Naruto Adversaries - The Homebrewery
Naruto Adversaries - The Homebrewery
Naruto Adversaries - The Homebrewery
Table of Contents
Movies 9
Introduction 3
Placeholder ...................................................................... 9
Thanks To ............................................................................ 3
Placeholder ...................................................................... 9
Credits .....................................................................................3 Placeholder .................................................................................... 9
4 Placeholder .................................................................................... 9
Naruto Placeholder .................................................................................... 9
The Land of Waves ......................................................4
Iruka ................................................................................................ 5 Boruto 10
Mizuki ..............................................................................................6 Placeholder ....................................................................10
Ebisu ................................................................................................7
Gōzu and Meizu .............................................................................8
Zōri and Waraji ..............................................................................9
Chunin Exams ................................................................10
Ibiki ................................................................................................11
Anko Mitarashi ............................................................................12
Hayate Gekkō .............................................................................. 14
Yoroi .............................................................................................. 16
Shino Aburame ...........................................................................17
Zaku Abumi ................................................................................. 18
Kankurō ........................................................................................19
Karasu ...........................................................................................20
Misumi Tsurugi ...........................................................................21
Ino Yamanaka ..............................................................................22
Temari ...........................................................................................23
Tenten ........................................................................................... 25
Kin Tsuchi .................................................................................... 26
Shikamaru Nara ......................................................................... 27
Kiba Inuzuka ............................................................................... 29
Akamaru .......................................................................................30
Hinata Hyūga ...............................................................................31
Neji Hyūga ....................................................................................32
Rock Lee .......................................................................................34
Chōji Akimichi .............................................................................36
Dosu Kinuta .................................................................................37
Genma Shirunai ......................................................................... 38
Baki ............................................................................................... 40
Konoha Crush ..............................................................42
Shikamaru Nara ......................................................................... 43
Hiruzen Sarutobi ........................................................................44
Enma .............................................................................................46
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Naruto Shippuden 7
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Introduction
W
elcome to my little book of adversaries. I Order Ga
update this semi frequently and try to keep
everything formatted the same way. Not sure I typically order the adversaries in order of appearance, but
how long this will take to "finish" or if it ever sometimes characters have the most screentime in an arc
will be finished. I am currently running after they were introduced, or had the best display in that arc.
through Part 1 of Naruto. I only do named If a character is a summon or is tied to another character
characters that I deem to have at least some they will go directly after them, regardless of when they
relevancy. appear. If a character appears i a flashback they will be
placed in the arc where the flashback occurs, even if they
This is for Fun were at the same time peroid of another arc. In cases where
This book serves to recreate iconic enemies from Naruto, characters were prevalent in the arc after they were
Naruto Shippuden, and Boruto. I enjoy making these introduced, they will be placed in the later arc.
enemies as sometimes I have to create new things or find Updates
ways to shorten my ideas down to actually fit on one page.
As this is nowhere close to completed, I will most likely be
Balancing For Your Game updating enemies and the book itself as a whole. I have no
These adversaries were made at multiple times in the game's planned order at the moment, but do expect new things every
once and a while. It isn't all completed yet, mainly Notable
life span and thus, some may vary in strength. Some Adversaries need to have text for them.
character may seem stronger or weaker than you think and
this is because I create them based on my view of them, Typos, Issues, Suggestions?
King's view of them (sometimes,) and to a lesser extent the
community in general. These are the characters in optimal Have you seen a typo, have issues with balancing, or have a
conditions and exact numbers for Health, Chakra, and AC request or suggestion? If so, please feel free to tell me
can vary. Adversaries such as Pain and Sasori can be very (OptimalStyle) in the discord channel linked below. I may not
oppressive, as their abilities lead them to be. Adjust them to listen or care, but I will probably see it. If you have any
what you feel is good. You don't need to use every ability requests for adversaries from the anime or manga I will
listed, it is just all their options. (most likely) get back to you eventually.
That's Not in The Book?!?! Credits
For the most part I like to keep my enemies as close to by the Credits for the pictures belong to
book as possible, as to alleviate confusing and balancing https://www.deviantart.com/chibihimawari/gallery/60512179/official-
inconsistences. However, as time goes on, more and more art ,
abilities that characters use or that make sense for them are https://www.deviantart.com/maxiuchiha22/gallery/76808072/naruto
not in the book, or they are, but not in a way I am satisfied , and art created by Kishomoto and other affialited groups;
with. So some jutsu that characters may not have used such as Viz Media and Shounen Jump.
canonically, jutsu they rarely use, and jutsu that should
narratively be modified can and will appear. Some custom
jutsu, clans, features, attacks, basically everything could be Thanks To
changed. I feel like it is more accurate this way. These advseries are mostly based on the Adversary
Builder made by Kingsare4ever and the system
Tactics they are used for entirely. Please check out the
discord at: https://discord.gg/7kvUtHn8VT. TBH,
Some notable adversaries have distinct personalities and not sure how you found this otherwise.
abilities that should be known when they are going to be ran. Batsai "A", Dolor, Mr.heguydudeman,
This includes offensive tactics, defensive tactics, their titles Kingsare4ever, Abafemoth, Yutai, Jovian, Yaco,
and accomplishments, allegiances, etc. 'Using X As An StruggledKiller, and Saltmammoth for helping me
Adversary' is the tactical side of how a character thinks, and with this either directly or indirectly.
how they should be played. An adversary that focuses on long
range Ninjutsu is more likely to use hit and run tactics and
stay far away from threats. Adversaries with named weapons
all deal chakra enhanced damage with them. to-do List
Edo Hashirama
Edo Tobirama
Konoha Crush Shino
Gaara (Partial Transformation)
Yashamaru
Konoha Crush Naruto
Shukaku
Land of Waves
Iruka Umino
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Using Iruka As An Adversary
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Iruka Selfless. When you are within 5ft. of an ally, you can
spend your reaction to redirect any single attack made
C-Rank, Medium Humanoid, Standard, Non-Clan,
Generalist, Prof + 5 against them to you instead.
Level 7 (575 XP) Self-Taught Skills. You gain an additional saving throw
proficiency of your choice.
Armor Class 20 (Chunin Jacket)
Hit Points 46 Jutsu
Chakra Points 46 Ninjutsu. +9 to hit, (Ninjutsu save DC 17)
Speed 30 ft.
Initiative 4 E-Ranks (Cost 2): String Light Formation
D-Ranks (Cost 5): Body Flicker, Sensing Technique,
STR DEX CON INT WIS CHA Substitution Technique
11 (0) 12 (+1) 14 (+2) 18 (+4) 12 (+1) 15 (+2) Genjutsu. +7 to hit, (Genjutsu save DC 15)
E-Ranks (Cost 2): Clone Technique, Transform
Saving Throws Str -2, Dex +4, Int +2, Wis +4, Cha +5 D-Ranks (Cost 5): Cause Fear
Skills Chakra Control +6, Illusion +6, Insight +6,
Ninshou +9, Perception +6, Stealth +6, Martial Arts Taijutsu. +6 to hit, (Taijutsu save DC 14)
+5 D-Ranks (Cost 5): Bolting Blossom, Brace
Senses Passive Perception 16
C-Ranks (Cost 9): Intersection Counter
Explorer. You can climb and move across difficult
terrain without any movement penalty. Attacks
Multiattack. Iruka can make 2 melee attacks or 3 ranged
Superior Ability. When Iruka would make a saving throw attacks with his kunai.
vs any hostile jutsu or feature, he may add 1d8 to the
saving throw. He may only do this once per round. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
Strength of Will. You have advantage on Charisma 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Saving throws. Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
Mizuki
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Ebisu Never Abandon a Friend. When an ally you can see falls
to 0 hit points you can, on your turn, use an action to
B-Rank, Medium Humanoid, Standard, Non-Clan,
Generalist, Prof + 5 move up to your ally and restore hit points to them
Level 9 (1000 XP) equal to your proficiency bonus.
Self-Taught Skills. You gain an additional saving throw
Armor Class 19 (Studded Leather) proficiency of your choice.
Hit Points 77
Chakra Points 77 Jutsu
Speed 30 ft. Ninjutsu. +9 to hit, (Ninjutsu save DC 18)
Initiative 5
D-Ranks (Cost 5): Absorb Heat, Fireball, Scorching Ray,
Substitution Technique
STR DEX CON INT WIS CHA
C-Ranks (Cost 9): Dragon Flame Bomb, Fire Dragon
11 (0) 16 (+3) 17 (+3) 18 (+4) 16 (+3) 10 (0) Bullet
B-Ranks (Cost 14): Great Flame Bombs
Saving Throws Str +3, Dex +6, Con +6, Int +2, Wis +6,
Cha -1 Genjutsu. +8 to hit, (Genjutsu save DC 17)
Skills Acrobatics +8, Chakra Control +8, History +9, E-Ranks (Cost 2): Release
Illusions +8, Insight +8, Martial Arts +5, Ninshou +9,
Stealth +8 C-Ranks (Cost 9): Genjutsu Break, Mental Barrier
Senses Passive Perception 13 Taijutsu. +8 to hit, (Taijutsu save DC 17)
D-Ranks (Cost 5): Brace, Exorcism
Pincer Movement. When an ally moves adjacent to an
enemy, you can spend your reaction to move up to C-Ranks (Cost 9): Dragon Tail Foot
your speed towards that same enemy.
Attacks
Superior Skill. When you make an Ability check with a
skill you are proficient in, you may add 1d8 to your Multiattack. Ebisu can make 2 melee attacks or 3
check. Additionally, If your Ability checks are ever ranged attacks with his kunai.
contested, you instead add 2d6 instead of 1d8.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
Enhanced Nature Release. Fire release jutsu deal an 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
additional die of damage die.
Kunai. Ranged Weapon Attack: +8 to hit, range 60 ft.,
Inspiring Leader. As an action, all allies within 90 feet of one target. Hit: 5 (1d4 + 3) piercing damage.
you gain 14 temporary hit points.
Gōzu and Meizu
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Using Gōzu and Meizu As An
Adversary Gōzu and Meizu
Gōzu and Meizu share a stat block but are 2
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Gōzu and Meizu Never Abandon a Friend. When an ally you can see falls
to 0 hit points you can, on your turn, use an action to
C-Rank, Medium Humanoid, Standard, Non-Clan,
Lurker, Prof + 5 move up to your ally and restore hit points to them
Level 6 (425 XP) equal to your proficiency bonus.
Jutsu
Armor Class 15 (Studded Leather)
Hit Points 33 Ninjutsu. +5 to hit, (Ninjutsu save DC 13)
Chakra Points 33
D-Ranks (Cost 5): Hidden Mist, Substitution
Speed 40 ft.
Technique, Water Blending
Initiative 5
C-Ranks (Cost 9): Hiding in Mist, Water Breathing
STR DEX CON INT WIS CHA Taijutsu. +7 to hit, (Taijutsu save DC 15)
11 (0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 12 (+1) D-Ranks (Cost 5): 2-Cross slash, Chained Embrace,
Chain Pull, Iron Web Deflection
Saving Throws Str -3, Dex +4, Con -1, Int -2, Wis +2, C-Ranks (Cost 9): Crescent Moon Beheading
Cha -2
Skills Acrobatics +7, Deception +5, Perception +5, Attacks
Sleight of Hand +7, Stealth +7 Multiattack. They can make 2 melee attacks or 3 ranged
Senses Passive Perception 15 attacks with his kunai.
Sneak Attack. Once per turn, the they deal an extra 12 Iron Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
(3d6) damage when they hit a target with a melee one target. Hit: 6 (1d6 + 3) slashing damage.
attack and has advantage on the attack roll, or when the Lacerated Chain. Melee Weapon Attack: +6 to hit, reach
target is within 5 feet of an ally of the them. 10 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Guerilla. When you make an attack while hidden, you Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft.,
don't reveal yourself and can remain in hiding. one target. Hit: 3 (1d4 + 1) piercing damage.
Cunning Action. You can dash, disengage, or hide as a
bonus action.
Zōri and Waraji
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Zōri and Waraji
Using Zōri and Waraji As An Zōri and Waraji share a stat block but are 2
Adversary different creatures.
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Zōri and Waraji Savage Strike. Once per turn, add 6 extra damage to an
attack.
C-Rank, Medium Humanoid, Standard, Samurai, Lurker,
Prof + 5 Versatile Weapon Expert. . They have a +1 bonus to
Level 6 (425 XP) attack and damage rolls with its Katana. Also, if it hits a
creature at least twice in the same action with the
Armor Class 20 (Studded Leather) Katana, the target creature gains 1 stack of bleeding.
Hit Points 53 Practiced Technqiue. They ignore resistance to slashing
Chakra Points 38 damage.
Speed 40 ft.
Initiative 5 Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 16)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): 1-Strike Slash, 2-Cross Slash,
13 (+1) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 10 (0) Crippling Strike, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Dancing Blade Risk,
Saving Throws Dex +7, Con +6, Int -2, Cha -1 Falling Blade, Front Beheading, Heaven Cutter, Mikiri
Skills Acrobatics +8, Athletics +5, Martial Arts +5, Counter
Perception +5, Stealth +8
Senses Passive Perception 15 Attacks
Striker's Focus. As a Full turn Action, you stand Multiattack. They can make 2 melee attacks or 3 ranged
completely still focusing. At the beginning of your next attacks with his kunai.
turn, you have advantage on the next attack roll you
Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one
make and on a successful hit, you deal 12 additional target. Hit: 10 (1d10 + 5) slashing damage.
damage.
Chunin Exams
Ibiki
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Jutsu
Jutsu for Anko can be found here:
https://drive.google.com/file/d/1ixcb-
VRzNH6oHDzvSLc-f_Ay70VXamCO/view. These
were made by Yaco and are greatly appreciated.
Anko Mitarashi
Anko Jutsu
B-Rank, Medium Humanoid, Elite, Konohagakure,
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
Generalist, Prof + 6
Level 9 (2,000 XP) D-Ranks (Cost 5): Binding Snake Glare Spell, Hidden
Shadow Snake Hands
Armor Class 20 (Studded Leather) C-Ranks (Cost 9): Many Hidden Shadow Snake Hands
Hit Points 154
Chakra Points 154 A-Ranks (Cost 20): Twin Snakes Mutual Death
Speed 30 ft. Technique
Initiative 6 Genjutsu. +8 to hit, (Genjutsu save DC 17)
E-Ranks (Cost 2): Release
STR DEX CON INT WIS CHA D-Ranks (Cost 5): Doubled Pain
10 (0) 16 (+3) 17 (+3) 16 (+3) 17 (+3) 12 (+1) C-Ranks (Cost 9): Dark Dementing, Genjutsu Break,
Mental Barrier
Saving Throws Str -2, Dex +6, Con +6, Int +1, Wis +6,
B-Ranks (Cost 14): Unrelenting Pain
Cha -1
Skills Acrobatics +8, Chakra Control +8, Illusions +8, Taijutsu. +8 to hit, (Taijutsu save DC 17)
Insight +8, Ninshou +8, Perception +8, Stealth +8, D-Ranks (Cost 5): Prepared Needle Shot, Shuriken
Survival +8 Dance
Damage Resistance Poison
Condition Immunity Poisoned C-Ranks (Cost 9): Lethal Ammo Technique
Senses Passive Perception 18
Attacks
Light-Footed. You can Disengage or Dash as a bonus Multiattack. Anko can make 2 melee attacks or 4
action. When an enemy moves adjacent to you, you can ranged attacks with her senbon.
spend your reaction to move away up to half your
speed. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.
Superior Ability. When you would make a saving throw
vs any hostile jutsu or feature, you may add 1d8 to the Senbon. Ranged Weapon Attack: +10 to hit, range 60
saving throw. You may only do this once per round. ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Ranged Weapon Expert. While wielding a Ranged Elite Action
Weapon or a weapon with the thrown property, you
can make an additional attack with the chosen Anko may take one Elite Action at the start of each
weapons as a bonus action. If the weapon used has the round to either move or take an additional Action.
multiattack property, you instead make 2 additional
attacks as a bonus action. Elite Tenacity (9)
Advanced Study. You know jutsu up to 1 rank higher When Anko would roll any saving throw or ability
than your current limitations. check, she may roll an additional d4. Anko may roll any
number of d4 she has remaining. Anko has a total
Sharpshooter. You have a +2 bonus to ranged weapon
number of d4 equal to her level per combat.
attacks.
Brutal Training. 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.
Hayate Gekkō
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Using Hayate As An Adversary
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Hayate Gekkō
Saving Throws Str +5, Dex +8, Con +7, Int +1, Wis +7,
Attacks
Cha -1 Multiattack. Hayate can make 2 melee attacks or 3
Skills Acrobatics +9, Athletics +6, Chakra Control +8, ranged attacks with his kunai.
Illusions +8, Insight +8, Investigation +7, Ninshou
+7, Perception +8, Stealth +9 Katana. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Senses Passive Perception 17 one target. Hit: 10 (1d8 + 5) slashing damage.
(Versatile. 11 (1d10+5))
Press the Attack. You have advantage on attack rolls Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
against bloodied targets (under 50% hit points). 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage.
Savage Assault. Once per turn, 9 extra damage to an Kunai. Ranged Weapon Attack: +9 to hit, range 60 ft.,
attack. one target. Hit: 6 (1d4 + 4) piercing damage.
