Naruto Adversaries - The Homebrewery

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Naruto Adversaries

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
Placeholder .................................................................................... 6
Naruto Shippuden 7
Placeholder ...................................................................... 7
Placeholder ...................................................................... 7
Placeholder ...................................................................... 7
Placeholder .................................................................................... 7
Placeholder ...................................................................... 7
Placeholder .................................................................................... 7
Placeholder .................................................................................... 8
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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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Mizuki Sneak Attack. Once per turn, Mizuki deals an extra 14


(4d6) damage when he hits a target with a ranged
B-Rank, Medium Humanoid, Standard, Non-Clan,
Striker, Prof + 5 attack and has advantage on the attack roll, or when the
Level 7 (575 XP) target is within 5 feet of an ally of the Mizuki.
Limitless Potential. Twice per encounter when you make
Armor Class 19 (Chunin Jacket) an attack roll, ability check or saving throw you can add
Hit Points 72 an additional 1d8 to the roll.
Chakra Points 50
Speed 45 ft. Jutsu
Initiative 3 Ninjutsu. +6 to hit, (Ninjutsu save DC 15)
D-Ranks (Cost 5): Body Flicker, Substitution Technique
STR DEX CON INT WIS CHA
Genjutsu. +5 to hit, (Genjutsu save DC 14)
18 (+4) 12 (+1) 17 (+3) 12 (+1) 11 (0) 13 (+1)
E-Ranks (Cost 2): Transform
Saving Throws Str +8, Dex +5, Con +2, Wis -1 Taijutsu. +9 to hit, (Taijutsu save DC 18)
Skills Athletics +9, Intimidation +6, Deception +6, D-Ranks (Cost 5): Double Shot, Pinning Shot, Range
Persuasion +6, Stealth +6 Extender
Senses Passive Perception 10
C-Ranks (Cost 9): Heavenly Punishment, Tametoto's
Revenge. Deal bonus damage equal to your level against Accuracy, Tankui's Trickery
anyone that hurt you in the previous round.
Attacks
Press the Attack. You have advantage on attack rolls Multiattack. Mizuki can make 3 ranged attacks with his
against bloodied targets (under 50% hit points). fuma shuriken.
Ranged Weapon Expert. While wielding a Ranged
Weapon or a weapon with the thrown property, you Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
can make an additional attack with the chosen 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
weapons as a bonus action. If the weapon used has the Monster Shuriken. Ranged Weapon Attack: +9 to hit,
multiattack property, you instead make 2 additional range 40 ft., one target. Hit: 10 (1d12 + 4) slashing
attacks as a bonus action. damage.
Ebisu
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Using Ebisu As An Adversary formatting, pay no attention to it.
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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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Ibiki Genjutsu Resistance. You have advantage on saving


throws against Genjutsu.
B-Rank, Medium Humanoid, Standard, Konohakagure,
Supporter, Prof + 5 Uncanny Senses. Unless you are incapacitated, you
Level 9 (1000 XP) cannot be surprised.
Lie Detector. You know when creature is lying.
Armor Class 17 (Reinforced Chunin Jacket)
Hit Points 77 Psychoanalytic. You can use Intelligence for Charisma
Chakra Points 104 skill checks.
Speed 35 ft.
Initiative 2 Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
STR DEX CON INT WIS CHA D-Ranks (Cost 5): Substitution Technique, Sensing
16 (+3) 10 (0) 17 (+3) 17 (+3) 18 (+4) 10 (0) Technique
Genjutsu. +9 to hit, (Genjutsu save DC 18)
Saving Throws Str +3, Con +3, Int +8, Wis +9, Cha +5 E-Ranks (Cost 2): Release
Skills Deception +13, History +8, Illusions +9, Insight
+14, Intimidation +13, Investigation +8, Medicine C-Ranks (Cost 9): Bane, Cause Fear, Detect Intention
+9, Perception +14, B-Ranks (Cost 14): Complusion, Eyes of Truth, Fear
Condition Immunity Berserk, Charmed, Fear
Senses Passive Perception 24 Taijutsu. +8 to hit, (Taijutsu save DC 17)
C-Ranks (Cost 9): Iron Strike, Praying Strike
Guidance. Allies within 10ft of you have advantage on
their attacks rolls. Attacks
Tactical Focus. At the beginning of combat, when Multiattack. Ibiki can make 2 melee attacks or 3 ranged
initiative it rolled, you may roll your initiative at attacks with his kunai.
disadvantage. When you do all of your allies roll their
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
initiative adding half your level to the result of their
5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
initiative roll.
Kunai. Ranged Weapon Attack: +8 to hit, range 60 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Anko Mitarashi
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Using Anko As An Adversary
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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

Hayate Self-Taught Skills. You gain an additional saving throw


proficiency of your choice.
B-Rank, Medium Humanoid, Elite, Konohagakure,
Striker, Prof + 6
Level 9 (2,000 XP) Jutsu
Taijutsu. +10 to hit, (Taijutsu save DC 18)
Armor Class 20 (Studded Leather)
D-Ranks (Cost 5): 1-Strike Slash, 2-Cross Slash,
Hit Points 154
Weapon Deflect
Chakra Points 154
Speed 30 ft. C-Ranks (Cost 9): Afterglow, Falling Blade, Front
Initiative 6 Beheading, Mikiri Counter
B-Ranks (Cost 14): Combo Vault, Counter-Strike, Hazy
STR DEX CON INT WIS CHA Night, Ichimonji, Quick Draw
13 (+1) 19 (+4) 16 (+3) 14 (+2) 16 (+3) 10 (0) A-Ranks (Cost 20): Crescent Moon Dance

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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Yoroi Grappler. Yoroi has advantage on attack rolls against any


target he have grappled. In addition, when grappling a
B-Rank, Medium Humanoid, Standard, Sound, Striker,
Prof + 5 target, any damage he takes from an attack is split
Level 8 (800 XP) 50/50 with his victim.
Constrict. At the start of his turn, Yoroi deals 8
Armor Class 18 (Studded Leather) bludgeoning damage to any creature that you are
Hit Points 81 grappling.
Chakra Points 57 Chakra Siphon. When Yoroi deals bludgeoning damage
Speed 45 ft. to a creature with a melee attack or while grappling
Initiative 6 them, he can instead reduce their chakra by the
damage dealt. He regains the result as hit points.
STR DEX CON INT WIS CHA
Jutsu
18 (+4) 14 (+2) 17 (+3) 13 (+1) 11 (0) 10 (0)
Taijutsu. +9 to hit, (Taijutsu save DC 18)
Saving Throws Str +3, Dex +6, Con +7, Wis/Cha -1 D-Ranks (Cost 5): Avalanche Dance, Bolting Blossom,
Skills Acrobatics +7, Athletics +9, Chakra Control +8, Iron Strike, Snake Constricting Grip
Martial Arts +9, Perception +5, Sleight of Hand +7 C-Ranks (Cost 9): Grass Palm, Intersection Counter
Senses Passive Perception 15
Attacks
Press the Attack. You have advantage on attack rolls
against bloodied targets (under 50% hit points). Multiattack. Yoroi can make 2 melee unarmed attacks
or 3 ranged attacks with his shuriken.
Savage Assault. Once per turn, add 8 in extra damage to
an attack. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +7 to hit, range 60
ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Shino Aburame (Chunin Exams)
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Using Shino As An Adversary
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Shino Superior Ability. When Shino would make a saving


throw vs any hostile jutsu or feature, he may add 1d8
C-Rank, Medium Humanoid, Standard, Aburame,
Generalist, Prof + 5 to the saving throw. He may only do this once per
Level 6 (425 XP) round.
Dangerous Body. Any enemy that touches Shino or hits
Armor Class 19 (Studded Leather) him with a melee attack while within 5 ft of you takes
Hit Points 45 6 piercing damage.
Chakra Points 45 Chakra Consumption. When Shino would deal damage
Speed 30 ft. with Aburame Clan jutsu, he steals chakra equal to
Initiative 4 1/4th of the damage dealt.

STR DEX CON INT WIS CHA


Jutsu
Ninjutsu. +7 to hit, (Ninjutsu save DC 15)
11 (0) 14 (+2) 17 (+3) 16 (+3) 11 (0) 10 (0)
D-Ranks (Cost 5): Human Cocoon, Insect Sphere,
Saving Throws Str -2, Dex +4, Con +5, Int +1, Wis/Cha Parasitic Destruction, Spindle Formation, Substitution
-2 Technique
Skills Chakra Control +7, Insight +4, Ninshou +7, C-Ranks (Cost 9): Insect Clone, Insect Jamming, Insect
Perception +4, Stealth +6, Survival +4 Jar Technique
Senses Passive Perception 14
Attacks
You Can't Hide. Shino has advantage when trying to
detect hidden enemies. Any enemy that you can see is Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
also visible to your allies. 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Zaku Abumi
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Using Zaku As An Adversary
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Zaku Hard to Hit. When you are standing and unrestained,


attacks against you have disadvantage unless you are
C-Rank, Medium Humanoid, Standard, Sound,
Generalist, Prof + 4 adjacent to two or more enemies.
Level 4 (300 XP) Nimble. You reduce falling damage by half and
Dexterity saving throws made against effects that
Armor Class 19 (Studded Leather) would knock you prone.
Hit Points 31
Soundwaves. When a creature fails a saving throw or is
Chakra Points 31 hit by a Jutsu you cast, you may knock them back 10
Speed 30 ft.
feet.
Initiative 4
Jutsu
STR DEX CON INT WIS CHA Ninjutsu. +6 to hit, (Ninjutsu save DC 14)
10 (0) 14 (+2) 16 (+3) 15 (+2) 11 (0) 7 (-1)
D-Ranks (Cost 5): Air Bullet, Buffeting Airwaves,
Counter Breeze, Slicing Airwaves, Violent Whirlwind
Saving Throws Str +2, Con +5, Wis -2, Cha -3
Skills Acrobatics +6, Deception +3, Perception +4, Attacks
Stealth +6
Senses Passive Perception 14 Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Kankurō (Chunin Exams)
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Using Kankurō As An Adversary
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Kankurō Cunning Action. You can dash, disengage, or hide as a


bonus action.
B-Rank, Medium Humanoid, Standard, Sunagakure,
Supporter, Prof + 5 Puppet Master. You can use a bonus action to have an
Level 8 (800 XP) ally (construct only) make a single melee attack.

Armor Class 16 (Studded Leather) Jutsu


Hit Points 62 Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
Chakra Points 86
Speed 35 ft. E-Ranks (Cost 2): Mending
Initiative 3 D-Ranks (Cost 5): Body Flicker, Substiution Technique
Genjutsu. +7 to hit, (Genjutsu save DC 16)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Bless, Bane
14 (+2) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (0)
C-Ranks (Cost 9): Mental Barrier
Saving Throws Str +2, Dex +1, Con +2, Int +8, Wis +7 Taijutsu. +7 to hit, (Taijutsu save DC 16)
Skills Chakra Control +7, Crafting +8, Deception +5, D-Ranks (Cost 5): Brace
History +8, Insight +7, Investigation +8, Perception
+7, Stealth +6 C-Ranks (Cost 9): Intersection Counter
Senses Passive Perception 17
Attacks
Guidance. Allies within 10ft. of you have advantage on Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
their attacks rolls. 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Ferocity. Allies within 10ft. of you gain a bonus 8 Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft.,
damage. one target. Hit: 4 (1d4 + 2) slashing damage.
Tactics. While within 10ft. of an allied creature, you
may forgo your action to give them an additional action
on their turn.
Karasu
Karasu Inscrutable. You are immune to any effect that would
sense your emotions or read your thoughts, as well as
B-Rank, Medium Construct, Standard, Construct,
Striker, Prof + 5 any Genjutsu that you refuse. Wisdom (Insight) checks
Level 8 (800 XP) made to ascertain your intentions or sincerity have
disadvantage.
Armor Class 19 (Constructed Resilence) Constrict. At the start of your turn, deal bludgeoning
Hit Points 111 damage equal to your level to any creature that you are
Chakra Points 75 grappling.
Speed 45 ft. Constructed Fortitude. You gain immunity to the
Initiative 5 Poisoned, Bleeding, Burned, Shocked, or Exhausted
Conditions. Additionally, you cannot cast jutsu that
would give you exhaustion.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 4 (-3) 5 (-3) 1 (-5) Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 18)
Saving Throws Str +8, Dex +7, Con +2, Int/Wis -4, Cha
-6 D-Ranks (Cost 5): Avalanche Dance, Bolting Blossom,
Skills Acrobatics +8, Athletics +9, Martial Arts +9, Brace, Iron Strike, Snake Constricting Grip
Sleight of Hand +8, Stealth +8, C-Ranks (Cost 9): Dragon Tail Foot, Early Sacrifice,
Damage Resistance Acid Evening Heavenly Crush, Grass Palm, Intersection
Damage Immunity Poison, Psychic Counter
Condition Immunity Bleeding, Burned, Charmed
Exhaustion, Fear, Poisoned, Shocked Attacks
Senses Passive Perception 7
Multiattack. Karasu can make 2 unarmed attacks or 3
Savage Assault. Once per turn, add 8 extra damage to attacks with it's kunai.
an attack. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
Savage Strike. Once per turn, when you strike a creature 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
who are suffering from the Dazed, Poisoned, Burned, Hidden Blade. Melee Weapon Attack: +9 to hit, reach 5
Shocked, or Restrained Condition, you deal the ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7
maximum possible damage. (2d6) poison damage.
Kunai. Ranged Weapon Attack: +9 to hit, range 60 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Misumi Tsurugi
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Using Misumi As An Adversary
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Misumi Grappler. Misumi has advantage on attack rolls against


any target he have grappled. In addition, when
C-Rank, Medium Humanoid, Standard, Sound, Striker,
Prof + 5 grappling a target, any damage he takes from an attack
Level 7 (800 XP) is split 50/50 with his victim.
Constrict. At the start of his turn, Misumi deals 8
Armor Class 19 (Studded Leather) bludgeoning damage to any creature that you are
Hit Points 55 grappling.
Chakra Points 38 Long-Limbed. Your unarmed attacks gain the reach 2
Speed 45 ft. weapon property.
Initiative 5
Jutsu
STR DEX CON INT WIS CHA Taijutsu. +9 to hit, (Taijutsu save DC 18)
16 (+3) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 10 (0) D-Ranks (Cost 5): Avalanche Dance, Bolting Blossom,
Crane Wing Formation, Snake Constricting Grip, Wild
Saving Throws Str/Dex +7, Con +2, Cha -1 Dance
Skills Acrobatics +8, Athletics +8, Deception +5 C-Ranks (Cost 9): Early Sacrific, Intersection Counter
Senses Passive Perception 11
Attacks
Bloodfury. When you are bloodied, you become
enraged; -2 AC and +2 attack. Multiattack. Misumi can make 2 melee unarmed attacks
or 3 ranged attacks with his shuriken.
Cleave. You can attack two adjacent targets that are
within reach, dealing full damage to each. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage.
Shuriken. Ranged Weapon Attack: +8 to hit, range 60
ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Ino Yamanaka (Chunin Exams)
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Using Ino As An Adversary
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OFFENSIVELY
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Ino Genjutsu Resistance. You have advantage on saving


throws against Genjutsu.
C-Rank, Medium Humanoid, Standard, Yamanaka,
Caster, Prof + 5 Alarm. When you take damage, all other adveraries of
Level 7 (575 XP) the within 100ft are aware of your pain.
Mental Domination. Twice per encounter when using
Armor Class 14 (Studded Leather) Yamanaka Clan Genjutsu you may increase the saving
Hit Points 29 throw by 2.
Chakra Points 80
Speed 30 ft. Jutsu
Initiative 3
Ninjutsu. +7 to hit, (Ninjutsu save DC 15)

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

Specialized Casting. Select one Jutsu you know, increase Attacks


the save DC and damage die of the Jutsu by 1 for every Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
5 Levels you have. 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Efficient Casting. Select two Moldings found in either Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft.,
the Kurama clan or the Ninjutsu Specialist Class one target. Hit: 3 (1d4 + 1) piercing damage.
Temari
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Using Temari As An Adversary
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Temari (Chunin Exams)

Temari Swirling Currents. When Temari would be targeted with


a weapon attack or bukijutsu, she can increase her AC
B-Rank, Medium Humanoid, Elite, Jiton,
Iconic/Caster/Generalist, Prof + 5 by 1d8 or when you would make a saving throw against
Level 8 (1600 XP) a Bukijutsu, she gains advantage on the saving throw.

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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Tenten Ranged Weapon Expert. While wielding a Ranged


Weapon or a weapon with the thrown property, you
B-Rank, Medium Humanoid, Standard, Konohagukure,
Striker, Prof + 5 can make an additional attack with the chosen
Level 8 (800 XP) weapons as a bonus action. If the weapon used has the
multiattack property, you instead make 2 additional
attacks as a bonus action.
Armor Class 20 (Studded Leather)
Hit Points 81 Sharpshooter. You have a +2 bonus to ranged weapon
Chakra Points 57 attacks.
Speed 45 ft.
Initiative 6 Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 18)
STR DEX CON INT WIS CHA D-Ranks (Cost 5): Debilitating Needles, Binding
12 (+1) 18 (+4) 16 (+3) 13 (+1) 12 (+1) 10 (0) Meteor, Blade Kick, Blade Wall, Prepared Needle Shot
C-Ranks (Cost 9): Kunai Assault, Kunai Barrage,
Saving Throws Dex +8, Con +7, Cha -1 Shuriken Dance
Skills Acrobatics +9, Athletics +6, Chakra Control +8, B-Ranks (Cost 14): Earth Spider Sewing, Twin Rising
Crafting +6, Martial Arts +6, Perception +6, Sleight Dragons
of Hand +9
Senses Passive Perception 16 Attacks
Press the Attack. You have advantage on attack rolls Multiattack. Tenten can make 2 melee attacks or 4
against bloodied targets (under 50% hit points). ranged attacks.

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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Kin Backstabber. If you have advantage on your attack, add


5 extra damage to the triggering attack.
C-Rank, Medium Humanoid, Standard, Sound,
Controller, Prof + 4 Resonance. You increase the radius of genjutsu with the
Level 5 (250 XP) Auditory keyword by 5ft.

