu jutsu you cast that affects an area (Cone, Line, Radius/Sphere, Cylinder) can have its shape changed to another shape. Cone = 30ft. Line = 60ft long/5ft wide. Radius/Sphere = 25ft. Cylinder = 20ft wide/30ft tall. Role Ability By Spending 3 Tenacity die this Adversary can overcharge the next Ninjutsu/Genjutsu they cast. The overcharged jutsu cannot be interrupted, adds the spent die to the damage roll. If the jutsu would cause 2 or more creatures to fail its saving throw, or the jutsu's attack beats the targets AC by 5 or more, the target is Staggered until the end of their next turn. CONTROLLER ROLE PASSIVES/ABILITY Passive 1 Jutsu you cast that would inflict a condition of any type, cannot have their saving throws (if any) made with a Jutsu based bonus that allows the target to roll additional dice, that isn't a D20 (Such as Bless). Passive 2 Once per turn, Jutsu you cast that would inflict a penalty of any type also always inflicts 1 rank of Concussed. Role Ability By Spending 5 Tenacity die and its Action, this Adversary can create a chakra surge. When it does, all hostile creatures within 30 feet of this adversary must make a Constitution or Wisdom saving throw (your choice) vs your highest save DC. On a failure, they lose the ability to cast jutsu with their Actions or Bonus Actions until the end of your next turn. Once you use this Ab ility, you must spend 5 Tenacity die to recharge it. 19 DEFENDER ROLE PASSIVES /ABILITY Passive 1 At the beginning of each of your turns, you gain your level in Temporary hit points. Passive 2 Allied creatures (excluding yourself) who are within 10 feet, that the Defender can see, gains 10 Damage reduction against all damage types. Role Ability By Spending 4 Tenacity die, and a reaction to this adversary or its allies taking damage, it can Overguard. When it does, this creature chooses one. This adversaries allies can only benefit from one of these effects at a time; - All of its Allies AC becomes equal to this Adversary until the end of the current turn. - All of its Allies treat the result of all of their saves as this Adversaries AC, until the beginning of this adversaries next turn. - All of its Allies Reduces damage they take from all sources, until the end of the next turn by this Adversaries AC. GENERALIST ROLE PASSIVES/ABILITY Passive 1 You cannot make ability checks or saving throws at disadvantage. Passive 2 At the beginning of each of this adversaries turns select one benefit that it will benefit from until the beginning of its next turn; - Attacks it makes gains a 1d4 bonus to hit. - Damage it deals gains a 1d6 bonus. - Skill Checks it makes gain a 1d8 bonus. Role Ability By Spending 3 Tenacity die this Adversary can overwrite the next jutsu they cast. The overwritten jutsu gains the damage type and inflicts the same conditions as any other jutsu on this creatures known list, replacing any conditions (if any) this jutsu would normally inflict on a failed save. If the overwritten jutsu does not force a save, it now forces a Constitution saving throw to inflict its conditions. LURKER ROLE PASSIVES/ABILITY Passive 1 You cannot be seen by Chakra Sight Passive 2 You cannot be sensed by Tremor sense or Thermal Vision. (You can still be seen normally, but these special senses cannot detect you.) Role Ability By Spending 4 Tenacity die, and its Action, this Adversary can teleport to any space it can see or that it i s aware of, within 90 feet that would grant it full/total cover or heavily obscure it. STRIKER ROLE PASSIVES/ABILITY Passive 1 Once per turn, Your weapon, Taijutsu and Bukijutsu damage ignores up to 10 Damage reduction. Passive 2 Once per turn, your weapon, Taijutsu and Bukijutsu damage ignores Temporary Hit Points. Role Ability By Spending 4 Tenacity die, this Adversary can Overpower the next Taijutsu or Bukijutsu they cast. The Overpowered jutsu adds the tenacity die to its damage and imposes a 1d4 penalty to creatures forced to make a saving throw against the jutsu cast. Additionally, if the jutsu cast scores a critical hit, increase the attacks damage die by 1 step. STRIKER ROLE PASSIVES/ABILITY Passive 1 Jutsu you cast that would provide an allied creature a Boost, Boon or bonus of any type, that requires concentration, you make those checks at advantage. Passive 2 Jutsu you cast that would heal or remove conditions from an allied creature can only be interrupted or Dispelled by a jutsu that is at least 1 or more ranks higher than it. (You cannot cast jutsu that would heal or remove conditions from an allied creature at your highest rank, and must instead always cast them 1 rank below your highest possible.) Role Ability By Spending 5 Tenacity die and a Full-Turn-Action, this Adversary can create a rejuvenating pulse. When it does, all allied creatures within 30 feet of it (including itself) loses 3 ranks of all conditions it may be afflicted by. If the condition has no ranks, then that condition is cleansed. Once this adversary uses this ability, it cannot do so again until it takes a Full -TurnAction to recharge this effect. 20 CLAN/SPECIES TRAITS ABERRATION S PECIES ADVERSARY T RAITS Alien Anatomy A-Rank Jutsu, Features and abilities that would grant its users information about you, such as maximum or current Hit points, Resistances, Jutsu known etc. have a -5 Penalty to the check needed to discern this information. If no check would be made, they instead must complete a DC 10 + Your level + 5 check using the appropriate ability score or skill. Alien Abilities S-Rank Ninjutsu and Genjutsu you cast do not count as Jutsu, and instead innate abilities. As a result, you can only half the normal amount listed for your level/class/role. Alien Logic B-Rank When you would clash with a hostile creature, you cannot roll at disadvantage and the opposing creature cannot roll at advantage Alien Presence B-Rank Hostile or opposing creatures who would make an ability check while they can see or hear you, suffer a 1d6 penalty to the check as your presence alone makes it difficult for them to concentrate. Alien Existence A-Rank You cannot be banished, teleported or moved against your will by any means. ABURAME C LAN ADVERSARY T RAITS Bug Host D-Rank When you would make a Constitution saving throw to resist a condition of any type add 1d4 to the roll. Chakra Network Damage C-Rank When you would deal damage with Aburame Clan jutsu, affected creatures increase the cost of the next jutsu they cast by half. Parasites C-Rank Creatures who take poison damage from Aburame clan jutsu you cast, must make a Constitution saving throw vs the jutsu save DC, gaining 1 rank of envenomed on a failed save. Once per turn. Beetles B-Rank When you cast an Aburame Clan Hijutsu, you gain temporary hit points equal to your level as your body is covered in beetle carapace armor, until the beginning of your next turn. Kikaichu Swarm C-Rank Aburame Clan jutsu you cast leaves behind a trail of insects. Creatures affected by your Jutsu, cannot gain the benefits of stealth or cover against you, until the end of your next turn. AKIMICHI C LAN ADVERSARY T RAITS Fatso Fortitude C-Rank When making an ability check to end a Physical or elemental condition, make a Constitution saving throw instead. Green Spinach Pill D-Rank By spending 2 Tenacity die, this adversary gains immunity to the Bruised condition for 1 minute. Yellow Curry Pill C-Rank By spending 5 Tenacity die this adversary gains immunity to the Dazed conditions for 1 minute. Red Chili Pill By spending 9 Tenacity die, this adversary gains immunity to forced movement, the restrained and grappled A-Rank conditions and cannot have its Strength or Constitution ability scores or damage penalized or reduced by hostile effects for 1 minute. Fatso B-Rank Akimichi Clan jutsu you cast grants you Temporary Hit Points equal to your Level until the end of your next turn. B AKUTON C LAN A DVERSARY T RAITS Explosive Techniques D-Rank When you cast a jutsu with the Earth or Lightning Release Keyword, you can change its damage type to force. Cataclysmic C-Rank You deal triple damage to structures. Additionally, you always deal maximum damage to structures Explosion Release C-Rank Bakuton Clan Jutsu have their range increased by 20 feet. Additionally, Area of Effect Bakuton Jutsu increase their radius by 10 feet as well. Bombastic B-Rank When you deal damage with a Bakuton Jutsu, you deal additional damage equal to 2d4, twice per turn. Explosive Art B-Rank You deal double damage to constructs. Additionally damage you deal to constructs can never be reduced below half. 21 B EAST C LAN /S PECIES A DVERSARY T RAITS Bestial Aggression B-Rank You have innate aggressive tendencies based on your species. You gain advantage on your first attack made against the last creature that targeted you with an attack. Bestial Instinct C-Rank As a Reaction you give the first attack made against you disadvantage until the end of your next turn. Bestial Pack Tactics B-Rank When you have an allied creature within 5 feet of a hostile creature. When you make an attack against the hostile creature, you deal additional damage equal to half your level. Bestial Self Preservation D-Rank When you reach half health. You count as always being under the effects of the dash action when you are moving away from hostile creatures. Bestial Senses D-Rank Gain a +10 in perception C ONSTRUCT S PECIES ADVERSARY T RAITS Constructed Fortitude C-Rank You gain Damage reduction equal to your level against the first instance of damage you take each round. Constructed Strength B-Rank Constructed Power A-Rank You cast Ninjutsu and Genjutsu using your Constitution Ability score Artificial Endurance A-Rank Augmented Physicality C-Rank You cannot make a Strength or Constitution saving throw at disadvantage When making a Dexterity or Constitution ability check or saving throw, you use your Strength modifier in place of either of these ability scores. The save type does not change. When you would make an Intelligence, Wisdom, or Charisma Saving throw you instead use your Constitution ability score. The type of save does not change. D EMON C LAN /S PECIES ADVERSARY T RAITS Demonic Blood B-Rank The blood of demons, devils, and fiends run through your veins. Select two ability scores. Add 1d6 to saves made with the chosen ability score Demonic Power B-Rank The power of your demonic heritage is apparent. Add your level to any ninjutsu or Genjutsu damage you deal, once per turn. Demonic Strength A-Rank The Strength of your demonic heritage is clear. Add your level to any taijutsu or weapon damage you deal, Twice per turn. Demonic Legacy C-Rank The legacy of your demonic heritage runs deep. At the end of each of your turns you regain Hit points equal to your Level. Demonic Endurance A-Rank You are immune to all Physical and Mental conditions. F UMA C LAN A DVERSARY T RAITS Amazing Accuracy D-Rank When you target a creature, ignore all cover short of total cover. Serrated Edges C-Rank Ranged Weapon attacks that get 10 or more over the targets AC, inflicts 1 rank of bleed. Lethal Precision C-Rank Critical hits made with ranged weapon attacks add +2 damage die to the result. Tireless Focus C-Rank Ranged weapon attacks you make, cannot be made at disadvantage. Falling Heaven B-Rank Fuma Clan jutsu you cast ignore resistance and treats immunity as resistance. 22 F UTTON C LAN ADVERSARY T RAITS Corrosive Blood A-Rank Once per turn, when you take damage, all creatures within 5 feet of you takes Acid damage equal to your level. Corrosive Arts Once per turn, when you deal Acid Damage to a creature holding a weapon with weapon seals, the weapon becomes brittle. If you deal damage to that same creature holding the same weapon three times this combat, B-Rank the weapon is permanently damaged suffering a -2 penalty to hit and damage. A weapon that suffers this traits effects twice in any single combat is destroyed. A creature with a weapon damaged by this weapon can repair it with the Mending Jutsu. Corrosive Aura B-Rank Once per turn, When you cast a Futton Clan Hijutsu, all creatures within 10 feet of you must make a Constitution save vs your Ninjutsu save DC. On a failed save they gain the corroded condition. Boiling Chakra A-Rank As an action you spend 25 chakra to increase your Strength or Dexterity bonus by +4 until the end of your next turn. Boiling Aura A-Rank As an action you can spend 20 chakra per creature within 10 feet of you, to increase the selected creatures AC by +2 until the end of your next turn. H ATAKE C LAN A DVERSARY T RAITS White Chakra C-Rank Jutsu with the Lightning Release keyword, cost is treated as if it were 1 rank lower. Lightning Adept C-Rank Jutsu cast with the lightning Release Keyword of C-Rank or lower, does not require Handsigns (HS) Lightning Sabre D-Rank Weapon Attacks you make deal lightning damage. Aura of Lightning C-Rank You gain Resistance to Lightning Damage & Immunity to the Shocked condition. Purple Lightning B-Rank Recharge (3-4): When you would deal Lightning damage to a creature with a Ninjutsu of C-Rank or Higher, the target must succeed a Constitution saving throw vs your Ninjutsu Save DC, being shocked on a Failed save. H EBI C LAN A DVERSARY T RAITS Serpent Senses C-Rank You have 30 feet of Darkvision, and 15 feet of Tremor Sense Regeneration D-Rank At the beginning of each of your turns roll 1d8. On a roll of 5 - 8, regain a number of Hit Points equal to twice your level. Potent Poison C-Rank Weapon and Taijutsu attacks you make deal poison damage. Also, Creatures who are poisoned by you, who would regain hit points of any kind, the amount they regain is reduced by half. Hardened Scales C-Rank As a Bonus action on your turn, you gain resistance to Bludgeoning, Piercing & slashing damage until the start of your next turn. Death Rattle C-Rank If a creature is surprised when you would deal damage to them, you count the attack as a critical hit. Once you use this feature on a creature, you cannot use this feature on the same creature for the remainder of combat. H OSHIGAKI C LAN A DVERSARY T RAITS You can take a Bite attack, as one of your weapons attacks using Strength as its Ability score. You are proficient in this attack. On a hit, this bite deals 2d8 + Strength Modifier on a hit. Shark Tooth C-Rank Water Adept C-Rank Ninjutsu you cast with the Water Release Keyword of C-Rank or lower, does not require Handsigns (HS) Apex Predator B-Rank You have advantage on all attacks against creatures who are Bloodied (50% HP). Shark Skin A-Rank You gain a bonus to AC equal to your Constitution Modifier. Wrath of the Deep C-Rank When you would make a melee weapon attack at a creature, while underwater, you can use your bonus action to make two additional melee weapon attack(s). H YUGA C LAN A DVERSARY T RAITS Prime Byakugan C-Rank 60ft of True sight and +5 to Passive Perception Prime Gentle Fist A-Rank Can't Fool the Byakugan Creatures within 120 feet of you do not gain advantage against you when attempting to stealth. If they would C-Rank have advantage against other creatures, they make their roll at advantage, but calculate their stealth as if they disadvantage only in regards to you. Combat Insight B-Rank Once per turn, if you would make an attack targeting a creature who has not yet acted this round, add 1d4 to the attack roll against that target. Perfect Chakra Control B-Rank Jutsu, features and effects that would cause you to increase the cost of jutsu you cast or deal chakra damage to you, is reduced by your unarmed damage die, once per turn. Unarmed damage is instead 3d6, and chakra damage dealt to a creature with 0 chakra instead deals twice as much force damage to targets 23 I NUZUKA C LAN ADVERSARY T RAITS Nin-Dog Attack C-Rank You can use a bonus action to have an ally (beast only) make a single melee attack. Beast Master When your Nin-Dog would take damage you can command it, as a reaction to reposition itself to a space C-Rank adjacent to you. When you it gains resistance to that instance of damage, and moves up to twice its full movement to accomplish your order. Pact Tactics C-Rank Feral Ability D-Rank So long as you can smell, your passive perception cannot be lowered. Bestial Fury B-Rank You have advantage on attack rolls against a creature If at least one of your allies are within 5 feet of the creature and the ally isn't incapacitated. When an allied beast within 30 feet of you scores an attack you can use your reaction to cast an Inuzuka clan jutsu. J ITON C LAN ADVERSARY T RAITS Magnet Techniques When you deal damage with a jutsu that deals Earth or Wind damage, you can switch it to earth damage. B-Rank Additionally, you mark the damaged creature. A marked creature grants you advantage on your next attack against the target creature. Magnet Release B-Rank When you deal damage with a Jiton Clan Hijutsu, you may increase the damage die by 1 step. Magnetic Mark C-Rank You can as a bonus action mark a creature with this feature for the next minute. A marked creature takes an additional 1d8 earth damage when they would take Earth or wind damage, once per turn. Swirling Currents C-Rank When you would be targeted with a weapon attack or bukijutsu, increase your AC by 1d4 or when you would make a saving throw against a Bukijutsu, you gain advantage on the saving throw. Static Cling B-Rank Creatures marked by Magnetic Mark or by Magnet Techniques cannot gain the benefit of advantage against you. K AGUYA C LAN ADVERSARY T RAITS Dead Bone Pulse C-Rank Kaguya Clan Jutsu and Weapon attacks made with Bone Weapons, cannot be made at Disadvantage. Bone Weapon Enhancement D-Rank Bone weapons you summon increase their damage die by 1 step. Battle Hungry Each turn you spend your action dealing damage to a creature with a weapon attack or Kaguya clan Hijutsu, C-Rank you gain a +1 bonus to damage. This bonus is lost if you spend your action performing any other action other than the attack action with a bone weapon or casting a Kaguya clan Hijutsu Shikotsumayaku Technique Twice per combat, perform a Shikotsumayaku Dancing flourish. All hostile creatures of your choice must make B-Rank a Dexterity save vs your Taijutsu save DC. On a failed save, they take Xd6 + your Taijutsu ability mod and gain 3 ranks of bleeding. X = Your level. Savage Battle Instincts B-Rank You cannot be surprised and creatures cannot get advantage on attacks against you K URAMA C LAN A DVERSARY T RAITS Genjutsu Resistance C-Rank You have advantage on saving throws to save against Genjutsu. Careful Genjutsu D-Rank When you cast a Genjutsu that forces creatures to make a saving throw, you can choose to have your allies be unaffected. Enhanced Genjutsu B-Rank Twice per encounter when a target rolls a saving throw against a Genjutsu you cast, you can use as a reaction give them disadvantage on the saving throw. Layered Genjutsu C-Rank When a creature under the effects of your Genjutsu succeeds a saving throw you can use your reaction to cast a second Genjutsu on the same creature. Genjutsu Conversion C-Rank You can use your Genjutsu DC, Attack Bonus, and Ability score for Ninjutsu of C-Rank or lower. 24 K URU C LAN A DVERSARY T RAITS Yin Chakra Molding D-Rank Kuru Clan Hijutsu you cast can imitate any one nature release of your choice. Select One nature release from a jutsu on your known list. That jutsu loses its nature release keyword and deals Necrotic Damage. Yin Chakra Adept C-Rank Jutsu you cast, without a Nature Release keyword, has its Damage die both increase by +1. Chronographic Trance B-Rank When you would be reduced to 0 Hit Points, you may use your Reaction to instead remain at 1, as you barely dodge out of the way of the fatal attack. Shadow Techniques B-Rank Twice per encounter, when you would deal Necrotic Damage, you deal additional Necrotic Damage equal to your level. Yin Chakra Imitation B-Rank All jutsu you cast with any Nature Release Keyword deals Necrotic Damage. M ONSTROSITY C LAN /S PECIES ADVERSARY T RAITS Unnatural Strength B-Rank Damage you deal that relies on strength adds twice your strength modifier to the damage dealt. Unnatural Ferocity A-Rank Unnatural Toughness A-Rank You are immune to damage if it deals less than your level. Unnatural Resistance S-Rank You have resistance to damage from jutsu with a Nature Release Keywords Unnatural Power S-Rank Creatures who make a saving throw against you in any way, are made at disadvantage You always have advantage on melee weapon attacks. All creatures always has advantage on attacks against you. M UTANT C LAN ADVERSARY T RAITS Modified Biology A-Rank You are immune to the Bleed, Poisoned or Chilled Conditions. You also cannot be healed as a result of chakrabased effects. Modified Physique A-Rank You are immune to the Weakened, Dazed and Paralyzed conditions. Modified Mind B-Rank You are immune to the Berserk, Charmed and Fear conditions. Modified Spirit B-Rank You are immune to effects that would prevent chakra molding and Chakra damage. Modified Constitution B-Rank You are immune to the Burned, slowed, Dazed and Bruised conditions. N AMIKAZE C LAN A DVERSARY T RAITS Swift Technique C-Rank When you cast a Namikaze Hijutsu, you increase your speed by 15, until the beginning of your nex turn. Supernatural Speed D-Rank When you move your full movement speed you may as an action make a melee weapon attack against each creature you pass dealing your weapon damage + 1d4 to each creature you hit. As a bonus action, you can spend 10 chakra to make an additional weapon attack. You can spend up to 30 Quickened Assault A-Rank chakra using this feature to make 3 additional weapon attacks. Once you use this Trait, you cannot use it again until you spend your action recharging it. Blink of an Eye B-Rank When you would move, you instead teleport to the target destination. You can only do this once per turn. Evasive Nature D-Rank While gaining a boost to movement speed as the result of a Jutsu, gain a +1 bonus to AC. N ARA C LAN ADVERSARY T RAITS Coordinate C-Rank As an action you can direct allies within 30 feet of you, giving them a +1d4 bonus to attack rolls until the start of your next turn. Master Tactician B-Rank As a bonus action you can give an ally you can see a tenacity die which can be added to any saving throw they make. An ally can have up to 3 of these die at any one time. Genius Potential C-Rank You have advantage on intelligence saving throws. Shadow Possession C-Rank Twice per encounter you can increase the DC of a Nara Jutsu you are casting by +1 Finger Break B-Rank You can expend 20 hit points to end a Genjutsu effect you are under. This does not require an action. 25 N ON -C LAN C LAN ADVERSARY T RAITS Self-Taught Skills C-Rank You cannot make ability checks with a jutsu based penalty of any type. Never Back Down B-Rank When an ally you can see falls to 0 hit points, you can use your reaction to gain advantage on attack rolls and all saves until the end of your next turn. Never Give Up A-Rank Twice per encounter when your hit points would fall to 0 they instead fall to 1 and cannot fall to 0 until the end of the current turn. Never Abandon a Friend C-Rank When an ally you can see falls to 0 hit points, you can, on your turn, use an action to move up to your ally and restore hit points to them equal to your proficiency bonus. Limitless Potential D-Rank Twice per encounter when you make an attack roll, ability check or saving throw you can add an additional 1d6 to the roll. PLANT S PECIES ADVERSARY T RAITS Natural Growth You can increase or decrease your size by 1 category as a bonus action. For each category larger than Medium, C-Rank you increase your weapon damage die by +1 and reduce your AC by -1. For each category smaller than medium, increase your attack bonus by +1, AC by +1 and speed by +10. Photosynthesis D-Rank While in sunlight, you recover a number of chakra equal to your Level at the start of each of your turns. Carnivorous When you grapple a creature you can, as an action swallow them. They become restrained and count as being B-Rank in full cover. While inside you, at the start of each of their turns, they take xd8 necrotic damage (X= half your level). You regain Hit points equal to the damage the swallowed creature took. Mobile D-Rank Retardant D-Rank You gain resistance to two damage types of your choice, excluding fire. You increase your speed by 25 Feet. You gain a burrow speed equal to your movement speed. You also gain 60 feet of tremor sense. R ANTON C LAN ADVERSARY T RAITS Storm Technique B-Rank When you would cast a jutsu with the Water Release keyword they deal lightning damage. Additionally, When you deal lightning damage, you deal additional damage equal to half your level once per turn. Storm Release C-Rank When you would deal lightning damage, you deal additional damage equal to your proficiency bonus. This bonus happens once per turn. Gale Style C-Rank When you cast a Ranton Clan Hijutsu, you can spend 1 Tenacity die or 30 Chakra to inflict 1 rank of shocked. Pervasive Lightning B-Rank Lightning damage ignores Resistance. Overload C-Rank When you deal lightning damage to a creature with the shocked condition, They take an additional 1d4 lightning damage R YU C LAN A DVERSARY T RAITS Blood of The Dragon A-Rank Gain Immunity to your chosen Nature Release, and resistance to that nature releases inferior counterpart. Elemental Savagery A-Ran When dealing Earth, Wind, Fire, Cold, or Lightning damage with a Ryu Hijutsu, ignore resistance and treat immunity as resistance, once per turn. Relentless Assault B-Rank When making an unarmed or weapon attack, choose to spend a bonus action to make two additional unarmed or weapon attacks. These attacks cannot be made at disadvantage. Dragons wrathful Aura C-Rank Your wrathful chakra radiates from you. All hostile creatures who begins their turns within 15 feet of your suffers a -1 penalty to their AC until the end of your next turn. Dragons Wrath C-Rank When a hostile creature would make a saving throw to resist your Hijutsu’ s affects you can spend 15 chakra or 1 tenacity die to increase the save DC by +1. S AGE C REATURE S PECIES ADVERSARY T RAITS When you would make a Strength saving throw, you use your Constitution bonus. This still counts as a Strength save. Sages Strength A-Rank Sages Focus B-Rank Ninjutsu or Genjutsu you are concentrating on cannot be dispelled while you are concentrating on it. Sages Endurance B-Rank The first time you would fall to 0 hit points you instead fall to 1. Sages Wisdom B-Rank The first time you would make an Intelligence, Wisdom or Charisma saving throw you automatically succeed. Sage Blooded S-Rank You are immune to Physical Conditions 26 S ARUTOBI C LAN ADVERSARY T RAITS Advanced Chakra Transformation B-Rank You cannot have your chakra molding removed by any means. Advanced Chakra Control C-Rank Strong Natures C-Rank When clashing with Ninjutsu of a superior element you roll at advantage. Adaptive Elements C-Rank Twice per encounter when you cast a Ninjutsu with a nature element type, you can choose to change its damage type to the same as another Elemental Ninjutsu you can cast. Elemental Weapons C-Rank As a bonus action you can coat a melee weapon. The weapon while in your possession deals an additional 1d4 damage with melee weapon attacks. Twice times per encounter when you cast a Ninjutsu that does not require concentration you can treat its Chakra cost as if it were 1 rank lower. S ENJU C LAN ADVERSARY T RAITS Wood Techniques D-Rank When you would cast a Water Release or Earth Release Jutsu, you instead deal Earth Damage. Built Different B-Rank You gain Advantage on constitution saving throws Sacred Body C-Rank You may use Constitution as your Ninjutsu Ability Modifier. Wood Release B-Rank Suppression A creature restrained, grappled, or slowed or within an area of difficult terrain creature by a Senjutsu Hijutsu B-Rank that you cast, must make a Constitution (Chakra Control) check vs your Ninjutsu save DC. On a failed save, for the duration of their condition, they cannot mold chakra. A creature restrained, grappled, or slowed or within an area of difficult terrain creature by a Senjutsu Hijutsu that you cast, cannot cast a jutsu with a chakra cost less than your level. S HAKUTON C LAN ADVERSARY T RAITS Scorch Technique D-Rank When you would cast a Fire or Wind Release Jutsu, you instead deal fire damage. Scorching Heat D-Rank You deal additional damage with Shakuton Clan Hijutsu equal to 2d4 once per turn. Scorch Release C-Rank Scorching Aura C-Rank Creatures of your choice who ends their turn within 10 feet of you, takes 4d4 fire damage. Scorching Hell B-Rank Fire Damage you deal ignores resistance. When you deal damage with a Shakuton Clan Hijutsu, the target creature gains 1 Rank of the burned condition. S HIKIGAMI C LAN A DVERSARY T RAITS Shikigami Techniques B-Rank When you cast a Shikigami Clan Hijutsu, up to twice per combat to increase your damage by 3 damage die. Papercraft C-Rank When you use a paper-based ninja tool, the Save DC's become your Ninjutsu save DC. Paper Expert D-Rank You always have paper-based ninja tools to use. Paper Reservoir C-Rank Reduce the chakra cost of Shikigami Clan Hijutsu by 1 rank. Divine Shikigami A-Rank You gain the Divine Shikigami Clan Feature. S HOTON C LAN ADVERSARY T RAITS Crystal Release C-Rank When you would deal Earth Damage, you may add your Charisma modifier to the damage dealt. Crystalline Stone C-Rank Constructs and Structures you summon gain additional hit points equal to twice your level. Rock Hard D-Rank While you are gaining the benefits of a Jutsu cast with the Earth Release keyword, you reduce incoming damage by 1d6+1 Crystalized Focus B-Rank Jutsu you cast with the Earth Release Keyword cannot have their concentration broken as a result of damage, if the damage dealt is less than half of its original value. Crystals are Forever D-Rank Constructs and Structures you summon do not dissolve or vanish after their duration ends, instead solidifying and becoming a part of the terrain, permanently or until destroyed. 27 T SUCHIGUMO C LAN A DVERSARY T RAITS Third Eye B-Rank You gain a +5 to passive perception and perception checks made using sight, and can make ranged weapon attacks at double their normal range until the end of your next turn. Web Weapons C-Rank Hand Scythes, Quarterstaffs, Whips, Longbows, Short bow’s & bow ammunition (arrows) you wield are enhanced with web and score a critical hit on a roll of 19-20 Exoskeleton B-Rank As an action you can spend 20 chakra to increase your AC by 2 and gain 30 temporary hit points for one minute, or until the temporary hit points are gone. Spider Climb C-Rank You gain a climbing speed equal to you walking speed and cannot be knocked prone on any solid surface. Web pull D-Rank Once per turn when you hit a creature with a ranged weapon attack you can pull them 10 feet closer to you. U CHIHA C LAN A DVERSARY T RAITS Sharingan Dodge D-Rank As a reaction you can add a +2 bonus to your AC and Dexterity Saving Throws until the start of your next turn. Copy Wheel C-Rank Genjutsu Counter B-Rank You have advantage on saving throws to save against Genjutsu. Twice per encounter when a creature you can see casts a jutsu within 30 feet of you, you can use your reaction to cast the same jutsu at that creature. Amplified Defense A-Rank Three times per encounter you can take an additional reaction. Feinting Attack C-Rank As a bonus action select a creature you can see, you gain advantage on the next attack roll you make against it, and deal additional damage equal to your proficiency bonus U NDEAD C LAN A DVERSARY T RAITS Ghoul A-Rank You gain resistance to Saving throws from Ninjutsu Grim Either yourself or your master/leader marks one creature as an Action. While a creature is marked, if their Hit B-Rank points are less than 50%, they take 2d8 additional necrotic damage from you. Only one creature can be marked at a time. Husk C-Rank Zombie You wish to feed on the flesh of all living things. Damage you deal cannot be healed by normal means. B-Rank Creatures whom you bite or hit with your unarmed attack become immune to healing until the beginning of your next turn. Blight A-Rank A creature that strikes you with a melee attack takes 4d8 necrotic damage. When you deal damage to a creature with a melee weapon attack, you instead reduce their chakra by the damage dealt. You regain the result as hit points. U ZUMAKI C LAN ADVERSARY T RAITS Crystal Release C-Rank When you would deal Earth Damage, you may add your Charisma modifier to the damage dealt. Crystalline Stone C-Rank Constructs and Structures you summon gain additional hit points equal to twice your level. Rock Hard D-Rank While you are gaining the benefits of a Jutsu cast with the Earth Release keyword, you reduce incoming damage by 1d6+1 Crystalized Focus B-Rank Jutsu you cast with the Earth Release Keyword cannot have their concentration broken as a result of damage, if the damage dealt is less than half of its original value. Crystals are Forever D-Rank Constructs and Structures you summon do not dissolve or vanish after their duration ends, instead solidifying and becoming a part of the terrain, permanently or until destroyed. Y AMANAKA C LAN ADVERSARY T RAITS Master Mental Alteration B-Rank Twice per encounter when you use a Yamanaka Clan Jutsu you may deal 3d10 Psychic damage in addition to the Jutsu's effect. Adept Transfer C-Rank A Creature who fails a saving throw inflicted by a Genjutsu you cast, suffers a 1d4 penalty. Mental Domination B-Rank Twice per encounter when using Yamanaka Clan Genjutsu you may increase the saving throw by 2. Awakened Mind D-Rank You gain Telepathy with a range of 60 feet. Efficient Mind C-Rank Yamanaka clan Hijutsu you cast cannot have their cost increased by hostile effects 28 Y OTON C LAN ADVERSARY T RAITS Master Mental Alteration B-Rank Twice per encounter when you use a Yamanaka Clan Jutsu you may deal 3d10 Psychic damage in addition to the Jutsu's effect. Adept Transfer C-Rank A Creature who fails a saving throw inflicted by a Genjutsu you cast, suffers a 1d4 penalty. Mental Domination B-Rank Twice per encounter when using Yamanaka Clan Genjutsu you may increase the saving throw by 2. Awakened Mind D-Rank You gain Telepathy with a range of 60 feet. Efficient Mind C-Rank Yamanaka clan Hijutsu you cast cannot have their cost increased by hostile effects Y UKI C LAN A DVERSARY T RAITS Master Mental Alteration B-Rank Twice per encounter when you use a Yamanaka Clan Jutsu you may deal 3d10 Psychic damage in addition to the Jutsu's effect. Adept Transfer C-Rank A Creature who fails a saving throw inflicted by a Genjutsu you cast, suffers a 1d4 penalty. Mental Domination B-Rank Twice per encounter when using Yamanaka Clan Genjutsu you may increase the saving throw by 2. Awakened Mind D-Rank You gain Telepathy with a range of 60 feet. Efficient Mind C-Rank Yamanaka clan Hijutsu you cast cannot have their cost increased by hostile effects Ō TSUTSUKI C LAN ADVERSARY T RAITS Master Mental Alteration B-Rank Twice per encounter when you use a Yamanaka Clan Jutsu you may deal 3d10 Psychic damage in addition to the Jutsu's effect. Adept Transfer C-Rank A Creature who fails a saving throw inflicted by a Genjutsu you cast, suffers a 1d4 penalty. Mental Domination B-Rank Twice per encounter when using Yamanaka Clan Genjutsu you may increase the saving throw by 2. Awakened Mind D-Rank You gain Telepathy with a range of 60 feet. Efficient Mind C-Rank Yamanaka clan Hijutsu you cast cannot have their cost increased by hostile effects 29 ADVERSARY C LAN PASSIVES Aberration This Adversary is completely foreign to the Shinobi World. Their Attacks, power source, resources and mode of attack are all completely foreign to Ninja and thus cannot be understood. Attacks, Jutsu and abilities this creature uses cannot be understood and requires no handseals or chakra molding. They also do not have Chakra, instead spending Tenacity die as their only resource for chakra. Due to this, Aberrations gain three times the number of tenacity die they would normally gain. This Adversary regains an additional +3 Ten acity at the beginning of each of its turns. D-Rank: 1 Die, C-Rank: 2 Die, B-Rank: 3 Dice, A-Rank: 4 Dice, S-Rank: 5 Dice. Aburame This Adversary is an adept controller of insects capable of accomplishing a myriad of things in combat with insects alone. Da mage this Adversary deals with Aburame Clan Hijutsu can absorb chakra equal to half the damage result Akimichi This Adversary is one of Fortitude and hunger. When this creature gains Temporary hit points as a result of a jutsu or trait, it gains additional temporary hit points equal to its level, once per round. If this adversary is bruised, burned, bleeding, shocked or chilled, this passive is negated until they are cleansed of these conditions. Bakuton This Adversary is one of bombs and destruction. Bakuton clan Hijutsu this creature casts increases its jutsu's radius by 5 feet. They can spend 1 Tenacity die to increase this to 15 feet. Beast This Adversary is one born of the wild. This Adversary gains a +1 bonus to hit and damage for every allied creature within 5 feet of it. Construct This Adversary is artificially constructed. Meant to be built to the tastes of its masters. Select 3 Damage types or conditions to become immune to, 3 to become resistance to and 5 to become vulnerable too. You cannot select the same damage type or condition multiple times with this trait. Additionally, if you have vulnerability as the result of any other traits, you cannot select those damage types or conditions as options to become immune or resistant to. Demon This Adversary is a truly terrifying creature. Born of demonic heritage and formed entirely of malice filled chakra it cannot be tamed and is an engine of destruction. This Adversary is immune to Social interaction, Cannot have its Chakra molding removed, and can spend 1 tenacity die to reduces all damage it takes by an amount equal to its level until the end of the current turn. For all of its power it is weak to Sealing arts. This creature has vulnerability to jutsu with the Fuinjutsu keyword and cannot spend more than 1 Tenacity di e in response to their effects. Fuma This Adversary never misses. Once per turn, when this Adversary misses with a weapon attack, it can remake the weapon attack targeting a different creature within range. Futton This Adversary is immensely powerful. When it would cast a Futton Clan Hijutsu it can double the jutsu's cost to increases its range or affected radius by 10 feet. Hatake This Adversary is the peak of Lightning release with the blood of a Hero running through it. This Adversary can spend 1 Tena city die to overcharge a jutsu with the Lightning Release keyword. Hebi This Adversary has the blood of the King of Hunters. At the beginning of each of this Adversaries turn, it can spend 1 Tenacity die to regai n hit points equal to 1/10th of its hit points. Additionally, it can spend 1 Tenacity die to coat its weapon in Poison, increasing its damage die by +1 and making its damage type poison, in addition to whatever its previous damage type was as well. Hoshigaki This Adversary is truly an apex predator. On its Elite or Legendary Action, it can spend 5 Tenacity die to transform into its Shark form gaining the following benefits; - +2 AC - Cold Damage it deals also deals chakra damage equal to half the result, once per turn. - Resistance to Bludgeoning, Piercing and Slashing damage. Hozuki This Adversaries blood truly does run like water. This Adversary can gain the benefits of being near a source of water, even if no water is around. Hyuga This Adversary is the most prolific of the Leaf with the Byakugan, gaining the following benefits; - 500 Feet of Chakra Sight - 360 degrees of vision, able to see things without turns around or averting its eyes. - Can see through up to 5 feet of material. - Gains a 1d4 bonus to saving throws vs Genjutsu with the Visual Keyword. - Can see a creatures nature release, if any. - Your unarmed damage die is 2d6 and deals chakra damage. Inuzuka This Adversary is always one with its pet. While this Adversary is within 15 feet of its pet, both it and its pet, gains +2 to their AC's as they protect each other. Jiton This Adversary has the history of the Sand running through its blood. This adversary ignores difficult terrain as the result of the desert, and when it would take damage from a weapon made of metal, it reduces the damage taken by 1d8. Kaguya This Adversary is battle hungry and has a lust for blood and combat. Each turn this creature makes a melee weapon attack, they gain a +1 bonus to damage up to a maximum of +5. This adversary loses this bonuses if they spend their Action casting a jutsu or anything that isn't a melee weapon attack. Additionally, this adversary always has access to a bone Katana that deals 1d8+ Ability mod. Kurama This Adversary has the unstoppable power of Fiction to Fact. By spending 1 tenacity die, this adversary can turn one jutsu it casts into a Genjutsu changing its saving throw, if any, into a Wisdom save. Kuru This Adversary can peer through the darkness with its Kurugan, granting it the following benefits; - Bonus to AC equal to half its Wisdom Mod. - Action: Select up to three hostile creatures granting them disadvantage on their next Strength, Dexterity or Constitution save, or reduce their AC against allied creatures attacks by -2, until the beginning of your next turn. - Bonus Action: Select one allied creature (Excluding yourself) granting them advantage on their next Strength, Dexterity or Constitution save. - Reaction: This Adversary can dodge one attack or jutsu that would affect it. This can be done once per round. 30 Saving Throws ADVERSARY C LAN PASSIVES (C ONT .) Monstrosity This Adversary is one whom is an extreme of the natural world. Much like a beast, but so much more. This Adversary cannot be reasoned with making it immune to non jutsu based Social effects or conditions. Additionally, this Adversary deals additional damage to creatures who would have harmed its allies by an amount equal to its level. Once it deals this damage, the bonus damage is no longer applied until it sees the hostile creature harm its allies. Mutant This Adversary is one whom is an abomination of nature and doesn't follow the normal rules set by nature. This Adversary is immune to Acid, Necrotic and Fire Damage, but takes double damage from Healing based effect as the result of jutsu with the Medical Keyword. and Lightning Damage. Namikaze This Adversary is known for its unbridled Speed. This Adversary cannot have its speed reduced by more than half as the result of jutsu based effects. Nara This Adversary is known for its Tactics. If this Adversary would target a hostile creature with a Nara clan Hijutsu and that target is under the effects of any Sensory or Physical condition, the target makes their saving throw with a 1d4 penalty or this adversary makes their attack rolls with a 1d4 bonus. Non-Clan This Adversary is one of versatility. This Adversary can select 2 additional Traits from any category it qualifies for. Plant This Adversary is one with the natural world. This Adversary is immune to Genjutsu, Poison, Jutsu with only the Water Release Keyword. It also has vulnerability to Fire Damage, Acid Damage and Necrotic Damage. When this creature would cast a jutsu with the Earth or Water Release keyword, they do not require any components except chakra molding. Ranton This Adversary can overcharge jutsu with the lightning release keyword by being near a sufficient source of water. Ryu This Adversary has the Savage soul of a Dragon. This Adversary can spend its Elite or Legendary Action and 1 Tenacity die to enter its Draconic Rage State if it would like to; - Stage 1: Increase AC by +1, Unarmed Damage die by +1. - Stage 2: Ryu Clan Jutsu increases damage die by the Draconic Rage Stage the user is benefitting from. - Stage 3: Unarmed attacks gain Reach 2, Ryu Clan Hijutsu cannot be dispelled by jutsu of equal or lower rank than it. - Stage 4: Increase AC by +1, Unarmed Damage die by +1. - Stage 5: This Adversary cannot lose concentration of Ryu Clan Hijutsu. Sage Creature This Adversaries Jutsu are treated as Sage Beast Arts, and are therefore treated as S-Rank if a hostile creature would attempt to dispel or interrupt its casting. Sarutobi This Adversary has a fragment of the Will of Fire. If this Adversary would see or hear the demise of its ally it Gains 1 Legendary Resistance. This Adversary can gain no more than 2 Legendary Resistances in this way per combat. Senju This Adversary has a fragment of history running through its veins. This Adversary is immune to Charm and Fear based effects and cannot have its personality suppressed or temperament altered by hostile effects. Shakuton This Adversary carried scorching flames. Once per round if a hostile creature would clash with this Adversary, that hostile creature suffers a 1d6 penalty to their check. Shikigami This Adversary is the apex of creativity. This Adversary can create 1 Paper based tool of a quality equal to its Rank at the beginning of each of its turns, Elite or Legendary actions; D-Rank: Normal, C-Rank: Greater, B-Rank: Superior, A-Rank+: Supreme. Shoton This Adversary has a rock-solid soul. This Adversaries Jutsu with the Earth Release keyword that summons constructs or grants resistances, immunities or damage reduction, loses all Vulnerabilities they grant, if any. Tsuchigumo This Adversary has the cunning of a Black widow. Range Bukijutsu this Adversary casts cannot be reacted to, once per round, if the atta ck is made greater than 120 feet away from its target. Uchiha This Adversary has the Sharingan, granting it the following benefits; - 60 feet of Chakra Sight - Can Copy 1 Jutsu it can see cast, without the Hijutsu keyword by spending its Reaction, adding it to its Known list. - Add 1d4 bonus to Saving throws made to resist Genjutsu. - Genjutsu cast by this Adversary with only the Visual Keyword has its DC increased by +1. Undead This adversary cannot be killed by normal means. If their Hit Points are reduced to 0, they regain half of their maximum hit points at Initiative Count 0, of the following round. If this Adversary is under the effect of a Hostile jutsu with the Fuinjutsu keyword w hen their hit points are reduced to 0, they remain dead, unable to regain hit points by any mean. Uzumaki This Adversary has resistance to Chakra damage and absorption. Additionally, Fuinjutsu this adversary casts has its range increased by 15 feet. Yamanaka This Adversary is the ultimate Sensory Shinobi. Jutsu this Adversary Casts with the Sensory keyword cannot be dispelled. Yoton This Adversary has the heart of a Volcano. Yoton Clan Hijutsu this Adversary casts increase its range by 10 feet. Yuki Liquid you step on instantly freezes in a 5 by 5 square becoming difficult terrain for everyone who isn't a Yuki, until melted back into water. Additionally, when this adversary would inflict a 6th rank of chilled on a hostile creature, the cold energy explodes petrifying the target until the end of their next turn. Ōtsutsuki You are the alpha and omega. The prime and premier. You can spend your reaction to negate any Ninjutsu, Genjutsu or Art cast that would interact with you, up to twice per round. When you do, you can recast the chosen jutsu or art as if you knew it using your ability score and treating your level as the class mod level needed for any calculations. 31 Saving Throws ADVERSARY AFFILIATION TRAITS L EAF S HINOBI AFFILIATION T RAITS Passionate Flame C-Rank Never Ending Drive D-Rank While engaged with a creature whom the Land of Fire or the Leaf village considers a hostile entity, you gain temporary chakra equal to two and a half times your level in a rush of passion to defeat your villages enemies. If your chakra would fall to 0, you can still cast jutsu, activate traits and features. When you do, convert your hit points into chakra, at a rate of 2 Hit points to 1 Chakra point. Burning Loyalty While within 90 feet of an allied creature that you can see or hear, you gain a 2d4 bonus to resist jutsu and effects that would cause you to betray them in any way. If you would fail a saving throw or ability check to C-Rank resist such an effect, you remake the save or ability check with a 2d4 bonus at the end of each of your turns, while actively doing things to betray your allies. Leaf Legacy Inspired by previous iconic leaf shinobi, you aspire to stand in their shadows. While in combat with a hostile creature who is at least 1 level higher than this adversary, they gain a number of d4s of a special resource B-Rank called Legacy die equal to your level which resets per combat. These die can be spent to increase your attack or damage rolls by the result. The King While this adversary is in combat with an allied creature who is of a Rank or level lower that its own, this A-Rank adversary gain a bonus to its attack, damage and Charisma based ability results equal to +2, in an attempt to help protect and guide their weaker allies. S AND S HINOBI AFFILIATION T RAITS Fatal Wind B-Rank While engaged with a creature whom the land of Wind or the Sand Village considers a hostile entity, the first instance of damage inflicted this combat deals bonus wind damage equal to [Half level x Prof]. Sands of Fate B-Rank The first two times you would fall to 0 hit points while in the land of wind, you instead fall to 1 hit point and gain 1 Reaction. Grains of Focus B-Rank While within 90 feet of an allied creature that you can see or hear that is from the same village or country as you, Jutsu that requires concentration, cannot be ended as a result of damage. Gritty Survivalist D-Rank Immunity to Hostile environments and difficult terrain. Desert Ruthlessness C-Rank The first time you would reduce a creatures hit points to 0, while in the land of wind, they automatically fail 1 death saving throws. E ARTH S HINOBI AFFILIATION T RAITS Rock Solid Ambition C-Rank While engaged with a creature whom the land of Earth or the Earth Village considers a hostile entity, the first construct or structure you summon gains bonus Hit points equal to [Half level x Prof]. Akuta Enhanced C-Rank You have the blood of the 3rd Tsuchikage running through your veins although you are technically artificial. You cannot be controlled, compelled, charmed or frightened by any creature other than your Captain or Kage. Fabrication of Stone C-Rank You always count as a Construct for the purpose of jutsu that interacts with such. Additionally, you have resistance to Cold, Immunity to Earth, and Vulnerability to Lightning Damage. Stone Breaker C-Rank Whenever you would initiate a clash with a jutsu you cast with the Earth Release Keyword against another creatures jutsu, you add 1d10 to the result of your check. On a success, double the damage dealt, if any. Symbol of Substance C-Rank When you would gain Temporary hit points, double the value you gain. (Recharge 5-6) 32 C LOUD S HINOBI A FFILIATION T RAITS While engaged with a creature whom the land of Lightning or the Cloud Village considers a hostile entity, the first attack you make after taking damage, on each of your turns, gains a +1 critical threat range bonus. Thunderous Drive C-Rank Shock and Awe You and another allied creature who begins combat with the same hostile enemy, that shares this trait, A-Rank becomes a tag team duo. As a reaction, either holders of this trait can gain a movement and action at the end of the others turn. A, B, C's of Defeat You and another allied creature who begins combat with the same hostile enemy, that shares this trait, A-Rank becomes a tag team duo. When one deals damage to a hostile creature, the other gains a bonus in damage equal to the other's level, against the same creature. Yo, Yo, Yo, My NINJA! You and another allied creature who begins combat with the same hostile enemy, that shares this trait, becomes a tag team duo. When one of this traits tag team duo's take damage, they can share in their allies B-Rank misfortunes, reducing the damage they take by half, and taking the same amount of damage reduced. This damage reduction can only happen once per turn. Rappity, Rap, Tag Team Attack You and another allied creature who begins combat with the same hostile enemy, that shares this trait, becomes a tag team duo. As a full turn action, taken on each tag team duo's turn in the same round, both B-Rank simultaneously cast a Jutsu with the Combination Keyword at the beginning of the following round, regardless of the initiative count. This jutsu's casting cannot be reacted to and deals bonus damage equal to the casters combined level. (Recharge 5-6) M IST S HINOBI AFFILIATION T RAITS Mistchivious Gambit While engaged with a creature whom the land of Water or the Mist Village considers a hostile entity, the first B-Rank time you would attempt a stealth check, you gain a bonus to the result equal to your level. Additionally, the first time you would strike a creature from stealth, using an attack, the attack is treated as a critical hit. Puff of Smoke While near a sufficient source of water you can, as a reaction to being targeting with an attack, or seeing a C-Rank hostile creature move within 30 feet of them, cast the Water Release: Hidden Mist ninjutsu. Its duration is until the end of their next turn if cast in this way, and costs 15 Chakra. Demonic Mist When a jutsu is cast that would attempt to obscure or hide a hostile creature, as a reaction, you can mist mark them for the next minute. While Mist marked in this way, a creature cannot gain the benefits of being hidden C-Rank from you and you are always aware of their location. A creature can remove the Mist mark by making a Dexterity (Stealth) check vs your Passive Perception +10. On a success, the mist mark is removed, and cannot be applied to them for 24 hours. Home Turf Advantage B-Rank While you are within the Land of Water, you cannot be tracked, traced, or seen with Chakra Sight from a creature of equal level or lower than it or Sensory Jutsu cast of B-Rank or Lower. You have access to an iconic sword. Either one of ancient legend or one of recent fame. This sword is bound to it, and upon its death, it is banished back to the Mist Village to inform its Mizukage of the wielders Demise. This weapon is a +2 Odachi, that uses the highest ability score of the wielder as its ability score required to Seven Swordsman A-Rank wield, and calculate attack and damage rolls, it also has one Jutsu of C-Rank or Lower Sealed into it. This jutsu can be cast from the sword as a Bonus action, regardless of its normal casting time, and costs one of its seven charges. 