Versatile Weapon Expert. While wielding a weapon with Elite Action
the versatile weapon property, you gain a +1 bonus to
attack and damage rolls with the weapon. Additionally, Hayate may take one Elite Action at the start of each
if you make more than one weapon attack with the round to either move or take an additional Action.
versatile weapon in the same action and hit with both
attacks against the same creature, the target of the Elite Tenacity (9)
attacks gains 1 stack of bleeding. When Hayate would roll any saving throw or ability
Advanced Study. You know jutsu up to 1 rank higher check, he may roll an additional d4. Hayate may roll any
than your current limitations. number of d4 he has remaining. Hayate has a total
number of d4 equal to his level per combat.
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.
Yoroi Akadō
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Using Yoroi As An Adversary
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STR DEX CON INT WIS CHA D-Ranks (Cost 5): Sensing Technique, Substitution
Technique
8 (-1) 12 (+1) 14 (+2) 14 (+2) 15 (+2) 18 (+4)
Genjutsu. +9 to hit, (Genjutsu save DC 17)
Saving Throws Str +2, Dex +4, Con/Int +5, Wis +10, E-Ranks (Cost 2): Clone Technique, Release, Transform
Cha +12 D-Ranks (Cost 5): Bestial Mind Domination, Mind Body
Skills Chakra Control +7, Deception +9, Illusion +7, Disturbance, Mind Body Transfer
Insight +7, Perception +7, Performance +9,
Persuasion +9, Stealth +6 C-Ranks (Cost 9): Mind Clone Technique, Mind
Senses Passive Perception 17 Connection Technique
Jutsu
Armor Class 20 (Studded Leather + Blocking)
Hit Points 186 Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
Chakra Points 186
D-Ranks (Cost 5): Blurring Wind, Buffeting Airwaves,
Speed 50 ft. Dust Wind, Supporting Gale, Zephyr Strike
Initiative 6
C-Ranks (Cost 9): 1,000 Blades of Wind, Sickle Weasel,
Rotating Ferocious Wind, Vacuum Shield
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Great Sickle Weasel
13 (+1) 14 (+2) 16 (+3) 18 (+4) 11 (0) 11 (0)
Attacks
Saving Throws Str +2, Dex +8, Con +9, Int +5, Wis/Cha Multiattack. Temari can make 2 melee attacks with their
+1 Katana or 3 ranged attacks with her shuriken.
Skills Acrobatics +7, Athletics +6, Chakra Control +8,
History +9, Insight +6, Ninshou +9, Perception +1, Giant Folding Fan. Melee Weapon Attack: Hit: +7 (1d8+
Sleight of Hand +1, Stealth +7 2) bludgeoning damage. (Versatile. 8 [1d10+2])
Senses Passive Perception 15
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Efficient Casting. Select two Moldings found in Ninjutsu
Specialist Class. Shuriken. Ranged Weapon Attack: +7 to hit, range 60
ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Hard to Hit. When Temari is standing and unrestained,
attacks against her have disadvantage unless she is Elite Action
adjacent to two or more enemies.
Temari may take one Elite Action at the start of each
Iconic Focus. You cannot lose concentration on Jutsu round to either move or take an additional Action.
you are concentrating on as a result of damage.
Advanced Study. Temari knows jutsu up to 1 rank Elite Tenacity (8)
higher than her current limitations.
When Temari would roll any saving throw or ability
Enhanced Wind Release. Temari deals an additional
die check, she may roll an additional d4. She may roll any
of damage with jutsu with Ninjutsu with the Wind number of d4 she has remaining. She has a total
Release Keyword. number of d4 equal to her level per combat.
Tenten (Chunin Exams)
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Using Tenten As An Adversary
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Savage Assault. Once per turn, add 8 extra damage to Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
an attack. 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Advanced Study. Tenten knows jutsu up to 1 rank Shuriken. Ranged Weapon Attack: +11 to hit, range 60
higher than her current limitations. ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Kunai. Ranged Weapon Attack: +11 to hit, range 60 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage.
Kin Tsuchi
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Using Kin As An Adversary
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Saving Throws Str +2, Con +5, Wis -2, Cha -3 Attacks
Skills Acrobatics +6, Chakra Control +5, Illusions +7, Multiattack. Kin can make 2 melee attacks with their
Perception +7, Stealth +6 Katana or 3 ranged attacks with her senbon.
Senses Passive Perception 17
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
Distraction. Halve your attack damage to grant 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
advantage to the next attack roll made against the Senbon. Ranged Weapon Attack: +6 to hit, range 60 ft.,
target. one target. Hit: 4 (1d4 + 2) piercing damage.
Crippling Strike. Halve your attack damage to reduce
your target's speed to 0ft. until the start of your next
turn.
Shikamaru Nara
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Using Shikamaru As An Adversary
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Shikamaru Nara (Chunin Exams)
Akamaru Savage Strike. Once per turn, when you strike a creature
who are suffering from the Dazed, Poisoned, Burned,
C-Rank, Small Beast, Standard, Nin-Dog, Striker, Prof +
5 Shocked, or Restrained Condition, you deal the
Level 7 (575 XP) maximum possible damage.
Aggressive. As a bonus action, you can move up to your
Armor Class 17 (Natural Armor) speed towards an enemy you can see.
Hit Points 55 Evasion. When you are subjected to an effect, that
Chakra Points 38 allows you to make a Dexterity saving throw that deals
Speed 45 ft. damage, you instead take no damage if you succeed on
Initiative 4 a saving throw, and only half damage if you fail.
Bestial Pack Tactics. When you have an allied creature
STR DEX CON INT WIS CHA within 5 feet of a hostile creature. When you make an
attack against the hostile creature, you deal additional
16 (+3) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 9 (-1) damage equal to half your level.
Saving Throws Str +7, Dex +6, Con +1, Int -2, Wis +1, Jutsu
Cha -2
Skills Acrobatics +7, Animal Handling +7, Athletics +8, Taijutsu. +8 to hit, (Taijutsu save DC 16)
Perception +12, Stealth +7, Survival +7 D-Ranks (Cost 5): Dynamic Marking, Tunneling Fang
Senses Passive Perception 22
C-Ranks (Cost 9): Fang Over Fang, Fang Tearing Fang,
Savage Assault. Once per turn, add 7 extra damage to Iron Fang
an attack.
Attacks
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Hinata Hyūga (Chunin Exams)
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Using Hinata As An Adversary
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Hinata Jutsu of War. When you use your action to cast a Jutsu,
you can make one weapon attack as a bonus action.
B-Rank, Medium Humanoid, Standard, Hyūga, Striker,
Prof + 5 Tenketsu Disruption. When you hit a creature with a
Level 7 (575 XP) melee attack, they have disadvantage when casting
Jutsus until the end of their next turn.
Armor Class 20 (Studded Leather) Gentle Fist. Your unarmed strikes do chakra damage
Hit Points 66 instead of hit points. If they have 0 chakra you deal
Chakra Points 44 double hit point damage.
Speed 45 ft.
Initiative 6 Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 18)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm
11 (0) 18 (+4) 14 (+2) 11 (0) 16 (+3) 13 (+1) Strike, Tenketsu Needle
C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm
Saving Throws Str -1, Dex +8, Con +1, Int -1, Wis +7 Rotation, One-Body Blow
Skills Acrobatics +9, Chakra Control +7, Illusions +8,
Insight +8, Martial Arts +5, Medicine +8, Perception Attacks
+13
Senses Passive Perception 23 Multiattack. Hinata can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
Press the Attack. You have advantage on attack rolls
5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.
against bloodied targets (under 50% hit points).
Shuriken. Ranged Weapon Attack: +9 to hit, range 60
Savage Flurry. As a bonus action after taking the attack ft., one target. Hit: 7 (1d4 + 4) slashing damage.
acton, make two unarmed strikes as a bonus action.
Neji Hyūga (Chunin Exams)
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Using Neji As An Adversary
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Neji Hyūga (Chunin Exams)
Dosu Jutsu of War. When you use your action to cast a Jutsu,
you can make one weapon attack as a bonus action.
B-Rank, Medium Humanoid, Standard, Sound,
Generalist, Prof + 5 Speaker. Dosu deals an additional die of damage with
Level 8 (800 XP) jutsu with Ninjutsu with the Wind Release Keyword.
Reverb. When you cast a jutsu with the Wind Release
Armor Class 20 (Studded Leather) Keyword that requires a saving throw, you can infuse
Hit Points 69 the jutsu into a melee attack. A creature hit by this
Chakra Points 69 attack makes their saving throw at disadvantage.
Speed 30 ft.
Initiative 5 Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Air Bullet, Counter Breeze, Dust
13 (+1) 16 (+3) 17 (+3) 16 (+3) 11 (0) 10 (0) Wind, Peacock Whirlwind, Supporting Gale
C-Ranks (Cost 9): Great Breakthrough
Saving Throws Str -1, Dex/Con +6, Int +1, Wis/ Cha -1
Skills Acrobatics +8, Athletics +6, Deception +5, Taijutsu. +8 to hit, (Taijutsu save DC 17)
Investigation +8, Perception +5, Stealth +8 D-Ranks (Cost 5): Avalanche Dance, Bolting Blossom,
Senses Passive Perception 15 Iron Strike
Superior Ability. When you would make a saving throw Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
vs any hostile jutsu or feature, you may add 1d8 to the 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
saving throw. You may only do this once per round. Shuriken. Ranged Weapon Attack: +8 to hit, range 60
ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Genma Shirunai
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Using Genma As An Adversary
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Genma Shirunai
Baki Jutsu
B-Rank, Medium Humanoid, Elite, Sunagakure, Striker,
Ninjutsu. +8 to hit, (Ninjutsu save DC 18)
Prof + 6
Level 9 (2,000 XP) D-Ranks (Cost 5): Body Flicker, Counter Breeze, Dust
Wind
Armor Class 20 (Chunin Jacket) C-Ranks (Cost 9): 1,000 Blades of Wind, Great
Hit Points 154 Breakthrough, Vacuum Shield
Chakra Points 154
Speed 30 ft. B-Ranks (Cost 14): 10,000 Slicing Blades, Divine Wind
Initiative 5 Mountain, Vacuum Blade, Wind Cutter
Taijutsu. +8 to hit, (Taijutsu save DC 17)
STR DEX CON INT WIS CHA D-Ranks (Cost 5): Brace
17 (+3) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 10 (0) C-Ranks (Cost 9): Dragon Tail Foot
B-Ranks (Cost 14): Reverse Guard
Saving Throws Str +6, Dex -1, Con +6, Int +7, Cha -2
Skills Athletics +8, Chakra Control +8, History +9, Attacks
Illusions +7, Investigation +9, Ninshou +9,
Multiattack. Baki can make 2 melee attacks or 3 ranged
Perception +7, Stealth +9
attacks with his kunai.
Senses Passive Perception 17
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
Explorer. You can climb and move across difficult 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
terrain without any movement penalty.
Kunai. Ranged Weapon Attack: +9 to hit, range 60 ft.,
Superior Ability. When you would make a saving throw one target. Hit: 5 (1d4 + 3) piercing damage.
vs any hostile jutsu or feature, you may add 1d8 to the
saving throw. You may only do this once per round. Elite Action
Enhanced Wind Release. Baki deals an additional die of Baki may take one Elite Action at the start of each
damage with jutsu with Ninjutsu with the Wind round to either move or take an additional Action.
Release Keyword.
Sure-Footed. You have advantage on Strength and Elite Tenacity (9)
Dexterity saving throws made against effects that When Baki would roll any saving throw or ability check,
would knock you prone. he may roll an additional d4. Baki may roll any number
Sandborne. You have advantage on saving throws of d4 he has remaining. Baki has a total number of d4
against ninjutsu with the Wind Release Keyword. equal to his level per combat.
Suffocating Sands. Ninjutsu you cast with the Wind
Release Keyword ignore resistance.
Konoha Crush
Shikamaru Nara (Konoha Crush)
Shikamaru Jutsu
B-Rank, Medium Humanoid, Elite, Nara, Caster, Prof +
Ninjutsu. +11 to hit, (Ninjutsu save DC 20)
5
Level 9 (2,000 XP) D-Ranks (Cost 5): Shadow Imitation, Shadow Neck
Binding, Silhouette Distraction, Shadow Possession,
Armor Class 15 (Studded Leather) Substitution Technique
Hit Points 101 C-Ranks (Cost 9): Shadow Gathering, Shadow
Chakra Points 260 Imitiation Field, Shadow Sewing Needle
Speed 30 ft.
Initiative 6 B-Ranks (Cost 14): Black Spider Lily
Genjutsu. +7 to hit, (Genjutsu save DC 16)
STR DEX CON INT WIS CHA E-Ranks (Cost 2): Release
10 (0) 14 (+2) 16 (+3) 22 (+6) 15 (+2) 11 (0) C-Ranks (Cost 9): Mental Barrier
Taijutsu. +7 to hit, (Taijutsu save DC 16)
Saving Throws Str +3, Dex +10, Con +6, Int +14, Wis
D-Ranks (Cost 5): Kunai Assault, Kunai Barrage
+10, Cha +3
Skills Chakra Control +8, Deception +5, History +16,
Illusions +7, Insight +7, Investigation +16, Ninshou
Attacks
+11, Perception +7 Multiattack. Shikamaru can make 2 melee attacks with
Senses Passive Perception 17 his kunai or 3 ranged attacks with his shuriken.
Efficient Casting. Select two Moldings found in Ninjutsu Kunai. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Specialist Class. target. Hit: 4 (1d4 + 2) piercing damage.
Shuriken. Ranged Weapon Attack: +6 to hit, range 60
Specialized Casting. Select one Jutsu you know, increase ft., one target. Hit: 4 (1d4 + 2) slashing damage.
the save DC and damage die of the Jutsu by 1 for every
5 Levels you have. Elite Action
What a Drag. All of your Jutsu are automatically Shikamaru may take one Elite Action at the start of
upcasted by 1 Rank. each round to either move or take an additional Action.
Shadow Assassin. If you have advantage on your attack,
add 9 extra damage to the triggering attack. Elite Tenacity (9)
Shadow Possession. Twice per encounter you can When Shikamaru would roll any saving throw or ability
increase the DC of a Nara Jutsu you are casting by 2. check, he may roll an additional d4. He may roll any
Master Tactician. As a bonus action you can give an ally number of d4 he has remaining. He has a total number
you can see a d4 which can be added to any ability of d4 equal to his level per combat.
check, attack roll or saving throw they make.
Hiruzen Sarutobi
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Using Hiruzen As An Adversary
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DEFENSIVELY
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This is is just placeholder text used to space out the
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Hiruzen Sarutobi
Jutsu
STR DEX CON INT WIS CHA Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
18 (+4) 10 (0) 22 (+6) 14 (+2) 14 (+2) 10 (0)
D-Ranks (Cost 5): Foo Dog Heads, Piercing Bark, World
of Trees
Saving Throws Str +11, Dex +7, Con +13, Int/Wis +3,
Cha +1 C-Ranks (Cost 9): Great Spear Tree, Hōbi Technique,
Skills Athletics +10, Chakra Control +18, Illusions +8, Hotei Technique
Ninshou +8 B-Ranks (Cost 14): Wood Clone, Wood Dragon
Damage Resistance Non-Chakra Enhanced
Damage Immunity Necrotic, Poison A-Ranks (Cost 20): Mitotic Regeneration, Tree Blind
Condition Immunity Berserk, Charmed, Envenomed, Flourishing Burial
Exhaustion, Fear, Poisoned Taijutsu. +12 to hit, (Taijutsu save DC 21)
Senses Passive Perception 12
D-Ranks (Cost 5): Brace
Iconic Focus. You cannot lose concentration on Jutsu C-Ranks (Cost 9): Dragon Tail Foot, Intersection
you are concentrating on as a result of damage. Counter
Iconic Prescence. You are immune to Charisma based
Skill Checks and affects. Additionally, you cannot be
Attacks
charmed or controlled by other creatures. Multiattack. Hashirama can make 3 melee attacks with
his kunai or 4 ranged attacks with his shuriken.
Iconic Resistance. You are resistant to all damage unless
it deals 24 damage in a single turn. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
Mindless Will. You are immune to any effect that would 5 ft., one target. Hit: 8 (1d10 + 4) bludgeoning
sense your emotions or read your thoughts, as well as damage.
any Genjutsu that you refuse. Wisdom (Insight) checks Shuriken. Ranged Weapon Attack: +9 to hit, range 60
made to ascertain your intentions or sincerity have ft., one target. Hit: 6 (1d4 + 4) piercing damage.
disadvantage
Everlasting. You regain 42 chakra at the start of your Elite Action
turns and you cannot be killed unless you are reduced You may take one Elite Action at the beginning or end
to 0 by a jutsu with the Fuinjutsu keyword. of each round to either move or take an additional
Advanced Study. You know jutsu up to 1 rank higher Action.
than your current limitations.
Elite Tenacity (12)
When Hashirama would roll any saving throw or ability
check, he may roll an additional d4. He may roll any
number of d4 he has remaining. He has a total number
of d4 equal to his level per combat.
Wild West
Gamabunta
Gamabunta Jutsu
Gargauntuan Toad, Proficiency + 9
Ninjutsu. +14 to hit, (Ninjutsu save DC 22)
Creature Level 20
A-Ranks (Cost 20): Water Formation Wall, Water
Armor Class 24 Severing Wave
Hit Points 183 (20d8 + 80) Taijutsu. +14 to hit, (Taijutsu save DC 22)
Chakra Points 204 (20d10 + 80)
Speed 60 ft. A-Ranks (Cost 20): Shadow Rush
S-Ranks (Cost 25): Living Force
STR DEX CON INT WIS CHA Attacks
24 (+7) 12 (+1) 18 (+4) 20 (+5) 12 (+1) 10 (0) Swallow. Gamabunta can swallow any creature currently
grappled by his Tongue attack. A Swallowed target is
Saving Throws Con +13, Int +14 no longer grappled, but instead blinded and
restrained.