Armor Class 16 (Studded Leather) Jutsu


Hit Points 29 Genjutsu. +7 to hit, (Genjutsu save DC 16)
Chakra Points 70
Speed 30 ft. E-Ranks (Cost 2): Distant Echo
Initiative 4 C-Ranks (Cost 9): Ringing Bell Distortion
Taijutsu. +6 to hit, (Taijutsu save DC 15)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Debiliating Needles, Needle Rain,
10 (0) 14 (+2) 13 (+1) 11 (0) 16 (+3) 10 (0) Prepared Needle Shot, Shuriken Dance

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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OFFENSIVELY
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Shikamaru Nara (Chunin Exams)

Shikimaru Shadow Possession. Twice per encounter you can


increase the DC of a Nara Jutsu you are casting by 2.
B-Rank, Medium Humanoid, Elite, Nara, Caster, Prof +
5
Level 8 (1600 XP) Jutsu
Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
Armor Class 14 (Studded Leather)
D-Ranks (Cost 5): Shadow Imitation, Shadow Neck
Hit Points 76
Binding, Silhouette Distraction, Shadow Possession,
Chakra Points 220
Substitution Technique
Speed 30ft.
Initiative 6 C-Ranks (Cost 9): Shadow Gathering, Shadow
Imitiation Field, Shadow Sewing Needle
STR DEX CON INT WIS CHA Attacks
10 (0) 12 (+1) 14 (+2) 21 (+5) 15 (+2) 11 (0) Multiattack. Shikamaru can make 2 melee attacks with
his kunai or 3 ranged attacks with his shuriken.
Saving Throws Str +3, Dex +4, Con +5, Int +13, Wis
+10, Cha +3 Kunai. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills Chakra Control +7, Deception +5, History +15, target. Hit: 3 (1d4 + 1) piercing damage.
Illusions +7, Insight +7, Investigation +15, Ninshou Shuriken. Ranged Weapon Attack: +6 to hit, range 60
+10, Perception +7 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Senses Passive Perception 17
Elite Action
Efficient Casting. Select two Moldings found in Ninjutsu
Shikamaru may take one Elite Action at the start of
Specialist Class.
each round to either move or take an additional Action.
Specialized Casting. Select one Jutsu you know, increase
the save DC and damage die of the Jutsu by 1 for every Elite Tenacity (8)
5 Levels you have.
When Shikamaru would roll any saving throw or ability
What a Drag. All of your Jutsu are automatically check, he may roll an additional d4. He may roll any
upcasted by 1 Rank. number of d4 he has remaining. He has a total number
of d4 equal to his level per combat.
Shadow Assassin. If you have advantage on your attack,
add 8 extra damage to the triggering attack.
Kiba Inuzuka (Chunin Exams)
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Kiba Aggressive. As a bonus action, you can move up to your


speed towards an enemy you can see.
C-Rank, Medium Humanoid, Standard, Inuzuka, Striker,
Prof + 5 Charger. If you moved more than 20ft in a straight line
Level 7 (575 XP) towards your target, make your melee attack roll with
advantage. On a hit, you knock your target prone in
Armor Class 19 (Studded Leather) addition to any other effect.
Hit Points 61 Pack Tactics. You have advantage on attack rolls against
Chakra Points 44 a creature If at least one of your allies are within 5 feet
Speed 45 ft. of the creature and the ally isn't incapacitated.
Initiative 5
Jutsu
STR DEX CON INT WIS CHA Ninjutsu. +5 to hit, (Ninjutsu save DC 13)
14 (+2) 16 (+3) 16 (+3) 10 (0) 15 (+2) 10 (0) D-Ranks (Cost 5): Beast-Human Clone, Four Legs
Technique, Substitution Technique
Saving Throws Str +6, Dex +7, Con +2, Int -1, Wis +1 Taijutsu. +8 to hit, (Taijutsu save DC 16)
+2, Cha -1
Skills Acrobatics +8, Animal Handling +12, Athletics D-Ranks (Cost 5): Dynamic Marking, Tunneling Fang
+7, Perception +12, Survival +7 C-Ranks (Cost 9): Fang Over Fang, Fang Tearing Fang,
Senses Passive Perception 22 Iron Fang

Special Equipment. Kiba has a smoke bomb and a Attacks


military ration pill.
Multiattack. Kiba can make 2 unarmed attacks.
Bloodfury. When you are bloodied, you become
enraged; -2 AC and +2 attack. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Savage Assault. Once per turn, add 7 extra damage to
an attack. Shuriken. Ranged Weapon Attack: +8 to hit, range 60
ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Akamaru

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)

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 + 5 double hit point damage.
Level 8 (1,600 XP)
Jutsu
Armor Class 22 (Studded Leather) Taijutsu. +10 to hit, (Taijutsu save DC 19)
Hit Points 216
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm
Chakra Points 216
Strike, Tenketsu Needle
Speed 50 ft.
Initiative 8 C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm
Rotation, One-Body Blow
STR DEX CON INT WIS CHA B-Ranks (Cost 14): 8-Trigrams 64 Palms, 8-Trigrams
64 Palms Defense
13 (+1) 19 (+4) 16 (+3) 13 (+1) 12 (+1) 10 (0)
Attacks
Saving Throws Str +2, Dex +10, Con +9, Int +2, Wis +7, Multiattack. Neji can make 2 unarmed attacks.
Cha +2
Skills Acrobatics +9, Athletics +6, Chakra Control +8, Unarmed Strike. Melee Weapon Attack: +10 to hit,
Illusions +6, Insight +6, Martial Arts +6, Perception reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
+11 damage.
Senses Passive Perception 21
Shuriken. Ranged Weapon Attack: +10 to hit, range 60
ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Iconic Determination. Neji gains an additional Elite
Tenacity die.
Elite Action
Savage Flurry. As a bonus action after taking the attack Neji may take one Elite Action at the start of each
acton, make two unarmed strikes as a bonus action. round to either move or take an additional Action.
Prodigy. Neji knows jutsu up to 1 rank higher than his
current limitations. Elite Tenacity (9)
Caged Bird. All of Neji's jutsu are automatically When Neji would roll any saving throw or ability check,
upcasted by 1 Rank. he may roll an 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.
Rock Lee
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Using Lee As An Adversary
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OFFENSIVELY
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Rock Lee (Chunin Exams)

Lee 1st Gate. Increase STR +1, Speed +10 (Action)


A-Rank, Medium Humanoid, Elite, Non-Clan, 2nd Gate. Increase STR +1, Heal 2d10+8 (Bonus
Iconic/Striker, Prof + 5 Action)
Level 9 (2,000 XP)
3rd Gate. Increase STR +2, Speed +10, AC +1 (Action)
Armor Class 22 (Studded Leather) 4th Gate. Increase CON +2, Speed +10 (Action)
Hit Points 256 5th Gate. Increase STR +1, Speed +10, AC +1, Extra
Chakra Points 256 Action (Bonus Action)
Speed 50 ft.
Initiative 8 Jutsu
Taijutsu. +11 to hit, (Taijutsu save DC 20)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Leaf Gale, Leaf Kick, Leaf Uppercut
20 (+5) 18 (+4) 19 (+4) 11 (0) 11 (0) 11 (0)
C-Ranks (Cost 9): Leaf Great Flash, Leaf Hurricane, Leaf
Sky Breaker, Shadow Dancing Leaf
Saving Throws Str +11, Dex/Con +10, Int/Wis/Cha +1
Skills Acrobatics +14, Athletics +15, Chakra Control B-Ranks (Cost 14): After Image Technique, Leaf Earth
+14, Martial Arts +15 Crush, Leaf Gust
Senses Passive Perception 10 A-Ranks (Cost 20): Final Lotus, Violent Leaf
Adamantine-Strength Whirlwind
Iconic Determination. Lee gains an additional Elite
Tenacity die. Attacks
Savage Flurry. As a bonus action after taking the attack Multiattack. Lee can make 2 melee attacks.
acton, make two unarmed strikes as a bonus action.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
Weight Training. As a Full Turn Action, you take off your 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning
weights. You gain a +2 to AC and double your damage.
movement speed.
Brutal Training. Lee knows jutsu up to 1 rank higher Elite Action
than his current limitations. Lee may take one Elite Action at the start of each round
Genius of Hard Work. You learn 5 additional taijutsu. to either move or take an additional Action.
A Splendid Ninja. Twice per encounter when your hit
points would fall to 0 they instead fall to 1 and cannot
Elite Tenacity (10)
fall to 0 until the end of the current turn. When Lee would roll any Saving throw, he may roll an
additional d4. Lee may roll any number of d4 he has
8 Gates remaining. Lee has a total number of d4 equal to his
level per combat.
Benefits and detriments stack both while active and
upon
ending the forms. You can end the activation of
any gate but
the 8th gate as a bonus action, taking on
accumulated
exhaustion from each previous gate all at
once.
Chōji Akimichi (Chunin Exams)
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Using Chōji As An Adversary
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OFFENSIVELY
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Chōji Critical Defense. Critical hits made against you count as


normal hits unless you are already bloodied.
C-Rank, Medium Humanoid, Standard, Akimichi,
Striker, Prof + 5 Fatso. Akimichi Clan jutsu you cast grants you
Level 7 (575 XP) Temporary Hit Points equal to your Level until the end
of your next turn.
Armor Class 19 (Unarmored Defense)
Hit Points 67 Jutsu
Chakra Points 50 Ninjutsu. +9 to hit, (Ninjutsu save DC 17)
Speed 45 ft.
Initiative 3 D-Ranks (Cost 5): Body Fat Chushion
C-Ranks (Cost 9): Full-Body Expansion
STR DEX CON INT WIS CHA Taijutsu. +9 to hit, (Taijutsu save DC 17)
18 (+4) 14 (+2) 19 (+4) 10 (0) 11 (0) 10 (0) D-Ranks (Cost 5): Empty Crash, Human Boulder, Partial
Expansion
Saving Throws Str +8, Dex +1, Con +8, Int/Wis/Cha -1 C-Ranks (Cost 9): Spiked Human Boulder, Super Open
Skills Athletics +9, Chakra Control +9, Intimidation +5, Hand Slap
Martial Arts +9, Survival +5
Senses Passive Perception 10 Attacks
Revenge. Deal 7 bonus damage against anyone that Multiattack. Chōji can make 2 melee attacks.
hurt you in the previous round. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
Savage Assault. Once per turn, add 7 extra damage to 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
an attack. Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft.,
Charger. If you moved more than 20ft in a straight line one target. Hit: 6 (1d4 + 4) piercing 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.
Dosu Kinuta
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Using Dosu As An Adversary
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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

Hard to Hit. When you are standing and unrestained, Attacks


attacks against you have disadvantage unless you are
adjacent to two or more enemies. Multiattack. Dosu can make 2 melee attacks.

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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OFFENSIVELY
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DEFENSIVELY
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Genma Shirunai

Genma Sharpshooter. You have a +2 bonus to ranged weapon


attacks.
B-Rank, Medium Humanoid, Elite, Konohagakure,
Striker, Prof + 6
Level 9 (2,000 XP) Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
Armor Class 20 (Studded Leather)
D-Ranks (Cost 5): Body Flicker, Chakra Mark,
Hit Points 138
Substitution Technique, Sensing Technique
Chakra Points 138
Speed 30 ft. Genjutsu. +8 to hit, (Genjutsu save DC 17)
Initiative 7 E-Ranks (Cost 2): Release
C-Ranks (Cost 9): Mental Barrier
STR DEX CON INT WIS CHA
Taijutsu. +8 to hit, (Taijutsu save DC 17)
13 (+1) 17 (+3) 14 (+2) 17(+3) 16 (+3) 13 (+1)
D-Ranks (Cost 5): Brace, Needle Rain, Prepared Needle
Shot, Shuriken Dance
Saving Throws Str -1, Dex +6, Con +5, Int +1, Wis +6,
Cha -1 C-Ranks (Cost 9): Dragon Tail Foot, Intersection
Skills Acrobatics +9, Athletics +6, Chakra Control +8, Counter
Illusions +8, Insight +8, Investigation +7, Ninshou B-Ranks (Cost 14): Debiliating Needles
+7, Perception +8, Stealth +9
Senses Passive Perception 18 Attacks
Press the Attack. When you are standing and Multiattack. Hayate can make 2 melee attacks or 3
unrestained, attacks against you have disadvantage ranged attacks with his senbon.
unless you are adjacent to two or more enemies. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
Light-Footed. You can Disengage or Dash as a bonus 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
action. When an enemy moves adjacent to you, you can Senbon. Ranged Weapon Attack: +11 to hit, range 60
spend your reaction to move away up to half your ft., one target. Hit: 5 (1d4 + 3) piercing damage.
speed.
Jutsu of War. When you use your action to cast a Jutsu, Elite Action
you can make one weapon attack as a bonus action. Genma may take one Elite Action at the start of each
Advanced Study. You know jutsu up to 1 rank higher round to either move or take an additional Action.
than your current limitations.
Flying Thunder Formation. You can teleport yourself and
Elite Tenacity (9)
3 other creatures as a Full Turn Action if you are within When Genma would roll any saving throw or ability
5ft. of 2 other creatures who possess this ability. check, he may roll an additional d4. Genma may roll any
number of d4 he has remaining. Genma has a total
number of d4 equal to his level per combat.
Baki
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Using Baki As An Adversary
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OFFENSIVELY
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Baki

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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OFFENSIVELY
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DEFENSIVELY
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Hiruzen Sarutobi

Hiruzen D-Ranks (Cost 5): Earth Flow River, Sensing Technique


S-Rank, Medium Humanoid, Solo (4), Sarutobi, Iconic, C-Ranks (Cost 9): Adamantine Barrier, Fire Dragon
Prof + 8 Bullet, Earth Dragon Bullet, Shadow Clone Technique
Level 14 (11,200 XP)
B-Ranks (Cost 14): Earth-Style Wall, Great Flame Bomb,
Kagura's Mind Eye, Shadow Shuriken Technique
Armor Class 22
Hit Points 764/458/229 A-Ranks (Cost 20): Uzumaki Break, Fire Storm
Chakra Points 764/458/229 S-Ranks (Cost 25): Four Yang Formation, Reaper Death
Speed 50 ft. Seal, Summoning Technique
Initiative 9
Taijutsu. +11 to hit, (Taijutsu save DC 20)
D-Ranks (Cost 5): Brace, Snake Constricting Grip
STR DEX CON INT WIS CHA
C-Ranks (Cost 9): Falling Heaven: Cross
14 (+2) 14 (+2) 14 (+2) 24 (+7) 18 (+4) 10 (0)
A-Ranks (Cost 20): Falling Heaven: Execution
Saving Throws Str +3, Dex +10, Con +3, Int +15, Wis
+12, Cha +1
Attacks
Skills Athletics +16, Chakra Control +9, History +14, Multiattack. Hiruzen can make 3 attacks.
Illusions +11, Investigation +14, Martial Arts +9,
Ninshou +21, Perception +11 Unarmed Strike. Melee Weapon Attack: +11 to hit,
Condition Immunity Berserk, Charmed, Fear reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning
Senses Passive Perception 21 damage.
Monster Shuriken. Ranged Weapon Attack: +11 to hit,
Iconic Focus. You cannot lose concentration on Jutsu range 40 ft., one target. Hit: 8 (1d12 + 2) slashing
you are concentrating on as a result of damage. damage.
Iconic Legacy. You have the blood of legends in your Enma Staff. Melee Weapon Attack: +16 to hit, reach 5
veins. You can learn any Hijutsu regardless of clan ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
limitations.
Legendary Actions
Iconic Determination. You gain 7 additional Legendary
Tenacity die. Hiruzen can take 3 Legendary actions, choosing from
the options below. Only one legendary action can be
God of Shinobi. All of your Jutsu are automatically used at a time and only at the end of another creatures
upcasted by 1 Rank. turn. Hiruzen regains spent legendary actions at the
Professor. All jutsu with a nature release deal an start of his turn.
additional die of damage.
Attack. Hiruzen makes an attack or casts a jutsu.
Advanced Study. You know jutsu up to 1 rank higher
Move. Hiruzen can move up to its speed if he is free to
than your current limitations.
do so. This movement may trigger opportunity attacks
Protector of the Will of Fire. Ninjutsu you cast ignore and reactions as normal from your enemies
resistance to damage.
Command. Hiruzen commands Enma, granting him an
The Shinobi of Konoha. You learn 7 additional ninjutsu. additional action.
Strong Natures. When clashing with Ninjutsu of a
superior element they do not have advantage on the Legendary Tenacity (21)
check. When Hiruzen would roll any Saving throw, ability
check or attack roll they may roll an additional d6. You
Jutsu may roll any number of d6 you have remaining. You
Ninjutsu. +16 to hit, (Ninjutsu save DC 25) have a total number of d6 equal to your level per
combat
Enma

Enma Combination Force. When your summoner scores a hit


with a melee attack, you can spend your reaction to
Medium Monkey, Proficiency + 8
Creature Level 20 take the attack action or cast a jutsu targeting the
same
creature.
Armor Class 24 Perfect Transform. You transform into the weapon that
Hit Points 224 you or your summoner is currently carrying for your
Chakra Points 203 summoner to use. They have proficiency with your
Speed 50 ft. transformed state. Add +2 to their AC, weapon, taijutsu
attacks, and damage rolls that use your transformed
state. If you already have Transform, then you instead
STR DEX CON INT WIS CHA gain a +5 Bonus to attack and damage rolls.
22 (+6) 16 (+3) 20 (+5) 16 (+3) 12 (+1) 9 (-1)
Jutsu
Saving Throws Str +15, Dex +12 Taijutsu. +14 to hit, (Taijutsu save DC 22)
Skills Athletics, Acrobatics, Perception
A-Ranks (Cost 20): Monkey King's 10,000 Hairs,
Attack Bonus: +14
Monkey King's Fang, Monkey King's Tail
Save DC: 22
S-Ranks (Cost 25): Crescent Moon Crippling
All Weapon Prof. You have proficiency with all melee
weapons and when summoned you have any one Attacks
melee weapon on your person. Claws. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 11 (1d8 + 6) slashing damage.
Transform. You transform into the weapon that you or
your summoner is currently carrying for your
summoner to use. They have proficiency with your
transformed state. Add +2 to their AC, weapon, taijutsu
attacks, and damage rolls that use your transformed
state.
Edo Hashirama (Konoha Crush)

Edo Hashirama Suppression. A creature restrained, grappled, or slowed


or within an area of difficult terrain creature by a
S-Rank, Medium Humanoid, Elite, Senju, Iconic, Prof +
6 Senjutsu Hjutsu that you cast, must make a
Level 12 (4,000 XP) Constitution (Chakra Control) check vs your Ninjutsu
save DC. On a failed save, for the duration of their
condition, they cannot mold chakra.
Armor Class 26 (Shinobi Battle Armor)
Hit Points 564 Wood Release. A creature restrained, grappled, or
Chakra Points 420 slowed or within an area of difficult terrain creature by
Speed 60 ft. a Senjutsu Hjutsu that you cast, cannot cast a jutsu
Initiative 5 with a chakra cost less than your level.

