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\page
# [Introduction](https://homebrewery.naturalcrit.com/share/19qNYpTtJV0OFJoliy1pe-lrAkw6Xz4jRh76oE-t7ppvi)
## What's in this Book?
Kakashi's Logbook on Kage Strategy is Team 7 book themed around the study of the innerworkings of shinobi, the esoteric super powers they possess, the powerful equipment they acquire, and the adversarial qualities the most elite of ninja acquire. This book is centered primarily around Dungeon Master content, but does feature creation guides that can be utilized by both DMs and Players.
- **Chapter 1 (7):** Items
- **Chapter 2 (8):** Custom Rulings
- **Chapter 3 (9):** Bingo Books, DM Content, and Homebrew Creation Guides
- **Chapter 4 (10):** Class Mods
As with all books of Team 7, the chapter number for the specific book will be listed first, followed by the chapter number they represent in Team 7 as a whole.
### Google Drive Version
If you would like to download Kakashi's Logbook, feel free to check out [this](https://drive.google.com/file/d/1oyf-D98DJqIZCw-FO8GbpzpXHKDmF0pH/view?usp=sharing) link to a standalone Google Drive.
## Other Team 7 Books
When you are done here, feel free to check out the other books of Team 7, listed below;
##### [Sakura's Notes on Shinobi Legacy](https://homebrewery.naturalcrit.com/share/dkLgGzr7nekT)
This book is themed around the study of Shinobi origin, regarding their background and clan. The following Team 7 content is featured in this book;
- **Chapter 1 (1): Clans**
- **Chapter 2 (2): Backgrounds**
##### [Sasuke's Insights of Ninja Speciality](https://homebrewery.naturalcrit.com/share/Y0Dj12G4GPuo)
This book is themed around the classification of shinobi and the branches of their professions. The following Team 7 content is featured in this book;
- **Chapter 1 (3):** Classes
- **Chapter 2 (4):** Subclasses
##### [Naruto's Teaching on Combat Training](https://homebrewery.naturalcrit.com/share/tzoTrOC_lzHq)
This book is themed around the jutsu of the shinobi world and the esoteric feats that ninja have been able to achieve. The following Team 7 content is featured in this book;
- **Chapter 1 (5):** Jutsu
- **Chapter 2 (6):** Feats & Stances.
```
```
> ##### Creators Featured in this Book
The following are a list of creators that have developed content for this book either independently or in a collaborative effort.
>
> Absolute A, Naidame Raikage
>
> Artemys
>
> Blasteroid
>
> chewyster
>
> Drachengeist (Dolor)
>
> Forte
>
> Fossil
>
> galen876
>
> Himari
>
> Kingsare4ever
>
> Kotoe Uchiha
>
> Mr. Hey
>
> Optimal O
>
> ParagonQuille
>
> Scrub
>
> SDHshadow
>
> Shindigitty
>
> Yutai
\page
# Chapter 1 (7): Items
This compendium features Weapons, Armor, Mundane Items, Magic Items, and general rulings for items. Many of which were created just for the compendium.
As N5e does not currently have official Magic Items the team based our magic items primarily on those from vanilla 5e, so there is a chance that when the Dm guide is released that the items here will be outdated. The Items shown here are only a small amount of the magic items created by the community. If you wish to find more, you can find them in #Homebrew-Item chat on the official Naruto-5e discord, which you can find the link to [here](https://discord.com/channels/769696276085211156/771456084195541012).
```
```
> ##### Item Creators
> Below are the creators for all items featured.
>
> Artemys
>
> Blasteroid
>
> Drachengeist (Dolor)
>
> Forte
>
> Fossil
>
> galen876
>
> Himari
>
> Kotoe Uchiha
>
> Mr. Hey
>
> Optimal O
>
> Scrub
>
> SDHshadow
>
> Shindigitty
>
> Yutai
\page
## Additional Core Game Items
Below are new non-magical items for the Naruto 5e system;
### New Background Equipment Packs
The starting equipment you get from your background
includes a collection of useful Shinobi gear, put together
in a pack. The contents of these packs are listed here. If
you are buying your starting equipment, you can purchase
a pack for the price shown, which might be cheaper than
buying the items individually. All Packs all contents are
sealed inside of an Item scroll, which has a Bulk of 1.
(Items within an equipment pack that do not have a
description, or mechanical use in or out of combat and seem
to be primarily used for Roleplay, have no bulk. (Ex. Books,
Writing Utensils.)