Skills Acrobatics +10, Athletics +16, History +14 It has total cover against other attacks
outside the toad
Senses Keen Sight and takes 5d8 Acid damage at the
start of each of the
Attack Bonus: +14 Gamabunta's turns.
Save DC: 22
Tanto. Melee Weapon Attack: +16 to hit, reach 5 ft.,
Simple Weapon Prof. Gamabunta has proficiency with one target. Hit: 17 (2d8 + 7) Piercing damage.
Simple weapons and when summoned you have any Tongue. Melee Weapon Attack: Reach 15ft., one target.
single
Simple Melee weapon on your person. Target creature must make a Strength saving throw
being grappled and restrained on a failed save.)
Amphibious Boss. When Gamabunta would be apart of
a Clash check of any type, he makes his Check at Toad Oil. Ranged Weapon Attack: +16 to hit, range
advantage. 60ft., one target. the creature is doused in toad oil.
While doused in this oil if they would take Fire or
Amphibious. Gamabunta breathe air and water.
Lightning damage, the oil would ignite with extreme
Keen Sight. The toad has advantage on Wisdom volatility. Increase the damage die by 1 step.
(Perception) checks that rely on sight.
Tsunade
TBD/Waiting For input
Using Tsunade As An Adversary
TBD/Waiting For input
OFFENSIVELY
Punch
DEFENSIVELY
Heal
Tsunade (Search for Tsunade)
Saving Throws Str +13, Dex +11, Con +13, Int +3, Wis S-Ranks (Cost 25): Cherry Blossom Impact
+2, Cha +1
Skills Athletics +19, Chakra Control +19, History +9, Attacks
Insight +8, Intimidation +7, Investigation +9, Martial Multiattack. You can make 3 unarmed attacks.
Arts +19, Medicine +19, Ninshou +9, Perception +8
Senses Passive Perception 18 Unarmed Strike. Melee Weapon Attack: +14 to hit,
reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning
Iconic Power. Your damage cannot be reduced by any damage.
more than 5.
Legendary Actions
Iconic Strength. You gain advantage on Strength Saving Tsunade can take 3 Legendary actions, choosing from
throws. the options below. Only one legendary action can be
Iconic Resistance. You are resistant to all damage unless used at a time and only at the end of another creatures
it deals an amount equal to twice your level in a single turn. Tsunade regains spent legendary actions at the
turn. start of their turn.
Advanced Study. You know jutsu up to 1 rank higher Attack. Tsunade makes an attack or casts a jutsu.
than your current limitations.
Move. Tsunade can move up to its speed if she is free
Critical Defense. Critical hits made against you count as to do so. This movement may trigger opportunity
normal hits unless you are already bloodied. attacks and reactions as normal from your enemies
Impenetrable. You are resistant to all non-ninJutsu or Defend. Tsunade can use a legendary action to take
genjutsu damage. additional reactions up to 1 reaction per triggering
Built Different. You gain Advantage on constitution creatures turn.
saving throws
Legendary Resistance (3/Day)
Sacred Body. You may use Constitution as your
Medicine Ability Modifier. If Tsunade fails a saving throw, they can choose to
succeed instead.
Jutsu
Katsuyu
Jutsu
Armor Class 22 (Studded Leather + Blocking)
Hit Points 308 Ninjutsu. +12 to hit, (Ninjutsu save DC 21)
Chakra Points 308
D-Ranks (Cost 5): Blurring Wind, Buffeting Airwaves,
Speed 50 ft. Dust Wind, Supporting Gale, Zephyr Strike
Initiative 7
C-Ranks (Cost 9): 1,000 Blades of Wind, Sickle Weasel,
Rotating Ferocious Wind, Vacuum Shield
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Backlash, Great Sickle Weasel,
13 (+1) 15 (+2) 19 (+4) 20 (+5) 13 (+1) 11 (0) Multilayered Gale
A-Ranks (Cost 20): Vacuum Wall
Saving Throws Str +2, Dex +9, Con +11, Int +12, Wis
+2, Cha +1 Attacks
Skills Acrobatics +8, Athletics +7, Chakra Control +16,
History +11, Insight +7, Ninshou +11, Perception Multiattack. Temari can make 2 melee attacks with their
+7, Sleight of Hand +8, Stealth +8 Katana or 3 ranged attacks with her shuriken.
Senses Passive Perception 17
Giant Folding Fan. Melee Weapon Attack: Hit: +9 to hit,
7 (1d8 + 2) Bludgeoning damage. (Versatile. 8 [1d10 +
Efficient Casting. Select two Moldings found in Ninjutsu
2])
Specialist Class.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
Hard to Hit. When Temari is standing and unrestained, 5 ft., one target. Hit: 6 (1d6 + 2) Bludgeoning damage.
attacks against her have disadvantage unless she is
adjacent to two or more enemies. Shuriken. Ranged Weapon Attack: +7 to hit, range 60
ft., one target. Hit: 4 (1d4 + 2) Slashing damage.
Iconic Power. Temari's damage cannot be reduced by
any more than 5. Elite Action
Advanced Study. Temari knows jutsu up to 1 rank Temari may take one Elite Action at the start of each
higher than her current limitations. round to either move or take an additional Action.
Enhanced Wind Release. Temari deals an additional
die
of damage with jutsu with Ninjutsu with the Wind Elite Tenacity (11)
Release Keyword.
When Temari would roll any Saving throw, she may roll
Swirling Currents. When Temari would be targeted with an additional d4. She may roll any number of d4 she
a weapon attack or bukijutsu, she can increase her AC has remaining. She has a total number of d4 equal to
by 1d8 or when you would make a saving throw against her level per combat.
a Bukijutsu, she gains advantage on the saving throw.
Sasori
Sasori is a puppet user from Sunagakure and is a member of
the Akatsuki. Also know as "Sasori of the Red Sand," he had
a collection of hundreds of puppets at his disposal. Sasori
stays inside his puppet Hiruko, while in public and very few
people know that this is not his real body. Sasori laces all his
weapons with has special poison. This potent substance
renders the opponent dead within 3 days. Inside Hiruko,
Sasori pulls the strings of enemies and allies the same.
Using Sasori As An Adversary
Sasori is an impatient, but tactical fighter; he quickly
dispatches his opponents with his deadly poison to add them
to his collection.
OFFENSIVELY
When playing with Sasori offensively, he will dish out
powerful strikes with his poison tipped tail. 4 more
sentences.
DEFENSIVELY
TBD
Phase 1
TBD
Phase 2
TBD A description while entering Phase 2 is important for
immersion and to build tension, come up with your own
flavor text, or feel free to use this. The puppet shatters,
shrapnel exploding in all directions. A young man with red
hair and a black cloak jumps out from the wreckage. He pulls
out a scroll, and summons a puppet. The puppet is wearing a
rugged brown coat. The puppet seems to be floating, no
chakra threads are visible. This puppet seems unusual, more
alive.
Phase 3
TBD A description while entering Phase 3 is important for
immersion and to build tension, come up with your own
flavor text, or feel free to use this. The man stands
emotionless, his eyes unfaltering. He rips off his cloak to
reveal an imbedded container. Metal blades protrude out
from his back like mantis wings.
Sasori
Augmented Physicality. You cannot make a Strength or Command. Sasori commands one of his controlled
creatures, granting them an action.
Constitution saving throw at disadvantage.
Attack. Sasori makes a weapon attack.
Constructed Power. You cast Ninjutsu and Genjutsu
using your Constitution Ability score.
Legendary Resistance (6/Day)
Jutsu If Sasori fails a saving throw, he can choose to succeed
Ninjutsu. +20 to hit, (Ninjutsu save DC 29) instead.
The 3rd Kazekage Puppet Constructed Fortitude. You gain immunity to the
Poisoned, Bleeding, Burned, Shocked, or Exhausted
Medium Contruct, Elite, Jiton, Scout, Prof + 7
Level 15 (7000 XP) Conditions. Additionally, you cannot cast jutsu that
would give you exhaustion.
Armor Class 24 (Chunin Jacket) Constructed Power. You cast Ninjutsu and Genjutsu
Hit Points 385 using your Constitution Ability score.
Chakra Points 385
Speed 30 ft. Jutsu
Initiative 10 Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
D-Ranks (Cost 5): Dust Particle Drizzle
STR DEX CON INT WIS CHA
C-Ranks (Cost 9): Dust Wings, Sand Coffin Binding,
20 (+5) 20 (+5) 21 (+5) 10 (0) 10 (0) 10 (0) Sandstorm, Magnet Wave
B-Ranks (Cost 14): Magnetic Dust Fist, Imperial Dust
Saving Throws Str +11, Dex +11, Con +11, Int +11, Wis Funeral, Dust Particle Drizzle, Magnetic Polarization
+11, Cha +11
Skills Acrobatics +12, Athletics +12, Chakra Control A-Ranks (Cost 20): Death Cloud, Dust Particle World,
+12, Martial Arts +12, Ninshou +7, Perception +7 Iron Sand Gathering Assult, Needle Sand Sphere,
Damage Resistance Acid Sealing Dust Sphere,
Damage Immunity Poison, Psychic, Necrotic, Metal Taijutsu. +14 to hit, (Taijutsu save DC 23)
Weapons
Condition Immunity Bleeding, Burned, Charmed C-Ranks (Cost 9): A Thousand Handed Slam
Exhaustion, Fear, Poisoned, Shocked B-Ranks (Cost 14): Amputation Punishment
Senses Passive Perception 17
Attacks
Light-Footed. You can Disengage or Dash as a bonus
action. When an enemy moves adjacent to you, you can Multiattack. The 3rd Kazakge can make 3 melee attacks.
spend your reaction to move away up to half your Serrated Claw. Melee Weapon Attack: +14 to hit, reach
speed. 5 ft., one target. Hit: 16 (1d6 + 5) slashing damage
Hard to Hit. When you are standing and unrestained, plus 11 (5d6) poison damage.
attacks against you have disadvantage unless you are Buzzsaw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
adjacent to two or more enemies. one target. Hit: 10 (1d8 + 5) slashing damage plus 14
Superior Ability. When you would make a saving throw (3d8) poison damage.
vs any hostile jutsu or feature, you may add 1d8 to the Battle Wire. Melee Weapon Attack: +14 to hit, reach 15
saving throw. You may only do this once per round. ft., one target. Hit: 9 (1d4 + 5) slashing damage plus
Agile. You have advantage on Dexterity saving throws. 12 (5d4) poison damage.
Jutsu
Armor Class 29 (Studded Leather)
Hit Points 589 Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
Chakra Points 589
D-Ranks (Cost 5): Absorb Heat, Blue Fire
Twisted Chakra Points 37
Speed 60 ft. C-Ranks (Cost 9): Heated Sight, Dragon Flame Bombs
Initiative 16 B-Ranks (Cost 14): Great Flame Bomb
A-Ranks (Cost 20): Fire Devastation, Mouse Hairball
STR DEX CON INT WIS CHA (Fire Dragon Bullet)
19 (+4) 29 (+9) 21 (+5) 16 (+3) 12 (+1) 10 (0) Taijutsu. +18 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): Bestial Fury Kick, Brace, Rising
Saving Throws Str +12, Dex +17, Con +13 Dragon
Skills Acrobatics +23, Athletics +18, Chakra Control
+19, Insight +8, Intimidation +7, Investigation +10, C-Ranks (Cost 9): Adamantine Acala, Intersection
Martial Arts +11, Ninshou +10, Perception Counter
+8,Sleight of Hand +16, Stealth +16, Survival +8 B-Ranks (Cost 14): Avalanche Dance, Machine Gun
Damage Resistance Fire Punch
Damage Immunity
Condition Immunity Berserk, Burned, Charmed, A-Ranks (Cost 20): Iron Guard, World Breaker
Exhaustion, Fear, Weakened
Senses Passive Perception 18, Darkvision 30 ft., Keen Attacks
Sight and Smell Multiattack. Yugito can make 4 claw or kunai attacks.
Iconic Power. Yugito's damage cannot be reduced by Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one
any more than 5. target. Hit: 22 (3d8 + 9) slashing damage.
Kunai. Ranged Weapon Attack: +18 to hit, range 60 ft.,
Iconic Determination. Yugito gains 3 additional uses of
one
target. Hit: 11 (1d4 + 9) piercing damage.
Legendary Resistance.
Iconic Presence. Yugito is immune to Charisma based Legendary Actions
Skill Checks and affects. Additionally, she cannot be
Yugito can take 3 Legendary actions, choosing from
charmed or controlled by other creatures.
the options below. Only one legendary action can be
Aura: Oppressive Chakra. Any creature within 10ft of used at a time and only at the end of another creatures
you cannot cast a jutsu that has a cost lower than your turn. Yugito regains spent legendary actions at the start
level. of her turn.
Brutal Brawler. Melee attacks score a critical hit on a roll Attack. Yugito is able to make one Claw attack or cast a
of 19-20 and deal 1 additional die of damage. Jutsu.
Freedom of Movement. You ignore difficult terrain, and Move. Yugito can move up to her movement speed if
Chakra based effects can’t reduce your speed or cause she is free to do so. This movement does not provoke
it to be restrained. You can spend 5 ft of movement to opportunity attacks.
escape from Jutsu based restraints or being grappled.
Dodge. Yugito can use a legendary action to take
The Beast Within. Yugito can expend 5 twisted chakra additional reactions up to 1 reaction per triggering
to end a Genjutsu effect she is under. creatures turn.
Boundless Stamina. Yugito is immune to the exhaustion
condition. If a jutsu or feature she has would give you Legendary Resistance (8/Day)
exhaustion she does not gain it. If Yugito fails a saving throw, she can choose to
Primal Power. Ninjutsu or Arts that use twisted chakra succeed instead.
cannot be dispelled, countered or negated.
Yugito Nii
Yugito Nii (Phase 2) Twisted Cloak, Stage 3. Yugito gains 175 Temporary Hit
points. She gains a Claw attack that deals 2d12 + your
S-Rank, Medium Humanoid, Solo (4), Jinchūriki, Iconic,
Prof + 7 level in one damage type of your choice. Yugito can
Level 15 (14,000 XP) make this claw attack 3 times. Yugito gains a +3 bonus
to all saving throws.
Armor Class 29 (Studded Leather) Jutsu
Hit Points 294
Temporary Hit Points 175 Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
Chakra Points 294
D-Ranks (Cost 5): Absorb Heat, Blue Fire
Twisted Chakra Points 112
Speed 60 ft. C-Ranks (Cost 9): Heated Sight, Dragon Flame Bombs
Initiative 16 B-Ranks (Cost 14): Great Flame Bomb
A-Ranks (Cost 20): Fire Devastation, Mouse Hairball
STR DEX CON INT WIS CHA (Fire Dragon Bullet)
19 (+4) 29 (+9) 21 (+5) 16 (+3) 12 (+1) 10 (0) Taijutsu. +18 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): Bestial Fury Kick, Brace, Rising
Saving Throws Str +15, Dex +20, Con +16, Int +6, Wis Dragon
+4, Cha +3
Skills Acrobatics +23, Athletics +18, Chakra Control C-Ranks (Cost 9): Adamantine Acala, Intersection
+19, Insight +8, Intimidation +7, Investigation +10, Counter
Martial Arts +11, Ninshou +10, Perception B-Ranks (Cost 14): Avalanche Dance, Machine Gun
+8,Sleight of Hand +16, Stealth +16, Survival +8 Punch
Damage Resistance Non-Chakra Enhanced bludgeoning,
piercing, and slashing A-Ranks (Cost 20): Iron Guard, World Breaker
Damage Immunity Fire Vermillion Arts. +18 to hit, (Vermillion save DC 27)
Condition Immunity Berserk, Burned, Charmed,
Exhaustion, Fear, Weakened Passives: Devilish Claws, Vermillion Assault
Senses Passive Perception 18, Darkvision 30 ft., Keen (Cost 10): Beast Claw
Sight and Smell
Attacks
Iconic Power. Yugito's damage cannot be reduced by Multiattack. Yugito can make 3 claw or kunai attacks.
any more than 5.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one
Iconic Determination. Yugito gains 3 additional uses of target. Hit: 38 (4d6 + 24) slashing damage.
Legendary Resistance.
Kunai. Ranged Weapon Attack: +18 to hit, range 60 ft.,
Iconic Presence. Yugito is immune to Charisma based one
target. Hit: 11 (1d4 + 9) piercing damage.
Skill Checks and affects. Additionally, she cannot be
charmed or controlled by other creatures. Legendary Actions
Aura: Oppressive Chakra. Any creature within 10ft of Yugito can take 3 Legendary actions, choosing from
you cannot cast a jutsu that has a cost lower than your the options below. Only one legendary action can be
level.
used at a time and only at the end of another creatures
Brutal Brawler. Melee attacks score a critical hit on a roll turn. Yugito regains spent legendary actions at the start
of 19-20 and deal 1 additional die of damage. of her turn.