33 G RASS S HINOBI A FFILIATION T RAITS While engaged with a creature whom the land of Weeds or the Grass Village considers a hostile entity, the creatures whom you inflict with the envenomed condition, have its duration increased to 1 Day. Poisonous Grass C-Rank Unreadable Hostile creatures cannot gain information about you. They cannot learn your Traits, resistances, hit point totals, they cannot recognize jutsu that you would cast, and cannot tell how injured you are, if at all. C-Rank Additionally, you are immune to effects that would cause you to expose anything your Country or village considers a secret, you would sooner die than expose it. Diplomatic Interference Hostile creatures have disadvantage when attempting to see through your deceptions, resist your diplomacies, or even find faults in your logic. When you would attempt to make a Charisma based check in an D-Rank attempt to dissuade, convince or deceive a creature who is not from your country, gain a bonus to your checks equal to your level. Knowledge is Power Hostile creatures who would roll initiative and have a result that is lower than yours automatically reveal their C-Rank ability scores, in addition to their class and nature release to this adversary. If a creature doesn't have a nature release, then you instead learn what category of jutsu the creature knows more of. Blood Prison Guard Hostile creatures who would be considered criminals to the Land of Weeds or the Grass Village, begin combat with a Blood Prison mark. Each time you deal damage to the hostile creature, they gain another mark, once per turn. If a creature has 5 or more marks on them, the Blood Prison Seal appears. This seal is treated as if A-Rank the hostile creature was the target of the Uzumaki Art: River Dam Seal, regardless of their current condition. The DC to resist this casting is your Ninjutsu Save DC. Regardless of a pass or fail, a creature is cleansed of all Blood Prison Marks. S OUND S HINOBI A FFILIATION T RAITS Sound Divide While engaged in combat with a creature whom the land of Rice Paddies or the Sound Village considers a B-Rank hostile entity, while that hostile creature is not within 30 feet of their allies, but within 30 feet of your allies, reduce the hostile creature's AC by -2, and their saving throw bonuses by -1. Birth of Power You were born for one reason, and one reason alone. To fuel the Otokage's drive for knowledge and power. A-Rank The first time you would be reduced to 0 hit points, your hit points are restored back to 50%, and they gain the Cursed Seal class mod, but with only the Cursed seal, Stage 1 Trait. Sound-Tech You select one weapon it has or two of its attacking ligaments (Hands or feet). It becomes augmented with Sound Tech. While augmented in this way, it gain 5 charges. These charges can be spent to imitate any one C-Rank Hijutsu of a rank it can cast, of its choice. Once this jutsu is chosen, it cannot be changed. When casting said jutsu, it spends one charge, but does not cost chakra. Test Subject (Mental) You have gone through a series of tests to enhance your mental capabilities. You can concentrate on up to 4 D-Rank Jutsu at once. If you would concentrate on 4 jutsu at any one time, at the conclusion of your concentration, you gain the Dazed condition for 24 hours. Test Subject (Physical) You have gone through a series of tests to enhance your physical capabilities. One jutsu you know becomes Sound Enhanced. While this jutsu is Sound enhanced, it can be cast at no cost, twice per encounter at 1 rank C-Rank higher than you can currently cast. Each time this jutsu is cast in this way, the user gains 1 rank of weakened for the next hour. 34 W ATERFALL S HINOBI A FFILIATION T RAITS Waterfall Elite While engaged in combat with a creature whom the Land of Hills or the Waterfall Village considers a hostile C-Rank entity, you rise to the challenge. You fall under the effects of the Bless Jutsu cast at D-Rank, for the first 1d4 rounds of combat. Prideful Gaze The Pride of the Waterfall Village fills your body. This pride infects those round it. All hostile creatures within C-Rank 60 feet of you who would roll initiative, fall are under the effects of the Bane Jutsu cast at D-Rank. This effect can be ended as bane normally could vis dispelling effects. Neglectful of Self The Waterfall village enforces an idea of self-preservation second, village success first. When a hostile creature would show itself to be a threat to the Land of Hills or the Waterfall Village, you begin to express a B-Rank neglectful form of fighting to bring down your enemy for the pride of your country, you gain the followings; -2 Penalty to AC and all saving throws, but gain a +5 Bonus to all ability checks and damage rolls. Heroes Thirst You take a sip from a small vial of heroes water. This water magnifies its abilities to that of unprecedented figures. It gains a +2 bonus to All ability scores for the next minute, but in exchange for this power, it A-Rank automatically, reduces its current and maximum hit points by an amount equal to 25% of its maximum hit points. This hit point reduction ignores health gates if you are a Solo. Hero Water You take a large gulp from a moderate jug of heroes water. This water magnifies its abilities to that of unprecedented figures. You gain a +4 bonus to All ability scores for the next minute, but in exchange for this S-Rank power, you automatically, reduce your current and maximum hit points by an amount equal to 50% of your maximum hit points. This hit point reduction ignores health gates if you are a Solo. R AIN S HINOBI AFFILIATION T RAITS Rainy Days While engaged in combat with a creature whom the Land of Pipes or the Rain Village considers a hostile entity, you begin to experience flash backs of the death and desolation your village/country has experienced and you vow to NEVER allow that to happen again. When rolling initiative, select one hostile creature. That B-Rank creature becomes Rain marked. You will exclusively target and attack a Rain marked creature until they are dead. Additionally, while in the Land of Pipes, you cannot lose concentration on jutsu you cast as a result of damage on being incapacitated. Short Fuse, Long Memory B-Rank Faithful You are faithful to the teachings of the Rain Temple, its leader, or its captain. Those imbued with such faith C-Rank cannot have their faith challenged. When they would make a Strength, Dexterity or Constitution saving throw they can choose to succeed each save, once per encounter. Hazardous Atmosphere You wear a rebreather that grants you immunity to effects from gasses, vapors or smoke. Additionally, you passively release a vile and potent poisonous mist. All hostile creatures who begin their turns within 10ft of A-Rank you, must make a Constitution saving throw vs. [5+Level+Prof], gaining 2 ranks of envenomed on a failed save for the next minute. War Born Prejudice You have lived through multiple invasions of your country as a child and dismisses the idea of hostile threats to your home any longer. When a hostile creature would attempt to make a saving throw to resist a Jutsu you A-Rank casts, you can empower the jutsu cast to become a War Born Jutsu. A jutsu enhanced in this way, is upcasted twice, at no cost. Additionally, the save DC to resist is increased by +1 your level. This empowerment can only be used twice per encounter. Hostile Creatures who would deal damage to you become Rain Marked. While Rain marked, for the next 12 months, you will remember and hunt for a marked creature, with the sole intent of ending their lives. 35 S NOW S HINOBI AFFILIATION T RAITS Snowy Spring While engaged in combat with a creature whom the land of Snow/Springs or the Snow village considers a hostile entity, you release a surge of cold chakra. All hostile creatures who begin within 30 feet of you must B-Rank succeed a Constitution saving throw vs. your Ninjutsu Save DC. On a failed save, the creature gains 1 rank of Chilled for the next minute. Snow Tech You have a Kunai Launcher that fires Kunai and Shuriken at lethal speeds. In place of one of this creatures attacks, it can make a 'Kunai Barrage' attack, using your Taijutsu attack bonus, dealing a number of d6s equal to half your level in piercing or slashing damage. Alternatively, you can set the weapon to burst fire as an C-Rank Action, releasing a cluster of weapons in a cone. All creatures in a 30-foot cone originating from you must succeed a Dexterity saving throw vs. your Taijutsu Save DC, taking a number of d4s equal to half your level in piercing or slashing damage or half as much on a successful save. Land of Spring C-Rank Chakra Armor You have a micro chakra engine attached to your person. This engine generates a powerful barrier protecting you. This barrier has a number of hit points equal to [Level x 10]. It intercepts all damage this adversary would take and is resistant to all Damage types, except psychic, and is immune to chakra damage. trait can b e B-Rank temporarily deactivated if this adversary is targeted by a special effect such as B-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. This trait is deactivated until the end of this adversaries next turn. Snow Release C-Rank This adversary can cast all Yuki clan Hijutsu, as if its cost was treated as 1 rank lower. While within the land of Snow/Spring, at the beginning of each of this adversaries turns, roll 1d8. On a result of 5~8, this adversary automatically removes 1 rank of any condition, regardless of the jutsu rank that applied it. I RON S HINOBI AFFILIATION T RAITS While engaged in combat with a creature whom the land of Iron considers a hostile entity, you manifest a blade of chakra with the intent to protect your own, and your countries honor. This blade counts as a Martial Bonds of the Blade A-Rank Weapon, that deals 2d8 + Strength Modifier + Dexterity Modifier Slashing damage. Has the Critical, Deadly, and Versatile(2d10) weapon properties. Additionally, this weapon can be used for Bukijutsu with Slashing or Piercing Melee requirements. Brave C-Rank This adversary has advantage on saving throws against gaining the fear condition. Additionally, this adversary gains advantage on attacks against targets with ranks of fear. Samurai Armor Mastery C-Rank This Adversary has disadvantage on Dexterity (Stealth) checks, but all damage they would take is reduced by 5, excluding chakra and psychic damage. When this adversary would roll initiative, while it has no allied creatures in the same initiative count, it realizes its attacks must become more lethal, and far more precise, in order to survive. Hostile creatures Three Wolves Fang A-Rank whom this creature inflicts the bleeding condition onto, are sliced or pierced at their joints. While a hostile creature is bleeding, they suffer a -1 penalty to their AC, up to a maximum of -5. Absolute Inscription When this adversary would become Bloodied (50% HP), they entered an awakened state. Their weapons become flush with a violent surge of chakra, their speed multiplies, and their agility doubles. For the A-Rank remainder of combat, this adversaries maximum hit points are reduced by 50%, all weapon damage is doubled, movement speed is doubled, and they gain one additional reaction per round. This adversary can only enter this awakened state once per combat. S KY S HINOBI A FFILIATION T RAITS Floating Majesty While engaged in combat with a creature whom the Land of the Sky, or the Sky Village considers a hostile D-Rank entity, this adversary gain an additional action, which it can take the attack action, to make exclusively ranged weapon attacks. Sky Tech C-Rank Graceful Charity B-Rank This adversary gains immunity to the Dazed and incapacitated condition. Winged Dominance. B-Rank Zero-Tails This adversary is partially inhabited by the sealed, and corrupted spirit of the Zero-Tails. This adversary can, as a bonus action, manifest a number of spectral arms to assist it in performing jutsu, making attacks or defending it. If this adversary manifest spectral arms in this way, at the end of each hostile creatures turn, the spectral arms perform on of the following; Unarmed melee attack with a 15ft range; +[Level + Half Prof] to hit, S-Rank dealing [Level/4]d8 bludgeoning damage, Cast a Jutsu this adversary knows of C-Rank or lower, Make a grapple attempt with a range of 15ftc, treating its Athletics bonus as a +[Level+prof]. Alternatively, as a reaction the arms can wrap around this adversaries body granting it [Prof]d10 temporary hit points until the 36 end of the current turn. This adversary has access to sky tech, which constitutes mechanical wings with jet thrusters powered by the users chakra. This adversary gains a 60ft fly speed. When this adversary would cast a Jutsu with the wind release keyword, they gain a bonus +30 fly speed until the beginning of their next turn. J ASHIN S HINOBI A FFILIATION T RAITS Sacrifices must be Made This adversary must sacrifice another humanoid creature once every 7 Days. If they do not they cannot gain the benefit of this trait. When a sacrifice is made for this traits maintenance this adversary has 7 Charges. They C-Rank expend a charge whenever they would fall to 0 hit points. After 1 hour, they raise from the dead with full health and Chakra. You scream, I scream This adversary marks a creature when initiative is rolled. The marked creature is considered Marked for Pain. A creature marked in this way, whom this adversary deals at least 10% of its Hit points to with Slashing or B-Rank Piercing damage, has the mark take effect for the next minute. While the mark is in effect, the marked creature takes half of all damage this adversary takes. The damage type is necrotic and cannot be reacted to, reduced, or resisted. My Pain, is your Pain This adversary marks a creature when initiative is rolled. The marked creature is considered Marked for Pain. A creature marked in this way, whom this adversary deals at least 10% of its Hit points to with Slashing or B-Rank Piercing damage, has the mark take effect for the next minute. While the mark is in effect, the marked creatures maximum hit points is reduced by half of all damage this adversary takes. Immortal Love A-Rank While this Adversary has a Creature Marked for Pain, it cannot be reduced below 1 Hit point. For My Lord S-Rank This adversary can choose to target itself for attacks, treating the hit as if it were a critical hit, and always dealing maximum damage. S ILENT S HINOBI AFFILIATION T RAITS Silent Revenge While engaged in combat with a creature whom the Land of the Empty, or the Silent Village considers a hostile C-Rank entity, this adversary gains a +[Level] bonus to stealth checks. Additionally, This adversary can take the Dash, Disengage, or Hide actions as a bonus action. Move in Silence This Adversary makes no sound while moving, running or dashing. Additionally, they do not immediately C-Rank reveal themselves, instead they immediately remake their Dexterity (Stealth) check vs the target creatures Wisdom (Perception) check. Sleeper Cell This Adversary can vanish into a crowd, being able to blend in with basically any group, organization or collection of people. Regardless of their location they always have a history in the location with most D-Rank inhabitants recognizing them as their friend, neighbor, lover etc. When they would make a Performance or Deception check to pretend to be a part of a community, they gain a +20 bonus to the check. Strength in Numbers D-Rank Primal Serum As an Action this adversary can consume a special serum. When they do, they take on bestial qualities, transforming into a werewolves. This adversary gains a +2 bonus to their Strength, Dexterity and Constitution C-Rank scores. They also gains Feral Claws. These claws replace their unarmed attacks, dealing 1d8+[Str+Dex] Slashing damage, and a Bite attack that deals 2d4+[Str+Dex], which they can use in place of one of their claw attacks. This adversary gains a +1 Bonus to their Attack, Damage, Saving throws, and AC, for every allied creature adjacent to them. 37 A KATSUKI S UBORDINATE AFFILIATION T RAITS Akatsuki Faithful While engaged in combat with a creature whom the Akatsuki considers a hostile entity or target, this C-Rank adversary Selects two ability scores. This adversary cannot make the chosen attack rolls, saving throws or ability checks at disadvantage. Servant of God & His Angel This adversary has learned from God and his Angel how to exert their will on their enemies. As an action, all hostile creatures within 90 feet of this adversary must make a Strength saving throw vs Ninjutsu save DC. On a B-Rank failed save, affected creatures are thrown to the ground taking [Half Level]d10 bludgeoning damage and being prone. A creature prone in this way cannot stand or move, or make handseals. They can as an action remake this saving throw to end this effect on them. This trait can be used twice per combat Servant of The Puppet and The Artist This adversary has learned from The Puppet and the Artist how to create lasting beauty, or an instant Art. As an action this adversary can select two creatures up to 60 feet away to infect. Select creatures must make a Constitution saving throw vs Ninjutsu Save DC. On a failed save, the targets become physically controlled by this adversary, unable to act on its turn. It can still see and speak, but cannot take actions or react on its own. B-Rank As a bonus action on this adversaries turn, they can command the controlled creature as if they were a puppet to make attacks, cast jutsu or interpose an attack for them, taking damage in their place. Alternatively, as an action, the controlled creature can be primed to explode, suddenly exploding due to clusters of paper bombs, taking [Level]d6 fire damage and all creatures within 10 feet of the creature must make a Dexterity saving throw taking half damage on a success. Servant of the Undying This adversary has learned to survive through death from the Undying. The first two times this creature would A-Rank fall to 0 hit points, they raise from the dead with 25% of their maximum hit points, at the beginning of their following turn. Servant of the Traitors This adversary has learned to betray, from the traitors. When this adversary would take a reaction, they also A-Rank are able to choose to cast a jutsu with the casting time of a reaction that deals damage, in addition to whatever reaction they originally took. C ULTIST AFFILIATION T RAITS Our Lord While engaged in combat with a creature whom this creatures cult considers a hostile entity or target, this adversary gains the benefits of the Dancing Blades Genjutsu always regaining 1d4 Illusory Weapons at the beginning of each of its turns. This trait can be temporarily deactivated if this adversary is targeted by a C-Rank special effect such as C-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. Their Machinations While engaged in combat with a creature whom this creatures cult considers a hostile entity or target, this adversary gains the benefits of the Song of Pain Genjutsu without needing to spend a Bonus action to maintain it, they instead must spend chakra each turn equal to twice its normal costs to maintain its effects, B-Rank otherwise it immediately ends. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as B-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. THEY HAVE BLESSED ME! While engaged in combat with a creature whom this creatures cult considers a hostile entity or target, this adversary gains the benefits of the Song of War B-Rank Genjutsu. This trait can be temporarily deactivated if A-Rank this adversary is targeted by a special effect such as B-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. THEY HAVE CURSED YOU! When engaged in combat with a creature whom this creatures cult considers a hostile entity or target, all creatures within 30 feet of this adversary, who begins its turn within range, must make an Intelligence saving throw to resist the effects of the Shadow Monsters Genjutsu. This creature must spend chakra each turn equal B-Rank to twice its normal costs to maintain its effects otherwise it immediately ends. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as C-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn. The [McGuffin] This Adversary has the Cults [McGuffin], an iconic, vile, legendary or historical artifact, that holds an extreme significance to the cult as a whole. While holding it, the power of their faith courses through them. This creature gains the benefit of one of the Following Jutsu while in its possession; Bestial Art: Predator, Earth S-Rank Release: Stone Dragon, Wind Release: Gryphons Talons & Lions Roar, Fire Release: Blazing Fervor, Water Release: Trident, Lightning Release: Kingmaker, or Wolves Companionship. Regardless of the Jutsu Chosen, at the end of each of this creatures turn, their maximum hit points are reduced by an amount equal to its Level. 38 S TAR S HINOBI A FFILIATION T RAITS Rising Star While engaged in combat with a creature whom the Land of Bears or the Star Village considers a hostile entity, this adversaries chakra is replaced with a secondary Pool of chakra Equal to [Level * 10], called Star Chakra. B-Rank Star Chakra can be used to cast Jutsu of any type, and cannot be absorbed or Damaged/reduced by hostile effects. Jutsu cast with Star Chakra cannot be dispelled by hostile effects of a Rank equal to or less than the jutsu Cast. Chakra Feathers As a Bonus action, this Adversary can manifest a plume of chakra, attached to its back, that take the shape of feathers, similar to a peacocks. This creature has 5 Feathers upon activation. This plume of chakra lasts until the end of combat or until all 5 feathers have been spent. As a bonus action when this adversary would cast a B-Rank jutsu they can spend a feather to increase the damage die by 1 step, or increase its initial save DC by +2. Alternatively, as an Action they can spend 2 Feathers to strike at a creature like large blades. Make a Ranged Ninjutsu or Genjutsu attack, dealing [Prof]d10 force damage on a hit. Stars After Death The first time this creature would fall to 0 Hit points, they reactively draw the symbol of the Star village on the ground. Their body dies, but their spirit solidifies onto the material plane. This spirit using all of their same statistics of their living body, but cannot be harmed by any damage type except Chakra, Force or Psychic. S-Rank Their Spirit has a number of hit points equal to half of maximum and unlimited Chakra. Regardless of its remaining or current hit points, it dies and passes on to the other world after a number of rounds equal to [Charisma modifier + 1d4]. Star Predation As an action, this adversary can attempt to absorb the chakra of a hostile creature. Make a ranged Ninjutsu or C-Rank Genjutsu attack against a creature up to 90 feet away. On a hit, deal [Level]d6 chakra damage, and regain a number of chakra points equal to the damage dealt. This can be done twice per combat. Radiating Star This adversary has fused itself with the Star Meteorite. They manifest a powerful Chakra Beast under their control that acts as a bonus action on its turns. This beast has the same statistics as Earth Release: Stone B-Rank Dragon, but is resistant to all damage except Chakra, Force or Psychic, and has a bonus to AC equal to Half this adversaries Prof. Additionally, any Recharge abilities the beast may have can be instantly recharged if this creature would spend 30 Chakra to do so. W OLF S HINOBI A FFILIATION T RAITS Apex Territory While engaged in combat with a creature whom the Land of Woods or the Wolf Village considers a hostile entity, this adversary can mark the hostile creature with the Mark of the Apex. While marked in this way, this A-Rank adversary, and all of its allies, treats the marked creature as having a penalty to their AC equal to the marking adversaries [Level/6]. They also cannot gain the benefits of Dodging or Cover while being melee attacked. This marks effect do not stack with other Apex Marks. White Wolf This adversary fights with the grace and ferocity of a white wolf. It gains a +[Level] bonus to the first instance B-Rank of Slashing or Piercing damage it deals each turn. Additionally, all allied creatures gain a +1 bonus to Saving throws. This effect stacks with each additional creature equipped with this trait. Black Wolf This adversary fights with the Savagery and Brutality of a Black wolf. It gains a +[Level] bonus to the first instance of Slashing or Piercing damage it deals each turn. Additionally, all allied creatures gain a +1d4 bonus C-Rank to damage on successful attacks against hostile creature. This effect does not stack with other creatures equipped with this trait. Gray Wolf This adversary fights with Grace and Brutality of a Gray wolf. It gains a +[Level] bonus to the first instance of C-Rank Slashing or piercing damage it deals each turn. Additionally, all allied creatures gain a +1 bonus to AC. This effect stacks with each additional creature equipped with this trait, up to +3. Pack Leader This adversary is looked at, by the rest of their team, squad or group, as the leader. While this adversary is A-Rank active in the initiative count, as a reaction, they can command one allied creature (excluding themselves) to move their initiative count up by 1 step. They can only do this once per creature, per combat. 39 K EY S HINOBI AFFILIATION T RAITS Key to Espionage This adversary has a +[Half Level] bonus to Insight, Investigation, Persuasion, Perception and Deception when C-Rank gathering information on a creature, location or organization whom the Land of Keys or Jomae Village considers a hostile entity or target. If this adversary would make an Intelligence, Wisdom or Charisma saving throw against a hostile effect or Mental Gymnastics B-Rank jutsu, once per encounter they can choose to instead succeed, becoming immune to the hostile effect or jutsu for the next hour. Never saw me coming If a hostile creatures passive perception is less than this adversaries passive Stealth or Deception, then so lo ng B-Rank as this adversary has cover, they can never be perceived except by True sight, by such a creature, even if said creatures allies are aware of this creature. Never saw me leave If this hostile creature gains covers of any type that breaks line of sight and remains in cover for at least 1 B-Rank round, at the beginning of their next turn, if they choose, they can immediately escape combat, seemingly vanishing from that location and appearing up to 1 mile away. Eye Mind Reading So long as this adversary can see, they can replace the need for handsigns with blinking. Additionally, as an action, by looking at a creature, they can read their minds, knowing any form of information they can find in a user’s minds. Additionally, they can choose to purposely erase or rewrite their own memory at will using this trait as an action. Alternatively, they can attempt to do the same to a creature they can see and touch. While A-Rank maintaining contact with a creature, the affected creature must make an Intelligence saving throw vs Ninjutsu or Genjutsu save DC. On a failed save, this adversary can select one memory, event, jutsu, feature or trait, and seal it away from the affected creature preventing them from remembering how to use it, until said creature spends at least 1 week of DT recuperating from this trait. 40 ADVERSARY G ENERAL T RAITS When an allied creature falls to 0 hit points or dies, as a reaction, you can dash away from combat, with a +30ft movement speed for this reaction only. Abandon a Friend D-Rank Above All C-Rank Gain a Flying speed equal to walking speed. Always hover 5 feet off the ground. Adapting Defenses B-Rank When you take damage of any type, after the damage is calculated and applied, you gain resistance to that damage type until the end of its next turn. Adept Elementalist C-Rank Select one damage type. Increase damage done with the chosen damage type by +1 damage die and gain resistance to the chosen damage type. Adept Sensory Shinobi A-Rank If a creature has Chakra and is within 10 miles of you, you can sense them and know their general location. Adhesive D-Rank Advanced Study C-Rank You know jutsu up to 1 rank higher than your current limitations. Aggressive C-Rank When an allied creature is adjacent to a hostile creature you are adjacent to, gain a 1d4 bonus to damage rolls. Agile Wits B-Rank Alarm B-Rank When you would you take damage, all other adversaries of the within 100ft are aware of your pain. Amorphous C-Rank Aura: Damaging B-Rank Creatures that begin their turns within 10 feet of you take damage equal to your level. Aura: Destabilized Chakra Field B-Rank Aura: Frightening Aura All hostile creatures within 10 feet must make a Wisdom saving throw vs your highest saving throw. On a failed save, they gai n B-Rank 1 Rank of Fear while inside this aura, or for one minute. A feared creature remakes this saving throw at the end of each of their turns. Backstab B-Rank If you have advantage on your attack, add your level in extra damage to the triggering attack. Barbed Hide B-Rank Believe it! D-Rank Once per encounter, gain advantage on all attack rolls, ability checks, or saving throws until the end of your next turn. Bestowed Strength B-Rank Blood Frenzy C-Rank +1d4 to melee attack rolls against any creature that has 50% or less hit points. Bloodthirsty C-Rank Brutal Brawler B-Rank All Melee weapon attacks gain +1 bonus damage die. Can't hold me down C-Rank Advantage on ability checks and saving throws made to end the Restrained, Grappled or Prone con ditions. Chakra Efficiency A-Rank Jutsu cost is reduced to the previous Ranks Cost. (S-Rank: 20, A-Rank: 14, B-Rank: 9, C-Rank: 5, D-Rank: 2) Chakra Weapons B-Rank Your weapons are counted as Chakra enhanced and they gain a bonus to hit and damage equal to 1/6th of your level. Charger C-Rank Clone Adept C-Rank Clones summoned gain access to all General Traits you have. Clone Defense C-Rank Clone Expert B-Rank Clones summoned gain access to all Clan traits you have. Clone master A-Rank Clones summoned gain access to all Role traits you have. Combat Medic B-Rank Twice per combat, when you would deal damage with a jutsu with the medical keyword, you can choose to deal maximum damage. Combat Seal Weaving B-Rank When a hostile creature makes a saving throw vs a Jutsu you cast, if they fail the check and the difference between their roll and your Save DC is 10 or greater, add level to damage. Corrosive Body Each time a creature touches or deals damage as the result of a melee attack to you, it takes 2d6 Acid damage. Additionally, C-Rank any weapon used to strike you suffers a permanent and cumulative −1 penalty to damage rolls. The weapon is destroyed if the penalty ever reaches −5. Casting Mending would remove all penalty stacks. Critical Fury B-Rank All attacks made by you have a +1 bonus to its critical threat range. Cunning Action C-Rank Dash, disengage, or hide as a bonus action. You can adhere to anything you touch. As an action you can choose to automatically grapple any object or creature within your unarmed attack range. Creatures grappled in this way, make their contested checks to escape at disadvantage. Select one between Dexterity or Intelligence. The chosen ability score gains a bonus 1d4 to its saving throws and ability checks. You can move through a space as narrow as 1 inch wide without squeezing. Additionally, when you would attempt to escape the restrained or grappled conditions, you makes your check or save at advantage. All hostile creatures within 10 feet, who is attempting to cast a Jutsu of C-Rank or lower, must make an ability check using their casting modifier vs DC (8+Your level). On a failure, the jutsu fails to cast. Their chakra is still spent. At the start of your turns, deal your level in piercing, bludgeoning or Slashing damage to any creature that you are currently grappling. This adversary has been given the power of another, Stronger, adversary who is Iconic, Elite or Solo. Gain one trait, that adversary has, regardless of what it is. When a hostile creature scores a critical hit against this adversary, this adversary can immediately make a weapon attack against the triggering creature. On a hit, it automatically score a critical hit against the triggering creature. If you moved more than half your maximum movement in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect. When an allied creature would take damage while within 20 feet of a clone, as a reaction, swap places with the original targe t and the clone. 41 Savin Throw ADVERSARY G ENERAL T RAITS (PG . 2) Damage Absorption Select one damage type, you gain immunity to the chosen damage type, and gain a number of hit points equal to the damage B-Rank originally dealt. If a creature would ignore resistance or immunity to the chosen damage type, this features effects become null against the creature or its attacks/jutsu. Damage Transfer Allied creatures within 15ft that take damage, has the damage they would take reduced by half, and you take damage equal to the damage originally reduced. The damage done is of the same type the allied creature originally took. Additionally, if you C-Rank and the allied creatures would take damage as the result of the same area of effect, all creatures within 15ft including you, takes half damage from the area of effect. Dangerous Body B-Rank Dirty Tricks When a creature within 15ft of you makes a melee attack, as a reaction, force the target to make a Wisdom (Perception) check vs your Dexterity (Sleight of Hand). If you beat their check, you throw dirt in their eyes blinding them until the end of their D-Rank next turn. Alternatively, they can spend a bonus action wiping the dirt from their eyes, immediately ending the blinded condition. Dragon Fist D-Rank Can mark creature as Reaction. Marked creature remains marked for 1 minute or until another creature is marked. A marked creature suffers a 1d4 penalty to its AC when you would target them with unarmed attacks until the end of the current turn. Drunken Fist D-Rank When you are targeted for an attack, you can take the dodge action as a reaction, and move 10 feet not provoking Attacks of opportunity. Durable B-Rank Hit Points increased by 30%. Each time a creature touches or deals you damage as the result of a melee attack all creatures within 5 feet of you take 3d6 Necrotic damage, as your body releases a dangerous aura. As an action, activate the eight inner gates (1). Gain a +2 bonus points to Strength, Dexterity and Constitution. (This can b e Eight Inner Gates (1) B-Rank ended as a bonus action on the users turn or when it falls unconscious.) *Must have Eight Inner Gates (1) active. As a bonus action, activate your eight inner gates (2), ending Inner gates (1). Gain a +5 bonus points to Stren gth, Dexterity and Eight Inner Gates (2) A-Rank Constitution, double speed, and gain an additional Action. At the start of each of the adversaries turns (including Elite and Legendary Actions), take 1d12 necrotic damage which cannot be resisted or reduced by any means. (This can be en ded as a bonus action on the users turn or when they fall unconscious.) *Must have Eight Inner Gates (2) active. As an Action, activate your eight inner gates (3), ending Inner gates (2).Gain +10 bonus points to Strength, Dext erity and Eight Inner Gates (3) S-Rank Constitution, triple movement speed, and an additional two actions. At the start of each of the adversaries turns (including Elite and Legendary Actions), take 3d12 necrotic damage which cannot be resisted or reduced by any means. (This cannot be ended.) Select two damage types. Gain Resistance to the select damage types. Select one damage type. Gain vulnerability to the chosen damage type. Elemental Protection C-Rank Endurance B-Rank Chakra Points increased by 30% Enhanced Nature Release C-Rank Pick 1 nature release. Increase the damage die of the chosen nature release by 1/6th of your level. Escape B-Rank Evasive C-Rank When subjected to a Dexterity Saving throw. If you would pass, you instead take no damage and suffer no effects. Expert Elementalist B-Rank Expert Seal Weaver B-Rank Twice per combat, you can cast one Ninjutsu or Genjutsu with a casting time of 1 Action, as a bonus action. Expert Sensory Shinobi S-Rank If a creature has Chakra and is within 100 miles of you, you can sense them and know their general location. False Appearance C-Rank Bonus + 5 to Deception, Performance and Persuasion. (Automatically Added) Flight C-Rank Force of Will B-Rank When subjected to a Wisdom saving throw. If you would pass, you instead take no damage and suffer no effects Fortuitous B-Rank When subjected to a Constitution saving throw. If you would pass, you instead take no damage and suffer no effects Freedom of Movement B-Rank Immunity to difficult terrain and speed reduction effects. Grappler C-Rank Advantage on attack rolls against any target currently grappled. In addition, while grappling a target, any damage you take from an attack or jutsu is split 50/50 evenly with the grappled creature. Great Weapon Master C-Rank While wielding a weapon with two hands, this Adversary can choose to take a -5 penalty to its attack roll, gaining a +10 bonus to damage rolls, once per turn. Grimy C-Rank When you hit a creature with a melee or ranged weapon attack, you may spend your bonus action to disarm them immediately taking their weapon away from them, if they had one equipped, or if they have on visible on their person. Guerilla C-Rank When you make a ranged attack while hidden, you don't reveal yourself and can remain in hiding so long as you do not move more than half your full movement and remain obscured in some way. Healer B-Rank When you would heal a creature, you double the die used to restore hit points. When you would be reduced to 0 hit points outside of your lair, you instead escape and flee to your lair. You remain there, paralyzed and resting, until you recover at least 50% of your hit points. Select one elemental damage type. Increase damage done with the chosen damage type by +2 damage die and gain immunity to the chosen damage type. You gain vulnerability to the nature releases superior element. You can fly your speed. While flying, you must move your entire movement speed or land—unless you can also hover. Launching into flight provokes opportunity attacks, even if you Disengage. 42 Savin Throw ADVERSARY G ENERAL T RAITS (PG . 3) While wielding a weapon with the heavy weapon property, add 2d4 to all damage rolls made with the weapon. (Already Added) Heavy Weapon Expert C-Rank Honorable When initiative it rolled, mark 1 hostile creature. A creature marked in this way, remains marked for the duration of this encounter or until killed. An unconscious creature loses any marks. Only one creature can be marked at a time. While a D-Rank creature is marked, add 1d4 to attack and damage rolls against the marked creature and suffer a 1d6 penalty to attack and damage rolls against creatures who are not marked. Immortal A-Rank Immutable Form A-Rank You are immune to any Jutsu or effect that would alter your form. Improved Critical D-Rank Critical hits increase their damage die by a 1/6th of your level. Incorporeal As a bonus action, you can become incorporeal. While incorporeal you can pass through any solid non-chakra-based matter S-Rank and cannot be harmed by Ninjutsu, Taijutsu or Bukijutsu. This includes Class mod Arts that would require physical interaction by any means. A creature can only remain incorporeal until the beginning of their next turn. Indomitable B-Rank Inscrutable D-Rank You are immune to any effect that would sense your emotions, read your thoughts or sense your intentions. Inspiring Leader D-Rank Invisible You cannot be seen by normal means. You can only be seen or sensed as a result of a Sensory Jutsu or special sight such as A-Rank Chakra sight or True Sight. A creature who would attempt to cast Uzumaki Break or Dispel Chakra against you temporarily disables this trait for 1d4 turns Iron Fist D-Rank The first taijutsu or unarmed attack you make each turn adds +1d4 to the attack and damage rolls Iron Mind B-Rank Advantage on Intelligence Saving throws and ability checks. Kage Support D-Rank Help Action can target up to 2 allied creatures, up to 30 feet away. Lethal Hunter C-Rank Life Eater S-Rank When you deal damage that reduces a creature to 0 hit points, that creature cannot be revived by any means. You cannot be killed unless you are reduced to 0 hit points by a specific damage type, or type of attack. Any other form of attack or damage will reduce you to 1 hit point instead. You are immune to any effects that would alter your mind or will. This includes Charmed and Fear. You cannot be mind controlled or be influenced by external forces. As an action you can command your allies in initiative bolstering their resolve. All allies gain your level + your proficiency bonus temporary hit points for the next minute. Recharge (5-6) Ranged weapon attacks gain a +1 bonus to damage die, and increase damage dealt with ranged taijutsu attack using that weapon by 1 die. Light Weapon Expert D-Rank While wielding a weapon with the light weapon property, make 1 additional attack. Lion Fist As a bonus action select one creature within 60 feet, forcing them to make a Wisdom save vs your highest save DC. On a D-Rank failure, they gain one rank of the fear condition for the next minute against you. A feared creature can spend its action to remake the save in an attempt to remove all ranks of fear it currently has as a result of this trait. Select one Hidden Village or Country. You gain a bonus to attack and damage against creatures from that village or country Long Lasting Grudge D-Rank equal to 1/6th your level. Martial Advantage D-Rank Once per turn deal extra damage equal to half your level when you hit a target creature, while within 5ft of allied creatures . Medic Adept C-Rank You cannot lose concentration on a Jutsu with the medical keyword as a result of damage. Medic Expert B-Rank Medic Master A-Rank Twice per combat, as an action, all allied creatures within 30 feet of you regain 50 hit points. Mist Sight C-Rank You can see in any form of mist, smoke, haze or obscuring gases, even if made as a result of a jutsu. Parry D-Rank As a reaction, gain +3 AC against all melee attacks that you can see until the beginning of your next turn. Poisoner A-Rank Poison Damage you deal, deals an additional damage equal to your level, once per turn. Power of Age Select 2 Damage types. Ignore resistance and immunity with the chosen damage types and gain a +2 bonus to critical threat A-Rank range with the chosen damage types. Select 3 damage types, gain vulnerability to the chosen damage type. This vulnerability cannot be removed or counteracted. Power of Ignorance A-Rank Select 1 Ability score. Automatically pass all saves with the chosen ability score. Select 2 Ability scores. Automatically fa il all saves with the chosen ability score. This vulnerability cannot be removed or counteracted. Power of Pride A-Rank Select 2 conditions. Gain Immunity to the chosen conditions. Select 3 conditions. Gain vulnerability to the chosen conditions. This vulnerability cannot be removed or counteracted. Power of Ignorance A-Rank Select 1 Ability score. Automatically pass all saves with the chosen ability score. Select 2 Ability scores. Automatically fail all saves with the chosen ability score. This vulnerability cannot be removed or counteracted. Power of Pride A-Rank Select 2 conditions. Gain Immunity to the chosen conditions. Select 3 conditions. Gain vulnerability to the chosen conditions. This vulnerability cannot be removed or counteracted. Power of Youth B-Rank While Bloodied (50% HP), roll 1d10 at the beginning of each of your turns. On a roll of 7~10, regain 1/5th your level d12 hit points and chakra. Twice per combat, as an action you can automatically end any condition affecting an allied creature. Additionally, Jutsu with the medical Keyword that restores hit points, cannot be reacted to. 43 Sav Thro ADVERSARY G ENERAL T RAITS (PG . 4) Powerful Penetration C-Rank Select one Damage type. Ignore resistance for the chosen damage type. Protect the Young C-Rank While standing next to a younger or lower classed/ranked ally, can spend a reaction to redirect the attack to yourself. Ranged Weapon Expert C-Rank Redirect When you are within 5ft of another creature, if you are the target of a melee attack, you can spend a reaction. When you do, C-Rank make Dexterity saving throw vs the targets attack Save DC. (If unarmed or weapon, vs Taijutsu save DC.). On a success, you redirect the attack to another creature within 5 feet of you, regardless if ally or hostile. Regeneration C-Rank Siege Master C-Rank Deal quadruple damage to objects, structures and constructs. Self-Destruct D-Rank Sensory Shinobi B-Rank If a creature has Chakra and is within 1 mile of you, you can sense them and know their general location. Shinobi Slayer When a hostile creature would attempt to cast a ninjutsu or genjutsu with or without handsigns while within 15 feet, as a reaction, move up to 15 feet to engage with the creature, then make a single melee weapon attack. On a hit, the target must C-Rank make a Constitution saving throw against your Taijutsu Save DC. On a failed save, they lose the attempted jutsu, while still spending the chakra. Silent Fist C-Rank Attacks of opportunity you make are at advantage. Creatures cannot react to your first unarmed attack each turn. Split A-Rank While wielding a Ranged Weapon or a weapon with the thrown property, you can make +1 additional attac k with the attack action. (Already Added) You regain 1/10th of your maximum hit points at the start of each of your turns. This regeneration stops for 1 turn if you are hit by a specific damage type (Select one) or you are reduced to 0 hit points. When your hit points fall to 0, you detonate due to a dead man switch. All creatures within 20 feet of you must make a Dexterity saving throw vs Highest Save DC. Taking your level d4 fire damage or half as much on a success. When you are bloodied, you split into two smaller copies. Each new copy has hit points equal to half of your remaining hit points, and acts independently. Stolen Kekkei Genkai B-Rank You can select up to 2 additional clan traits from any clan you choose. Strength of Will C-Rank Advantage on Wisdom Saving throws and ability checks. Strong Arm B-Rank Advantage on Strength Saving throws and ability checks. Sure-Footed B-Rank Advantage on Dexterity saving throws and ability checks. Swarm C-Rank You can occupy another creature’s space and vice versa. You gain advantage on attacks against any creature that shares your space. Synchronized Hive mind C-Rank For each allied creature within initiative that shares this trait you gain a +2 to Perception. Teamwork C-Rank You have advantage on attack rolls when the target is within 5ft of you and an unrestrained ally Terrain Advantage D-Rank Immunity to difficult terrain. Gain a +10 bonus to speed while in an area of difficult terrain. Thermal Vision D-Rank This adversary is always under the effect of Heated Sight jutsu, as it uses thermal vision to account for hunting prey. Tough B-Rank Advantage on Constitution saving throws and Ability Checks. Toxic Chakra C-Rank Uncanny Senses D-Rank Immune to the Surprised Condition. +5 Bonus to Perception (Automatically Added) Undying Fortitude C-Rank Unlimited Potential B-Rank When you Clash with a creature, you roll at advantage and the opposing creature makes their check at disadvantage. Unrestrainable B-Rank Immunity to the restrained and grappled conditions. Untainted Focus A-Rank You can concentrate on up to 3 Jutsu at once. Versatile Weapon Expert While wielding a weapon with the versatile weapon property, you gain a +1 bonus to attack and damage rolls with the D-Rank weapon. Additionally, if you make more than one weapon attack with the versatile weapon in the same action and hit with both attacks against the same creature, the target of the attacks gains 1 stack of bleeding. Zenith B-Rank All of your Jutsu are automatically upcasted by 1 Rank If you would take chakra damage or a creature would absorb your chakra, the triggering creature must make a Constitution saving throw vs your highest save DC. On a failed save, they take 2 Poison damage per chakra point damaged or absorbed. If damage reduces you to 0 hit points, make a Constitution saving throw with a DC equal damage taken. On a success, you drop to 1 hit point instead. 