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)

Tsunade Ninjutsu. +14 to hit, (Ninjutsu save DC 23)


S-Rank, Medium Humanoid, Solo (4), Senju, Iconic,
Prof + 7 C-Ranks (Cost 9): Restorative
Level 13 (9400 XP) B-Ranks (Cost 14): Strength of 100
A-Ranks (Cost 20): Regenerate
Armor Class 23 (Natural Armor)
Hit Points 1167/700/350 S-Ranks (Cost 25): Creation Rebirth: Strength Of 1000,
Chakra Points 858 Summoning Technique, Healing Hands
Speed 50 ft. Taijutsu. +14 to hit, (Taijutsu save DC 23)
Initiative 10
C-Ranks (Cost 9): Fist Slam, Leaf Great Flash
B-Ranks (Cost 14): Whirlwind Death Drop, Heavenly
STR DEX CON INT WIS CHA Foot Of Pain, Quaking Leg, Reverse Guard
21 (+5) 16 (+3) 20 (+5) 15 (+2) 12 (+1) 10 (0) A-Ranks (Cost 20): Iron Guard, Piston Fist

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

Katsuyu Quick Hibernation. Katsuyu can regain a number of


chakra points equal to her summoners Level when they
Gargauntuan Slug, Proficiency + 9
Creature Level 20 takea short rest. She can regain chakra points this way
twice per long rest.
Armor Class 24 Hard to Kill. If Katsuyu has her hit points reduced to 0,
Hit Points 223 (20d8 + 120) she explodes into 8 C-Rank Slugs. These C Rank Slugs
Chakra Points 203 (20d10 + 120) are all actually pieces of the original Slug. Each of these
Speed 60 ft. C-Rank Slugs carry 1/8th (Rounded Down) of
the
Katsuyu's Maximum Hit points. These Slugs
can
communicate telepathically across 100 miles, and
can
STR DEX CON INT WIS CHA remain separated until the Katsuyu is unsummoned.
8 (-1) 12 (+1) 22 (+6) 22 (+6) 17 (+3) 14 (+2) Amphibious. Katsuyu breathe air and water.

Saving Throws Wis +12, Int +15 Jutsu


Skills History +10, Stealth +16, Medicine +10 Ninjutsu. +15 to hit, (Ninjutsu save DC 22)
Senses Tremor Sense 20 ft.
Attack Bonus: +15 A-Ranks (Cost 20): Kagura's Mind Eye, Healing Wave,
Save DC: 22 Regenerate
Damage Resistance Slashing, Piercing S-Ranks (Cost 25): Heal
Impeccable Memory. When a creature that Katsuyu can Attacks
see, casts a Jutsu. Make an Intelligence (History) Check
vs the Jutsu’s Save DC. On a success, Katsuyu knows Acid Spray. Ranged Weapon Attack: +10 to hit, reach
the jutsu being used and all of its effects and can relay 5ft., one target. Hit: 11 (2d8 + 1) Acid damage.
it back to your summoner.
Kurenai Yūhi
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Using Kurenai As An Adversary
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formatting, pay no attention to it.
OFFENSIVELY
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formatting, pay no attention to it. This is is just placeholder
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formatting, pay no attention to it. This is is just placeholder
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formatting, pay no attention to it.
DEFENSIVELY
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formatting, pay no attention to it. This is is just placeholder
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Kurenai Yūhi

Kurenai Enhanced Genjutsu. Twice per encounter when a target


rolls a saving throw against a Genjutsu Kurenai casts,
B-Rank, Medium Humanoid, Elite, Yūhi, Caster, Prof + 6
Level 10 (2500 XP) she can use as a reaction give them disadvantage on
the saving throw.
Armor Class 17 (Chunin Jacket) Layered Genjutsu. When a creature under the effects of
Hit Points 112 your Genjutsu succeeds a saving throw Kurenai can use
Chakra Points 286 her reaction to cast a second Genjutsu on the same
Speed 30 ft. creature.
Initiative 6
Jutsu
Genjutsu. +11 to hit, (Genjutsu save DC 20)
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 16 (+3) 18 (+4) 20 (+5) 13 (+1) E-Ranks (Cost 2): Release
D-Ranks (Cost 5): Charming Dissonance, Doubled Pain,
Saving Throws Str +2, Dex +4, Con +6, Int +13, Wis Imperfect Silence, Ineptitude
+14, Cha +10 C-Ranks (Cost 9): Flower Petal Escape, Genjutsu Break,
Skills Chakra Control +9, Deception +7, Illusions +11, Mind Thrust, Thought Shield
Insight +11, Perception +11, Persuasion +7, Stealth
+7 B-Ranks (Cost 14): Effortless Paralysis, Enemies
Senses Passive Perception 21 Abound, Eyes Of Truth, Unrelenting Pain

Efficient Casting. Select two Moldings found in either Attacks


the Kurama clan or the Ninjutsu Specialist Class. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 3 (1d4 + 1) Bludgeoning damage.
Specialized Casting. Select one Jutsu Kurenai knows,
increase the save DC and damage die of the Jutsu by 1 Shuriken. Ranged Weapon Attack: +7 to hit, range 60
for every 5 Levels she has. ft., one target. Hit: 3 (1d4 + 1) Slashing damage.
Potent Casting. Twice per combat, Kurenai may
maximize the damage one jutsu she casts deals. Elite Action
Genjutsu Resistance. Kurenai has advantage on saving Kurenai may take one Elite Action at the start of each
throws against Genjutsu. round to either move or take an additional Action.
Cunning Action. Kurenai can dash, disengage, or hide as
a bonus action. Elite Tenacity (10)
When Kurenai would roll any Saving throw, she may roll
an additional d4. Kurenai may roll any number of d4
she has remaining. Kurenai has a total number of d4
equal to her level per combat.
Kabuto Yakushi
TBD/Waiting For input
Using Kabuto As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Kabuto Yakushi (Search for Tsunade)

Kabuto Yakushi Ninjutsu. +12 to hit, (Ninjutsu save DC 21)


A-Rank, Medium Humanoid, Solo (4), Sound,
Generalist, Prof + 6 D-Ranks (Cost 5): Yin Healing Wound Destruction,
Level 11 (6,400 XP) Healing Hands, Mole Movement, Headhunter
Technique
Armor Class 22 (Studded Leather) C-Ranks (Cost 9): Restorative, Chakra Dispel, Chakra
Hit Points 424/254/127 Needles
Chakra Points 424/254/127 B-Ranks (Cost 14): Dead Heartbeat Technique, Body
Speed 30 ft. Pathway Derangement
Initiative 10
A-Ranks (Cost 20): Regenerate, Healing Wave,
Summoning Technique (Snake)
STR DEX CON INT WIS CHA Taijutsu. +10 to hit, (Taijutsu save DC 19)
10 (0) 16 (+3) 17 (+3) 20 (+5) 14 (+2) 10 (0) D-Ranks (Cost 5): Brace
Saving Throws Str -2, Dex +7, Con +7, Int +9, Wis +6, Attacks
Cha -2
Skills Chakra Control +15, Deception +6, History +11, Multiattack. Kabuto can make 3 melee attacks or 4
Illusions +8, Insight +8, Investigation +11, Medicine ranged attacks with his kunai.
+14, Ninshou +11, Perception +14, Stealth +9 Unarmed Strike. Melee Weapon Attack: +10 to hit,
Damage Immunity Poison reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning
Condition Immunity Poisoned damage.
Senses Passive Perception 24
Chakra Scalpel. Melee Weapon Attack: +10 to hit, reach
Light-Footed. You can Disengage or Dash as a bonus 5 ft., one target. Hit: 9 (3d4 + 3) force damage.
action. When an enemy moves adjacent to you, you can Kunai. Ranged Weapon Attack: +10 to hit, range 60 ft.,
spend your reaction to move away up to half your one target. Hit: 5 (1d4 + 3) piercing damage.
speed.
Hard to Hit. When you are standing and unrestained,
Legendary Actions
attacks against you have disadvantage unless you are Kabuto can take 3 Legendary actions, choosing from
adjacent to two or more enemies. the options below. Only one legendary action can be
used at a time and only at the end of another creatures
Superior Ability. When you would make a saving throw turn. Kabuto regains spent legendary actions at the
vs any hostile jutsu or feature, you may add 1d8 to the
start of his turn.
saving throw. You may only do this once per round.
Advanced Study. Kabuto knows jutsu up to 1 rank Attack. Kabuto casts a jutsu that deals damage.
higher than his current limitations. Move. Kabuto can move up to his speed if it is free to
Regeneration. Kabuto regains 25 hit points at the start do so. This movement does not trigger opportunity
of his turn. This regeneration stops for 1 turn if he is attacks.
hit by force damage or you is reduced to 0 hit points. Defend. Kabuto can use a legendary action to take
Orichimaru Training. You gain an additional saving additional reactions up to 1 reaction per triggering
throw proficiency of your choice. creatures turn.
Chakra Siphon. When Kabuto deals damage to with an Legendary Resistance (4/Day)
unarmed attack he can instead reduce their chakra by
the damage dealt. He regains the result as hit points. If Kabuto fails a saving throw, he can choose to
succeed instead.
Jutsu
Neji Hyūga (Sasuke Retrieval Arc)
Neji Hyūga Byakugan Sight. You have 500 feet of Chakra sight that
can see through 10 ft thick walls, and can avert your
A-Rank, Medium Humanoid, Elite, Hyūga,
Iconic/Striker, Prof + 5 gaze without penalty.
Level 9 (2000 XP)
Jutsu
Armor Class 23 (Studded Leather) Taijutsu. +11 to hit, (Taijutsu save DC 21)
Hit Points 240
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm
Chakra Points 240
Strike, Tenketsu Needle
Speed 50 ft.
Initiative 9 C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm
Rotation, One-Body Blow
STR DEX CON INT WIS CHA B-Ranks (Cost 14): 8-Trigrams 64 Palms, 8-Trigrams
64 Palms Defense
13 (+1) 20 (+5) 16 (+3) 13 (+1) 15 (+2) 12 (+1)
A-Ranks (Cost 20): 8-Trigrams 128 Palms
Saving Throws Dex +11, Con +9, Wis +8 Attacks
Skills Acrobatics +10, Athletics +6, Chakra Control +8,
Illusions +7, Insight +7, Martial Arts +6, Perception Multiattack. Neji can make 2 unarmed attacks.
+7
Condition Immunity Charmed, Fear Unarmed Strike. Melee Weapon Attack: +10 to hit,
Senses Chakra Sight 500ft., Passive Perception 17 reach 5 ft., one target. Hit: 10 (1d8 + 5) chakra
enhanced bludgeoning damage.
Iconic Determination. Neji gains 5 additional Elite Shuriken. Ranged Weapon Attack: +10 to hit, range 60
Tenacity die. ft., one target. Hit: 8 (1d4 + 5) slashing damage.
Savage Flurry. As a bonus action after taking the attack Elite Action
acton, make two unarmed strikes as a bonus action.
Neji may take one Elite Action at the start of each
Prodigy. Neji knows jutsu up to 1 rank higher than his round to either move or take an additional Action.
current limitations.
Uncaged Bird. All of Neji's jutsu are automatically Elite Tenacity (14)
upcasted by 1 Rank and have their Save DC is
When Neji would roll any Saving throw, he may roll an
increased by 1. (Inluded in the calculation)
additional d4. Neji may roll any number of d4 he has
Gentle Fist. Your unarmed strikes do chakra damage remaining. Neji has a total number of d4 equal to his
instead of hit points. If they have 0 chakra you deal level per combat.
double hit point damage.
Neji Hyūga (Kazekage Rescue Mission)
Neji Hyūga Byakugan Sight. You have 500 feet of Chakra sight that
can see through 10 ft thick walls, and can avert your
A-Rank, Medium Humanoid, Elite, Hyūga,
Iconic/Striker, Prof + 6 gaze without penalty.
Level 11 (3200 XP)
Jutsu
Armor Class 24 (Studded Leather) Taijutsu. +12 to hit, (Taijutsu save DC 22)
Hit Points 288
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm
Chakra Points 288
Strike, Tenketsu Needle, Vacuum Palm
Speed 50 ft.
Initiative 10 C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm
Rotation, One-Body Blow, Vacuum Palm Wall
STR DEX CON INT WIS CHA B-Ranks (Cost 14): 8-Trigrams 64 Palms, 8-Trigrams
64 Palms Defense
13 (+1) 20 (+5) 16 (+3) 13 (+1) 15 (+2) 13 (+1)
A-Ranks (Cost 20): 8-Trigrams 128 Palms
Saving Throws Dex +12, Con +10, Wis +9 Attacks
Skills Acrobatics +17, Athletics +7, Chakra Control +9,
Illusions +8, Insight +8, Martial Arts +7, Perception Multiattack. Neji can make 3 unarmed attacks.
+8
Condition Immunity Charmed, Fear Unarmed Strike. Melee Weapon Attack: +12 to hit,
Senses Chakra Sight 500ft., Passive Perception 18 reach 5 ft., one target. Hit: 11 (1d10 + 5) chakra
enhanced bludgeoning damage.
Iconic Determination. Neji gains 6 additional Elite Shuriken. Ranged Weapon Attack: +12 to hit, range 60
Tenacity die. ft., one target. Hit: 8 (1d4 + 5) slashing damage.
Savage Flurry. As a bonus action after taking the attack Elite Action
acton, make two unarmed strikes as a bonus action.
Neji may take one Elite Action at the start of each
Iconic Power. Neji's damage cannot be reduced by any round to either move or take an additional Action.
more than 5.
Prodigy. Neji knows jutsu up to 1 rank higher than his Elite Tenacity (17)
current limitations.
When Neji would roll any Saving throw, he may roll an
Uncaged Bird. All of Neji's jutsu are automatically additional d4. Neji may roll any number of d4 he has
upcasted by 1 Rank and have their Save DC is remaining. Neji has a total number of d4 equal to his
increased by 1. (Inluded in the calculation) level per combat.
Gentle Fist. Your unarmed strikes do chakra damage
instead of hit points. If they have 0 chakra you deal
double hit point damage.
Temari (Kazekage Rescue Mission)

Temari Tempest. You cannot have disadvantage on clashing


when you cast a Ninjutsu with the Wind Release
A-Rank, Medium Humanoid, Elite, Jiton,
Iconic/Caster/Generalist, Prof + 6 Keyword and the DC to dispel, counter, or negate your
Level 11 (3200 XP) jutsu is increased by 3.