Freedom of Movement. You ignore difficult terrain, and Attack. Yugito is able to make one Claw attack or cast a
Chakra based effects can’t reduce your speed or cause Jutsu.
it to be restrained. You can spend 5 ft of movement to
escape from Jutsu based restraints or being grappled. Move. Yugito can move up to her movement speed if
she is free to do so. This movement does not provoke
The Beast Within. Yugito can expend 5 twisted chakra opportunity attacks.
to end a Genjutsu effect she is under.
Dodge. Yugito can use a legendary action to take
Boundless Stamina. Yugito is immune to the exhaustion additional reactions up to 1 reaction per triggering
condition. If a jutsu or feature she has would give you creatures turn.
exhaustion she does not gain it.
Primal Power. Ninjutsu or Arts that use twisted chakra Legendary Resistance (8/Day)
cannot be dispelled, countered or negated. If Yugito fails a saving throw, she can choose to
Dormant Beast. Yugito can tap into the dormant powers succeed instead.
of her Sealed beast. Her unarmed damage die is
increased by 1 step and her STR and DEX are increased
by +4.
Yugito Nii
Yugito Nii (Phase 3) Twisted Cloak, Stage 5. Yugito gains 300 Temporary Hit
points. Yugito gains a Claw attack that deals 3d12 +
S-Rank, Huge Construct, Solo (4), Jinchūriki, Iconic,
Prof + 7 your level. Yugito can make this claw attack 3 times.
Level 15 (14,000 XP) You gain a +5 bonus to all saving throws. Your size
becomes huge.
Armor Class 29 (Studded Leather) Jutsu
Hit Points 98
Temporary Hit Points 300 Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
Chakra Points 98
D-Ranks (Cost 5): Absorb Heat, Blue Fire
Twisted Chakra Points 225
Speed 60 ft. C-Ranks (Cost 9): Heated Sight, Dragon Flame Bombs
Initiative 16 B-Ranks (Cost 14): Great Flame Bomb
A-Ranks (Cost 20): Fire Devastation, Mouse Hairball
STR DEX CON INT WIS CHA (Fire Dragon Bullet)
19 (+4) 29 (+9) 21 (+5) 16 (+3) 12 (+1) 10 (0) Taijutsu. +18 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): Bestial Fury Kick, Brace, Rising
Saving Throws Str +17, Dex +22, Con +18, Int +8, Wis Dragon
+6, Cha +5
Skills Acrobatics +23, Athletics +18, Chakra Control C-Ranks (Cost 9): Adamantine Acala, Intersection
+19, Insight +8, Intimidation +7, Investigation +10, Counter
Martial Arts +11, Ninshou +10, Perception B-Ranks (Cost 14): Avalanche Dance, Machine Gun
+8,Sleight of Hand +16, Stealth +16, Survival +8 Punch
Damage Immunity Fire, Non-Chakra Enhanced
bludgeoning, piercing, and slashing A-Ranks (Cost 20): Iron Guard, World Breaker
Condition Immunity Berserk, Burned, Charmed, Dazed, Vermillion Arts. +18 to hit, (Vermillion save DC 27)
Exhaustion, Fear, Weakened
Senses Passive Perception 18, Darkvision 30 ft., Keen Passives: Devilish Claws, Vermillion Assault
Sight and Smell (Cost 10): Beast Claw
Asuma Jutsu
A-Rank, Medium Humanoid, Elite, Sarutobi,
Ninjutsu. +11 to hit, (Ninjutsu save DC 20)
Iconic/Striker, Prof + 6
Level 12 (4000 XP) D-Ranks (Cost 5): Ash Cloud
C-Ranks (Cost 9): Great Breakthrough, Blazing Ash Pile
Armor Class 22 (Chunin Jacket)
Hit Points 270 B-Ranks (Cost 14): Thousand-armed Murder, Pyronado,
Chakra Points 270 Vacuum Blade
Speed 50 ft. Genjutsu. +8 to hit, (Ninjutsu save DC 17)
Initiative 6
E-Ranks (Cost 2): Release
C-Ranks (Cost 9): Mental Barrier
STR DEX CON INT WIS CHA
Taijutsu. +12 to hit, (Taijutsu save DC 21)
20 (+5) 14 (+2) 18 (+4) 19 (+4) 13 (+1) 10 (0)
D-Ranks (Cost 5): Flying Swallow: Cross Cut
Saving Throws Str +12, Dex +8, Con +10, Int +5, Wis C-Ranks (Cost 9): Afterglow, Crescent Moon Beheading
+2, Cha +1
B-Ranks (Cost 14): Reverse Guard, Ichimonji
Skills Acrobatics +8, Athletics +11, Chakra Control
+15, History +10, Illusions +7, Martial Arts +11,
Ninshou +10, Perception +7
Attacks
Senses Passive Perception 17 Multiattack. Asuma can make 3 melee attacks or 4
ranged attacks with his shuriken.
Iconic Power. Your damage cannot be reduced by any
Unarmed Strike. Melee Weapon Attack: +12 to hit,
more than 5.
reach 5 ft., one target. Hit: 17 (1d10 + 11)
Bloodfury. When you are bloodied, you become Bludgeoning damage.
enraged; -2 AC and +2 attack. Knuckle Blades. Melee Weapon Attack: +12 to hit, reach
Revenge. Deal bonus damage equal to your level against 5 ft., one target. Hit: 18 (2d6 + 11) Slashing damage.
anyone that hurt you in the previous round. Shuriken. Ranged Weapon Attack: +8 to hit, range 60
Chakra Weapons. Your weapon attacks are Chakra ft., one target. Hit: 14 (1d4 + 8) Slashing damage.
Based. You can spend 20 Chakra to coat your weapon,
dealing an additional die of damage and increasing the Elite Action
range by 5ft. This lasts for 1 minute. Asuma may take one Elite Action at the start of each
Weapon Expert. Weapon damage you deal, deals round to either move or take an additional Action.
additional damage equal to half your level.
Zenith. All of your Jutsu are automatically upcasted by 1 Elite Tenacity (12)
Rank. When Asuma would roll any Saving throw or ability
Advanced Chakra Control. Three times per encounter check, they may roll an additional d4. You may roll any
when you cast a Ninjutsu that does not require number of d4 you have remaining. You have a total
concentation you can cut its Chakra cost in half. number of d4 equal to your level per combat.
Kakazu Jutsu
S-Rank, Medium Humanoid, Solo (4), Akatsuki, Iconic,
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
Prof + 7
Level 15 (14,000 XP) C-Ranks (Cost 9): Restorative
B-Ranks (Cost 14): Iron Skinned Spear
Armor Class 25 (Unnatural Armor)
Hit Points 1389/833/416 A-Ranks (Cost 20): Regenerate
Chakra Points 1038 Taijutsu. +14 to hit, (Taijutsu save DC 23)
Speed 50 ft.
Initiative 7 D-Ranks (Cost 5): Brace, Iron Knuckle
C-Ranks (Cost 9): Iron Web Deflection, Webbed
Grapple
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Reverse Guard, Steel, Steel Knuckle,
20 (+5) 15 (+2) 22 (+6) 18 (+4) 10 (0) 13 (+1) Wire Cruxifiction
A-Ranks (Cost 20): Crippling Strike, Iron Guard,
Saving Throws Str +13, Dex +3, Con +14, Int +5, Wis
Supreme Violence, Violent Strangling, Wandering
+1, Cha +9
Arachnid
Skills Acrobatics +9, Athletics +19, Chakra Control
+13, Deception +8, History +11, Intimidation +8,
Martial Arts +12, Medicine +7
Attacks
Condition Immunity Bleeding, Charmed, Exhaustion, Multiattack. Kakazu can make 4 melee attacks.
Fear, Weakened
Senses Passive Perception 10 Unarmed Strike. Melee Weapon Attack: +12 to hit,
reach 20 ft., one target. Hit: 17 (3d6 + 5) bludgeoning
Iconic Focus. You cannot lose concentration on Jutsu damage.
you are concentrating on as a result of damage. Thread Lash. Melee Weapon Attack: +12 to hit, reach
20 ft., one target. Hit: 17 (2d10 + 5) slashing damage.
Iconic Determination. You gain 3 additional Legendary
Tenacity die. Legendary Actions
Iconic Prescence. You are immune to Charisma based Kakazu can take 3 Legendary actions, choosing from
Skill Checks and affects. Additionally, you cannot be the options below. Only one legendary action can be
charmed or controlled by other creatures. used at a time and only at the end of another creatures
Regeneration. You regain 30 hit points at the start of turn. Kakazu regains spent legendary actions at the
your turn. This regeneration stops for 1 turn if you are start of their turn.
hit by a force damage type or you are reduced to 0 hit
points. Attack. Kakazu makes an attack.
Immortal. You cannot be killed unless you are reduced Move. Kakazu can move up to his speed if he is free to
to 0 hit points by an attack that deals force or psychic do so. This movement may trigger opportunity attacks
damage. Any other form of attack will reduce you to 1 and reactions as normal from your enemies
hit point instead. Defend. Kakazu can use a legendary action to take
Impenetrable. You are resistant to all non-ninJutsu or additional reactions up to 1 reaction per triggering
creatures turn.
genjutsu damage.
Threaded Body. You count as being in the Iron Fist Legendary Tenacity (18)
Stance and Spider Fist Stance.
When Kakazu would roll any Saving throw, ability check
Woven Body. You cannot make a Strength or or attack roll, he may roll an additional d6. He may roll
Constitution saving throw at disadvantage. any number of d6 he has remaining. He has a total
Sown Body. A creature grappled by you is restrained for number of d6 equal to his level per combat.
the duration.
Earth Grudge Fear Mask Inscrutable. You are immune to any effect that would
sense your emotions or read your thoughts, as well as
Puppets any Genjutsu that you refuse. Wisdom (Insight) checks
A-Rank, Large Construct, Standard, Akatsuki, Caster, made to ascertain your intentions or sincerity have
Prof + 7 disadvantage.
Level 13 (2,350 XP) Enhanced Nature Release. Pick 1 nature release you
know. You deal an additional damage die of the chosen
Armor Class 19 (Unnatural Armor) nature release.
Hit Points 116 Bad Chakra. When you Clash with a creature, you roll at
Chakra Points 248 advantage.
Speed 30 ft.
Initiative 7 Masked Manipulation. Combination jutsu you cast use
your Constitution Ability score instead of Charisma.
Masked Power. Pick 1 nature release you know. You
STR DEX CON INT WIS CHA
ignore resistance to damage for jutsu with this nature
18 (+4) 18 (+4) 22 (+6) 10 (0) 10 (0) 10 (0) release keyword.
Saving Throws Str +14, Dex +14, Con +16, Int/Wis/Cha Jutsu
+3 Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
Skills Acrobatics +11, Athletics +11, Chakra Control
+13 C-Ranks (Cost 9): Aftershock, Peacock Whirlwind,
Damage Immunity Poison, Necrotic Pressure Shockwave, Raging Tide, Searing Rush, Water
Condition Immunity Berserk, Bleeeding, Blinded, Trumpet
Charmed, Exhuastion, Fear, Unconscious, Weakened
B-Ranks (Cost 14): Chained Lightning, False Darkness,
Senses Passive Perception 17
Great Flame Bombs, Water Fang
Specialized Casting. Select one Jutsu you know, increase A-Ranks (Cost 20): Fire Storm, Ignition, Powerful Bullet
the save DC and damage die of the Jutsu by 1 for every Breath, Splitting Breeze, Vacuum Serial Waves, Water
5 Levels you have. Severing Wave
Deidara Jutsu
S-Rank, Medium Humanoid Solo (4), Bakuton,
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
Iconic/Caster, Prof + 7
Level 15 (14,000 XP) D-Ranks (Cost 5): Clay Spiders, Clay Birds, Break, Mole
Movement, Headhunter Technique
Armor Class 23 (Studded Leather) C-Ranks (Cost 9): Repelling Blast, Prime, Clay Flight,
Hit Points 1038/622/311 Shadow Clone Technique
Chakra Points 1038/622/311
Speed 50 ft. B-Ranks (Cost 14): Clay Chase Down, Absolute Death
Initiative 10 Bombing, Explosive Substitution Technique
A-Ranks (Cost 20): Clay Dragon, Tower of the Sun
STR DEX CON INT WIS CHA Genjutsu. +12 to hit, (Genjutsu save DC 21)
11 (0) 16 (+3) 22 (+6) 20 (+5) 17 (+3) 12 (+1) E-Ranks (Cost 2): Release
A-Ranks (Cost 20): Genjutsu Break
Saving Throws Str +1, Dex +11, Con +14, Int +6, Wis
+11, Cha +2 Attacks
Skills Acrobatics +10, Chakra Control +13, Crafting
Multiattack. Deidara can make 3 melee attacks or 4
+19, Deception +8, History +12, Illusions +10,
ranged attacks with his shuriken.
Insight +10, Investigation +12, Ninshou +12,
Perception +10 Unarmed Strike. Melee Weapon Attack: +12 to hit,
Senses Passive Perception 20 reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning
damage.
Iconic Power. Your damage cannot be reduced by any
more than 5. Shuriken. Ranged Weapon Attack: +12 to hit, range 60
ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Potent Casting. Twice per combat, you may maximize
the damage one jutsu you cast deals. Legendary Actions
Iconic Focus. Deidara cannot lose concentration on Deidara can take 3 Legendary actions, choosing from
Jutsu you are concentrating on as a result of damage. the options below. Only one legendary action can be
used at a time and only at the end of another creatures
Genjutsu Resistance. Deidara has advantage on saving turn. Deidara regains spent legendary actions at the
throws against Genjutsu. start of his turn.
Combat Seal Weaving. When a creature makes a saving
throw vs a Jutsu you cast, if they fail the check and the Attack. Deidara casts a jutsu with a casting time of 1
difference between their roll and your Save DC is 5 or action or bonus action.
greater, and your jutsu deals damage, you instead deal Mount. Deidara can move up to his movement speed
double damage. to his clay dragon (if he has one) and mount it as a part
Zenith. All of your Jutsu are automatically upcasted by 1 of this action.
Rank. Command. Deidara commands one of clay creatures,
Catalysmic. You deal triple damage to structures. granting them an action.
Additionally you always deal maximum damage to
structures. Legendary Tenacity (15)
Explosion Release. Bakuton Clan Jutsu have their range When Deidara would roll any Saving throw, ability
increased by 20 feet. Additionally Area of Effect check or attack roll, he may roll an additional d6.
Bakuton Jutsu increase their radius by 20 feet as well. Deidara may roll any number of d6 you have remaining.
He has a total number of d6 equal to his level per
Bombastic. When you deal damage with a Bakuton combat.
Jutsu, you deal additional damage equal to 3d4.
Itachi
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Itachi Uchiha
Saving Throws Dex +14, Int +15, Wis +17, Cha +11 Mangekyōu Sharingan
Skills Acrobatics +13, Chakra Control +15, Deception
You have a Burn limit equal to 34. The Susanoo costs 2
+10, History +14, Illusions +24, Intimidation +10,
burn per turn to maintain and can be dismissed or
Martial Arts +7, Ninshou +14, Perception +16,
summoned as a free action on your turn. If you spend
Stealth +13
more burn than your burn limit, for each additional
Damage Resistance Psychic, Fire
burn you gain, you take 3d8 Necrotic Damage which
Damage Vulnerability Poison, Necrotic
cannot be reduced or resisted by any means.
Condition Immunity Berserk, Charmed, Dazed, Blinded,
Frightened, Slowed, Stunned
Senses Chakra Sight 120 ft., Passive Perception 26 Mangekyōu Arts
Ninjutsu Save: Amaterasu (3 Burn)
Iconic Prescence. You are immune to Charisma based
Skill Checks and affects. Additionally, you cannot be Genjutsu Save: Tsukuyomi (10 Burn), Mokiho (2 Burn)
charmed or controlled by other creatures.
Attacks
Iconic Reflexes. You gain Advantage on Dexterity Saving
throws. Multiattack. Itachi can make 3 melee attacks his
Totsuka Blade.
Iconic Power. Your damage cannot be reduced by any
more than 5. Totsuka Blade. Melee Weapon Attack: +18 to hit, reach
15 ft., one target. Hit: 35 (6d8 + 8) force damage.
Yata Mirror. You can use your reaction and 2 burn to
initiate a clash with a creatures jutsu, if you clash with a Legendary Actions
jutsu without the clash keyword you with automatically
win. Itachi can take Legendary actions, choosing from the
options below. Only one legendary action can be used
Cunning Action. You can dash, disengage, or hide as a at a time and only at the end of another creatures turn.
bonus action. Itachi regains spent legendary actions, at the start of
Uncanny Senses. Unless you are incapacitated, you his turn.
cannot be surprised.
Seal (Costs 3 Actions.) Itachi attempts to seal you in a
Amplified Defense. Itachi can take 3 additional gourd. Make a melee weapon attack. On a hit, the
reactions per encounter. creature must succeed a DC 30 Charisma saving throw,
Sharingan Dodge 4. You spend a reaction and 3 burn to on a failed save the creature has their soul sealed for
instantly block any attack, jutsu or Art, regardless if it is eternity.
an area effect or requires a saving throw. You block it. Move. Itachi can move up to his speed without
Genjutsu Counter. You have advantage on saving throws provoking opportunity attacks.
to save against Genjutsu. Attack. Itachi makes one attack with his Totsuka Blade.
Jutsu Legendary Resistance (6/Day)
Ninjutsu. +16 to hit, (Ninjutsu save DC 25) If Itachi fails a saving throw, He can choose to succeed
instead.