44 Savi Thro 45 THE ART & SCIENCE OF BALANCE ADVERSARY DESIGN NARRATIVE OVER NUMBERS Hello all, as many of you know, my name is King or Kingsare4ever. This PDF will act as a living document for me to express how I feel enemies within the Naruto 5e System should be designed for your average player. But in order for me to do that, I need to set a few ground rules first for my design intent and thought process. WHO IS THIS DOCUMENT FOR? This document is for most DM’s. When I say most DM’s this is for the DM who knows their table. Knows their players, and likes to mix it up with different adversaries based on the circumstances of the mission or challenge. This document may not be the best tool for some. Why would I say that? Simple. Every table has different needs and expectations. This book will be balanced for the Average DM with the Average Party, and not the niche DM with an Extreme party. AVERAGE PARTY? An average party, in my head is one were everyone is designing their characters as the narrative progresses and not one that has preplanned an entire build from 1~20 preselecting every jutsu, feat, skill proficiency all prior to even writing the PC’s name on the page. This book may not be best for players who squeeze every bit of power out of their characters at the expense of everything else. EXTREME PARTY? An extreme party, in my head is one where everyone is actively fighting for the top spot in the team. One where every PC is actively in a silent arms race to have the most Damage, HP, AC, Save Bonuses or any other numerical value they have is as high as mathematically possible. One where character design is pushed to the side for optimization and power. When designing Named Adversaries, that is to say, Adversaries who have shown up in the Naruto Series, even if only once. I try to design them to be as close to their actual representation and intended threat vs how they stack up compared to a Sage of Six paths Naruto juiced with all the tailed beasts and Sage mode. I have had multiple discussions with individuals who while they are fans of the series equate most threats to being either Sage of Six paths level or not, when in my opinion that is a poor way to judge a threat. Threats should be based on the circumstances and time they were introduced and not how they compare to a much more powerful character many years later. It will always be an unfair comparison. All Solo’s in this text are assuming a party of 4. You can use the Adversary builder to adjust as needed. But to get back on track, Adversaries are designed with 30 Levels in mind, not 20. But each level has a bit more thought put into them and are generally broken up into the following brackets; • Genin: Levels 1~6. • Chunin: Levels 6~10. • Jonin: Levels 10~13. • Elite Jonin: Levels 13~16. • Kage: Levels 16~19. • Legendary Shinobi/Samurai: 17-20 • Tailed Beasts: Levels 19~22. • Six Path Tier: Levels 22~25. • Ōtsutsuki: Levels 25~30. UNIQUE/RENAMED TRAITS While the trait system is robust, it is not all encompassing. It will have gaps and will be unable to capture all aspects of every single character within the series. Due to this known limitation, you will notice some Adversaries will have a trait with the (Unique) trait attached to it to show that this was made on a character-by-character basis. Additionally, you may notice some traits are just renamed to better fit a characters theme/design. I HAVE AN EXTREME PARTY, WHAT ABOUT M E? ADVERSARY INTELLIGENCE BASED ON RANK/CLASS I wish you all the luck in the world, but this may not be the correct document for you. You may have to work a little bit harder on Session prep to design new Enemies for each mission from scratch. You may have to take this document and manually tweak some numbers. You may have to look towards Homebrew Bingo Books. There are plenty of those out there for this system. I will list a few of the ones I am aware of; Adversaries within the confines of the game are meant to be primarily challenges for the players to overcome. With this in mind, not all adversaries should act with the best strategies or even the best jutsu within a given Jutsu rank. With that being said Adversaries will have a common trend. Lower ranked/classed Adversaries will have less cohesive jutsu. By that I mean they will have jutsu that serve a purpose but may not be the absolute best way to achieve that via casting. Some DM’s may look at this and ask why wouldn’t an adversary learn the best possible jutsu to maximize their chances to win? My response is, that they may have not had access to such a teacher or even the knowledge that such a jutsu exists. • Mr. Hey: Bingo Book • Blasteroid B: Adversaries from another Realm • The Optimal O: Naruto Adversaries All of the above are documents that while I cannot vouch for are made with love and care from those within the community “MAYBE I WANT TO LIVE?” MY DESIGN PHILOSOPHIES I have a few Adversary Design philosophies that I feel should be followed when Designing Adversaries. This will not always result in the most optimized or even the most powerful character possible. This will indirectly make some adversaries weaker based on the way they are presented within the narrative compared to how they are stated to be. 46 Most Adversaries will not intrinsically have this line of text, but they should be controlled with one of the following mindsets. Either they are fearless mooks who will fight a Player to the death, or they are functionally living and breathing creatures who will prioritize self-preservation based on the circumstances of the conflict and will choose to run if things get out of hand. THE FIVE GREAT SHINOBI NATIONS CHAPTER 1: THE LAND OF FIRE LAND OF FIRE: RANK RATIO’S The land of fire is sadly known for having a very high Genin population, followed by a moderately sized Chunin population and exceedingly rare Jonin Population. While numbers are never published in order to maintain secrecy it is fairly common within the Land of fire that the Ranks have a very disproportionate distribution of shinobi. This is primarily due to the extreme standards Konoha has for Shinobi of such a Rank. It is known for its 100:10:1 ratio. For every 100 Genin, there are 10 Chunin. And for every 10 Chunin, there is usually only 1 Jonin. While this ratio sounds reasonable, it becomes less so when taken into account, across the entirety of the Land of fire, there are roughly 12,000 shinobi at any given time, meaning that within the ranks of 12,000 shinobi, roughly only 120 of them are Jonin level. This sets an extremely high bar for a Jonin to cross in order to be considered someone of worth within the Land of Fire’s Shinobi ranks. This following chapter will segment all Adversaries that would most likely hail from the Land of Fire and Konoha proper. LAND OF FIRE: THEMES The Land of Fire as a country is one where its Shinobi are mostly known for their Youth and tenacity. The Land of Fire consistently has shown to have the youngest Shinobi in the series, with their most seasoned Jonin being in their Early twenties. These shinobi are more commonly associate with the Fire Release and Earth Release Keywords primarily. This does not mean that Shinobi from this land cannot master different nature releases, just that this is the common trend with a vast majority of such shinobi. LAND OF FIRE: CORE CONCEPTS The land of fire is one that is primarily shown as being a teamwork centric country, focusing on squad-based tactics and synergies. It is also one that is primarily focused on passing on the knowledge of the previous generation to the current one. Their more senior shinobi are known to bring their juniors who are normally 1 to 2 levels below them in terms of mechanical power. LAND OF FIRE: TEAM COMPOSITIONS The land of fire is known for consistently having teams of 3, 4 and 5 Shinobi. Most teams comprised of such numbers are normally organized in such a way to facilitate certain formations. FIVE (5) MAN CELL These groups are almost entirely comprised of Experienced mid to high level shinobi. These cells rarely hold inexperienced combatants, but are normally lead by a single competent Jonin captain, with 4 Chunin subordinates. FOUR (4) MAN CELL These groups are almost always student-teacher based teams. Comprised of a single mid or high-level shinobi known as a squad captain and the remaining shinobi are inexperienced and still learning Genin. These teams rarely embark on missions greater than C-Rank missions due to the inherent risk associated. But in some cases, there are exceptions, like when the village is aware of a particular Genin teams unique capabilities or propensity to punch far above what their rank suggests. THREE (3) MAN CELL These groups are almost always comprised of moderately experienced shinobi. Mostly Genin without their Jonin captain, or chunin embarking on a mission of some sort. It is rare to find a three-man Jonin team due to the unique rarity of Jonin within the land of Fire. 47 ABURAME CLAN D EFENSIVELY SHIBI ABURAME The head of the Aburame Clan, and a Jonin of the Hidden Leaf Village. Shibi is just as stoic and silent as (if not even more so than) his son. He is described as a "self-possessed figure, and the pride of Aburame". Like his son, he is cautious by nature and also believes in never underestimating an opponent, no matter how small or weak they may appear. USING SHIBI ABURAME AS AN ADVERSARY Shibi is an adversary who will and can potentially annoy a hostile faction of enemies. Not due to his rock-solid defenses, but purely due to him acting in ways to strictly avoid direct conflict until he is ready. If forced to engage in any form of direct conflict, Shibi will choose to instead create distance using Insect Sphere, Insect Jar Technique & Parasitic Insect Cloud in an attempt to keep enemies at bay. If these attempts or actions do not work, he will instead resort to using higher ranked Secret Aburame Clan Jutsu such as Insect Wall2. (2 Freeform Jutsu) Shibi is not a direct combatant, often preferring to fight around the strengths of an enemy until he is able to completely overwhelm them with his Aburame Clan techniques. O FFENSIVELY Shibi is a character who would choose to delay hostile actions until he is able to get a solid feel for his opponents combat capabilities, instead choosing to spend his turns making Ninshou, Illusions & Martial Arts checks to get a solid understanding on what his opponents are capable of. Once he has a solid grasp of this information, he will then strategically abuse the gaps in their defenses with and onslaught of Saving throws specifically tailored to target their weakest saving throw between Strength, Dexterity or Constitution. Insect Force (Unique). Creatures making saving throws vs Hijutsu Shibi casts cannot gain a bonus to their roll as a result of jutsu. B-Rank, Elite, Controller, Shinobi, Aburame, Prof + 6 Level: 11 (50 XP), Tenacity Die: 5 Forceful Insects. Once per turn, when Shibi would inflict a condition, the target also gains 1 rank of concussed. Armor Class 19 (Medium Armor), DR: 6 Hit Points 174 (11d8 HD) Chakra Points 251 (11d10 CD) Speed 30 ft, Initiative +8 STR 12 (+1) DEX 17 (+3) CON 17 (+3) INT 19 (+4) WIS 17 (+3) Ninjutsu. +10 to hit, (Ninjutsu save DC 19) D-Ranks (Cost 5): Insect Sphere, Parasitic Destruction, Insect Substitution1. C-Ranks (Cost 9): Insect Clone, Insect Jamming, Insect Jar Technique B-Ranks (Cost 14): Insect Amp, Parasitic Insect Cloud, Insect Wall2, Nondetection A-Ranks (Cost 20): Insect Wave3 CHA 13 (+1) Multiattack. Shibi can make 2 melee attacks with their Insect Swarm. Insect Swarm. Ranged Ninjutsu Attack: +10 to hit, reach 60 ft., one target. Hit: 6d4 + 4 Poison Damage. Saving Throws Str +2, Dex +4, Con +10, Int +11, Wis +10, Cha +2 Skills Animal Handling +9, Deception +7, Chakra Control +9, Nature +10, Ninshou +10, Perception + 14, Stealth +9 Damage Resistances Poison, Necrotic Senses Tremorsense 30 ft., passive Perception 24 Insect Surge. By spending 5 Tenacity die, Shibi releases a cloud of Insects filling a 30-foot radius, centering on him. All creatures of his choice within the cube must make a Constitution saving throw Vs his Ninjutsu Save DC. On a failed save, they lose the ability to cast jutsu with their Actions or Bonus Actions until the end of Shibi’s next turn. Insectoid Control. When a creature fails a saving throw vs a Jutsu Shibi casts that requires concentration, reduce their AC by the rank of the jutsu cast for the duration. (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4) Beetles. When Shibi casts a Ninjutsu, he gains 11 Temporary hit points, once per turn. Expert Seal Weaver. Twice per combat, cast a Jutsu with a casting time of 1 action, as a bonus action. Uncanny Senses. Immunity to the Surprised Condition. +5 Bonus to Perception (Already Added) Shibi takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Attack. Shibi makes two attacks with his Insect Swarm, or Casts a Jutsu of CRank or lower. Move. Shibi gains +15 speed and can move. He can choose to forgo the bonus to speed, to throw a Smoke Bomb and make a Stealth check while moving. Aburame Elite. Whenever Shibi deals damage with a Hijutsu he casts, he regains chakra equal to half the result. 48 SHINO ABURAME (KID) D EFENSIVELY Shino is a shinobi of Konohagakure's Aburame clan. Quiet, and at times off-putting to some. Shino is just as stoic and silent as his father, Shibi. Shino is a tactical fighter, someone who never backs down from a challenge and has always shown restraint when needed to ensure that he never goes too far. A kind hearted kid, Shino always wanted to see his allies thrive and succeed and was always willing to help whenever or wherever he could. Shino is an adversary who will not hesitate to back off and retreat if things get out of hand. He will attempt to cast Insect Jar Technique to create distance for himself and his allies. USING SHINO ABURAME (KID) AS AN ADVERSARY Shino, while not normally a direct combatant, is not afraid to enter the fray and do combat with his allies. Shino will prefer to fight at a distance slowly poisoning and syphoning the chakra from his enemies but will not hesitate to crank things up to 11 if any of his allies are in danger. O FFENSIVELY Shino is a character who has shown time and time again that looks are deceiving. He is an intelligent fighter, even more so than others may think. Shino will begin most fights by attempting to use his Plant a Beetle (Unique) action, when initiative is rolled. This will grant him a minor bonus to attacking the select creature and improving his chances at securing a victory against them. He would primarily choose to cast Parasitic Destruction in place of making any melee or ranged weapon attacks while also absorbing the targets chakra. Ninjutsu. +10 to hit, (Ninjutsu save DC 16) D-Ranks (Cost 5): Insect Sphere, Parasitic Destruction, Insect Substitution1. C-Ranks (Cost 9): Insect Clone, Insect Jamming, Insect Jar Technique C-Rank, Iconic, Elite, Caster, Shinobi, Aburame, Prof + 4 Level: 6 (50 XP), Tenacity Die: 3 Armor Class 20 (Chakra Skin) Hit Points 154 (6d8 HD) Chakra Points 231 (6d10 CD) Speed 50 ft., Initiative +4 STR 8 (-1) DEX 11 (+0) CON 18 (+4) INT 18 (+4) WIS 12 (+1) Kunai. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4) Piercing damage. Insect Swarm. Ranged Ninjutsu Attack: +10 to hit, reach 60 ft., one target. Hit: (4d4 + 4) Poison Damage. CHA 11 (+0) Saving Throws Str +2, Dex +3, Con +9, Int +9, Wis +4, Cha +3 Skills Animal Handling +5, Chakra Control +8, History +8, Illusions + 5, Insight +5 Condition Resistances Poisoned Senses passive Perception 11 Venomous Insects. Once per casting, when Shino casts a Jutsu that would deal damage, he inflicts 1 rank of envenomed on all affected creatures. Potent Insects. Twice per combat, maximize the damage of one jutsu Shino casts. Teamwork. Shino’s allies gain advantage on attack rolls against a target that is under the effect of a Jutsu he is concentrating on. Aburame Elite. Whenever Shino deals damage with a Hijutsu he casts, he regains chakra equal to half the result. Unbound Shinobi. Effects that would prevent Shino from molding chakra, end at the end of each of his turns. 49 Plant a Beetle. When Shino would roll initiative he makes an Intelligence (Stealth) [+9] check vs a target creatures Passive perception. On a success, Shino plants a beetle on them. A creature with a beetle can attempt to make a Wisdom (Perception) vs Ninjutsu Save DC to notice the beetle, removing it. While a creature has Shino’s beetle planted on it, he makes all attack rolls using Aburame Clan jutsu with a +1d4 to the result. Shino takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Attack. Shino makes one attacks with his Insect Swarm, or Casts a Jutsu of D-Rank or lower. Move. Shino can move his full movement. SHINO ABURAME (SHIPPUDEN) D EFENSIVELY Shino is a shinobi of Konohagakure's Aburame clan. Quiet, and at times off-putting to some. Shino is just as stoic and silent as his father, Shibi. Shino is a tactical fighter, someone who never backs down from a challenge and has always shown restraint when needed to ensure that he never goes too far. A silent and calculating individual, Shino after countless battles has proven that he is fairly powerful and in some respects have even surpassed his own father, Shibi. Shino is an adversary who will not hesitate to back off and retreat if things get out of hand. He will attempt to cast Stinking Cloud or even Insect Jar Technique to create distance for himself and his allies. Although this is unlikely, if Shino is ever pushed into a corner he will unleash his own secret Weapon, the Insect Tornado4 USING SHINO ABURAME (SHIPPUDEN) AS AN ADVERSARY Shino, while not normally a direct combatant, is not afraid to enter the fray and do combat with his allies. Shino will prefer to fight at a distance quickly overwhelming his foes with his poisonous insects and defending his allies with stalwart walls of defense. O FFENSIVELY Shino is a character who has shown time and time again that looks are deceiving. He is an intelligent fighter, even more so than others may think. Shino will begin most fights by attempting to use his Beetle Nest (Unique) action, when initiative is rolled. This will grant him a minor bonus to attacking all select creatures and improving his chances at securing a victory against them. Shino’s skills have grown considerably since he was a child, now he is able to strategically strike at his opponents from multiple angles using Insect clones that then use their own Aburame Clan jutsu to overwhelm their single target. Ninjutsu. +13 to hit, (Ninjutsu save DC 19) D-Ranks (Cost 5): Insect Sphere, Parasitic Destruction, Insect Substitution1. C-Ranks (Cost 9): Insect Clone, Insect Jamming, Insect Jar Technique B-Ranks (Cost 14): Insect Amp, Parasitic Insect Cloud, Curse of Prey, Insect Wall2 A-Ranks (Cost 20): Parasitic Giant Insect, Insect Wave3 Insect Tornado4 A-Rank, Iconic, Elite, Caster, Shinobi, Aburame, Prof + 6 Level: 11 (50 XP), Tenacity Die: 5 Armor Class 20 (Chakra Skin) Hit Points 197 (11d8 HD) Chakra Points 494 (11d10 CD) Speed 30 ft., Initiative +7 STR 8 (-1) DEX 15 (+2) CON 19 (+4) Multiattack. Shino can make 2 melee attacks with their Insect Swarm. INT 20 (+5) WIS 14 (+2) Insect Swarm. Ranged Ninjutsu Attack: +13 to hit, reach 60 ft., one target. Hit: (6d4 + 5) Chakra or Poison Damage, pick one. CHA 13 (+1) Saving Throws Str +3, Dex +7, Con +11, Int +12, Wis +10, Cha +7 Skills Animal Handling +9, Chakra Control +10, History +11, Illusions + 9, Insight +9, Nature +11, Ninshou +11, Perception +9 Condition Resistances Charmed, Dazed, Poisoned Senses passive Perception 19 Parasitic Surge. By spending 3 Tenacity die, Shino can overcharge a Jutsu he casts. This overcharged jutsu cannot be interrupted, adds the spent tenacity die to the damage rolled. If 2 or more creatures would fail its saving throw, or its attack result is 5 or higher than the targets AC, affected creatures are staggered until the end of their next turn. Beetle Nest (Unique). When Shino would roll initiative make an Intelligence (Stealth) [+11] check vs all hostile creatures within 60 feet of Shino whom he is aware of, Passive perceptions. On a success, he plants one beetle on Venomous Insects. Once per casting, when Shino casts a Jutsu that would deal each one of them. A creature with a beetle can attempt to make a damage, he inflicts 1 rank of envenomed on all affected creatures. Wisdom (Perception) vs Ninjutsu Save DC to notice the beetle, removing Potent Insects. Twice per combat, maximize the damage of one jutsu Shino casts. it. While a creature has your beetle planted on it, Shino makes all attack Teamwork. Shino’s allies gain advantage on attack rolls against a target that is rolls using Aburame Clan jutsu with a bonus 1d4 to hit. under the effect of a Jutsu he is concentrating on. Chakra Network Damage. Aburame Clan jutsu Shino casts that deals damage increases the cost of the next jutsu an affected creature cast by half Aburame Elite. Whenever Shino deals damage with a Hijutsu he casts, he regains chakra equal to half the result. Unbound Shinobi. Effects that would prevent Shino from molding chakra, end at the end of each of his turns. Konoha 12 (Shino). Shino can change the shape of jutsu he casts that affects an area (Cone, Line, Radius, Sphere, Cylinder) into another shape. Cone = 30ft, Line = 60ft long/5ft wide, Radius/Sphere = 25ft, Cylinder = 20ft tall/30ft tall 50 Shino takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Attack. Shino makes one attacks with his Insect Swarm, or Casts a Jutsu of CRank or lower. Move. Shino can move his full movement. TORUNE ABURAME D EFENSIVELY Shino is a shinobi from Konohagakure's Aburame clan, as well as a high-ranking member of the disbanded Anbu faction Root. Torune lacked a personality due to the grueling training regimen Danzō had them undergo at a young age. As such, he acted merely as a tool that carries out Danzō's orders. The only discernible trait that he and the other members had shown was fierce loyalty towards Danzō and some degree of level-headedness. Despite his dutiful nature, Torune still cared very much for others. While ironically finding it hard to get close to people due to his venomous insects, he believed strongly in reaching out to others, being truly grateful to have made friends with Fū. Torune is the walking embodiment of “A good defense, is a great offense.” He exerts extreme pressure due to his immunity to his own poisons and acids and other attacks. He is primarily a hyper aggressive combatant USING TORUNE ABURAME AS AN ADVERSARY Torune, has been stated to be one of if not the, most skilled shinobi in Root. He has access to a unique Form of insect known as Nano Insects. Nano-sized insects that are able to bypass most all poison resistances and immunities. Capable of causing severe pain and potentially instant Death. O FFENSIVELY Torune is an extremely lethal character, capable of felling foes one who are consider to be extremely powerful. Being a Root member Torune is not interested in a prolong combat, instead opting to end the fight as soon as possible by inflicting as many ranks of Envenomed as possible through a combination of strikes with his Envenomed Tanto or through his extremely lethal Aburame Clan Jutsu. Ninjutsu. +10 to hit, (Ninjutsu save DC 18) D-Ranks (Cost 5): Insect Sphere, Parasitic Destruction, Insect Substitution1 C-Ranks (Cost 9): Insect Clone, Insect Jamming, Insect Jar Technique B-Ranks (Cost 14): Medical Release: Poison Weapon Taijutsu. +10 to hit, (Taijutsu save DC 17) D-Ranks (Cost 5): 2-Point Penetrate, Kunai Assault, Weapon Deflect C-Ranks (Cost 9): Afterglow, Crescent Moon Penetration, Mikiri Counter, Murderous Stabbing Link, Front Beheading B-Ranks (Cost 14): Breath of Insects: Buzz6, Silent Killing S-Rank, Solo, Striker, Shinobi, Aburame, Prof + 6 Level: 12 (100 XP), Tenacity Die: 12 Armor Class 24 (Medium Armor), DR: 10 Hit Points 589 Chakra Points 598 Speed 50ft., Initiative +12 STR 17 (+3) DEX 21 (+5) CON 14 (+2) INT 19 (+4) WIS 17 (+3) CHA 16 (+3) Multiattack. Torune can make 3 attacks with his Envenomed Tanto Saving Throws Str +9, Dex +10, Con +7, Int +6, Wis +5, Cha +8 Skills Animal Handling +9, Chakra Control +8, History +10, Illusions + 9, Insight +9, Ninshou +10, Perception +9, Stealth +17 Condition Resistances Dazed, Poisoned, Stunned, Paralyzed, Surprised Senses passive Perception 19 Envenomed Tanto. Melee weapon attack: +13 to hit, reach 5ft, one target. Hit: 10 (2d6+5) Poison Damage. Creatures who take poison damage from this weapon must make a DC 17 Constitution save. On a failed save they gain 1 rank of envenomed. Root Flurry. By spending 4 Tenacity die, Torune can overpower a Bukijutsu he casts. This overpowered Bukijutsu adds the spent tenacity die to the damage rolled and imposes a 1d4 penalty to affected creatures saving throw. If the Bukijutsu cast scores a critical hit, increase the damage die by 1 step. Root Elite. Each time Torune would cast a jutsu, he can make one Serrated Envenomed Tanto attack as a part of the same action. First Impressions. Creatures cannot take reactions against the first damage Torune deals or Torune casts, per combat. Parasitic Aura: Poison Damage. Hostile creatures who would enter or begin their turns within 10 feet of Torune takes 12 Poison Damage. Torune can take an Elite Action, at the end of another creatures turn, a number of times equal to the number of hostile creatures in initiative, minus 1, per round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Beetles. Once per turn, when Torune casts a Hijutsu, he gains 12 Temporary Hit points. Aburame Elite. Whenever Torune deals damage with a Hijutsu he casts, he regains chakra equal to half the result. Attack. Torune makes one attacks with his Envenomed Tanto, Insect Swarm. Root Assassin. Once per turn, damage Torune deals as the result of a weapon, Taijutsu or Bukijutsu he cast, ignores 10 damage reduction and Temporary Hit points. 51 Poisonous Touch. Torune spends 2 Elite Actions to makes an unarmed attack with a +13 to hit. On a success, the target gains 3 ranks of Envenomed. Move. Torune can move his full movement. ABURAME GENIN SCALING ENEMY While this enemy is representative of a low ranked shinobi, their individual skill ranges between levels 1-6. The below Adversary block details a base level 1 Aburame Genin. To upscale a Genin up to 6th Level perform the following steps at each level. D-Rank, Standard, Controller, Shinobi, Aburame, Prof +3 Level: 1 (10 XP) • Level 2+. Increase the Aburame Genin’s Hit Points by 5 & Chakra points by 9 for every level beyond first. Armor Class 14 (Insect Armor), DR: 2 Hit Points 15 (1d6 HD) Chakra Points 19 (1d12 HD) Speed 30 ft., Initiative +1 • Level 2. The Genin gains The Insect Swarm Attack. • Level 4. The Genin Increases their Intelligence and Constitution by 2. Increase all relevant skills, AC, attack bonuses, save DC’s or damage modifiers. • Level 4. The Genin’s Proficiency (Prof) bonus increases by +1, This increases their AC, Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. • Level 5. The Genin can begin to cast C-Rank jutsu. STR 9 (-1) DEX 8 (-1) CON 13 (+1) INT 15 (+2) WIS 12 (+1) CHA 13 (+1) Saving Throws Str +1, Dex +1, Con +3, Int +5, Wis +4, Cha +3 Skills Animal Handling +4, Chakra Control +4, Deception +4, Nature +5, Perception +4 Senses passive Perception 14 Art Credit: [https://www.pinterest.com/pin/605030531181004484/] Distraction. Creatures who fail a saving throw as the result of a Jutsu this Genin casts, suffer a 1d4 penalty to attack rolls until the end of their next turns. Chakra Network Damage. When this Genin would deal damage with an Aburame Clan jutsu, affected creature increases the cost of their next jutsu by half. Ninjutsu. +5 to hit, (Ninjutsu save DC 14) E-Ranks (Cost 2): Enhanced Skill, String Light Formation, Chakra Movement D-Ranks (Cost 5): Human Cocoon, Insect Sphere, Parasitic Destruction, Insect Armor7 C-Ranks (Cost 9): Insect Jar Technique Insect Swarm. Ranged Ninjutsu Attack: +3 to hit, reach 60 ft., one target. Hit: 5 (Xd4 + 2) Poison Damage. (X = adversary prof bonus) 52 ABURAME CHUNIN SCALING ENEMY While this enemy is representative of a skilled Aburame capable of passing the chunin exam, their individual skill ranges between levels 6-10. The below Adversary block details a base level 6 Chunin. To upscale an Aburame Chunin up to 10th Level perform the following steps at each level. C-Rank, Standard, Controller, Shinobi, Aburame, Prof +4 Level: 6 (10 XP) • Level 7+. Increase the Aburame Chunin’s Hit Points by 7 & Chakra points by 12 for every level beyond first. Armor Class 17 (Medium Armor +1), DR: 4 Hit Points 51 Chakra Points 85 Speed 30 ft., Initiative +1 • Level 7. The Chunin gains resistance to Poison Damage and Advantage against the Poisoned condition. • Level 7. The Chunin’s Proficiency (Prof) bonus • • • • increases by +1, This increases their Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. Level 8. The Chunin increases their Dex, Con, Int & Wis by +1, increasing the relevant skills, AC, Saves, Save DC’s and Attack bonuses Level 9. The Chunin gain Constitution as a Saving throw. Level 9. The Chunin can begin to cast B-Rank jutsu. Level 10. The Chunin gains the Kikaichu Swarm trait. STR 8 (-1) DEX 9 (-1) CON 15 (+2) INT 17 (+3) WIS 13 (+1) CHA 12 (+1) Saving Throws Str +2, Dex +2, Con +5, Int +7, Wis +5, Cha +4 Skills Animal Handling +5, Chakra Control +6, Deception +5, Nature +7, Perception +5 Damage Resistance: Poison (Level 7) Condition Resistance: Poisoned (Level 7) Senses passive Perception 14 Art Credit: [https://www.pinterest.com/pin/393431717459670543/] Aura: Destabilization. All hostile creatures within 20ft of the Chunin Aburame have disadvantage on all saving throw and ability checks. Chakra Consumption (Unique). When the Aburame Chunin would deal damage with a Hijutsu, it steals chakra equal to half of the damage dealt. Kikaichu Swarm (Level 10). Aburame jutsu the Aburame Chunin casts leaves behind a trail of insects. Creatures affected by their jutsu, cannot gain the benefits of stealth or cover against them for 1 minute. Ninjutsu. +7 to hit, (Ninjutsu save DC 15) D-Ranks (Cost 5): Insect Sphere, Parasitic Destruction, Insect Armor7, Honey Bee Technique C-Ranks (Cost 9): Insect Jar Technique, B-Ranks (Cost 14): Parasitic Insect Cloud Insect Swarm. Ranged Ninjutsu Attack: +3 to hit, reach 60 ft., one target. Hit: (Xd4 + 3) Poison Damage. (X = adversary prof bonus) 53 ABURAME JONIN SCALING ENEMY While this enemy is representative of a highly skilled Aburame capable of the most difficult missions or even leading a team of 3 Genin, their individual skill ranges between levels 10-13. The below Adversary block details a base level 10 Aburame Jonin. To upscale an Aburame Jonin up to 13th Level perform the following steps at each level. • Level 11+. Increase the Jonin’s Hit & Chakra points. For every additional level, increase their Hit Points by 14 and Chakra points by 20. • Level 12. The Aburame Jonin increases their Constitution and Intelligence ability scores by +3. Increase all relevant skills, saves, attack bonuses, save DC’s or damage modifiers. • Level 13. The Aburame Jonin’s Proficiency (Prof) bonus increase by +1. This increases their, Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. • Level 13. The Aburame Jonin can begin to cast A-Rank jutsu. Artist Credit: [https://www.pinterest.com/pin/395331673548748191/] Aburame Elite. Whenever this Jonin deals damage with a Hijutsu they casts, they regains chakra equal to half the result. B-Rank, Elite, Controller, Shinobi, Aburame, Prof +6 Level: 10 (50 XP), Tenacity Die: 5 Aburame Expert. Creatures cannot gain jutsu based bonuses to their saving throws vs jutsu this Jonin casts, if that bonus requires or allows them to roll additional dice, that isn’t a d20. (Ex. Bless) Armor Class 20 (Medium Armor +1), DR: 6 Hit Points 160 Chakra Points 230 Speed 30 ft., 30ft fly, Initiative +8 STR 11 (+0) DEX 17 (+3) CON 17 (+3) INT 19 (+4) Ninjutsu. +10 to hit, (Ninjutsu save DC 19) WIS 16 (+3) CHA 14 (+2) D-Ranks (Cost 5): Human Cocoon, Insect Sphere, Parasitic Destruction, Spindle Formation, Insect Armor7, Poison Stinger, Honey Bee Technique C-Ranks (Cost 9): Insect Jar Technique, Insect Jamming Saving Throws Str+4, Dex +7, Con +10, Int +11, Wis +10, Cha +6 Skills Animal Handling +14, Chakra Control +9, Deception +8, Nature +10, Ninshou +10, Perception +9, Stealth +9 Damage Resistances Poison Condition Immunity Poisoned Senses passive perception 19 B-Ranks (Cost 14): Insect Amp, Parasitic Insect Cloud, Curse of the Prey, A-Ranks (Cost 20, 13th level): Parasitic Giant Insect Multiattack. The Jonin can make 2 attacks with their insect swarm or Insect Swarm. Ranged Ninjutsu Attack: +9 to hit, reach 60 ft., one target. Hit: (Xd4 + 4) Poison Damage. (X = adversary prof bonus) Aura: Parasitic Disruption. When a hostile creature within 30 feet of this Jonin would cast a jutsu that requires Chakra Molding (CM), they must make a DC 20 constitution saving throw. On a failed save, their jutsu’s casting Fails, and their chakra is spent. This trait can be deactivated if this Jonin is targeted by an effect that can dispel or interrupt Ninjutsu of B Rank or Higher. This aura, if dispelled is dispelled until the end of this adversaries next turn. Aburame Lockdown. By spending 5 Tenacity die and an Action, this Jonin can force all hostile creatures within 30 feet of it, to make a Constitution saving throw vs a DC 19. On a failed save, they cannot cast Jutsu as an Action or Bonus Action, until the end of their next turn. Once this Action is used, the Jonin must spend 5 Tenacity die to recharge it. Stance Break. As a reaction, the Aburame Jonin can initiate a clash with a creatures jutsu, by casting a jutsu it knows with a cast time of 1 action. Additionally, the triggering creature rolls at disadvantage. Beetles. When this Jonin casts an Aburame Clan Hijutsu, they gain a number of Temporary hit points equal to their Level, once per casting. Jonin takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. They regains spent Elite Actions at the beginning of each of his turns. Above All. The Aburame Jonin gains a flying speed equal to its walking speed and can hover 5 feet off the ground. Attack. Aburame Jonin makes one attacks with his Insect Swarm, or Casts a Jutsu of C-Rank or lower. 54 ABURAME CLAN FREEFORM ATTACK/ABILITIES/JUTSU next minute. On a successful save they instead take half damage and suffer no further effects. INSECT TORNADO (4) These jutsu are made with the Freeform Attack system in mind. These Jutsu should not be overwhelming for the players to deal with. They should be simple and not overly complicated. Classification: Freeform Ninjutsu Rank: D-Rank Casting Time: 1 Reaction, when this adversary would take damage. Range: Self Duration: Instant Components: HS, CM Keywords: Hijutsu Description: This adversary replaces themselves with a collection of insects who form a convincing duplicate of the caster. The caster gains Xd6 + Level temporary hit points (X= Twice the Rank of this jutsu) that first takes any damage they would take prior to their actual hit points being affected. Next they make an Intelligence (Ninshou) check vs the highest hostile creatures passive perception. On a success this caster is able to move up to twice their movement speed into a space that grants them cover of some type. They become Hidden/Unseen from all hostile creatures until they are found, would move out of cover, are found as a result of the search action or would attack or cast a jutsu. Classification: Freeform Ninjutsu Rank: A-Rank Casting Time: 1 Action Range: 90 Feet (30-foot cube) Duration: Concentration, Up to 1 minute Components: HS, CM Keywords: Hijutsu, Ninjutsu Description: This adversary manifests a massive tornado of insects that rip, tear and completely overwhelm everything in its path. This tornado occupies a 30-foot cube and all creatures within its area must make a Strength saving throw to avoid being sucked as close to the center point of the cube as possible, taking 9d8 Poison damage and are restrained in that space for the duration of this jutsu. At the beginning of each affected creatures turn they remain within the tornado. As an action this adversary can move the tornado up to 45 feet in any direction. All creatures who would enter this jutsu’s area must make a Strength saving throw to avoid being pulled to the center of this tornado. A creature can spend their action to make a Strength (Athletics) check to end the restrained condition granting them half of their normal movement speed until the end of their turn. A creature who ends their turn within this tornado must make a strength saving throw to avoid being pulled to the center of this tornado. INSECT WALL (2) JAR OF POISON (5) INSECT SUBSTITUTION (1) Classification: Freeform Ninjutsu Rank: B-Rank Casting Time: 1 Action or Reaction, which this adversary takes when they would make a saving throw as a result of a Line, Cone, Sphere, or Cube based area of effect. Range: 90 Feet Duration: Concentration, Up to 1 minute Components: HS, CM Keywords: Hijutsu, Ninjutsu Description: This adversary manifests a wall of insects that intercepts and blocks all area of effect jutsu or abilities from permeating through one of side of it. This adversary can make the wall up to 30 feet long, 30 feet high, and 10 feet thick. This wall is solid and cannot be seen through and lasts for the duration. When this all appears all creatures within its area must make a Strength saving throw. On a failed save they are restrained within the wall and takes 8d6 poison damage at the beginning of each of their turns they remain within the wall. A restrained creature remakes the save at the end of each of their turns to escape, being pushed to one side of the wall of their choice. INSECT WAVE (3) Classification: Freeform Ninjutsu Rank: A-Rank Casting Time: 1 Action Range: Self (60 Foot cone) Duration: Instant Components: HS, CM Keywords: Hijutsu, Ninjutsu Description: This adversary manifests an imposing wave of parasitic insects that swarms forth like a tidal wave of poisonous insects. All creatures of this adversaries choice must make a Strength saving throw to avoid being picked up by this wave. On a failed save they are picked up by this wave and pushed to the end of the cone, taking 10d10 poison damage and are poisoned, envenomed and blinded for the 55 Classification: Freeform Ninjutsu Rank: B-Rank Casting Time: 1 Day Range: Special Duration: Special Components: HS, CM Keywords: Hijutsu, Ninjutsu, Fuinjutsu Description: This adversary manifests a massive Aburame Fuinjutsu seal that will contain decaying and dying flesh. This seal will contain a breed of nano-sized insects that consume creatures on a cellular level. These insects will feed on the flesh for an extended period of time. For each day this jutsu is maintained the size of the poisonous gas cloud released upon ending this jutsu is increased by 10 feet, up to a maximum size of 10 miles. All creatures within the gas must make a constitution saving throw at the beginning and end of each of their turns. On a failed save they take 6d6 poison damage, gain 1 rank of envenomed until their next full rest and suffer a -1 penalty to all Strength and constitution saving throws for the duration of their envenomed condition. This penalty stacks to a maximum of -10. This cloud of poisonous gas can be neutralized with a strong enough breeze from a jutsu of at least A-Rank or higher with the wind release keyword. BREATH OF INSECTS: BUZZ (6) Classification: Freeform Bukijutsu Rank: B-Rank Casting Time: 1 Action Range: Weapon Range Duration: Instant Components: HS, CM, W (Any Melee Slashing) Keywords: Hijutsu, Bukijutsu Description: This adversary begins to collect and manifest Aburame chakra, until it conjures insects of a various types that fly and scurry around the blades edge. This adversary selects one creature it can see within range and makes two Melee taijutsu attacks, dealing its weapon damage + 1d8 poison damage (It does not add its ability modifier to the damage rolls). If at least one attack successfully hits, the target must make a Constitution saving throw, becoming envenomed. If this jutsu is used as a Finisher, this jutsu instead deals weapon damage + 2d8 poison damage, and creatures gain 2 ranks of lacerated on a failed save as well. INSECT ARMOR (7) Classification: Freeform Ninjutsu Rank: D-Rank Casting Time: 1 Action Range: Self Duration: 1 Minute Components: HS, CM Keywords: Hijutsu Description: This adversary can use its Intelligence in place of its Dexterity for AC calculation. Additionally, it gains an additional 2 Damage reduction for the duration. INSECT SWARM Classification: Freeform Attack Ranged Ninjutsu Attack: + [Ninjutsu Attack Bonus], Reach 60ft, one target. Damage: [Xd4+Ninjutsu Ability Mod] Poison damage. (X equals adversaries proficiency bonus.) 56 AKIMICHI CLAN D EFENSIVELY CHOZA AKIMICHI The head of the Akimichi Clan, and a Jonin of the Hidden Leaf Village. Choza is a gentle and caring man with seemingly great wisdom and understanding of the world. He is described as a "self-possessed figure, and the pride of Aburame". Like the rest of his clan, he has a large appetite, and is prone to eating everything a menu's page. Chōza uses the special technique that allows him to change calories into chakra. As the leader of his clan, it is highly logical that he is very skilled in all of his clan's secret techniques. Choza is the leaf villages answer to a tank. He is fully capable of shrugging off even the most damaging attacks by utilizing his Body Fat Cushion and his naturally tough physique. When any of Choza’s allies are in danger he will do what he can to protect them by throwing himself into harm’s way if that is an option. USING CHOZA AKIMICHI AS AN ADVERSARY Choza is a very direct combatant, possessing an incredible amount of physical strength capable of stopping a demonic status of the outer path. He is extremely durable and resistant to pain, using his body to shield his comrades from potentially lethal attacks. O FFENSIVELY Choza is an adversary who will engage with his opponents using his brute strength to overwhelm them with everything he has. He will choose to begin combat using Partial Expansion Jutsu and causing as much chaos on the battlefield as possible. If things begin to look difficult or overwhelming for him or his team he will begin to utilize Full-BodyExpansion no more than twice, maximizing his size at Huge and then choosing to crush all enemies in his path. Taijutsu. +12 to hit, (Taijutsu save DC 21) A-Rank, Elite, Defender, Shinobi, Akimichi, Prof + 6 Level: 12 (50 XP), Tenacity Die: 6 D-Ranks (Cost 5): Body Fat Cushion, Empty Crash, Human Boulder, Partial Expansion, Leaf Uppercut, 1-Shot Crushing Blow, Monkey Kings Tail C-Ranks (Cost 9): Full-Body-Expansion, Super Open Hand Slap, Erupting Falling Stomp B-Ranks (Cost 14): Heavenly Foot of Pain, Piston Fist, A-Ranks (Cost 20): Magnum Knuckle, Sakura Twister Armor Class 28 (Heavy Armor), DR: 17 Hit Points 416 Chakra Points 278 Speed 40 ft., Initiative +7 STR 22 (+6) DEX 14 (+2) CON 20 (+5) INT 14 (+2) WIS 12 (+1) CHA 14 (+2) Multiattack. Choza can make 2 melee attacks with their Akimichi Bo-Staff and 1 Unarmed Strike or vice versa. Akimichi Bo-Staff. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 1d10 + 6 Bludgeoning Damage. Saving Throws Str +12, Dex +5, Con +13, Int +5, Wis +7, Cha +5 Skills Athletics +18, History +8, Insight +7, Intimidation +8, Survival +7 Damage Resistances Bludgeoning, Piercing, Slashing Senses passive Perception 11, Keen Smell Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 1d6 + 6 Bludgeoning Damage. Critical Defense. Choza Akimichi is immune to critical hits and critical hitbased effects unless he has 208 or less hit points. Additionally, a critical hit does not guarantee an automatic hit against him. Vanguard. Creatures other than Choza within 15 feet of him, gains a +2 bonus to all saving throws. Durable. Choza’s hit points are increased by 50% (416). Fatso Fortitude. When making a skill check to end a physical or elemental condition, Choza can make a Constitution save instead. Akimichi Elite. Whenever Choza would gain temporary hit points as a result of a Jutsu, Passive or trait, he gains an additional 12 Temporary hit points, once per round. If Choza is Bruised, Burned, bleeding, shocked or chilled this passive is negated. Unbroken Physique. At the beginning of Choza’s turns, he gains 12 Temp HP. Defender of the Leaf. Allied creatures, excluding Choza, within 10 feet of Choza that he can see, gains 10 DR to all sources. 57 Akimichi Defensive Rage. By spending 4 Tenacity die and a Reaction to its allies taking damage, Choza can reduce the damage all damage its allies takes from all sources by Choza’s AC, until the end of the next turn. Choza takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Attack. Choza makes two attacks with his Akimichi Bo-Staff, or Casts a Jutsu of C-Rank or lower. Defend. Choza can take a Defensive stance protecting creatures adjacent to him. Allied creatures within 5 feet of him, gains +2 AC while adjacent to him. This bonus ends if Choza moves or performs any other action. Move. Choza can move his full movement. CHOJI AKIMICHI (KID) Choji is a shinobi of Konohagakure's Akimichi clan. Very kind, polite, and caring person. Choji is slated to become the Sixteenth Head of the Akimichi after his father, Choza. Food can also make him over-react about silly things, such as who gets the last chip. USING CHOJI AKIMICHI (KID) AS AN ADVERSARY Choji’s low self-confidence belied his great strength; he became agitated to fight an opponent mainly if they insulted him or his friends. It was during these instances that he proved to very strong, enough to defeat the Sound Four member, Jirōbō. He is one to protect his friends above all else, even at the risk of his own life. O FFENSIVELY Choji is a character who will throw it all on the line to protect his friends from harm. Even going as far to put his life at risk using the Akimichi Clan pills after having his friends insulted. Choji, unlike his father is not a defender, but instead a powerful striker able to fell even the most defensive foes. D EFENSIVELY Choji can protect himself using Akimichi clan just when needed, but he is not someone who will prioritize defense and instead focus more on his offensive ability. Akimichi Assault. Once per turn, damage Choji deals as the result of a weapon, Taijutsu or Bukijutsu he cast, ignores 10 damage reduction and Temporary Hit points. C-Rank Iconic, Elite, Striker, Shinobi, Akimichi, Prof + 4 Level: 6, Tenacity Die: 3 Taijutsu. +8 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): Body Fat Cushion, Empty Crash, Human Boulder, Partial Expansion, Heat Up, Iron Strike C-Ranks (Cost 9): Full-Body-Expansion, Spiked Human Boulder, Erupting Falling Stomp Armor Class 19 (Medium Armor), DR: 4 Hit Points 209 (Durable) Chakra Points 151 Speed 45 ft., Initiative +4 STR 17 (+3) DEX 12 (+1) CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 13 (+1) Multiattack 2. Choji makes 2 unarmed attacks. Kunai. Melee Weapon Attack: +7 to hit, reach 30/60 ft., one target. Hit: 7 (1d4+4) Piercing damage. Unarmed Strike. Melee weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) Bludgeoning Damage. Saving Throws Str +6, Dex +2, Con +11, Int +1, Wis +1, Cha +2 Skills Athletics +7, Perception +3, Persuasion +5, Survival + 3 Condition Resistances Weakened Senses passive Perception 13 Fatty Flurry. Choji can, once per turn, as a bonus action after taking the multiattack action, make an additional Unarmed Strike. Reckless Assault. At the beginning of Choji’s turns, he can gain advantage on all melee attacks or advantage on all melee attack damage rolls for the remainder of the turn. Hostile creatures gain the same benefit targeting Choji to the beginning of his next turn. Choji takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Attack. Choji makes two Unarmed Strikes, or Casts a D-Rank Jutsu. Durable. Choji’s hit points are increased by 50% Move. Choji can move his full movement. Fatso. Akimichi Clan jutsu Choji cast grants him 5 Temporary hit points until the end of his next turn. Green Pill. Choji eats one of his pills, increasing his Strength score to 20. Yellow Pill. Choji eats his second pill, increasing his unarmed damage die to a d12, and increasing the number of attacks his Multiattack grants him to 3. Akimichi Elite. Whenever Choji would gain temporary hit points as a result of a Jutsu, Passive or trait, he gains an additional 5 Temporary hit points, once per round. If Choji is Bruised, Burned, bleeding, shocked or chilled this passive is negated. 58 Red Pill. Choji eats his third pill, his unarmed damage die becomes 2d12, he gains the benefits of the Akimichi clan Jutsu Butterfly Mode. After 1 minute, he falls unconscious and enters the dying condition. CHOJI AKIMICHI (SHIPPUDEN) D EFENSIVELY Choji is a shinobi of Konohagakure's Akimichi clan. Very kind, polite, and caring person. Choji is slated to become the Sixteenth Head of the Akimichi after his father, Choza. Food can also make him over-react about silly things, such as who gets the last chip. Choji can protect himself using Akimichi clan just when needed. He no longer chooses to avoid protecting himself, but instead holding his defenses at the ready or active throughout Combat. Choji will maintain defensive jutsu such as Fat Breastplate 2. USING CHOJI AKIMICHI (SHIPPUDEN) AS AN ADVERSARY Choji’s low self-confidence has mostly been overcome, but his reliance on his friends remains both his greatest strength and weakness; He still relies on others to lead or guide him and he often chooses to not act without order, but when the chips are down, Choji is one of the fiercest enemies anyone on the battlefield could face. O FFENSIVELY Choji in his age and experience has grown to a point where his Akimichi Clan jutsu no longer define his weakness or insecurity but instead, his strength. Choji in combat will often choose to strike first, fast and hard. He will begin combat by buffing himself with Akimichi clan jutsu like Partial Body expansion, Fast Fat Muscle Molecules1, or Full-BodyExpansion. Choji will do everything in his power to avoid using Butterfly mode, but when he sees a downed ally he will not hesitate to enter this state and strike down his foes, starting with the one who dealt the downing strike to an ally, not changing his target unless forced to. Akimichi Advanced Assault. Once per turn, damage Choji deals as the result of a weapon, Taijutsu or Bukijutsu he cast, he ignores Damage reduction and temporary hit points. A-Rank Iconic, Elite, Striker, Shinobi, Akimichi, Prof + 6 Level: 11, Tenacity Die: 5 Armor Class 29 (Heavy Armor), DR: 12 Hit Points 469 Chakra Points 370 Speed 45 ft, Initiative +5 STR 21 (+5) DEX 11 (+0) CON 20 (+5) INT 13 (+1) WIS 16 (+3) CHA 17 (+3) Saving Throws Str +11, Dex +2, Con +10, Int +3, Wis +5, Cha +7 Skills Athletics +17, Insight +9, Intimidation +9, Perception +9, Persuasion +9, Survival + 7 Condition Resistances Weakened Senses passive Perception 19 Savage Strike. Once per turn, when Choji deals damage to a creature who is Dazed, poisoned, burned, shocked or restrained, he deals the maximum possible damage. Akimichi Revenge. Once per turn, Choji can deal a bonus 2d6 damage to a creature that harmed him or his allies in the previous round. Fatso. Akimichi Clan jutsu Choji cast grants him 5 Temporary hit points until the end of his next turn. Fatso Fortitude. When making a skill check to end a physical or elemental condition, Choji can make a Constitution save instead. Akimichi Elite. Whenever Choji would gain temporary hit points as a result of a Jutsu, Passive or trait, he gains an additional 11 Temporary hit points, once per round. If Choji is Bruised, Burned, bleeding, shocked or chilled this passive is negated. 