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

Sasori (Phase 1) C-Ranks (Cost 9): Restorative


Medium Construct, Solo (4), Akatsuki, Iconic, Prof + 8 A-Ranks (Cost 20): Regenerate
Level 17 (18000 XP)
S-Ranks (Cost 25): Earth Clone
Armor Class 30 (Hiruko) Genjutsu. +20 to hit, (Ninjutsu save DC 29)
Hit Points 228 B-Ranks (Cost 11): Memory Domination
Chakra Points 228
Speed 50 ft. Taijutsu. +16 to hit, (Taijutsu save DC 26)
Initiative 10 D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Afterglow, Mikiri Counter, Heavenly
STR DEX CON INT WIS CHA Punishment
18 (+4) 13 (+1) 25 (+7) 20 (+5) 14 (+2) 8 (-1) B-Ranks (Cost 14): Combo Vault, Counter-Strike
A-Ranks (Cost 20): Chasing Fang, Debilitating Needles,
Saving Throws Str +15, Dex +5, Con +19, Int +19, Wis Prepared Needle Shot, Poisoned Senbon Barrage,
+19, Cha +19 Reversal, Senbon Bombardment, Shinobi Cross
Skills Acrobatics +12, Athletics +9, Chakra Control S-Ranks (Cost 25): 1 Strike Piercing Blow, Whirlwind
+23, Crafting + 21, Deception +9, Insight +9, Strike
Intimidation +7, Martial Arts +12, Ninshou +13,
Perception +10 Attacks
Damage Resistance Acid, Non-Chakra enhanced
Bludgeoning, Piercing, and Slashing, Necrotic Multiattack. Sasori can make 2 melee attacks or 3
Damage Immunity Poison, Psychic ranged attacks with his Senbon.
Condition Immunity Bleeding, Charmed, Exhaustion,
Fear, Poisoned Scorpion Tail. Melee Weapon Attack: +16 to hit, reach
Senses Darkvision 60 ft., Passive Perception 20 10 ft., one target. Hit: 11 (1d10 + 4) piercing damage
plus 20 (4d10) poison damage.
Iconic Determination. You gain additional you gain 3 Posioned Senbon. Ranged Weapon Attack: +16 to hit,
additional uses of Legendary Resistance. reach 60 ft., one target. Hit: 6 (1d4 + 4) piercing
damage plus 12 (5d4) poison 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.
Sasori can make 3 Legendary actions, choosing from
Iconic Power. Your damage cannot be reduced by any the options below. Only one legendary action can be
more than 5. used at a time and only at the end of another creatures
Critical Defense. Critical hits made against you count as turn. Sasori regains spent legendary actions at the start
normal hits unless you are already bloodied. of their turn.
Life Eater. When you deal damage that reduces a Malice (Costs 3 Actions.) Sasori attempts to inflict you
creature to 0 hit points, that creature cannot be revived with pure Malice. Make a melee or ranged taijutsu
by any means. attack (60 feet). On a hit, the creature must succeed a
Indominable. You are immune to any effects that would DC 25 Constitution saving throw ignoring resistance or
immunity. On a failed save the affected creature
alter your mind or will.
becomes unconscious for 72 hours, and immediately
Artificial Endurance. When you would make an dies at the end of the duration. This poison can be
Intelligence, Wisdom, or Charisma Saving throw you nullified by a Jutsu of no less than S-Rank.
instead use Constitution.
Move. Sasori can move up to its speed if it is free to do
Augmented Physicality. You cannot make a Strength or so. This movement may trigger opportunity attacks and
Constitution saving throw at disadvantage. reactions as normal from your enemies
Constructed Power. You cast Ninjutsu and Genjutsu Attack. Sasori makes an attack with his Scorpion Tail.
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.
Sasori (Phase 2) C-Ranks (Cost 9): Restorative
Medium Construct, Solo (4), Akatsuki, Iconic, Prof + 8 A-Ranks (Cost 20): Regenerate
Level 17 (18000 XP)
S-Ranks (Cost 25): Earth Clone
Armor Class 27 (Chunin Jacket) Genjutsu. +20 to hit, (Ninjutsu save DC 29)
Hit Points 253 B-Ranks (Cost 14): Memory Domination
Chakra Points 253
Speed 50 ft. Taijutsu. +16 to hit, (Taijutsu save DC 26)
Initiative 11 D-Ranks (Cost 5): Brace, Leaf Gale, Praying Strike
C-Ranks (Cost 9): Adamantine Acala, Early Sacrifice,
STR DEX CON INT WIS CHA Intersection Counter, Whirlwind Death Drop
13 (+1) 18 (+4) 25 (+7) 20 (+5) 14 (+2) 8 (-1) B-Ranks (Cost 14): After Image Technique, Incursion of
Clarity, Owl Drop, Reverse Guard
Saving Throws Str +5, Dex +15, Con +19, Int +19, Wis A-Ranks (Cost 20): Magnum Knuckle
+19, Cha +19 S-Ranks (Cost 25): Brace, Reverse Guard
Skills Acrobatics +12, Athletics +9, Chakra Control
+23, Crafting + 21, Deception +9, Insight +9, Attacks
Intimidation +7, Martial Arts +9, Ninshou +13,
Perception +10 Multiattack. Sasori can make 2 melee attacks or 3
Damage Resistance Acid, Necrotic ranged attacks with his Senbon.
Damage Immunity Poison, Psychic
Condition Immunity Charmed, Exhaustion, Fear, Unarmed Strike. Melee Weapon Attack: +16 to hit,
Poisoned reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning
Senses Darkvision 60 ft., Passive Perception 20 damage.
Posioned Senbon. Ranged Weapon Attack: +16 to hit,
Iconic Determination. You gain additional you gain 3 reach 60 ft., one target. Hit: 6 (1d4 + 4) piercing
additional uses of Legendary Resistance. damage plus 12 (5d4) poison damage.
Iconic Presence. You are immune to Charisma based Legendary Actions
Skill Checks and affects. Additionally, you cannot be
charmed or controlled by other creatures. Sasori can make 3 Legendary actions, choosing from
the options below. Only one legendary action can be
Iconic Power. Your damage cannot be reduced by any used at a time and only at the end of another creatures
more than 5. turn. Sasori regains spent legendary actions at the start
Impenetrable. You are resistant to all non-ninJutsu or of their turn.
genjutsu damage.
Malice (Costs 3 Actions.) Sasori attempts to inflict you
Tactics. While within 10 feet of an allied creature, you with pure Malice. Make a melee or ranged taijutsu
may forgo your action to give them an additional action attack (60 feet). On a hit, the creature must succeed a
on their turn. DC 25 Constitution saving throw ignoring resistance or
immunity. On a failed save the affected creature
Indominable. You are immune to any effects that would
alter your mind or will. becomes unconscious for 72 hours, and immediately
dies at the end of the duration. This poison can be
Artificial Endurance. When you would make an nullified by a Jutsu of no less than S-Rank.
Intelligence, Wisdom, or Charisma Saving throw you
instead use Constitution. Move. Sasori can move up to its speed if it is free to do
so. This movement may trigger opportunity attacks and
Augmented Physicality. You cannot make a Strength or reactions as normal from your enemies.
Constitution saving throw at disadvantage.
Command. Sasori commands one of his controlled
Constructed Power. You cast Ninjutsu and Genjutsu creatures, granting them an action.
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.
Sasori (Phase 3) C-Ranks (Cost 9): Restorative
Medium Construct, Solo (4), Akatsuki, Iconic, Prof + 8 A-Ranks (Cost 20): Regenerate
Level 17 (18000 XP)
S-Ranks (Cost 25): Earth Clone
Armor Class 27 (Chunin Jacket) Genjutsu. +20 to hit, (Ninjutsu save DC 29)
Hit Points 218 B-Ranks (Cost 14): Memory Domination
Chakra Points 218
Speed 50 ft. Taijutsu. +16 to hit, (Taijutsu save DC 26)
Initiative 11 D-Ranks (Cost 5): Brace, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Front Beheading, Mikiri
STR DEX CON INT WIS CHA Counter
13 (+1) 18 (+4) 25 (+7) 20 (+5) 14 (+2) 8 (-1) B-Ranks (Cost 14): After Image Technique, Combo
Vault, Ichimonji, Incursion of Clarity, Reverse Guard
Saving Throws Str +5, Dex +15, Con +19, Int +19, Wis A-Ranks (Cost 20): Shinobi Cross
+19, Cha +19 S-Ranks (Cost 25): Brace, Reverse Guard, Quick Draw,
Skills Acrobatics +12, Athletics +9, Chakra Control Whirlwind Strike
+23, Crafting + 21, Deception +9, Insight +9,
Intimidation +7, Martial Arts +9, Ninshou +13, Attacks
Perception +10
Damage Resistance Acid, Necrotic Multiattack. Sasori can make 3 melee attacks or two
Damage Immunity Poison, Psychic ranged attacks.
Condition Immunity Charmed, Exhaustion, Fear,
Poisoned Mantis Blades. Melee Weapon Attack: +16 to hit, reach
Senses Darkvision 60 ft., Passive Perception 20 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage plus
14 (3d8) poison damage.
Iconic Determination. You gain additional you gain 3 Fire Ray. Ranged Ninjutsu Attack: +19 to hit, range 120
additional uses of Legendary Resistance. ft., one target. Hit: 26 (4d12) fire damage.
Iconic Presence. You are immune to Charisma based Water Jet. Ranged Ninjutsu Attack: +19 to hit, range
Skill Checks and affects. Additionally, you cannot be 120 ft., one target. Hit: 22 (5d8) cold damage.
charmed or controlled by other creatures.
Legendary Actions
Iconic Power. Your damage cannot be reduced by any
more than 5. Sasori can make 3 Legendary actions, choosing from
the options below. Only one legendary action can be
Immortal. Sasori cannot be killed unless he is reduced used at a time and only at the end of another creatures
to 0 hit points by an attack, jutsu or art that directly turn. Sasori regains spent legendary actions at the start
targets his core, his core has 1 hit point, and is of their turn.
counted as being in three-quarters cover.
Malice (Costs 3 Actions.) Sasori attempts to inflict you
Blood Frenzy. You have advantage on melee attack rolls
with pure Malice. Make a melee or ranged taijutsu
against any creature that has 50% or less hit points.
attack (60 feet). On a hit, the creature must succeed a
Indominable. You are immune to any effects that would DC 25 Constitution saving throw ignoring resistance or
alter your mind or will. immunity. On a failed save the affected creature
Artificial Endurance. When you would make an becomes unconscious for 72 hours, and immediately
Intelligence, Wisdom, or Charisma Saving throw you dies at the end of the duration. This poison can be
instead use Constitution. nullified by a Jutsu of no less than S-Rank.

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.

Genjutsu Resistance. You have advantage on saving Elite Action


throws against Genjutsu.
The 3rd Kazekage may take one Elite Action at the start
Immutable Form. You are immune to any Jutsu or effect of each round to either move or take an additional
that would alter your form. Action.
Artificial Endurance. When you would make an
Intelligence, Wisdom, or Charisma Saving throw you Elite Tenacity (15)
instead use Constitution. When The 3rd Kazekage 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.
Perfomance of 100 Constructed Fortitude. You gain immunity to the
Poisoned, Bleeding, Burned, Shocked, or Exhausted
Puppets Conditions. Additionally, you cannot cast jutsu that
Gargantuan Contruct, Elite, Swarm, Striker, Prof + 8 would give you exhaustion.
Level 16 (8000 XP) Constructed Strength. Your Strength Ability score
increases by an amount equal to your Proficiency
Armor Class 24 (Chunin Jackets) bonus.
Hit Points 473
Chakra Points 349 Jutsu
Speed 45 ft. Taijutsu. +20 to hit, (Taijutsu save DC 28)
Initiative 11
D-Ranks (Cost 5): Weapon Break, Weapon Deflect
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Blunt Force Connection, Falling
Blade, Front Beheading, Heaven Cutter, Heavenly
29 (+9) 20 (+5) 21 (+5) 10 (0) 10 (0) 10 (0) Punishment, Mikiri Counter, Murderous Stabbing Link,
Shockwave Slash
Saving Throws Str +17, Dex +13, Con +13, Int +13 Wis
+13, Cha +13 B-Ranks (Cost 14): 1 Strike Piercing Blow, Whirlwind
Strike
Skills Acrobatics +13, Athletics +17, Chakra Control
+13, Martial Arts +17, Perception +8 A-Ranks (Cost 20): Crescent Moon Dance, Eclipsed
Damage Resistance Acid, Slashing, Piercing Sun Impacts, Monkey King's Fang, Reversal
Damage Immunity Poison, Psychic, Necrotic
Condition Immunity Bleeding, Burned, Charmed Attacks
Exhaustion, Fear, Poisoned, Shocked
Multiattack. The Puppets can make 4 melee attacks.
Senses Passive Perception 18
Katana. Melee Weapon Attack: +20 to hit, reach 15 ft.,
Cleave. You can attack two adjacent targets that are one target. Hit: 14 (1d8 + 9) slashing damage plus 18
within reach, dealing full damage to each. (4d8) poison damage.
Press the Attack. You have advantage on attack rolls Slam. Melee Weapon Attack: +20 to hit, reach 15 ft.,
against bloodied targets (under 50% hit points). one target. Hit: 32 (4d10 + 9) bludgeoning damage.
Blodfury. When you are bloodied, you become enraged; Spear. Melee Weapon Attack: +20 to hit, reach 15 ft.,
-2 AC and +2 attack. one target. Hit: 13 (1d6 + 9) slashing damage plus 18
(5d6) poison damage.
Chakra Weapons. Your weapon attacks are Chakra
Based. Elite Action
Freedom of Movement. You ignore difficult terrain, and The Puppets may take one Elite Action at the start of
Chakra based effects can’t reduce your speed or cause each round to either move or take an additional Action.
it to be restrained. You can spend 5 ft of movement to
escape from Jutsu based restraints or being grappled.
Elite Tenacity (16)
Hover. You can hover in one spot in the air for 6
second before you need to move. When The Puppets would roll any Saving throw, they
may roll an additional d4. They may roll any number of
Artificial Endurance. When you would make an d4 you have remaining. They have a total number of d4
Intelligence, Wisdom, or Charisma Saving throw you equal to your level per combat.
instead use Constitution.
Yugito Nii
Using Yugito As An Adversary
TBD
OFFENSIVELY
TBD
DEFENSIVELY
TBD
Phase 1
TBD
Phase 2
TBD
Phase 3
TBD
Yugito Nii
Yugito Nii (Phase 1) Dormant Beast. Yugito can tap into the dormant powers
of her Sealed beast. Her unarmed damage die is
S-Rank, Medium Humanoid, Solo (4), Jinchūriki, Iconic,
Prof + 7 increased by 1 step and her STR and DEX are increased
Level 15 (14,000 XP) by +4.

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

Iconic Power. Yugito's damage cannot be reduced by Attacks


any more than 5. Multiattack. Yugito can make 4 claw or kunai attacks.
Iconic Determination. Yugito gains 3 additional uses of Claw. Melee Weapon Attack: +18 to hit, reach 15 ft.,
Legendary Resistance. one target. Hit: 50 (6d6 + 29) slashing and fire
Iconic Presence. Yugito is immune to Charisma based 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
turn. Yugito regains spent legendary actions at the start
Brutal Brawler. Melee attacks score a critical hit on a roll
of her turn.
of 19-20 and deal 1 additional die of damage.
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 Move. Yugito can move up to her movement speed if
escape from Jutsu based restraints or being grappled. 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.
Legendary Resistance (8/Day)
Primal Power. Ninjutsu or Arts that use twisted chakra
cannot be dispelled, countered or negated. If Yugito fails a saving throw, she can choose to
succeed instead.
Dormant Beast. Yugito can tap into the dormant powers
of her Sealed beast. Her unarmed damage die is
increased by 1 step and her STR and DEX are increased
by +4.
Matatabi

Matatabi Demonic Strength. The Strength of your demonic


heritage is clear. Add your level to any taijutsu or
S-Rank, Gargantuan Tailed Beast, Solo (4), Iconic, Prof
+ 10 weapon damage you deal.
Level 23 (34,000 XP) Eternal Flame. Your flame is a neverending source of
warmth in a dark world. At the end of each of your
Armor Class 32 (Natural Armor) turns you regain 23 Hit points. Additionally, Matatabi
Hit Points 1615/807/270 emits a 30 ft. radius of bright light and a 60 ft. radius
Chakra Points 1615/807/270 of dim light.
Speed 100 ft.
Initiative 19 Vermillion Arts
Vermillion Arts. +23 to hit, (Vermillion save DC 32)
STR DEX CON INT WIS CHA Tier 1 (Cost 25): Beast Beam, Beast Bullet, Beast Crash
26 (+8) 30 (+10) 26 (+8) 16 (+3) 16 (+3) 21 (+5) Tier 2 (Cost 40): Beast Deflection
Tier 3 (Cost 50): Beast Dominion
Saving Throws Str +19, Dex +21, Con +19, Wis +14
Skills Acrobatics +30, Athletics +28, Chakra Control Tier 4 (Cost 75): Beast Bomb, Beast Claw, Beast Flare
+28, History +13, Insight +13, Intimidation +15,
Investigation +13, Martial Arts +18, Ninshou +13, Attacks
Perception +23, Persuasion +15, Survival +13 Multiattack. Matatabi can make 5 claw or tail attacks.
Damage Immunity Fire, Non-Chakra Enhanced
bludgeoning, piercing, and slashing Claw. Melee Weapon Attack: +23 to hit, reach 15 ft.,
Condition Immunity Berserk, Bleeding, Burned, one target. Hit: 54 (6d6 + 33) slashing and fire
Charmed, Exhaustion, Fear, Poisoned, Weakened damage.
Senses Passive Perception 33, Darkvision 120 ft., Keen
Tail Swipe. Melee Weapon Attack: +23 to hit, reach 25
Sight and Smell
ft., one target. Hit: 51 (4d8 + 33) bludgeoning and fire
damage.
Iconic Power. Matatabi's damage cannot be reduced by
any more than 5. Legendary Actions
Iconic Resistance. Matatabi is resistant to all damage Matatabi can take 3 Legendary actions, choosing from
unless it deals 46 damage in a single turn. the options below. Only one legendary action can be
Iconic Presence. Matatabi is immune to Charisma based used at a time and only at the end of another creatures
Skill Checks and affects. Additionally, she cannot be turn. Matatabi regains spent legendary actions at the
charmed or controlled by other creatures. start of her turn.
Pounce. If Matatabi moves more than 20ft in a straight Attack. Matatabi is able to make three unarmed attacks
line towards her target, she makes her melee attack roll or cast an Art with a casting time of 1 action.
with advantage. On a hit, she knocks her target prone Move. Matatabi can move up to her movement speed if
in addition to any other effect. she is free to do so. This movement does not provoke
Brutal Brawler. Melee attacks score a critical hit on a roll opportunity attacks.
of 19-20 and deal 1 additional die of damage. Defend. Matatabi can use a legendary action to take
Freedom of Movement. You ignore difficult terrain, and additional reactions up to 1 reaction per triggering
Chakra based effects can’t reduce your speed or cause creatures turn.
it to be restrained. You can spend 5 ft of movement to
escape from Jutsu based restraints or being grappled. Legendary Resistance (8/Day)
Azure Assault. Matatabi's Vermillion Arts deal fire If Matatabi fails a saving throw, she can choose to
damage and Arts deal 2 additional die of damage, treat succeed instead.
fire immunity as resistance and suffer no elemental
penalties when clashing.
Asuma Sarutobi
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Using Asuma As An Adversary
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DEFENSIVELY
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Asuma

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.

Advanced Nature Release. Pick 1 nature release you


know. You deal an additional damage die of the chosen
nature release.
Hidan
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Using Hidan As An Adversary
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Hidan

Hidan Jashinist Ritual. Hidan doesn’t need to use chakra to


maintain concentration on bestowal, in addition, he
Medium Undead, Elite, Akatsuki, Striker, Prof + 7
Level 15 (7000 XP) can, as an action, create a ritual circle of 5ft. While
inside the circle, he can attack himself, damaging
himself and the creature used to cast bestowal on a hit,
Armor Class 21 (Studded Leather) this damage doesn’t activate the negative side effects
Hit Points 445 of the Immortal feature.
Chakra Points 327
Speed 45 ft. Jashin's Judgement. When Hidan hits a creature, he can
Initiative 8 spend 5 chakra to inflict a stack of bleed. Hidan can
spend up to 25 chakra using this feature to inflict 5
stacks of bleed. This bleed lasts until Hidan is
STR DEX CON INT WIS CHA incapacitated.
20 (+5) 17 (+3) 21 (+5) 11 (0) 14 (+2) 10 (0)
Jutsu
Saving Throws Str +12, Dex +10, Con +12, Wis +9, Cha Taijutsu. +16 to hit, (Taijutsu save DC 22)
+7
D-Ranks (Cost 5): Chain Pull, Chained Embrace
Skills Chakra Control +19, Insight +9, Martial Arts +12,
Perception +9, Stealth +10 C-Ranks (Cost 9): Afterglow, Front Beheading
Damage Immunity Necrotic B-Ranks (Cost 14): Amputation Punishment, Counter-
Senses Passive Perception 19 Strike, Heavenly Punishment, Quickdraw, Whirlwind
Strike
Special Equipment. Hidan wields a +2 Triple Bladed
Scythe. A-Ranks (Cost 20): Bestowal, Crescent Moon
Beheading, Crescent Moon Dance, Heavenly
Press the Attack. Hidan has advantage on attack rolls Punishment, Reversal, Shadow Rush, Shinobi Cross
against bloodied targets (under 50% hit points).
Savage Assault. Once per turn, add 15 extra damage to
Attacks
an attack. Multiattack. Hidan can make 3 melee attacks or 4
ranged attacks with his shuriken.
Revenge. Hidan deals 15 bonus damage against anyone
that hurt him in the previous round. Scythe. Melee Weapon Attack: +16 to hit, reach 15 ft.,
Chakra Weapons. Hidan’s weapon attacks count as one target. Hit: 22 (6d4 + 7) slashing damage.
chakra enhanced. Shuriken. Ranged Weapon Attack: +14 to hit, range 60
Immortal. Hidan cannot be killed. Reaching 0 HP in any ft., one target. Hit: 7 (1d4 + 5) slashing damage.
form will reduce him to 1 hit point instead. Whe this
happens, roll a constitution saving throw vs half the Elite Action
damage taken, on a fail, roll a d5, losing an extremity Hidan may take one Elite Action at the start of each
depending on the result (1-2 arm, 3-4 leg, 5 head.) round to either move or take an additional Action.
Reckless. At the start of Hidan's turn, he can gain
advantage on all melee attacks he makes for that turn. Elite Tenacity (15)
However, all attacks against him gain advantage until
When Hidan would roll any Saving throw, he may roll
the start of his next turn.
an additional d4. He may roll any number of d4 he has
Grim. Hidan deals twice as much damage to creatures remaining. He has a total number of d4
equal to his
with less than half hit points. level per combat.
Kakazu
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Using Kakazu As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Kakazu

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

Potent Casting. Twice per combat, you may maximize Attacks


the damage one jutsu you cast deals.
Multiattack. You can make 3 unarmed attacks.
Efficient Casting. Select two Moldings found in either
the Kurama clan or the Ninjutsu Specialist Class Unarmed Strike. Melee Weapon Attack: +12 to hit,
reach 20 ft., one target. Hit: 16 (3d6 + 4) slashing
damage.