#### Entertainer's Pack
**Cost:** 200 Ryo
**Contents: ** A bed bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, a disguise kit.
#### Martial Artist's Pack
**Cost:** 200 Ryo
**Contents:** A Bed Roll, Tent, Radio Link,
Military Ration pill, 5 Days of Field Rations, and a
thermos.
#### Scholar's Pack
**Cost:** 200 Ryo
**Contents: ** A Notebook, 5 Empty books,
Writing utensils, a Recording Scroll, 5 days of field
rations, and a thermos.
#### Scientist's Pack
**Cost:** 400 Ryo
**Contents: ** Forensics Kit, Poison Kit, and 5
days of field rations.
#### Sailor's Pack
**Cost:** 200 Ryo
**Contents:** Commoner’s clothes, a map, writing utensils, 7 days of field rations, a compass, Shinobi leg pouch, a spyglass, and 30 feet of rope
#### Investigator's Pack
**Cost:** 200 Ryo
**Contents:** Forensics Kit, Writing utensils, an empty book, a bingo book, a candle, a set of matches, and a magnifying Glass
#### Gamer's Pack
**Cost:** 200 Ryo
**Contents:** A deck of cards, 2 sets of dice, 3 candles, 5 days of field rations, and Hacker kit.
```
```
### New Weapon Properties
#### Armor Piercing
If a weapon has the armor piercing property, your damage rolls against a creature wearing medium or heavy armor have an additional +2.
#### Ammunition (Special)
Some of the ammunition used by the new weapons has a special bulk cost and use limits, as shown on the table below;
##### Special Ammunition Table
| Ammunition Type | Uses/Stacks | Bulk Cost | Ryo Cost |
|:----:|:-------------|:--------|:---------|
| Advanced Bullets | 1 Stack | 1 | 50 Ryo |
| Firelock Lance Charges | 1 Stack | 1 | 20 Ryo |
| Matchlock Bullets | 1 Stack | 1 | 25 Ryo
| Rocket | 1 Use | 2 | 100 Ryo
#### Catalyst
Weapons with this property allow you to cast jutsu of a certain type even while 2 handing it.
#### Gunpowder
The weapon uses a chemical reaction to deliver its payload.
Weapon attacks made with this weapon do not add the
creature’s ability modifier to damage rolls.
#### Leg wear
This property allows the weapon to be used while wielding another, you cannot use this weapon when your movement speed is 0. This weapon also does not prevent you from using Hand seals (HS) or chakra seals (CS) while wielding it. This weapon is equipped to both legs when equipped.
#### Reloading (x)
A limited number of shots can be made with a weapon that has
the Reloading property. After attacking x number of times, a
character must then reload it using an action
or bonus action.
#### Shrapnel
Attacks made with this weapon deal an extra die of
damage against a target within half of its normal range, and one
less die of damage to targets within its long range.
\page
### New Weapon Enhancement Seals
Below are new weapon seals for the Chakra-Enhanced Item crafting section of the Shinobi Handbook, listed in alphabetical order.
#### D-Rank Seals
##### Destruction Seal (Minor)
**Ryo Cost:** 500
**Crafting DC:** +1
Weapons imbued with this seal deals necrotic damage instead of their listed damage. Non-chakra enhanced objects that reach 0 HP due to damage from this weapon are destroyed. Creatures that reach 0 hp due to damage from this weapon lose use of one arm or leg (your choice) until they complete a short or long rest.
##### Explosive Seal (Minor)
**Ryo Cost:** 600
Weapons imbued with this seal deals force damage instead of their listed damage. When you deal your weapon's damage the target must succeed a constitution saving throw against your taijutsu DC or be pushed 5 feet.
##### Storm Seal (Minor)
**Ryo Cost:** 400
Weapons imbued with this seal deals lightning damage instead of their listed damage. This weapon gains the hidden property
##### Swift Seal (Minor)
**Ryo Cost:** 500
**Crafting DC:** +1
Weapons imbued with this seal deals Wind damage instead of their listed damage. If you hit a melee weapon attack using this weapon, you can make another melee weapon attack as a bonus action, you do not add your ability modifier to the damage roll of this attack.
#### B-Rank Seals
##### Destruction Seal (Greater)
**Ryo Cost:** 2500
**Crafting DC:** +2
Weapons imbued with this seal deals necrotic damage instead of their listed damage. This weapon deals +1 bonus necrotic damage. Non chakra enhanced objects, and objects of a rank lower than this weapon that reach 0 HP due to damage from this weapon are destroyed. Creatures that reach 0 hp due to damage from this weapon die instantly as their body is completely destroyed.