Shisui
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Shisui Uchiha
Armor Class 30 (Natural Armor) D-Ranks (Cost 5): Expedience, Mirror Image Technique,
Hit Points 192 Phase, Friction Shatter, Body Flicker, Sensing
Chakra Points 192 Technique
Speed 100 ft. C-Ranks (Cost 9): Aura of Quickness, Shadowless
Initiative 15 Flight, Thunder Flash, Chakra Transfer, Shadow Clone
Technique
STR DEX CON INT WIS CHA B-Ranks (Cost 14): Flash Step, Quick Step
12 (+1) 25 (+7) 21 (+5) 23 (+6) 18 (+4) 15 (+2) A-Ranks (Cost 20): Speed Siphon, Flying Thunder God,
River Dam Seal, Rasengan
Saving Throws Str +9, Dex +20, Con +18, Int +19, Wis S-Ranks (Cost 25): Guiding Thunder, Four Yang
+20, Cha +10 Formation, Reaper Death Seal, Backlash Wave
Skills Acrobatics +25, Chakra Control +23, History +15,
Taijutsu. +21 to hit, (Taijutsu save DC 30)
Insight +13, Intimidation +11, Investigation +15,
Martial Arts +10, Ninshou +24, Perception +13, B-Ranks (Cost 14): After Image Technique
Stealth +25
Condition Immunity Berserk, Dazed, Exhaustion, Fear, Attacks
Paralyzed, Shocked, Slowed, Stunned Multiattack. Minato can make 4 melee unarmed attacks
Senses Blindsight 30 ft., Passive Perception 23 or 5 ranged attacks with his Three Pronged Kunai.
Iconic Reflexes. You gain Advantage on Dexterity Saving Unarmed Strike. Melee Weapon Attack: +21 to hit,
throws. reach 5 ft., one target. Hit: 13 (1d10 + 7) bludgeoning
damage.
Iconic Resistance. You are resistant to all damage unless
it deals an amount equal to twice your level in a single Three Pronged Kunai. Ranged Weapon Attack: +21 to
turn. hit, range 60 ft., one
target. Hit: 9 (1d4 + 7) Piercing
damage plus 8 (4d4) lightning damage.
Iconic Presence. You are immune to Charisma based
Skill Checks and affects. Additionally, you cannot be Legendary Actions
charmed or controlled by other
creatures.
Minato can take 3 Legendary actions, choosing from
Aura: Chakra Disruption. Any creature within 10ft of you the options below. Only one legendary action can be
has makes Jutsu based attack rolls at disadvantage and used at a time and only at the end of another creatures
you have advantage on all saving
throws against turn. Minato regains spent legendary actions at the
creatures who cast jutsu within 10 ft of you. start of their turn.
Cunning Action. You can dash, disengage, or hide as a
Attack. Minato is able to make one Kunai attack or cast
bonus action.
a Jutsu.
Charger. If you moved more than 20ft in a straight line
towards your target, make your melee attack roll with Move. Minato can move up to his speed without
provoking opportunity attacks.
advantage. On a hit,
you knock your target prone in
addition to any other effect. Defend. Minato can use a legendary action to take
Supernatural Speed. When you move your full additional reactions up to 1 reaction per triggering
creatures turn.
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. Legendary Resistance (3/Day)
If Minato fails a saving throw, he can choose to
Quickened Assault. As a bonus action, you can spend
succeed instead.
10 chakra to make an additional weapon attack. You
can spend up to 100 chakra using this feature to make
10 additional weapon attacks.
Minato Namikaze (Phase Amphibian Senjutsu.
Your unarmed strikes uses 2d6 for
damage.
Ninjutsu you cast, deals additional damage
2) equal to
your Ninjutsu Ability Modifier.
Medium Humanoid, Solo (4), Namikaze, Iconic, Prof + Sage Blooded. Jutsu you cast that has the Chakra
9 Molding Component add an additional 1d20 whenever
Level 21 (35,000 XP) you initiate a Clash. When you win a Clash of any type,
the losing creature gains the Dazed Condition for 1d6
Armor Class 30 (Natural Armor) rounds.
Hit Points 192
Chakra Points 192 Sage Arts
Sage Chakra 64 Sage Art. +22 to hit, (Sage Art save DC 31)
Speed 110 ft.
Initiative 15 Mountain Carving Ball (Cost 12 Sage Chakra)
Jutsu
STR DEX CON INT WIS CHA
Ninjutsu. +20 to hit, (Ninjutsu save DC 29)
12 (+1) 25 (+7) 21 (+5) 23 (+6) 18 (+4) 15 (+2)
D-Ranks (Cost 5): Expedience, Mirror Image Technique,
Saving Throws Str +9, Dex +20, Con +18, Int +19, Wis Phase, Friction Shatter, Body Flicker, Sensing
+20, Cha +10 Technique
Skills Acrobatics +26, Chakra Control +14, Insight +13, C-Ranks (Cost 9): Aura of Quickness, Shadowless
Investigation +15, Martial Arts +10, Ninshou +15, Flight, Thunder Flash, Chakra Transfer, Shadow Clone
Perception +13, Stealth +16 Technique
Damage Resistance Lightning, Wind
Condition Immunity Berserk, Dazed, Exhaustion, Fear, B-Ranks (Cost 14): Flash Step, Quick Step
Paralyzed, Shocked, Slowed, Stunned A-Ranks (Cost 20): Speed Siphon, Flying Thunder God,
Senses Blindsight 30 ft., Passive Perception 23 River Dam Seal, Rasengan
Iconic Reflexes. You gain Advantage on Dexterity Saving S-Ranks (Cost 25): Guiding Thunder, Four Yang
Formation, Reaper Death Seal, Backlash Wave
throws.
Taijutsu. +21 to hit, (Taijutsu save DC 30)
Iconic Resistance. You are resistant to all damage unless
it deals an amount equal to twice your level in a single B-Ranks (Cost 14): After Image Technique
turn.
Attacks
Iconic Presence. You are immune to Charisma based
Skill Checks and affects. Additionally, you cannot be Multiattack. Minato can make 4 melee unarmed attacks
charmed or controlled by other
creatures. or 5 ranged attacks with his Three Pronged Kunai.
Aura: Chakra Disruption. Any creature within 10ft of you Unarmed Strike. Melee Weapon Attack: +21 to hit,
has makes Jutsu based attack rolls at disadvantage and reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning
you have advantage on all saving
throws against damage.
creatures who cast jutsu within 10 ft of you. Three Pronged Kunai. Ranged Weapon Attack: +21 to
Cunning Action. You can dash, disengage, or hide as a hit, range 60 ft., one
target. Hit: 9 (1d4 + 7) piercing
bonus action. damage plus 8 (4d4) lightning damage.
Charger. If you moved more than 20ft in a straight line
towards your target, make your melee attack roll with
Legendary Actions
advantage. On a hit,
you knock your target prone in Minato can take 3 Legendary actions, choosing from
addition to any other effect. the options below. Only one legendary action can be
Supernatural Speed. When you move your full used at a time and only at the end of another creatures
turn. Minato regains spent legendary actions at the
movement speed you may as an action make a melee
weapon attack against each creature you pass dealing start of their turn.
your weapon damage + 1d4 to each creature you hit. Attack. Minato is able to make one Kunai attack or Cast
Quickened Assault. As a bonus action, you can spend a Sage Art.
10 chakra to make an additional weapon attack. You Move. Minato can teleport to an unoccupied space he
can spend up to 100 chakra using this feature to make can see within his movement speed.
10 additional weapon attacks.
Defend. Minato can use a legendary action to take
Blink of an Eye. When you would move, you instead additional reactions up to 1 reaction per triggering
teleport to the target destination. You can only do this creatures turn.
once per turn.
Sage Mode. For every 1 Sage Chakra you spend casting Legendary Resistance (3/Day)
any jutsu, you treat the chakra spent as 2.
Jutsu you If Minato fails a saving throw, he can choose to
cast that uses Sage Chakra increase their
save DC by succeed instead.
+2 or their Damage dice by 1.
Minato Namikaze (Phase Amphibian Senjutsu.
Your unarmed strikes uses 2d6 for
damage.
Ninjutsu you cast, deals additional damage
3) equal to
your Ninjutsu Ability Modifier.
Medium Humanoid, Solo (4), Namikaze, Iconic, Prof + Sage Blooded. Jutsu you cast that has the Chakra
9 Molding Component add an additional 1d20 whenever
Level 21 (35,000 XP) you initiate a Clash. When you win a Clash of any type,
the losing creature gains the Dazed Condition for 1d6
Armor Class 30 (Natural Armor) rounds.
Hit Points 259
Chakra Points 259 Sage Arts
Sage Chakra 86 Sage Art. +22 to hit, (Sage Art save DC 31)
Speed 120 ft.
Initiative 15 Mountain Carving Ball (Cost 12 Sage Chakra)
Jutsu
STR DEX CON INT WIS CHA
Ninjutsu. +20 to hit, (Ninjutsu save DC 29)
12 (+1) 25 (+7) 21 (+5) 23 (+6) 18 (+4) 15 (+2)
D-Ranks (Cost 5): Expedience, Mirror Image Technique,
Saving Throws Str +9, Dex +20, Con +18, Int +19, Wis Phase, Friction Shatter, Body Flicker, Sensing
+20, Cha +10 Technique
Skills Acrobatics +26, Chakra Control +14, Insight +13, C-Ranks (Cost 9): Aura of Quickness, Shadowless
Investigation +15, Martial Arts +10, Ninshou +15, Flight, Thunder Flash, Chakra Transfer, Shadow Clone
Perception +13, Stealth +16 Technique
Damage Immunity Lightning, Wind
Condition Immunity Berserk, Dazed, Exhaustion, Fear, B-Ranks (Cost 14): Flash Step, Quick Step
Paralyzed, Shocked, Slowed, Stunned A-Ranks (Cost 20): Speed Siphon, Flying Thunder God,
Senses Blindsight 30 ft., Passive Perception 23 River Dam Seal, Rasengan
Iconic Reflexes. You gain Advantage on Dexterity Saving S-Ranks (Cost 25): Guiding Thunder, Four Yang
Formation, Reaper Death Seal, Backlash Wave
throws.
Taijutsu. +21 to hit, (Taijutsu save DC 30)
Iconic Resistance. You are resistant to all damage unless
it deals an amount equal to twice your level in a single B-Ranks (Cost 14): After Image Technique
turn.
Attacks
Iconic Presence. You are immune to Charisma based
Skill Checks and affects. Additionally, you cannot be Multiattack. Minato can make 4 melee unarmed attacks
charmed or controlled by other
creatures. or 5 ranged attacks with his Three Pronged Kunai.
Aura: Chakra Disruption. Any creature within 10ft of you Unarmed Strike. Melee Weapon Attack: +21 to hit,
has makes Jutsu based attack rolls at disadvantage and reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning
you have advantage on all saving
throws against damage.
creatures who cast jutsu within 10 ft of you. Three Pronged Kunai. Ranged Weapon Attack: +21 to
Cunning Action. You can dash, disengage, or hide as a hit, range 60 ft., one
target. Hit: 9 (1d4 + 7) Piercing
bonus action. damage plus 8 (4d4) lightning damage.
Charger. If you moved more than 20ft in a straight line
towards your target, make your melee attack roll with
Legendary Actions
advantage. On a hit,
you knock your target prone in Minato can take 3 Legendary actions, choosing from
addition to any other effect. the options below. Only one legendary action can be
Supernatural Speed. When you move your full used at a time and only at the end of another creatures
turn. Minato regains spent legendary actions at the
movement speed you may as an action make a melee
weapon attack against each creature you pass dealing start of their turn.
your weapon damage + 1d4 to each creature you hit. Attack. Attack. Minato is cast a jutsu or cast a Sage Art.
Quickened Assault. As a bonus action, you can spend Move. Minato can teleport to an unoccupied space he
10 chakra to make an additional weapon attack. You can see.
can spend up to 100 chakra using this feature to make
10 additional weapon attacks. Defend. Minato can use a legendary action to take
additional reactions up to 1 reaction per triggering
Blink of an Eye. When you would move, you instead creatures turn.
teleport to the target destination. You can only do this
once per turn. Legendary Resistance (3/Day)
Sage Mode. For every 1 Sage Chakra you spend casting If Minato fails a saving throw, he can choose to
any jutsu, you treat the chakra spent as 2.
Jutsu you succeed instead.
cast that uses Sage Chakra increase their
save DC by
+2 or their Damage dice by 1.
Konohamaru Sarutobi
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Konohamaru (Pain Arc)
Konohamaru Jutsu
B-Rank, Medium Humanoid, Elite, Sarutobi, Generalist,
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
Prof + 5
Level 8 (1600 XP) D-Ranks (Cost 5): Sexy Technique, Substitution
Technique
Armor Class 19 (Studded Leather) C-Ranks (Cost 9): Shadow Clone Technique
Hit Points 152
Chakra Points 152 B-Ranks (Cost 14): Rasengan, Multi-shadow Clone
Speed 30 ft. Technique
Initiative 6 Taijutsu. +7 to hit, (Taijutsu save DC 16)
D-Ranks (Cost 5): Brace, Bolting Blossom
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Intersection Counter
11 (0) 15 (+2) 18 (+4) 16 (+3) 13 (+1) 10 (0)
Attacks
Saving Throws Str -2, Dex +5, Con +7, Int +1, Wis -1, Multiattack. Konohamaru can make 2 melee attacks or
Cha -2 3 ranged attacks with his kunai.
Skills Acrobatics +7, Chakra Control +9, Illusions +6,
Insight +6, Martial Arts +5, Ninshou +8, Perception Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
+6, Stealth +7 5 ft., one target. Hit: 6 (1d6 + 2) Bludgeoning damage.
Senses Passive Perception 16 Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft.,
one target. Hit: 4 (1d4 + 2) Piercing damage.
Superior Ability. When you would make a saving throw
vs any hostile jutsu or feature, you may add 1d8 to the Elite Action
saving throw. You may only do this once per round.
Konohamaru may take one Elite Action at the start of
Hard to Hit. When you are standing and unrestained, each round to either move or take an additional Action.
attacks against you have disadvantage unless you are
adjacent to two or more enemies. Elite Tenacity (8)
Advanced Study. You know jutsu up to 1 rank higher When Konohamaru would roll any Saving throw or
than your current limitations ability check, they may roll an additional d4. You may
Unlimited Potential. When you Clash with a creature, roll any number of d4 you have remaining. You have a
you roll at advantage total number of d4 equal to your level per combat.
Advanced Chakra Control. Three times per encounter
when you cast a Ninjutsu that does not require
concentation you can cut its Chakra cost in half.
Paths of Pain
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Paths of Pain
Deva Path You have a Divine Fatigue limit equal to 34. Arts you
cast give you a number of Divine Fatigue equal to the
S-Rank, Medium Undead, Solo (4), Path of Pain, Iconic,
Prof + 8 number of chakra die they would cost. If you spend
Level 17 (180,000 XP) more Divine Fatigue than your fatigue limit, for each
additional fatigue you gain, you take 3d8 true damage.
Armor Class 26 (Protection of God) Adjudication of God. When you or a body you control
Hit Points 1499/899/499 would be reduced to 0 Hit points, you or the body can
Chakra Points 1499 spend a reaction. If you do, you or it immediately gain
Speed 50 ft. an additional turn, interrupting the current turn. If you
Initiative 13 or the body ends this turn with 0 hit points, it dies.
Destruction Arts. You gain 3 Destruction Arts of your
STR DEX CON INT WIS CHA choice.You have the following Statistics; Art Save DC:
24/ Art Attack Bonus: 20
20 (+5) 20 (+5) 20 (+5) 24 (+7) 18 (+4) 10 (0)
God's Law. You have an increased Divine Fatigue limit,
equal to 51.
Saving Throws Dex +14, Con +14, Int +16, Wis +13
Skills Acrobatics +13, Athletics +13, Chakra Control
+21, History +15, Illusions +12, Insight +12,
Rinnegan Arts
Intimidation +16, Investigation +15, Martial Arts Destruction Arts. +20 to hit, (Destruction save DC 24)
+13, Ninshou +21, Perception +20, Stealth +13
Damage Resistance Non-Chakra Enhanced bludgeoning, Almighty Push (1 Divine Fatigue): Almighty Push
piercing, and slashing Almighty Push (1 Divine Fatigue): Almighty Shield
Damage Immunity Necrotic, Psychic
Condition Immunity Berserk, Charmed, Dazed, Universal Pull (4 Divine Fatigue): Gravity Well
Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Universal Pull (1 Divine Fatigue): Banshō Ten'in
Stunned, Unconscious
Rinne-Rebirth (Everything): Rinne-Rebirth
Senses Passive Perception 30, Truesight 120 ft.
STR DEX CON INT WIS CHA Visual Link. The Snake-Tailed Chameleon's Vision is
26 (+8) 12 (+1) 26 (+8) 1 (-5) 8 (-1) 1 (-5) connected to its summoner. It can see what it’s
summoner see’s and its summoner can see what
the Snake-Tailed Chameleon sees.
Condition Immunity Charmed, Exhaustion, Fear,
Poisoned Camouflage. The Snake Tailed Chameleon can blend
Damage Immunity Non-Chakra Enhanced into its surroundings extremely well. The Snake-
bludgeoning, piercing, and slashing Tailed Chameleon can make a Dexterity (Stealth)
Senses Passive Perception 11, Truesight 120 ft. Check as a bonus action with a +10 to the check.