Using Earth Grudge Fear Mask Puppets


There are 4 Maks Puppets; Fire, Wind, Water, and Lightning. They all have the same stat block, the only difference is their jutsu,
organized in the table below.
Earth Grudge Fear Jutsu
Deidara
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Using Deidara As An Adversary
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Deidara

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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Using Itachi As An Adversary
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Itachi Uchiha

Itachi (Phase 1) Jutsu


S-Rank, Medium Humanoid, Solo (4), Uchiha,
Ninjutsu. +16 to hit, (Ninjutsu save DC 25)
Iconic/Caster, Prof + 8
Level 17 (18,000 XP) C-Ranks (Cost 9): Uchiha Ember Bullet, Explosive
Clone, Uchiha Flame Ball, Shadow Shuriken Technique
Armor Class 24 (Studded Leather) B-Ranks (Cost 14): Explosive Substitution Technique,
Hit Points 289 Great Flame Bomb, Uchiha Flame Flower
Chakra Points 289
Speed 50 ft. A-Ranks (Cost 20): Uchiha Flame Spiral
Initiative 13 Genjutsu. +18 to hit, (Genjutsu save DC 27)
C-Ranks (Cost 9): Flower Petal Escape, Hypnotic
STR DEX CON INT WIS CHA Patterns, Genjutsu: Deflect!
8 (-1) 20 (+5) 8 (-1) 23 (+6) 26 (+8) 15 (+2) B-Ranks (Cost 14): Mind Spike, Mind Thrust,
Confusion, Effortless Paralysis
Saving Throws Dex +14, Int +15, Wis +17, Cha +11 A-Ranks (Cost 20): Bringer of Darkness, Dominate
Skills Acrobatics +13, Chakra Control +15, Deception Man, Seeming
+10, History +14, Illusions +24, Intimidation +10,
S-Ranks (Cost 25): Genjutsu: Sharingan!
Martial Arts +7, Ninshou +14, Perception +16,
Stealth +13 Taijutsu. +15 to hit, (Taijutsu save DC 24)
Damage Resistance Psychic, Fire B-Ranks (Cost 14): Uchiha Shuriken Rain
Damage Vulnerability Poison
Condition Immunity Berserk, Charmed, Dazed, Blinded, Attacks
Frightened, Slowed, Stunned
Senses Chakra Sight 30 ft., Passive Perception 26 Multiattack. Itachi can make 3 melee attacks or 4
ranged attacks with his shuriken.
Iconic Prescence. You are immune to Charisma based
Unarmed Strike. Melee Weapon Attack: +15 to hit,
Skill Checks and affects. Additionally, you cannot be
reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning
charmed or controlled by other creatures.
damage.
Iconic Reflexes. You gain Advantage on Dexterity Saving Shuriken. Ranged Weapon Attack: +15 to hit, range 60
throws. ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Potent Casting. Twice per combat, Itachi can maximize
the damage of one jutsu he casts. Legendary Actions
Evasion. When you are subjected to an effect, that Itachi can take Legendary actions, choosing from the
allows you to make a Dexterity saving throw that deals options below. Only one legendary action can be used
damage, you instead take no damage if you succeed on at a time and only at the end of another creatures turn.
a saving throw, and only half damage if you fail. Itachi regains spent legendary actions, at the start of
his turn.
Cunning Action. You can dash, disengage, or hide as a
bonus action. Attack. Itachi casts a jutsu of B-Rank or lower.
Uncanny Senses. Unless you are incapacitated, you Move. Itachi can move up to his speed without
cannot be surprised. provoking opportunity attacks.
Amplified Defense. Itachi can take 3 additional Dodge. Itachi can use a legendary action to take
reactions per encounter. additional reactions up to 1 reaction per triggering
Sharingan Dodge. As a reaction, gain a +2 bonus to your creatures turn.
AC and Dexterity saving throws until the start of your
next turn. Legendary Resistance (6/Day)
Genjutsu Counter. You have advantage on saving throws If Itachi fails a saving throw, He can choose to succeed
to save against Genjutsu. instead.
Itachi Uchiha

Itachi (Phase 2) B-Ranks (Cost 14): Explosive Substitution Technique,


Great Flame Bomb, Uchiha Flame Flower
S-Rank, Medium Humanoid, Solo (4), Uchiha,
Iconic/Caster, Prof + 8 A-Ranks (Cost 20): Uchiha Flame Spiral
Level 17 (18,000 XP)
Genjutsu. +18 to hit, (Genjutsu save DC 27)
Armor Class 24 (Studded Leather) C-Ranks (Cost 9): Flower Petal Escape, Hypnotic
Hit Points 216 Patterns, Genjutsu: Deflect!
Chakra Points 216 B-Ranks (Cost 14): Mind Spike, Mind Thrust,
Speed 50 ft. Confusion, Effortless Paralysis
Initiative 13
A-Ranks (Cost 20): Bringer of Darkness, Dominate
Man, Seeming
STR DEX CON INT WIS CHA S-Ranks (Cost 25): Genjutsu: Sharingan!
8 (-1) 20 (+5) 8 (-1) 23 (+6) 26 (+8) 15 (+2) Taijutsu. +15 to hit, (Taijutsu save DC 24)
B-Ranks (Cost 14): Uchiha Shuriken Rain
Saving Throws Dex +14, Int +15, Wis +17, Cha +11
Skills Acrobatics +13, Chakra Control +15, Deception
+10, History +14, Illusions +24, Intimidation +10,
Mangekyōu Sharingan
Martial Arts +7, Ninshou +14, Perception +16, You have a Burn limit equal to 34. Mangekyōu Arts you
Stealth +13 cast do not cost Chakra to cast, only burn. If you spend
Damage Resistance Psychic, Fire more burn than your burn limit, for each additional
Damage Vulnerability Poison burn you gain, you take 3d8 Necrotic Damage which
Condition Immunity Berserk, Charmed, Dazed, Blinded, cannot be reduced or resisted by any means.
Frightened, Slowed, Stunned
Senses Chakra Sight 60 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.
Iconic Reflexes. You gain Advantage on Dexterity Saving
Attacks
throws. Multiattack. Itachi can make 3 melee attacks or 4
Potent Casting. Twice per combat, Itachi can maximize ranged attacks with his shuriken.
the damage of one jutsu he casts. Unarmed Strike. Melee Weapon Attack: +15 to hit,
Evasion. When you are subjected to an effect, that reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning
allows you to make a Dexterity saving throw that deals damage.
damage, you instead take no damage if you succeed on Shuriken. Ranged Weapon Attack: +15 to hit, range 60
a saving throw, and only half damage if you fail. ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Cunning Action. You can dash, disengage, or hide as a
bonus action. Legendary Actions
Uncanny Senses. Unless you are incapacitated, you Itachi can take Legendary actions, choosing from the
cannot be surprised. options below. Only one legendary action can be used
at a time and only at the end of another creatures turn.
Amplified Defense. Itachi can take 3 additional Itachi regains spent legendary actions, at the start of
reactions per encounter. his turn.
Sharingan Dodge 4. You spend a reaction and 3 burn to
instantly dodge any attack, jutsu or Art, regardless if it Attack. Itachi casts a Mangekyōu Art.
is an area effect or requires a saving throw. You dodge Move. Itachi can move up to his speed without
it. provoking opportunity attacks.
Genjutsu Counter. You have advantage on saving throws Dodge. Itachi can use a legendary action to take
to save against Genjutsu. additional reactions up to 1 reaction per triggering
creatures turn.
Jutsu
Ninjutsu. +16 to hit, (Ninjutsu save DC 25) Legendary Resistance (6/Day)
If Itachi fails a saving throw, He can choose to succeed
C-Ranks (Cost 9): Uchiha Ember Bullet, Explosive instead.
Clone, Uchiha Flame Ball, Shadow Shuriken Technique
Itachi Uchiha

Itachi (Phase 3) C-Ranks (Cost 9): Uchiha Ember Bullet, Explosive


Clone, Uchiha Flame Ball
S-Rank, Medium Humanoid, Solo (4), Uchiha,
Iconic/Caster, Prof + 8 B-Ranks (Cost 14): Explosive Substitution Technique,
Level 17 (18,000 XP) Great Flame Bomb, Uchiha Flame Flower
A-Ranks (Cost 20): Uchiha Flame Spiral
Armor Class 28 (Susanoo)
Susanoo Hit Points 100 Genjutsu. +18 to hit, (Genjutsu save DC 27)
Hit Points 216 C-Ranks (Cost 9): Flower Petal Escape, Hypnotic
Chakra Points 216 Patterns, Genjutsu: Deflect!
Speed 50 ft.
Initiative 13 B-Ranks (Cost 14): Mind Spike, Mind Thrust,
Confusion, Effortless Paralysis
A-Ranks (Cost 20): Bringer of Darkness, Dominate
STR DEX CON INT WIS CHA Man, Seeming
8 (-1) 20 (+5) 8 (-1) 23 (+6) 26 (+8) 15 (+2) S-Ranks (Cost 25): Genjutsu: Sharingan!

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
TBD/Waiting For input
Using Shisui As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Shisui Uchiha

Shisui B-Ranks (Cost 14): Genjutsu: Sharingan!


S-Rank, Medium Humanoid, Solo (4), Uchiha, Iconic, Taijutsu. +13 to hit, (Taijutsu save DC 22)
Prof + 6
Level 11 (6,400 XP) D-Ranks (Cost 5): 3-Point Pierce, Uchiha Awaiting
Stance, Uchiha Great Assault, Uchiha Shuriken Rain
Armor Class 27 (Studded Leather + Mangekyōu C-Ranks (Cost 9): Afterglow, Crescent Moon
Sharingan) Penetration
Hit Points 574/344/172 B-Ranks (Cost 14): After Image Technique
Chakra Points 574/344/172
Speed 60 ft. Mangekyōu Sharingan
Initiative 11
You have a Burn limit equal to 22. Mangekyōu Arts you
cast do not cost Chakra to cast, only burn. If you spend
STR DEX CON INT WIS CHA more burn than your burn limit, for each additional
burn you gain, you take 3d8 Necrotic Damage which
10 (0) 21 (+5) 12 (+1) 16 (+3) 19 (+4) 11 (0) cannot be reduced or resisted by any means.
Additionally, you gain a +2 bonus to AC.
Saving Throws Str +1, Dex +12, Con +8, Int +4, Wis
+11, Cha +1 Mangekyōu Arts
Skills Acrobatics +17, Chakra Control +7, Deception
+12, History +14, Illusions +26, Insight +10, Genjutsu Save: Koto-Amatsu-Kami (15 Burn), Libre (5
Ninshou +9, Perception +10, Sleight of Hand +13, Burn), Beam of Light (3 Burn)
Stealth +13
Condition Immunity Berserk, Charmed, Fear Attacks
Senses Chakra Sight 30 ft., Passive Perception 20
Multiattack. Shisui can make 3 melee attacks or 4
ranged attacks with his shuriken.
Iconic Prescence. You are immune to Charisma based
Skill Checks and affects. Additionally, you cannot be Unarmed Strike. Melee Weapon Attack: +13 to hit,
charmed or controlled by other creatures. reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning
damage.
Iconic Reflexes. You gain Advantage on Dexterity Saving
throws. Tanto. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 9 (1d6 + 5) piercing damage.
Iconic Focus. You cannot lose concentration on Jutsu
you are concentrating on as a result of damage. Shuriken. Ranged Weapon Attack: +13 to hit, range 60
ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Speedster. You ignore the Mobility component for
jutsu.
Legendary Actions
Cunning Action. You can dash, disengage, or hide as a
Shisui can take Legendary actions, choosing from the
bonus action.
options below. Only one legendary action can be used
Amplified Defense. Shisui can take 3 additional at a time and only at the end of another creatures turn.
reactions per encounter. Shisui regains spent legendary actions, at the start of
Genjutsu Counter. You have advantage on saving throws his turn.
to save against Genjutsu. Attack. Shisui casts a jutsu of C-Rank or lower.
Jutsu Move. Shisui can move up to his speed without
provoking opportunity attacks.
Ninjutsu. +11 to hit, (Ninjutsu save DC 20)
Dodge. Shisui can use a legendary action to take
D-Ranks (Cost 5): Body Flicker, Uchiha Ember Bullet additional reactions up to 1 reaction per triggering
creatures turn.
C-Ranks (Cost 9): Uchiha Flame Ball
B-Ranks (Cost 14): Great Flame Bomb Legendary Resistance (4/Day)
Genjutsu. +12 to hit, (Genjutsu save DC 21) If Shisui fails a saving throw, He can choose to succeed
C-Ranks (Cost 9): Genjutsu: Deflect! instead.
When Phase 2 starts Minato enters Sage Mode. Minato is
Minato Namikaze Level 2 in the Class Mod and his sage affinity is amphibian.
Minato is the 4th Hokage and is from somewhere within the Not all the abilities of this Class Mod are available to Minato,
land of fire. The prevalence of the Namikaze Clan is almost but if it is on the sheet, he has access to it. He has 2 Sage
soley based on Minato's accomplishments. Also known as the Arts, Mountain Carving Ball and Sage Blooded. A description
"Yellow Flash," in the 3rd Great Shinobi War the vllages while entering Phase 2 is important for immersion and to
issued a run on sight order, upon seeing Minato, if they even build tension, come up with your own flavor text, or feel free
could. Minato has faced thousands of shinobi alone, and was to use this. A clash echoes through the air as Minato has
still able to be victoroius. Minatos mastery over Flying taken some significant damage. He jumps back, far away
Thunder God and Body Flicker has gained him notoriety as from any of his combatants. The chaos of the battle grows
one of the fastest shinobi of all time. He will go down in still. Minato closes his eyes and when they open, displaying
history books, as a legend. an orange pigmentation around his eyes. His chakra surges a
calm energy, the true fight, has only just begun.
Using Minato As An Adversary Phase 3
Minato is a force to be reckoned with, his speed combined When Phase 3 starts Minato summons an S-Rank Toad from
with his experience makes him a deadly force of nature that Mount Myōboku named Gamabunta. Gamabunta is a
even the strongest shinobi may struggle with. Gargantuan Toad that wields a tanto, and is one of the
OFFENSIVELY strongest summons in the shinobi world. If you have any
When playing with Minato offensively, he will go quick but be Thunder God Seals left place one on Gamabunta when he is
catious. He will attempt to overwhelm his opponents with summoned. Gamabunta will deal with the smaller threats
speed and execute attacks that are almost impossible to react while Minato darts around from target to target, divide and
to. Minato always makes sure that he has at least 1 Thunder conquer is their main strategy. Gamabunta will relentlessly
God Seal within range of him at all times. Minato isn't the cast Water Severing Wave on big groups of opponents, then
toughest shinobi so he prefers to either be far away when will finish them off with a tongue attack to swallow them. A
someone would be able to attack him, or focus down 1 enemy description while entering Phase 3 is important for
in close quarters combat, casting upcasted Rasengans. immersion and to build tension, come up with your own
Planning an attack strategy well before the fight even occurs flavor text, or feel free to use this. Minato teleports right
or even in mid battle is something that is commonplace to before the attack reached him, you can feel that he is running
Minato. Use a combination of body flicker, dashing and his out of options. He bites his thumb and slams his hand on the
movement to employ hit and run tactics. Minato will go for ground. "Summoning Jutsu!" In a huge puff of smoke a new
the most dangerous targets first, prefering to deal with bigger threat has arisen. A gargantuan red toad stands before you,
threats sooner, rather than later. towering over Minato. You feel as if this may be your last
chance to run.
DEFENSIVELY
When Minato has to go on the
defensive he will either run or
teleport away while using this time to set his plans into
motion. He will not hesitate to use multiple Flying Thunder
Gods to escape a situation he deems unwinnable.
If possible,
Minato will attempt to use Speed Siphon when someone gets
close to slow them down, furthing the distance between them
as much as possible. As an absolute last resort, Minato will
use Reaper Death Seal if he believes his sacrifice will be the
for the betterment of someone who he cares about or the
shinobi world as a whole.
Phase 1
No matter where the battle takes place, if Minato has been
there for any substaintial amount of time, there will be Flying
Thunder God Seals around the battlefield. The exact position
doesn't matter but feel free to pre place the seals around the
battlefield as you wish. As long as it is a place within range, a
seal may have been placed there. Teleporting enemies away
or into dangerous areas is a viable strategy, just be careful to
not abuse this too much, as it can be frustrating. He only has
10 seals placed, but you can flavor all movement regarding
teleport as a pre placed seal if you wish, just make sure that
he only uses 9 of them, saving the last for a deadly situation.
Phase 2
Minato
Minato Namikaze (Phase Blink of an Eye. When you would move, you instead
teleport to the target destination. You can only do this
1) once per turn.
Medium Humanoid, Solo (4), Namikaze, Iconic, Prof +
9 Jutsu
Level 21 (35,000 XP) Ninjutsu. +20 to hit, (Ninjutsu save DC 29)

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
TBD/Waiting For input
Using Konohamaru As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
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
TBD/Waiting For input
Using The Paths of Pain As An
Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
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.