##### Explosive Seal (Greater)
**Ryo Cost:** 2100
Weapons imbued with this seal deals force damage instead of their listed damage. When you deal 10 or more damage on a single hit the target creature is pushed 15 feet.
```
```
##### Storm Seal (Greater)
**Ryo Cost:** 2200
**Crafting DC:** +1
Weapons imbued with this seal deals lightning damage instead of their listed damage. This weapon gains the hidden property. Lightning damage from this weapon ignores resistance.
##### Swift Seal (Greater)
**Ryo Cost:** 2000
Weapons imbued with this seal deals Wind damage instead of their listed damage. This weapon gains the Multiattack property.
#### S-Rank Seals
##### Destruction Seal (Mastercraft)
**Ryo Cost:** 4000
**Crafting DC:** +3
Weapons imbued with this seal deals necrotic damage instead of their listed damage. This weapon deals 1d6 bonus necrotic damage. Non chakra enhanced object and those of lower rank than this weapon, that react 0 HP due to damage from this weapon, are destroyed. Creatures that reach 0 hp due to damage from this weapon die instantly as their body is completely destroyed, and can’t be resurrected, as their soul is completely destroyed.
##### Explosive Seal (Mastercraft)
**Ryo Cost:** 3500
Weapons imbued with this seal deals force damage instead of their listed damage. When you deal 10 or more damage on a single hit the target creature is pushed 30 feet, if a creature knocked back by this collides with a solid object, their movement is stopped and they take damage as if they had fallen a distance equal to how far they had moved.
##### Storm Seal (Mastercraft)
**Ryo Cost:** 3750
**Crafting DC:** +1
Weapons imbued with this seal deals lightning damage instead of their listed damage. This weapon gains the hidden property. Lightning damage from this weapon ignores resistance and immunity.
##### Swift Seal (Mastercraft)
**Ryo Cost:** 4500
**Crafting DC:** +2
Weapons imbued with this seal deals Wind damage instead of their listed damage. This weapon gains the Multiattack(2) property.
\page
### New Miscellaneous Items
Below are collection of miscellaneous items for the Naruto 5e game, listed in alphabetical order.
##### Acid
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
##### Alchemist's Fire
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
##### Antitoxin
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
##### Barding
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it has twice as much bulk.
##### Bingo Book
Bingo Books are black books used by ninja that contain any and all information on black-listed ninja they are to target. There are multiple versions of the Bingo Books, the most common being those based from the Hidden Villages.
**Related Rulings:** See Chapter 8 for a more detailed explanation and guide to Bingo Books.
##### Block and Tackle
A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
##### Book
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures.
##### Bullseye Lantern
A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
##### Candle
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
##### Cases
| Case | Material | Description |
|:----|:-------------|:------------|
| Ammunition Case | Bullets, Crossbow Bolts | This metallic rectangular case can hold up to 3 stacks of qualifiable ammunition. |
| Document Case | Scrolls, Maps, Paper | This rectangular hard leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. |
| Pouch | Darts, Bullets, Spell Components | A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).
|Tinderbox | Crafting Materials for starting fires | This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. |
| Quiver | Arrows, Kunai, Shuriken | This cylindrical leather case can hold up to 3 stacks of qualifiable ammunition or thrown weapons. |
##### Chain
A simple metal-linked chain. A chain can be burst open with a successful DC 20 Strength check, or by dealing suitable damage.
##### Clan/Village Symbol
A symbol that is a representation of a clan or village. It might be an amulet depicting a symbol representing the group, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite.
##### Climber's Kit
A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
##### Clothes, Traveler's
This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
##### Crowbar
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
##### Gaming Set
This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
\page
##### Healing Potion
A character who drinks the magical red fluid in this vial regains 50 hit points. Drinking or administering a potion takes an action.
##### Holy Water
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.
In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is an undead or a demon, it takes 2d6 force damage. Holy Water may be found in the world or sold by monks.
##### Hooded Lantern
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
##### Jutsu Focusing Tool
An Jutsu focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of Jutsu. A Ninja might use one of these to empower their jutsu or to gain the ability to cast jutsu they would otherwise be unable to.
##### Kits
Below are various kits characters can purchase;
| Name | Description |
|:----:|:-------------|
| Fishing Kit | This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. |
| Healer Kit | This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom check.
| Mess Kit | This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl |
##### Lamp
A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
##### Lock
A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
""
##### Magnifying Glass
This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
##### Manacles
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
##### Merchant Scale
A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
##### Musical Instrument
Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
##### Oil
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
##### Poison, Basic
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition.
Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
##### Portable Ram
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
##### Rope
Rope comes in one of following two forms;
- **Hempen Rope (50 feet)**:** Rope made of hemp, has 2 hit points and can be broken with a DC 17 Strength check.
- **Silk Rope (50 feet).** Rope made of silk, has 2 hit points and can be broken with a DC 17 Strength check.
\page
##### Scroll
Scrolls are pieces of paper that have been enhanced with Fuinjutsu. Scrolls have a wide variety of uses that can be found in Chapter 5 of the base book.
##### Spyglass
Objects viewed through a spyglass are magnified to twice their size.
##### Tent
A simple and portable canvas shelter, a tent sleeps two.
##### Torch
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
```
```
##### Traps
Below are various traps Shinobi can use to ensnare prey;
| Trap | Description |
|:----|:-------------|
| Ball Bearings| As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make this save.|
|Caltrops | As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
| Hunting Trap | When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long).
A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
\page
## Measurement Units and Container Capacities
Say a character is given a Bottle of Oil, how much liquid is actually contained in said bottle? While the quantity could be simply written off as "sufficient" for whatever the task may be, it's always good to have a baseline measurement to call back to.
| Container | Capacity |
|:---|:---|:-----|
| Backpack | 1 cubic foot/10 bulk |
| Barrel| 40 gallons liquid, 4 cubic feet solid |
| Basket | 2 cubic feet/ 13 bulk |
| Bottle | 1½ pints liquid|
| Bucket | 3 gallons liquid, 1/2 cubic foot solid|
| Chest | 12 cubic feet/100 Bulk|
| Flask or Tankard | 1 pint liquid|
| Jug or Pitcher | 1 gallon liquid|
| Pot, Iron | 1 gallon liquid|
| Pouch | 1/5 cubic foot/2 Bulk|
| Sack | 1 cubic foot/10 bulk|
| Vial | 4 ounces liquid|
| Waterskin | 4 pints liquid|
\page
## Mounts and Other Animals
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.
___
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
___
Mounts other than those listed here are available in the world of Naruto, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful group or creature, or negotiating with the mount itself.
### Barding
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
### Saddles
A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.
##### Mount
| Name | Cost | Speed | Bulk Carry Capacity |
|:---|:---|:-----|:-----|
| Camel | 50 Ryo| 50 ft. | 160 |
| Donkey or Mule | 8 Ryo| 40 ft. | 140 |
| Elephant | 200 Ryo| 40 ft. | 440 |
| Horse, draft | 50 Ryo| 40 ft. | 180 |
| Horse, riding | 75 Ryo| 40 ft. | 160 |
| War Horse | 25 Ryo| 40 ft. | 65 |
| Pony | 30 Ryo| 40 ft. | 75 |
| Mastiff | 400 Ryo| 40 ft. | 65 |
##### Tack, Harness, and Drawn Vehicles
| Name | Cost | Bulk |
|:---|:---|:-----|
| Barding | x4| x2 |
| Bit and Bridle | 2 Ryo| - |
| Carriage | 100 Ryo| 200 |
| Cart| 15 Ryo| 60 |
|Chariot | 250 Ryo| 30 |
| Saddle | 15 Ryo| 4 |
| Saddlebag | 4 Ryo| 3 |
| Sled| 20 Ryo| 100 |
|Wagon | 35 Ryo| 130. |
| Stabling (per day) | 1 Ryo| - |
| Animal Feed (per day) | 1 Ryo| 3 |
\page
## Magic Items
Magic items are gleaned from the hordes of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.
### Rarity
Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a potion of healing, are the most plentiful. Some legendary items, such as the tools of the Sage of the Six Paths, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost as a result of wars, cataclysms, and mishaps. Even uncommon items can't be easily created. Thus, many magic items are well-preserved antiquities.
Rarity provides a rough measure of an item's power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn't typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn't get in the way of your campaign's story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event.
If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table. The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.
##### Magic Item Rarity
| Tastiness | Min recommended Character level | Value
|:----:|:---|:---|
| Common | 1st |50-100 Ryo
| Uncommon | 1st | 101-500 Ryo
| Rare | 5th |501-5,000 Ryo
| Very Rare | 11th |5,001-50,000 Ryo
| Legendary | 17th | 50,001+ Ryo
```
```
### Identifying a Magic Item
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however.