Specialized Casting. Select one Jutsu you know, increase Unarmed Strike. Melee Weapon Attack: +14 to hit,
the save DC and damage die of the Jutsu by 1 for every reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning
5 Levels you have. damage.
Efficient Casting. Select two Moldings found in either Elite Action
the Kurama clan or the Ninjutsu Specialist Class.
Konan may take one Elite Action at the start of each
Freedom of Movement. You ignore difficult terrain, and round to either move or take an additional Action.
Chakra based effects can’t reduce your speed or cause
it to be restrained. You can spend 5 ft of movement to
escape from Jutsu based restraints or being grappled.
Elite Tenacity (15)
When Konan would roll any Saving throw, she may roll
Amorphous. You can move through a space as narrow
an additional d4. Konan may roll any number of d4 she
as 1 inch wide without squeezing.
has remaining. She has a total number of d4 equal to
Indominable. You are immune to any effects that would your level per combat.
alter your mind or will.
Kisame
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Using Kisame As An Adversary
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Kisame Hoshigaki
Iconic Determination. You gain 3 additional Legendary Unarmed Strike. Melee Weapon Attack: +16 to hit,
reach 5 ft., one target. Hit: 13 (1d12 + 6) bludgeoning
Tenacity die.
damage.
Chakra Balance. You can convert chakra into Hit points
at a rate of 2 Chakra per 1 hit point. Kunai. Ranged Weapon Attack: +11 to hit, range 60 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
Bloodthirsty. When a creature scores a critical hit
against you, you can immediately make a weapon Legendary Actions
attack against them. On a hit, you automatically score a
critical hit against the triggering creature. Kisame can take 3 Legendary actions, choosing from
the options below. Only one legendary action can be
Backstab. If you have advantage on your attack, add used at a time and only at the end of another creatures
your level in extra damage to the triggering attack. turn. Kisame regains spent legendary actions at the
Shark Skin. You gain a Bonus to AC equal to your start of his turn.
Consitution Modifier. Attack. Kisame casts a jutsu.
Apex Predator. Until the beginning of your next turn, Move. Kisame can move up to his movement speed.
you have advantage on attack Melee Attacks you make
against a single target. All attacks targeting you gains Defend. Kisame can use a legendary action to take
advantage. additional reactions up to 1 reaction per triggering
creatures turn.
Wrath of the Deep. When you would make a melee
weapon attack at a creature, while underwater, you can Legendary Tenacity (19)
use your bonus action to make one additional melee
weapon attack. When Kisame would roll any Saving throw, ability check
or attack roll they may roll an additional d6. You may
Jutsu roll any number of d6 you have remaining. You have a
total number of d6 equal to your level per combat.
Kisame Hoshigaki
Tsunade Jutsu
S-Rank, Medium Humanoid, Solo (4), Senju, Iconic,
Ninjutsu. +15 to hit, (Ninjutsu save DC 23)
Prof + 7
Level 15 (14,000 XP) C-Ranks (Cost 9): Restorative
B-Ranks (Cost 14): Strength of 100
Armor Class 24 (Natural Armor)
Hit Points 1389/833/416 A-Ranks (Cost 20): Regenerate
Chakra Points 1038 S-Ranks (Cost 25): Creation Rebirth: Strength Of 1000,
Speed 50 ft. Summoning Technique, Healing Hands
Initiative 11
Taijutsu. +15 to hit, (Taijutsu save DC 23)
C-Ranks (Cost 9): Fist Slam, Leaf Great Flash
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Whirlwind Death Drop, Heavenly
23 (+6) 18 (+4) 22 (+6) 17 (+3) 14 (+2) 10 (0) Foot Of Pain, Quaking Leg, Reverse Guard
A-Ranks (Cost 20): Iron Guard, Piston Fist
Saving Throws Str +14, Dex +12, Con +21, Int +4, Wis
+3, Cha +2 S-Ranks (Cost 25): Cherry Blossom Impact
Skills Athletics +20, Chakra Control +20, History +10,
Insight +9, Intimidation +7, Investigation +10, Attacks
Martial Arts +20, Medicine +20, Ninshou +9, Multiattack. You can make 4 unarmed attacks.
Perception +9
Senses Passive Perception 19 Unarmed Strike. Melee Weapon Attack: +14 to hit,
reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning
Iconic Power. Your damage cannot be reduced by any damage.
more than 5.
Legendary Actions
Iconic Strength. You gain advantage on Strength Saving
throws. Tsunade can take 3 Legendary actions, choosing from
the options below. Only one legendary action can be
Iconic Resistance. You are resistant to all damage unless used at a time and only at the end of another creatures
it deals an amount equal to twice your level in a single turn. Tsunade regains spent legendary actions at the
turn. start of their turn.
Advanced Study. You know jutsu up to 1 rank higher
than your current limitations. Attack. Tsunade makes an attack or casts a jutsu.
Critical Defense. Critical hits made against you count as Move. Tsunade can move up to its speed if she is free
normal hits unless you are already bloodied. to do so. This movement may trigger opportunity
attacks and reactions as normal from your enemies
Impenetrable. You are resistant to all non-ninJutsu or
Defend. Tsunade can use a legendary action to take
genjutsu damage.
additional reactions up to 1 reaction per triggering
Built Different. You gain Advantage on constitution creatures turn.
saving throws
Sacred Body. You may use Constitution as your Legendary Resistance (3/Day)
Medicine Ability Modifier. If Tsunade fails a saving throw, they can choose to
Hokage's Legacy. You expertise in Consitution saving succeed instead.
throws if you are already proficienct. Additionally, when
you would regain hit points, you always regain the
maximum possible.
Ōnoki
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Using Ōnoki As An ADVERSARY
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Ōnoki
Ōnoki A Kage's Pride. You are immune to effects that would
prevent chakra molding. You also cannot have your
S-Rank, Medium Humanoid, Solo (4), Tsuchikage,
Iconic, Prof + 8 chakra reduced by hostile effects.
Level 16 (16,000 XP)
Jutsu
Armor Class 23 (Studded Leather) Ninjutsu. +17 to hit, (Ninjutsu save DC 26)
Hit Points 626/313/105
C-Ranks (Cost 9): Calcite: Might, Earth Dragon Bullet,
Chakra Points 626/313/105
Guide to Resistance, Moving Earth Core, Terrashield,
Speed 50 ft.
Turning Palm
Initiative 10
B-Ranks (Cost 14): Bedrock Skin, Bottomless Swamp,
Calcite: Power, Earth-Style Wall, Mausoleum Dumpling,
STR DEX CON INT WIS CHA Stone Fist
10 (0) 14 (+2) 20 (+5) 25 (+7) 16 (+3) 13 (+1) A-Ranks (Cost 20): Added/Reduced Weight, Earth
Clone
Saving Throws Dex +11, Con +14, Int +16, Wis +12, S-Ranks (Cost 25): Particle Assimilation Cube, Particle
Skills Chakra Control +21, Illusions +11, Insight +11, Assimilation Cylinder
History +25, Intimidation +9, Investigation +15,
Martial Arts +8, Ninshou +23, Perception +11 Attacks
Damage Resistance Non-Chakra enhanced bludgeoning,
piercing and slashing Multiattack. Ōnoki can make 2 melee unarmed attacks.
Condition Immunity Berserk, Charmed
Senses Passive Perception 21 Unarmed Strike. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning
damage.
Efficient Casting. Select two Moldings found in Ninjutsu
Specialist Class.
Legendary Actions
Iconic Power. Your damage cannot be reduced by any Ōnoki can take 3 Legendary actions, choosing from the
more than 5. options below. Only one legendary action can be used
Iconic Focus. You cannot lose concentration on Jutsu at a time and only at the end of another creatures turn.
you are concentrating on as a result of damage. Ōnoki regains spent legendary actions at the start of
their turn.
Combat Seal Weaving. When a creature makes a saving
throw vs a Jutsu you cast, if they fail the check and the Move. Ōnoki can move up to his speed without
difference between their roll and your Save DC is 5 or provoking opportunity attacks.
greater, and your jutsu deals damage, you instead deal Cast A Jutsu. Ōnoki can cast a jutsu with a casting time
double damage.
of 1 Action or Bonus Action.
Zenith. All of your Jutsu are automatically upcasted by 1
Dodge. Ōnoki can use a legendary action to take
Rank.
additional reactions up to 1 reaction per triggering
Advanced Study. You know jutsu up to 1 rank higher creatures turn.
than your current limitations.
For the Village. When you cast a jutsu with the Earth Legendary Resistance (6/Day)
Release Keyword, the range is doubled and add your If Ōnoki fails a saving throw, he can choose to succeed
proficiency bonus to the damage. instead.
Earthern Mastery. Ninjutsu you cast with the Earth
Release Keyword of B-Rank or lower, does not require
Handsigns (HS).
Unruly A
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Using A As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Unruly A
A Jutsu
S-Rank, Medium Humanoid, Solo (4), Raikage, Iconic,
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
Prof + 8
Level 16 (16,000 XP) D-Ranks (Cost 5): Body Flicker
C-Ranks (Cost 9): Static Coat, Body Flicker Blitz, Nerve
Armor Class 26 (Natural Armor) Surge
Hit Points 1044/626/313
Chakra Points 1044/626/313 B-Ranks (Cost 14): Strike Armor, Muscular Overcharge,
Speed 60 ft. Billowing Lightning
Initiative 13 A-Ranks (Cost 20): Lariat, Lightning Aura Armor,
Lightning Dragon
STR DEX CON INT WIS CHA S-Ranks (Cost 25): Lightning Chakra Mode
22 (+6) 20 (+5) 20 (+5) 10 (0) 14 (+2) 10 (0) Taijutsu. +16 to hit, (Taijutsu save DC 25)
D-Ranks (Cost 5): Elbow Bolt, Lightning Straight
Saving Throws Str +15, Dex/Con +14, Int +1, Wis +3,
C-Ranks (Cost 9): Guillotine Drop
Cha +1
Skills Acrobatics +21, Athletics +22, Chakra Control B-Ranks (Cost 14): Liger Bomb, Lightning Oppression
+21, Martial Arts +22, Ninshou +8, Perception +10 Chop
Damage Resistance Lightning A-Ranks (Cost 20): Lariat
Condition Immunity Charmed, Fear, Shocked, Slowed
Senses Passive Perception 20
Attacks
Iconic Power. A's damage cannot be reduced by any Multiattack. A can make 4 attacks.
more than 5.
Unarmed Strike. Melee Weapon Attack: +16 to hit,
Iconic Focus. A cannot lose concentration on Jutsu you reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning
are concentrating on as a result of damage. damage.
Iconic Determination. You gain an additional use of Legendary Actions
Legendary Resistance.
A can make 3 Legendary actions, choosing from the
Reckless. At the start of your turn, you can gain options below. Only one legendary action can be used
advantage on all melee attacks you make for that turn. at a time and only at the end of another creatures turn.
However, all attacks against you gain advantage until A regains spent legendary actions at the start of their
the start of your next turn. turn.
Enhanced Nature Release. Jutsu with the Lightning
Release Keyword deal an additional die of damage. Attack. A is able to make unarmed attack or cast a jutsu
with the casting time of 1 action or bonus action.
Advanced Study. You know jutsu up to 1 rank higher
than your current limitations. Move. A can move up to his speed without provoking
opportunity attacks.
Indestructible Body. While A is under the effect of a
Jutsu which you cast with the lightning release Defend. A can use a legendary action to take additional
keyword, regain temporary hit points equal to 3 times reactions up to 1 reaction per triggering creatures turn.
its rank at the start of each turn.
Legendary Resistance (6/Day)
Unruly Lightning. Twice per combat, you may maximize
the damage of one lightning release jutsu you cast. If A fails a saving throw, he can choose to succeed
instead.
Black Lightning. When A casts a Jutsu with the
Lightning Release Keyword he can spend 10 chakra to
increase the number of save DC by 1.
Mei Terumī
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Using Mei As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Mei Terumī
Mei Jutsu
S-Rank, Medium Humanoid, Solo (4), Mizukage,
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
Caster/Iconic, Prof + 7
Level 13 (9,400 XP) D-Ranks (Cost 5): Hidden Mist, Skilled Mist, Steam
Bullet, Water Evaporation/Fire Extinguish
Armor Class 22 (Studded Leather) C-Ranks (Cost 9): Steam Armor, Corrosive Viper Fang,
Hit Points 810/486/243 Water Bullet, Lava Rock
Chakra Points 810/486/243
Speed 30 ft. B-Ranks (Cost 14): Acidic Dragons Breath, Scorpions
Initiative 9 Stinger, Scorching Stream Rock, Quicklime Hardening
A-Ranks (Cost 20): Water Dragon, Acidic Explosion,
Planet-Branding Blast, Water Formation Wall
STR DEX CON INT WIS CHA
10 (0) 14 (+2) 19 (+4) 22 (+6) 13 (+1) 12 (+1) Attacks
Multiattack. Mei can make 2 unarmed attacks or 3 with
Saving Throws Str +1, Dex +10, Con +12, Int +14, her shuriken.
Wis/Cha +2
Skills Chakra Control +11, History +13, Illusions +8, Unarmed Strike. Melee Weapon Attack: +11 to hit,
Insight +8, Investigation +13, Ninshou +20, reach 5 ft., one target. Hit: 6 (1d6 + 2) Bludgeoning
Perception +8, Persuasion +8 damage.
Senses Passive Perception 18 Shuriken. Ranged Weapon Attack: +11 to hit, range 60
ft., one target. Hit: 4 (1d4 + 2) Slashing damage.
Potent Casting. Twice per combat, you may maximize
the damage one jutsu you cast deals. Legendary Actions
Iconic Power. Your damage cannot be reduced by any Mei can take 3 Legendary actions, choosing from the
more than 5. options below. Only one legendary action can be used
at a time and only at the end of another creatures turn.
Iconic Focus. Mei cannot lose concentration on Jutsu
Mei regains spent legendary actions at the start of their
you are concentrating on as a result of damage.
turn.
Enhanced Nature Release. Jutsu with the Water Release
Keyword deal an additional die of damage. Attack. Mei casts a jutsu with the casting time of 1
action or bonus action.
Zenith. All of your Jutsu are automatically upcasted by 1
Rank. Move. Mei can move up to her speed if she is free to
do so. This movement may trigger opportunity attacks
Aura of Steam. Creatures who start their turn within 10 and reactions as normal from your enemies.
ft. of you take 13 fire damage.
Defend. Mei can use a legendary action to take
Lava Release. When Mei casts a Yoton Hijutsu, she may additional reactions
up to 1 reaction per triggering
increase the damage die by one step. creatures turn.
Quicklime. As bonus action, Mei may force a creature
affected by a yoton clan hijutsu this round to make a Legendary Resistance (5/Day)
Strength saving throw vs your Ninjutsu save DC to If Mei fails a saving throw, she can choose to succeed
resist being frozen in place by hardening lava. On a instead.
failed save the target is restrained. They repeat the save
at the end of each of their turns to end the restrained
condition.
Gaara
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Gaara (War Arc)
Gaara Karura's Legacy. When you deal damage with a Jiton
Clan Hijutsu, you may increase the damage die by 1
S-Rank, Medium Humanoid, Solo (4), Jiton, Iconic, Prof
+7 step.
Level 15 (14,000 XP)
Jutsu
Armor Class 25 (Dust Coat) Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
Hit Points 982/589/294
D-Ranks (Cost 5): Agonizing Thorn, Bedrock Skin,
Chakra Points 982/589/294
Magnet Dust Particle Drizzle
Speed 50 ft.
Initiative 9 C-Ranks (Cost 9): Earth Clone, Great Breakthrough,
Sand Armor, Sand Coffin Binding, Sandstorm,
Terrashield
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Antlion Collapse, Bottomless
12 (+1) 14 (+2) 20 (+5) 20 (+5) 17 (+3) 15(+2) Swamp, Dust Shield, Imperial Dust Funeral,
Multilayered Gale
Saving Throws Str +2, Dex +3, Con +13, Int +13, Wis A-Ranks (Cost 20): Dust Particle World, Dust Wings
+11, Cha +3
Skills Chakra Control +19, History +12, Intimidation +9, Attacks
Insight +10, Investigation +12, Ninshou +12,
Perception +10, Persuasion +9 Multiattack. Gaara can make 2 melee unarmed attacks.
Condition Immunity Charmed, Fear
Senses Passive Perception 20 Unarmed Strike. Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning
damage.
Iconic Power. Gaara’s damage cannot be reduced by any
more than 5.
Legendary Actions
Iconic Focus. Gaara cannot lose concentration on Jutsu Gaara can take 3 Legendary actions, choosing from the
you are concentrating on as a result of damage. options below. Only one Legendary action can be used
Iconic Presence. Gaara is immune to Charisma based at a time and only at the end of another creatures turn.
Skill Checks and affects. Additionally, he cannot be Gaara regains spent legendary actions at the start of his
charmed or controlled by other creatures. turn.
Enhanced Earth Release. Gaara deals an additional
die of Attack. Gaara casts a jutsu with a casting time of 1
damage with jutsu with Ninjutsu with the Earth Release action or bonus action.
Keyword.