Iconic Power. Your damage cannot be reduced by any


Attacks
more than 5. Multiattack. You can make 3 unarmed attacks or 2
attacks with your black receiver.
Iconic Resistance. You are resistant to all damage unless
it deals 34 damage in a single turn. Unarmed Strike. Melee Weapon Attack: +20 to hit,
reach 5 ft., one target. Hit: 13 (2d8 + 5) chakra
Iconic Determination. You gain 3 additional uses of enhanced bludgeoning damage.
Legendary Resistance.
Black Receiver. Melee Weapon Attack: +20 to hit, reach
See Through All. You have advantage on saving throws 5 ft., one target. Hit: 18 (3d8 + 5) force damage.
against Genjutsu. Target makes a DC 24 constitution saving throw being
Above All. You gain a flying equal to your walking speed, unable to mold chakra on a failed save. A black receiver
you can also hover. can be removed by another creature by making a DC
24 Strength (Athletics) check.
Command All. You have advantage on attack rolls when
your target is within 15ft of an unrestrained ally.
Legendary Actions
Eyes of Judgement. The Paths of Pain have their vision
You can take 3 Legendary actions, choosing from the
linked to each other and it gives the user 120 ft. of
options below. Only one legendary action can be used
Truesight. They can all see what each other sees.
at a time and only at the end of another creatures turn.
Authoritative Gaze. As a bonus action you enforce your You regain spent legendary actions at the start of your
authority upon all creatures of your choice whom you turn.
can see within 20 feet of you. Select creatures must
succeed on a DC 24 constitution saving throw. On a Attack. You can make an attack or cast an Art with a
failed save they gain 2 ranks of fear while they can see casting time of 1 action.
or hear you for the next 10 minutes. A creature Move. You can move up to your movement speed
affected by this feature gains immunity against it for without provoking opportunity attacks.
the next 24 hours regardless if they pass or fail.
Defend. You can use a legendary action to take
Condemned Justice. Creatures who are currently under additional reactions up to 1 reaction per triggering
the effect of your Gaze take 17 additional damage creatures turn.
once per turn.
Legendary Resistance (9/Day)
Rinnegan If you fail a saving throw, you can choose to succeed
instead.
Asura Path Absolute Might. You cannot make a Strength or
Constitution saving throw at disadvantage.
S-Rank, Medium Humanoid, Elite, Path of Pain, Striker,
Prof + 8
Level 17 (4500 XP) Rinnegan
You have a Divine Fatigue limit equal to 34. Arts you
Armor Class 23 (Protection of God) cast give you a number of Divine Fatigue equal to the
Hit Points 555 number of chakra die they would cost. If you spend
Chakra Points 359 more Divine Fatigue than your fatigue limit, for each
Speed 45 ft. additional fatigue you gain, you take 3d8 true damage.
Initiative 11
Creation Arts. You gain 3 Creation Arts of your
choice.You have the following Statistics; Art Save DC:
STR DEX CON INT WIS CHA 24/ Art Attack Bonus: 20
20 (+5) 20 (+5) 14 (+2) 24 (+7) 18 (+4) 10 (0) Rinnegan Arts
Destruction Arts. +20 to hit, (Creation save DC 24)
Saving Throws Str +12, Dex +12, Con +9, Int +16, Cha
+7 Mechanical Body (1 Divine Fatigue): Missile Cluster,
Skills Acrobatics +13, Athletics +13, Chakra Control Rocket Punch
+21, History +15, Illusions +12, Insight +12,
Intimidation +16, Investigation +15, Martial Arts Mechanical Body (1 Divine Fatigue): Arm
+13, Ninshou +21, Perception +20, Stealth +13 Multiplication, Jet Propulsion
Damage Resistance Non-Chakra Enhanced bludgeoning, Warring Demon (1 Divine Fatigue): Chakra Cannon,
piercing, and slashing Serrated Blades, Serrated Chakra Field
Damage Immunity Necrotic, Psychic
Condition Immunity Berserk, Charmed, Dazed, Attacks
Exhaustion, Fear, Incapacited, Paralyzed, Poisoned,
Stunned, Unconscious Multiattack. You can make 4 unarmed attacks or 2
Senses Passive Perception 30, Truesight 120 ft. attacks with your black receiver.
Unarmed Strike. Melee Weapon Attack: +20 to hit,
Savage Assault. Once per turn, add 17 extra damage to reach 5 ft., one target. Hit: 17 (2d6 + 10) chakra
an attack. enhanced bludgeoning damage.
Cleave. You can attack two adjacent targets that are Black Receiver. Melee Weapon Attack: +20 to hit, reach
within reach, dealing full damage to each. 5 ft., one target. Hit: 18 (3d8 + 5) force damage.
Target makes a DC 24 constitution saving throw being
Revenge. Deal 17 bonus damage against anyone that unable to mold chakra on a failed save. A black receiver
hurt you in the previous round.
can be removed by another creature by making a DC
See Through All. You have advantage on saving throws 24 Strength (Athletics) check.
against Genjutsu.
Deflect All. You can spend your reaction to gain +5 AC Elite Action
against one melee attack that you can see. You may take one Elite Action at the start of each
Destroy All. If you moved more than 20ft in a straight round to either move or take an additional Action.
line towards your target, make your melee attack roll
with advantage. On a hit, you knock your target prone Elite Tenacity (17)
in addition to any other effect. When you would roll any Saving throw, you may roll an
Eyes of Judgement. The Paths of Pain have their vision additional d4. You may roll any number of d4 you have
linked to each other and it gives the user 120 ft. of remaining. You have a total number of d4 equal to your
Truesight. They can all see what each other sees. level per combat.
Brawling Arts. You can increase your STR
and DEX to 24
for 1 minute, in exchange for 2 Divine Fatigue.
Human Path Angel of Death. Damage you deal cannot be healed by
normal means. Creatures whom you with an art
S-Rank, Medium Humanoid, Elite, Path of Pain, Lurker,
Prof + 8 become immune to healing for the next minute.
Level 17 (4500 XP) No Mercy. Arts you cast cannot be reacted to.

Armor Class 22 (Protection of God) Rinnegan


Hit Points 455 You have a Divine Fatigue limit equal to 34. Arts you
Chakra Points 455 cast give you a number of Divine Fatigue equal to the
Speed 30 ft. number of chakra die they would cost. If you spend
Initiative 11 more Divine Fatigue than your fatigue limit, for each
additional fatigue you gain, you take 3d8 true damage.
STR DEX CON INT WIS CHA Destruction Arts. You gain 3 Destruction Arts of your
14 (+2) 20 (+5) 20 (+5) 24 (+7) 18 (+4) 10 (0) choice.You have the following Statistics; Art Save DC:
24/ Art Attack Bonus: 20
Saving Throws Dex +10, Con +10, Int +12, Wis +9
Skills Acrobatics +13, Athletics +12, Chakra Control
Rinnegan Arts
+21, History +15, Illusions +12, Insight +12, Destruction Arts. +20 to hit, (Destruction save DC 24)
Intimidation +16, Investigation +15, Martial Arts
+10, Ninshou +21, Perception +20, Stealth +13 Soul Distortion (1 Divine Fatigue): Soul Grasp, Soul
Damage Resistance Non-Chakra Enhanced bludgeoning, Interrogation
piercing, and slashing Soul Reading (1 Divine Fatigue): Soul Bonding, Soul
Damage Immunity Necrotic, Psychic Link
Condition Immunity Berserk, Charmed, Dazed,
Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Attacks
Stunned, Unconscious
Senses Passive Perception 30, Truesight 120 ft. Multiattack. You can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +20 to hit,
Camouflage. When you are hidden, enemies cannot reach 5 ft., one target. Hit: 13 (2d8 + 4) chakra
spot you with passive perception and they have enhanced bludgeoning damage.
disadvantage when making active checks to find you.
Black Receiver. Melee Weapon Attack: +20 to hit, reach
Cunning Action. You can Dash, Disengage, or Hide as a 5 ft., one target. Hit: 17 (3d8 + 4) force damage.
bonus action. Target makes a DC 24 constitution saving throw being
unable to mold chakra on a failed save. A black receiver
Hide in Plain Sight. You can attempt to hide when can be removed by another creature by making a DC
behind even light cover.
24 Strength (Athletics) check.
See Through All. You have advantage on saving throws
against Genjutsu. Elite Action
All Kneel. The ground in a 10 ft radius around you is You may take one Elite Action at the start of each
difficult terrain to your enemies. Each creature that round to either move or take an additional Action.
starts its turn in that area must succeed on a Strength
saving throw or have its speed reduced to 0 until the Elite Tenacity (17)
start of its next turn.
When you would roll any Saving throw, you may roll an
All Repent. When you deal damage that reduces a additional d4. You may roll any number of d4 you have
creature to 0 hit points, that creature cannot be revived remaining. You have a total number of d4 equal to your
by anyone other than a Path of Pain. level per combat.
Eyes of Judgement. The Paths of Pain have their vision
linked to each other and it gives the user 120 ft. of
Truesight. They can all see what each other sees.
Animal Path Preternatural Pressure. Creatures who make a saving
throw against your summons in any way, are made at
S-Rank, Medium Humanoid, Elite, Path of Pain,
Controller, Prof + 8 disadvantage.
Level 17 (4500 XP) Pack Master. When a summoned creature is within 5
feet of you, they deal deal 8 additional damage.
Armor Class 22 (Protection of God)
Hit Points 455 Rinnegan
Chakra Points 946 You have a Divine Fatigue limit equal to 34. Arts you
Speed 30 ft. cast give you a number of Divine Fatigue equal to the
Initiative 10 number of chakra die they would cost. If you spend
more Divine Fatigue than your fatigue limit, for each
additional fatigue you gain, you take 3d8 true damage.
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 20 (+5) 24 (+7) 18 (+4) 10 (0) Creation Arts. You gain 3 Creation Arts of your
choice.You have the following Statistics; Art Save DC:
24/ Art Attack Bonus: 20
Saving Throws Dex +14, Con +14, Int +16, Wis +13
Skills Acrobatics +13, Athletics +10, Chakra Control
+21, History +15, Illusions +12, Insight +12,
Rinnegan Arts
Intimidation +16, Investigation +15, Martial Arts Creation Arts. +20 to hit, (Creation save DC 24)
+10, Ninshou +21, Perception +20, Stealth +13
Damage Resistance Non-Chakra Enhanced bludgeoning, Rinne-Beast Summoning (1 Divine Fatigue): Rinne-
piercing, and slashing Summoning Drill Bird, Rinne-Summoning Multi-
Damage Immunity Necrotic, Psychic Headed Dog
Condition Immunity Berserk, Charmed, Dazed, Rinne-Beast Monstrosity (1 Divine Fatigue): Rinne-
Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Summoning Chameleon, Rinne-Summoning Rhino-Ox
Stunned, Unconscious
Senses Passive Perception 30, Truesight 120 ft. Attacks
Multiattack. You can make 2 unarmed attacks.
Distraction. Halve your attack damage to grant
advantage to the next attack roll made against the Unarmed Strike. Melee Weapon Attack: +20 to hit,
target. reach 5 ft., one target. Hit: 7 (2d4 + 2) chakra
enhanced bludgeoning damage.
Side Step. Halve your attack damage to move yourself
and your target 5ft in any direction. Black Receiver. Melee Weapon Attack: +20 to hit, reach
5 ft., one target. Hit: 15 (3d8 + 2) force damage.
Get Into Position. Halve your attack damage to allow an Target makes a DC 24 constitution saving throw being
ally to spend their reaction and move up to half their
unable to mold chakra on a failed save. A black receiver
speed (without provoking opportunity attacks from the
can be removed by another creature by making a DC
target).
24 Strength (Athletics) check.
See Through All. You have advantage on saving throws
against Genjutsu. Elite Action
Control All. While within 10 feet of an allied creature, You may take one Elite Action at the start of each
you may forgo your action to give them an additional round to either move or take an additional Action.
action on their turn.
Escape All. You have advantage on ability checks and Elite Tenacity (17)
saving throws made to escape a grapple. When you would roll any Saving throw, you may roll an
Eyes of Judgement. The Paths of Pain have their vision additional d4. You may roll any number of d4 you have
linked to each other and it gives the user 120 ft. of remaining. You have a total number of d4 equal to your
Truesight. They can all see what each other sees. level per combat.
Multi-Headed Dog
Large Beast, Unaligned

Armor Class 21 (Natural Armor)


Hit Points 141
Speed 40 Ft.

STR DEX CON INT WIS CHA


Drill Bird 24 (+7) 16 (+3) 22 (+6) 1 (-5) 12 (+1) 1 (-5)
Large Beast, Unaligned
Condition Immunity Charmed, Exhaustion, Fear,
Armor Class 20 (Natural Armor) Poisoned
Hit Points 120 Senses Passive Perception 12, Truesight 120 ft.
Speed 75 ft. Fly
Visual Link. The Multi-Headed Dog's Vision is
connected to its summoner. It can see what it’s
STR DEX CON INT WIS CHA summoner see’s and its summoner can see what
19 (+4) 24 (+7) 14 (+2) 1 (-5) 15 (+2) 1 (-5) the Dog sees.
Multiply. Each time the Multi-Headed Dog takes 20
Condition Immunity Charmed, Exhaustion, Fear, Damage in a single instance, it splits apart creating
Poisoned a Spawned dog. This Spawned dog has the same
Senses Passive Perception 12, Truesight 120 ft. Ability scores, attacks, and Speed as the Multi-
Headed Dog, and 50 Hit points. If the Spawned
Visual Link. The Drill Birds Vision is connected to its Dog is killed it is consumed by the
Multi-Headed
summoner. It can see what it’s summoner see’s and Dog, healing the Multi-Headed Dog by 22 (5d8)
its summoner can see what the Bird sees. Hit points. If the Multi-Headed dog is reduced to 0
Hit points while it has Spawned dogs active, the
Diamond Beak. The Drill Bird's Dive attack deals spawned dog with the most hit points becomes a
5d6 additional damage if the Drill Bird moves at Multi-Headed Dog.
least 60 feet in a straight line before hitting a
creature. Actions
Actions Multiattack. The Multi-Headed Dog can attack 3
times with its Bite.
Multiattack. The Drill Bird can attack 2 times with
its Peck. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one creature. Hit: 18 (2d10 + 7) piercing damage.
Peck. Melee Weapon Attack: +12 to hit, reach 10ft.,
one target. Hit 24 (5d6 + 8) piercing Damage.
Dive (Recharge 7-8): If the Drill Bird flies in a
straight line at least 30 feet before hitting another
creature, it can perform a dive, attempting to pierce
all creatures in a straight line after the 30 feet
movement requirement. All creatures in a straight
line after the Drill bird has moved at least 30 feet,
up to the drill birds remaining movement must
succeed a DC 19 Dexterity Save, taking 49 (10d6 +
14) piercing damage on a failed save, or half as
much on a successful one.
Snake-Tailed
Chameleon
Large Monstrosity, Unaligned

Armor Class 22 (Natural Armor)


Hit Points 90
Skills Stealth +10
Speed 45 ft., 45 ft Climbing, 45 ft Swimming

Rhino-Ox STR DEX CON INT WIS CHA


Large Monstrosity, Unaligned
19 (+4) 18 (+4) 12 (+1) 1 (-5) 16 (+3) 1 (-5)
Armor Class 25 (Natural Armor)
Hit Points 170 Condition Immunity Charmed, Exhaustion, Fear,
Speed 40 ft. Poisoned
Senses Passive Perception 12, 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.

Visual Link. The Rhino-Ox's Vision is connected to Actions


its summoner. It can see what it’s summoner see’s
Multiattack. The Snake-Tailed Chameleon can attack
and its summoner can see what the Rhino-Ox sees.
two times with its snake tail and one attack with its
Brute Force. If the Rhino-Ox moves 40 feet in a tongue.
straight line, it’s movement speed triples, and gains
Bite. Melee Weapon Attack: +12 to hit, reach 5ft.,
an advantage on its next attack roll until the end of
one target. Hit 13 (2d8 + 4) piercing Damage
its turn. If a creature is hit with its Gore while
benefiting from this
feature, they take the Snake Tail. Melee Weapon Attack: +12 to hit, reach
maximum possible damage. 15 ft., one creature. Hit 15 (6d4) poison damage. A
creature hit with this attack, must make a DC 18
Ram. If the Rhino-Ox hits a creature with its gore
attack, the target must succeed a DC 19 Strength Constitution saving throw to resist being poisoned
for the next minute.
saving throw being thrown prone.
Tongue. Melee Weapon Attack: +12 to hit, reach 25
Actions ft., one creature. Hit 13 (2d8+4) bludgeoning
damage. A creature hit with this attack, must make
Multiattack. The Rhino-Ox can attack 3 times with
a DC 18 Strength saving throw to resist being
its gore.
grappled and the Chameleon can’t tongue another
Gore. Melee Weapon Attack: +12 to hit, reach 10ft., target.
one target. Hit 27 (3d12 + 8) piercing Damage. Swallow. The Chameleon makes one bite Attack
against a Medium or smaller target it is Grappling. If
the attack hits, the target is swallowed, and the
grapple ends. The swallowed target is Blinded and
Restrained, it has total cover against attacks and
other Effects outside the toad, and it takes 10
(3d6) acid damage at the start of each of the
chameleons turns. The Chameleon can have only
one living target swallowed at a time. If the
Chameleon dies, a swallowed creature is no longer
Restrained by it and can escape from the corpse
using 5 feet of movement, exiting prone.
Preta Path Defensive Arts. The Defensive bodies summoner can
force the Defensive body to interpose an attack, jutsu
S-Rank, Medium Humanoid, Elite, Path of Pain,
Defender, Prof + 8 or art it can see affecting another creature or body,
Level 17 (4500 XP) pushing that creature or body out of its range,
changing the target of the attack to itself, or making
the save in place of the original target, in exchange for
Armor Class 27 (Protection of God) 2 Divine Fatigue.
Hit Points 750
Chakra Points 553 Bruiser. You are immune to damage if it deals less than
Speed 30 ft. 8.
Initiative 10
Rinnegan
You have a Divine Fatigue limit equal to 34. Arts you
STR DEX CON INT WIS CHA cast give you a number of Divine Fatigue equal to the
16 (+3) 18 (+4) 20 (+5) 24 (+7) 18 (+4) 10 (0) number of chakra die they would cost. If you spend
more Divine Fatigue than your fatigue limit, for each
Saving Throws Str +13, Dex +14, Con +15, Int +12, Cha additional fatigue you gain, you take 3d8 true damage.
+10
Destruction Arts. You gain 3 Destruction Arts of your
Skills Acrobatics +12, Athletics +11, Chakra Control
choice.You have the following Statistics; Art Save DC:
+21, History +15, Illusions +12, Insight +12,
24/ Art Attack Bonus: 20
Intimidation +16, Investigation +15, Martial Arts
+11, Ninshou +21, Perception +20, Stealth +12
Damage Resistance Non-Chakra Enhanced bludgeoning,
Rinnegan Arts
piercing, and slashing Destruction Arts. +20 to hit, (Creation save DC 24)
Damage Immunity Necrotic, Psychic
Condition Immunity Berserk, Charmed, Dazed, Chakra Barrier (1 Divine Fatigue): Chakra Bubble,
Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Omni-Chakra Absorption
Stunned, Unconscious Chakra Consumption (1 Divine Fatigue): Chakra
Senses Passive Perception 30, Truesight 120 ft. Domination, Aura of Domination

Heavy Defense. Your defence is impenetrable. Gain +2 Attacks


AC. (Included in the calculation)
Multiattack. You can make 3 unarmed attacks or 2
You Can't Leave. Targets always provoke opportunity attacks with your black receiver.
attacks, even if they take the Disengage action before Unarmed Strike. Melee Weapon Attack: +20 to hit,
leaving your reach. In addition, when you hit with an
reach 5 ft., one target. Hit: 10 (2d6 + 3) chakra
opportunity attack, the target's speed becomes 0 for
enhanced bludgeoning damage.
the rest of the turn.
Black Receiver. Melee Weapon Attack: +20 to hit, reach
Got Your Back. When standing next to an ally or
5 ft., one target. Hit: 16 (3d8 + 3) force damage.
attacking target, you can spend your reaction to
Target makes a DC 24 constitution saving throw being
redirect the attack onto yourself. unable to mold chakra on a failed save. A black receiver
See Through All. You have advantage on saving throws can be removed by another creature by making a DC
against Genjutsu. 24 Strength (Athletics) check.
Crush All. At the start of your turn, you deal 17 chakra
enhanced bludgeoning damage to any creature that
Elite Action
you are grappling. You may take one Elite Action at the start of each
All Must Suffer. You have advantage on attack rolls round to either move or take an additional Action.
against any target you have grappled. In addition, when
grappling a target, any damage you take from an attack Elite Tenacity (17)
is split 50/50 with your victim. When you would roll any Saving throw, you may roll an
Eyes of Judgement. The Paths of Pain have their vision additional d4. You may roll any number of d4 you have
linked to each other and it gives the user 120 ft. of remaining. You have a total number of d4 equal to your
Truesight. They can all see what each other sees. level per combat.
Naraka Path Jury. You have advantage on saving throws against
creatures who lie to you until the end of your next turn.
S-Rank, Medium Humanoid, Elite, Path of Pain,
Supporter, Prof + 8 Executioner. You deal twice as much damage to
Level 17 (4500 XP) creatures with less than half hit points.