The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling.
Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps feel strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.
> ##### Variant: More Difficult Identification
>
>If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.
\page
### Attunement
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to have the Fire Release Keyword, a creature qualifies if it has obtained the Fire Release keyword from any method (clan, class, feat, etc.), except from using a magic item or a class-mod.
___
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
___
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
___
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
___
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
### Cursed Items
Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item's description specifies whether the item is cursed. Most methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item's user when the curse's effects are revealed.
___
Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
### Magic Item Categories
Each magic item belongs to a category: **Armor**, **Catalysts**, **Potions/Pills**, **Rings**, **Scrolls**, **Weapons**, **Wonderous Items**;
#### Armor
Unless an armor's description says otherwise, armor must be worn for its magic to function.
___
Some suits of magic armor specify the type of armor they are, such as chain mail or plate. If a magic armor doesn't specify its armor type, you may choose the type or determine it randomly.
#### Catalysts
Catalysts are any item that a ninja can use to either enhance or cast jutsu. A Catalyst can be anything ranging from a staff, wand, glove, or headband.
#### Potions/Pills
Different kinds of magical liquids or editable are grouped in the category of potions and pills: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object. Most potions consist of one ounce of liquid.
___
Potions and pills are consumable magic items. consuming a potion/pill or administering a potion/pill to another character requires a bonus action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up.
#### Rings
Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring's description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring's magic to function.
#### Scrolls
A Jutsu scroll bears the words, formulae and concepts
behind a single Ninjutsu or Genjutsu, written in a
mystical cipher. If you have a jutsu sealed inside the
scroll on your known jutsu list, you can read and cast the
stored jutsu as an action without providing any
additional components. Otherwise, you require a
Ninshou for Ninjutsu or Illusion for Genjutsu, ability
check to determine the jutsu sealed inside the scroll. The
DC equals 15 + The Jutsu’s rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
This DC can be increased
or decreased at the DM’s discretion based on the
probability of you seeing or hearing about this jutsu if at
all. Scrolls found or purchased with a Jutsu sealed inside
the Scroll have a predefined Save DC and attack bonus
based on the rank of the jutsu used. If you want to seal a
Jutsu inside a blank Jutsu scroll, it requires a Ninshou or
Illusion ability check based on the jutsu sealed, and
Downtime to do it
\page
#### Weapons
Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers.
___
Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or longbow. If a magic weapon doesn't specify its weapon type, you may choose the type or determine it randomly. If a magic weapon has the ammunition property, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
### Wearing and Wielding Items
Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand.
___
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.
___
Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, armor made by the drow might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped characters.
___
When a non-humanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs has no way to wear magic boots.
#### Multiple Items of the Same Kind
Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks.
#### Paired Items
Items that come in pairs-such as boots, bracers, gauntlets, and gloves-impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elven kind on the other foot gains no benefit from either item.
### Activating an Item
Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.
___
If an item requires an action to activate, that action isn't a function of the Use an Object action, so a feature such as the rogue's Fast Hands can't be used to activate the item.
#### Command Word
A command word is a word or phrase that must be spoken audibly for the item to operate. A magic item that requires the user to speak a command word can't be activated in the area of any effect that prevents sound, such as the area created by the silence spell.
#### Consumables
Some items are used up when they are activated. A potion or elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic and no longer functions.
#### Jutsu
Some magic items allow the user to cast a Jutsu from the item, often by expending charges from it. The Jutsu is cast at the lowest possible spell and caster level, doesn't expend any of the user's chakra points, and requires no components unless the item's description says otherwise. The Jutsu uses its normal casting time, range, and duration, and the user of the item must concentrate if the Jutsu requires concentration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a Jutsu.
___
Many items, such as potions, bypass the casting of the spell and confer the Jutsu's effects. Such an item still uses the Jutsu's duration unless the item's description says otherwise.
___
A magic item, such as certain staffs, may require you to use your own Jutsu casting ability when you cast a Jutsu from the item. If you have more than one Jutsu casting ability, you choose which one to use with the item.
#### Charges
Some magic items have charges that you expend to activate its properties. The number of charges an item has remaining is revealed when an identify spell is cast on the item, or when a creature attunes to the item. Additionally, when an item regains charges, the creature attuned to that item learns how many charges it regained.
#### Magic Item Resilience
Most magic items are objects of extraordinary artisanship, assembled from the finest materials with meticulous attention to detail. Thanks to this combination of careful crafting and magical reinforcement, a magic item is at least as durable as a regular item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy.