59 Taijutsu. +12 to hit, (Taijutsu save DC 21) D-Ranks (Cost 5): Body Fat Cushion, Empty Crash, Human Boulder, Partial Expansion, Heat Up, Iron Strike C-Ranks (Cost 9): Full-Body-Expansion, Spiked Human Boulder, Erupting Falling Stomp, Fast Fat Muscle Molecules1, Super Open Hand Slap B-Ranks (Cost 14): Breaker Fist, Cherry Blossom Impact, Piston Fist, Butterfly Mode, Super Boulder Crash A-Ranks (Cost 20): Butterfly Bullet Bomb Ninjutsu. +8 to hit, (Ninjutsu save DC 17) D-Ranks (Cost 5): Chakra Leaping, Substitution Technique, Fat Breastplate2 Multiattack 3. Choji makes 3 unarmed or 2 Kunai attacks. Kunai. Melee Weapon Attack: +12 to hit, reach 30/60 ft., one target. Hit: 8 (1d4+5) Piercing damage. Unarmed Strike. Melee weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 12 (2d6 + 5) Bludgeoning Damage. Choji takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Attack. Choji makes two Unarmed Strikes, or Casts a B-Rank Jutsu. Defend. Choji can take a Defensive stance protecting creatures adjacent to him. Allied creatures within 5 feet of him, gains +2 AC while adjacent to him. This bonus ends if Choji moves or performs any other action. Move. Choji can move his full movement. CHOCHO AKIMICHI (BORUTO) Chocho is a shinobi of Konohagakure’s Akimichi clan, as the seventeenth generation of the Ino-Shika-Cho trio. As the only child of Karui and Choji Akimichi. Believing to follow her own pace. While somewhat self-centered, she is highly competitive in nature, often challenging her father to eating contests. She is not one to shy away from a scrap, but also seems to be a romantic at heart. D-Rank, Elite, Generalist, Shinobi, Akimichi, Prof +4 Level: 5 (10 XP), Tenacity Die: 2 USING CHOCHO AKIMICHI (BORUTO) AS AN ADVERSARY Chocho, unlike her father is not one to shy away from a fight. She is quick to annoy, and can often find herself breaking formation. Unlike her father, she is also adept at Lightning release, able to combine it into her Akimichi clan jutsu creating new techniques, such as her Thunderclap Fist technique. O FFENSIVELY Chocho will often begin combat by casting partial expansion on her arm and weaving into combat while hoping her allies back her up. She is fairly competent in her martial abilities. If she is ever put on the backfoot she will surprise her foes with her Thunderclap Fist, shocking, and potentially stunning her foes. D EFENSIVELY Chocho is not a defensive fighter, but she is not incapable of protecting herself. She will often use Substitution Technique or Body Fat Cushion if she doesn’t have time to dodge. With Chocho being such a young fighter, she is still growing and relies on her allies to cover for her lack of defenses. Armor Class 15 (Light Armor) Hit Points 70 Chakra Points 70 Speed 50 ft (Climb, Swim), Initiative +5 STR 15 (+2) DEX 13 (+1) CON 13 (+1) INT 15 (+2) WIS 9 (-1) CHA 12 (+1) Saving Throws Str +6, Dex +2, Con +4, Int +3, Wis +0, Cha +2 Skills Athletics +5, Insight +4, Nature +3, Survival +4 Senses passive Perception 10 Explorer. Chocho gains +20 movement speed bonuses, can climb, water and wall walk without movement penalty and ignore difficult terrain and terrain that imposes movement penalties. Aggressive. While an allied creature is adjacent to a hostile creature Chocho is also adjacent to, Chocho gains a 1d4 bonus to damage rolls. Passionate Flame. When facing an enemy of the Land of Fire, Chocho gains 15 temporary chakra points. Next Generation. Chocho cannot make ability checks or saving throws at disadvantage. Akimichi Elite. Whenever Chocho would gain temporary hit points as a result of a Jutsu, Passive or trait, he gains an additional 5 Temporary hit points, once per round. If Chocho is Bruised, Burned, bleeding, shocked or chilled this passive is negated. Ninjutsu. +6 to hit, (Ninjutsu save DC 14) E-Ranks (Cost 2): Chakra Movement, Chakra Blow, Enhanced Resistance. D-Ranks (Cost 5): Body Fat Cushion, Substitution Technique C-Ranks (Cost 9): Thunderclap Fist3 Taijutsu. +6 to hit, (Taijutsu save DC 14) D-Ranks (Cost 5): Empty Crash, Partial Expansion C-Ranks (Cost 9): Multi-Size Arm Missile Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 1d8 + 2 Bludgeoning Damage. 60 AKIMICHI GENIN SCALING ENEMY While this enemy is representative of a low ranked shinobi, their individual skill ranges between levels 1-6. The below Adversary block details a base level 1 Akimichi Genin. To upscale a Genin up to 6th Level perform the following steps at each level. D-Rank, Standard, Defender, Shinobi, Akimichi, Prof +3 Level: 1 (10 XP) • Level 2+. Increase the Akimichi Genin’s Hit Points by 10 & Chakra points by 7 for every level beyond first. Armor Class 15 (Light Armor), DR: 3 Hit Points 21 (1d12 HD) Chakra Points 17 (1d6 HD) Speed 30 ft., Initiative +1 • Level 4. The Genin Increases their Strength and Constitution by 2. Increase all relevant skills, AC, attack bonuses, save DC’s or damage modifiers. • Level 4. The Genin’s Proficiency (Prof) bonus increases by +1, This increases their AC, Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. • Level 5. The Genin can begin to cast C-Rank jutsu. STR 15 (+2) DEX 10 (+0) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 11 (+0) Saving Throws Str +5, Dex +1, Con +5, Int +1, Wis +2, Cha +1 Skills Athletics +5, Insight +4, Nature +3, Survival +4 Senses passive Perception 14 Art Credit: [https://www.pinterest.com/pin/52706258125654224/] Protector. As a bonus action, mark one allied creature. A marked allied creature cannot be knocked prone and have advantage on saving throws to resist Physical conditions. Got Your Back. When standing within 15ft of an ally or attacking target, this genin can spend its reaction to redirect the attack to itself. Ninjutsu. +3 to hit, (Ninjutsu save DC 11) E-Ranks (Cost 2): Chakra Movement, Chakra Blow, Enhanced Resistance. D-Ranks (Cost 5): Body Fat Cushion Taijutsu. +5 to hit, (Taijutsu save DC 13) D-Ranks (Cost 5): Empty Crash, Partial Expansion C-Ranks (Cost 9): Multi-Size Arm Missile Combat Bracers. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d6 + 2 Bludgeoning Damage. 61 AKIMICHI CHUNIN SCALING ENEMY While this enemy is representative of a skilled Akimichi capable of passing the chunin exam, their individual skill ranges between levels 6-10. The below Adversary block details a base level 6 Chunin. To upscale an Akimichi Chunin up to 10th Level perform the following steps at each level. • Level 7+. Increase the Akimichi Chunin’s Hit Points by • • • • • • C-Rank, Standard, Defender, Shinobi, Akimichi, Prof +4 Level: 6 (10 XP) 14 & Chakra points by 10 for every level beyond first. Level 7. The Chunin gains resistance to Bludgeoning Damage and Advantage against the Weakened condition. Level 7. The Chunin’s Proficiency (Prof) bonus increases by +1, This increases their Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. Level 8. The Chunin increases their Str, Con & Wis by +1, increasing the relevant skills, AC, Saves, Save DC’s and Attack bonuses Level 9. The Chunin gains Charisma as a Saving throw. Level 9. The Chunin can begin to cast B-Rank jutsu. Level 10. The Chunin gains the Akimichi Fortress trait. Armor Class 18 (Medium Armor +1), DR: 6 Hit Points 96 (6d12 HD) Chakra Points 67 (6d6 HD) Speed 40 ft., Initiative +2 STR 19 (+4) DEX 11 (+0) CON 17 (+3) INT 11 (+0) WIS 13 (+1) CHA 11 (+0) Saving Throws Str +8, Dex +2, Con +7, Int +2, Wis +5, Cha +2 Skills Athletics +8, Insight +5, Nature +4, Perception, +5 Survival +5 Damage Resistance: Bludgeoning (Level 7) Condition Resistance: Weakened (Level 7) Senses passive Perception 14 Art Credit: [https://www.pinterest.com/pin/74239093848677516/] Can’t Look Away. As a bonus action, this Chunin can mark one creature it can see in initiative. Marked creature has a 1d6 penalty to attacks that doesn’t include this Adversary. Fatso Fortitude. When making a skill check to end a Physical or Elemental condition, make a Constitution saving throw instead. Akimichi Fortress (Level 10). The first instance of damage this Chunin takes each turn is reduced by its level. If this Chunin is Bruised, Burned, bleeding, shocked or chilled this passive is negated. Ninjutsu. +4 to hit, (Ninjutsu save DC 12) E-Ranks (Cost 2): Enhanced Resistance, Escape Technique D-Ranks (Cost 5): Body Fat Cushion, Body Flicker C-Ranks (Cost 9): Shadow Shuriken Technique Taijutsu. +8 to hit, (Taijutsu save DC 16) D-Ranks (Cost 5): Empty Crash, Partial Expansion, Human Boulder, Bolting Blossom, Brace C-Ranks (Cost 9): Multi-Size Arm Missile, Full-Body-Expansion, Super Open Hand Slap, Fist Slam B-Ranks (Cost 14): Caloric Recharge Multiattack 2. This Chunin makes 2 Combat Bracers attacks. Combat Bracers. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d8 + 4 Bludgeoning Damage. 62 AKIMICHI JONIN SCALING ENEMY While this enemy is representative of a highly skilled Akimichi capable of the most difficult missions or even leading a team of 3 Genin, their individual skill ranges between levels 10-13. The below Adversary block details a base level 10 Akimichi Jonin. To upscale an Akimichi Jonin up to 13th Level perform the following steps at each level. • Level 11+. Increase the Jonin’s Hit & Chakra points. For every additional level, increase their Hit Points by 24 and Chakra points by 18. • Level 12. The Aburame Jonin increases their Strength and Constitution scores by +3. Increase all relevant skills, saves, attack bonuses, save DC’s or damage modifiers. • Level 13. The Aburame Jonin’s Proficiency (Prof) bonus increase by +1. This increases their, Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. • Level 13. The Aburame Jonin can begin to cast A-Rank jutsu. Artist Credit: [https://www.pinterest.com/pin/58265388926279020/] Akimichi Combat Expert. At the beginning of this Jonin’s turns, they gain temporary hit points equal to their level. B-Rank, Elite, Defender, Shinobi, Akimichi, Prof +6 Level: 10 (50 XP), Tenacity Die: 5 (Half Level) Ninjutsu. +7 to hit, (Ninjutsu save DC 15) D-Ranks (Cost 5): Body Fat Cushion, Body Flicker, Enhanced Reactions C-Ranks (Cost 9): Shadow Shuriken Technique, Shadow Clone Technique Armor Class 23 (+1 Medium Armor), DR: 10 Hit Points 264 Chakra Points 198 Speed 40 ft., Initiative +7 STR 21 (+5) DEX 15 (+2) CON 19 (+4) INT 13 (+1) Taijutsu. +11 to hit, (Taijutsu save DC 19) D-Ranks (Cost 5): Empty Crash, Partial Expansion, Human Boulder, Brace WIS 15 (+2) C-Ranks (Cost 9): Multi-Size Arm Missile, Full-Body-Expansion, Super Open Hand Slap, Fist Slam B-Ranks (Cost 14): Butterfly Mode Caloric Recharge, Breaker Fist, Leaf Earth Crush A-Ranks (Cost 20): Butterfly Bullet Bomb CHA 13 (+1) Saving Throws Str+11, Dex +5, Con +10, Int +4, Wis +8, Cha +4 Skills Athletics +17, Crafting +7, Insight +8, Intimidation +7, Perception +8, Survival +8 Damage Resistance: Bludgeoning, Slashing Condition Resistance: Weakened, Dazed Condition Immunity: Stunned, Paralyzed Senses passive perception 18 Multiattack. The Jonin can make 2 attacks with their insect swarm or Combat Bracers. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 1d12 + 5 Bludgeoning damage. Akimichi Power. By spending 4 Tenacity die and a reaction to this Jonin or its allies taking damage, it can expand its body. This adversary and its allies gain a bonus to AC, equal to this Adversaries level, until the end of the current turn. Vanguard. Allies to the Jonin, within 15ft of them, gain a +2 bonus to all of their saving throws. Akimichi Fortress. The first instance of damage this Jonin takes each turn is reduced by its level. If this Jonin is Bruised, Burned, bleeding, shocked or chilled this passive is negated. Jonin takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. They regains spent Elite Actions at the beginning of each of his turns. Fatso. Akimichi Clan jutsu this Jonin casts, grants them Temporary hit points, equal to their level, until the end of his next turn. Fortuitous. When this Jonin makes a Constitution saving throw. If they pass, they take no damage and suffer no effects. Attack. Akimichi Jonin makes one attacks with their Combat Bracers, or Casts a Jutsu of C-Rank or lower. Akimichi Elite. Whenever this Jonin would gain temporary hit points as a result of a Jutsu, Passive or trait, he gains additional temporary hit points, once per round. If Choji is Bruised, Burned, bleeding, shocked or chilled this passive is negated. Defend. This Jonin can take a Defensive stance protecting creatures adjacent to him. Allied creatures within 5 feet of them, gains +2 AC while adjacent to him. This bonus ends if the Jonin moves or performs any other action. Move. This Jonin can move their full movement. 63 AKIMICHI CLAN FREEFORM ATTACK/ABILITIES/JUTSU These jutsu are made with the Freeform Attack system in mind. These Jutsu should not be overwhelming for the players to deal with. They should be simple and not overly complicated. FAST FAT MUSCLE MOLECULES (1) Classification: Freeform Hijutsu Rank: C-Rank Casting Time: 1 Bonus Action Range: Self Duration: Concentration, for up to 1 minute Components: HS, CM Keywords: Hijutsu Description: This Adversary begins to burn through their fat, forcibly converting it into false muscle cells. By spending 1 Tenacity Die, this adversary gains +1d6 bonus to Strength based Damaged for the duration. If this creature would cast a Taijutsu or Bukijutsu with their Strength modifier, they add 1d4 to their attack rolls for the duration. FAT BREASTPLATE (2) Classification: Freeform Ninjutsu Rank: D-Rank Casting Time: 1 Action. Range: Self Duration: Concentration, Up to 1 minute Components: HS, CM Keywords: Hijutsu, Ninjutsu Description: This adversary converts its Fat molecules into a type of internal armor. Their fat begins to cover their muscles, organs and solidify under their skin. For the duration, the target gains +3 DR. If this jutsu is cast at BRank, increase the DR bonus to +6. If this Adversary would take more than four times its level, in a single instance of damage, this jutsu immediately ends. THUNDERCLAP FIST (3) Classification: Freeform Ninjutsu Rank: C-Rank Casting Time: 1 Action Range: Touch (20 foot-cone) Duration: Instant Components: CM, M Keywords: Hijutsu, Ninjutsu, Taijutsu Description: This Adversary compresses a massive amount of Lightning Release chakra into their first before punching their target and then releasing a destructive shockwave of electrical energy affecting all creatures. Make a melee Ninjutsu or Taijutsu attack (adversaries choice). On a hit, the adversary deals 6d8 lightning damage and create a 20-foot cone in the same direction of their attack. The original target, and all creatures, in the cone’s range must make a constitution saving throw, gaining 2 ranks of the shocked condition on a failed save. If a creature would fail their saving throw by 5 or more, they become stunned until the end of their next turn. Once this jutsu is cast, the adversary cannot cast it again until they spend 1 Tenacity die to recharge it. 64 HYUGA CLAN D EFENSIVELY HIASHI HYUGA The head of the Hyuga Clan, and a Jonin of the Hidden Leaf Village. Hiashi is an extremely stern and strict clan leader. Willing to utilize the Side Branch curse mark to punish his twin brother and nephew for showing aggression towards the main house. He is undoubtedly a powerful shinobi. Well verse in all of the Hyūga’s secret techniques and the Gentle Fist fighting style. Hiashi is not only an effective striker, but he is fully capable of defending himself and his allies using his Palm Rotation. If the Palm Rotation or Large Palm Rotation isn’t enough. He will then resort to his 8Trigrams: Palm Cyclone, to enhance his defenses. USING HIASHI HYUGA AS AN ADVERSARY Hiashi is an extremely balanced fighter. Able to strike and defend himself simultaneously. Using a series of secret Hyūga techniques that are unique to the Head of the Main house, beyond what other Hyūga have access too. He will be swift to engage an enemy and overwhelm them with an aggressive flurry of strikes. Known as the stronger Hyūga in the Leaf, he maintains that level of prowess above all else. O FFENSIVELY Hiashi is an adversary who will engage first with his high initiative, and then begin to strike with more attacks than most shinobi can handle, while sealing their chakra away with ruthless efficiency. He will initiate with his Gentle Fist, and mix in his Tenketsu Needle and Tenketsu Block. If that isn’t enough to break an enemies combat efficiency, he will resort to using 8-Trigrams: Heavens Smiting Palm, to permanently hinder a creatures chakra control. Elite Byakugan. Hiashi has 500ft of Chakra sight, 360 degrees of vision without averting his head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. A-Rank, Elite, Striker, Shinobi, Hyuga, Prof + 7 Level: 13 (50 XP), Tenacity Die: 6 Armor Class 25 (Light Armor) Hit Points 322 Chakra Points 224 Speed 70 ft., Initiative +11 STR 13 (+1) DEX 22 (+6) CON 16 (+3) Elite Gentle Fist. Hiashi Ignores 10 DR and all temporary hit points, once per turn. INT 14 (+2) WIS 19 (+4) Taijutsu. +14 to hit, (Taijutsu save DC 21) CHA 14 (+2) D-Ranks (Cost 5): Palm Rotation, Palm Strike, Tenketsu Needle, Vacuum Palm C-Ranks (Cost 9): 8-Trigrams Heavenly Palms1, Giant Palm Rotation, Tenketsu Block2, Vacuum Wall Palm B-Ranks (Cost 14): 8-Trigrams: Heavens Smiting Palm3 A-Ranks (Cost 20): 8-Trigrams: Palm Cyclone4 Saving Throws Str +3, Dex +12, Con +9, Int +4, Wis +10, Cha +4 Skills Acrobatics +13, Athletics +8, Chakra Control +10, Illusions +11, Intimidation +9, Perception +18, Stealth +13, Martial Arts +20 Condition Resistances Weakened, Slowed, Dazzled, Blinded Senses passive Perception 33, True Sight 60ft Multiattack. Hiashi can make 3 melee attacks with their Gentle Fist. Gentle Stance. Hiashi is in an advanced version of the Gentle Fist Stance. As a reaction to taking damage, he gains DR equal to his Gentle Fist dice + proficiency bonus vs the triggering damage. Hyūga Pressure. Hiashi gains a d6 bonus to his Taijutsu attacks vs targets benefiting from a Jutsu based AC bonus. Gentle Fist. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 3d6 + 6 Chakra Damage. Hyūga Clan Assault. By spending 4 Tenacity die, Hiashi Overpowers his Taijutsu. He adds all spent Tenacity die to the damage rolled, and imposes a 1d4 penalty to the affected creatures saving throw. Prime Gentle Fist. Hiashi’s Gentle fist damage die becomes 3d6. Prime Byakugan. Hiashi has 60 ft of Truesight and +5 to his passive perception (Already added) Hiashi takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Combat Insight. Once per turn, add 1d4 bonus to attacks against creatures who have not acted this round. Attack. Hiashi makes three attacks with his Gentle Fist, or Casts a Jutsu of CRank or lower. Move. Hiashi can move his full movement. 65 HIASHI HYŪGA (MOTIVATED) D EFENSIVELY This version of Hiashi Hyūga is one where he is intended to be a Solo Adversary. An incident, conflict or crisis has pushed him beyond his normal limitations. Allowing him to become a far more threatening adversary. A motivated one. USING HIASHI HYŪGA (MOTIVATED) AS AN ADVERSARY Motivated Hiashi should do everything in his power to maintain a defensive position, while also keeping an advantageous offensive presence. He should maintain his defense by using Tenketsu Block when a creature would trigger an attack of opportunity from him, to destroy their ability to respond adequately. Motivated Hiashi is an extremely difficult to handle fighter. Able to strike and defend himself simultaneously, he is not to be underestimated and will crush all who stand before him, the Hyūga and the Leaf. O FFENSIVELY Motivated Hiashi should begin all conflicts by spending 1 Tenacity Die to use his Motivated Engagement trait, allowing him to take the highest initiative placement in the turn order. Once he has done so, he should follow up with his Palm Cyclone allowing him to attack and defend simultaneously. Moving forward, all attacks he makes should be towards a single creature, picking enemies off one by one, instead of splitting his focus. Elite Byakugan. Hiashi has 500ft of Chakra sight, 360 degrees of vision without averting his head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. A-Rank, Solo, Striker, Shinobi, Hyuga, Prof + 7 Level: 13 (100 XP), Tenacity Die: 13 Armor Class 25 (Light Armor) Hit Points 602 Chakra Points 504 Speed 70 ft., Initiative +13 STR 13 (+1) DEX 22 (+6) CON 16 (+3) Elite Gentle Fist. Hiashi Ignores 10 DR and all temporary hit points, once per turn. INT 14 (+2) WIS 19 (+4) The Strongest Clan in the Leaf. Hiashi can spend 2 Tenacity die when he makes a Gentle Fist attack. When he does, on a hit, the target is treated as they were targeted by Sealing Art: Chakra Dispel at A-Rank. CHA 14 (+2) Taijutsu. +14 to hit, (Taijutsu save DC 21) Saving Throws Str +3, Dex +12, Con +9, Int +4, Wis +10, Cha +4 Skills Acrobatics +13, Athletics +8, Chakra Control +10, Illusions +11, Intimidation +9, Perception +18, Stealth +13, Martial Arts +20 Condition Resistances Weakened, Slowed, Dazzled, Blinded Condition Immunities Stunned, Paralyzed, Incapacitated, Dazed Senses passive Perception 33, True Sight 120ft D-Ranks (Cost 5): Palm Rotation, Palm Strike, Tenketsu Needle, Vacuum Palm C-Ranks (Cost 9): 8-Trigrams Heavenly Palms1, Giant Palm Rotation, Tenketsu Block2, Vacuum Wall Palm B-Ranks (Cost 14): 8-Trigrams: Heavens Smiting Palm3 A-Ranks (Cost 20): 8-Trigrams: Palm Cyclone4 Motivated Engagement. When initiative is being rolled, Hiashi can choose to spend 1 Tenacity Die. When he does, he goes first in initiative, regardless of the roll. Hyūga’s Impressions. Hostile creatures cannot take reactions against Hiashi, the first time they would see him make an attack. If he would make the same attack or cast the same jutsu twice, creatures gain immunity to this trait. Gentle Stance. Hiashi is in an advanced version of the Gentle Fist Stance. As a reaction to taking damage, he gains DR equal to his Gentle Fist dice + proficiency bonus vs the triggering damage. Multiattack. Hiashi can make 3 melee attacks with their Gentle Fist. Gentle Fist. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 3d6 + 6 Chakra Damage. Hyūga Clan Assault. By spending 4 Tenacity die, Hiashi Overpowers his Taijutsu. He adds all spent Tenacity die to the damage rolled, and imposes a 1d4 penalty to the affected creatures saving throw. Prime Gentle Fist. Hiashi’s Gentle fist damage die becomes 3d6. Hiashi takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Prime Byakugan. Hiashi has 60 ft of Truesight and +5 to his passive perception (Already added) Attack. Hiashi makes three attacks with his Gentle Fist, or Casts a Jutsu of CRank or lower. Hyūga Pressure. Hiashi gains a d6 bonus to his Taijutsu attacks vs targets benefiting from a Jutsu based AC bonus. 66 Move. Hiashi can move his full movement. HIZASHI HYUGA Born mere seconds after his twin brother, Hiashi, Hizashi was made a member of the branch house of the Hyūga. Branded with the Hyūga Clan curse seal, he would endure a life of servitude to both his brother and other members of the main house. Unhappy with his fate, but deciding there was nothing he could do to change it, he lived out his life as a servant to the main house until his death, at the request of the Konoha leadership. USING HIZASHI HYUGA AS AN ADVERSARY Hizashi is a strong believer in the Will of Fire, despite his bitterness to the main house of the Hyūga, he is still loyal to his clan and his village, willing to sacrifice himself for the good of both if needed. Due to his standing in the clan, he was unable to learn the secret technique of the Hyūga, being forced to develop his own without the help of others. O FFENSIVELY Hizashi is a patient fighter, willing to give enemies an opportunity to strike first, before retaliating with a powerful and decisive strike using 8-Trigrams Retaliation Palm or Palm Rotation. While his suite of techniques are limited, he uses them with ruthless efficiency. D EFENSIVELY Hizashi is a skilled Hyūga capable of defending himself and his allies with the Large Palm Rotation and 8Trigrams Guard Palm. Taijutsu. +11 to hit, (Taijutsu save DC 19) D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle C-Ranks (Cost 9): Giant Palm Rotation, One-Body Blow, 8-Trigrams Retaliation Palm5 B-Ranks (Cost 14): 8-Trigrams Guard Palm6 B-Rank, Elite, Defender, Shinobi, Hyuga, Prof + 6 Level: 11, Tenacity Die: 5 Armor Class 24 (Light Armor), DR: 3 Hit Points 235 Chakra Points 177 Speed 50 ft., Initiative +10 STR 13 (+1) DEX 21 (+5) CON 15 (+2) Multiattack 3. Hizashi can make 3 melee attacks with their Gentle Fist. INT 14 (+2) WIS 19 (+4) Gentle Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 3d6 + 5 Chakra Damage. CHA 13 (+1) Hyūga Clan Defense. By spending 4 Tenacity die and a Reaction to its allies taking damage, Hizashi can make all of its allies AC’s equal to Hizashi’s AC until the end of the current turn. Saving Throws Str +7, Dex +11, Con +5, Int +5, Wis +10, Cha +4 Skills Acrobatics +11, Athletics +7, Chakra Control +8, Illusions +10, Intimidation +7, Perception +16, Stealth +11, Martial Arts +11 Condition Resistances Weakened, Fear, Charmed, Dazzled, Blinded Senses passive Perception 26, True Sight 60ft Hizashi takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Hyūga Pressure. Hizashi gains a d6 bonus to his Taijutsu attacks vs targets benefiting from a Jutsu based AC bonus. Attack. Hizashi makes three attacks with his Gentle Fist, or Casts a Jutsu of C-Rank or lower. Prime Gentle Fist. Hizashi’s Gentle fist damage die becomes 3d6. Elite Byakugan. Hizashi has 60 ft of Truesight Combat Insight. Once per turn, add 1d4 bonus to attacks against creatures who have not acted this round. Elite Byakugan. Hizashi has 500ft of Chakra sight, 360 degrees of vision without averting his head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. Elite Gentle Fist. Hiashi Ignores 10 DR and all temporary hit points, once per turn. Sacrifice. When an ally of Hizashi within 50 feet of his current location would fall to 0 hit points, Hizashi must interpose the attack or redirect the saving throw. Hizashi must move up to his full movement, pushing the target out of the way. The triggering jutsu must now target Hizashi as if he was the original target. If instead he is pushing an ally out of the way of a saving throw, that affects an area, the target gains DR equal to Hizashi’s current HP, as he takes all damage from the effect, with the saved creature taking the remaining damage, if Hizashi’s hit points fall to 0, as a result of this effect. Move. Hizashi can move his full movement. 67 NEJI HYUGA (KID) D EFENSIVELY Neji is a shinobi of Konohagakure's Hyuga clan, but a member of the side branch. Neji is a prodigy, even by the Hyūga’s Standards. Though his skills were superior to in comparison to most of his peers, he would forever be in service to the main house, a fact that convinced him fate was predetermined. USING NEJI (KID) AS AN ADVERSARY Neji at this stage, is generally unable to protect others, only being able to protect himself. His Palm Rotation gives him sufficient defense against area attacks and his Gentle Counter provides a solid defense versus larger single attacks. His Palm Bottom allows him to strike back when an enemy is unable to strike him with the same force as a Palm Strike. Neji is an extremely skilled and threatening adversary. Being able to target chakra, he can quickly disable even the toughest of player characters by reducing their ability to fight back using his basic unarmed attacks, alone. Neji is a fast, efficient and capable fighter, able to quickly discern a creatures capability and then execute on a way to remove that potential from them. O FFENSIVELY Neji should begin all conflicts using his Body Flicker and following up with a combination of his Gentle Fist attacks and Tenketsu Needle jutsu to make casting jutsu a difficult endeavor for those he finds himself fighting against. If this flurry of attacks prove to be ineffective, he will then begin to cast Palm strike more often attempting to remove an enemies ability to cast jutsu. If even this fails to be effective, he will resort to his Unmastered 8-Trigrams 64 Palms as a last resort. Elite Byakugan. Neji has 500ft of Chakra sight, 360 degrees of vision without averting his head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. B-Rank Iconic, Elite, Striker, Shinobi, Hyuga, Prof + 5 Level: 8, Tenacity Die: 4 Armor Class 23 (Light Armor) Hit Points 218 Chakra Points 172 Speed 70 ft., Initiative +8 STR 12 (+1) DEX 18 (+4) CON 15 (+2) Gentle Fist Expert. Neji Ignores 10 DR, once per turn. INT 14 (+2) WIS 17 (+3) Taijutsu. +10 to hit, (Taijutsu save DC 17) D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle, Palm Bottom7 C-Ranks (Cost 9): 8-Trigrams 64 Palms [Unmastered]8 Ninjutsu. +7 to hit, (Ninjutsu save DC 15) D-Ranks (Cost 5): Chakra Leaping, Body Flicker CHA 12 (+1) Saving Throws Str +2, Dex +8, Con +5, Int +3, Wis +7, Cha +2 Skills Acrobatics +11, Athletics +7, Chakra Control +8, Insight +8, Perception +13, Stealth +11, Martial Arts +11 Condition Resistances Weakened, Slowed, Blinded, Dazzled Senses passive Perception 28 (Prime Byakugan), True Sight 60ft Multiattack 3. Neji can make 3 melee attacks with their Gentle Fist. Hyūga’s Focus. As an action, Neji can focus on one enemy. At the beginning of his next turn, he gains advantage on all attack rolls made until the end of that turn. Each successful attack, deals bonus damage equal to his proficiency bonus. Gentle Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d6 + 4 Chakra Damage. Hyūga Clan Assault. By spending 4 Tenacity die, Neji Overpowers his Taijutsu. He adds all spent Tenacity die to the damage rolled, and imposes a 1d4 penalty to the affected creatures saving throw. Skilled Gentle Fist. Neji’s Gentle fist damage die becomes 2d6. Prime Byakugan. Neji has 60 ft of Truesight and +5 to his passive perception (Already added) Can’t Fool the Byakugan. Creatures within 120 feet of Neji, cannot gain advantage against him, using Stealth. If they would have advantage against other creature, they can make their roll at advantage as normal, but calculate their stealth as if they have disadvantage only in regards to Neji. Neji takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Attack. Neji makes three attacks with his Gentle Fist, or Casts a Jutsu of DRank or lower. Move. Neji can move his full movement. Enforcing Fate. When a creature would trigger an attack of opportunity from Neji, can cast Palm Strike as his Attack of opportunity. 68 NEJI HYUGA (SHIPPUDEN) D EFENSIVELY A Jonin in his own right, Neji has grown from his previous assumptions on life. He has embraced freedom and made the decision to change the Hyūga Clan. No longer bearing bitterness towards the main house or Hinata, Neji seeks the strength needed to make the future he, his family and his friends wish for come true. USING NEJI HYUGA (SHIPPUDEN) AS AN ADVERSARY Neji at this stage, is generally unable to protect others, only being able to protect himself. His Palm Rotation gives him sufficient defense against area attacks and his Gentle Counter provides a solid defense versus larger single attacks. His Palm Bottom allows him to strike back when an enemy is unable to strike him with the same force as a Palm Strike. Neji has only grown stronger and more powerful with age. Considered the strongest Hyūga at the current time, and he is known to have the most powerful Byakugan in the Land of Fire. O FFENSIVELY Neji should begin all conflicts using his Body Flicker and following up with a combination of his Gentle Fist attacks and Tenketsu Needle jutsu to make casting jutsu a difficult endeavor for those he finds himself fighting against. If this flurry of attacks prove to be ineffective, he will then begin to cast Palm strike more often attempting to remove an enemies ability to cast jutsu. If even this fails to be effective, he will resort to his Mastered 8-Trigrams 64 Palms, combo’ d with his 128 Palms as a Finisher. Elite Byakugan. Neji has 500ft of Chakra sight, 360 degrees of vision without averting his head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. A-Rank Iconic, Elite, Striker, Shinobi, Hyuga, Prof + 7 Level: 13, Tenacity Die: 6 Armor Class 27 (Light Armor) Hit Points 469 Chakra Points 370 Speed 70 ft, Initiative +11 STR 13 (+1) DEX 22 (+6) CON 16 (+3) Gentle Fist Master. Neji Ignores 20 DR and Immunity/resistance to chakra damage, once per turn. INT 14 (+1) WIS 20 (+5) CHA 13 (+1) Saving Throws Str +5, Dex +12, Con +11, Int +4, Wis +11, Cha +3 Skills Acrobatics +11, Athletics +7, Chakra Control +10, Insight +12, Perception +19, Stealth +13, Martial Arts +8 Condition Resistances Weakened, Slowed, Blinded, Dazzled, Stunned, Paralyzed Senses passive Perception 34 (Unfettered Byakugan), True Sight 120ft Hyūga’s Focus. As an action, Neji can focus on one enemy. At the beginning of his next turn, he gains advantage on all attack rolls made until the end of that turn. Each successful attack, deals bonus damage equal to his proficiency bonus. Taijutsu. +14 to hit, (Taijutsu save DC 21) D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle, Palm Bottom7, Vacuum Palm C-Ranks (Cost 9): One-Body Blow, Vacuum Wall Palm B-Ranks (Cost 14): 8-Trigrams 64 Palms [Mastered]9 A-Ranks (Cost 20): 8-Trigrams 128 Palms Ninjutsu. +9 to hit, (Ninjutsu save DC 17) D-Ranks (Cost 5): Chakra Leaping, Body Flicker Multiattack 3. Neji makes 3 melee attacks with their Gentle Fist. Gentle Fist. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 4d6 + 6 Chakra Damage. Hyūga Clan Assault. By spending 4 Tenacity die, Neji Overpowers his Taijutsu. He adds all spent Tenacity die to the damage rolled, and imposes a 1d4 penalty to the affected creatures saving throw. Gentle Fist Master. Neji’s Gentle fist damage die becomes 4d6. Unfettered Byakugan. Neji has 120 ft of Truesight and +5 to his passive perception (Already added) Can’t Fool the Byakugan. Creatures within 120 feet of Neji, cannot gain advantage against him, using Stealth. If they would have advantage against other creature, they can make their roll at advantage as normal, but calculate their stealth as if they have disadvantage only in regards to Neji. Hyūga Legacy. Inspired by his father’s sacrifice, Neji is committed to growing strong enough to make changes. Neji has 13 Legacy die (d4). Once per turn, he can spend one Legacy die to increase either his attack or damage rolls by the result. 69 Neji takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. He regains spent Elite Actions at the beginning of each of his turns. Attack. Neji makes three attacks with his Gentle Fist, or Casts a Jutsu of DRank or lower. Move. Neji can move his full movement. HINATA HYUGA (KID) Hinata is a shinobi of Konohagakure's Hyuga clan, and heiress of the main house. Hinata was always considered weak by her father and unsuitable for the responsibilities of leading the clan. Hinata preservers and from her observation of Naruto Uzumaki, she found an example to follow. USING HINATA (KID) AS AN ADVERSARY Hinata, while a motivated shinobi, is not as skilled as her peers. With the Byakugan, she is naturally a threatening enemy, but her lack of confidence tends to be her biggest weakness. Hinata would much rather play a supporting sensory role at this stage in her career. She is not unfamiliar with melee scraps, but she often requires inspiration to perform her best. O FFENSIVELY Hinata on a team will often play a supporting role, using her Byakugan to keep her allies informed on their enemies tactics and goals. When and if Hinata is forced to fight on her own she will resort to using her Gentle Fist and mixing in a Palm Strike. She is not well versed in the Hyuga Clan secret techniques as Neji is, so she resorts to using her own custom technique 32 Palms Defense. D EFENSIVELY Unfortunately, Hinata’s defensive capabilities are limited to her 32 Palms Defense, which she can only cast once or twice per long rest, and even then she needs inspiration to perform it reliably. Elite Byakugan. Hinata has 500ft of Chakra sight, 360 degrees of vision without averting his head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. C-Rank Iconic, Elite, Generalist, Shinobi, Hyuga, Prof +4 Level: 5, Tenacity Die: 2 Armor Class 19 (Light Armor) Hit Points 105 Chakra Points 105 Speed 50 ft., Initiative +7 STR 10 (+0) DEX 16 (+3) CON 11 (+0) Trying Her Hardest. Hinata cannot make ability checks or saving throws at disadvantage. INT 13 (+1) WIS 13 (+1) CHA 13 (+1) Saving Throws Str +2, Dex +7, Con +2, Int +3, Wis +3, Cha +5 Skills Acrobatics +7, Chakra Control +4, Illusions +5, Insight +5, Perception +9, Persuasion +5, Stealth +7, Martial Arts +7 Condition Resistances Weakened, Slowed, Blinded, Dazzled Senses passive Perception 24 Stop Hiding Please. Hinata has advantage on Search checks made to detect hidden enemies. Creatures that Hinata can see, are also visible to her allies. Light-Footed. Hinata can Disengage or Dash as a bonus action. When an enemy moves adjacent to her, she can spend her reaction to move away, up to half her speed. Uncanny Vision. Hinata has +5 to his passive perception (Already added) Teamwork. Hinata has advantage on attack rolls when the target is within 5ft of her and her ally. Taijutsu. +7 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): Gentle Counter Palm Strike, Tenketsu Needle, Palm Bottom7 C-Ranks (Cost 9): 8-Trigrams 32 Palms Defense [Unmastered]8 Ninjutsu. +5 to hit, (Ninjutsu save DC 13) D-Ranks (Cost 5): Body Flicker, Substitution Technique Gentle Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6 + 3 Chakra Damage. Hinata takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. She regains spent Elite Actions at the beginning of each of his turns. Attack. Hinata makes one attack with her Gentle Fist, or Casts a Jutsu of DRank or lower. Move. Hinata can move her full movement. Supporting Role. Hinata can update her allies on what her enemies are doing. Hostile creatures suffer a -1 penalty to their AC against all of Hinata’s allies who can both see and hear her. 70 HINATA HYUGA (KID) (MOTIVATED) D EFENSIVELY Hinata is a shinobi of Konohagakure's Hyuga clan, and heiress of the main house. Hinata was always considered weak by her father and unsuitable for the responsibilities of leading the clan. Hinata preservers and from her observation of Naruto Uzumaki, she found an example to follow. But at this very moment, she is far from a helpless princess. She’s motivated. Motivated Hinata’s defensive capabilities are heavily reliant on her offensive potential. While in this state, Hinata is focusing on dealing as much damage to her enemies as possible by foregoing her Reaction to make more attacks. USING HINATA (KID) (MOTIVATED) AS AN ADVERSARY Motivated Hinata, is no longer a hinderance. She is fighting to win. She is fighting like her life, pride and friends on the line. Very little can match her passion in this state. O FFENSIVELY Motivated Hinata is very much a threat on her own. She will often use her ability to twin cast Palm Strike twice per Cast a Jutsu action. If her target is able to maintain their presence and strength fighting against this, Hinata will resort to using her unfinished technique, Twin Lion Cubs. Elite Byakugan. Hinata has 500ft of Chakra sight, 360 degrees of vision without averting his head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. B-Rank Iconic, Solo, Striker, Shinobi, Hyuga, Prof +4 Level: 5, Tenacity Die: 5 Armor Class 21 (Light Armor) Hit Points 212 Chakra Points 184 Speed 70 ft., Initiative +10 STR 10 (+0) DEX 19 (+4) CON 11 (+0) Overflowing Passion. Hinata ignores Temporary Chakra, when dealing chakra damage. Hero of Her Own Story. Hinata can see through her enemies attempts to trick her. She ignores bonuses to AC as a result of Jutsu. INT 13 (+1) WIS 14 (+2) CHA 13 (+1) Saving Throws Str +2, Dex +7, Con +2, Int +3, Wis +3, Cha +5 Skills Acrobatics +8, Chakra Control +4, Illusions +5, Insight +5, Perception +9, Persuasion +5, Stealth +7, Martial Arts +7 Condition Resistances Weakened, Slowed, Blinded, Dazzled, Paralyzed, Stunned Senses passive Perception 24 Motivated Focus (Unique). When Hinata casts Palm Strike, she can instead make two attacks with the Jutsu, instead of one. All In. As a reaction on her turn, Hinata can Cast a Jutsu with a casting time of 1 Action. Stop Hiding Please. Hinata has advantage on Search checks made to detect hidden enemies. Creatures that Hinata can see, are also visible to her allies. Light-Footed. Hinata can Disengage or Dash as a bonus action. When an enemy moves adjacent to her, she can spend her reaction to move away, up to half her speed. Uncanny Vision. Hinata has +5 to his passive perception (Already added) Teamwork. Hinata has advantage on attack rolls when the target is within 5ft of her and her ally. 71 Taijutsu. +9 to hit, (Taijutsu save DC 16) D-Ranks (Cost 5): Gentle Counter Palm Strike, Tenketsu Needle, Palm Bottom7 C-Ranks (Cost 9): 8-Trigrams 32 Palms Defense [Unmastered]8, Twin Lion Cubs Ninjutsu. +5 to hit, (Ninjutsu save DC 13) D-Ranks (Cost 5): Body Flicker, Substitution Technique Motivated Multiattack. Hinata attacks twice with her Gentle Fist Gentle Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d6 + 4 Chakra Damage. Hinata takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend his Elite Action to gain an additional reaction. She regains spent Elite Actions at the beginning of each of his turns. Attack. Hinata makes one attack with her Gentle Fist, or Casts a Jutsu of DRank or lower. Move. Hinata can move her full movement. HINATA HYUGA (SHIPPUDEN) D EFENSIVELY Finally, a Chunin, Hinata has trained herself to make up for her previous failures. Hinata has created and mastered two unique Hyūga techniques that no other Hyūga previously has ever shown competency in. The Lion Palm, and the 64 Palms Defense, her personal variant to the 64 palms. Hinata at this stage, is generally unable to protect others, only being able to protect herself. Her 64 Palms defense acting as the ultimate form of protection. USING HINATA HYUGA (SHIPPUDEN) AS AN ADVERSARY Hinata has trained and worked hard to take her place next to Naruto and stop walking behind him, but instead at his side. Hinata has taken to be a powerful ally, wading into melee combat far more readily than what she would do prior. While this is true, she is still not as powerful as her peers, still relying on their strength. O FFENSIVELY Hinata should begin combat by Body flickering into combat and following it up with a flurry of Gentle fist attacks in an attempt to block her enemies tenketsu. It’s a simple but effective strategy. When she is pushed into a corner, she will immediately activate her Lion Palm and try to end the conflict as swiftly as possible. Overflowing Passion. Hinata ignores Temporary Chakra, when dealing chakra damage. B-Rank Iconic, Elite, Striker, Shinobi, Hyuga, Prof + 6 Level: 10, Tenacity Die: 5 Hero of Her Own Story. Hinata can see through her enemies attempts to trick her. She ignores bonuses to AC as a result of Jutsu. Armor Class 25 (Light Armor) Hit Points 264 Chakra Points 208 Speed 70 ft, Initiative +10 STR 12 (+1) DEX 20 (+5) CON 12 (+1) INT 15 (+2) WIS 19 (+4) Taijutsu. +12 to hit, (Taijutsu save DC 19) D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle, Palm Bottom7, Vacuum Palm C-Ranks (Cost 9): 8-Trigrams 32 Palms, Vacuum Wall Palm B-Ranks (Cost 14): 8-Trigrams 64 Palms Defense A-Ranks (Cost 20): Lion Palm Ninjutsu. +8 to hit, (Ninjutsu save DC 16) D-Ranks (Cost 5): Chakra Leaping, Body Flicker CHA 15 (+2) Saving Throws Str +3, Dex +10, Con +3, Int +7, Wis +9, Cha +4 Skills Acrobatics +11, Chakra Control +7, Illusions +10, Insight +10, Perception +16, Persuasion +8, Stealth +11, Martial Arts +11 Condition Resistances Weakened, Slowed, Blinded, Dazzled, Stunned Senses passive Perception 26, True Sight 60ft Multiattack 2. Hinata makes 3 melee attacks with their Gentle Fist. Maidens Heart. While Hinata is in initiative with an allied creature named Naruto Uzumaki, she gains +3 additional Tenacity die, and regains +2 Tenacity die at the beginning of each of her turns. Gentle Fist Adept. Hinata’s Gentle fist damage die becomes 2d8. Stop Hiding Please. Hinata has advantage on Search checks made to detect hidden enemies. Creatures that Hinata can see, are also visible to her allies. Protecting her Friends. Hinata deals an additional 2 damage die worth of damage with attacks, targeting a creature who dealt damage to one of her allies over the course of the previous round. Uncanny Vision. Hinata has +5 to his passive perception (Already added) Teamwork. Hinata has advantage on attack rolls when the target is within 5ft of her and her ally. Elite Byakugan. Hinata has 500ft of Chakra sight, 360 degrees of vision without averting her head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. 72 Gentle Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d8 + 5 Chakra Damage. Hyūga Clan Assault. By spending 4 Tenacity die, Hinata Overpowers her Taijutsu. He adds all spent Tenacity die to the damage rolled, and imposes a 1d4 penalty to the affected creatures saving throw. Hinata takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend her Elite Action to gain an additional reaction. She regains spent Elite Actions at the beginning of each of her turns. Attack. Hinata makes two attacks with her Gentle Fist, or Casts a Jutsu of CRank or lower. Move. Hinata can move her full movement. HINATA HYUGA (THE LAST) D EFENSIVELY Finally able to stand side by side with Naruto, Hinata stands with him as he faces a threat the likes of which hasn’t been seen since Kaguya. She will support him to the best of her abilities, no matter the cost. Hinata’s defenses have become more solid as her 64 Palms defense placer her Armor class into a level most cannot breach. She will use this effectively to make herself untouchable by normal means. USING HINATA HYUGA (THE LAST) AS AN ADVERSARY Hinata is far from the meek girl she once was. Still shy, she is actively the strongest Hyūga in the land of fire. Fully capable of strike down anyone who would threaten her family, friends or love of her life. O FFENSIVELY Hinata will engage with her Lion Palm activated as soon as possible. Her primary goal is to provide as much support by draining her foes of chakra with ruthless efficiency brought about by being the survivor of a war, and a maiden of her clan. Overflowing Passion. Hinata ignores Temporary Chakra, when dealing chakra damage. B-Rank Iconic, Elite, Striker, Shinobi, Hyuga, Prof + 7 Level: 13, Tenacity Die: 6 Hero of Her Own Story. Hinata can see through her enemies attempts to trick her. She ignores bonuses to AC as a result of Jutsu. Armor Class 26 (Light Armor) Hit Points 419 Chakra Points 331 Speed 70 ft, Initiative +10 STR 14 (+2) DEX 20 (+5) CON 15 (+2) INT 15 (+2) WIS 19 (+4) Taijutsu. +13 to hit, (Taijutsu save DC 20) D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle, Palm Bottom7, Vacuum Palm C-Ranks (Cost 9): 8-Trigrams 32 Palms, Vacuum Wall Palm B-Ranks (Cost 14): 8-Trigrams 64 Palms Defense A-Ranks (Cost 20): Lion Palm Ninjutsu. +9 to hit, (Ninjutsu save DC 17) D-Ranks (Cost 5): Chakra Leaping, Body Flicker CHA 17 (+3) Saving Throws Str +4, Dex +11, Con +4, Int +8, Wis +10, Cha +5 Skills Acrobatics +11, Chakra Control +7, Illusions +10, Insight +10, Perception +18, Persuasion +8, Stealth +11, Martial Arts +11 Condition Resistances Weakened, Slowed, Blinded, Dazzled, Stunned Senses passive Perception 33, True Sight 60ft Multiattack 2. Hinata makes 4 melee attacks with their Gentle Fist. Maidens Heart (Clan). While Hinata is in initiative with an allied creature named Naruto Uzumaki, she gains +5 additional Tenacity die, and regains +3 Tenacity die at the beginning of each of her turns. Gentle Fist Master (Clan). Hinata’s Gentle fist damage die becomes 3d8. You cannot Hide (General). Hinata has advantage on Search checks made to detect hidden enemies. Creatures that Hinata can see, are also visible to her allies. Protecting her Love (General). Hinata deals an additional 3 damage die worth of damage with attacks, targeting a creature who dealt damage to one of her allies over the course of the previous round. Uncanny Vision (General). Hinata has +5 to his passive perception (Already added) Teamwork (General). Hinata has advantage on attack rolls when the target is within 5ft of her and her ally. Elite Byakugan. Hinata has 500ft of Chakra sight, 360 degrees of vision without averting her head, can see through 5ft of any material, gains a 1d4 bonus on saving throws vs Genjutsu, and can see a creatures nature release, if any. 73 Gentle Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 3d8 + 5 Chakra Damage. Hyūga Clan Assault. By spending 4 Tenacity die, Hinata Overpowers her Taijutsu. He adds all spent Tenacity die to the damage rolled, and imposes a 1d4 penalty to the affected creatures saving throw. Hinata takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend her Elite Action to gain an additional reaction. She regains spent Elite Actions at the beginning of each of her turns. Attack. Hinata makes two attacks with her Gentle Fist, or Casts a Jutsu of CRank or lower. Move. Hinata can move her full movement. HYUGA CLAN FREEFORM ATTACK/ABILITIES/JUTSU 8 TRIGRAMS: PALM CYCLONE (4) Classification: Freeform Hijutsu Rank: A-Rank Casting Time: 1 Action Range: Self (20 feet radius) Duration: Instant Components: HS, CM Keywords: Hijutsu, Ninjutsu, Taijutsu Description: This Adversary spins with enough force to generate a small cyclone. All creatures of this adversaries choice within range, must make a Dexterity saving throw as they are struck dozens of times in the fraction of a second. On a failed save, they take 10d8 Chakra damage and are unable to mold chakra until the end of their next turn. If the target creature has 0 Chakra, you instead deal double the result as force damage. These jutsu are made with the Freeform Attack system in mind. These Jutsu should not be overwhelming for the players to deal with. They should be simple and not overly complicated. 8 TRIGRAMS HEAVENLY PALMS (1) Classification: Freeform Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: M Keywords: Hijutsu, Taijutsu, Clash Description: This Adversary strikes with enough force to kick up dust, dirt and the very air around themselves and their target. The force of this attack is gentle, but the effects are apparent. This adversary makes a melee Taijutsu attack. On a hit, they deal 4d6 chakra damage and the affected creature must make a Constitution saving throw. On a failed save they gain 2 ranks of Concussed and Bruised, as their organs are struck. Bruised gained in this way cannot be removed, except by a jutsu with the medical keyword that removed conditions. If the target creature has 0 Chakra, you instead deal double the result as force damage. If this jutsu is cast at a higher rank, increase the damage by 2d6 for each increase in rank. 8 TRIGRAMS: RETALIATION PALM (5) Classification: Freeform Hijutsu Rank: C-Rank Casting Time: 1 Reaction, which this adversary takes when they would take damage from a melee attack. Range: Touch Duration: Instant Components: CM, M Keywords: Hijutsu, Taijutsu, Clash Description: This Adversary retaliated with the strength of a strike to the lungs. Make a single melee taijutsu attack, targeting the triggering creature. On a hit, they take this adversaries unarmed + 5d6 chakra damage and lose the ability to cast jutsu until the end of the current turn. If the target creature has 0 Chakra, you instead deal double the result as force damage. TENKETSU BLOCK (2) Classification: Freeform Hijutsu Rank: C-Rank Casting Time: Special Range: Special Duration: Instant Components: HS, CM Keywords: Hijutsu, Taijutsu Description: When this adversary deals damage with a melee attack, they can cast this jutsu. When they do, the target has some of their tenketsu blocked. Jutsu they cast until the end of their next turn, is increased by +5. 8 TRIGRAMS: GUARD PALM (6) Classification: Freeform Hijutsu Rank: C-Rank Casting Time: 1 Reaction, which this adversary takes when they would make a saving throw vs a Ninjutsu, Taijutsu or Bukijutsu Range: Self Duration: Instant Components: CM, M Keywords: Hijutsu, Taijutsu Description: This Adversary strikes at a hostile effect attempting to interrupt and dispel it. This adversary makes a Taijutsu ability check vs the triggering creatures jutsu save DC. On a success, their jutsu is dispelled and its effects are negated. 8 TRIGRAMS: HEAVENS SMITING PALM (3) Classification: Freeform Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: HS, CM Keywords: Hijutsu, Taijutsu, Finisher, Clash Description: This jutsu can only be cast a finisher. Adversary strikes the heart of their target. Make a single melee taijutsu attack. On a hit, you deal 8d8 chakra damage and 8d8 Necrotic damage. The target must make a Constitution saving throw, being stunned on a failed save until the end of their next turn. If the target creature has 0 Chakra, you instead deal double the result as force damage. 8 TRIGRAMS: PALM BOTTOM (7) Classification: Freeform Hijutsu Rank: D-Rank Casting Time: 1 Reaction, which this adversary takes when a hostile creature misses them with an attack Range: Touch Duration: Instant Components: HS, CM Keywords: Hijutsu, Taijutsu Description: This Adversary strikes a creature who misses it. Make a melee taijutsu attack. On a hit, deal 5d8 chakra damage and force the target to make Constitution saving throw, doubling the cost of jutsu they cast until the end of their next turn. If the target creature has 0 Chakra, you instead deal double the result as force damage. 