Armor Class 24 (Protection of God) Rinnegan


Hit Points 521 You have a Divine Fatigue limit equal to 34. Arts you
Chakra Points 718 cast give you a number of Divine Fatigue equal to the
Speed 35 ft. number of chakra die they would cost. If you spend
Initiative 10 more Divine Fatigue than your fatigue limit, for each
additional fatigue you gain, you take 3d8 true damage.
STR DEX CON INT WIS CHA Creation Arts. You gain 3 Creation Arts of your
18 (+4) 18 (+4) 18 (+4) 24 (+7) 18 (+4) 10 (0) choice.You have the following Statistics; Art Save DC:
24/ Art Attack Bonus: 20
Saving Throws Dex +12, Con +12, Wis +12, Cha +8
Skills Acrobatics +12, Athletics +12, Chakra Control
Rinnegan Arts
+20, History +15, Illusions +12, Insight +12, Creation Arts. +20 to hit, (Creation save DC 24)
Intimidation +16, Investigation +15, Martial Arts
+12, Ninshou +21, Perception +20, Stealth +12 King of Hell: Judgement (2 Divine Fatigue): Absolute
Damage Resistance Non-Chakra Enhanced bludgeoning, Authority, Commandments
piercing, and slashing King of Hell: Judgement (2 Divine Fatigue): Respite
Damage Immunity Necrotic, Psychic
Condition Immunity Berserk, Charmed, Dazed, King of Hell: Forgiveness (2 Divine Fatigue): Jaws of
Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Life, Portal
Stunned, Unconscious
Senses Passive Perception 30, Truesight 120 ft. Attacks
Multiattack. You can make 2 unarmed attacks.
Guidance. Allies within 10ft of you have advantage on
their attacks rolls. Unarmed Strike. Melee Weapon Attack: +20 to hit,
reach 5 ft., one target. Hit: 13 (2d8 + 4) chakra
Tactical Focus. At the beginning of combat, when enhanced bludgeoning damage.
initiative it rolled, you may roll your initiative at Black Receiver. Melee Weapon Attack: +20 to hit, reach
disadvantage. When you do all of your allies roll their 5 ft., one target. Hit: 17 (3d8 + 4) force damage.
initiative adding half your level to the result of their Target makes a DC 24 constitution saving throw being
initiative roll. unable to mold chakra on a failed save. A black receiver
Helpful. When you perform the Help Action, you may can be removed by another creature by making a DC
target allied creatures up to 30 feet away. You may 24 Strength (Athletics) check.
select up to 2 allies to gain the benefits of the help
action. Elite Action
See Through All. You have advantage on saving throws You may take one Elite Action at the start of each
against Genjutsu. round to either move or take an additional Action.
All Must Pay. When you take damage from an attack,
you can transfer half of the damage to another creature Elite Tenacity (17)
within 5 ft of you. When you would roll any Saving throw, you may roll an
All Powerful. You ignore resistance and treat immunity additional d4. You may roll any number of d4 you have
as resistance. remaining. You have a total number of d4 equal to your
level per combat.
Eyes of Judgement. The Paths of Pain have their vision
linked to each other and it gives the user 120 ft. of
Truesight. They can all see what each other sees.
Konan
TBD/Waiting For input
Using Konan As An ADVERSARY
TBD/Waiting For input
OFFENSIVELY
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DEFENSIVELY
TBD/Waiting For input
Konan
Konan Divine Shikigami. You gan the Divine Shikigami Clan
Feature.
S-Rank, Medium Humanoid, Elite, Shikigami, Caster,
Prof + 7 Paper Expert. You always have paper based ninja tools
Level 15 (7000 XP) to use.
Shikigami Techniques. When you cast a Shikigami Clan
Armor Class 21 (Studded Leather) Hijutsu, you can spend a Paper Bomb, Explosive tag
Hit Points 201 ball, flash tag, poison gas tag or breaching tag to
Chakra Points 552 increase your damage by 3 damage die.
Speed 30 ft.
Initiative 10 Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Paper Shuriken, Paper Substitution,
10 (0) 20 (+5) 17 (+3) 22 (+6) 16 (+3) 13 (+1) Paper Trap, Sensing Technique, Tracking Tag
C-Ranks (Cost 9): Origami Servitor, Paper Clone, Paper
Saving Throws Dex +15, Con +13, Int +16 Drizzle
Skills Acrobatics +12, Chakra Control +17, Crafting
+13, Deception +8, Insight +10, Intimidation +8, B-Ranks (Cost 14): Kagura's Mind Eye, Paper Chakram,
Investigation +13, Ninshou +13, Perception +10, Paper Coffin
Sleight of Hand +12, Stealth +12 A-Ranks (Cost 20): Dance of the Shikigami, Origami
Condition Immunity Charmed Servitor, Paper Chakram, Paper Drizzle, Paper Shuriken
Senses Passive Perception 20
Attacks
I Can See You. Your ranged attacks ignore half and
three-quarters cover. Multiattack. You can make 2 unarmed attacks.

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
TBD/Waiting For input
Using Kisame As An Adversary
TBD/Waiting For input
OFFENSIVELY
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DEFENSIVELY
TBD/Waiting For input
Kisame Hoshigaki

Kisame (Phase 1 and 2) Ninjutsu. +15 to hit, (Ninjutsu save DC 24)


S-Rank, Medium Humanoid, Solo (4), Hoshigaki,
D-Ranks (Cost 5): Sensing Water Sphere
Iconic, Prof + 8
Level 16 (16,000 XP) C-Ranks (Cost 9): Four Shark Rain, Water Clone, Wall of
Water, Water Bullet
Armor Class 28 (Shark Skin) B-Ranks (Cost 14): Explosive Colliding Shockwave,
Hit Points 1170/702 Shark Bomb, Water Fang
Chakra Points 1170/702 A-Ranks (Cost 20): Great Shark Bullet, Water Severing
Speed 50 ft. Wave, Water Dragon
Initiative 9
S-Ranks (Cost 25): Giant Water Prison Dance
Taijutsu. +16 to hit, (Taijutsu save DC 25)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Deep Dive
22 (+6) 13 (+1) 23 (+6) 20 (+5) 12 (+1) 10 (0)
C-Ranks (Cost 9): Heaven Cutter, Falling Blade
Saving Throws Str +15, Dex +2, Con +15, Int +14, Wis B-Ranks (Cost 14): Brace, Combo Vault, Quick Draw,
+2, Cha +1 Counter-Strike
Skills Athletics +22, Chakra Control +22, Insight +9,
Intimidation +8 Attacks
Damage Resistance Bludgeoning, Cold
Condition Immunity Exhaustion, Fear, Poisoned Multiattack. Kisame can make 4 melee attacks or 5
Senses Passive Perception 11 ranged attacks with his kunai.
Samehada. Melee Weapon Attack: +16 to hit, reach 5
Iconic Strength. You gain advantage on Constitution ft., one target. Hit: 18 (2d8 + 6) slashing damage. On a
Saving throws. hit the target loses chakra equal to the damage dealt.
Iconic Power. Your damage cannot be reduced by any Kisame regains the chakra equal to the chakra the
more than 5. target loses.

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

Kisame (Phase 3) Jutsu


S-Rank, Medium Humanoid, Solo (4), Hoshigaki,
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
Iconic, Prof + 8
Level 16 (16,000 XP) D-Ranks (Cost 5): Sensing Water Sphere
C-Ranks (Cost 9): Four Shark Rain, Water Clone, Wall of
Armor Class 28 (Shark Skin) Water, Water Bullet
Hit Points 351
Chakra Points 351 B-Ranks (Cost 14): Explosive Colliding Shockwave,
Speed 50 ft., 100ft. Swimming Shark Bomb, Water Fang
Initiative 9 A-Ranks (Cost 20): Great Shark Bullet, Water Severing
Wave, Water Dragon
STR DEX CON INT WIS CHA S-Ranks (Cost 25): Giant Water Prison Dance
22 (+6) 13 (+1) 23 (+6) 20 (+5) 12 (+1) 10 (0) Taijutsu. +16 to hit, (Taijutsu save DC 25)
D-Ranks (Cost 5): Deep Dive
Saving Throws Str +15, Dex +2, Con +15, Int +14, Wis
C-Ranks (Cost 9): Leaf Great Flash, Shadow Dancing
+2, Cha +1
Leaf
Skills Athletics +22, Chakra Control +22, Insight +9,
Intimidation +8 B-Ranks (Cost 14): Brace, Heavenly Foot of Pain,
Damage Resistance Bludgeoning, Piercing, Slashing, Piston Fist, Quaking Leg
Cold
Condition Immunity Exhaustion, Fear, Poisoned Attacks
Senses Passive Perception 11, Truesight 30 ft. Multiattack. Kisame can make 5 melee attacks.
Iconic Strength. You gain advantage on Constitution Unarmed Strike. Melee Weapon Attack: +16 to hit,
Saving throws. reach 5 ft., one target. Hit: 18 (2d8 + 6) slashing
damage. On a hit the target loses chakra equal to the
Iconic Power. Your damage cannot be reduced by any damage dealt. Kisame regains the chakra equal to the
more than 5. chakra the target loses.
Iconic Determination. You gain 3 additional Legendary Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one
Tenacity die. target. Hit: 20 (2d10 + 6) bludgeoning damage.
Chakra Balance. You can convert chakra into Hit points
at a rate of 2 Chakra per 1 hit point. Legendary Actions
Bloodthirsty. When a creature scores a critical hit Kisame can take 3 Legendary actions, choosing from
against you, you can immediately make a weapon the options below. Only one legendary action can be
attack against them. On a hit, you automatically score a used at a time and only at the end of another creatures
critical hit against the triggering creature. turn. Kisame regains spent legendary actions at the
start of his turn.
Backstab. If you have advantage on your attack, add
your level in extra damage to the triggering attack. Attack. Kisame casts a jutsu.
Shark Skin. You gain a Bonus to AC equal to your Move. Kisame can move up to his movement speed.
Consitution Modifier.
Defend. Kisame can use a legendary action to take
Apex Predator. Until the beginning of your next turn, additional reactions up to 1 reaction per triggering
you have advantage on attack Melee Attacks you make creatures turn.
against a single target. All attacks targeting you gains
advantage. Legendary Tenacity (19)
Wrath of the Deep. When you would make a melee When Kisame would roll any Saving throw, ability check
weapon attack at a creature, while underwater, you can or attack roll they may roll an additional d6. You may
use your bonus action to make one additional melee roll any number of d6 you have remaining. You have a
weapon attack. total number of d6 equal to your level per combat.
Tsunade (War Arc)

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
TBD/Waiting For input
Using Ōnoki As An ADVERSARY
TBD/Waiting For input
OFFENSIVELY
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DEFENSIVELY
TBD/Waiting For input
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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Using Gaara As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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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)

Temari Tempest. You cannot have disadvantage on clashing


when you cast a Ninjutsu with the Wind Release
A-Rank, Medium Humanoid, Elite, Jiton,
Iconic/Caster/Generalist, Prof + 7 Keyword and the DC to dispel, counter, or negate your
Level 13 (4700 XP) jutsu is increased by 3.

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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Using Hanzō As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Hanzō

Hanzō Eager Combatant. Hanzō increases his speed by 15 feet.


He deals an additional die of damage if he uses half or
S-Rank, Medium Humanoid, Solo (4), Amegakure,
Iconic/Striker, Prof + 7 more of his movement to get to his target.
Level 15 (14,000 XP) Insane Tenacity. You cannot make a Strength or
Constitution saving throw at disadvantage.
Armor Class 27 (Studded Leather)
Hit Points 982/589/294 Jutsu
Chakra Points 982/589/294 Taijutsu. +16 to hit, (Taijutsu save DC 25)
Speed 65 ft.
Initiative 14 D-Ranks (Cost 5): Chain Pull, Chained Embrace,
Weapon Deflect
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Afterglow, Front Beheading, Falling
Blade, Dance Performance: Second Step
17 (+3) 24 (+7) 21 (+5) 12 (+1) 15 (+2) 10 (0)
B-Ranks (Cost 14): Amputation Punishment, Whirlwind
Strike, Ichimonji, Quick Draw
Saving Throws Str +11, Dex +15, Con +13, Int +2, Wis
+3, Cha +1 A-Ranks (Cost 20): Crescent Moon Dance, Fatal
Skills Acrobatics +21, Animal Handling +9, Athletics Instincts, Reversal, Shinobi Cross
+10, Chakra Control +12, Deception +7,
Intimidation +7, Investigation +8, Martial Arts +10, Attacks
Medicine +9, Nature +8, Stealth +21, Survival +9 Multiattack. Hanzō can make 4 attacks with his
Damage Immunity Poison Kusarigama.
Condition Immunity Charmed, Fear, Poisoned
Senses Passive Perception 12 Kusarigama. Melee Weapon Attack: +16 to hit, reach 15
ft., one target. Hit: 26 (2d10 + 14) Slashing damage
Iconic Power. Your damage cannot be reduced by any plus 4 (2d4) Poison damage.
more than 5.
Legendary Actions
Revenge. Hanzō deals bonus damage equal to his level
against anyone that hurt him in the previous round. Hanzō adversary can take 3 Legendary actions,
choosing from the options below. Only one legendary
Iconic Focus. Hanzō cannot lose concentration on Jutsu action can be used at a time and only at the end of
he is concentrating on as a result of damage. another creatures turn. Hanzō regains spent legendary
Blood Frenzy. Hanzō has advantage on melee attack actions at the start of their turn.
rolls against any creature that has 50% or less hit
Attack. Hanzō makes an attack or casts a jutsu.
points.
Move. Hanzō can move up to his speed if he is free to
Scourge. Hanzo's weapon attacks deals an additional
do so. This movement may trigger opportunity attacks
2d4 of poison damage and is counted as being chakra-
and reactions as normal from your enemies
enhanced.
Command. Hanzō commands Ibuse, granting them an
Weapon Expert. Weapon damage Hanzō deals, deals
action.
additional damage equal to half your level.
Swift Removal. If a creature is surprised when Hanzō Legendary Resistance (3/Day)
would deal damage to them, you count the attack as a
If Hanzō fails a saving throw, he can choose to succeed
critical hit. Once you use this feature on a creature, you
instead.
cannot use this feature on the same creature for 24
hours.
Ibuse

Ibuse Keen Smell. The salamander has advantage on Wisdom


(Perception) checks that rely on smell.
Huge Salamander, Proficiency + 7
Creature Level 16 Pay Me. Your summoner can spend 5 chakra, when
they
do, the next weapon or Tail attack you make deals
Armor Class 21 maximum damage.
Hit Points 163
Vile. You are immune to Poison and Acid Damage.
Chakra Points 180
Speed 60 ft. Overtime. When you have 50% or less hit points, you
are immune to critical hits.

STR DEX CON INT WIS CHA Jutsu


18 (+4) 12 (+1) 20 (+5) 9 (-1) 20 (+5) 10 (0) Ninjutsu. +12 to hit, (Ninjutsu save DC 19)

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

Mifune Chakra Surge. As a bonus action you can spend 10


chakra and for 1 minute, the weapon has a +1 bonus to
S-Rank, Medium Humanoid, Solo (4), Samurai,
Iconic/Striker, Prof + 7 attack and damage rolls and deals an extra damage die
Level 15 (14,000 XP) in force damage when it hits. This requires
concentration, but you do not need to spend chakra to
maintain concentration.
Armor Class 26 (Shinobi Battle Armor)
Hit Points 982/589/294 Jutsu
Chakra Points 982/589/294
Speed 50 ft. Taijutsu. +18 to hit, (Taijutsu save DC 25)
Initiative 10
D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Afterglow, Augmented Lethality,
STR DEX CON INT WIS CHA Dancing Blade Risk, Falling Blade, Shockwave Slash
24 (+7) 16 (+3) 20 (+5) 13 (+1) 15 (+2) 11 (0) B-Ranks (Cost 14): Combo Vault, Hazy Night,
Ichimonji, Whirlwind Strike, Quick Draw
Saving Throws Str +15, Dex +11, Con +13, Int +2, Wis A-Ranks (Cost 20): Crescent Moon Beheading,
+3, Cha +1 Crescent Moon Dance, Fatal Instincts, Projected Force,
Skills Athletics +21, Chakra Control +12, History +8, Shinobi Cross
Insight +9, Martial Arts +21, Perception +9
Condition Immunity Berserk, Charmed, Fear Attacks
Senses Passive Perception 19
Multiattack. Mifune can make 4 attacks with Kurosawa.
Savage Flurry. Mifune can make two Katana attacks as a
Kurosawa. Melee Weapon Attack: +18 to hit, reach 5 ft.,
bonus action.
one target. Hit: 29 (2d12 + 16) slashing damage. This
Striker's Focus. As a Full turn Action, you stand Katana scores a critical hit on a roll of 18-20.
completely still focusing. At the beginning of your next
turn, you have advantage on the next attack roll you Legendary Actions
make and on a successful hit, you deal 30 additional Mifune can take 3 Legendary actions, choosing from
damage. the options below. Only one legendary action can be
Iconic Focus. Mifune cannot lose concentration on used at a time and only at the end of another creatures
Jutsu he is concentrating on as a result of damage. turn. Mifune regains spent legendary actions at the
start of their turn.
Critical Defense. Critical hits made against you count as
normal hits unless you are already bloodied. Attack. Mifune makes an attack with Kurosawa.
Honorable. When you and a hostile creature engage Move. Mifune can move up to his speed if he is free to
each other, you mark them. While you have a creature do so. This movement may trigger opportunity attacks
marked, you add 1d4 to your attack rolls and reactions as normal from your enemies
Weapon Expert. Weapon damage Mifune deals, deals Defend. Mifune can use a legendary action to take
additional damage equal to half his level. additional reactions up to 1 reaction per triggering
Seasoned Samurai. You gain a +2 to attack and damage creatures turn.
rolls made with Bukijutsu and Weapon Attacks made
with Kurosawa. Legendary Tenacity (15)
Veteran's Will. If Mifune spent his previous turn using When Mifune would roll any Saving throw, ability check
or attack roll, he may roll an additional d6. He may roll
Striker's Focus, he can cast a bukijutsu as a finisher
without needing a combo. any number of d6 he has remaining. He has a total
number of d6 equal to his level per combat.
Almighty A
A is the 3rd Raikage and is the most powerful in the history
of the Land of Lightning. Almighty A is known for his
unbelivable durabilty and attack power. An unstoppable force
and immovable object all in one, he faced 10,000 shinobi
alone. His incredible stamina and toughness makes him
almost impossible to take down. His speed is to be respected
in feared, this is magnified while he is using Lightning
Chakra Mode. Even the 8 tails acknowledges A as a
formidable man.
Using A As An ADVERSARY
A is close range combatant that specializes in using a
combination of taijutsu and lightning to overwhelm his
opponents with his attack potency.
OFFENSIVELY
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DEFENSIVELY
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Almighty A
A Strongest Spear. When A casts a Jutsu
with the
Lightning Release keyword that has a melee
attack roll,
Medium Humanoid, Solo (4), Raikage, Iconic, Prof + 8
Level 18 (20,000 XP) you can spend 5 chakra to deal two additional die of
damage. If you clash
with a Jutsu benefiting from this
ability, you roll your
check at advantage.
Armor Class 27 (Unarmored Defense)
Hit Points 216/216/289 Almighty Combat. While A is under the effects of
Chakra Points 216/216/289 Lightning Chakra Mode, having 0 hit points doesn’t
Speed 80 ft. knock you unconscious. Everytime you would drop to
Initiative 14 0 hit points after the first, you must spend 15 chakra
or drop to 0.