\page
## Magic Armor
Below are the available magic armor sets featured in the Compendium;
### Common
#### Sealed Clothing
***Classification:*** *Armor (Common)*
This set of common clothing as a series of seals over it. A person wearing this clothing is always under the effects of the jutsu Chakra Skin.
### Rare
#### Elite Sealed Clothing
***Classification:*** *Armor (Rare)*
This set of common clothing as a series of seals that seem to have been created by a master of Fuinjutsu over it. A person wearing this clothing gains an AC calculation of 15 + Dexterity or Intelligence (Pick one) + Half of your
proficiency Bonus (Rounded Down).
#### Mantle of Ashura
***Classification:*** *Armor (Rare) [Requires Attunement]*
You have advantage on saving throws against non-elemental jutsu while you wear this cloak.
#### Elemental Cloak
***Classification:*** *Armor (Rare) [Requires Attunement]*
**Prerequisites:** You must possess one or more nature release affinities to use this cloak.
You have advantage on saving throws against one Element (Earth, Wind, Fire, Water, Lightning) jutsu while you wear this cloak.
```
```
### Very Rare
#### Cloak of the Akatsuki
***Classification:*** *Armor (Very Rare) [Requires Attunement]*
The Cloak of the Akatsuki is black and has red clouds outlined with white covering it. The cloak has a collar that can be pulled up to cover your face making it impossible for anyone to discern your true identity. This cloak may be worn with other armor.
While wearing this cloak you gain proficiency in Intimidation, and expertise if you have it already. In addition, each ally that is within 60ft of you and is wearing the cloak when you use a combination jutsu adds plus 1 to the check per person. If you and the person you are casting the jutsu with have the cloak and the ring you gain advantage on this check as well as the plus 1 per person. If you have both the ring and the cloak of the Akatsuki then it only counts as one attunement slot.
#### Cloak of Displacement
***Classification:*** *Armor (Very Rare) [Requires Attunement]*
This cloak can be worn with Light or Medium armor. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to make a Wisdom Saving throw when they target you with an attack, having disadvantage on attack rolls against you on a failed save until the end of their turn. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
### Legendary
#### Legendary Uchiha Battle Armor
***Classification:*** *Armor (Legendary) [Requires Attunement]*
An armor owned by a ancient power Uchiha Clan Head.
This Heavy armor gives an armor bonus of +10, has a max Dex Bonus of 2, reduces all damage by 10, and has a bulk of 9. Additionally, if the wearer of this armor is from the Uchiha Clan they gain unlimited uses of their Sharingan feature.
\page
## Magic Armor Seals
Below are the available magic armor seals featured in the Compendium;
### Rare
##### Armor Seal of Godly Speed
***Classification:*** *Armor Seal (Rare) [Requires Attunement]*
This is a seal that may be placed onto any armor that grants the person using the armor an unique benefit.
You gain the ability to use your bonus action to double your movement speed until the end of your next turn. Additionally, creatures who's movement speed is less than half yours are unable to react to you while you are gaining the benefits of this item. You may do this once per day.
##### Armor Seal of Instinctual Evasion
***Classification:*** *Armor Seal (Rare) [Requires Attunement]*
This is a seal that may be placed onto any armor that grants the person using the armor a unique reaction.
Your Armor takes control of your movements for a short moment. As a free action you gain the effects of the Jutsu "**Swift Release: Phase**". This has two uses per day.
##### Armor Seal of Mass Manipulation
***Classification:*** *Armor Seal (Rare) [Requires Attunement]*
This is a seal that may be placed onto any armor that grants the person using the armor a unique benefits.
This seal allows a user to gain control of their weight. As a free action the user of this seal can either increase their weight tenfold or decrease their weight tenfold until the start of their next turn, gaining the following benefits listed below. This has 5 uses per day.
- **Weight Increased:** While your weight is increased, all melee attacks increase their damage die by 1 and you gain proficiency in Strength saving throws. If you are already proficient, you have advantage on Strength saving throws. You also gain disadvantage on Dexterity saving throws.
- **Weight Decreased:** While your weight is decreased, your AC increases by 2, your movement speed increases by 30 feet, and you gain proficiency in Dexterity saving throws, If you are already proficient, you have advantage on Dexterity saving throws. You also gain disadvantage on Strength saving throws.
##### Armor Seal of Momentary Invincibility
***Classification:*** *Armor Seal (Rare) [Requires Attunement]*
This is a seal that may be placed onto any armor that
grants the person using the armor a unique reaction.