74 8 TRIGRAMS 64 PALMS [UNMASTERED] (8) Classification: Freeform Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: CM, M Keywords: Hijutsu, Taijutsu Description: This Adversary performs the imperfect final maneuver of the Gentle fist. Make a single melee Taijutsu attack, comparing the result against the target creature. On a hit, deal 6d8 Chakra damage and half of the chakra damage dealt, as force damage and affected creatures must also make a constitution saving throw, losing the ability to mold Chakra for 1 round. If the target creature has 0 Chakra, you instead deal double the result as force damage. 8 TRIGRAMS 64 PALMS DEFENSE [UNMASTERED] (9) Classification: Freeform Hijutsu Rank: C-Rank Casting Time: 1 Reaction, which this adversary takes when it takes damage Range: Self (5 feet) Duration: Instant Components: CM, M Keywords: Hijutsu, Taijutsu Description: Until the start of this adversaries next turn, it gain a +6 bonus to AC against the triggering attack and all subsequent attacks. If this reaction triggers a Clash, add 1d6 to your clash check. TWIN LION CUBS (10) Classification: Freeform Hijutsu Rank: C-Rank Casting Time: 1 Bonus Action Range: Touch Duration: Concentration, up to 1 minute. Components: HS, CM Keywords: Hijutsu, Taijutsu Description: Hinata releases chakra from her hands coating and molding it into two guardian lion cubs with a visible but intimidating presence. For the duration, Gentle Fist attacks rolls a d8, instead of d6. Hyūga Jutsu this adversary casts adds its unarmed damage die. 75 UNAFFILIATED ADVERSARIES UNAFFILIATED: THEMES Enemies within the confines of an Unaffiliated Adversary, they do not follow any predetermined standard, instead being chaotic in nature. They hold no distinct concept outside of being possible enemies that could exist in any land, with any. B-Rank, Standard, Controller, Aberration, Prof +5 Level: 7 (10 XP) Armor Class 17 (Alien Armor), DR: 3 Hit Points 108 (7d8 HD) Chakra Points 157 (7d10 HD) Speed 30 ft.Fly, Initiative +2 ABERRATIONS A mostly alien entity. Aberrations a creatures foreign to this world. Often born or spawned in different realities, worlds or dimensions. Creatures who fall into this theme often, are hostile to humans, humanoids and any other human adjacent creature. STR 18 (+4) DEX 11 (+0) CON 17 (+3) INT 15 (+2) WIS 18 (+4) CHA 10 (+0) Saving Throws Str +9, Dex +3, Con +6, Int +5, Wis +9, Cha +3 Skills Acrobatics +5, Athletics +9, Insight +9, Nature +7, Ninshou +7, Perception +19, Persuasion +10, Stealth +10, Damage Resistance: Psychic Condition Resistance: All Mental Condition Vulnerability: Blinded, Dazzled, Burned Senses passive Perception 29 AATHERIEXA A tangle of thin, tentacle-like eyestalks floats in the air, its innumerable unblinking eyes, each projecting an air of cruelty. Once a race of conquerors and slavers this group of aberrations have long since lost their prevailing strength due to infighting and attempts at enslavement of each other. Exceedingly cruel, they find perverse pleasure in tormenting those they capture, using them as disposable bodyguards or subjecting them to sadistic experiments in an attempt to learn more about this human energy source, known as chakra. While this creature can cast B-Rank jutsu, if it does, it becomes unable to cast such jutsu again, at that rank, for the next minute. Alien Aura (Unique). All creatures within 15ft of the Aatherixa who could cast a jutsu of C-Rank or lower that requires chakra molding must make an ability check using their casting modifier vs a DC 15. On a failure, their jutsu fails to cast and their chakra is still spent. Alien Control. While a creature is under the effects of a Jutsu or effect this creature cast, they suffer a stacking penalty to their Intelligence, Wisdom and Charisma saving throws, equal to the rank of the jutsu currently affecting them. (D-Rank: -1, C-Rank: -2, B-Rank: -3) Alien Anatomy. Hostile creatures suffer a -5 penalty to all checks made to gain any information on this creature such as Hit points, Chakra points, resistances jutsu known, traits, skills, etc. Genjutsu. +9 to hit, (Genjutsu save DC 18) E-Ranks (Cost 2): Transform D-Ranks (Cost 5): Bane, Charming Dissonance, Hypnosis, Mind Mist C-Ranks (Cost 9): Alienation, Enthrall, Night Terrors, Psionics: Dark Daze B-Ranks (Cost 14): Effortless Paralysis Tentacle Grapple. Melee Weapon Attack: +8 to hit, reach 15ft., one target. On a hit, affected creature is grappled and restrained. Grappled creature must make a DC 18 Wisdom saving throw. On a failed save, the target suffers a 1d8 reduction to their Intelligence score for the duration of their grapple. At the end of a grappled creatures turn they remake this save, suffering the effects on a failure. A creature who’s intelligence is reduced to 0, mentally dies as they become a mind slave to the Aatherixa. A grappled creature can choose to spend their action to attempt a Strength saving throw vs a DC 18 to end the grappled condition on a success. 76 ABOLETH Four long tentacles writhe from this three-eyed, fish like creature’s flanks, and its green body glistens with thick, clear slime. Alien, Cold hearted and endlessly plotting, the Aboleth once ruled their own world with vast empires and see all other lifeforms as food or slaves…sometimes both. Huge creatures this Aboleth are, often 25 feet long, and weighing 6000+ pounds. These Aberrations live in the darkest reaches of the sea, in grotesque cities build in nauseating cyclopean styles. They are served by countless slaves stolen from every nature, bound by their alien abilities and forced to survive underwater, having their air breathing capabilities stolen, by their Aboleth masters. While this creature can cast B-Rank jutsu, if it does, it becomes unable to cast such jutsu again, at that rank, for the next minute. Alien Anatomy. Hostile creatures suffer a -5 penalty to all checks made to gain any information on this creature such as Hit points, Chakra points, resistances jutsu known, traits, skills, etc. A-Rank, Solo, Caster, Gargantuan Aberration, Prof +5 Level: 7 (100 XP), Tenacity Die: 21 Armor Class 19 (Alien Armor), DR: 7 Hit Points 285 (7d8 HD) Speed 30 ft. Fly/Swim, Initiative +8 STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 17 (+3) Genjutsu. +9 to hit, (Genjutsu save DC 17) D-Ranks (Cost 5): Bane, Cause Fear, Corruption: Animus, Psionics: Cut C-Ranks (Cost 9): Corruption: Cruelty, Corruption: Malfeasance, False Visions B-Ranks (Cost 14): Slow Ninjutsu. +11 to hit, (Ninjutsu save DC 19) D-Ranks (Cost 5): Hidden Mist, Water Pillar Thrust, Water Shuriken C-Ranks (Cost 9): Four Shark Rain, Water Bullet, Water Trumpet, Whales Torrent CHA 12 (+1) Saving Throws Str +5, Dex +5, Con +8, Int +10, Wis +6, Cha +4 Skills Athletics +7, Deception +7, Illusions +7, Intimidation +7, Nature +7, Perception +7, Stealth +12, Survival +7 Damage Resistance: Psychic, Cold, Necrotic Condition Resistance: All Mental Condition Vulnerability: Shocked, Dazed Senses passive Perception 17, Blindsight 60ft Multiattack 2. The Aboleth uses its Painful Echo twice. Painful Echo. Genjutsu Area Attack: DC17 Wisdom Save, reach 30 ft radius., all creatures of choice. Success: No damage, Failure: 3d6 psychic damage and 1 rank of concussed. Foreign Entity. The Aboleth is completely foreign to this world. It has no chakra pool, instead spending its increased Tenacity die pool to cast jutsu. The Aboleth is immune to chakra damage and effects that would remove chakra molding. The Aboleth also regains 3 Tenacity die at the beginning of each of its turns. Jutsu the Aboleth casts cost an amount equal to its rank and ignores normal component requirements; (D-Rank: 1 die, C-Rank 2 die, B-Rank: 3 die) Potent Casting. Twice per combat, the Aboleth can maximize the damage dealt by a jutsu it casts. Torque Casting. When the Aboleth would cast a Ninjutsu or Genjutsu while it has an Elemental condition, it can reduce the rank of said condition by 1, when it does, the next time a creature would fail a saving throw by the Ninjutsu or Genjutsu the Aboleth casts it gains 1 rank of the reduced condition. Alarm. When the Aboleth takes damage, all other Aboleth’s within 1 mile of it, becomes aware. Alien Regeneration. The Aboleth regains 30 hit points, at the start of each of its turns. This regeneration is dispelled for 1 round if it takes Lightning Damage, or it begins its turn shocked. Water Blast. Ninjutsu Area Attack: DC19 Dexterity Save, reach 20 ft cone., all creatures of choice. Success: 2d6 Cold Damage, Failure: 5d6 cold damage. Aboleth’s Force. By spending 3 Tenacity die, when creatures would fail a saving throw as a result of the Aboleth’s jutsu, the affected targets are Staggered for 1 minute. Staggered targets must spend their action to make a DC 17 Constitution saving throw to end this effect. The Aboleth takes one Elite Action at the end of another creatures turn, once each creatures turn to do one of the following or can spend his Elite Action to gain an additional reaction. It regains spent Elite Actions at the beginning of each of its turns. Attack. The Aboleth makes two attacks with its Water Blast, Painful Echo, or Casts a Jutsu of C-Rank or lower. Water Shield. The Aboleth manifests a barrier made of water as a reaction, reducing incoming damage by 7d6. If the damage type is Earth, it ignores this damage reduction. This Shield cannot be used while you are gaining the benefits of Psychic Shield. Psychic Shield. The Aboleth manifests a bubble of Psyonic energy as a reaction, gaining 5d8 temporary hit points until the end of the current turn. This Shield cannot be used while you are gaining the benefits of Water Shield. Alien Existence. The Aboleth is immune to effects that would banish, teleport or move it against its will, by any means. Move. The Aboleth can move its full movement. 77 ACOLYTES ADEPTS ALCHEMIST ARISTOCRAT ASSASSINS ANIMALS BANDITS BARDS BEAST MASTER 78 BERSERKERS Berserkers are often seen as brutal and merciless. Often walling themselves off in tribes akin to clans, but less reliant on blood ties. Berserkers are terrifying opponents, always throwing themselves into the heat of battle, becoming far more animal than human. Berserkers are always recruited by power-hungry warlords or hired as mercenaries when Shinobi are too expensive. A-Rank, Striker, Beast, Beast Tribe, Prof +6 Level: 11 (10 XP) Armor Class 23 (Heavy Armor), DR: 12 Hit Points 226 Chakra Points 134 Speed 50 ft, Initiative +6 BERSERKER BEAST, LEO STR 21 (+5) Berserker Beasts are a faction found within the Beast Tribe. A pseudo-clan of tribesman who are all adept at harsh martial combat. These tribesman are organized into groups following different beasts and Leo is representative of the Powerful Lion. Leo’s are powerful Warriors who wears a steel mask in the shape of a lion that prefers the intimidating strength of a battle-axe over the elegance of a Katana or otherwise. Often carrying their children with them to watch and learn. These children though, are not helpless, and often aim to support their parents in battle by encouraging them in some way shape or form. DEX 16 (+3) CON 18 (+4) INT 13 (+1) WIS 14 (+2) CHA 14 (+2) Saving Throws Str +11, Dex +9, Con +10, Int +3, Wis +4, Cha +4 Skills Athletics +17, Acrobatics +9, Intimidation +14, Perception +8, Survival +8, Martial Arts +17 Damage Resistance: Bludgeoning, Piercing, Slashing Damage Vulnerability: Poison Condition Immunity: Bleed, Concussed, Paralyzed, Stunned Senses passive Perception 28 (Beast Senses) Lions Fury (Role, Unique). Each time Leo would deal damage to a creature with its weapon, its next weapon damage roll increases by 1 damage die. This stacks with itself up to 3 times, and resets to no bonus damage at the beginning of its next turn. Artist Credit: [Link to Source] Progenitor of the Next Generation (Affiliation, Unique). The first time Leo would deal damage to a hostile creature, all of its allies gain a +1 bonus to their AC, until the end of their next turns. Beast Senses (Clan, Unique). Leo gains a +10 bonus to its Perception and passive perception. (Added) Taijutsu. +12 to hit, (Taijutsu save DC 19) D-Ranks (Cost 5): Breath of Beasts: Fang, Crippling Strike, Devils Gambit, Nobunaga’s Courage C-Ranks (Cost 9): Afterglow, Beath of Beasts: Devour, Crescent Mood Beheading B-Ranks (Cost 14): Blade Heart, Hazy Night, Heavy Heart Multiattack 2. Leo makes 3 attacks with its Savage Beast Axe. Savage Beast Axe. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit. 1d12+5 Slashing Damage. E-Rank, Supporter, Beast, Beast Tribe, Prof +3 Level: 2 (10 XP) Saving Throws Str +5, Dex +1, Con +0, Int +0, Wis +0, Cha +0 Skills Athletics +8, Acrobatics +7, Martial Arts +8 Senses passive Perception 10 Armor Class 16 (Light Armor) Hit Points 29 Chakra Points 23 Speed 50 ft, Initiative +2 Encouragement (Affiliation, Unique). Leo Kid encourages their parent/mentor. If a higher-level member of the Beast tribe is within 30 feet of the Leo Kid, they gain a +1 bonus to their AC, to hit, Damage, and DR. STR 14 (+2) DEX 13 (+1) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Pup Axe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit. 1d4+2 Slashing Damage. 79 BERSERKER BEAST, VIRG Berserker Beasts are a faction found within the Beast Tribe. A pseudo-clan of tribesman who are all adept at harsh martial combat. These tribesman are organized into groups following different beasts and Virg is representative of the powerful Bear. Virg’s are savage warrior who wears a wooden mask in the shape of a bear. They prefer Iron Claws as a combat instrument over the clumsiness of a battle-axe. Virg’s are more spiritually attuned than their cousins in the Beast Tribe, able to manifest a spiritual construct of their primal guide, the Bear. This construct, while powerful, is capable of fighting on the Virg’s behalf in dire situations. Artist Credit: [Link to Source] Bear Totem (Clan, Unique). The Virg can spend 50 chakra and an Action to manifest its Bear Totem guide. This Spirit is a chakra construct, acts at the end of the Virg’s turn, and uses the Statistics of a B-Rank, Bear Tribe, Sage Beast, and spends the Virg’s chakra if it casts a jutsu (It does not have its own slots). If this construct is reduced to 0 hit points, it cannot be summoned for the remainder of this combat. A-Rank, Defender, Beast, Beast Tribe, Prof +6 Level: 11 (10 XP) Armor Class 23 (Medium Armor), DR: 13 Hit Points 228 Chakra Points 149 Speed 40 ft, Initiative +6 STR 20 (+5) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 19 (+4) Taijutsu. +11 to hit, (Taijutsu save DC 19) D-Ranks (Cost 5): Bolting Blossom, Brace, Cerberus Strike, Demon Fist C-Ranks (Cost 9): Beast, Erupting Falling Stomp, Evening Heavenly Crush B-Ranks (Cost 14): Breaker Fist, Cherry Blossom Impact, Glimmer Dragon. CHA 15 (+2) Saving Throws Str +11, Dex +5, Con +9, Int +4, Wis +10, Cha +5 Skills Athletics +17, Perception +16, Survival +8, Martial Arts +17, Nature +13 Damage Resistance: Bludgeoning, Piercing, Slashing Damage Vulnerability: Poison Condition Immunity: Bleed, Concussed, Paralyzed, Stunned Senses passive Perception 26 Multiattack 2. Virg makes 2 attacks with its Savage Iron Claws. Bears Savagery (Role, Unique). Each time the Virg takes damage, they gain a Totem Die (D4). They can have up to 10 Totem die at a time. These Totem die can be spent to increase the Virg’s nonJutsu based damage rolls. Primal Bond (Affiliation, Unique). While the Virg is in initiative with another member of its tribe, those creatures (Excluding other Virg’s) gain an additional +10 DR. 80 Savage Iron Claw. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit. 1d8+5 Slashing damage. On a roll of 17 or higher, target gains 2 ranks of Lacerated. Primal Rage. By spending 4 Totem Die. The Virg enters a primal rage as their eyes glow green and their muscles grow in size. For the next minute, this creature doubles its DR, and its Savage Iron Claw damage die becomes 2d6, but all creatures gain advantage on attacks targeting it. Ninjutsu. +11 to hit, (Ninjutsu save DC 19) C-Ranks (Cost 9): Bedrock Skin B-Ranks (Cost 14): Stone Bamboo Shoot B-Rank, Defender, Large Beast, Beast Tribe, Prof +6 Level: 12 Armor Class 24 (Natural Armor), DR: 6 Hit Points 192 Speed 40 ft STR 20 (+5) DEX 10 (+0) CON 22 (+6) INT 10 (+0) Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit. 1d12+5 Slashing damage. On a roll of 18 or higher, when the Bear deals damage with this attack, the target gains 1 rank of Bleed. WIS 12 (+1) Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit. 1d12+5 Slashing damage. On a roll of 15 or higher, automatically grapple the target. CHA 10 (+0) Kuma Roar. As an action the Bear Totem Guide forces all hostile creatures within 20 feet of it to make a DC 19 Wisdom Saving throw. On a failed save, they become demoralized for 1 minute, suffering a 1d4 penalty to attack rolls they make. Affected creatures can spend its action to remake this saving throw to end this effect. Saving Throws Str +11, Dex +3, Con +12, Int +3, Wis +7, Cha +3 Skills Athletics +11, Perception +7, Survival +7 Senses passive Perception 17, Darkvision (60ft), Keen Smell Kuma Flex. The Bear Totem gains +6 DR. Kuma Toughness. The Bear Totem gains a 1d4 bonus to Strength and Constitution saving throws. Taijutsu. +11 to hit, (Taijutsu save DC 19) C-Ranks (Cost 9): Clawing Swift Fang B-Ranks (Cost 14): Steel Knuckle 81 CONSTRUCT EXPERTS GHOSTS GIANT CLANSMAN GOBLINOIDS ILLUSIONIST INQUISITOR 82 INVOKER Powerful chakra manipulators able to manipulate the very fabric or the world we live on. While unable to change any fundamental laws or rules, most invokers have a distinct control over some obscure concept such as luck or fire, and it most of the time only is in relation to themselves, such as being unable to control fire conjured by someone else or otherwise. 83 MONKS 84 MONSTER(S) Artist Credit: [Top Photo] Artist Credit: [Bottom Photo] In the world of Naruto while most things can be explained as a Jutsu gone wrong, a Sage Beast, a Demon or even some form of terrible chakra-based mutation, some things, unfortunately, just don’t have the same explanations. Some things are just simply put, monsters. Monsters in the world of Naruto need not be explained as anything other than what they are, monsters. Maybe there is a history to them, but that is for you and your world to develop. These monsters will have some bits of self-imposed stories applied to them but that is to say that they will be generic and can be taken and applied in any way for the world of Naruto that you exist within. JOROGUMO Lying in wait, in many ancient castles, compounds and palaces. Are beautiful, young, and extremely attractive men and women. All with flawless skin, perfect features but all eerily close to the imagery of spiders. These people are exceedingly friendly, kind and inviting. They share food, water, lodgings to all manner of travelers, Samurai, Shinobi or Mercenary. But this kindness is truly a falsehood. They do this to draw their targets in. Draw their food, in. Jorogumo unlike other creatures should survive in communities of 10~20. Often an even split of masculine or feminine facing individuals. But this is for show, as once their prey has consumed to their hearts content, it is revealed that they have been tricked, drugged even and made to watch as the colony reveals their true forms and dines on their still living body. Vile Consumption (Clan, Unique). The Jorogumo regains hit points when it deals Necrotic damage, equal to the damage dealt. Additionally, Psychic damage it deals with Genjutsu becomes Necrotic as it manifests the genjutsu as real for but a moment. A-Rank, Lurker, Demon, Spider Community, Prof +5 Level: 8 (10 XP) Armor Class 20 (Light Armor) Hit Points 191 Chakra Points 230 Speed 60 ft, Initiative +6 STR 13 (+1) DEX 21 (+5) CON 12 (+1) INT 13 (+1) WIS 14 (+2) CHA 19 (+4) Saving Throws Str +3, Dex +10, Con +3, Int +3, Wis +7, Cha +6 Skills Acrobatics +11, Perception +8, Persuasion +10, Stealth +17 Damage Resistance: Force, Fire, Cold, Necrotic Damage Vulnerability: Chakra Condition Immunity: Bleed, Concussed, Restrained, Grappled, Paralyzed, Stunned Senses passive Perception 18, Darkvision 120ft (See’s through Chakra based Darkness) Kindness For Weakness (Clan, Unique). While not in combat, if the Jorogumo makes a successful Persuasion against a creature, they gain 1 rank of Charmed and 2 ranks of Concussed for the next 24 hours. This Charm can only be removed early by Jutsu or by spending an Action to make a DC 18 Wisdom save. Lethal Attack (Role, Unique). When this creature deals damage to a target while within 5ft of an allied creature or while it has advantage on its attack roll, it deals an additional 4d8 damage to its target, once per turn. Ninjutsu. +7 to hit, (Ninjutsu save DC 15) D-Ranks (Cost 5): Body Flicker, Chakra Mark C-Ranks (Cost 9): Sealing Art: Darkness, Hiding In Shadow Technique Genjutsu. +10 to hit, (Genjutsu save DC 18) E-Ranks (Cost 2): Release D-Ranks (Cost 5): Cause Fear, Doubled Pain, Corruption: Spite, Corruption: Vile, Night: Frigid Pain, Night: Frigid Touch C-Ranks (Cost 9): Psionics: Dark Daze, Psionics: Dark Pulse, Psionics: Mind Crunch, Psionics: Psycho Cut! Multiattack. Jorogumo makes 2 attacks with its Claws. Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit. 1d6+5 Necrotic damage. On a roll of 16 or higher, target gains 1 rank of Bleed and its speed is reduced by 5 feet for each rank of bleed it has. Web. Ranged Weapon Attack: +10 to hit, reach 30ft, one target. Target is grappled by webbing. As an Action, the grappled target can make a DC 18 Strength Check freeing themselves. The webs can be attacked and destroyed, with an AC of 10, and 5 HP, by creatures other than the grappled target. 85 BOLLA A massive serpent, covered in beast like fur. Often mistaken for Dragons or Sage Snakes, the Bolla is theorized to have been born of a foul experiment by a twisted scientist or Kage in time past. Theorized to be a hybrid abomination between Snake and Boar Sage beasts. Originally developed as a war machine to combat other villages with a Tailed beast, the Bolla was bred to be unfeeling, uncaring, and only care about killing as many other living creatures as possible that it can both sense or see. Due to the creatures purpose, it was soon after stopped and sealed in a long hibernation with Genjutsu. To this date its been sleeping for decades, waiting to be awoken to accomplish its original goal of total destruction. When awake, the Bolla is destruction incarnate, destroying everything in its path. Bolla’s are estimated to be able to unfurl its snake like form stretching up to 120 feet long and having a girth of 25 feet. Artist Credit: [Source Photo] Forced Hibernation. This creature for all of its power, is vulnerable to All Genjutsu that would force it to Sleep. If this creature would be the target of a Genjutsu that would force it to sleep, it must make a DC 10 Wisdom Save. On a critical failure (failed by 5 or more) this creature falls into a 10-year slumber. If it takes damage, it awakes, taking 3 turns prior to initiative being rolled. Each time it passes this save, it increases the DC by +2, until it fails. S-Rank, Solo, Epic Generalist, Gargantuan Mutant, Prof +12 Level: 21 (100 XP), Tenacity Die: 21 Armor Class 31 (Natural Armor) Hit Points 2900 Chakra Points 2900 Speed 90 ft. burrow, Initiative +21 STR 28 (+9) DEX 28 (+9) CON 28 (+9) Unstoppable. The Bolla cannot make checks or saving throws at disadvantage. INT 4 (-3) WIS 10 (+0) Force of Wrath. This creature ignores bonuses to AC as a result of Jutsu. CHA 4 (-3) Multiattack 5. The Bolla can make 5 attacks, using any combination of its listed attacks. Saving Throws Str +20, Dex +20, Con +20, Int +2, Wis +6, Cha +2 Skills Athletics +33 Damage Immunity: Bludgeoning, Piercing, Slashing, Damage Vulnerability: Acid, Lightning, Wind Condition Immunity: Paralyzed, Stunned, Incapacitated, Dazed Condition Vulnerability: All Sensory Senses passive Perception 10, Tremorsense 120ft Bite. Melee Weapon Attack: +21 to hit, reach 60ft., one target. Hit. 6d6+9 Piercing damage. On a roll of 15 or higher, If target is medium or smaller, it becomes swallowed by the Bolla. Tail Smash. Area Weapon Attack. Reach 90ft., target space. All creatures, structures and constructs within 40 feet of select space makes a DC 20 Dexterity save. Critical Success (Beats DC by +5): No Damage. Success. Half Damage. Failure: 4d8+9 Bludgeoning damage. Critical Failure (Fails DC by -5 or more): 8d8+18 Bludgeoning damage. Made For Destruction (Clan, Unique). The Bolla automatically destroys structures and constructs it deals damage too. If a structure or construct was made as a result of a Jutsu, it takes 10 times the damage the Bolla deals. Made of Terror (Clan, Unique). Creatures who begin their turn within 100ft of the Bolla must make a Wisdom saving throw vs a DC 25. On a failed save, they gain 5 ranks of Fear so long as they can see the Bolla. If a creature passes this save, they become immune to this effect for 24 hours. Anti-Demon Purpose (Clan, Unique). If this creature is in combat with a creature that is a Demon or treated as such, it will attempt to target that creature, and only that creature. Damage the Bolla Deals to that creature is treated as Twice its original value but as Chakra Damage. Unkillable. The Bolla regains 290 Hit points at the beginning of each of its turns, unless it took Acid or Lightning Damage the turn prior. This Regeneration happens even if it has 0 hit points, unless the damage that reduced it to 0 was Acid or Lightning. 86 Swallow. A swallowed creature is Blinded and restrained and has total cover against attacks and other effects outside of the Bolla and takes 20d6 Fire damage at the start of each of the Bolla’s turns. If the Bolla takes 100 or more damage on a single turn from a single creature inside it, it expels the swallowed creature into a space up to 90 feet away. The Bolla takes one Elite Action at the end of another creatures turn, once each creatures turn to do one of the following or can spend his Elite Action to gain an additional reaction. It regains spent Elite Actions at the beginning of each of its turns. Attack. The Bolla makes 5 attacks, using any combination of its attacks. Move. The Bolla can move its full movement. SHEMHAZIAN A large, bestial monster that combines the worst aspects of a bear, mantis, wolf and man. Born from the same seed that birthed Satori many years ago. Unlike Satori though, the Shemhazian was not sealed to a simple box, but instead was sealed at the bottom of an oasis found in the land of Whirlpools by the Uzumaki. With the Uzumaki clans erasure and no one to tend to the seal, this monster grows closer to being released. Hundreds of its kind exist and they raid cities in packs with the soul purpose to eat the hearts of men and use the women as seedbeds to create more of their kind. They are a virus to the world that has yet to be snuffed out. Shemhazian’s are predators who hunt the ultimate predator for the purpose of dominance. Intimidating and physically more powerful that most sage beasts due to their unholy combination in such a way. These creatures take perverse delight in mutilating and eating their victims and doing what they please with the survivors. They stand 9 feet tall and often weigh over 600 pounds. Artist Credit: [Source Photo] S-Rank, Large Standard, Striker, Monstrosity, Prof +5 Level: 8 (10 XP) Unnatural Strength (Clan). The Shemhazian adds twice its strength modifier to damage rolls that rely on Strength. Additionally, this creature makes attacks against creatures with both, ranks of bleed and is poisoned at advantage. Armor Class 20 (Natural Armor) Hit Points 394 Chakra Points 282 Speed 50 ft, Fly 30ft, Swim 30ft, Burrow 30ft, Initiative +7 Ninjutsu. +6 to hit, (Ninjutsu save DC 14) D-Ranks (Cost 5): Body Flicker, Thunderous Screech C-Ranks (Cost 9): Needle Jizo STR 21 (+5) DEX 20 (+5) CON 14 (+2) INT 12 (+1) WIS 19 (+4) CHA 8 (-1) Multiattack 4. The Shemhazian can make 4 attacks, using any combination of its listed attacks. Saving Throws Str +10, Dex +10, Con +7, Int +2, Wis +5, Cha +0 Skills Athletics +10, Intimidation +10, Perception +9, Stealth +10 Damage Immunity: Lightning, Earth Damage Resistance: Bludgeoning, Slashing Damage Vulnerability: Fire Condition Immunity: Stunned Senses passive Perception 19, Darkvision 60ft Feral Claw. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit.1d12 +10 Slashing damage. On a roll of 16 or higher, target gains 1 rank of bleed. Mantis Wing. Melee Weapon Attack: +14 to hit, reach 10ft., two targets. Hit.1d4 +10 Piercing damage. On a roll of 16 or higher, target gains 1 rank of bleed. Poison Jabs. Ranged Weapon Attack: +14 to hit, reach 30ft., one target. Hit.1d6 +10 Poison damage. On a roll of 18 or higher, target is Poisoned for 1 hour. Hollow Insides (Clan, Unique). Once per round, When the Shemhazian takes piercing damage it reduces its speed by 20 feet, the number of attacks it can make by 2, and it cannot make an attack of opportunity until the end of its next turn. Beast of Slaughter (Affiliation, Unique). When the Shemhazian reduces another creature to 0 hit points, it spends its next action Consuming their corpse. When it does, it regains Hit points equal to the target creatures remaining Hit die + level, instantly killing this creature. 87 Scorpion Tail. Area Weapon Attack: DC 18 Dexterity, reach 15ft radius, all creatures. Success: No effect. Failure: 4d8+10 acid damage. Critical failure (Fails DC by -5 or more): 8d8+10 Acid damage and gain 2 ranks of corroded. Savage Howl. Area Weapon Attack: DC 18 Wisdom, reach 20ft radius, all non-Shemhazian targets. Success: No effect. Failure: 2 ranks of fear, and fall prone. If feared, remake save at the end of each of your turns to end effect. A creature who passed this save cannot be affected again for 10 minutes. MUTANTS 88 NECROPHAGE Artist Credit: [Pathfinder 1e] The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are visceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by an insidious, psychic artifact found deep in the void. All Necrophage creatures are immune to the need of eat, sleep, drink or breathing. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe’s need to ascend to a higher, singular being. In either case, its goals and actions involve adding more biological material under its control and creating more unused biological material for it to take. NECRO FOOT SOLDIER A threatening necrophage, which inhabits the corpse of a deceased warrior. A Necro Foot Soldier acts only at the behest of its master. While active, it moves with no concern for the lives it ruins as it wades through villages, cities and towns. Most often active near lakeside villages where they rise from the waves and attacks from the water. When in a “sleeping” state, they stand at the ready, in place unmoving. Even when facing a foe, they do not move unless ordered too by the directive. They move in groups of 10 or more and wield large weapons designed to inflict pain and suffering. Necro Foot Soldiers are void of a will of their own. They are uniquely weak to Fuinjutsu. If they would be the target of, or be forced to make a saving throw against a Ninjutsu with the Fuinjutsu keyword, they make their saving throw at disadvantage. Necrophage. The Foot Soldier wishes to bring death to the living. Damage the Necrophage deals that is necrotic, cannot be healed by normal means. Creatures who take necrotic damage from the Necrophage become immune to healing until the beginning of the Necrophages next turn. This creature makes saving throws vs Fuinjutsu at disadvantage. B-Rank, Minion, Striker, Undead, Necrophage, Prof +5 Level: 9 (1 XP) Armor Class 19 (Medium Armor) Hit Points 19 Speed 40 ft, Initiative +4 STR 21 (+5) DEX 18 (+4) CON 18 (+4) INT 12 (+1) WIS 12 (+1) Taijutsu. +10 to hit, (Taijutsu save DC 16) D-Ranks (Cost 5): 1-Strike Slash CHA 1 (-5) Saving Throws Str +10, Dex +6, Con +9, Int +3, Wis +4, Cha -3 Skills Athletics +10 Condition Resistance: Bleed, Fear, Prone Condition Vulnerability: Burned, Chilled Senses passive Perception 11 Necrotic Axe. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit.1d12 +5 Necrotic damage. Necrotic Hand Axe. Ranged Weapon Attack: +11 to hit, reach 30ft., one target. Hit.1d6 +5 Necrotic damage. Minion (Class, Unique). This creature can cast one Jutsu on its list per turn at no cost. If it takes chakra damage, it takes force damage equal to the result of chakra damage instead. 89 NECRO BLADE REVENANT Artist Credit: [https://www.pinterest.com/pin/393431717462309035/] Blade Revenants are horrific warriors guided by the same presence that guides other Necrophages. They seem to act independently compared to a Foot soldier, even occasionally acting as a squad leader for them, alongside the Umbral Shadow, Ghastral Ghoul or Dreamy Mist. The Revenant acts as the front line of any Necrophage invasion. The Revenant is an entity who, while not the most powerful of the Necrophages, is capable enough to overwhelm even the most competent Chunin and multiple Genin. Revenants make use of their stolen techniques and dark techniques to further their species goals, whatever that may be. There are often stories of Revenants who have outplayed Jonin or even Kage level fighters, on their own. But this is often a tall tail and only told as a means to scare weaker individuals into leaving when there is news of a Necrophage invasion happening. • For every level above 9th, increase the Revenants Hit Points by +22 and Chakra by +15. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Str by +1 at 11th level and every 3 levels thereafter. • Add the B-Rank Bukijutsu Arrow Rain and Ichimonji at 10th level, and the A-Rank Bukijutsu 1-Shot Pierce and Chasing Fang at 15th level. Necrophage (Clan, Unique). The Blade Revenant wishes to bring death to the living. Damage the Necrophage deals that is necrotic, cannot be healed by normal means. Creatures who take necrotic damage from the Necrophage become immune to healing until the beginning of the Necrophages next turn. This creature makes saving throws vs Fuinjutsu at disadvantage. Revenge (Role). The Blade Revenant deals an additional 2d6 damage, once per turn, to any creature that has harmed it in any way, in the previous round. (Damage, Penalties, conditions, or forced movement. B-Rank, Standard, Striker, Undead, Necrophage, Prof +5 Level: 9 (10 XP) Armor Class 21 (Medium Armor), DR: 6 Hit Points 208 Chakra Points 145 Speed 50 ft, Initiative +6 STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 12 (+1) WIS 16 (+3) CHA 1 (-5) Cleave (Role). When the Blade Revenant would deal damage with a melee attack against a creature who has another creature within 5ft of them, both creatures take the damage of the attack. Saving Throws Str +9, Dex +9, Con +9, Int +2, Wis +4, Cha -4 Skills Acrobatics +9, Athletics +9, Perception +8, Stealth +9 Condition Resistance: Bleed, Fear, Prone Condition Vulnerability: Burned, Chilled Senses passive Perception 18 Taijutsu. +11 to hit, (Taijutsu save DC 17) D-Ranks (Cost 5): 1-Strike Slash, Scatter Blow, Soul Hunt C-Ranks (Cost 9): Mikiri Counter, Cypress Impact Aura: Revenant (Clan, Unique). All creatures who begin or end their turns within 15 feet of the Blade Revenant, must make a DC 17 Wisdom Saving throw, gaining 1 rank of Fear on a failed save. This can be deactivated if this creature fails a saving throw as a result of a Ninjutsu with the Medical Release keyword. The aura is deactivated until the end of this adversaries next turn. Multiattack 2. The Blade Revenant can make two attacks, using either its Necrotic Edge or Necrotic Shadow Bow. Necrotic Edge. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit.1d10 +5 Necrotic damage. Necrotic Shadow Bow. Ranged Weapon Attack: +11 to hit, reach 90ft., one target. Hit.1d8 +4 Necrotic damage. 90 NECRO UMBRAL SHADOW There are often stories of Umbral Shadows who have made even lowly foot soldiers as strong as Village Jonin. But this is often a tall tail and only told as a means to scare weaker individuals into leaving when there is news of a Necrophage invasion happening Umbral Shadows are powerful chakra weavers guided by the same presence that guides other Necrophages. They seem to act independently compared to a Foot soldier, even occasionally acting as a squad leader for them, alongside the Blade Revenant, Ghastral Ghoul or Dreamy Mist. The Shadow acts as the enhancer/enabler of any Necrophage invasion. The Umbral Shadow is an entity that relies heavily upon their allies for assistance, not because they themselves are weak, but because they lack any standing power to bring an end to a conflict. Designed and made primarily to boost the combat capabilities of their other Necrophage allies, the Shadow tries its best to stay to the back of conflicts to avoid having its allies buffs ended prematurely. Artist Credit: [https://www.pinterest.com/pin/393431717462309035/] • For every level above 9th, increase the Shadows Hit Points by +17 and Chakra by +16. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Int or Wis by +1 at 11th level and every 3 levels thereafter. • Add the B-Rank Ninjutsu Death Ward at 10th level, and the A-Rank Ninjutsu Earth Release: Calcite: Tenacity at 15th level. • Add the B-Rank Genjutsu Bless and Invisibility at 10th level. Necrophage (Clan, Unique). The Umbral Shadow wishes to bring death to the living. Damage the Necrophage deals that is necrotic, cannot be healed by normal means. Creatures who take necrotic damage from the Necrophage become immune to healing until the beginning of the Necrophages next turn. This creature makes saving throws vs Fuinjutsu at disadvantage. Power of Necrosis (Role). Twice per combat, when the Umbral Shadow casts a jutsu that deals necrotic damage to other Necrophage, those creatures regain hit points equal to the result. They do not take damage when this trait is used. B-Rank, Standard, Supporter, Undead, Necrophage, Prof +5 Level: 9 (10 XP) Armor Class 19 (Chakra Armor) Hit Points 163 Chakra Points 154 Speed 40 ft, Initiative +6 STR 8 (-1) DEX 18 (+4) CON 16 (+3) INT 18 (+4) WIS 19 (+4) CHA 1 (-5) Ninjutsu. +9 to hit, (Ninjutsu save DC 17) D-Ranks (Cost 5): Medical Release: Corrupt Missile, Medical Release: Corruption, Medical Release: Necrosis C-Ranks (Cost 9): Lightning King’s Mantle, Lions Roars Genjutsu. +9 to hit, (Genjutsu save DC 17) D-Ranks (Cost 5): Bane, Corruption: Animus C-Ranks (Cost 9): Battle Sense Saving Throws Str +0, Dex +5, Con +8, Int +9, Wis +9, Cha -4 Skills Ninshou +9, Perception +9, Stealth +9 Condition Resistance: Bleed, Fear, Prone Condition Vulnerability: Burned, Chilled Senses passive Perception 19 Aura: Combat Guidance (Role). Allies within 30 of the Umbral Shadow gains a 1d4 bonus to Saving throws made. This can be deactivated if this creature fails a saving throw as a result of a Ninjutsu with the Medical Release keyword. The aura is deactivated until the end of this adversaries next turn. Necrotic Bolt. Ranged Ninjutsu Attack: +9 to hit, reach 30ft., one target. Hit. 3d10 Necrotic damage. 91 NECRO GHASTRAL GHOUL There are often stories of Ghastral Ghoul who have crippled and even disabled village Jonin. But this is often a tall tail and only told as a means to scare weaker individuals into leaving when there is news of a Necrophage invasion happening Ghastral Ghouls are powerful. They seem to act independently compared to a Foot soldier, even occasionally acting as a squad leader for them, alongside the Blade Revenant, Umbral Shadow or Dreamy Mist. The Ghoul acts as a deterrent and counter to most shinobi villages, designed to shut down, control and dismay many shinobi who stand against the Necrophage invasion. The Ghastral Ghoul is an entity that fights, often alongside or very close to the front line, releasing waves of suppressing chakra to bring about the end of shinobi and Samurai alike. They are often seen single handedly holding back and even subduing multiple competent shinobi of Genin, Chunin and even rarely some Jonin. Artist Credit: [https://www.pinterest.com/pin/393431717462317355/] • For every level above 9th, increase the Ghouls Hit Points by +17 and Chakra by +16. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Wis by +1 at 11th level and every 3 levels thereafter. • Add the B-Rank Genjutsu Confusion at 10th level, and the A-Rank Genjutsu Psychic Crush at 15th level. Necrophage (Clan, Unique). The Umbral Shadow wishes to bring death to the living. Damage the Necrophage deals that is necrotic, cannot be healed by normal means. Creatures who take necrotic damage from the Necrophage become immune to healing until the beginning of the Necrophages next turn. This creature makes saving throws vs Fuinjutsu at disadvantage. Debilitating Control (Role, Unique). Hostile creatures who have ranks of Concussed, Confused, Fear or Slowed as a result of a jutsu the Ghastral Ghoul casts, who begins or ends its turn within 90 feet of the Ghoul, suffers a stacking -2 penalty to their AC equal to the combined number of ranks of said conditions, until they begin their turn not in this traits radius. B-Rank, Standard, Controller, Undead, Necrophage, Prof +5 Level: 9 (10 XP) Armor Class 19 (Light Armor) Hit Points 145 Chakra Points 208 Speed 30 ft, Initiative +5 STR 16 (+3) DEX 17 (+3) CON 19 (+4) INT 14 (+2) WIS 19 (+4) CHA 1 (-5) Saving Throws Str +8, Dex +6, Con +7, Int +7, Wis +9, Cha -2 Skills Chakra Control +9, Illusions +9, Perception +9, Stealth +9 Condition Resistance: Bleed, Fear, Prone Condition Vulnerability: Burned, Chilled Senses passive Perception 19 Genjutsu. +9 to hit, (Genjutsu save DC 18) D-Ranks (Cost 5): Bane, Cause Fear, Corruption: Distain, Corruption: Insolence, Psionics, Psycho Wave! C-Ranks (Cost 9): Alienation, Rabenda: Enigmatic Storm, Psionics: Sensory Overload Aura: Chakra Disruption (Role). Hostile creatures within 30 of the Ghastral Ghoul who would cast a Jutsu that requires chakra molding (CM), must make a DC 19 Constitution save. On a failed Pulse of Fear. Ranged Area Genjutsu: DC18 Intelligence Save, reach save, the jutsu they would cast fails and their chakra is spent. 20 ft radius vs all creatures of choice. Crit Success: No damage/ This can be deactivated if this creature fails a saving throw as a effect. Success: Half damage/no effect, Failure: 3d6 Necrotic result of a Ninjutsu with the Medical Release keyword. The aura is damage and 1 rank of fear, until end of Ghouls next turn. Crit deactivated until the end of this adversaries next turn. Failure: 5d6 necrotic damage, 1 rank of fear and concussed. 92 NECRO DREAMY MIST Artist Credit: [https://www.pinterest.com/pin/357895501650517569/] Dreamy Mists are powerful, cruel and horrifying creatures. They seem to act independently compared to a Foot soldier, even occasionally acting as a squad leader for them, alongside the Blade Revenant, Umbral Shadow or Ghastral Ghoul. The Mist acts as a mass of destruction and chaos during a Necrophage invasion. The Dreamy Mist is an entity that fights, often far behind the front line, releasing waves of destructive attacks, with the soul intent of creating more and more Necrophage seedbeds. They are often seen single handedly wiping out multiple competent shinobi of Genin, Chunin and even rarely some Jonin. There are often stories of Dreamy Mist who have destroyed village chunin and Jonin, simultaneously. But this is often a tall tail and only told as a means to scare weaker individuals into leaving when there is news of a Necrophage invasion happening. • For every level above 9th, increase the Mists Hit Points by +13 and Chakra by +25. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Intelligence by +1 at 11th level and every 3 levels thereafter. • Add the B-Rank Ninjutsu Medical Release: Venom Shower at 10th level, and the A-Rank Ninjutsu Medical Release: Wilt at 15th level. Necrophage (Clan, Unique). The Umbral Shadow wishes to bring death to the living. Damage the Necrophage deals that is necrotic, cannot be healed by normal means. Creatures who take necrotic damage from the Necrophage become immune to healing until the beginning of the Necrophages next turn. This creature makes saving throws vs Fuinjutsu at disadvantage. Necrophage Spore (Clan, Unique). If this creature would reduce another creature to 0 hit points, they become infested with the Necrophage curse becoming unable to be revived. After 1 minute has passed, the dead creature rises again as a Necro Foot Soldier. B-Rank, Standard, Caster, Undead, Necrophage, Prof +5 Level: 9 (10 XP) Armor Class 20 (Chakra Armor) Hit Points 127 Chakra Points 235 Speed 30 ft, Initiative +5 STR 16 (+3) DEX 16 (+3) CON 18 (+4) INT 21 (+5) WIS 16 (+3) CHA 1 (-5) Saving Throws Str +6, Dex +6, Con +9, Int +10, Wis +8, Cha -2 Skills Chakra Control +9, Ninshou +10, Perception +8, Stealth +8 Condition Resistance: Bleed, Fear, Prone Condition Vulnerability: Burned, Chilled Senses passive Perception 18 Ninjutsu. +12 to hit, (Ninjutsu save DC 18) D-Ranks (Cost 5): Medical Release: Corrupt Missile, Medical Release: Corruption, Medical Release: Necrosis, Medical Release: Venom Shock C-Ranks (Cost 9): Medical Release: Corruption Wave, Medical Release: Grim Legion, Shatter Necrophage Wrath (Role). Ninjutsu the Mist casts deals Necrotic damage, regardless of the listed damage type. Additionally, when the Dreamy Mist deals Necrotic damage to a hostile creature, it gains 1 rank of Corroded, once per casting. Multiattack 2. The Dreamy Mist can make two attacks, using either its Necrotic Blast. Potent Necrosis (Role). Twice per combat, the Mist may maximize the damage it deals. Once the Mist uses this trait, it cannot use it again until it spends 1 round not casting jutsu. 93 Necrotic Blast. Ranged Ninjutsu Attack: +10 to hit, reach 30ft., one target. Hit.2d8 +5 Necrotic damage. NOBILITY 94 OCCULTIST The Occultist are those who believe in the twisted entities that may or may not exist out in the universe. Some entities make themselves known to the mortal world, such as Jashin. Some keep themselves hidden. But the inquisitive nature of man does nothing but bring about the discovery of these entities. Often, when these entities are discovered, they demand worship or loyalty from those who discover it. It has been found that those who encounter, discover or even research these entities, also known as Occultists, tend to slowly fall into madness derived from this encounter. DARK DEACON Dark Deacons are responsible for bringing in or helping interest those who have any potential to interact with their outer deity. Dark Deacons preach their deities truths, in attempts to attract enough believers to their dark faith. While Dark Deacons try their best to avoid combat, they themselves are capable enough to fight back if forced into a hostile situation. They draw upon their faith to empower their attacks and jutsu. Some even go as far as to bring one or two jutsu scrolls into combat to cast higher ranked jutsu than what they themselves, are usually capable of. Artist Credit: [https://www.pinterest.com/pin/393431717462327599/] • For every level above 7th, increase Hit Points by +5 and Chakra by +15. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Intelligence by +1 at 8th level and every 3 levels thereafter. • Add the B-Rank Ninjutsu Thousand-Armed Murder at 10th level, and the A-Rank Ninjutsu Crown of Stars at 15th level. Adolescent Kurugan (Clan, Unique). The Dark Deacon uses his Kurugan to see into the future, granting them and their allies blessings beyond the pale. Once per turn, when they cast a Jutsu, all affected creatures makes their saving throws with a -2 penalty to their save. C-Rank, Standard, Caster, Kuru, Cultist, Prof +5 Level: 7 (10 XP) Armor Class 19 (Chakra Armor) Hit Points 47 Chakra Points 114 Speed 30 ft, Initiative +5 STR 10 (+0) DEX 11 (+0) CON 14 (+2) INT 18 (+4) WIS 16 (+3) Ninjutsu. +11 to hit, (Ninjutsu save DC 17) D-Ranks (Cost 5): Chakra Bolt (Fire), Sealing Art: Fracture, Shadow Snake Bite, Substitution Technique C-Ranks (Cost 9): Beast Imitating Art: Lion, Sealing Art: Splinter, Shadow Shuriken Technique (Kunai) CHA 13 (+1) Saving Throws Str +3, Dex +3, Con +5, Int +9, Wis +8, Cha -4 Skills Illusion +13, Performance +11, Persuasion +11 Condition Resistance: Fear Condition Vulnerability: Bruised Senses passive Perception 13 Mind Sliver. Ranged Genjutsu Attack: +10 to hit, reach 30ft., one target. Hit.2d6 Psychic damage. Blessed By Him/Her (Affiliation, Unique). All creatures of the Dark Deacons choice, within 30ft of them, who begins their turn within range, must make a DC 17 Intelligence save. On a failure, they are treated as if their normally failed their saving throw vs the Shadow Monsters Genjutsu. 95 Jutsu Scroll (1 Charge). Roll 1d4, the Dark Deacon casts the jutsu the die lands on. Once cast, the Deacon must spend 14 chakra each turn to maintain concentration on it. LORD JASHIN, THE WICKED Jashin, the patron outer god of Jashinism. Demanding of his worshipers nothing less than utter death and destruction. The lives of their neighbors, once per day, every day, for the rest of the worshipers lives. In exchange, those who worship Lord Jashin are granted an immortal body via a dark ritual. While he is worshiped as a normal deity, he is far from such. An outer deity is a far closer analog to the truth of Jashin. A pure manifestation of chaos and murder Jashin takes the form of a skeletal angel with black wings, a white flaming head with his iconic triangle and circle behind him. Posing as a blackened angel, it is often easy to see why those under his employ believes that he is a God worth worshipping. Lord Jashin is a not an Adversary that will be casually found in the world of Naruto, but instead summoned as a result of a grotesque ritual at his worshippers desperate attempts to please him. These rituals are rumored to require the full simultaneous sacrifice of 1000 lives at once. S-Rank, Solo, Caster, Gargantuan Celestial, Prof +12 Level: 30 (100 XP), Tenacity Die: 30 Lives of the Worthless. Hostile creatures who begin their turns within 40 feet of Lord Jashin, the Wicked, who has less than 50 hit points, immediately take 51 Necrotic damage that cannot be reacted too. Armor Class 36 (Chakra Armor) Hit Points 3857 Chakra Points 4553 Speed 90 ft. Fly, Initiative +19 Manifestation Of Suffering. Lord Jashin cannot be truly killed. If Reduced to 0 HP, this body dies, but the outer deity survives, waiting to be summoned again. STR 31 (+10) DEX 20 (+5) CON 26 (+8) INT 35 (+12) WIS 22 (+6) Praise Be Lord Jashin. When Lord Jashin would cast a Jutsu that would spend a Hit die as part of its cost, he selects one creature in initiative, that is not at full hit points. They pay the Hit Die cost in place of Lord Jashin, otherwise, Lord Jashin pays that cost, with Tenacity die. CHA 23 (+6) Saving Throws Str +19, Dex +20, Con +23, Int +27, Wis +21, Cha +15 Skills Athletics +22, Deception +30, Illusions +30, Intimidation +30, Nature +18, Perception +18 Damage Immunity: Necrotic, Cold, Bludgeoning, Piercing, Slashing, Poison Damage Resistance: Acid Condition Immunity: All Mental, All Sensory Condition Resistance: All Physical Senses passive Perception 28, Blindsight 60ft, Truesight 60ft Ninjutsu. +26 to hit, (Ninjutsu save DC 32) D-Ranks (Cost 5): Medical Release: Grim Mask, Medical Release: Grim Siphon C-Ranks (Cost 9): Medical Release: Grim Blade, Medical Release: Grim Legion B-Ranks (Cost 14): Medical Release: Grim Calling A-Ranks (Cost 20): Medical Release: Grim Reality S-Ranks (Cost 25): Medical Release: Genocide, Medical Release: Impending End, Medical Release: Plague Pastime of Murder (Clan, Unique). Whenever a creature falls to, or begins its turn with 0 hit points within 10 feet of Lord Jashin, they gain the maximum number of failed death saving throws possible. Multiattack 4. Lord Jashin, The Wicked casts Medical Release: Grim Blade four times at A-Rank or Medical Release: Grim Siphon three times at A-Rank. Assured Destruction (Clan, Unique). By spending 3 tenacity die, Lord Jashin marks one hostile and allied creature for the next minute. For the duration both marked creatures take the maximum possible damage from attacks, jutsu and arts. Manifested Chaos (Clan, Unique). By spending 3 tenacity die and 300 Hit points, Lord Jashin forces a creature who would make a saving throw and gain a flat bonus to their result as a result of jutsu, clan, class or class mod features (+1, +2, +5, etc.), they must flip a coin, predicting the result. On a success, they gain twice their listed bonus. On a failure, they do not gain the listed bonus, and treat their D20 roll as a natural 1. Bound To Pain (Clan, Unique). The first creature Jashin deals damage to each round becomes cursed by him until the end of his next turn. A cursed creature takes necrotic damage equal to half the damage Lord Jashin takes. Lord Jashin takes one Elite Action at the end of another creatures turn, once each creatures turn to do one of the following or can spend his Elite Action to gain an additional reaction. It regains spent Elite Actions at the beginning of each of its turns. Attack. Lord Jashin casts Medical Release: Grim Blade twice and Medical Release Grim Siphon twice at A-Rank. Overkill. When Lord Jashin casts a jutsu, by spending 3 Tenacity die, Lord Jashin adds the spent tenacity die to the jutsu’s damage, and if the target would fail the jutsu’s saving throw (If any) by 10 or more, they gain 5 ranks of Bleed, Laceration, and Concussed. 