Move. Gaara can move up to its speed if it is free to do
Critical Defense. Critical hits made against you count as so. This movement may trigger opportunity attacks and
normal hits unless you are already bloodied. reactions as normal from your enemies
Uncanny Senses. Unless you are incapacitated, you Defend. Gaara can use a legendary action to take
cannot be surprised. additional reactions up to 1 reaction per triggering
Living Sand. Gaara gains a +5 AC to all attacks so long creatures turn.
as he can see the attacker. If the Attackers movement
speed is equal to or greater than double Gaara’s Legendary Tenacity (15)
movement speed, he cannot see their attacks. When Gaara would roll any Saving throw, ability check
Sand Armor. Gaara has 20 temporary hit points. He or attack roll they may roll an additional d6. You may
roll any number of d6 you have remaining. You have a
regains 5 temporary hit points at the beginning of each
of his turns. total number of d6 equal to your level per combat.
Neji Hyūga (War Arc)
Neji Hyūga Gentle Fist. Your unarmed strikes do chakra damage
instead of hit points. If they have 0 chakra you deal
A-Rank, Medium Humanoid, Elite, Hyūga,
Iconic/Striker, Prof + 6 double hit point damage.
Level 12 (4000 XP) Byakugan Sight. You have 500 feet of Chakra sight that
can see through 10 ft thick walls, and can avert your
Armor Class 24 (Studded Leather) gaze without penalty.
Hit Points 334
Chakra Points 334 Jutsu
Speed 50 ft. Taijutsu. +12 to hit, (Taijutsu save DC 22)
Initiative 10
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm
Strike, Tenketsu Needle, Vacuum Palm
STR DEX CON INT WIS CHA
C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm
13 (+1) 21 (+5) 18 (+4) 13 (+1) 15 (+2) 13 (+1) Rotation, One-Body Blow, Vacuum Palm Wall
B-Ranks (Cost 14): 8-Trigrams 64 Palms, 8-Trigrams
Saving Throws Dex +12, Con +11, Wis +9 64 Palms Defense, Mountain Crusher
Skills Acrobatics +17, Athletics +7, Chakra Control +9,
Illusions +8, Insight +8, Martial Arts +7, Perception A-Ranks (Cost 20): 8-Trigrams 128 Palms
+8
Condition Immunity Charmed, Fear Attacks
Senses Chakra Sight 500ft., Passive Perception 18 Multiattack. Neji can make 3 unarmed attacks.
Iconic Determination. Neji gains 6 additional Elite Unarmed Strike. Melee Weapon Attack: +12 to hit,
Tenacity die. reach 5 ft., one target. Hit: 12 (1d12 + 5) chakra
enhanced bludgeoning damage.
Savage Flurry. As a bonus action after taking the attack
acton, make two unarmed strikes as a bonus action. Shuriken. Ranged Weapon Attack: +12 to hit, range 60
ft., one target. Hit: 8 (1d4 + 5) slashing damage.
Prodigy. Neji knows jutsu up to 1 rank higher than his
current limitations. Elite Action
Uncaged Bird. All of Neji's jutsu are automatically Neji may take one Elite Action at the start of each
upcasted by 1 Rank and have their Save DC is round to either move or take an additional Action.
increased by 1. (Inluded in the calculation)
Sacrifice. When you are within 30ft. of an ally, you can Elite Tenacity (18)
redirect any single attack made against your ally to you
When Neji would roll any Saving throw, he may roll an
as a reaction.
additional d4. Neji may roll any number of d4 he has
remaining. Neji has a total number of d4 equal to his
level per combat.
Temari (War Arc)
Jutsu
Armor Class 23 (Studded Leather + Blocking)
Hit Points 360 Ninjutsu. +13 to hit, (Ninjutsu save DC 22)
Chakra Points 360
D-Ranks (Cost 5): Blurring Wind, Buffeting Airwaves,
Speed 50 ft. Dust Wind, Supporting Gale, Zephyr Strike
Initiative 8
C-Ranks (Cost 9): 1,000 Blades of Wind, Sickle Weasel,
Rotating Ferocious Wind, Vacuum Shield
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Backlash, Great Sickle Weasel,
13 (+1) 17 (+3) 19 (+4) 20 (+5) 13 (+1) 11 (0) Multilayered Gale
A-Ranks (Cost 20): Cast Net, Vacuum Wall
Saving Throws Str +2, Dex +11, Con +12, Int +13, Wis
+2, Cha +1 S-Ranks (Cost 25): Backlash Wave, Fanned Wind
Skills Acrobatics +10, Athletics +8, Chakra Control
+18, History +12, Insight +8, Ninshou +12, Attacks
Perception +8, Sleight of Hand +8, Stealth +8 Multiattack. Temari can make 2 melee attacks with their
Senses Passive Perception 18 Katana or 3 ranged attacks with her shuriken.
Efficient Casting. Select two Moldings found in Ninjutsu Giant Folding Fan. Melee Weapon Attack: Hit: +11 to
Specialist Class. hit, 8 (1d8 + 3) Bludgeoning damage. (Versatile. 9
[1d10 + 3])
Hard to Hit. When Temari is standing and unrestained,
attacks against her have disadvantage unless she is Unarmed Strike. Melee Weapon Attack: +11 to hit,
adjacent to two or more enemies. reach 5 ft., one target. Hit: 7 (1d6 + 3) Bludgeoning
damage.
Iconic Power. Temari's damage cannot be reduced by
any more than 5. Shuriken. Ranged Weapon Attack: +11 to hit, range 60
ft., one target. Hit: 5 (1d4 + 3) Slashing damage.
Advanced Study. Temari knows jutsu up to 1 rank
higher than her current limitations. Elite Action
Enhanced Wind Release. Temari deals an additional
die Temari may take one Elite Action at the start of each
of damage with jutsu with Ninjutsu with the Wind round to either move or take an additional Action.
Release Keyword.
Zenith. All of Temari's Jutsu are automatically upcasted Elite Tenacity (13)
by 1 Rank. When Temari would roll any Saving throw, she may roll
Swirling Currents. When Temari would be targeted with an additional d4. She may roll any number of d4 she
a weapon attack or bukijutsu, she can increase her AC has remaining. She has a total number of d4 equal to
by 1d8 or when you would make a saving throw against her level per combat.
a Bukijutsu, she gains advantage on the saving throw.
Hanzō
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Hanzō
Saving Throws Wis +12, Cha +7 B-Ranks (Cost 14): Detect Poison and Disease,
Skills Athletics, Acrobatics, Stealth Ensnaring Strike, Poison Mist Technique,
Damage Immunity Poison, Acid A-Ranks (Cost 20): Ray of Sickness
Senses Tremor sense (30ft), Keen Smell
Attack Bonus: +12 Attacks
Save DC: 19
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 11 (2d6 + 4) Piercing damage.
Mifune
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Using Mifune As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Mifune
Omoi Jutsu
A-Rank, Medium Humanoid, Elite, Kumokagure, Striker,
Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
Prof + 6
Level 10 (2,500 XP) C-Ranks (Cost 9): Static Weapon, Shadow Clone
Technique
Armor Class 23 (Studded Leather) B-Ranks (Cost 14): Thunderbolt
Hit Points 247
Chakra Points 177 A-Ranks (Cost 20): Lightning Clone
Speed 45 ft. Taijutsu. +12 to hit, (Taijutsu save DC 21)
Initiative 10
D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Crescent Moon Beheading, Front
STR DEX CON INT WIS CHA Beheading, Afterglow
12 (+1) 20 (+5) 19 (+4) 16 (+3) 12 (+1) 8 (-1) B-Ranks (Cost 14): Combo Vault, Ichimonji, Whirlwind
Strike
Saving Throws Str +6, Dex +10, Con +9, Int +2, Cha -2
A-Ranks (Cost 20): Reversal, Heavenly Punishment
Skills Acrobatics +11, Athletics +7, Chakra Control
+10, Martial Arts +7, Ninshou +9, Perception +7, Multiattack. Omoi can make 3 melee attacks or 4
Stealth +11 ranged attacks with his shuriken.
Senses Passive Perception 17 Tachi. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 17 (1d12 + 10) slashing damage.
Savage Assault. Once per turn, add your level in extra
damage to an attack. Unarmed Strike. Melee Weapon Attack: +12 to hit,
reach 10 ft., one target. Hit: 15 (1d8 + 10)
Strikers Focus. As a Full turn Action, you stand bludgeoning damage.
completely still focusing. At the beginning of your next
Shuriken. Ranged Weapon Attack: +12 to hit, range 60
turn, you have advantage on the next attack roll you
ft., one target. Hit: 12 (1d4 + 10) Slashing damage.
make and on a successful hit, you deal additional
damage equal to twice your level.
Elite Action
Cleave. You can attack two adjacent targets that are
Omoi takes one Elite Action at the beginning or end of
within reach, dealing full damage to each.
each round to
either move or take an additional Action.
Advanced Study. You know jutsu up to 1 rank higher
than your current limitations. Elite Tenacity (10)
Weapon Expert. Weapon damage you deal, deals 5 When Omoi would roll any Saving throw or ability
additional damage. check, he may roll an additional d4. You may roll any
Killer Training. Bukijutsu and Weapon attacks cannot be number of d4 you have remaining. You have a total
made at Disadvantage. number of d4 equal to your level per combat.
Lightning Precision. Melee Weapon Attacks you make
have an increased critical threat range of 19-20.
Karui
TBD/Waiting For input
Using Karui As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Karui
Jutsu
Armor Class 24 (Studded Leather)
Hit Points 271 Taijutsu. +13 to hit, (Taijutsu save DC 22)
Chakra Points 189
D-Ranks (Cost 5): Weapon Deflect
Speed 45 ft.
Initiative 10 C-Ranks (Cost 9): Crescent Moon Penetration, Front
Beheading, Afterglow, Murderous Stabbing Link
STR DEX CON INT WIS CHA B-Ranks (Cost 14): Combo Vault, 1-Strike Piercing
Blow, Moonlight, Whirlwind Strike
10 (0) 22 (+6) 17 (+3) 17 (+3) 12 (+1) 13 (+1)
A-Ranks (Cost 20): Heavenly Punishment, Chasing
Fang, Crescent Moon Dance, Fatal Instincts
Saving Throws Str +5, Dex +11, Con +8, Int +2, Wis +6
Skills Acrobatics +12, Chakra Control +15, Deception Multiattack. Samui can make 4 melee attacks or 5
+7, History +9, Investigation +9, Ninshou +9, ranged attacks with her kunai.
Perception +7, Persuasion +7, Stealth +12 Tanto. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Senses Passive Perception 17 one target. Hit: 10 (1d6 + 6) piercing damage.
Press the Attack. You have advantage on attack rolls Unarmed Strike. Melee Weapon Attack: +13 to hit,
against bloodied targets (under 50% hit points). reach 5 ft., one target. Hit: 11 (1d8 + 6) bludgeoning
damage.
Savage Assault. Once per turn, add your level in extra Kunai. Ranged Weapon Attack: +13 to hit, range 60 ft.,
damage to an attack. one target. Hit: 8 (1d4 + 6) piercing damage.
Savage Strike. Once per turn, when you strike a creature
who is suffering from the Dazed, Poisoned, Burned, Elite Action
Shocked, or Restrained Condition, you deal the Samui may take one Elite Action at the start of each
maximum possible damage round to either move or take an additional Action.
Advanced Study. You know jutsu up to 1 rank higher
than your current limitations Elite Tenacity (12)
Martial Advantage. Once per turn you may deal extra When Samui would roll any Saving throw, she may roll
damage equal to your level when you hit a target within an additional d4. You may roll any number of d4 you
5ft of your allies. have remaining. You have a total number of d4 equal to
Kumogakure Toughness. You gain an additional saving your level per combat.
throw proficiency of your choice.
Atsui
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Using Atsui As An Adversary
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OFFENSIVELY
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Jutsu
Armor Class 26 (Studded Leather)
Hit Points 405 Ninjutsu. +13 to hit, (Ninjutsu save DC 22)
Chakra Points 405
D-Ranks (Cost 5): Laser Beam, Secondary Discharge,
Speed 50 ft. Storm Whip
Initiative 11
C-Ranks (Cost 9): Aftershock, Snake Chains, Static
Weapon
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Beast Lightning, Laser Blade, Storm
14 (+2) 23 (+6) 18 (+4) 13 (+1) 12 (+1) 10 (0) Wave
A-Ranks (Cost 20): Cahined Lightning, Laser Circus,
Saving Throws Str +10, Dex +14, Con +12, Int/Wis +2, Water Formation Wall
Cha +1
Skills Acrobatics +13, Athletics +9, Chakra Control Taijutsu. +15 to hit, (Taijutsu save DC 24)
+11, Insight +8, Ninshou +8, Perception +8 D-Ranks (Cost 5): Weapon Deflect
Senses Passive Perception 18
C-Ranks (Cost 9): Afterglow
Cleave. You can attack two adjacent targets that are B-Ranks (Cost 14): Combo Vault
within reach, dealing full damage to each.
A-Ranks (Cost 20): Crescent Moon Dance
Iconic Reflexes. You gain Advantage on Dexterity Saving Multiattack. Darui can make 4 melee attacks.
throws.
Cleaver Sword. Melee Weapon Attack: +15 to hit, reach
Iconic Focus. You cannot lose concentration on Jutsu 10 ft., one target. Hit: 22 (2d8 + 12) slashing damage.
you are concentrating on as a result of damage.
Unarmed Strike. Melee Weapon Attack: +15 to hit,
Weapon Expert. Weapon damage you deal, deals reach 5 ft., one target. Hit: 12 (1d10 + 6) bludgeoning
additional damage equal to half your level. damage.
Jutsu of War. When you use your action to cast a Jutsu,
you can make one weapon attack as a bonus action. Elite Action
Enhanced Nature Release. Lightning release jutsu deal Darui may take one Elite Action at the start of each
an additional die of damage die. round to either move or take an additional Action.
Gale Style. When you cast a Ranton Clan Hijutsu, you
can spend an additional 5 chakra to inflict the shocked Elite Tenacity (13)
condition. When Darui 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.
Killer Bee
TBD/Waiting For input
Using Killer Bee As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Killer Bee (WIP)
Killer Bee (Phase 1) Lightning Strike. Once per turn, you can spend 10
chakra and add 1d6 to the attack and damage roll of
S-Rank, Medium Humanoid, Solo (4), Jinchūriki,
Iconic/Striker, Prof + 8 one weapon attack.
Level 16 (16,000 XP) Dormant Beast. Bee can tap into the dormant powers of
his Sealed beast. His unarmed damage die is increased
Armor Class 27 (Natural Armor) by 1 step and his STR and DEX are increased by +4.
Hit Points 522
Chakra Points 522 Jutsu
Twisted Chakra Points 50 Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
Speed 60 ft.
Initiative 14 C-Ranks (Cost 9): Static Coat, Nerve Surge
B-Ranks (Cost 14): Muscular Overcharge
STR DEX CON INT WIS CHA Taijutsu. +16 to hit, (Taijutsu save DC 25)
21 (+5) 22 (+6) 21 (+5) 12 (+1) 14 (+2) 17 (+3) D-Ranks (Cost 5): 3-Point Pierce, Elbow Bolt, Lightning
Straight, Weapon Deflect
Saving Throws Str +14, Dex +15, Con +14, Int +2, Wis C-Ranks (Cost 9): Afterglow, Flying Swallow: Penetrate,
+3, Cha +4 Guillotine Drop
Skills Acrobatics +22, Athletics +21, Chakra Control
+21, Martial Arts +21, Ninshou +9, Perception +10, B-Ranks (Cost 14): 1-Strike Piercing Blow, Flying
Persuasion +11 Swallow: Flurry Guard, Liger Bomb, Lightning
Damage Resistance Lightning Oppression Chop
Condition Immunity Berserk, Charmed, Fear, Shocked, A-Ranks (Cost 20): Holding Stance: Acrobat, Lariat
Slowed
Senses Passive Perception 20 Attacks
Multiattack. Bee can make 4 attacks.
Iconic Power. Bee's damage cannot be reduced by any
more than 5. Tanto. Melee Weapon Attack: +16 to hit, reach 5 ft.,
Iconic Focus. Bee cannot lose concentration on Jutsu one target. Hit: 14 (2d6 + 6) piercing damage.
you are concentrating on as a result of damage. Unarmed Strike. Melee Weapon Attack: +16 to hit,
reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing
Press the Attack. You have advantage on attack rolls
against bloodied targets (under 50% hit points). damage.
Light Weapon Expert. While wielding a weapon with the Legendary Actions
light weapon property, you can make 1 additional
attack per weapon held as a bonus action. Bee can make 3 Legendary actions, choosing from the
options below. Only one legendary action can be used
Charger. If you moved more than 20ft in a straight line at a time and only at the end of another creatures turn.
towards your target, make your melee attack roll with Bee regains spent legendary actions at the start of their
advantage. On a hit, you knock your target prone in turn.
addition to any other effect.
Attack. Bee is able to make weapon attack or cast a
Evasion. When you are subjected to an effect, that jutsu with the casting time of 1 action or bonus action.
allows you to make a Dexterity saving throw that deals
damage, you instead take no damage if you succeed on Move. Bee can move up to his speed without
a saving throw, and only half damage if you fail. provoking opportunity attacks.
The Beast Within. Bee can expend 5 twisted chakra to Defend. Bee can use a legendary action to take
end a Genjutsu effect he is under. additional reactions up to 1 reaction per triggering
creatures turn.
Free-Form Fighter. Bee's tantos and have the thrown
and critical properties. Legendary Resistance (6/Day)
If Bee fails a saving throw, he can choose to succeed
instead.