In reaction to being the target of an attack/jutsu or by taking damage you turn yourself into a steel statue that is immune to all conditions and damage. At the end of your next turn, you turn back to normal. This has two uses per day.
```
```
### Very Rare
##### Armor Seal of Blessed Healing
***Classification:*** *Armor Seal (Very Rare) [Requires Attunement]*
This is a seal that may be placed onto any armor that grants the person using the armor unique benefits.
The first time you would be reduced to 0 hit points or lower your armor pumps healing chakra thru out your body in an attempt to keep you alive. Once per day when you would reach 0 hp you immediately gain an amount of hp equal to your level times 2.
##### Armor Seal of Chakra Preservation
***Classification:*** *Armor Seal (Very Rare) [Requires Attunement]*
This is a seal that may be placed onto any armor that grants the person using the armor unique benefits.
___
This Armor Grants it's user an additional amount of chakra equal to the User's level times 2. This chakra is reset at midnight.
\page
## Catalysts
Below are the available Catalysts featured in the Compendium;
It is advised that dms consider modifying the catalysts below as they currently are very strong. For example if you give a water head band you may want to remove the extra learned jutsu from the headband.
### Rare
#### Non-Elemental Head Band
***Classification:*** *Catalyst (Rare)*
While wearing this head band you may treat your Casting ability score for non-elemental jutsu as being 18, you reduce the cost of all non-elemental ninjutsu by 2, and you learn 5 non-elemental ninjutsu of C-Rank or lower. Additionally, once per long rest you may half the cost of a non-elemental ninjutsu.
#### Earth Head Band
***Classification:*** *Catalyst (Rare)*
While wearing this head band you may treat your Casting ability score for earth release jutsu as being 18, you reduce the cost of all Earth jutsu by 2, and you learn 5 earth release jutsu of C-Rank or lower. Additionally, once per long rest you may half the cost of an Earth jutsu.
#### Wind Head Band
***Classification:*** *Catalyst (Rare)*
While wearing this head band you may treat your Casting ability score for wind release jutsu as being 18, you reduce the cost of all Wind jutsu by 2, and you learn 5 wind release jutsu of C-Rank or lower. Additionally, once per long rest you may half the cost of a Wind jutsu.
#### Fire Head Band
***Classification:*** *Catalyst (Rare)*
While wearing this head band you may treat your Casting ability score for fire release jutsu as being 18, you reduce the cost of all Fire jutsu by 2, and you learn 5 non-elemental jutsu of C-Rank or lower. Additionally, once per long rest you may half the cost of a Fire jutsu.
#### Water Head Band
***Classification:*** *Catalyst (Rare)*
While wearing this head band you may treat your Casting ability score for water release jutsu as being 18, you reduce the cost of all Water jutsu by 2, and you learn 5 water release jutsu of C-Rank or lower. Additionally, once per long rest you may half the cost of a Water jutsu.
#### Lightning Head Band
***Classification:*** *Catalyst (Rare)*
While wearing this head band you may treat your Casting ability score for lightning jutsu as being 18, you reduce the cost of all Lightning jutsu by 2, and you learn 5 lightning release jutsu of C-Rank or lower Additionally once per long rest you may half the cost of a Lightning jutsu.
```
```
#### Medical Head Band
***Classification:*** *Catalyst (Rare)*
While wearing this head band you may treat your Casting ability score for medical jutsu as being 18, you reduce the cost of all medical jutsu by 2, and you learn 5 medical release jutsu of C-Rank or lower Additionally once per long rest you may half the cost of a medical jutsu.
### Very Rare
#### Hijutsu Head Band
***Classification:*** *Catalyst (Very Rare)*
While wearing this head band you gain to cast a single clans Hijutsu up C-Rank and your Casting ability score for that clans Hijutsu jutsu is treated as being 18, you reduce the cost of all that clan's Hijutsu jutsu by 2, and you learn 5 Hijutsu of C-Rank or lower from that clan. Additionally, once per long rest you may half the cost of one of that clan's Hijutsu.
#### Elite Non-Elemental Head Band
***Classification:*** *Catalyst (Very Rare)*
While wearing this head band you may treat your Casting ability score for non-elemental jutsu as being 22, you reduce the cost of all non-elemental ninjutsu by 3, and you learn 8 non-elemental ninjutsu of A-Rank or lower. Additionally, twice per long rest you may half the cost of a non-elemental ninjutsu.