STR DEX CON INT WIS CHA Jutsu


19 (+4) 23 (+6) 21 (+5) 10 (0) 12 (+1) 14 (+2) Ninjutsu. +19 to hit, (Ninjutsu save DC 28)
C-Ranks (Cost 9): Aftershock, Static Coat, Body Flicker
Saving Throws Str +16, Dex +18, Con +17, Int +4, Wis
Blitz, Nerve Surge
+13, Cha +6
Skills Acrobatics +22, Athletics 12, Chakra Control B-Ranks (Cost 14): Liger Bomb, Muscular Overcharge,
+13, Insight +9, Martial Arts +22, Ninshou +8, Billowing Lightning
Perception +9 A-Ranks (Cost 20): Lariat, Lightning Aura Armor
Damage Resistance Non-Chakra Enhanced Damage,
Lightning S-Ranks (Cost 25): Hell Stab, Lightning Chakra Mode
Condition Immunity Dazed, Exhaustion, Fear, Paralyzed, Taijutsu. +19 to hit, (Taijutsu save DC 28)
Shocked, Slowed, Stunned
Senses Passive Perception 19 D-Ranks (Cost 5): Elbow Bolt, Lightning Straight, Royal
Guard
Iconic Power. A's damage cannot be reduced by any B-Ranks (Cost 14): After Image Technique, Machine
more than 5. Gun Punch, Lightning Oppression Chop
Iconic Focus. A cannot lose concentration on Jutsu you
are concentrating on as a result of damage.
Attacks
Multiattack. A can make 4 attacks.
Iconic Presence. A is immune to Charisma based Skill
Checks and affects. Additionally, you cannot be Unarmed Strike. Melee Weapon Attack: +20 to hit,
charmed or controlled by other
creatures. reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning
Freedom of Movement. A ignores difficult terrain, and damage.
Chakra based effects can’t reduce your speed or cause
it to be restrained. You can spend 5 ft of movement to Legendary Actions
escape from Jutsu based restraints or being grappled. A can make 3 Legendary actions, choosing from the
Cunning Action. A can dash, disengage, or hide as a options below. Only one legendary action can be used
bonus action. at a time and only at the end of another creatures turn.
A regains spent legendary actions at the start of their
Charger. If A moves more than 20ft in a straight line turn.
towards your target, make your melee attack roll with
advantage. On a hit,
you knock your target prone in Attack. A is able to make unarmed attack or cast a Jutsu.
addition to any other effect. Move. A can move up to his speed without provoking
Indestructible Body. While A is under the effect of a opportunity attacks.
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 (3/Day)
If A fails a saving throw, he can choose to succeed
instead.
Omoi
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Using Omoi As An Adversary
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Omoi

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
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Using Karui As An Adversary
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Karui

Karui Eager Assailant. You have a +2 bonus to melee weapon


attacks.
A-Rank, Medium Humanoid, Elite, Kumokagure, Striker,
Prof + 6 Stubborn. You have a +2 Bonus to Strength Saving
Level 10 (2,500 XP) Throws.

Armor Class 21 (Studded Leather) Jutsu


Hit Points 265 Taijutsu. +12 to hit, (Taijutsu save DC 21)
Chakra Points 195
Speed 45 ft. D-Ranks (Cost 5): Weapon Deflect, Weapon Break
Initiative 8 C-Ranks (Cost 9): Crescent Moon Beheading, Front
Beheading, Heaven Cutter
STR DEX CON INT WIS CHA B-Ranks (Cost 14): Combo Vault, Ichimonji, Quick
20 (+5) 17 (+3) 21 (+5) 10 (0) 13 (+1) 8 (-1) Draw, Counter-strike
A-Ranks (Cost 20): Reversal, Dancing Blade Risk,
Saving Throws Str +12, Dex +8, Con +10, Int -1, Cha -2 Heavenly Punishment, Falling Blade
Skills Acrobatics +9, Athletics +11, Chakra Control Multiattack. Karui can make 4 melee attacks.
+11, Martial Arts +7, Ninshou +9, Perception +7,
Stealth +11 Tachi. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Senses one target. Hit: 12 (1d12 + 5) slashing damage.
Unarmed Strike. Melee Weapon Attack: +14 to hit,
Blood Fury. When you are bloodied, you become reach 5 ft., one target. Hit: 11 (1d10 + 5) bludgeoning
enraged; -2 AC and +2 attack. damage.
Press the Attack. You have advantage on attack rolls
against bloodied targets (under 50% hit points).
Elite Action
Karui may take one Elite Action at the start of each
Revenge. You deal 10 bonus damage to anyone that round to either move or take an additional Action.
hurt you in the previous round.
Advanced Study. You know jutsu up to 1 rank higher Elite Tenacity (10)
than your current limitations.
When you would roll any Saving throw, you may roll an
Reckless. At the start of your turn, you can gain additional d4. You may roll any number of d4 you have
advantage on all melee attacks you make for that turn. remaining. You have a total number of d4 equal to your
However, all attacks against you gain advantage until level per combat.
the start of your next turn.
Samui
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Using Samui As An Adversary
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Samui

Samui Intensive Training. When you make a Dexterity saving


throw to take only half damage, you instead take no
A-Rank, Medium Humanoid, Elite, Kumokagure, Striker,
Prof + 6 damage if you succeed on a saving throw, and only half
Level 12 (4,000 XP) damage if you fail.

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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Atsui Reckless. At the start of your turn, you can gain


advantage on all melee attacks you make for that turn.
B-Rank, Medium Humanoid, Standard, Kumokagure,
Striker, Prof + 5 However, all attacks against you gain advantage until
Level 9 (1,000 XP) the start of your next turn.
Kumogakure Toughness. You gain an additional saving
Armor Class 21 (Studded Leather) throw proficiency of your choice.
Hit Points 106 Stubborn. You have a +2 Bonus to Strength Saving
Chakra Points 80 Throws.
Speed 45 ft.
Initiative 7 Jutsu
Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
STR DEX CON INT WIS CHA
C-Ranks (Cost 9): Flame Armor, Flame Coat
18 (+4) 17 (+5) 20 (+5) 8 (0) 10 (0) 11 (0)
B-Ranks (Cost 14): Elemental Infusion (Fire), Fire Wall,
Great Flame Bomb
Saving Throws Str +10, Dex +9, Con +9, Int -2, Wis -1,
Cha 4 Taijutsu. +10 to hit, (Taijutsu save DC 19)
Skills Acrobatics +10, Athletics +9, Chakra Control D-Ranks (Cost 5): Weapon Deflect
+10, Martial Arts +9, Ninshou +4
Senses Passive Perception 10 C-Ranks (Cost 9): Front Beheading, Afterglow
B-Ranks (Cost 14): Combo Vault, Counter-strike,
Blood Fury. When you are bloodied, you become Heavenly Punishment, Ichimonji, Whirlwind Strike,
enraged; -2 AC and +2 attack.
Multiattack. Atsui can make 3 melee attacks.
Savage Assault. Once per turn, add your level in extra Katana. Melee Weapon Attack: +10 to hit, reach 5 ft.,
damage to an attack. one target. Hit: 10 (1d8 + 5) slashing damage.
Aggressive. As a bonus action, you can move up to your (Versatile. 11 (1d10+5)
speed towards an enemy you can see. Unarmed Strike. Melee Weapon Attack: +14 to hit,
reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning
damage.
C
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Using Samui As An Adversary
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DEFENSIVELY
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C

C Kumogakure Toughness. You gain an additional saving


throw proficiency of your choice.
A-Rank, Medium Humanoid, Elite, Kumokagure, Caster,
Prof + 6
Level 12 (4,000 XP) Jutsu
Ninjutsu. +12 to hit, (Ninjutsu save DC 21)
Armor Class 17 (Armored Flak Jacket)
D-Ranks (Cost 5): Sensing Technique, Lightning Ball
Hit Points 148
Chakra Points 294 C-Ranks (Cost 9): Restorative
Speed 30 ft. B-Ranks (Cost 14): Thunderbolt
Initiative 6
A-Ranks (Cost 20): Healing Hands, Kagura's Mind Eye
Genjutsu. +12 to hit, (Genjutsu save DC 21)
STR DEX CON INT WIS CHA
E-Ranks (Cost 2): Release
10 (0) 12 (+1) 17 (+3) 21 (+5) 20 (+5) 10 (0)
D-Ranks (Cost 5): Ineptitude
Saving Throws Str +3, Dex +10, Con +14, Int +14, Wis C-Ranks (Cost 9): Mind Thrust
+9
Skills Acrobatics +7, Chakra Control +9, Deception +6, B-Ranks (Cost 14): Unrelenting Pain
History +17, Illusions +17 Insight +11, Investigation A-Ranks (Cost 20): Detect Illusions, Genjutsu Break,
+1, Medicine +11, Ninshou +17, Perception +17, Bringer of Darkness
Stealth +7
Senses Passive Perception 27 Multiattack. C can make 2 melee attacks or 3 ranged
attacks with his kunai.
Next Time. If you miss a target, you have advantage on Tanto. Melee Weapon Attack: +7 to hit, reach 5 ft., one
your next attack against that same target. target. Hit: 5 (1d6 + 1) piercing damage.
Potent Casting. Twice per combat, you may maximize Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft.,
the damage one jutsu you cast deals. one target. Hit: 3 (1d4 + 1) piercing damage.
Efficient Casting. Select two Moldings found in either Elite Action
the Kurama clan or the Ninjutsu Specialist Class.
C may take one Elite Action at the start of each round
Advanced Study. You know jutsu up to 1 rank higher to either move or take an additional Action.
than your current limitations
Wakeful. You are never caught sleeping. Elite Tenacity (12)
Genjutsu Resistance. You have advantage on saving When C would roll any Saving throw, he may roll an
throws against Genjutsu. additional d4. You may roll any number of d4 you have
Sensor Intuition. As a full round action you can directly remaining. You have a total number of d4 equal to your
allies within 30 feet of you, giving them a +2 bonus to level per combat.
attack rolls and skill checks until the start of your next
turn.
Darui
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Darui

Darui Overload. When you deal lightning damage to a


creature with the shocked condition, They gain the
S-Rank, Medium Humanoid, Elite, Ranton,
Iconic/Striker, Prof + 7 stunned condition until the end of the affected
Level 13 (4,700 XP) creatures next turn.

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
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Using Killer Bee As An Adversary
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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)

Gyūki Demonic Strength. The Strength of your demonic


heritage is clear. Add your level to any taijutsu or
S-Rank, Gargantuan Tailed Beast, Solo (4), Iconic, Prof
+ 10 weapon damage you deal.
Level 23 (34,000 XP) Eternal Flame.

Armor Class 32 (Natural Armor) Vermillion Arts


Hit Points 1615/807/270 Vermillion Arts. +23 to hit, (Vermillion save DC 32)
Chakra Points 1615/807/270
Speed 100 ft. Tier 1 (Cost 25): Beast Beam, Beast Bullet, Beast Crash
Initiative 19 Tier 2 (Cost 40): Beast Deflection
Tier 3 (Cost 50): Beast Dominion
STR DEX CON INT WIS CHA
Tier 4 (Cost 75): Beast Bomb, Beast Claw, Beast Flare
26 (+8) 30 (+10) 26 (+8) 16 (+3) 16 (+3) 21 (+5)
Attacks
Saving Throws Str +19, Dex +21, Con +19, Wis +14 Multiattack. Matatabi can make 5 claw or tail attacks.
Skills Acrobatics +30, Athletics +28, Chakra Control
+28, History +13, Insight +13, Intimidation +15, Claw. Melee Weapon Attack: +23 to hit, reach 15 ft.,
Investigation +13, Martial Arts +18, Ninshou +13, one target. Hit: 54 (6d6 + 33) slashing and fire
Perception +23, Persuasion +15, Survival +13 damage.
Damage Immunity Fire, Non-Chakra Enhanced
bludgeoning, piercing, and slashing Tail Swipe. Melee Weapon Attack: +23 to hit, reach 25
ft., one target. Hit: 51 (4d8 + 33) bludgeoning and fire
Condition Immunity Berserk, Bleeding, Burned,
Charmed, Exhaustion, Fear, Poisoned, Weakened damage.
Senses Passive Perception 33, Darkvision 120 ft., Keen
Sight and Smell Legendary Actions
Matatabi can take 3 Legendary actions, choosing from
Iconic Power. Matatabi's damage cannot be reduced by the options below. Only one legendary action can be
any more than 5. used at a time and only at the end of another creatures
turn. Matatabi regains spent legendary actions at the
Iconic Resistance. Matatabi is resistant to all damage start of her turn.
unless it deals 46 damage in a single turn.
Attack. Matatabi is able to make three unarmed attacks
Iconic Presence. Matatabi is immune to Charisma based or cast an Art with a casting time of 1 action.
Skill Checks and affects. Additionally, she cannot be
charmed or controlled by other creatures. Move. Matatabi can move up to her movement speed if
she is free to do so. This movement does not provoke
Pounce. opportunity attacks.
Brutal Brawler. Defend. Matatabi can use a legendary action to take
Freedom of Movement. You ignore difficult terrain, and additional reactions up to 1 reaction per triggering
Chakra based effects can’t reduce your speed or cause creatures turn.
it to be restrained. You can spend 5 ft of movement to
escape from Jutsu based restraints or being grappled. Legendary Resistance (8/Day)
Azure Assault. If Matatabi fails a saving throw, she can choose to
succeed instead.
Kabuto Yakushi (War Arc)
Kabuto Yakushi Kabuto has 110 Sage Chakra. You now treat each Sage
chakra spent as 5 normal chakra. Kabuto has the
S-Rank, Medium Mutant, Solo (4), Akatsuki, Iconic, Prof
+7 Reptilian Sage Affinity. If you cast a jutsu using Sage
Level 15 (14,000 XP) chakra it can be treated as a Sage Art for the purpose of
Attack Bonus/Save DC.
Armor Class 26 (Natural Armor)
Hit Points 880/528/264 Sage Arts
Chakra Points 880/528/264 Sage Arts. +26 to hit, (Sage Art save DC 29)
Sage Chakra 110
Speed 50 ft. Passives: Sage Blooded, Sages Agility, Sages
Initiative 14 Knowledge
Technqiues: Inorganic Reincarnation (8) Sage Chakra,
Scattering Rage (3) Sage Chakra
STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 20 (+5) 24 (+7) 17 (+3) 10 (0) Jutsu
Ninjutsu. +16 to hit, (Ninjutsu save DC 25)
Saving Throws Str +2, Dex +20, Con +13, Int +20, Wis
+4, Cha +1 D-Ranks (Cost 5): Yin Healing Wound Destruction
Skills Chakra Control +19, Deception +7, History +14, C-Ranks (Cost 9): Terrashield, Snake Clone Technique,
Illusions +10, Insight +10, Investigation +14,
Spider Web Flower, Slithering Snake Mode
Medicine +17, Ninshou +14, Perception +17,
Stealth +14 B-Ranks (Cost 14): Gathering of the Snakes, Slithering
Damage Resistance Non-Chakra Enhanced bludgeoning, Snake Mode, Mambas Hardened Scales
piercing, and slashing A-Ranks (Cost 20): Chakra Absorbing Snakes, Many
Damage Immunity Necrotic, Poison Hidden Shadow Snake Hands, Water Dragon
Condition Immunity Bleeding, Burned, Chilled,
Poisoned, Shocked S-Ranks (Cost 25): Impure World Destruction, Gate of
Senses Passive Perception 27, Blindsight 30 ft., Tremor the Afterlife, Giant Vortex Tsunami
Sense 60 ft. Genjutsu. +12 to hit, (Genjutsu save DC 21)
Iconic Legacy. Kabuto can learn any Hijutsu regardless A-Ranks (Cost 20): Chains of Phantasia
of clan limitations. Taijutsu. +16 to hit, (Taijutsu save DC 25)
Iconic Focus. Kabuto cannot lose concentration on A-Ranks (Cost 20): Dance of the Seedling Fern
Jutsu he is concentrating on as a result of damage.
Attacks
Iconic Power. Kabuto's damage cannot be reduced by
any more than 5. Multiattack. Kabuto can make 3 unarmed attacks.
Advanced Study. Kabuto knows jutsu up to 1 rank Unarmed Strike. Melee Weapon Attack: +16 to hit,
higher than his current limitations. reach 5 ft., one target. Hit: 27 (1d8 + 22) poison
Blood Frenzy. Kabuto has advantage on melee attack damage.
rolls against any creature that has 50% or less hit
points. Legendary Actions
Backstab. If Kabuto has advantage on your attack, add Kabuto can take 3 Legendary actions, choosing from
your level in extra damage to the triggering attack. the options below. Only one legendary action can be
used at a time and only at the end of another creatures
Modified Biology. Kabuto is immune to Necrotic & turn. Kabuto regains spent legendary actions at the
Poison damage and the Poisoned Condition. He also start of his turn.
cannot be healed as a result of chakra based effects.
Attack. Kabuto makes an unarmed attack.
Modified Secretions. Weapon Attacks Kabuto makes
deal poison damage. (This counts as Chakra Enhanced) Move. Kabuto can move up to his speed if it is free to
Creatures who are poisoned by him, who would regain do so. This movement does not trigger opportunity
hit points of any kind, the amount they regain is attacks.
reduced by half. Defend. Kabuto can use a legendary action to take
Modified Spirit. Kabuto is immune to effects that would additional reactions up to 1 reaction per triggering
prevent chakra molding. He also cannot have his creatures turn.
chakra reduced by hostile effects.
Legendary Resistance (5/Day)
Sage Mode If Kabuto fails a saving throw, he can choose to
succeed instead.
Konohamaru (New Era)

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

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