Killer Bee (WIP)
Killer Bee (Phase 2) Twisted Cloak, Stage 3. Bee gains 175 Temporary Hit
points. He gains a Claw attack that deals 2d12 + 16 in
S-Rank, Medium Humanoid, Solo (4), Jinchūriki,
Iconic/Striker, Prof + 8 one damage type of your choice. Bee can make this
Level 16 (16,000 XP) claw attack 3 times. Bee gains a +3 bonus to all saving
throws.
Armor Class 29 (Natural Armor) Jutsu
Hit Points 261
Temporary Hit Points 175 Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
Chakra Points 261 C-Ranks (Cost 9): Static Coat, Nerve Surge
Twisted Chakra Points 175
Speed 70 ft. B-Ranks (Cost 14): Muscular Overcharge
Initiative 16 Taijutsu. +18 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): 3-Point Pierce, Elbow Bolt, Lightning
STR DEX CON INT WIS CHA Straight, Weapon Deflect
21 (+5) 26 (+8) 21 (+5) 12 (+1) 14 (+2) 17 (+3) C-Ranks (Cost 9): Afterglow, Flying Swallow: Penetrate,
Guillotine Drop
Saving Throws Str +17, Dex +20, Con +17, Int +5, Wis B-Ranks (Cost 14): 1-Strike Piercing Blow, Flying
+6, Cha +7 Swallow: Flurry Guard, Liger Bomb, Lightning
Skills Acrobatics +24, Athletics +21, Chakra Control Oppression Chop
+21, Martial Arts +21, Ninshou +9, Perception +10,
Persuasion +11 A-Ranks (Cost 20): Holding Stance: Acrobat, Lariat
Damage Resistance Lightning Vermillion Arts. +21 to hit, (Vermillion save DC 29)
Condition Immunity Berserk, Charmed, Fear, Shocked,
Slowed Passives: Devilish Mobility
Senses Passive Perception 20 Abilities (Cost 10): Vermillion Empowerment
Techniques (Cost 20): Beast Crash
Iconic Power. Bee's damage cannot be reduced by any
more than 5.
Attacks
Iconic Focus. Bee cannot lose concentration on Jutsu Multiattack. Bee can make 4 attacks or 3 claw attacks.
you are concentrating on as a result of damage.
Tanto. Melee Weapon Attack: +18 to hit, reach 5 ft.,
Press the Attack. You have advantage on attack rolls
one target. Hit: 16 (2d6 + 8) piercing damage.
against bloodied targets (under 50% hit points).
Unarmed Strike. Melee Weapon Attack: +18 to hit,
Light Weapon Expert. While wielding a weapon with the
reach 5 ft., one target. Hit: 21 (2d12 + 8) bludgeoning
light weapon property, you can make 1 additional
damage.
attack per weapon held as a bonus action.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one
Charger. If you moved more than 20ft in a straight line
target. Hit: 29 (2d12 + 16) bludgeoning damage.
towards your target, make your melee attack roll with
advantage. On a hit, you knock your target prone in
addition to any other effect.
Legendary Actions
Bee can make 3 Legendary actions, choosing from the
Evasion. When you are subjected to an effect, that
options below. Only one legendary action can be used
allows you to make a Dexterity saving throw that deals
at a time and only at the end of another creatures turn.
damage, you instead take no damage if you succeed on
Bee regains spent legendary actions at the start of their
a saving throw, and only half damage if you fail.
turn.
The Beast Within. Bee can expend 5 twisted chakra to
end a Genjutsu effect he is under. Attack. Bee is able to make weapon attack or cast a
jutsu with the casting time of 1 action or bonus action.
Free-Form Fighter. Bee's tantos and have the thrown
and critical properties. Move. Bee can move up to his speed without
provoking opportunity attacks.
Lightning Strike. Once per turn, you can spend 10
chakra and add 1d6 to the attack and damage roll of Defend. Bee can use a legendary action to take
one weapon attack. additional reactions up to 1 reaction per triggering
creatures turn.
Dormant Beast. Bee can tap into the dormant powers of
his Sealed beast. His unarmed damage die is increased
by 1 step and his STR and DEX are increased by +4.
Legendary Resistance (6/Day)
If Bee fails a saving throw, he can choose to succeed
instead.
Killer Bee (WIP)
Killer Bee (Phase 3) Twisted Cloak, Stage 5. Bee gains 300 Temporary Hit
points. Bee gains a Claw attack that deals 3d12 + your
S-Rank, Huge Construct, Solo (4), Jinchūriki,
Iconic/Striker, Prof + 8 level. Bee can make this claw attack 3 times. You gain a
Level 16 (16,000 XP) +5 bonus to all saving throws. Your size becomes
huge.
Armor Class 30 (Natural Armor) Jutsu
Hit Points 261
Temporary Hit Points 300 Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
Chakra Points 261 C-Ranks (Cost 9): Static Coat, Nerve Surge
Twisted Chakra Points 175
Speed 70 ft. B-Ranks (Cost 14): Muscular Overcharge
Initiative 17 Taijutsu. +19 to hit, (Taijutsu save DC 28)
D-Ranks (Cost 5): 3-Point Pierce, Elbow Bolt, Lightning
STR DEX CON INT WIS CHA Straight, Weapon Deflect
21 (+5) 28 (+9) 21 (+5) 12 (+1) 14 (+2) 17 (+3) C-Ranks (Cost 9): Afterglow, Flying Swallow: Penetrate,
Guillotine Drop
Saving Throws Str +19, Dex +23, Con +19, Int +7, Wis B-Ranks (Cost 14): 1-Strike Piercing Blow, Flying
+8, Cha +9 Swallow: Flurry Guard, Liger Bomb, Lightning
Skills Acrobatics +25, Athletics +21, Chakra Control Oppression Chop
+21, Martial Arts +21, Ninshou +9, Perception +10,
Persuasion +11 A-Ranks (Cost 20): Holding Stance: Acrobat, Lariat
Damage Resistance Lightning Vermillion Arts. +21 to hit, (Vermillion save DC 29)
Condition Immunity Berserk, Charmed, Fear, Shocked,
Slowed Passives: Devilish Mobility
Senses Passive Perception 20 Abilities (Cost 10): Vermillion Empowerment
Techniques (Cost 20): Beast Crash
Iconic Power. Bee's damage cannot be reduced by any
more than 5.
Attacks
Iconic Focus. Bee cannot lose concentration on Jutsu Multiattack. Bee can make 4 attacks or 3 claw attacks.
you are concentrating on as a result of damage.
Tanto. Melee Weapon Attack: +19 to hit, reach 5 ft.,
Press the Attack. You have advantage on attack rolls
one target. Hit: 17 (2d6 + 9) piercing damage.
against bloodied targets (under 50% hit points).
Unarmed Strike. Melee Weapon Attack: +19 to hit,
Light Weapon Expert. While wielding a weapon with the
reach 5 ft., one target. Hit: 22 (2d12 + 9) bludgeoning
light weapon property, you can make 1 additional
damage.
attack per weapon held as a bonus action.
Claw. Melee Weapon Attack: +19 to hit, reach 5 ft., one
Charger. If you moved more than 20ft in a straight line
target. Hit: 29 (2d12 + 16) bludgeoning damage.
towards your target, make your melee attack roll with
advantage. On a hit, you knock your target prone in
addition to any other effect.
Legendary Actions
Bee can make 3 Legendary actions, choosing from the
Evasion. When you are subjected to an effect, that
options below. Only one legendary action can be used
allows you to make a Dexterity saving throw that deals
at a time and only at the end of another creatures turn.
damage, you instead take no damage if you succeed on
Bee regains spent legendary actions at the start of their
a saving throw, and only half damage if you fail.
turn.
The Beast Within. Bee can expend 5 twisted chakra to
end a Genjutsu effect he is under. Attack. Bee is able to make weapon attack or cast a
jutsu with the casting time of 1 action or bonus action.
Free-Form Fighter. Bee's tantos and have the thrown
and critical properties. Move. Bee can move up to his speed without
provoking opportunity attacks.
Lightning Strike. Once per turn, you can spend 10
chakra and add 1d6 to the attack and damage roll of Defend. Bee can use a legendary action to take
one weapon attack. additional reactions up to 1 reaction per triggering
creatures turn.
Dormant Beast. Bee can tap into the dormant powers of
his Sealed beast. His unarmed damage die is increased
by 1 step and his STR and DEX are increased by +4.
Legendary Resistance (6/Day)
If Bee fails a saving throw, he can choose to succeed
instead.
Gyūki (WIP)
Konohamaru Jutsu
A-Rank, Medium Humanoid, Elite, Sarutobi,
Ninjutsu. +12 to hit, (Ninjutsu save DC 21)
Iconic/Caster, Prof + 6
Level 12 (4000 XP) D-Ranks (Cost 5): Substitution Technique
C-Ranks (Cost 9): Fire Dragon Bullet, Shadow Clone
Armor Class 22 (Studded Leather) Technique, Shadow Shuriken Technique
Hit Points 314
Chakra Points 314 B-Ranks (Cost 14): Gift Of The Apex, Multi-Shadow
Speed 50 ft. Clone Technique
Initiative 8 A-Ranks (Cost 20): Rasengan
Genjutsu. +8 to hit, (Ninjutsu save DC 17)
STR DEX CON INT WIS CHA E-Ranks (Cost 2): Release
11 (0) 17 (+3) 21 (+5) 20 (+5) 13 (+1) 10 (0) C-Ranks (Cost 9): Mental Barrier
Taijutsu. +10 to hit, (Taijutsu save DC 19)
Saving Throws Str +1, Dex +10, Con +12, Int +6, Wis
+8, Cha +1 D-Ranks (Cost 5): Brace, Weapon Deflect
Skills Acrobatics +9, Chakra Control +11, Illusions +7, C-Ranks (Cost 9): Intersection Counter, Flying Swallow:
Insight +7, Martial Arts +6, Ninshou +11, Perception Cross Cut
+7, Stealth +9
Senses Passive Perception 17 Attacks
Specialized Casting. Rasengan has it's save DC and Multiattack. Konohamaru can make 2 melee attacks or
damage die increased by 2. 3 ranged attacks with his kunai.
Iconic Focus. You cannot lose concentration on Jutsu Unarmed Strike. Melee Weapon Attack: +10 to hit,
you are concentrating on as a result of damage. reach 5 ft., one target. Hit: 9 (1d10 + 3) Bludgeoning
damage.
Iconic Determination. You gain 2 additional Elite
Tenacity die. Knuckle Blades. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) Slashing damage.
Advanced Study. You know jutsu up to 1 rank higher
than your current limitations Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft.,
one target. Hit: 5 (1d4 + 3) Piercing damage.
Unlimited Potential. When you Clash with a creature,
you roll at advantage Elite Action
Combat Seal Weaving. When a creature makes a saving Konohamaru may take one Elite Action at the start of
throw vs a Jutsu you cast, if they fail the check and the each round to either move or take an additional Action.
difference between their roll and your Save DC is 5 or
greater, and your jutsu deals damage, you instead deal
double damage. Elite Tenacity (14)
Advanced Chakra Control. Three times per encounter When Konohamaru would roll any Saving throw or
when you cast a Ninjutsu that does not require ability check, they may roll an additional d4. You may
concentation you can cut its Chakra cost in half. roll any number of d4 you have remaining. You have a
total number of d4 equal to your level per combat.
Will of Fire. When you lose a clash you do not become
incapacitated.
Jutsu
Iron Sand Gathering Assult
Kabuto Classification: Ninjutsu
https://drive.google.com/file/d/1ixcb-VRzNH6oHDzvSLc- Rank: A-Rank
f_Ay70VXamCO/view Casting Time: 1 Action
https://drive.google.com/file/d/1_lMA5Q1M57p0zECzi9QscHV- Range: Self
fHdFGz8s/view?usp=sharing Duration: 1 Minute
Components: HS, CM
Sasori Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
A Thousand Handed Slam Description: You create 4 large densely packed cubes of iron
Classification: Taijutsu sand that can be used for attacks. These iron cubes float
Rank: C-Rank within 30 feet of you at all times. Each cube is 20 feet long
Casting Time: 1 Action on each side. On subsequent turns after you cast this jutsu
Range: 60 feet (15-foot-radius sphere) you can make a Ranged Ninjutsu attack on creatures
Duration: Instant within 60 feet of you, dealing 5d8 earth damage and 5d8
Components: M, NT (Scrolls) poison damage. Hit or miss, the cube disperses after the
Cost: 9 Chakra attack. This jutsu cannot score a critical hit.
Keywords: Taijutsu, Clash Poisoned Senbon Barrage
Description: You slam thousands of puppet hands coming Classification: Bukijutsu
from a scroll into the ground. Creatures within the 15-foot Rank: A-Rank
radius sphere of must succeed a Dexterity saving throw Casting Time: 1 Action
taking 4d12 bludgeoning damage and is knocked prone on Range: 120 feet
a failed save, or half as much on a successful save and no Duration: Instant
other effects. If a creature is prone within when you cast Components: W (Senbon), M
this bukijutsu you may, as a part of this same jutsu before Cost: 20 Chakra
the other creature make their saving throw, make a taijutsu Keywords: Tajitusu, Bukijutsu
attack against the prone target dealing 6d12 Bludgeoning Description: A barrage of senbon forming a line 120 feet
on a hit. long and 5 feet wide blasts out from you in a direction you
Death Cloud choose. Each creature in the line must make a Dexterity
Classification: Ninjutsu saving throw. A creature takes 6d4 piercing damage and
Rank: A-Rank 6d4 poison damage on a failed save, or half as much
Casting Time: 1 Action damage on a successful one. Regardless if you pass or fail,
Range: 30 feet (20-foot-radius sphere) if you take any damage from this jutsu you must succeed
Duration: 1 Minute on a constitution saving throw or become envenomed.
Components: CM Needle Sand Sphere
Cost: 20 Chakra Classification: Ninjutsu
Keywords: Ninjutsu, Medical Rank: A-Rank
Description: You exhale a poisonous, purple gas centered on Casting Time: 1 Action
a point you choose within range. This gas expands into a Range: 120 feet (30-foot-radius sphere)
20-foot radius sphere that spreads around corners. It lasts Duration: 1 Minute
for the Duration. When a creature enters the area for the Components: HS, CM
first time on a turn or starts its turn there, the creature Cost: 20 Chakra
must make a Constitution saving throw taking 10d10 Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
poison damage and gaining the poisoned condition on a Description: You create a sphere of oppositely charged iron
failed save and half as much on a successful one. Creatures sand to create a series of multiplying branching spikes.
that don’t need to breathe or are immune to poison Creatures within a 30-foot-radius sphere must make a
automatically succeed on this saving throw. Dexterity saving throw. A target takes 6d6 piercing damage
and 6d6 poison damage on a failed save, or half as much
damage on a successful one. The branching sand lasts for
1 minute, and makes the 30-foot-radius area difficult
terrain.
Senbon Bombardment Hell Stab
Classification: Bukijutsu Classification: Ninjutsu
Rank: A-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet (20-foot-radius sphere) Range: 5 Feet
Duration: Instant Duration: Instant
Components: W (Senbon Gauntlet), M Components: CM, M
Cost: 20 Chakra Cost: 25 Chakra
Keywords: Taijutsu, Bukijutsu Keywords: Ninjutsu, Lightning Release
Description: You fire a gauntlet from your arm that explodes Description: As a requirement to activate this jutsu, you
with poisoned senbon. Choose a point within range where must be under the effects of under the effects of Lightning
the gauntlet will explode. Each creature in a 20-foot-radius Release: Enhanced Ability, Lightning Release: Static Coat,
sphere centered on that point must make a Dexterity Lightning Release: Strike Armor, or Lightning Release:
saving throw. A target takes 8d4 piercing damage and 8d4 Lightning Chakra Mode. You focus your lightning chakra
poison damage on a failed save, or half as much damage on on a your fingers that delivers a deadly strike that pierces
a successful one. through defenses. This jutsu ignores bonuses to AC,
Human Puppetry Technique
temporary hit points, resistance and immunity damage
granted by jutsu. Make a single melee ninjutsu attack
Classification: Ninjutsu against a target creature within range. On a hit, the target
Rank: S-Rank creature takes your unarmed damage + 10d12 Lightning
Casting Time: 1 Full Turn Action Damage. This jutsus power can be increased, at the cost of
Range: 30 feet accuracy. For each finger not used, increase the damage by
Duration: Concentration 2d12 and lower your attack roll by 2, (minimum of 1.) This
Components: HS, CM Jutsu has a critical threat range of 15-20.
Cost: 25 Chakra
Keywords: Ninjutsu
Description: You extend your chakra threads in an attempt
to impose your will on an opponents. You connect your
chakra threads to a creature and they must make a
Strength saving throw. On a failure, you begin to control
them like one of your puppets. When you cast this jutsu
and as a Bonus Action on subsequent turns, you can make
them immediately perform one action that the creature is
able to take. You cannot make them cast a jutsu or use a
feature that they do not know. If you make them perform a
jutsu, they can spend the chakra to cast it. If you make
them use a feature with limited uses, they spend the
resources to use that feature. A creature not controlled by
this jutsu can use their action to attempt to sever the
threads. A creature must make a Ninshou check at
disadvantage vs your Ninjutsu Save DC. On a success a
creature is no longer affected.
Almighty A
https://drive.google.com/file/d/1RX8ZbUhTmtDSn8qrLcEuLYczYwJ-
FLnm/view
Unruly A
https://drive.google.com/file/d/1RX8ZbUhTmtDSn8qrLcEuLYczYwJ-
FLnm/view