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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
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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
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While this is a general guide to follow you can stretch the
boundaries as much as you want.
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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.
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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 )
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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
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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
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