96 Move. Lord Jashin can move its full movement. BLIGHT TOUCHED Blight Touched are occultists who stared into the abyss, and watched it blink. Infected with its influence, they struggle to maintain their own piece of mind and sanity. Often with different parts of their own bodies mutated beyond recognition, they find ways to harness this power to some degree as its far greater than what they are normally capable of. Blight touched are often able to perform crazy feats of strength and agility with these curses of theirs, and even body transmogrification to turn their limbs into different weapons and shapes. Artist Credit: [https://www.pinterest.com/pin/393431717462327599/] • For every level above 7th, increase Hit Points by +26 and Chakra by +26. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Strength and Constitution by +1 at 8th level and every 3 levels thereafter. • Add the B-Rank Ninjutsu Water Needles of Death at 10th level, and the A-Rank Bukijutsu Breath of Moon: Moonswaths at 15th level. Transmogrification (Clan, Unique). The Blight Touched can transform parts of their cursed body into a variety of different shapes and weapons. Once per turn, this creature can choose one of the following options as its Cursed Limb gains the associated damage type and damage die. The Cursed Limb can be used with Bukijutsu, regardless of the Weapon or Damage type required. A-Rank, Standard, Generalist, Monstrosity, Cultist, Prof +5 Level: 8 (10 XP) Armor Class 19 (Medium Armor), DR: 8 Hit Points 218 Chakra Points 218 Speed 40 ft, Initiative +5 STR 21 (+5) DEX 17 (+3) CON 14 (+2) INT 15 (+2) WIS 12 (+1) • Horns: 1d12+8 Bludgeoning • Claw: 2d6+6 Slashing • Fangs: 3d4+4 Piercing CHA 13 (+1) Ninjutsu. +7 to hit, (Ninjutsu save DC 15) D-Ranks (Cost 5): Shadow Snake Bite, Thunderous Screech C-Ranks (Cost 9): Sickle Weasel, Fire Dragon Bullet Saving Throws Str +10, Dex +5, Con +7, Int +7, Wis +3, Cha +3 Skills Acrobatics +8, Athletics +10, Deception +6, Perception +6, Sleight of Hand +8, Martial Arts +10 Damage Resistance: Force, Necrotic, Psychic Damage Vulnerability: Chakra Condition Immunity: Fear, Grappled, Restrained, Incapacitated, Stunned Condition Vulnerability: Bruised, Berserk, Confused, Maddened Senses passive Perception 13 Taijutsu. +10 to hit, (Taijutsu save DC 18) D-Ranks (Cost 5): 3-Lateral Slash, Flying Swallow: Spinning Top, Manipulated Tools: Blade Rain, C-Ranks (Cost 9): Afterglow, Earth Breaker, Shockwave Slash Cursed Body (Clan). If the Blight touched would begin its turn under the effects of a jutsu with the Fuinjutsu keyword, it gains an additional Action, which must be used to make a Cursed Limb attack Unnatural Ferocity (Clan). The Blight touched always has advantage on melee attacks, and melee attacks have advantage against it. 97 Multiattack. Blight Touched, makes two attacks with its Cursed Limb. Cursed Limb. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit. Horn, Claw or Fangs. Limb Guard. As a Reaction to damage, the Blight Touched can turn their arm into a shield of sorts, granting them an additional 4d4 DR against the triggering damage. SKIN CARVERS Some of the Occult followers are deft believers in the idea that their deities require physical change in order to be loved by them. Cursed with this knowledge, Skin carvers have gone through the extreme measures of changing and disfiguring themselves to their perceived perfect physical form to their gods liking. This has extended to kidnapping members of their own faith and blessing them with these changes as well. These changes result in large boosts to those individuals physical or mental traits and abilities. Skin Carvers are cruel, creepy and occasionally difficult to find. Choosing to remain in their Occult labs searching for perfection to appease the god they so desperately worship. Artist Credit: [https://www.pinterest.com/pin/393431717462327337/] • For every level above 6th, increase Hit Points by +21 and Chakra by +20. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 7th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Constitution by +1 at 8th level and every 3 levels thereafter. Every time the Skin Carvers Constitution modifier increases, increase only their Hit Points by their current level. • Add the B-Rank Ninjutsu Raging Storm at 10th level, and the A-Rank Genjutsu Geas at 15th level. The Gods Love Me (Affiliation, Unique). Skin Carvers can cast Genjutsu, using their Ninjutsu attack bonus and Save DC. When they do, the Ninjutsu cast cost is doubled. B-Rank, Standard, Support, Monstrosity, Cultist, Prof +4 Level: 6 (10 XP) You Blood is Revolting (Affiliation, Unique). Hostile creatures who would cast a Hijutsu, becomes Revolting for the remainder of this initiative. A Revolting creature who would target a perfected creature must make a DC 18 Wisdom Saving throw or become maddened until the end of their next turn. Armor Class 21 (Chakra Armor) Hit Points 136 Chakra Points 130 Speed 40 ft, Initiative +1 STR 14 (+2) DEX 9 (-1) CON 15 (+2) INT 23 (+6) WIS 15 (+2) CHA 8 (-1) Ninjutsu. +10 to hit, (Ninjutsu save DC 18) D-Ranks (Cost 5): Raging Vortex, Calcite: Might C-Ranks (Cost 9): Calcite: Swift, Lions Roar Saving Throws Str +3, Dex +0, Con +6, Int +10, Wis +3, Cha +0 Skills Crafting +14, Medicine +14, Ninshou +14, Survival +10 Damage Resistance: Necrotic Damage Vulnerability: Psychic Condition Immunity: All Physical, All Elemental Condition Vulnerability: All Mental Senses passive Perception 13 Genjutsu. +10 to hit, (Genjutsu save DC 18) D-Ranks (Cost 5): Bane, Cause Fear Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit. 1d8+2 Slashing Damage. I’ll Make You Perfect (Affiliation, Unique). As a bonus action and by spending 10 chakra the Skin Carver can select one allied creature, perfecting them. A perfected creature gains immunity to one damage type and one condition, but in exchange gains vulnerability to Psychic damage and mental conditions. 98 INHERITOR Some of the Occult followers are born into the life of a believer. Their parents raised them with this belief that their outer deity calls upon them. Being born into this life grants them a vastly different set of talents than those simply letting faith guide them. These outer deities see this devotion and through dark rituals and twisted jutsu, these individuals are far more adept at accepting these dark gifts and become known as an Inheritor. Often varied depending on the following and faith, Inheritors inhibit some form of body transmutation either minor such as a single horn, or changed eye color, or extreme with animal like arms and legs, flesh and bone like muscles and appendages all accompanying a close affinity to whatever their deity is more aligned with. Inheritor personalities are varied and are much less liable to be devote followers due to their cruel upbringing, but there are plenty that are. Below is an example of an Inheritor who has a close affinity to Fire. Artist Credit: [Link to Source] Strength of The Outer Planes. Whenever the Inheritors deals damage to a hostile creature who dealt damage to or inflicted a condition on its allies, it deals an additional +9 damage to that creature, once per turn. A-Rank, Elite, Caster, Monstrosity, Occult Inheritor, Prof +5 Level: 9 (10 XP), Tenacity Die: 4 Sin Of My Father/Mother. The Inheritor carries their parents sins with them. These sins are heavy. When the Inheritor would make a saving throw vs a jutsu with the Fuinjutsu keyword, it can spend a Tenacity die to treat their saving throw as an automatic success. When they do, they reduce their maximum Tenacity die pool by 1. Armor Class 20 (Chakra Armor), DR: 18 (Heart of the Monster) Hit Points 240 Chakra Points 360 Speed 40 ft, Initiative +6 STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 19 (+4) WIS 14 (+2) CHA 15 (+2) Saving Throws Str +9, Dex +5, Con +9, Int +10, Wis +5, Cha +5 Skills Athletics +9, Chakra Control +8, History +14, Intimidation +12, Ninshou +9, Perception +7, Survival +7 Damage Immunity: Fire Damage Resistance: Necrotic, Psychic Damage Vulnerability: Cold Condition Immunity: Bleed, Concussed, Paralyzed, Stunned Senses passive Perception 17 Black Blood (Clan, Unique). The Inheritors blood is pure, yet tainted at the same time. Jutsu the Inheritor casts cannot be interrupted or Dispelled as they are not casting Jutsu in the traditional sense, as much as they are manifesting similar functioning abilities. Inheritor of Fire (Clan, Unique). Inheritors have a close affinity to their patron deities nature release. This Inheritor increases all Fire damage it deals by +2 die. Pact Ninshou (Affiliation, Unique). Inheritors are offered to their outer deity far before they are even born, forcing a pact upon them. Inheritors cannot have their Chakra molding blocked as a result of this pact. Ninjutsu. +11 to hit, (Ninjutsu save DC 17) D-Ranks (Cost 5): Blazing Ember, Blazing Hands, Erupting Fang, Fireball, Hellfire Rejection C-Ranks (Cost 9): Dragon Flame Bombs, Ember, Fire Dragon Bullet, Flame Armor B-Ranks (Cost 14): Heavenly Flame Fire Blast. Ranged Ninjutsu Attack: +10 to hit, reach 5ft., one target. Hit. 2d6+4 Fire Damage. The Inheritor takes one Elite Action at the end of another creatures turn, once per round to do one of the following or can spend his Elite Action to gain an additional reaction. It regains spent Elite Actions at the beginning of each of its turns. Attack. The Inheritor casts Fireball or make a Fire Blast Attack. Overcharge. When the Inheritor casts a jutsu, by spending 3 Tenacity die, the Inheritor adds the spent die to the damage roll, and if the 2 or more creatures would fail their saving throws or the attack beats the targets AC by 5 or more, the target becomes Staggered until the end of its next turn. Move. The Inheritor can move its full movement. Heart of a Monster. The Inheritor gains DR equal to twice level vs Bludgeoning, Piercing and Slashing damage. 99 • Damage immunity becomes Lightning, Damage Vulnerability becomes Wind. • Inheritor of Fire becomes Lightning instead and affects Lightning damage. o D-Rank: Banquet of Lightning, Electromagnetic Field, Guiding Bolt, Heaven Step, Lightning Repel o C-Rank: Jolt, Lightning Fang, Lightning Liger, Static Falcon o B-Rank: Chained Lightning • Damage immunity becomes Cold, Damage Vulnerability becomes Earth. • Inheritor of Fire becomes Water instead and affects Cold damage. o D-Rank: Dolphin Break, Hidden Mist, Mantis Wings, Tsunami Mallet, Water Shield o C-Rank: Raging Tide, Wall of Water, Water Bullet, Water Cutting Sword o B-Rank: Tsunami Bow • Loses Psychic Resistance, gains Piercing Resistance • Damage immunity becomes Slashing, Damage Vulnerability becomes Psychic. • Inheritor of Fire becomes Lightning instead and affects Lightning damage. o D-Rank: Arms of Buddha, Body Camouflage, Body Flicker, Chakra Shield, Medical Release: Acid Beam o C-Rank: Chakra Tentacles, Hair Binding Technique, Medical Release: Acid Spray, Shatter o B-Rank: Bestial Art: Lycanthrope 100 ORACLE 101 PLANT Artist Credit: [Source Image] A unique type of creature that comprises vegetable like constructs, living plants, breathing tree’s and the like. How such creatures come to be is still a mystery but the prevailing theory is due to chakra veins that run throughout many lands giving life to these entities. Once awoken, they seem to develop small communities that develop a symbiotic relationship, choosing to remain in their inanimate state as they have been for so long. But others lash out. With their newfound sentience and ability to think for themselves, it becomes too much and they slink into insanity becomes roaming monsters in the forests they once lived in. All plants have an innate affinity for Water and Earth Release, vulnerability to Fire damage, and are incapable of using complex movements to perform Taijutsu or Bukijutsu, and cannot use Genjutsu that does not use Poisons. PRINCESS OF THORNS, ROSE A Princess of Thorns, is a sentient mass of flowers, leaves, vines and plants. This creature is often characterized by its plant like lower half, and convincing human like upper half. Its entire upper body is made of soft wood, plant material and dirt, but its shaped in such a convincing way that it attracts many a travelers before it brings them to a deadly end. This creature is a highly evolved Venus fly trap and is thus a carnivore that once it traps you, it drags you underground to be drains as food for it and its seedlings. Recently found in the Land of Fire and Grass, there has been an effort to find and wipe these things out, but they multiply faster than shinobi can cut them down. Alluring Facade (Clan). The Princess of Thorns can alter its shape to accommodate any creatures most desired physical form. If Rose is aware of any creatures preferences, it can shape shift to become that figure. If it does, those creatures who are of a lower level than or who has a lower Charisma score than Rose, that begin their turn within 20 feet of it gains 2 ranks of charmed. A creature taking damage ends the charmed condition. A-Rank, Standard, Generalist, Plant, Prof +3 Level: 3 (10 XP) Armor Class 17 (Natural Armor) Hit Points 52 Chakra Points 52 Speed 30 ft, Initiative +1 STR 17 (+3) DEX 8 (-1) CON 15 (+2) INT 14 (+2) WIS 10 (+0) Ninjutsu. +5 to hit, (Ninjutsu save DC 13) D-Ranks (Cost 5): Agonizing Thorn, Earthen Grasp CHA 17 (+3) Saving Throws Str +6, Dex +0, Con +5, Int +3, Wis +1, Cha +4 Skills Athletics +9, Deception +9, Nature +8, Survival +6 Damage Resistance: Earth Damage Vulnerability: Fire Condition Immunity: All Sensory Condition Vulnerability: Burned Senses passive Perception 13 Thorns. Ranged or Melee Weapon Attack: +6 to hit, reach 30ft., one target. Hit. 2d4 Piercing damage. On a roll of 13 or greater, targets reduce their movement speed by 15 feet. Vine Whip. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit.1d4 +3 bludgeoning damage. On a roll of 13 or greater, this attack automatically grapples a target creature. Carnivorous (Clan). A creature whom Rose is grappling can be swallowed. As an action, Rose swallows a creature whole by enveloping them in its plant body. A swallowed creature is restrained, counted as being in full cover and takes 3d8 acid damage at the start of each of its turns. Rose regains hit points equal to the damage the swallowed creature took. 102 FUNGAL ASPECT, TOADSTOOL A Fungal Aspect, is a sentient mass of mushrooms, cordyceps, and mold. This creature is monstrous, gruesome, and horrifying by its very appearance. Its entire body is soft to the touch, much like a fungi, but it can seemingly harden certain parts of itself in an attempt to cause harm to another it considers its prey. Long teeth, sharp claws, dozens of eye stalks erupting from its head cap and a staff made from its biomass. This creature primarily hunts small animals as prey, but if they become too large, they will see humans as the small animal, and thus treat it as prey. When these creature die they spread. They explode in a cloud of fungal pods that are inhaled by non-fungal creatures, causing their pods to be circulated throughout the host body, poisoning and slowly killing them. The spores that reach the brain via bloodstream cause the creature to slowly go mad as they lose their minds to this infection. If the creature dies while these spores are inside of them, they quickly spread throughout the host body, taking over every cell like a plague and transforming the creature into a Toadstool that rises and begins anew. Recently found in the Land of Fire and Grass, there has been an effort to find and wipe these things out, but they multiply faster than shinobi can cut them down. Artist Credit: [Source Image] A-Rank, Standard, Controller, Plant, Prof +3 Level: 3 (10 XP) Ninjutsu. +7 to hit, (Ninjutsu save DC 15) D-Ranks (Cost 5): Medical Release: Poison Bullet, Medical Release: Poison Blast. Armor Class 19 (Natural Armor) Hit Points 38 Chakra Points 63 Speed 55 ft, Burrowing 55ft, Initiative +1 STR 13 (+1) DEX 8 (-1) CON 14 (+2) INT 19 (+4) WIS 15 (+2) CHA 12 (+1) Saving Throws Str +3, Dex +1, Con +5, Int +7, Wis +4, Cha +3 Skills Intimidation +7, Nature +8, Survival +6 Damage Resistance: Cold Damage Vulnerability: Fire Condition Immunity: All Sensory Condition Vulnerability: Burned Senses passive Perception 13, Tremorsense 60ft Fungal Fangs. Melee Weapon Attack: +4 to hit, reach 30ft., one target. Hit. 1d6+1 Piercing damage. On a roll of 13 or greater, targets gains 1 rank of envenomed. Spore Release. The Toadstool can spread its spores in an attempt to infect creatures who are not Plants. All creatures within 20 feet of the Toadstool when its hit points reach 0, must make a constitution saving throw vs a DC 15, as it explodes in a cloud of fungal spores. Creatures who succeed suffer no damage or effect. Creatures who fail gain 1 ranks of envenomed and 1 rank of Maddened for the duration of their envenomed. If a creature is reduced to 0 hit points while they are envenomed in this way they die, rising 1 minute later, as a Fungal Aspect, Toadstool themselves. Mobile (Clan). The Fungal Aspect gains a +25 bonus to its speed and gains a burrowing speed equal to its base speed. (Already added) Fungal Infection (Clan). When the Toadstool deals damage to a creature who is Poisoned or Envenomed it deals an additional 1d8 poison damage and the target gains 1 rank of envenomed. 103 FOREST GUARDIAN, GARWOOD A Forest Guardian, is a sentient mass of wood, moss and vines. This creature is large in size and mostly chooses to remain underground away from prying eyes or humanity. A body constructed of hard wood for limbs and soft vines for joints and a wooden structure sitting where its head would be to simulate a sapient face, this creature is anything but friendly. Often travelers who pass through its territory may do so unharmed, but the moment this creature notices that those same travelers are unmoving or even lingering too longer this large hulking brute will rise and give chase. If any form of retaliation is met, the Forest Guardian will mercilessly kill its targets, if able. Recently found in the Land of Fire and Grass, there has been an effort to find and wipe these things out, but they multiply faster than shinobi can cut them down. Artist Credit: [Source Image] Forest Fortress (Role, Unique). The first time the Forest guardian takes damage, each turn it is reduced by 3. This is in addition to whatever Damage Reduction (DR) it currently has. This does not work against fire damage. A-Rank, Large Standard, Defender, Plant, Prof +3 Level: 3 (10 XP) Armor Class 19 (Natural Armor), DR 5 (Except fire damage) Hit Points 73 Chakra Points 51 Speed 40 ft, Burrow 40ft, Initiative +2 STR 13 (+1) DEX 12 (+1) CON 19 (+4) INT 12 (+1) WIS 13 (+1) CHA 12 (+1) Saving Throws Str +4, Dex +2, Con +7, Int +2, Wis +2, Cha +2 Skills Nature +8 Damage Resistance: Cold, Earth Damage Vulnerability: Fire Condition Immunity: All Sensory Condition Vulnerability: Burned Senses passive Perception 13, Tremorsense 60ft Thick Bark (Clan, Unique). The Forest Guardians defense is immeasurable. It gains 10 Temporary hit points at the beginning of each of its turns. If the Forest Guardian has any ranks of burned, this feature does not trigger. Ninjutsu. +4 to hit, (Ninjutsu save DC 12) D-Ranks (Cost 5): Bedrock Skin, Mud Wave, Stone Fist, Fist. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit. 4d4+1 Bludgeoning damage. 104 PSYCHIC RAIDERS RANGER SHAMANS SPY 105 THUGS The downtrodden, the poor, the disenfranchised, and the desperate. These are often the targets of the title of Thugs. Thugs, while dangerous are very often misunderstood members of society. They form pacts and groups called gangs for safety, comradery and bonds. While their chosen activities to celebrate these relationships are often at the expense of others safety, it is often the only life they know. Thugs can fit into any setting, narrative or location as low-level trouble makers. Often their goals are to intimidate, but if that isn’t enough then harm comes soon after. D-Rank, Standard, Striker, Thug, Prof +4 Level: 4 (10 XP) Armor Class 16 (Medium Armor), DR: 2 Hit Points 50 Chakra Points 33 Speed 50 ft, Initiative +3 STR 17 (+3) MR. NICE GUY DEX 12 (+1) CON 14 (+2) INT 9 (-1) WIS 10 (+0) CHA 13 (+1) Saving Throws Str +7, Dex +2, Con +3, Int +0, Wis +1, Cha +5 Skills Athletics +7, Intimidation +5 Condition Resistance: Bruised Condition Vulnerability: Fear Senses passive Perception 10 Mr. Nice Guys are often handsome or charming masculine individuals who are seen as enforcers to a gang. Nice Guys are the calm, cool and collected thugs who aren’t quick to anger, but they are very quick to retaliate to disrespect. Nice guys favorite tools of destruction are blunt objects found around town, such as metal pipes or tough sticks. While not going for the kill, they absolutely want to leave bruises. Keep GOING! (Role, Unique). When the Nice Guy scores a hit with his crowbar, they can choose to spend their bonus action to make an additional attack with the crowbar, with a +1d6 bonus to damage. Cleave. When the Nice guy would make a melee weapon attack against a creature who is within 5ft of one of their allies, dealing damage to both on a hit. Artist Credit: [https://www.pinterest.com/pin/671599363196510412/] Never Back Down. When an ally the Nice guy can see falls to 0 hit points, they can spend their reaction to gain advantage on attack rolls and all saves until the end of the nice guys next turn. Taijutsu. +7 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): 1-Shot Crushing Blow, 2-Cross Strike, Monkey Kings Weight Crowbar. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit.1d10 +3 Bludgeoning damage. Chain Whip. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit.1d6 +3 Bludgeoning damage. Alternatively, on a hit, the Nice guy can choose to grapple the target, in place of damage. 106 THE LONER The Loner are members of the gang who, while are a part of it, attempt to associate themselves with it the least. They avoid contact with most of its members and even go as far as to not wear their gang colors or banners. The Longer only really comes around when and if other members just can’t seem to do their jobs effectively. The Loner while still brutish finds themselves most comfortable utilizing a form of Kick based martial arts. Their hands are far too important to them to use them in any form of violence when there is a risk to them to be scuffed for little to no reason at all. D-Rank, Standard, Generalist, Thug, Prof +4 Level: 4 (10 XP) Armor Class 15 (Medium Armor), DR: 2 Hit Points 46 Chakra Points 46 Speed 30 ft, Initiative +4 STR 16 (+3) Artist Credit: [Source Image] DEX 12 (+1) CON 16 (+3) INT 9 (-1) WIS 9 (-1) CHA 11 (+0) Saving Throws Str +5, Dex +6, Con +5, Int +1, Wis +3, Cha +2 Skills Athletics +7, Insight +3, Intimidation +4 Condition Resistance: Berserk, Fear Condition Vulnerability: Bruised Senses passive Perception 10 I’m Not Playing These Games! (Affiliation, Unique). When the Loner would roll initiative at the beginning of combat, they instead choose who they want to go before or after without rolling dice. Kiss the Boot (Role, Unique). When the Loner knocks a creature prone, they get an extra action which they can take to make a Kick attack, once per turn. South Side of the Village (Role, Unique). While this creature is in its home town, on its home turf, it gains a +2 bonus to its AC, and 4 DR. Taijutsu. +7 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): Bestial Fury Kick, Butterfly Kick, Clawing Swift Fang, Cyclone Surge, Falling Dragon Multiattack. The Loner makes two kick attacks. Kick. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit.1d8 +3 Bludgeoning damage. 107 HIM/HER/THEM A simple title. Him, Her, Them. A pronoun that would usually be meant as a descriptor, but instead, this person holds this title as a symbol of simply who they are. They are Him. They are Her. It’s Them. This isn’t this person being cocky or arrogant. This is simply the fact of life within the gang. They are built different. They are who others call on when things get so out of hand that not even the Boss can handle it. As they approach the battle field, it is almost always accompanied by someone screaming out... "It’s HIM” “It’s HER” “It’s THEM” Artist Credit: [Source Image] B-Rank, Solo, Iconic Generalist, Thug, Prof +4 Level: 5 (100 XP), Tenacity Die: 5 Did You Think I Was Them?. This creature cannot make ability checks, skill checks, saving throws or attack rolls at disadvantage. I’m Simply Built Different. If this creature fails a saving throw vs a hostile creatures Genjutsu, it can spend a Tenacity die to ignore the effects of failing such a jutsu, until the end of its next turn. This creature can do this once per combat, per jutsu. Armor Class 19 (Medium Armor), DR: 6 Hit Points 213 Chakra Points 213 Speed 50 ft, Initiative +7 STR 19 (+4) DEX 12 (+1) CON 15 (+2) INT 10 (+0) WIS 10 (+0) CHA 13 (+1) Saving Throws Str +6, Dex +3, Con +6, Int +4, Wis +2, Cha +3 Skills Athletics +12, Insight +4, Intimidation +9, Perception +4, Martial Arts +9 Condition Immunity: Incapacitated, Exhaustion Condition Resistance: Bruised, Restrained Condition Vulnerability: Dazzled, Slowed Senses passive Perception 10 I’m Me (Role, Unique). Once per combat, per creature, when this creature deals damage, they can choose to maximize the damage dealt to a creature. I’m Not Them (Role, Unique). When this creature see’s one of its allies fall to 0 hit points, he laughs at them for being not him regaining 1 Tenacity Die. Such a Side Character (Role, Unique). When this creature is targeted by a hostile creature, it can spend 1 Tenacity Die to cause the attack to miss, even if it’s a critical hit. South Side of the Village (Role, Unique). While this creature is in its home town, on its home turf, it gains a +2 bonus to its AC, and 4 DR. 108 I am Simply, the Bomb. This creature is often seen as a bombastic individual. Bakuton clan Hijutsu this creature casts, has an increased range and AOE size. 10 feet for range and 5 feet for size/radius. If they spend 1 Tenacity Die, they instead increase the range by 20 feet and effect radius or size by 15 feet. Taijutsu. +8 to hit, (Taijutsu save DC 16) D-Ranks (Cost 5): Explosion Release: Fury, Explosion Release: Punch! C-Ranks (Cost 9): Explosion Release: Repelling Blast Multiattack. Him/Her/Them makes two Unarmed Attacks. Unarmed. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit. 1d10 +4 Bludgeoning damage. Him/ Her/ Them takes one Elite Action at the end of another creatures turn, once each creature, per round to do one of the following or can spend its Elite Action to gain an additional reaction. It regains spent Elite Actions at the beginning of each of its turns. Attack. The Connect makes two unarmed attacks Move. The Connect can move its full movement. CRAZY EYES Crazy Eyes are the members of the gang you want to encounter the least. Associated with ultraviolence and occasionally putting their victims into coma’s, the Crazy eyed Thugs are the most brutal, choosing to use their hands to inflict harm. They can often see through even the most benign attempts at fighting back, Crazy Eyes have no shame in using stolen ninja tools to get the upper hand, such as smoke bombs, gunpowder, and even minor explosives. D-Rank, Standard, Lurker, Thug, Prof +4 Level: 4 (10 XP) Armor Class 15 (Light Armor), DR: 4 (South Side of the Village) Hit Points 34 Chakra Points 43 Speed 55 ft, Initiative +5 Artist Credit: [https://www.pinterest.com/pin/34832597110949055/] STR 15 (+2) DEX 16 (+3) CON 12 (+1) INT 9 (-1) WIS 12 (+1) CHA 11 (+0) Saving Throws Str +4, Dex +7, Con +3, Int +1, Wis +5, Cha +2 Skills Acrobatics +7, Insight +5, Intimidation +4 Condition Resistance: Fear Condition Vulnerability: Berserk Senses passive Perception 10, Smoke Goggles (Ignores Obscurement due to smoke) You Owe Us Ryo (Affiliation, Unique). When a Crazy Eyes deals damage with its Brutal Attack trait, reduce the targets Ryo by an amount equal to the damage dealt. The Crazy eyes can choose to not inflict damage to the target if this trait is used. Brutal Attack (Role, Unique). When this creature deals damage to a target while within 5ft of an allied creature or while it has advantage on its attack roll, it deals an additional 2d6 damage to its target, once per turn. South Side of the Village (Role, Unique). While this creature is in its home town, on its home turf, it gains a +2 bonus to its AC, and 4 DR. Taijutsu. +7 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): Avalanche Dance, Bestial Fury Kick, Exorcism Iron Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit.1d6 +3 Slashing damage. Smoke Bomb (3 Charges). Reach 40ft., As an action, Crazy eyes can throw this bomb into a space, creating a 25-foot radius cloud of smoke that heavily obscures the area. Paper Bomb (2 Charges). Reach 40ft., As an action, Crazy eyes can throw this bomb into a space forcing all creatures in the area to make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save or half as much on a success. 109 THE “CONNECT” The Connect is the one supplying a litany of different drugs, weapons and other illicit substances on the streets of many major villages. The Connect is generally the safest of all Thugs, because they are often not on the front lines, letting the grunts do the hard work and all of the risk, while The Connect reaps almost all of the rewards. The Connect has illegal weapons such as Shuriken launchers but revels in choking the life out of those who stands in their way. No morals, no code and no shame, The Connect is a bane to any community that it chooses to reside in. Artist Credit: [https://www.pinterest.com/pin/34832597110949055/] B-Rank, Solo, Controller, Thug, Prof +4 Level: 6 (100 XP), Tenacity Die: 6 Armor Class 21 (Heavy Armor), DR: 9 Hit Points 250 Chakra Points 209 Speed 30 ft, Initiative +8 STR 19 (+4) DEX 15 (+2) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 13 (+1) Ninjutsu. +5 to hit, (Ninjutsu save DC 16) D-Ranks (Cost 5): Medical Release: Poison Bullet, Medical Release: Poisonous Blast, Chakra Shield C-Ranks (Cost 9): Medical Release: Poison Mist Technique, Medical Release: Venomous Haze Taijutsu. +8 to hit, (Taijutsu save DC 17) D-Ranks (Cost 5): Brace, Dempsey Roll, Heat Up, Hammer, Iron Knuckle C-Ranks (Cost 9): Beast, Fist Slam, Welter Move Saving Throws Str +7, Dex +5, Con +7, Int +6, Wis +3, Cha +4 Skills Athletics +12, Insight +8, Intimidation +9, Survival +8 Condition Immunity: Charm, Fear, Confused Condition Resistance: Bleeding, Bruised, Stunned Condition Vulnerability: Poisoned, Envenomed, Burned Senses passive Perception 10 I OWN THIS CITY (Affiliation, Unique). While the Connect, is in the village/city that they operate in, by spending 1 Tenacity die, they can summon either a Crazy Eyes or Mr. Nice Guy to their aid, once per round. The summoned creature enters initiative as normal. I OWN THE POLICE TOO! (Role, Unique). While the Connect, is in the village/city that they operate in, by spending 1 Tenacity die, they can summon either a Crooked Cop or Bad Apple to their aid, once per round. The summoned creature enters initiative as normal. Multiattack 2. The Connect makes two attacks using its duster knuckle. Shuriken Launcher. Weapon Area Attack: DC17 Dexterity Save, reach 20 ft Cone vs all creatures. Success: Half damage, Failure: 4d4 piercing damage and 1 rank of bleed. Duster Knuckle. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit.3d4 +4 Bludgeoning damage. On a hit, the target is grappled. Choke Out. As an action, The Connect can attempt to choke a grappled creature. While choking said creature, it gains 1 rank of concussed and exhaustion at the beginning of each of its turns. I AM THE STREETS (Role, Unique). The first time this creature would fall to 0 hit points, they cast After Image Technique, escaping combat. Once this trait is used, they cannot use it again. They lose this trait. The Connect takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend its Elite Action to gain an additional reaction. It regains spent Elite Actions at the beginning of each of its turns. Control the Supply. Jutsu The Connect casts, that inflicts a condition of any type, cannot have their saving throw (if any) made with a jutsu based bonus of any type. Create the Demand. Hostile creatures who have ranks of Envenomed or are Poisoned as a result of the Connect has their condition changed to Drugged. A Drugged creature suffers a penalty to all D20, D10 and D6 rolls equal to -1, per rank of Drugged. Additionally, a Drugged creature makes saving throws to resist the Poisoned or Envenomed condition with a -2 penalty. A creature can have no more than 5 ranks of Drugged. Attack. The Connect makes two attacks with its Shuriken Launcher, or Casts a Jutsu of D-Rank or lower. Move. The Connect can move its full movement. Command. The Connect can command one allied creature to spend its reaction to move up to half its speed and make one weapon attack. 110 THE “BOSS” The Boss is head of any small gang or organization. Usually the oldest, wisest and even most aggressive member. The Boss tends to delegate a lot of work to his lower ranked members, telling them what to do, when to do it, and how to get it done, often at the expense of the community at large. Usually, a disenfranchised member of said community, the boss knows the neighborhood ins and outs, has a troubled history and preys on others with the same story as theirs to bring them into the fold. Artist Credit: [https://www.pinterest.com/pin/844636105133642865/] C-Rank, Elite, Defender, Thug, Prof +4 Level: 6 (25 XP), Tenacity Die: 3 Armor Class 21 (Muscle Bulk), DR: 9 Hit Points 139 Chakra Points 105 Speed 30 ft, Initiative +4 STR 17 (+3) DEX 10 (+0) CON 16 (+3) INT 12 (+1) WIS 10 (+0) Ninjutsu. +5 to hit, (Ninjutsu save DC 13) D-Ranks (Cost 5): Bedrock Skin, Stone Fist C-Ranks (Cost 9): Explosion Release: Prime, Explosion Release: Repelling Blast Taijutsu. +7 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): Explosion Release: Fury, Explosion Release: Punch C-Ranks (Cost 9): Beast, Fist Slam, Welter Move CHA 12 (+1) Saving Throws Str +7, Dex +2, Con +7, Int +3, Wis +2, Cha +3 Skills Athletics +11, Intimidation +9 Condition Immunity: Bruised, Stunned Condition Resistance: Bleeding, Restrained Condition Vulnerability: Charm, Berserk, Confused, Concussed Senses passive Perception 10 Multiattack 2. The Boss makes two attacks using its Iron Block. Iron Block. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit. 2d6 +3 Bludgeoning damage. The Iron Block counts as an unarmed for Taijutsu the Boss Casts. Once per turn, on a hit, target must make a Strength saving throw vs DC 15. On a failed save, gain 1 rank of bruised. Bosses Order’s (Affiliation, Unique). While the Boss, is in initiative with a member of its gang, the boss can spend a Tenacity die to give that member an additional turn immediately after the Bosses turn ends. I Make The Rules (Role, Unique). When the Boss or one of its allies fails a saving throw that would inflict a condition or cause an effect other than damage, the Boss can spend a Tenacity die to select one other allied creature to instead gain the inflicted effect or condition. Iron Shield. As a reaction, The Boss can use its Iron Block as a shield, gaining 2d6 Damage reduction to the triggering attack or damage. Wolves don’t concern themselves with Sheep (Role, Unique). The Boss is immune to all Charisma or Intelligence based skill checks intended to dissuade, or change their mind or choices. The Boss cannot be convinced that they are wrong without they themselves coming to that conclusion on their own. The Boss takes one Elite Action at the end of another creatures turn, once each round to do one of the following or can spend its Elite Action to gain an additional reaction. It regains spent Elite Actions at the beginning of each of its turns. Attack. The Boss makes two attacks with its Iron Block, or Casts a Jutsu of D-Rank. Bomb First. Bakuton Clan Hijutsu the Boss casts has its radius increased by 5 feet. Move. The Boss can move its full movement. Built like a Rock. The boss gains 6 Temporary hit points at the beginning of each of its turns. Command. The Boss can command one allied creature to spend its reaction to move up to half its speed and make one weapon attack. 111 112 TRICKSTER 113 UNDEAD 114 WARRIORS Combatants who are not strictly shinobi or beholden to a particular nation. Warriors are the generic term used to classify martial combatants who utilize a series of skills, techniques and abilities that may fit well within a close combat suite. Often professional warriors will typically have a wide range of experience and useful contacts among other things. B-Rank, Standard, Generalist, Monk, Prof +6 Level: 12 (10 XP) Armor Class 20 (Light Armor), DR: 6 (Illusory Stance vs melee) Hit Points 166 Chakra Points 166 Speed 60 ft, Initiative +7 ILLUSION FIST MONK STR 21 (+5) A monk often attributed with the temple of false bells due to their incorporation of Illusionary techniques into their Taijutsu. These monks, unlike others who follow a path of peace, follow a path of gratification. They live to serve themselves and to hell with anyone who challenges this ideal. Often found in the employ of wealthy merchants or politicians alike, they are seen as more reliable than shinobi primarily due to their lack of affiliation with any particular village, so if their employer proves to act in a questionable manner, the monk can be persuaded to ignore it for a slight fee increase. DEX 18 (+4) CON 16 (+3) INT 15 (+2) WIS 12 (+1) CHA 13 (+1) Saving Throws Str +11, Dex +10, Con +6, Int +8, Wis +4, Cha +4 Skills Acrobatics +10, Athletics +11, Illusions +11, Insight +7, Intimidation +7, Perception +7, Persuasion +7, Stealth +10 Damage Resistance: Psychic, Slashing Condition Resistance: Bruised, Prone, Concussed, Confused Condition Vulnerability: Exhaustion Senses passive Perception 17 Illusory Stance (Unique). As a bonus action, this monk can take a unique stance taught to them by the temple of false bells. While in this stance, they gain a +2 bonus to their AC and +6 DR vs melee attacks. Additionally, they can cast Genjutsu that require attack rolls using their Taijutsu ability modifier for attack, damage and Save DC calculation. Advanced Crippling Strike (Unique). Creatures who fail a saving throw as a result of the Illusion Fist Monk, are unable to cast jutsu with the Hand Sign (HS) or Mobility (M) components until the end of their next turn. Artist Credit: [https://www.pinterest.com/pin/61009769943819677/] All about the Ryo, Baby (Unique). While in initiative with a hostile creature who has a bounty or is listed in the bingo book, this creature gains a +1d4 bonus to attack rolls vs that creature. Taijutsu. +12 to hit, (Taijutsu save DC 19) C-Ranks (Cost 9): Pressure Point Barrage, Grass Palm B-Ranks (Cost 14): After Image Technique Genjutsu. +12 to hit, (Genjutsu save DC 19) E-Ranks (Cost 2): Feather Burst (3d8) D-Ranks (Cost 5): Night: Frigid Pain C-Ranks (Cost 9): Mind Spike B-Ranks (Cost 14): Psionics: Sensory Overload Multiattack 2. The Illusion Fist Monk attacks once each with its Unarmed Strike and Illusory Tonfa Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit.2d6 +5 Bludgeoning damage. Illusory Tonfa. Melee Genjutsu Attack: +12 to hit, reach 5ft., one target. Hit.1d10 +5 Psychic damage and the target must make an Intelligence saving throw vs Genjutsu save DC. On a failed save, the target gains 1 rank of concussed. Stunning Pulse (Recharge, 1 Bonus Action + 15 Chaka). Once per turn, when this creature scores a successful strike with a melee attack, it can use a Stunning pulse, injecting a surge of Genjutsu chakra into the body of their target. When it does, the target creature must make a DC 19 Wisdom saving throw. On a failed save the target gains 1 ranks of Concussed. If this feature would cause a creature to reach 5 or more ranks of concussed, they are instead stunned for 1 minute. 115 ILLUSION FIST MONK, STUDENT A young monk who entered the monastery bright eyed and hoping to learn a thing a two. During their time at the temple, they have absorbed a lot of information, most of it poor. A lot of it misguided. But none of it, pointless. These students are more focused, more excited, and far more impressionable than the average academy student, but the difference is that they are also, far stronger as well. Often found serving under one teacher, these students work in teams of two with their masters, Illusion Fist Monks. They help take down larger foes, by attempting to trip, grapple, and shove them down giving their masters an advantage in combat. If and when they capture a bounty together, these students are rewarded with any 1 thing they desire, that can be purchased with a portion of the reward. B-Rank, Standard, Striker, Monk, Prof +4 Level: 6 (10 XP) Armor Class 18 (Chakra Armor), DR: 4 (Illusory Stance vs melee) Hit Points 94 Chakra Points 52 Speed 50 ft, Initiative +5 STR 17 (+3) DEX 16 (+3) CON 13 (+1) INT 12 (+1) WIS 15 (+2) CHA 11 (+0) Saving Throws Str +7, Dex +4, Con +2, Int +2, Wis +6, Cha +1 Skills Acrobatics +7, Athletics +7, Illusions +6, Insight +6, Persuasion +7, Stealth +7, Martial Arts +7 Damage Resistance: Psychic, Slashing Condition Resistance: Bruised, Prone Condition Vulnerability: Exhaustion, Fear Senses passive Perception 12 Artist Credit: [https://www.pinterest.com/pin/588704982559945585/] Illusory Stance (Unique). As a bonus action, this monk student can take a unique stance taught to them by the temple of false bells. While in this stance, they gain a +2 bonus to their AC and +4 DR vs melee attacks. Additionally, they can cast Genjutsu that require attack rolls using their Taijutsu ability modifier for attack, damage and Save DC calculation. Crippling Strike (Unique). Creatures who fail a saving throw as a result of the Illusion Fist Monk, Student, are unable to cast jutsu with the Hand Sign (HS) components until the end of their next turn. I got your back! (Unique). While in initiative with an Illusion Fist Monk, whom is allied with this student, this students attacks targeting a creature whom the monk targeted in the previous round is made with a +1 bonus to hit. Taijutsu. +8 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): Bolting Blossom Genjutsu. +8 to hit, (Genjutsu save DC 15) E-Ranks (Cost 2): Feather Burst (2d8) D-Ranks (Cost 5): Night: Bitter Vengeance, Psionics: Meditate!, Psionics: Strike! Multiattack 2. The Illusion Fist Monk students attacks twice each with its Unarmed Strike Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit.1d6 +3 Bludgeoning damage. Once per turn, on a successful hit, the student can force a struck creature to make a Strength saving throw vs its Taijutsu save DC. On a failed save the target is knocked prone. Youthful Technique. As an action, this student can perform a flurry of strikes beyond its normal limitations. It makes 3 melee Genjutsu attacks using psionic armaments. On a successful hit, the student deals 1d8+3 psychic damage. If the student strikes a creature at least twice, they must make a Wisdom saving throw vs Genjutsu save DC. On a failed save the target is staggered, until the end of its next turn. Once this student uses this attack, it cannot use it again until it completes a rest. 116 ILLUSION FIST MONK, MASTER Artist Credit: [https://www.pinterest.com/pin/10062799159941938/] A master Zuoyuan monk, who heads the monastery of the False Bell temple. Imposing, silent, and truly powerful, these monks are often compared to truly powerful individuals such as Clan heads or even wellseasoned Jonin of a hidden village. These rumors often live in whatever town or village these monasteries reside in, but in truth, none of it is false. Decades of dedication to the Illusion fist way, these masters are the embodiment of hard work and dedication to the goal of getting as much Ryo as possible to open a shrine and make the younger generation make Ryo for you. These masters worked three times as hard in their youth, so that they can work four times less in their golden years. These Masters are those who train the next generation by sending them on very dangerous assignments, such as capturing highly dangerous and skilled bounties, accomplishing tasks most shinobi would avoid until the rank of Chunin or even Jonin, such as raiding criminal (or even altruistic) bases to find their marks. In all, the False Bell temple has a tendency to create both powerful warriors such as the master, who just wants their cut of the Ryo. Taijutsu. +13 to hit, (Taijutsu save DC 21) C-Ranks (Cost 9): Heavy Jolt, Intersection Counter, Lagging B-Ranks (Cost 14): After Image Technique, Cherry Blossom Impact, Hunters Feast A-Ranks (Cost 20): Iron Guard, Violent Strangling B-Rank, Solo, Generalist, Monk, Prof +7 Level: 14 (100 XP), Tenacity Die: 14 Armor Class 21 (Light Armor), DR: 14 (Illusory Stance vs melee) Hit Points 544 Chakra Points 544 Speed 70 ft, Initiative +12 STR 23 (+6) DEX 21 (+5) CON 17 (+3) INT 12 (+1) WIS 15 (+2) Genjutsu. +13 to hit, (Genjutsu save DC 21) E-Ranks (Cost 2): Feather Burst (4d8) D-Ranks (Cost 5): Night: Frigid Pain, Psionics: Expose Weakness C-Ranks (Cost 9): Mind Spike, Psionics: Mind Crunch! B-Ranks (Cost 14): Psionics: Sensory Overload CHA 14 (+2) Saving Throws Str +13, Dex +13, Con +6, Int +4, Wis +9, Cha +9 Skills Acrobatics +12, Athletics +13, Illusions +16, Insight +9, Intimidation +16, Perception +9, Persuasion +9, Stealth +12, Martial Arts +20 Damage Immunity: Bludgeoning, Necrotic Damage Resistance: Psychic, Slashing, Piercing Condition Immunity: Paralyzed, Weakened Condition Resistance: Bruised, Bleeding, Dazed, Stunned Condition Vulnerability: Charm, Exhausted, Poisoned Senses passive Perception 19 Multiattack 3. The Illusion Fist Monk Master attacks once each with its Unarmed Strike, Illusory Knuckle, and Chi Pulse Illusory Stance Master (Affiliation, Unique). As a bonus action, this monk master can take a unique stance mastered and honed at the temple of false bells. While in this stance, they gain a +3 bonus to their AC and +14 DR vs melee attacks. Additionally, they can cast Genjutsu that require attack rolls using their Taijutsu ability modifier for attack, damage and Save DC calculation. Being knocked prone, ends this stance for them. Mastered Crippling Strike (Affiliation, Unique). Creatures who fail a saving throw as a result of the Illusion Fist Monk, are unable to cast jutsu with the Hand Sign (HS), Mobility (M) or Weapon (W) components until the end of their next turn. Chi Pulse. Melee Genjutsu Attack: +14 to hit, reach 5ft., one target. Hit.2d8 +6 Psychic damage and the target must make a Constitution saving throw vs Genjutsu save DC. On a failed save, the target takes an equal amount of chakra damage. Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit.2d6 +6 Bludgeoning damage. and the target must make an Intelligence saving throw vs Taijutsu save DC. On a failed save, the target gains 1 rank of Weakened. Illusory Knuckle. Melee Genjutsu Attack: +14 to hit, reach 5ft., one target. Hit.1d8 +6 Psychic damage and the target must make an Intelligence saving throw vs Genjutsu save DC. On a failed save, the target gains 1 rank of concussed. Master For a Reason (Affiliation, Unique). The master has trained harder than most, and getting a lucky hit isn’t enough to take them down. The first time a creature would score a critical hit against the master in a combat, the master can spend their reaction to redirect the attack back to the triggering creature. Monk Master. The Monk master cannot make saving throws or checks at disadvantage. Grit. The Monk Master increases all melee damage it deals by +1 damage dice. Superior Potential. Once per combat, the monk can gain advantage on its attack rolls made on one turn. On a successful hit, they deal the maximum possible damage. 117 The Illusion Fist Monk, Master takes one Elite Action at the end of another creatures turn, once each creatures turn to do one of the following or can spend his Elite Action to gain an additional reaction. It regains spent Elite Actions at the beginning of each of its turns. Attack. The Monk Master makes 3 attacks with its Illusory Knuckle or Casts a Jutsu of C-Rank or lower. False Bell (Recharge, 3 Tenacity die). The Monk master can attempt a melee taijutsu attack vs a target creature in range. On a successful hit, the target must make a Strength saving throw vs the Monks Genjutsu save DC. On a failed save the target loses the ability conceive of ways to fight back. For the next minute, it cannot cast Ninjutsu or Genjutsu for the next minute. An affected creature can end this effect by using a jutsu or effect that would end a Genjutsu of A-Rank higher on them. Move. The Aboleth can move its full movement. WITCH https://twitter.com/gogalking/status/11873942372 28179457/photo/1Witches are an interesting group of adversaries. Often mistaken for scribes or female sages, Witches are a wholly unique cast of characters in the world of Naruto. Almost entirely found in the Land of Cackles to the far west, witches seldom leave their home country. But when they do they are quickly seen as evil by those ignorant of their ways with Ninshou. Witches utilize chakra in a wholly unique way, while most individuals utilize the chakra found within, Witches are incapable of drawing chakra from within themselves and have learned to take pure Nature Energy from their surroundings to utilize in their spell like Ninjutsu. PSIONIC WITCH The Psionic Witch is one that utilizes Nature energy to generate Psionic abilities within themselves. Seen using catalysts such as Scroll staves or nature energy foci; this cast of Witch can accomplish great feats without weaving a single hand sign. Psionic Witches are occasionally seen in the employ of smaller countries due to the expense of Shinobi and the Novelty of having such a warrior on their side. While not a specific subgroup of Witches, Psionic Witches are still novices in the art of converting Nature Energy into usable combative chakra. This inexperience does not prevent them from getting together to accomplish great feats by feeding off of each other’s abilities and pushing each other’s limitations beyond. C-Rank, Standard, Caster, Wandering Witch, Prof +3 Level: 3 (10 XP) Armor Class 16 (Chakra Armor) Hit Points 26 Chakra Points 55 Speed 30 ft, Initiative +2 STR 9 (-0) DEX 13 (+1) CON 14 (+2) INT 16 (+3) WIS 11 (+0) CHA 11 (+0) Saving Throws Str +1, Dex +3, Con +4, Int +6, Wis +3, Cha +2 Skills Animal Handling +6, Chakra Control +8, Illusions +3, Ninshou +6 Senses passive Perception 10 Witches Training (Affiliation, Unique). While this Witch is in initiative with another Wandering Witch, this witch can spend its reaction to upcast their allied witches Jutsu by 1 rank, to a maximum of 1 rank higher than its base rank. Esoteric Ninshou (Clan, Unique). This witches Genjutsu, uses its Ninjutsu attack bonus and save DC and is treated as Ninjutsu. All Genjutsu with the Tactile Keyword also gains the Clash Keyword.. Finally, Psychic damage this witch deals, becomes force. Artist Credit: [Source Link] Ninjutsu. +8 to hit, (Ninjutsu save DC 14) E-Ranks (Cost 2): Chakra Pulse, Light, Sealing Art: String Light Formation. Genjutsu. +8 to hit, (Genjutsu save DC 14) E-Ranks (Cost 2): Affection, Clone Technique, Feather Burst, Mind Sliver, Pain, Release D-Ranks (Cost 5): Psionics: Cut!, Psionics: Drain! Nature Bolt. Ranged Ninjutsu Attack: +8 to hit, reach 60ft., one target. Hit.1d6 +3 Force damage. Once per turn, on a successful hit, the target must make a DC 14 Constitution saving throw. On a failed save, they take chakra damage equal to the force damage dealt. • For every level above 6th, increase Hit Points by +21 and Chakra by +20. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 7th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Constitution by +1 at 8th level and every 3 levels thereafter. Every time the Skin Carvers Constitution modifier increases, increase only their Hit Points by their current level. • Add the B-Rank Ninjutsu Raging Storm at 10th level, 118 and the A-Rank Genjutsu Geas at 15th level. WITCH BLADE The Witch Blade is a more practical Witch. Someone who specializes in blade “spells”. Capable of manifesting Nature Energy into construct weapons to fight with when needed. Witch Blades are found working for military institutions in smaller to moderate sized countries and take on these roles with the express goal to support their coven and clan back home in the Land of Cackles many provinces While not a specific subgroup of Witches, Witch Blades are occasionally seen as more experience combatants than Psionic Witches, but tend to only be comparable to a skilled Genin or Low-skilled Chunin, in relation to the Shinobi hierarchy. This lack of innate power does not prevent them from getting together to accomplish great feats by feeding off of each other’s abilities and pushing each limitations beyond. While other witches have unique quirks, a Witch Blade specializes in melee combat, using their nature energy to manifest a weapon called a Witch Weapon. A Witch Weapon is a construct made of nature energy, capable of taking on the form of any weapon the witch wants. Occasionally, in a tough or life-threatening conflict, a Witch Blade will infuse a “spell” they know into their Witch Weapon and discharge it on contact with its target with a thunderous and powerful strike. • For every level above 5th, increase Hit Points by +19 and Chakra by +16. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 7th level and every 3 levels thereafter. • Increase AC by +1 at level 7 and every 6 levels after. • Increase Intelligence by +2 at 8th level and every 3 levels thereafter. Every time the Witch Blades Intelligence modifier increases, increase their Ninjutsu, Genjutsu and Witch Weapon attack bonus by +1 and Save DC by +1. • Add the C-Rank Ninjutsu Static Weapon at 10th level, B-Rank Ninjutsu Gale Blade at 10th level, and the A-Rank Genjutsu Keen Focus at 15th level. Artist Credit: [Gogalking] C-Rank, Standard, Striker, Wandering Witch, Prof +4 Level: 5 (10 XP) Ninjutsu. +7 to hit, (Ninjutsu save DC 15) E-Ranks (Cost 2): Chakra Pulse, Chakra Blow, Light. D-Ranks (Cost 5): Chakra Shield, Sanguine Spear, Tsunami Mallet C-Ranks (Cost 9): Shadow Shuriken Armor Class 19 (Chakra Armor) Hit Points 67 (5 HD, for Grim Blade) Chakra Points 39 Speed 50 ft, Initiative +4 STR 9 (-1) DEX 13 (+1) CON 13 (+1) Genjutsu. +7 to hit, (Genjutsu save DC 15) E-Ranks (Cost 2): Clone Technique, Feather Burst, Pain, Release D-Ranks (Cost 5): Corruption: Animus, Night: Frigid Pain INT 16 (+3) WIS 13 (+1) CHA 11 (+0) Saving Throws Str +0, Dex +6, Con +2, Int +7, Wis +2, Cha +1 Skills Acrobatics +5, Chakra Control +6, Ninshou +7, Perception +5 Senses passive Perception 15 Multiattack. The Witch Blade can make two attacks with its Witch Weapon. Witch Weapon. Melee Ninjutsu Attack: +7 to hit, reach 5ft., one target. Hit.1d8 +3 Force damage. Spell Strike (2 Charges). As a bonus action, the Witch Blade can infuse one D-Rank Jutsu into their Witch Weapon. When they do, until the end of their turn, the first time they would deal damage Witches Training (Affiliation, Unique). While this Witch is in with their Witch Weapon to a creature, they can discharge the initiative with another Wandering Witch, this witch can spend its jutsu. When they do, the target suffers the effects of the jutsu reaction to upcast their allied witches Jutsu by 1 rank, to a taking damage as if attacks by it or making their saves or checks maximum of 1 rank higher than its base rank. as normal. If the jutsu would normally make more than one Witches Blade (Clan, Unique). This Witch is far more competent attack or deal multiple instances of damage, its effects are only in melee combat than her sisters and peers. Damage this witch treated as one instance of damage or it made one successful does with melee Ninjutsu and Genjutsu attacks are treated as attack. force. Additionally, all Genjutsu this witch casts, uses its Ninjutsu attack bonus, save DC and is treated as Ninjutsu. 119 WITCH SHADOW The Witch Shadow is a tactical Witch. Someone who specializes in a mix of shadow, enchantment and blade “spells”. Capable of swiftly coating their short swords in nature energy and performing their unique Witch strike by releasing all of this pent-up energy in an attempt to defeat their foe as swiftly as possible. Witch Shadows are found working alongside Witch Blades due to their synergy, often siblings or close friends. While not a specific subgroup of Witches, Witch Shadows are occasionally seen as more experience combatants than Psionic Witches, but tend to only be comparable to a skilled Genin or Low-skilled Chunin, in relation to the Shinobi hierarchy. This lack of innate power does not prevent them from getting together to accomplish great feats by feeding off of each other’s abilities and pushing each limitations beyond. While other witches have unique quirks, a Witch Shadow specializes in swift combat that allows them to enter and exit an enemies guard swiftly with as little risk as possible. This technique is called Shadow Walking. Shadow walking is unique technique that uses their nature energy to transmute their physical form temporarily into that of a Shadow along the ground avoiding most retaliatory attacks or assaults. This ties in well with their Witch Strike technique that they’ve honed to fell great enemies in a single blow. Artist Credit: [Source Image] C-Rank, Standard, Lurker, Wandering Witch, Prof +4 Level: 5 (10 XP) Ninjutsu. +4 to hit, (Ninjutsu save DC 12) E-Ranks (Cost 2): Chakra Movement, Chakra Blow, Light. D-Ranks (Cost 5): Chakra Mark, Zephyr Strike C-Ranks (Cost 9): Sealing Art: Darkness Armor Class 16 (Light Armor) Hit Points 47 Chakra Points 63 Speed 55 ft, Initiative +4 STR 8 (-1) DEX 17 (+3) CON 12 (+1) Genjutsu. +7 to hit, (Genjutsu save DC 15) D-Ranks (Cost 5): Color Spray INT 11 (+0) WIS 16 (+3) CHA 10 (+0) Saving Throws Str +1, Dex +7, Con +3, Int +2, Wis +7, Cha +2 Skills Acrobatics +7, Chakra Control +5, Sleight of Hand +7, Stealth +11, Perception +5 Senses passive Perception 15, Blindsight 20ft Witches Training (Affiliation, Unique). While this Witch is in initiative with another Wandering Witch, this witch can spend its reaction to upcast their allied witches Jutsu by 1 rank, to a maximum of 1 rank higher than its base rank. Witch Strike (Clan, Unique). Once per turn, this witch can deal an additional 2d8 damage to a target hit with an attack that the Witch Shadow has advantage on or if the Witch Shadows ally is within 5 feet of the target. If this attack is a critical hit, the Witch Strike damage die becomes a d10 instead. Taijutsu. +7 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): 2-Point Penetrate, Flying Swallow: Cross Cut Multiattack. The Witch Shadow can make two attacks with either its Short Sword and/or Witch Daggers. Short Sword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit.1d6 +3 Piercing damage. Witch Daggers. Ranged Weapon Attack: +7 to hit, reach 30ft., one target. Hit.1d4 +3 Slashing damage. If two or more of these daggers hits the same creature in the same turn, they gain 1 rank of bleed. Shadow Walk (2 Charges). As a reaction, after the Witch Shadow makes an attack on its turn, it melts into its own shadow on the ground. When it does, it cannot trigger attack of opportunities and regains its original form at the end of its movement. 120 WITCH ENHANCER The Witch Enhancer is supporting Witch. Someone who specializes in boost “spells”. Capable of boosting their allies with nature energy and maximizing their capabilities by using a unique talent called Witch Boost which releases a persons limiters for a short period of time. Witch Enhancers are found working alongside Witch Blades due to their synergy, often siblings or close friends. While not a specific subgroup of Witches, Witch Enhancers are occasionally seen as more experience combatants than Psionic Witches, but tend to only be comparable to a skilled Genin or Low-skilled Chunin, in relation to the Shinobi hierarchy. This lack of innate power does not prevent them from getting together to accomplish great feats by feeding off of each other’s abilities and pushing each limitations beyond. While other witches have unique quirks, a Witch Enhancer specializes in playing a supporting role in combat that allows them to keep an eye on the battlefield while energizing their allies with a series of different “spells” designed to keep them standing and bring the best out of them. Artist Credit: [Source Image] C-Rank, Standard, Supporter, Wandering Witch, Prof +4 Level: 5 (10 XP) Ninjutsu. +6 to hit, (Ninjutsu save DC 14) E-Ranks (Cost 2): Chakra Movement, Chakra Pulse, Light. D-Ranks (Cost 5): Dark Vision, Elemental Infusion (Lightning), Medical Release: Healing Hands C-Ranks (Cost 9): Sealing Art: Circle of Defiance Armor Class 16 (Chakra Armor) Hit Points 51 Chakra Points 47 Speed 40 ft, Initiative +3 STR 8 (-1) DEX 13 (+1) CON 12 (+1) Genjutsu. +7 to hit, (Genjutsu save DC 15) D-Ranks (Cost 5): Heroism, Sanctuary INT 15 (+2) WIS 17 (+3) CHA 10 (+0) Saving Throws Str +0, Dex +2, Con +2, Int +6, Wis +7, Cha +1 Skills Chakra Control +5, Illusions +7, Ninshou +6, Perception +5 Senses passive Perception 15 Witches Training (Affiliation, Unique). While this Witch is in initiative with another Wandering Witch, this witch can spend its reaction to upcast their allied witches Jutsu by 1 rank, to a maximum of 1 rank higher than its base rank. Natures Surge (Clan, Unique). This witch releases an overwhelming surge of nature energy from itself. As an action, all allied creatures who is gaining the benefit of a jutsu the Witch Enhancer is concentrating on or cast within the last minute, experiences a rejuvenating effect, regaining 3d8 hit and chakra points. Witch Bolt. Ranged Ninjutsu Attack: +6 to hit, reach 60ft., one target. Hit.1d6 +3 Force damage. Witch Daggers. Ranged Weapon Attack: +7 to hit, reach 30ft., one target. Hit.1d4 +3 Slashing damage. If two or more of these daggers hits the same creature in the same turn, they gain 1 rank of bleed. Witch Boost (2 Charges). Once per turn, this witch can spend a Bonus action and select one allied creature it can see within 30 feet of it. It coats it in nature energy. Until the end of the Witch Enhancers next turn, that creature gains a 1d4 to all attacks, checks, saves and damage rolls 121 WITCH GUARDIAN [UNFINISHED] The Witch Guardian is supporting Witch. Someone who specializes in defensive “spells”. Capable of protecting their allies with nature energy and staving off damage they would take by using a unique talent called Witch Guard which creates a veil of protective energy. Witch Enhancers are found working alongside Witch Blades due to their synergy, often siblings or close friends. While not a specific subgroup of Witches, Witch Enhancers are occasionally seen as more experience combatants than Psionic Witches, but tend to only be comparable to a skilled Genin or Low-skilled Chunin, in relation to the Shinobi hierarchy. This lack of innate power does not prevent them from getting together to accomplish great feats by feeding off of each other’s abilities and pushing each limitations beyond. While other witches have unique quirks, a Witch Enhancer specializes in playing a supporting role in combat that allows them to keep an eye on the battlefield while energizing their allies with a series of different “spells” designed to keep them standing and bring the best out of them. Artist Credit: [Source Image] C-Rank, Standard, Supporter, Wandering Witch, Prof +4 Level: 5 (10 XP) Ninjutsu. +6 to hit, (Ninjutsu save DC 14) E-Ranks (Cost 2): Chakra Movement, Chakra Pulse, Light. D-Ranks (Cost 5): Dark Vision, Elemental Infusion (Lightning), Medical Release: Healing Hands C-Ranks (Cost 9): Sealing Art: Circle of Defiance Armor Class 16 (Chakra Armor) Hit Points 51 Chakra Points 47 Speed 40 ft, Initiative +3 STR 8 (-1) DEX 13 (+1) CON 12 (+1) Genjutsu. +7 to hit, (Genjutsu save DC 15) D-Ranks (Cost 5): Heroism, Sanctuary INT 15 (+2) WIS 17 (+3) CHA 10 (+0) Saving Throws Str +0, Dex +2, Con +2, Int +6, Wis +7, Cha +1 Skills Chakra Control +5, Illusions +7, Ninshou +6, Perception +5 Senses passive Perception 15 Witches Training (Affiliation, Unique). While this Witch is in initiative with another Wandering Witch, this witch can spend its reaction to upcast their allied witches Jutsu by 1 rank, to a maximum of 1 rank higher than its base rank. Natures Surge (Clan, Unique). This witch releases an overwhelming surge of nature energy from itself. As an action, all allied creatures who is gaining the benefit of a jutsu the Witch Enhancer is concentrating on or cast within the last minute, experiences a rejuvenating effect, regaining 3d8 hit and chakra points. Witch Bolt. Ranged Ninjutsu Attack: +6 to hit, reach 60ft., one target. Hit.1d6 +3 Force damage. Witch Daggers. Ranged Weapon Attack: +7 to hit, reach 30ft., one target. Hit.1d4 +3 Slashing damage. If two or more of these daggers hits the same creature in the same turn, they gain 1 rank of bleed. Witch Boost (2 Charges). Once per turn, this witch can spend a Bonus action and select one allied creature it can see within 30 feet of it. It coats it in nature energy. Until the end of the Witch Enhancers next turn, that creature gains a 1d4 to all attacks, checks, saves and damage rolls 122 123 124 ANBU The Anbu (Literal translation: Dark Side), short for Ansatsu Senjutsu Tokushu Butai (Literal translation: Special Assassination and Tactical Squad), are covert operatives of capable ninja that are dispatched by a village leader. There are no additional ranks within the Anbu; Team leadership and hierarchy seem to be based on merit and experience. The leaders of teams of 3 or 4 are called Squad leaders, a position held in high regard. SCALING ENEMY While this enemy is representative of a highly skilled assassin dispatched by a village leader, their individual skill ranges between levels 8-12. The below Adversary block details a base level 8 Anbu. To upscale an Anbu up to 12th Level perform the following steps at each level. • Level 9+. Increase the Anbu’s Hit & Chakra points. For • • • • • • • every additional level, increase their Hit and Chakra points by 1d10+1 (7). Level 9. The Anbu can begin to cast B-Rank jutsu. Level 10. The Anbu gain Wisdom as a Saving throw. Level 10. The Anbu’s Proficiency (Prof) bonus increases by +1, This increases their AC, Skills, Saving Throws, Save DC’s, and to Hit bonuses by +1. Level 10. The Anbu is also able attack one additional time with their Multiattack feature. Level 10. The Anbu increases their Dexterity and Intelligence by +1 increasing their relevant skills, saving throws, AC, Save DC’s and to hit bonuses. Level 11. The Anbu gains the Strikers Focus feature. Level 12. The Anbu’s Savage Strike feature now triggers on any condition excluding invisibility. • For every level above 9th, increase Hit Points by +20 and Chakra by +14. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th level and every 3 levels thereafter. • Increase AC by +1 at level 10 and every 6 levels after. • Increase Dexterity by +1 at 11th level and every 3 levels thereafter. Every time the Anbu Dexterity modifier increases, increase its AC by +1. • Add the B-Rank Ninjutsu Raging Storm at 10th level, and the A-Rank Genjutsu Geas at 15th level. Defense Penetration. Once per turn, Weapon and Bukijutsu damage the Anbu deals, ignores 10 DR. A-Rank, Elite, Striker, Hunter-Nin, Prof + 5 Level: 9 (800 XP), Tenacity Die: 4 War Time Assassin. Each time an Anbu casts a jutsu, it can make one weapon attack as part of the same action used to cast the jutsu. Armor Class 22 (Light Armor) Hit Points 209 Chakra Points 146 Speed 50 ft., Initiative +8 STR 15 (+2) DEX 18 (+4) CON 14 (+2) INT 16 (+3) WIS 16 (+3) Ninjutsu. +8 to hit, (Ninjutsu save DC 17) D-Ranks (Cost 5): Substitution Technique, Chakra Skin, Chakra Mark C-Ranks (Cost 9): 2 Ninjutsu with your chosen nature release keyword Genjutsu. +9 to hit, (Genjutsu save DC 18) D-Ranks (Cost 5): Bane C-Ranks (Cost 9): Blur Taijutsu. +7 to hit, (Taijutsu save DC 16) D-Ranks (Cost 5): 2-Cross slash C-Ranks (Cost 9): Crescent moon beheading CHA 11 (+0) Saving Throws Str +3, Dex +8, Con +6, Int +4, Wis +7, Cha +1 Skills Acrobatics +9, Athletics +7, Deception +10, Investigation +8, Perception + 8, Stealth +8, Sleight of Hand +9 Damage Resistances Poison Condition Resistance: Dazed, Blinded, Stunned, Paralyzed, Poisoned Senses Darkvision 30 ft., passive Perception 18 Lethal Strike (Affiliation, Unique). Once per turn, this anbu can deal an additional 4d6 damage when it hits a target with an attack, with advantage or when the target is within 5ft of the Anbu’s ally. Cunning Action (General). The Anbu can dash, disengage, or hide as a bonus action. Monk Master. The Monk master cannot make saving throws or checks at disadvantage. Multiattack. The Anbu can make 2 melee attacks with their short sword or 3 ranged attacks with your shuriken. Short Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) Slashing damage. Shuriken. Ranged Weapon Attack: +9 to hit, reach 60 ft. one target. Hit: 5 (1d4 + 3) Slashing damage. Smoke Bomb. The Anbu throws down a smoke bomb that creates a thick black mist that fills a 20-foot cube. All creatures inside the mist are heavily obscured from one another. Creatures outside the mist cannot see inside the mist. The Anbu can see in the mist as if creatures are lightly obscured. Anbu takes one Elite Action at the end of each round to either move or take an additional Action. 125 ASSASSIN Trained in the use of poison, assassins are remorseless killers who work for nobles, faction leaders, sovereigns, and anyone else who can afford them. C-Rank, Humanoid, Rogue, Standard, Lurker, Non-Clan, Prof + 4 Level: 6 (425 XP) SCALING ENEMY Armor Class 14 (Combat Jacket) Hit Points 34 (6d6 + 12) Chakra Points 34 (6d6 + 12) Speed 40 ft. Initiative +5 While this enemy is representative of a highly skilled killer for higher dispatched by a wealthy individual, their individual skill ranges between levels 6 -10. The below Adversary block details a base level 6 Assassin. STR 8 (-1) To upscale an Assassin up to 10th Level, perform the following steps at each level. • Level 7+. Increase the Assassin’s Hit & Chakra points. • • • • • DEX 16 (+3) CON 15 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1) Saving Throws Dex +4, Cha +3 Skills Acrobatics +7, Deception +5, Illusion +5, Perception + 10, Stealth +11 Damage Resistances Poison, non-chakra enhanced Slashing damage. Senses passive Perception 15 For every additional level, increase their Hit and Chakra points by 1d8+2 (7). Level 7. The Assassin’s Proficiency (Prof) bonus increases by +1. This increases their Skills, Saving Throws, Save DC’s, and to Hit bonuses by +1. Level 7. The Assassin gains the Backstab Trait. Level 8. The Assassin increases his Dexterity by +2 and his Wisdom by +1 increasing his Taijutsu to hit and save DC by +1 Level 9. The Assassin can begin to cast B-Rank jutsu. Level 10. The Assassin can now attack one additional time with their Multiattack feature. Sneak Attack. Once per turn, the Assassin deals an extra 12 (3d6) damage when it hits a target with a melee attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin. (This number of d6’s for sneak attack is equal to half the Adversaries level rounded up.) Guerilla. When you make an attack while hidden, you don't reveal yourself and can remain in hiding. Shifty. You can Disengage as a bonus action. Backstab. If you have advantage on your attack, you deal additional damage equal to your level. (6~10). Ninjutsu. +4 to hit, (Ninjutsu save DC 12) E-Ranks (Cost 5): Chakra Strike (2d6) D-Ranks (Cost 8): Substitution Technique, Ensnaring Strike Taijutsu. +6 to hit, (Taijutsu save DC 14) D-Ranks (Cost 5): 2-Cross slash, Chained Embrace C-Ranks (Cost 8): Crescent moon beheading B-Ranks (Cost 11, 9th Level): Ichimonji Multiattack. The Assassin can make 2 melee attacks with their Iron Claw or 3 ranged attacks with your shuriken. Iron Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) Slashing damage. Kunai. Ranged Weapon Attack: +7 to hit, reach 60 ft. one target. Hit: 5 (1d4 + 3) Piercing damage. Poison Kunai (Recharge 9-10). Ranged Weapon Attack: +7 to hit, reach 60 ft. one target. Hit: 5 (1d4 + 3) Piercing damage. On a hit, target must succeed a DC 15 Constitution save, being poisoned for 1 minute. 126 BANDITS Bandits rove in gangs and are sometimes led by thugs, Warlords, or Rogue Ninja of all ranks (Genin, Chunin, Jonin). Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. SCALING ENEMY While this enemy is representative of a low skilled thug, robber, and murderer, their individual skill ranges between levels 1 -3. The below Adversary block details a base level 1 Bandit. To upscale a Bandit up to 3rd Level, perform the following steps at each level. • Level 2+. Increase the Bandit’s Hit & Chakra points. For every additional level, increase their Hit and Chakra points by 1d2+2 (3). • Level 3. The Bandit gains the Pincer Movement Feature. E-Rank, Humanoid, Rogue, Minion, Generalist, Prof + 3 Level: 1 (50 XP) Armor Class 14 (Combat Jacket) Hit Points 4 (1d2 + 2) Chakra Points 4 (1d2 + 2) Speed 30 ft. Initiative +2 STR 14 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 8 (-1) CHA 11 (+0) Saving Throws Str +3, Con +2 Skills Athletics +5, Acrobatics +4 Senses passive Perception 9 Pincer Movement. When an ally moves adjacent to an enemy, you can spend your reaction to move up to your speed towards that same enemy. Martial Advantage. Once per turn, you may deal extra damage equal to your level when you hit a target within 5 feet of your allies. Ninjutsu. +0 to hit, (Ninjutsu save DC 9) E-Ranks (Cost 2): Chakra Strike (1d6) Hand Axe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) Slashing damage. Hand Axe (Thrown). Ranged Weapon Attack: +2 to hit, reach 20/120 ft., one target. Hit: 6 (1d6 + 2) Slashing damage. 127 CHUNIN A Chunin (Literally meaning: Middle Ninja or Journeyman Ninja) are ninja who have reached a level of maturity and ability that primarily consists of leadership skills and tactical prowess. Chunin are typically sent on C-rank or B-rank missions. Chunin from each village wear a very identifiable flak jacket known as a Chunin Vest given out by each village. While the vest is not mandatory, it is a symbol of authority to lower ranked shinobi. SCALING ENEMY While this enemy is representative of a skilled shinobi capable of passing the chunin exam, their individual skill ranges between levels 5-9. The below Adversary block details a base level 5 Chunin. To upscale a Chunin up to 9th Level perform the following steps at each level. • Level 6+. Increase the Chunin’s Hit & Chakra points. • • • • • For every additional level, increase their Hit and Chakra points by 1d8+1 (6). Level 6. The Chunin gains resistance to 1 of the following Nature release Keywords (Earth, Wind, Fire, Water, Lightning). Level 7. The Chunin’s Proficiency (Prof) bonus increases by +1, This increases their Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. Level 8. The Chunin gain Wisdom as a Saving throw. Level 8. The Chunin increases their Str, Dex & Int by +1, increasing the relevant skills, AC, Saves, Save DC’s and Attack bonuses Level 9. The Chunin can begin to cast B-Rank jutsu C-Rank Humanoid, Shinobi, Standard, Generalist, Prof + 4 Level: 5 (300 XP) Ninjutsu. +6 to hit, (Ninjutsu save DC 14) Armor Class 20 (Chunin Jacket) Hit Points 34 (6d6 + 5) Chakra Points 34 (6d6 + 5) Speed 30 ft. Initiative +3 C-Ranks (Cost 9): Shadow Shuriken Technique STR 15 (+2) DEX 13 (+1) CON 14 (+2) D-Ranks (Cost 5): Substitution Technique, Enhanced Reactions, Lock/Release, Sensing Technique B-Ranks (Cost 14, 9th Level +): 1 Ninjutsu with your chosen nature release keyword Genjutsu. +6 to hit, (Genjutsu save DC 14) INT 15 (+2) WIS 14 (+2) D-Ranks (Cost 5): Bless, Detect Intention CHA 11 (+0) C-Ranks (Cost 9): Blur, Chakra Shatter Taijutsu. +6 to hit, (Taijutsu save DC 14) D-Ranks (Cost 5): Bolting Blossom Saving Throws Dex +6, Int +5, (Wis +5) Skills Illusion +8, Insight +6, Ninshou +6, Perception + 6, Stealth +5 Damage Resistances Select One of the following Nature Release Keywords: Earth, Wind, Fire, Water or Lightning. You gain resistance to Ninjutsu with the selected Keyword. Senses passive perception 16 C-Ranks (Cost 9): Adamantine Acala Multiattack. The Chunin can make 2 melee attacks with their Katana or 3 ranged attacks with your shuriken. Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) Slashing damage. (Versatile. 9 (1d10+3)) Explorer. You can move across difficult terrain without any movement penalty. Superior Ability. When you would make a saving throw, once per round, any hostile jutsu or feature, you may add 1d8 to the saving throw. Inspiring Leader. As an action, all allies within 90 feet of you gain temporary hit points equal to your level + Proficiency. Never Give up. Twice per encounter, when your hit points falls to 0, they instead fall to 1 and cannot fall to 0 until the end of the current turn. 128 Explosive Tag. The Chunin can set a tag to detonate as a bonus action or as an action attach it to a kunai and throw it at a target it can see. If thrown make a ranged attack using your Kunai and detonate the explosive tag as a bonus action. Creatures within 10 feet of your target must succeed a DC 13 Dexterity saving throw taking 5d4 fire damage on a failure or half as much on a success. GAARA (KID) Gaara is a shinobi of the hidden sand. He was made the jinchūriki of the One-Tailed Shukaku before he was born, causing the villagers of the sand to fear him as a monster. With nobody to connect to, Gaara grew up hating the world and looking out only for himself, giving his life meaning by killing anyone he came across. A-Rank, Humanoid, Shinobi, Solo, Jiton, Iconic, Prof + 5 Level: 8 (800 XP) Armor Class 19 (Dust Coat) Hit Points 400 Chakra Points 400 Speed 30 ft. Initiative +5 USING GAARA (KID) AS AN ADVERSARY Gaara is a fearsome threat, able to overwhelm most enemies with a single flick of the wrist due to him being trained as the sands ultimate weapon he is exceptionally strong STR 8 (-1) DEX 8 (-1) CON 18 (+4) INT 18 (+4) WIS 15 (+2) CHA 14 (+2) Saving Throws Str/Dex +1, Con +10, Int +10, Wis +8, Cha +3 Skills Chakra Control +9, History +9, Intimidation +9, Investigation +9, Perception +8 Senses passive Perception 18 OFFENSIVELY Gaara isn’t one to move or exert himself physically, instead opting to allow his sand to do most of the heavy lifting as he can control it mentally. Gaara opts to capture enemies inside of a sand coffin before causing it to crush them to death. Living Sand (Unique). Gaara gains a +5 AC to all attacks so long as he can see the attacker. If the Attackers movement speed is equal to or greater than double Gaara’s movement speed, he cannot see their attacks. DEFENSIVELY Not many shinobi can boast about defensive ability like Gaara. Known to have the ultimate defense, Gaara stops most attacks short of the most powerful lightning release techniques. Being able to block even the Chidori without dodging. Sand Armor (Unique). Gaara has 20 temporary hit points. He regains 5 temporary hit points at the beginning of each of his turns. Iconic Power. Gaara’s damage cannot be reduced by any more than 5. Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage. Dust Coat (Unique). Gaara’s AC is calculated as 13 + His Intelligence modifier + Half his proficiency bonus. Enhanced Earth Release. Earth Release. You deal an additional die of damage with jutsu with Ninjutsu with the Earth Release Keyword. Ninjutsu. +9 to hit, (Ninjutsu save DC 18) D-Ranks (Cost 5): Agonizing Thorn, Bedrock Skin, Magnet Release: Dust Particle Drizzle C-Ranks (Cost 9): Earth clone, Sand Armor, Sand Coffin binding, Sandstorm, Terrashield Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage. Gaara can make Legendary actions, choosing from the options below. Only one Legendary action can be used at a time and only at the end of another creatures turn. Gaara regains spent legendary actions at the start of his turn. Attack. Gaara makes one attack using a Sand Coffin Binding. Move. Gaara can move his full movement speed. Defend. Gaara can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn. When Gaara would roll any Saving throw, ability check or attack roll they may roll an additional d6. You may roll any number of d6 you have remaining. You have a total number of d6 equal to your level per combat. . 129 GENIN A Genin (Literally meaning: low ninja or junior ninja) are the lowest level of ninja and also the ones that display the most difference in power. When they become genin, ninja start to do their bit for their village's economy – being sent on missions that the village gets paid for. They are typically sent either on D-rank missions, which are almost entirely risk-free jobs of manual labor, or, rarely, on C-rank missions, which are a cut above that and begin to verge on real "ninja" work that have a very low possibility of risk to the ninja involved. D-Rank, Humanoid, Shinobi, Standard, Generalist, Non-Clan, Prof + 3 Level: 1 (50 XP) Armor Class 14 (Combat Jacket) Hit Points 7 (1d6 + 2) Chakra Points 7 (1d6 + 2) Speed 30 ft. Initiative +1 Genin from each village wear a Headband with their villages symbol on it. This headband is mandatory when on missions and used to identify each other when out on the battlefield. Headbands are almost universally worn by all shinobi of all villages and they have a wide range of designs, colors and customizable details such as shape, length, placement, and use. Some ninja uses their headbands as belts, arm bands, hats, eye covers, gloves etc. STR 15 (+2) • CHA 9 (-1) Limitless Potential. Twice per encounter when you make an attack roll, ability check or saving throw, you can add an additional 1d8 to the roll. Superior Potential. When you would deal damage, add 1d8 to the damage dealt. You may do this once per jutsu cast. • Level 2+. Increase the Genin Hit & Chakra points. For • WIS 9 (-1) Teamwork. You have advantage on attack rolls when your target is within 5ft of an unrestrained ally. To upscale a Genin up to 5th Level perform the following steps at each level. • INT 12 (+1) Hard to Hit. When you are standing and unrestrained, attacks against you have disadvantage unless you are adjacent to two or more enemies. While this enemy is representative of a low ranked shinobi, their individual skill ranges between levels 1-5. The below Adversary block details a base level 1 Genin. • CON 15 (+2) Saving Throws Str +3, Con +3 Skills Ninshou +4, Illusions +2, Martial Arts +5, Perception +2 Senses passive Perception 12 SCALING ENEMY • DEX 10 (+0) every additional level, increase their Hit and Chakra points by 1d6+2 (6). Level 2. The Genin gains 1 Martial weapon to use. Level 4. The Genin Increase 2 of their Ability Scores by +2. Increase all relevant skills, AC, attack bonuses, save DC’s or damage modifiers. Level 4. The Genin’s Proficiency (Prof) bonus increases by +1, This increases their AC, Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. Level 5. The Genin can begin to cast C-Rank jutsu. Level 5. The Genin Gains the Superior Potential Trait and when they make an Unarmed or Kunai attack, they can make a second Unarmed or Kunai attack. Ninjutsu. +2 to hit, (Ninjutsu save DC 11) E-Ranks (Cost 2): Chakra Strike (1d6), Enhanced Defense, Escape Technique, String Light Formation D-Ranks (Cost 9): Body Flicker, Substitution Technique. Taijutsu. +3 to hit, (Taijutsu save DC 12) D-Ranks (Cost 5): Wild Dance, Flying Swallow: Cross Cut C-Ranks (Cost 9, 5th level): Whirlwind Death Drop. Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) Bludgeoning damage. Kunai. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage. 130 HAKU Haku was an orphan from the Land of Water, and a descendant of the Yuki clan. He later became a shinobi under Zabuza Momochi's tutelage whom he later partnered with, ultimately becoming a Mercenary Ninja. USING HAKU AS AN ADVERSARY A gifted individual, and having been trained by Zabuza himself, Haku was a very dangerous, and powerful ninja for his age. According to Zabuza, Haku possessed such prodigious talent that in many ways, Haku had become more dangerous than him. OFFENSIVELY Haku is an extremely fast individual, being touted to be faster than Kakashi even. Haku makes use of his Ice release with deadly precision and disables his enemies with ruthless precision wasting not a single movement in the process. DEFENSIVELY Haku’s speed allows him to both engage and disengage rather easily and on his own terms. If Haku is in a disadvantageous position, he will opt to disengage and only reengage when the situation has shifted to be more advantageous to do so. B-Rank, Humanoid, Shinobi, Elite, Iconic, Yuki, Prof + 5 Level: 8 (1600 XP) Ninjutsu. +8 to hit, (Ninjutsu save DC 17) Armor Class 22 (Studded Leather) Hit Points 158 Chakra Points 158 Speed 50 ft. Initiative +9 C-Ranks (Cost 9): Water Cutting Sword, Certain-Kill Ice Spears, Frozen Capturing field, Ten Thousand Ice Petals STR 9 (-1) DEX 21 (+5) CON 13 (+1) D-Ranks (Cost 5): Hidden Mist, Ice Daggers, Ice Prison, Ice Dome of Nothingness B-Ranks (Cost 14): Water Needles of Death, Twin Dragon Whirlwind A-Ranks (Cost 20): Demonic Ice Mirrors INT 17 (+3) WIS 13 (+1) Taijutsu. +10 to hit, (Taijutsu save DC 19) CHA 13 (+1) D-Ranks (Cost 5): Prepared Needle Shot, Needle Rain Saving Throws Dex +11, Int +9 Skills Acrobatics +10, Chakra Control +6, History +8, Intimidation +6, Insight +6, Investigation +8 Senses passive Perception 16 Cunning Action. You can dash, disengage, or hide as a bonus action. Frigid Cold. Whenever Haku deals Cold Damage he deal 3 additional cold damage. Multiattack. Haku can make 3 attacks with their Senbon. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage. Senbon. Melee Weapon Attack: +10 to hit, reach 30/60 ft., one target. Hit: 8 (1d4+5) Piercing damage. Haku takes one Elite Action at the beginning of each round to either move or take an additional Action. Iconic Reflexes. Haku has advantage on Dexterity saving throws. Sneak Attack. Once per turn, Haku deals an extra 16 (4d6) damage when it hits a target with a melee attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Haku. When Haku would roll any Saving throw or ability check, they may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat. Teamwork. Haku has advantage on attack rolls when your target is within 5ft of an unrestrained ally. 131 ITACHI UCHIHA (PART 1) those who are able to resist his initial Illusionary assaults. Try to save your Legendary actions for reactions to avoid direct damage but if Itachi believes he has an opportunity to take down an enemy with his next attack he will use his Legendary action to inflict as much damage as possible to incapacitate them. Itachi was a shinobi of the Leaf Villages Uchiha clan that served as an Anbu Captain. He later became an international criminal after murdering his entire clan, sparing only his younger brother, Sasuke. He afterwards joined the international criminal organization known as Akatsuki, whose activity brought him into frequent conflict with Konoha and its ninja — including Sasuke — who sought to avenge their clan by killing Itachi. DEFENSIVELY When playing with Itachi always be prepared to make use of his multiple reactions to grant him an amplified AC with his Sharingan Dodge, and when it comes to an attack that he cannot dodge with this feature, make use of his Flower Petal Escape to avoid as much targeted damage as possible. When an enemy of Itachi goes to use an area effect, he would use Chakra Shatter almost instinctively to nullify their jutsu. USING ITACHI AS AN ADVERSARY Itachi is an overwhelmingly powerful enemy who uses his Sharingan to great effect. OFFENSIVELY When playing with Itachi on the offensive always be prepared to attempt to incapacitate as many enemies as possible with his Genjutsu such as Hypnotic Patterns, or Confusion. Once you have incapacitated as many enemies as possible in as short a time as possible, Itachi resorts to using High powered Fire release jutsu to overwhelm Mokiho (2 Burn). As a reaction to a creature performing any action, the target makes a DC 23 Wisdom Save. On a failed save their action is interrupted and Itachi decides their course of action for the remainder of the turn. S-Rank Humanoid, Akatsuki, Solo, Iconic, Uchiha Prof + 7 Level: 12 (8000 XP) Armor Class 24 (Studded Leather) Hit Points 532 Chakra Points 532 Speed 50 ft. Initiative +11 STR 8 (-1) DEX 19 (+4) CON 9 (-1) Ninjutsu. +13 to hit, (Ninjutsu save DC 22) D-Ranks (Cost 5): Substitution Technique, Uchiha Ember Bullet C-Ranks (Cost 9): Fire Dragon Bullet, Uchiha Flame Ball, Great Flame Bomb, Explosive Clone, Shadow Shuriken Technique INT 21 (+5) WIS 22 (+6) Genjutsu. +14 to hit, (Genjutsu save DC 23) CHA 13 (+1) D-Ranks (Cost 5): Doubled Pain, Insinuation Saving Throws Str + 0, Dex +11, Con +0, Int +12, Wis +13, Cha +8 Skills Acrobatics +10, Deception +13, Illusion +18, Ninshou +11, Perception + 12, Stealth +10, Martial Arts +5 Damage Resistances Psychic, Fire Damage Vulnerability Poison Condition Immunity Berserk, Charmed, Dazed, Blinded, Frightened, Slowed, Stunned Senses Chakra Sight 30 ft., passive Perception 23 Iconic Presence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures. C-Ranks (Cost 9): Chakra Shatter, Blur, Flower Petal Escape, Hypnotic Patterns, Genjutsu: Deflect! B-Ranks (Cost 14): Mind Spike, Mind Thrust, Confusion, Effortless Paralysis A-Ranks (Cost 20): Bringer of Darkness, Dominate Man, Seeming Taijutsu. +12 to hit, (Genjutsu save DC 21) D-Ranks (Cost 5): Uchiha Shuriken Rain Multiattack. Itachi can make 3 melee unarmed attacks or 4 ranged attacks with his shuriken. Iconic Reflexes. You gain Advantage on Dexterity Saving throws. Kunai. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) Slashing damage. Potent Casting. Twice per combat, Itachi can maximize the damage of one jutsu he casts. Shuriken. Ranged Weapon Attack: +12 to hit, reach 60 ft. one target. Hit: 5 (1d4 + 4) Slashing damage. Cunning Action. You can dash, disengage, or hide as a bonus action. Uncanny Senses. Unless you are incapacitated, you cannot be surprised. Amplified Defense. Itachi can take 3 additional reactions per encounter. Sharingan Dodge. As a reaction, gain a +2 bonus to your AC and Dexterity saving throws until the start of your next turn. This Stacks. Itachi has a 24 Burn Limit. Arts he cast do not cost chakra to cast, only burn. For each burn he spends that goes over his limit he takes 3d8 necrotic damage. Amaterasu (3 Burn). Single Target, DC 22 Dexterity save. On failure 10d6 fire damage and gain the burn condition for 1 minute which cannot be extinguished Tsukuyomi (10 Burn). Single Target, DC 23 Wisdom Save. On a failed save roll 4d12. They take Xd8 psychic Damage. (X = the result of 4d12). 132 Itachi can take Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Itachi regains spent legendary actions, at the start of his turn. Move. Itachi can move up to his speed without provoking opportunity attacks. Attack. Itachi makes one attack using a Genjutsu or Ninjutsu of C-Rank or Lower. Dodge. Itachi can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn. If Itachi fails a saving throw, He can choose to succeed instead. JIROBO Jirobo is a shinobi of the Sound Village and a core member of the Sound Four. Originally a prisoner, forced to fight other prisoners to the death in battle royales. By surviving his matches, he proved himself to be one of the four strongest of Orochimaru's prisoners and as such were made one of his bodyguards. USING JIROBO AS AN ADVERSARY Jirobo is a physically overwhelming opponent and should be represented as such in combat. OFFENSIVELY When playing with Jirobo offensively always be the one who goes on the offensive and pressures the enemy. Jirobo should always be actively making moves in an attempt to defeat the opponent. Jirobo will act to disable a group of enemies quickly by using the Earth Prison Dome by draining their chakra until they are unable to fight. If an enemy happens to escape Jirobo should then act to defeat them with overwhelming force using all offensive jutsu back-to-back. Jirobo is not as worried about defensive techniques due to how sturdy he is naturally. DEFENSIVELY When playing Jirobo defensively he only defends if he realizes that the attack that’s gonna hit him could cripple him for the remainder of the fight, otherwise he is too confident in his physical abilities to attempt dodging. Ninjutsu. +5 to hit, (Ninjutsu save DC 13) C-Rank Humanoid, Sound Four, Elite, Defender, Prof + 5 Level: 9 (2000 XP) D-Ranks (Cost 5): Bedrock Coffin, Bedrock Skin, Stone Fist C-Ranks (Cost 9): Terrashield, Turning Palm Armor Class 21 (Natural Armor + Heavy Defense) Hit Points 190 Chakra Points 148 Speed 40 ft. Initiative +4 STR 19 (+4) DEX 11 (+0) CON 18 (+4) INT 10 (+0) WIS 12 (+1) B-Ranks (Cost 14): Earth Prison Dome Taijutsu. +10 to hit, (Taijutsu save DC 18) D-Ranks (Cost 5): Iron Strike, Praying Strike, Brace C-Ranks (Cost 9): Dragon Tail Foot, Erupting Falling Stomp, Fist Slam CHA 15 (+2) Multiattack. Jirobo can make 2 unarmed attacks Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage. Saving Throws Str +12, Dex +2, Con +11, Int +2, Wis +4, Cha +9 Skills Athletics + 10, Chakra control +9, Insight +7, Martial Arts +10 Damage Resistances Earth, Non-Chakra Enhanced Bludgeoning Damage Condition Immunity Exhaustion, Petrified, Weakened Senses Tremorsense 60ft., passive perception 11 Jirobo can make take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions. Fortress. Jirobo has 18 Temporary Hit points at the beginning of every combat. Curse Seal, Level 1. Jirobo enters the first state of the cursed seal. For the next minute Jirobo’s Strength & Constitution is increased to 22 (+6), and he gains one additional unarmed attack. Heavy Defense. As a bonus action, you can brace for attacks. Gain +2 AC Critical Defense. Critical hits made against you count as normal hits unless you are bloodied (50% hit points or lower) Curse Seal, Level 2. Jirobo enters the next level of his curse seal. For a 5 rounds, Jirobo’s strength & constitution is increased to 26 (+8) and he can cast two Taijutsu in a single action. Sturdy body (Unique). Jirobo uses his Constitution instead of Dexterity when calculating AC. Attack. Jirobo makes two attacks using his unarmed attack or cast a Taijutsu or Ninjutsu of C-Rank or Lower. Never Give up. Twice per encounter when Jirobo’s hit points would fall to 0, they instead fall to 1 and cannot fall to 0 until the end of your current turn. When Jirobo would roll any Saving throw or ability check, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat 133 JONIN • Level 10. The Jonin Proficiency (Prof) bonus increases A Jonin (Literally meaning: High Ninja or Elite Ninja) are generally highly experienced and highly skilled shinobi who serve as military captains. Jōnin are generally able to use at least two types of elemental chakra. It is not unusual for jōnin to go on missions alone. They are often sent on A-rank missions, and if experienced enough, Srank missions as well (which are considered to be the greatest difficulty). Jonin from each village are usually indistinguishable from their lower ranked Chunin associates. They do not gain an additional piece of identification like a Genin’s Headband or a Chunin’s, Chunin Jacket. Instead, most Jonin are assigned a team of 3 genin. Their duty will be to instruct and train them to become competent ninja, deciding when their team is ready to participate in the chunin exams. • • • • • by +1, This increases their AC, Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. Level 11. The Jonin gains the Teamwork feature. Level 12. The Jonin gains access to a second Nature release keyword. Level 12. The Jonin increases 3 of their ability scores by +2. Increase all relevant skills, saves, attack bonuses, save DC’s or damage modifiers. Level 13. The Jonin’s Proficiency (Prof) bonus increase by +1. This increases their, Skills, Saving Throws, Save DC’s, and to hit bonuses by +1. Level 13. The Jonin can begin to cast A-Rank jutsu. SCALING ENEMY While this enemy is representative of a highly skilled shinobi capable of the most difficult missions or even leading a team of 3 Genin, their individual skill ranges between levels 9-13. The below Adversary block details a base level 9 Jonin. To upscale a Jonin up to 13th Level perform the following steps at each level. • Level 10+. Increase the Jonin’s Hit & Chakra points. For every additional level, increase their Hit and Chakra points by 1d10+1 (7). Medium Humanoid, Shinobi, Elite, Generalist, Non-Clan, Prof + 5 Level: 9 (1000 XP) DEX 15 (+2) CON 13 (+1) INT 17 (+3) D-Ranks (Cost 5): Substitution Technique, Sensing Technique, Flame Bolt C-Ranks (Cost 9): Earth Flow Spears, Terra Shield, Dragon Flame Bombs Armor Class 22 (Reinforced Chunin Jacket) Hit Points 144 (9d10 + 9) Chakra Points 144 (9d10 + 9) Speed 30 ft. Initiative +4 STR 17 (+3) Ninjutsu. +9 to hit, (Ninjutsu save DC 18) B-Ranks (Cost 14): Nondetection, Earth-Style Wall, Controlled Burst Movement A-Ranks (Cost 20, 13th level): Stone Needle, Fire Devastation Genjutsu. +9 to hit, (Genjutsu save DC 18) D-Ranks (Cost 5): Bane, Bless, Detect Intention, WIS 17 (+3) CHA 13 (+1) Saving Throws Str+1, Dex +5, Con +4, Int +6, (Wis +6) Skills Illusions +8, Insight +6, Ninshou +6, Perception + 6, Stealth +5 Damage Resistances Select one of the following Nature Release Keywords: Earth, Wind, Fire, Water or Lightning. You gain resistance to damage from the corresponding nature release (Water= Cold). Senses passive perception 16 C-Ranks (Cost 9): Blur, Chakra Shatter, Genjutsu Break Taijutsu. +9 to hit, (Taijutsu save DC 18) D-Ranks (Cost 5): Dynamic Entry, Exorcism C-Ranks (Cost 9): Dragon Tail Foot, Early Sacrifice B-Ranks (Cost 14): After Image Technique, Maximum Entry Multiattack. The Jonin can make 3 unarmed attacks or 2 melee weapon attacks with their Katana or 4 ranged attacks with their Kunai. Hard to hit. When you are standing and unrestrained, attacks against you have disadvantage unless you are adjacent to two or more enemies. Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) Bludgeoning damage. You can’t hide. You have advantage when trying to detect hidden enemies. Any enemy that you can see is also visible to your allies. Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) Slashing damage. (Versatile 9 (1d10+3)) Martial Advantage. Once per turn you may deal extra damage equal to your level when you hit a target within 5ft of your allies. Kunai. Ranged Weapon Attack: +9 to hit, reach 30 ft. one target. Hit: 5 (1d4 + 3) Piercing damage. Teamwork. You have advantage on attack rolls when your target is within 5ft of an unrestrained ally. Never Back Down. When an ally you can see falls to 0 hit points, you can use your reaction to gain advantage on attack rolls and dexterity saves until the end of your next turn. Jonin takes one Elite Action at the beginning of each round to either move or take an additional Action. When the Jonin would roll any Saving throw or ability check, they may roll an additional d4. You may roll any number of d4 you have remaining. You have a 134 total number of d4 equal to your level per combat. KAKASHI HATAKE (PART 1) versatile with advanced proficiencies in all three primary forms of shinobi combat & will not hesitate to exploit an enemy’s weakness towards one they are weakest against. A Jonin from the hidden leaf village. The head of the small but influential Hatake Clan. Famed as Kakashi of the Sharingan he is one of Konoha's most talented ninja; regularly looked to for advice and leadership despite his personal dislike of responsibility. DEFENSIVELY When Kakashi has to go on the defensive he tends to find escape towards a secluded area and hide while watching his enemy, studying them to look for an opening. Kakashi will refrain from using his Sharingan unless he absolutely needs to for defense due to the strain it has on his body. Kakashi will resort to stone walling defensive tactics to hold an enemy off with jutsu such as Earth Style Wall, or Water formation Wall to create distance and put a solid surface between him and his enemies. Kakashi has had an extremely complicated but fulfilling career, becoming a Jonin at age 12, becoming an Anbu in his early teens and attaining anbu captain soon after. He soon went back to being a jonin and has failed every genin team he took on until team 7, containing Naruto, Sasuke, and Sakura. USING KAKASHI AS AN ADVERSARY Kakashi is an extremely tactical and cunning enemy who uses his Sharingan to great effect to copy his opponent’s techniques and turn it on them immediately after. OFFENSIVELY When playing with Kakashi offensively, he would prefer not to drag out conflicts longer than he absolutely needs to, due to his lower constitution and how much the Sharingan drains him. Kakashi excels at single one on one scenario’s and would work to isolate an enemy to take advantage of this strength he has. He will not hesitate to use jutsu he has copied from an enemy to throw them off their guard. Kakashi is extremely A-Rank Humanoid, Shinobi, Elite, Iconic, Hatake, Prof + 6 Level: 11 (2350 XP) Ninjutsu. +12 to hit, (Ninjutsu save DC 21) D-Ranks (Cost 5): Fire Ball, Earth Style Wall, Summoning Technique (Dogs) Armor Class 22 (Reinforced Chunin Jacket) Hit Points 210 (13d10 + 13) Chakra Points 128 (13d8 + 13) Speed 45 ft. Initiative +6 STR 14 (+2) DEX 17 (+3) CON 12 (+1) INT 20 (+5) C-Ranks (Cost 9): Hiding in Mist, Terra Shield, Shadow Clone Technique B-Ranks (Cost 14): Beast Lightning, Explosive Colliding Shockwave A-Ranks (Cost 20): Chidori, Lightning Clone Genjutsu. +8 to hit, (Genjutsu save DC 17) WIS 13 (+1) D-Ranks (Cost 5): Cause Fear, Compelled Duel CHA 12 (+1) C-Ranks (Cost 9): Blur, Mental Barrier Taijutsu. +9 to hit, (Taijutsu save DC 18) Saving Throws Dex +8, Wis + 12, Cha +6 Skills Acrobatics +9, Illusions +7, History + 11, Insight +7, Investigation +11, Ninshou +11, Perception + 13, Stealth +11, Martial Arts +8 Damage Resistances Lightning, Piercing Condition Immunity Berserk, Dazed Senses Chakra Sight 30 ft., passive Perception 23 D-Ranks (Cost 5): Exorcism, High Monk, Wild Dance C-Ranks (Cost 9): Early Sacrifice, Grass Palm, Intersection Counter Multiattack. Kakashi can make 2 melee unarmed attacks or 3 ranged attacks with his Serrated Kunai. Sneak Attack. Once per turn, Kakashi deals an extra 21 (6d6) damage when it hits a target with a melee attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kakashi. Cunning Action. You can dash, disengage, or hide as a bonus action. Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage. Serrated Kunai +1. Melee Weapon Attack: +10 to hit, reach 60 ft. one target. Hit: 11 (2d4 + 5) Slashing damage. Iconic Determination. Kakashi gains 6 additional Tenacity die. Savage Strike. Once per turn, when you strike a creature who are suffering from the Dazed, Poisoned, Burned, Shocked, or Restrained Condition, you deal the maximum possible damage. Sharingan Dodge. As a reaction you can spend 10 chakra to add a +2 bonus to your AC and Dexterity Saving Throws until the start of your next turn. This stacks. Kakashi takes one Elite Action at the beginning or end of each round to either move or take an additional Action. When Kakashi would roll any Saving throw or ability check, they may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat. Copy Wheel. When a creature you can see casts a jutsu within 30 feet of you, you can use your reaction to cast the same jutsu at that creature. White Chakra. Ninjutsu you cast with the Lightning Release Keyword, have a reduced Cost of -3. 135 KIDOMARU in melee fights so force the conflict into a battle of attrition and range. Disengage, dodge, dash and escape as often as possible to create distance. Kidomaru is a shinobi of the Sound Village and a core member of the Sound Four. Originally a prisoner, forced to fight other prisoners to the death in battle royales. By surviving his matches, he proved himself to be one of the four strongest of Orochimaru's prisoners and as such were made one of his bodyguards. USING KIDOMARU AS AN ADVERSARY Kidomaru is the most tactical and intelligent member of the sound four and should be represented as such in combat. OFFENSIVELY When playing with Kidomaru offensively always be the one who forces the conflict to take place at a distance with his enemy always being about 90-120 feet away to supplement his extreme range. Remaining in stealth helps as well with attacking his targets with advantage while they are at a massive range and information disadvantage. Kidomaru will utilize History & Insight checks to gather as much information as he can about an enemy’s abilities or blood line traits before engaging them haphazardly. DEFENSIVELY When playing Kidomaru your goal is to never need to be in a melee scrap with your enemy if they are in any way competent in their martial abilities. Your strength is not Ninjutsu. +9 to hit, (Ninjutsu save DC 17) C-Rank, Humanoid, Sound Four, Elite, Lurker, Tsuchigumo, Prof + 6 Level: 9 (2000 XP) D-Ranks (Cost 5): Web Bind, Spiders Cocoon, Sticky Gold C-Ranks (Cost 9): Spider Web Area, Spider Web Flower, Spider Web Wall Armor Class 18 (Unarmored) Hit Points 95 Chakra Points 95 Speed 30 ft. Initiative +7 STR 11 (+0) DEX 18 (+4) CON 15 (+2) B-Ranks (Cost 14): Spider Art: Terrible Split A-Ranks (Cost 20): Spider Nest Summoning: Rain of Spiders Taijutsu. +9 to hit, (Taijutsu save DC 17) D-Ranks (Cost 5): Multishot bow Technique, Soul Hunt INT 19 (+4) WIS 17 (+3) C-Ranks (Cost 9): Cypress Impact, Crescent Moon Impact, CHA 10 (+0) Multiattack. Kidomaru can make 2 ranged attacks with his gold bow Saving Throws Dex +6, Int +6 Skills Acrobatics +10, Chakra control +8, History +10, Insight +9, Perception +9 Senses passive perception 19 Gold. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage. Gold Bow. Ranged Weapon Attack: +10 to hit, reach 300ft., one target. Hit: 12 (2d6+4) piercing damage. Primary Target. As a bonus action, mark one creature you can see within 60 feet. A creature marked by this feature cannot gain the benefits of stealth. Additionally, they take additional damage equal to your level. Kidomaru can make take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions. Guerilla. When you make an attack while hidden, you don’t reveal yourself and can remain in hiding. Lethal Efficiency. When you hit a creature with a ranged attack, you can spend 15 chakra. The attack automatically is treated as a critical hit. When you score a critical in this way, you do not double the damage die, instead you triple your damage modifiers or bonus damage. Third Eye. You gain a +5 to passive perception and perception checks made using sight, and can make ranged weapon attacks at double their normal range. Web Weapons. Hand Scythes, Quarterstaffs, Whips, Longbows, Shortbow’s & bow ammunition (arrows) you wield are enhanced with web and score a critical hit on a roll of 19-20. Teamwork. You have advantage on attack rolls when your target is within 5 feet of an unrestrained ally. Curse Seal, Level 1. Kidomaru enters the first state of the cursed seal. For 1-minute Kidomaru’s dexterity is increased to 22 (+6) and Spider Art: Terrible Split deals an additional 2d10 damage. Curse Seal, Level 2. Kidomaru enters the next level of his curse seal. For a 5 rounds, Kidomaru’s dexterity is increased to 26 (+8) and Spider Art: Terrible Split deals an additional 1d10 and adds twice his Dexterity modifier to the damage. Attack. Kidomaru is able to makes one attack using Spider Art: Terrible Split as both an Action or reaction. When Kidomaru would roll any Saving throw, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total 136 number of d4 equal to your level per combat KIMIMARO defenses than your offense. When you feel they have a much tougher opponent result to combing your Dance of Clematis: Flower & Dance of Clematis: Vine to secure a guaranteed strike. Or you can blanket the battlefield with Dance of the Seedling Fern. was the sole survivor of the Kaguya clan. Upon dedicating his life to Orochimaru, he became the leader of the formerly-named Sound Five. USING KIMIMARO AS AN ADVERSARY DEFENSIVELY When playing Kimimaro defensively, you should always utilize your legendary actions to counter melee attacks using Dance of the Willow. Kimimaro was noted by Orochimaru and Kabuto as the most powerful member of the Kaguya clan, with his combat skills far outclassing the entire Sound Four. OFFENSIVELY When playing as Kimimaro, his entire combat focus is to overwhelm his opponents with martial superiority and his unique bone-based bloodline limit mixed with his extremely proficient skill in taijutsu and bukijutsu allowing him to utilize a variety of simple & martial weapons without the need to actually have the weapons on hand to fight with, constantly switching up his fighting style to throw his enemies off. Kimimaro should always use taijutsu aggressively against his enemy’s pressuring them none stop with taijutsu like Dance of Camellia every round until they prove to have better B-Rank, Humanoid, Sound Four, Elite, Striker, Prof + 6 Level: 10 (2000 XP) Taijutsu. +12 to hit, (Taijutsu save DC 23) D-Ranks (Cost 5): Dance of the Camellia, Dance of the larch, Dance of Bullet Seedlings Armor Class 21 (Unnatural Defense) Hit Points 181 Chakra Points 123 Speed 45 ft. Initiative +11 STR 14 (+2) DEX 22 (+6) CON 14 (+2) INT 11 (+0) C-Ranks (Cost 9): Dance of the Willow, Ten-Finger Drilling Bullets B-Ranks (Cost 14): Dance of the Clematis: Flower, Dance of the Clematis: Vine A-Ranks (Cost 20): Dance of the Seedling Fern WIS 17 (+3) CHA 11 (+0) Multiattack. Kimimaro can make 3 Weapon attacks with his Bone Sword. Bone Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (1d8 + 6) damage. Saving Throws Str +7, Dex +11, Con +7 Skills Acrobatics +12, Insight +9, Perception +9, Martial Arts +8 Senses passive perception 19 Unnatural Defense (Unique). Kimimaro’s AC is Calculated as follows 10 + Half Prof + Dex + Str. Tough. Kimimaro has advantage on Constitution saving throws and Ability checks. Savage Assault. You can conjure a up to two melee weapons from your body and gain proficiency with that weapon. As a Bonus action, you can switch one of weapons for another. Revenge. Kimimaro deals 10 additional damage against anyone that has dealt damage to him within the last round. Press the attack. You have advantage on attack rolls against bloodied targets. Backstab. If you have advantage on your attack, add 10 extra damage to the triggering attack. Martial Advantage. Once per turn you may deal 10 extra damage when you hit a target within 5ft of your allies. Blood fury. When your hit points fall below 50% (90 hp): -2 AC & +4 to attack and damage rolls. Savage Battle Instincts. As a bonus action, roll 2d4. Add the result to your AC until the beginning of your next turn. Shikotsumayaku Stance. You can use Dexterity for attack and damage rolls and save DC’s of Kaguya clan jutsu. Additionally, add your Dexterity to all damage rolls using your Kaguya Clan Jutsu. 137 Kimimaro can make take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions. Curse Seal, Level 1. Kimimaro enters the first state of the cursed seal. For 1-minute Kimimaro’s strength & dexterity is increased to 26 (+8). Curse Seal, Level 2. Kimimaro enters the next level of his curse seal. For a 5 rounds, Kimimaro strength & dexterity is increased to 28 (+9) Attack. Kimimaro is able to makes one attack using Dance of Camellia or Dance of Bullet Seedlings. Move. Kimimaro can move up to his speed without provoking opportunity attacks Defend. Kimimaro can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn. When Kimimaro would roll any Saving throw, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat KISAME HOSHIGAKI (PART 1) Kisame, feared as the Monster of the Hidden Mist was a shinobi of the mist village Hoshigaki Clan. After joining the Seven Ninja Swordsmen of the Mist, he became a Srank missing-nin and was partnered with Itachi Uchiha when the latter joined Akatsuki. USING KISAME AS AN ADVERSARY Kisame is a physical powerhouse with enough physical power to match Might Guy who could activate 7 of the 8 gates. OFFENSIVELY Kisame is a powerhouse well known for his immense chakra reserves and extreme stamina and he is more than willing to use this to his advantage along with his massive great sword Samehada, also known as Sharkskin. Kisame will attack with this aggressively targeting enemies who seem to have weaker chakra reserves as each attack will drain chakra from the target. If he finds himself in a situation where he is dealing with a competent combatant, he will resort to his massive water release jutsu that affects large areas. DEFENSIVELY Kisame’s defensive potential relies entirely on his raw stamina opting to instead tough through it instead of trying to actively defend against attacks. Ninjutsu. +13 to hit, (Ninjutsu save DC 20) S-Rank Humanoid, Akatsuki, Solo, Iconic, Hoshigaki Prof + 7 Level: 12 (8,000 XP) D-Ranks (Cost 5): Sensing Water Sphere, Water Pillar Thrust, Water Shield C-Ranks (Cost 8): Water Clone, Wall of Water, Water Bullet, Water Trumpet Armor Class 23 (Shark Skin) Hit Points 796 Chakra Points 796 Speed 50 ft. Initiative +7 STR 20(+5) DEX 11 (+0) CON 21 (+5) B-Ranks (Cost 11): Explosive Colliding Shockwave, Shark Bomb, Water Fang A-Ranks (Cost 14): Water Severing Wave, Water Dragon Taijutsu. +14 to hit, (Taijutsu save DC 21) D-Ranks (Cost 5): INT 18 (+4) WIS 13 (+1) C-Ranks (Cost 8): CHA 10 (+0) Multiattack. Kisame can make 3 attacks with Samehada. Saving Throws Str +12, Con +12, Int +10 Skills Athletics +12, Chakra Control +12, Insight +8, Intimidation +7 Damage Resistances Cold, Bludgeoning Condition Immunity Exhaustion, Frightened, Poisoned Senses passive perception 11 Samehada. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) Slashing damage. On a hit the target loses chakra equal to the damage dealt. Kisame regains the chakra equal to the chakra the target loses. Shark Skin. You use constitution instead of dexterity for AC Apex Predator. Until the beginning of your next turn, you have advantage on attack Melee Attacks you make against a single target. All attacks targeting you gains advantage. Kisame can take 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Kisame regains spent legendary actions at the start of his turn. Wrath of the Deep. When you would make a melee weapon attack at a creature, while underwater, you can use your bonus action to make one additional melee weapon attack. Attack. Kisame makes one attack using a Ninjutsu of C-Rank or Lower or with Samehada. Iconic Power. Your damage cannot be reduced by any more than 5. Dodge. Kisame can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn. Iconic Strength. You roll all Constitution Checks and saving throws at Advantage Iconic Determination. You gain 3 additional uses of Legendary Resistance per day. Chakra Balance (Unique). You can convert chakra into Hit points at a rate of 2 Chakra per 1 hit point. 138 When Kisame would roll any Saving throw, ability check or attack roll they may roll an additional d6. You may roll any number of d6 you have remaining. You have a total number of d6 equal to your level per combat. MONKS Monks are individuals who have practiced in one of the many different ninja temples across the land. While these people are not ranked under any villages formal system (Genin, Chunin etc.) they have ninjutsu training superior to that of an average genin but not quite on the same level as an experienced chunin. B-Rank Humanoid, Monk, Standard, Striker, Prof + 3 Level: 3 (150 XP) Armor Class 15 (Leather Armor) Hit Points 31 (3d10+ 3) Chakra Points 19 (3d8 + 3) Speed 45 ft. Monks from temples would generally be brought to conflict if their sacred land is being disrespected in any way such as threats of violence, disrespect to their faith, or attacks on any of their monasteries or personnel. STR 16 (+3) SCALING ENEMY • Level 4+. Increase the Monks Hit & Chakra points. For • • INT 8 (-1) WIS 12 (+1) CHA 10 (+0) Fiery Block (Unique, Level 5). The monk adds 5 to its AC against one melee attack that would hit it as a reaction. To do so, the monk must see the attacker. If the attack misses, the attacker takes 10 (2d6+3) fire damage To upscale a monk up to 6th Level, perform the following steps at each level. • CON 12 (+1) Saving Throws Str+5, Dex +3 Skills Acrobatic +4, Athletics +6, Chakra Control +4 Senses passive Perception 10 While this enemy is representative of a moderately skilled monk their individual skill ranges between levels 3-6. The below Adversary block details a base level 3 Monk. • DEX 12 (+1) every additional level, increase their Hit points by 1d10+1 (7) and their Chakra points by 1d8+1 (6). Level 4: The Monk increases his Str by +2 and Dex by +2. Increase all relevant skills, saves, AC, attack bonuses, damage modifiers. Level 4. The monk’s proficiency (Prof) bonus increases by +1, This increases their AC, Skills, Saving Throws, Save DC’s, and to hit bonuses by +1 Level 5. The Monk gains the Fiery Block Feature and the multi attack feature Level 6. The Monk gains the Three-point strike Feature & can cast C-Rank jutsu. Three-Point Strike (Unique, Level 6, Recharge 7-8). The monk makes three unarmed attacks against one target. If three of the attacks hit, the target is stunned until the end of its next turn. Taijutsu. +6 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): Avalanche Dance, Bestial Fury Kick, Clawing Swift Fang C-Ranks (Cost 9, 6th level): Adamantine Acala, Dragon Tail Foot Multiattack. The monk can make 1 attack with their unarmed and 1 attack with their quarterstaff. Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) Bludgeoning damage. Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage. 139 NARUTO UZUMAKI (KID) Naruto is a shinobi of Konohagakure's Uzumaki clan. He became the jinchūriki (Literally meaning: Host) of the Nine-Tails on the day of his birth — a fate that caused him to be shunned by most of Konoha throughout his childhood. After joining team Kakashi, Naruto worked hard to gain the village's acknowledgement all the while chasing his dream to become Hokage. USING NARUTO (KID) AS AN ADVERSARY Naruto is a pest and an extreme pain to deal with in drawn out conflicts. Naruto should always act that way, overwhelming his enemies with numbers from his multi-shadow clone jutsu. And when things get hectic, he can call on the Nine-tailed fox for some assistance. OFFENSIVELY Naruto is like a battery. He keeps going well after most enemies have run out of steam. Naruto will assault his enemy with a consistent wave of Shadow clones to overwhelm them. His clones can and should repeatedly use Rasengan until he scores a direct hit. DEFENSIVELY Naruto’s best defense is his tenacity. He is well equipped to send in wave after wave of shadow clone in to deal with threats far before he is willing to get hurt directly himself or to assist him in getting the upper hand. Naruto should always be prepared to Shadow clone Switch which allows him to swap places with a shadow clone if he would be hit instead of one of them. B-Rank, Humanoid, Shinobi, Elite, Iconic, Prof + 5 Level: 8 (1600 XP) Ninjutsu. +10 to hit, (Ninjutsu save DC 19) Armor Class 19 (Studded Leather) Hit Points 214 Chakra Points 286 Speed 40 ft. C-Ranks (Cost 8): Rasengan, Shadow Clone Technique STR 16 (+3) DEX 15 (+2) CON 20 (+5) D-Ranks (Cost 5): Chakra Leaping, Chakra Skin, Summoning Technique (Toads) B-Ranks (Cost 11): Multi-Shadow Clone Technique Taijutsu. +8 to hit, (Taijutsu save DC 17) D-Ranks (Cost 5): Clawing Swift Fang, Rising Dragon, Iron Strike INT 9 (-1) WIS 12 (+1) C-Ranks (Cost 8): Whirlwind Death Drop CHA 18 (+4) Multiattack. Naruto can make 2 unarmed strike attacks. Saving Throws Str +9, Dex +8, Con +11 Skills Athletics +8, Acrobatics +7, Chakra Control +15 Senses passive Perception 11 Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) Bludgeoning damage. Fuma Shuriken. Ranged Weapon Attack: +7 to hit, reach 50/100 ft. one target. Hit: 7 (1d8 + 2) Slashing damage. Advanced Study. Naruto can Upcast Ninjutsu he has, up to A-Rank Fundamental Difference. Naruto can use Constitution instead of Intelligence to calculate Ninjutsu attack bonuses and Save DC. Clone Master (Unique). Naruto’s shadow clones can each act independently at his command, can move up to 240 feet away from him, they each have 16 chakra points can take bonus actions and reactions, and deal full damage with jutsu they cast. Chakra Reserves. Naruto has an additional 143 chakra he can use alongside his listed Chakra points. Shadow Clone Switch (Unique). As a Reaction to being hit, Naruto can immediately swap places with a shadow clone allowing it to take the damage instead of himself. He must have a Shadow clone up and active for this feature to work. Unlimited Potential. When Naruto clashes with a creature he makes his clash check at advantage. Strength of Will. Naruto has advantage on Charisma saving throws 140 Naruto can make take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions. Sealed Beast, Level 1. Naruto enters the first state of the Sealed Beast. For 1-minute Naruto’s strength & constitution is increased to 24 (+8). Additionally, Naruto gains access to an additional 120 Chakra. Sealed Beast Seal, Level 2. Naruto enters the next level of his Sealed beast. For 1 minute, Naruto gains 100 Temporary hit points and increases damage dealt by 2 damage die. Attack. Naruto is able to move and make one unarmed attack or Casts a Jutsu. When Naruto would roll any Saving throw, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat Creature Level: 8 Creature Level: 4 C-Rank, Toad, Neutral, Proficiency + 5 D-Rank, Toad, Neutral, Proficiency + 5 Armor Class 16 (Natural Armor) Hit Points 59 (8d8+16) Chakra Points 68(8d10+16) Speed 40ft STR 12(+1) DEX 14(+2) CON 14(+2) Armor Class 14 (Natural Armor) Hit Points 27 (4d8+4) Chakra Points 32(4d10+4) Speed 30ft INT 16(+3) WIS 12(+1) CHA 10(+0) STR 12(+1) DEX 12(+1) CON 12(+1) INT 14(+2) WIS 12(+1) CHA 10(+0) Saving Throws Con +7, Int +8 Skills Athletics +6, Acrobatics +7, History +8 Senses Keen Sight Attack Bonus: +8 Save DC: 14 Saving Throws Con +5, Int +7 Skills Athletics +6, Acrobatics +6, History +7 Senses Keen Sight Attack Bonus: +7 Save DC: 12 Simple Weapon Prof. Gamakichi has proficiency with a simple melee weapons Simple Weapon Prof. Gamakichi has proficiency with a simple melee weapons Amphibian. Gamakichi can breathe both water and air Amphibian. Gamakichi can breathe both water and air Keen Sight. Gamakichi has advantage on perception checks Keen Sight. Gamakichi has advantage on perception checks Multiattack. Gamakichi can make two tongue attacks or two Kunai attacks. Tongue. Melee Weapon Attack: +6 to hit, reach 15ft., one target. Target creature must make a Strength saving throw being grappled and restrained on a failed save. Tongue. Melee Weapon Attack: +7 to hit, reach 15ft., one target. Target creature must make a Strength saving throw being grappled and restrained on a failed save. Kunai. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) Bludgeoning damage Kunai. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 2) Bludgeoning damage Ninjutsu. +7 to hit, (Ninjutsu save DC 12) D-Ranks (Cost 5): Starch Syrup Gun, Wild Bubble Wave Ninjutsu. +8 to hit, (Ninjutsu save DC 14) D-Ranks (Cost 5): Starch Syrup Gun, Water Formation: Puddle C-Ranks (Cost 9): Water Bullet, Water Trumpet 141 OROCHIMARU (PART 1) extremely potent poisons. If he is confronted with a powerful foe, he will act to summon Manda, his SRanked Summoning creature to fight alongside him. Orochimaru, is one of the leaf villages legendary Sannin. With a life ambition to learn all of the world's secrets, Orochimaru seeks immortality so that he might live all of the lives necessary to accomplish his task. After being caught red-handed performing unethical experiments on his fellow citizens for the sake of this immortality, Orochimaru defected from Konoha rather than be persecuted for his ambitions, and for many years sought the village's destruction in order to take revenge and demonstrate what he had learned. DEFENSIVELY Orochimaru will generally allow an opponent to strike him while substituting with a Earth Clone, Substitution, or any other trickery based jutsu he knows to avoid direct damage. USING OROCHIMARU AS AN ADVERSARY Orochimaru is a devastatingly cunning and effective combatant. Orochimaru should always act as someone who while not oppressively powerful, has options to answer most opponents attacks against him. OFFENSIVELY Orochimaru will usually act to restrain a target then attack while they are unable to defend themselves. He has a mastery of multiple nature releases and is completely capable of countering an opposing nature release with its superior element. He also makes use of S-Rank, Humanoid, Sound, Solo, Iconic, Mutant, Prof + 6 Level: 12 (8000 XP) Ninjutsu. +14 to hit, (Ninjutsu save DC 23) Armor Class 24 (Studded Leather) Hit Points 891 Chakra Points 891 Speed 50 ft. C-Ranks (Cost 9): Darkness, Chakra Tentacles, Hiding in Shadow Technique, Poison Weapon Technique, Sealing Art: Chakra Dispel, Sealing Art: Curse, Earth Clone, Great Breakthrough STR 16 (+3) DEX 18 (+4) CON 19 (+4) INT 23 (+6) WIS 16 (+3) D-Ranks (Cost 5): Ensnaring Strike, Oppressive Aura, Shadow Snake Bite, Sensing Technique, Bedrock Coffin B-Ranks (Cost 14): Curse of Prey, Death Ward, Gift of the Apex, Nondetection, Summoning: Rashomon, Earth-Style Wall CHA 17 (+3) A-Ranks (Cost 20): Vampiric Touch, Regenerate, Sealing Art: Wilt S-Ranks (Cost 25): Summoning Technique (Snakes), Four Yang Formation Saving Throws Str +10, Dex +11, Con +11, Int +7, Wis +4, Cha +4 Skills Athletics +9, Acrobatics +10, Chakra Control +11, Deception +15, Insight +9, Intimidation +10, Stealth +16 Damage Resistance Fire, Cold, bludgeoning, piercing and slashing Damage Immunity Poison (Modified Biology), Necrotic (Modified Biology) Condition Immunity Dazed, Exhaustion, Frightened, Weakened, Paralyzed, Poisoned (Modified Biology/Physique) Senses passive perception 18, Dark vision 60ft, Tremorsense 30ft Genjutsu. +12 to hit, (Genjutsu save DC 21) D-Ranks (Cost 5): Bane, Cause Fear, Ineptitude, Sealing Art: Delusions, Vipers Grip C-Ranks (Cost 9): Pythons Glare, Chakra Shatter, Enthrall, Suggestion B-Ranks (Cost 14): Effortless Paralysis, Fear, Unmistakable Fear A-Ranks (Cost 20): Bringer of Darkness, Die Taijutsu. +13 to hit, (Taijutsu save DC 22) D-Ranks (Cost 5): 1-Strike Slash, 2-Cross Slash, Weapon Deflect Iconic Resistance. Orochimaru is resistant to all damage he takes each turn unless the total damage he takes in a single turn is at least 36 damage. C-Ranks (Cost 9): Afterglow, Crescent Moon Beheading Iconic Determination. Orochimaru has 2 additional uses of Legendary Resistance. Potent Casting. Three times per combat Orochimaru can maximize the damage of one jutsu he casts. Aura: Disruptive. All enemies within 10ft of you have disadvantage on saving throws. Unkillable Sanin. If damage reduces you to 0 hit points, make a constitution saving throw with a DC of 5 + Half the damage taken. On a success you drop to 1 hit point instead. Blood of Thousands. Orochimaru has some of the most powerful DNA in his body, granting him inhumane regeneration. He regains 45 Hit points at the start of each round, the first time he falls to 50% Hit points. This regeneration lasts for 1 minutes, after which it ends. Modified Biology. (See Resistances and Immunities) Multiattack. Orochimaru can make 3 attacks with Grass Cutter. Grass Cutter. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) Slashing damage. This Katana scores a critical hit on a roll of 18- 20 Orochimaru can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Orochimaru regains spent legendary actions at the start of his turn. Attack. Orochimaru can move up to his current speed and can cast a Jutsu of C-Rank or Lower or attack 3 times with Grass Cutter. Defend. Orochimaru can move up to his current speed and raises his guard, increasing his AC by 1d6 until the end of the next turn. Modified Physique. (See Resistances and Immunities). 142 If Orochimaru fails a saving throw, He can choose to succeed instead Poison Sacks. Your Bites deal an additional 3d6 Poison damage. Hunter. When you attack a creature, who has not acted yet, is surprised, or who cannot see you, you deal 6d4 additional damage. Gargantuan Snake, Sage Beast, Prof + 6 Level: 20 Apex. Manda scores a critical strike on its Bite attack on a roll of 17, 18, 19, or 20. Armor Class 22 Hit Points 492 Chakra Points 259 Speed 70 ft. STR 16 (+3) DEX 20 (+5) Ninjutsu. +13 to hit A-Ranks (Cost 20): Fire Devastation, Fire Storm, Vacuum Serial Waves CON 14 (+2) INT 14 (+2) WIS 11 (+0) S-Ranks (Cost 25): Fanned Wind, Incinerating Dragon Fire CHA 20 (+5) Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 5) Slashing + 11 (3d6) Poison Damage. Saving Throws Dex +12, Cha +12 Skills Athletics +9, Perception +6, Stealth +11 Senses Darkvision 60ft, Keen Smell Attack Bonus: +13 Save DC: 23 Devils Glare. When you would make a bite attack, you may instead glare at a creature that you can see within 60 feet of you. That creature makes a Charisma saving throw. On a failed save they are Paralyzed until the end of their next turn. A creature Paralyzed this way becomes immune to this feature for 24 hours.. 143 SAKON & UKON DEFENSIVELY When playing Sakon & Ukon defensively they are very competent martial fighting wanting to keep close and disallow their enemy from breaking conflict to regroup. Sakon should always opt to utilize their defensive jutsu to keep themselves from sustaining more damage than they need to otherwise. Sakon and his older brother Ukon were twin brothers from the sound village and the apparent leader(s) of the Sound Four. USING SAKON & UKON AS AN ADVERSARY Sakon & Ukon were noted by Orochimaru to be the strongest and Fastest members of the entire sound four easily matching that of a jonin’s level. Having a unique blood line limit allowing them to fuse together or separate turning a single fight into a multi-person conflict in an instant. OFFENSIVELY When playing with Sakon & Ukon they usually remain fused together until they absolutely have to separate. They excel in physical combat shown by their need to use extremely flashy attacks to prove their dominance. If forced into a conflict he wasn’t prepared for, they will infect their enemy with their Parasitic Cell Invasion attack breaking down their opponent from the inside. Taijutsu. +10 to hit, (Taijutsu save DC 18) C-Rank Humanoid, Sound Four, Elite, Striker, Prof + 5 Level: 9 (2000 XP) D-Ranks (Cost 5): Brace, Exorcism, High Monk, Iron Strike, Praying Strike C-Ranks (Cost 9): Early Sacrifice, Erupting Falling Stomp, Fist Slam, Intersection Counter Armor Class 18 (Unarmored) Hit Points 291 Chakra Points 210 Speed 45 ft. STR 18 (+4) DEX 14 (+2) CON 18 (+4) B-Ranks (Cost 14): Machine Gun Punch INT 13 (+1) WIS 15 (+2) Multiattack. Sakon & Ukon can make 3 unarmed strike attacks CHA 12 (+1) Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage. Saving Throws Str +9, Dex +9 Skills Acrobatics +6, Athletics +9, Chakra control +9, History +7, Insight +5 Senses passive perception 10 Parasitic Cell Invasion. When you hit a target with a melee attack, the target must succeed a DC 18 constitution saving throw. On a failed save, Ukon invades their body. The target is not immediately aware he is inside them. While infecting the target, they cannot regain hit points under any circumstance. Hit points regained is instead transferred to you as if the healing were targeting you. Parasitic Cells (Unique). If you have a target under the effect of your Parasitic Cell invasion attack, you regain hit points equal to half the damage you deal. Split Push (Unique). Ukon splits off from Sakon creating a second body. As a bonus action Ukon leaves Sakons body for up to 10 minutes. For the duration Ukon acts as his own character with his own initiative count. Ukon shares the same Ability Scores, level, jutsu bonuses and saving throws as Sakon, but when he separates, he reduces Sakon’s current hit and chakra points by half gaining the reduced amount. Any damage he takes is transferred to Sakon when they refuse at the end of this duration. Sakon gains Ukon’s Hit and chakra points when they combine again. When they split, they each gain an Elite action, one at the beginning of the round, one at the end. They share Tenacity die. Sakon & Ukon can make take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions. Curse Seal, Level 1. Sakon & Ukon enters the first state of the cursed seal. For 1-minute Sakon & Ukon Strength is increased to 22 (+6) and they can make 4 unarmed strike as a part of their multiattack. Savage Assault. Once per turn, add 9 to the damage of a single attack. Curse Seal, Level 2. Sakon & Ukon enters the next level of his curse seal. For a 5 rounds, Sakon & Ukon Strength is increased to 26 (+8), and they can make 5 unarmed strikes as a part of their multiattack. Also, when you cast Machine gun punch, you now make a number of attacks equal to twice Sakon & Ukon’s Proficiency bonus. Press the Attack. You have advantage on attack rolls against bloodied targets (Less than 50% hit points). Attack. Sakon & Ukon is able to move and make and cast Machine gun Punch or make three attacks with an unarmed strike. When Sakon & Ukon would roll any Saving throw or ability check, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat 144 SAKURA HARUNO (KID) Sakura is a kunoichi of Konohagakure. When assigned to Team 7, Sakura quickly finds herself illprepared for the duties of a shinobi. However, after training under the Sannin Tsunade, she overcomes this. Kid Sakura has learned how to maximize her lower-than-average statistics to maximize her combat potential. This Sakura is based on Kid Sakura’s showings from both the Anime, Manga and all of her Movie showings with her as a kid. USING SAKURA (KID) AS AN ADVERSARY Sakura is not a strong combatant and instead better suited to support her allies from the background with weapon technique, ninja tools, and enhancing her allies combat tactics. If she has to engage in single combat, she exerts bursts of speed in strength that doesn’t last long but is extremely potent regardless. OFFENSIVELY When playing with Sakura offensively she has few options outside of exerting her chakra enhanced strength. She does not have many direct combat abilities or jutsu, she is better suited to control and misdirection, but she can leave a bruise or take down an enemy with a well-timed Fist Slam to try to take them down. DEFENSIVELY Sakura is best playing on the defensive. She works best when keeping enemies at bay while her allies prepares their devastating attacks. If she is ever in a scenario where she does not have her allies to depend on she will attempt to escape, hide, then set traps for her opponents to fall prey too. C-Rank, Humanoid, Shinobi, Elite, Iconic/Controller, Prof + 5 Level: 8 (800 XP) Armor Class 16 (Studded Leather + Iron Fist) Hit Points 114 Chakra Points 114 Speed 30 ft. STR 14 (+2) DEX 13 (+1) CON 10 (+0) INT 16 (+3) WIS 17 (+3) CHA 12 (+1) Saving Throws Dex +8, Int +7, Cha +7 Skills Acrobatics +6, Chakra Control +10, Illusions +8, History +8, Insight +8, Investigation +8, Perception +8, Stealth +6 Senses passive Perception 18 Iconic Presence. Sakura is immune to Charisma based checks and effects. Additionally, she cannot be charmed or controlled by other creatures. Traps. Sakura can set traps. She has access to the following three traps; Snaring Trap (Intelligence Operative), Kunai Trap (Intelligence Operative), and Net Trap (Hunter-Nin, Trapsmith) Never Abandon a Friend. When an ally you can see falls to 0 hit points, on your turn, you can spend an action to move up to 5 feet from your ally, and restore hit points to them equal to 5 times your proficiency bonus. You can do this once per ally, per combat. Slug Fist (Unique). Sakura’s unarmed Damage die is 1d8, she has a +1 bonus to her AC, and When she casts Fist Slam, her target does not need to be prone. Ninjutsu. +8 to hit, (Ninjutsu save DC 16) E-Ranks (Cost 2): Chakra Movement, Chakra Blow, Enhanced Skill, Light D-Ranks (Cost 5): Body Flicker, Chakra Skin, Substitution Technique Genjutsu. +8 to hit, (Genjutsu save DC 16) E-Ranks (Cost 2): Clone, Release, Transform D-Ranks (Cost 5): Bless, Confidence, Comprehend Languages, Taijutsu. +7 to hit, (Taijutsu save DC 15) D-Ranks (Cost 5): First Heavenly Breath: Inhale, Rushing Lion, Iron Strike, Wire Trap C-Rank (Cost 9): Fist Slam. Multiattack. Sakura can make 2 Unarmed Strike attacks or 3 Shuriken attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) Slashing damage. Shuriken. Ranged Weapon Attack: +6 to hit, reach 30/120 ft. one target. Hit: 4 (1d4 + 1) Slashing damage. Explosive Kunai (Recharge 3-4). Ranged Weapon Attack: +6 to hit, 30/120 ft. One target. Hit: 5 (1d4 + 2) Piercing damage. Regardless of a hit or miss, creatures within 10 feet of your target must succeed a DC 15 Dexterity saving throw taking 5d4 fire damage on a failure or half as much on a success. Sakura can make take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions. Attack. Sakura is able to makes one attack using her Unarmed Strike, Shuriken, or she can get an additional attempt to recharge Explosive Kunai. Defend. Sakura can use an Elite action to take additional reactions up to 1 reaction per triggering creatures turn. When Sakura would roll any Saving throw, she may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat 145 SAMURAI Samurai are a military power similar to shinobi, though not nearly as widespread. Samurai and shinobi are noted to have first diverged in how they received the teachings of Ninshou: samurai were more spiritual and idealistic, while shinobi focused on using their chakra to keep people's bonds alive. Only the Land of Iron continues to use samurai, with all other countries having since opted to use shinobi. SCALING ENEMY While this enemy is representative of a highly skilled swordsman taught the way of the sword with enough finesse and skill to combat shinobi, their individual skill ranges between levels 8-12. The below Adversary block details a base level 8 Samurai. B-Rank, Humanoid, Samurai, Standard, Striker, Prof + 5 Level: 8 (800 XP) Armor Class 23 (Samurai Armor) Hit Points 88 (4d10 + 32) Chakra Points 64 (4d8 + 32) Speed 45 ft. To upscale a Samurai up to 8th Level, perform the following steps at each level. • Level 9+. Increase the Samurai’s Hit & Chakra points. • • • • • For every additional level, increase their Hit points by 1d10+4 (10) and Chakra points by 1d8+4 (9). Level 9. The Samurai can begin to cast B-Rank Jutsu. Level 10. The Samurai gains the Brave Feature Level 10. The Samurai’s Proficiency (Prof) bonus increases by +1. This increases their Skills, Saving Throws, Save DC’s, and to Hit bonuses by +1 Level 11. The Samurai increases their Str and Con by +2. Increase all relevant skills, saves, AC, attack bonuses, damage modifiers, Hit points or chakra points. Level 12. The Samurai increases their Strength by +2 and gains the Savage Flurry Feature. STR 22 (+6) DEX 12 (+1) CON 18 (+4) INT 10(+0) WIS 10 (+0) CHA 8 (-1) Saving Throws Str +10, Dex +0, Con +8, Int -1, Wis -1, Cha -2 Skills Athletics +11, Chakra control +9, Insight +5 Senses passive Perception 10 Samurai Armor Mastery (Unique). Disadvantage on Stealth checks but all damage is reduced by 5, excluding chakra reduction and psychic damage. Brave (Unique, Level 10). The Samurai has advantage on saving throws against being frightened. The samurai also gains advantage on attacks against fear targets. Revenge. The Samurai deals additional damage equal to its level against any creature that has dealt damage to it within the past round. Savage Flurry (Level 12). The Samurai can make two Katana attacks as a bonus action. Versatile Weapon Expert. The Samurai has a +1 bonus to attack and damage rolls with its Katana. Also, if it hits a creature at least twice in the same action with the Katana, the target creature gains 1 stack of bleeding. Honorable. While the samurai is engaged with a hostile creature, and the samurai and its allies are not outnumbering their enemies, adds 1d4 to its Melee weapon attacks made with its Katana. Taijutsu. +12 to hit, (Taijutsu save DC 21) D-Ranks (Cost 5): 2-Cross slash, Flying Swallow Cross Cut C-Ranks (Cost 9): Chakra Sabre, Dancing Blade Risk, Heavenly Punishment B-Ranks (Cost 14): Ichimonji Multiattack. The Samurai can make 2 melee attacks with their Katana and one melee attack with their Tanto. Katana. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 7) Slashing damage. Tanto. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) Slashing damage. Rising Tide (Recharge 5-6). As an action the samurai roars loudly showing their focus and drive to win. Hostile Creatures who can see and hear the samurai within 30 feet, must succeed a DC19 Wisdom saving throw to resist gaining 1 rank of fear for 1 minute against the Samurai. A frightened creature remakes their save at the end of each of their turns to end the fear condition. A creature who passed this attacks saving throw become immune to it for 24 hours. 146 SASUKE UCHIHA (KID) DEFENSIVELY Sasuke is a skilled physical fighter, able to hold his own against some of the strongest taijutsu fighters such as rock lee or Naruto. Sasuke will capitalize on his Sharingan Dodging potential and Substitution to ensure he doesn’t take as much damage as he normally would. Sasuke is one of the last surviving members of Konohagakure's Uchiha clan. After his older brother, Itachi, slaughtered their clan, Sasuke made it his mission in life to avenge them by killing Itachi. He is added to Team 7 upon becoming a ninja and, through competition with his rival and best friend, Naruto Uzumaki, Sasuke starts developing his skills. USING SASUKE (KID) AS AN ADVERSARY Sasuke is a very tactical combatant and while aggressive in his fighting style he is constantly learning throughout a conflict now allowing even a single movement to escape his sight. OFFENSIVELY Sasuke is one of the most intelligent shinobi of the Konoha 12, able to put together plans and strategies almost singlehandedly to defeat an even stronger foe than himself. Sasuke relies on his Sharingan to give him an edge in combat that others don’t have. Once Sasuke has an upper hand in combat he will use a fully upcasted Chidori to take down an enemy with a single stroke Genjutsu. +6 to hit, (Genjutsu save DC 15) D-Ranks (Cost 5): Genjutsu: Sharingan! (Bane) Medium Humanoid, Shinobi, Elite, Scout, Prof + 5 Level: 8 (800 XP) C-Ranks (Cost 9): Genjutsu: Deflect! Taijutsu. +8 to hit, (Taijutsu save DC 17) Armor Class 20 (Studded Leather) Hit Points 172(8d10 + 16) Chakra Points 172 (21d10 + 16) Speed 30 ft. STR 13 (+1) DEX 16 (+3) CON 14 (+2) D-Ranks (Cost 5): Uchiha Awaiting Stance, Uchiha Great Assault, Uchiha Shuriken Rain, Rising Dragon C-Ranks (Cost 9): Lions Barrage INT 16 (+3) WIS 12 (+1) CHA 10 (+0) Multiattack. Sasuke can make 3 unarmed strike attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) Bludgeoning damage. Saving Throws Dex +9, Cha +6 Skills Acrobatics +8, Chakra Control +7, Deception +5, History +8, Perception +6 Senses passive Perception 16 Fuma Shuriken. Ranged Weapon Attack: +8 to hit, reach 50/100 ft. one target. Hit: 8 (1d8 + 3) Slashing damage. Advanced Study. Sasuke can Upcast Ninjutsu he has, up to A-Rank Sharingan Dodge. As a reaction Sasuke gain +2 to AC until the beginning of his next turn. This Stacks Sasuke can make take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions. Amplified Defense. Three times per encounter Sasuke can take an additional reaction. Superior Potential. When Sasuke would deal damage to a creature you may add 1d8 to the damage dealt. You may only do this once per jutsu cast. Curse Seal, Level 1. Sasuke enters the first state of the cursed seal. For 1minute Sasuke ‘s Dexterity & Intelligence is increased to 22 (+6), Also his jutsu deals 5 Additional damage Curse Seal, Level 2. Sasuke enters the next level of his curse seal. For a 5 rounds, Sasuke‘s Dexterity & Intelligence is increased to 26 (+8), Also his jutsu deals 15 additional damage and he gains a flying speed equal to his movement speed. Superior Ability. When Sasuke would make a saving throw vs any hostile jutsu or feature, you may add 1d8 to the saving throw. You may only do this once per round. Attack. Sasuke is able to makes 3 unarmed strikes or Casts a Jutsu. Ninjutsu. +9 to hit, (Ninjutsu save DC 17) D-Ranks (Cost 5): Body Flicker, Substitution Technique, Fireball, Flame Bolt, Phoenix Fire When Sasuke would roll any Saving throw or ability check, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat C-Ranks (Cost 9): Great Fireball, Uchiha Flame Ball, Chidori B-Ranks (Cost 14): Explosive Substitution Technique 147 TAYUYA Tayuya was a kunoichi of the Sound village and a member of the Sound Four. Originally prisoners of Orochimaru, forced to fight other prisoners to the death in battle royales. By surviving her respective matches, she proved herself to be one of the strongest of Orochimaru's prisoners and as such was made his bodyguard. USING TAYUYA AS AN ADVERSARY As one of the Sound Four, an elite group who served under Orochimaru's direct orders, Tayuya was a strong kunoichi. She claimed to be the second strongest member of the Sound Four, subsequent only to Sakon. OFFENSIVELY When playing with Tayuya you should bombard your enemy with genjutsu designed to incapacitate them, while subsequently attacking them mentally with your sound based Genjutsu to kill them through mental trauma. DEFENSIVELY When playing Tayuya, always have the Dark phantasms from the Dance Macabre Genjutsu to protect you. While not a slouch in unarmed combat, don’t overestimate your physical combat potential compared to your allies. Genjutsu. +9 to hit, (Genjutsu save DC 17) C-Rank, Humanoid, Sound Four, Elite, Controller, Prof + 5 Level: 9 (2000 XP) D-Ranks (Cost 5): Bane, Bravery, Cause Fear, Doubled Pain, Ineptitude, Song of the Ancients, Armor Class 17 (Charismatic Defense) Hit Points 95 Chakra Points 200 Speed 30 ft. STR 11 (+0) DEX 13 (+1) CON 14 (+2) INT 17 (+3) C-Ranks (Cost 8): Chakra Shatter, Genjutsu break, Hypnotic Patterns B-Ranks (Cost 11): Effortless Paralysis, Unrelenting Pain, Song of War A-Ranks (Cost 14): Dance Macabre WIS 12 (+1) CHA 18 (+4) Sound Jolt. Ranged Weapon Attack: Reach 60 ft., one target. Target creature must succeed a DC17 Wisdom saving throw, taking 3d6 + 4psychic damage on a failed save. Saving Throws Wis +7, Cha +10 Skills Chakra Control +8, Deception +10, Insight +7, Investigation +9, Senses passive perception 11 Distraction. Half your attack damage to grant advantage to the next attack roll made against the target. Get into Position. Half your attack damage to allow an ally to spend their reaction and move up to half their speed without provoking attacks from the target. Tayuya make take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions. Curse Seal, Level 1. Tayuya enters the first state of the cursed seal. For 1-minute Tayuya ‘s charisma is increased to 22 (+6). Also, her Sound Jolts damage die becomes a d8. Curse Seal, Level 2. Tayuya enters the next level of her curse seal. For a 5 rounds, Tayuya ‘s charisma is increased to 26 (+8). Also, she can make 2 Sound Jolt attacks and the damage die becomes a d10. Aura: Chakra Disruption. Hostile creatures have disadvantage on attack rolls when within 10 feet of you. Charismatic Casting (Unique). Tayuya used Charisma instead of Wisdom for her Genjutsu Attack. Tayuya is able to make an attack with a Genjutsu of C-Rank or Lower. Charismatic Defense (Unique). Tayuya uses Charisma instead of Dexterity for AC. When Tayuya would roll any Saving throw, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat 148 WARLORD Warlords are bandit kings, mercenary leaders, raider captains or just those who thirst for conflict and violence. Warlords usually have a small group of individuals who are more than willing to die for a cause, whatever that may be. Warlords are blood thirsty and should be represented as such B-Rank, Humanoid, Rogue, Elite, Defender, Prof + 4 Level: 5 (300 XP) Armor Class 21 (Armored Flak Jacket + Heavy Defense) Hit Points 123 (5d12 + 15) Chakra Points 90 (5d8 + 15) Speed 30 ft. SCALING ENEMY While this enemy is representative of a highly motivated killer, their individual skill ranges between levels 5-9. The below Adversary block details a base level 5 Warlord. STR 16 (+3) To upscale a Warlord up to 9th Level, perform the following steps at each level. • • • CON 17 (+3) INT 13 (+1) WIS 8 (-1) CHA 12 (+1) Saving Throws Con +9, Cha +7 Skills Athletics +7, Deception +5, Intimidation +5, Perception + 3 Damage Resistances Select One Damage type, they gain resistance to the chosen damage type. They can also cast ninjutsu that deals the chosen damage type. Senses passive Perception 13 • Level 6+. Increase the Warlords Hit & Chakra points. • DEX 8 (-1) For every additional level, increase their Hit points by 1d12+3 (10) and their chakra points by 1d8 +3 (8) Level 7. The Warlords Proficiency (Prof) bonus increases by +1. This increases their Skills, Saving Throws, Save DC’s, and to Hit bonuses by +1. Level 8. The Warlord gains the Command Ally Feature. Level 8. The Warlord increases his Str by +2 and his Con by +2. Increase all relevant skills, saves, AC, attack bonuses, damage modifiers, Hit points or chakra points. Level 9. The Warlord gains the Frighten Foe Feature. Heavy Defense. The warlord has a +2 bonus to AC. Fortress. The Warlord begins each combat with a number of temporary hit points equal to twice its level. Grimy. When the Warlord hits a creature with its Iron Hammer weapon attack, it can spend a bonus action to disarm the target, and take their weapon from them if they had one equipped or on their person, visible. Survivor (Unique). The warlord regains 10 hit points at the start of its turn, if it has at least one hit point. Command Ally (Unique, Level 8+). The warlord targets one ally it can see within 30ft of it. If the target can see and hear the warlord, the target makes one weapon attack as a reaction and gains advantage on the attack roll. Frighten Foe (Unique, Level 9). As an action and 8 chakra, you can scream a threatening battle cry. Enemies who can see and hear you must succeed a DC 15 Wisdom saving throw, becoming frightened on a failed save. Ninjutsu. +5 to hit, (Ninjutsu save DC 15) D-Ranks (Cost 5): Blazing Hands, Demon Lantern, Erupting Flame C-Ranks (Cost 8): Fire Dragon Bullet Taijutsu. +7 to hit, (Taijutsu save DC 16) D-Ranks (Cost 5): Iron Strike, 1 Shot crushing Blow C-Ranks (Cost 8): Blunt force connection Multiattack. The Warlord can make 2 Iron Hammer Attacks. Iron Hammer. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 3) bludgeoning damage. Explosive Tag. Ranged Weapon Attack: Reach 30 ft. targets in a 10 feet radius cube of a space you select within range must succeed a DC 200 Dexterity saving throw taking 15 (5d4) fire damage on a failed save or half as much on a successful one. 149 ZABUZA DEFENSIVELY Zabuza is an extremely strong combatant in martial combat able to match the likes of Kakashi for a time. Zabuza would sooner remove himself from an unfavorable conflict than continue to engage in such a contest Zabuza Momochi, given the moniker Demon of the Hidden Mist, was a missing-nin from the mist village’s Seven Ninja Swordsmen of the Mist. USING ZABUZA AS AN ADVERSARY As a former high-ranking ninja of Kiri, Zabuza was a very powerful fighter. Vicious in battle, his talent for combat was seen even as a child, who had yet to begin in the Academy, as he killed over one hundred trained students single-handedly. As an adult, even when gravely injured and both arms crippled, Zabuza proved himself a dangerous adversary, being able to strike down dozens of Gatō's specially hired men and even Gatō himself. OFFENSIVELY Zabuza is a Shinobi to his core. He fights from the shadows and uses stealth as his primary form of attack. Zabuza begins encounters using Hidden mist, with Silent Killing as his primary combination of jutsu which is an extremely effective combination of jutsu. If pushed Zabuza is an extremely proficient fighter with his greatsword. Ninjutsu. +10 to hit, (Ninjutsu save DC 19) A-Rank, Humanoid, Rogue, Solo, Striker, Prof + 6 Level: 10 (5000 XP) D-Ranks (Cost 5): Hidden Mist, Water Shield, Sensing Technique C-Ranks (Cost 9): Drowning Bubble, Hiding in Mist, Water Clone, Wall of Water, Water Prison Armor Class 18 (Studded Leather) Hit Points 386 Chakra Points 246 Speed 45 ft. STR 19 (+4) DEX 16(+3) CON 18 (+4) B-Ranks (Cost 14): Water Fang A-Ranks (Cost 20): Water Dragon INT 14 (+2) WIS 11 (+0) Taijutsu. +12 to hit, (Taijutsu save DC 21) CHA 15 (+2) D-Ranks (Cost 5): 2-Cross Slash C-Ranks (Cost 9): Falling Blade, Crescent Moon Beheading B-Ranks (Cost 14): Combo Vault, Silent Killing Saving Throws Str +11, Dex +10, Con +11, Cha +8 Skills Athletics +10, Ninshou +8, Perception +6, Stealth +15 Damage Resistances Cold, Slashing, Piercing Senses passive perception 16 A-Ranks (Cost 20): Chasing Fang Multiattack. Zabuza can make 2 Seversword attacks Great Weapon Master. Zabuza rerolls all 1’s and 2’s for his Server Swords damage rolls. Also, he can choose to reduce his attack roll result by 6. If he does, on a hit, he adds 20 to the damage dealt. Seversword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 4) Slashing damage. Savage Assault. Once per turn, add 10 extra damage to an attack. Zabuza can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of other creatures turn. Zabuza regains spent legendary actions at the start of his turn. Demon of the Mist (Unique). When initiative is rolled, all hostile creatures level 10 or lower must succeed a DC 19 Charisma saving throw. On a failed save creatures gain 2 ranks of fear against you for the next minute. Zabuza has advantage on attack rolls against creatures who have ranks of fear as a result of this trait. Devils Fury (Unique). When Zabuza has 193 or less hit points, his AC is reduced by 3, but his Attack rolls are increased by 2, and he increases his damage dice by 2. Demons Persistence (Unique). When Zabuza hit points reach 0 or less, he instead falls to 1 hit points. This feature activates a number of times equal to the number of enemies he is facing that he can see. Move. Zabuza can move up to his speed without provoking opportunity attacks. Attack. Zabuza makes one attack using a Ninjutsu of C-Rank or Lower or make one Seversword attack. Defend. Zabuza can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn. When Zabuza would roll any Saving throw, ability check or attack roll they may roll an additional d6. You may roll any number of d6 you have remaining. You have a total number of d6 equal to your level per combat. 150 151 152