#### Elite Earth Head Band
***Classification:*** *Catalyst (Very Rare)*
While wearing this head band you may treat your Casting ability score for earth release jutsu as being 22, you reduce the cost of all Earth jutsu by 3, and you learn 8 earth release jutsu of A-Rank or lower. Additionally, twice per long rest you may half the cost of an Earth jutsu.
#### Elite Wind Head Band
***Classification:*** *Catalyst (Very Rare)*
While wearing this head band you may treat your Casting ability score for wind release jutsu as being 22, you reduce the cost of all Wind jutsu by 3, and you learn 8 wind release jutsu of A-Rank or lower. Additionally, twice per long rest you may half the cost of a Wind jutsu.
#### Elite Fire Head Band
***Classification:*** *Catalyst (Very Rare)*
While Wearing this head band you may treat your Casting ability score for fire release jutsu as being 22, you reduce the cost of all Fire jutsu by 3, and you learn 8 fire release jutsu of A-Rank or lower. Additionally, twice per long rest you may half the cost of a Fire jutsu.
#### Elite Water Head Band
***Classification:*** *Catalyst (Very Rare)*
While Wearing this head band you may treat your Casting ability score for water release jutsu as being 22, you reduce the cost of all Water jutsu by 3, and you learn 8 water release jutsu of A-Rank or lower. Additionally, twice per long rest you may half the cost of a Water jutsu.
\page
#### Elite Lightning Head Band
***Classification:*** *Catalyst (Very Rare)*
While Wearing this head band you may treat your Casting ability score for lightning release jutsu as being 22, you reduce the cost of all Lightning jutsu by 3, and you learn 8 lightning release jutsu of A-Rank or lower. Additionally, twice per long rest you may half the cost of a Lightning jutsu.
#### Elite Medical Head Band
***Classification:*** *Catalyst (Very Rare)*
While Wearing this head band you may treat your Casting ability score for medical jutsu as being 22, you reduce the cost of all Medical jutsu by 3, and you learn 8 Medical release jutsu of A-Rank or lower. Additionally, twice per long rest you may half the cost of a Medical jutsu.
### Legendary
#### Elite Hijutsu Head Band
***Classification:*** *Catalyst (Legendary)*
While Wearing this head band you gain to cast a single clans Hijutsu up to B-Rank and your Casting ability score for that clans Hijutsu jutsu is treated as being 22 and you reduce the cost of all that clan's Hijutsu jutsu by 3, and you learn 5 Hijutsu of A-Rank or lower from that clan. Additionally, twice per long rest you may half the cost of one of that clan's Hijutsu.
#### Pyromaniac's Gloves
***Classification:*** *Catalyst (Legendary) [Requires Attunement]*
These gloves made out of a special unknown material assist shinobi who think with their hands, not
with their heads.
While you are wearing these
gloves, you gain a +3 bonus to
ninjutsu attack rolls and to the
saving throw DCs of ninjutsu with
the fire release keyword.
\page
## Potions/Pills
Below are the available Potions and Potions featured in the Compendium;
### Common
#### Curry of Life
***Classification:*** *Food (Common)*
A special and very spicy curry exclusively from a Shop from the Land of Rivers. When given to an unconscious or dying creature, it must succeed a Constitution saving throw vs. DC 15, ending the dying and Uunconscious conditions and regaining 1 hit point on a success, or failing one death saving throw on a failure.
If the curry is eaten by a conscious creature, it must succeed a Constitution saving throw vs. DC 15, gaining 3d8 hit points on a success, or losing an amount of hit points equal to the amount they would've healed on a failure.
#### Pill of Climbing
***Classification:*** *Pill (Common)*
When you eat this pill, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb.
#### Pill of Death
***Classification:*** *Pill (Common)*
This pill only affects willing creatures. Immediately after eating this pill, you drop to 0 hit points and fail 3 death saves.
#### Pill of Growth
***Classification:*** *Pill (Common)*
When you eat this pill, your size is increased by one size category for 1d4 hours. While your size is increased in this way, you have advantage on Strength checks and Strength saving throws, and whenever you would deal damage with a melee weapon attack, roll an additional 1d4 and add the result to the damage roll.
### Rare
#### Pill of Diminution
***Classification:*** *Pill (Rare)*
When you eat this pill, your size is reduced by one size category for 1d4 hours. While your size is reduced in this way, you have disadvantage on Strength checks and Strength saving throws, and whenever you would deal damage with a melee weapon attack, roll an additional 1d4 and subtract the result from the damage roll.
#### Pill of Heroism
***Classification:*** *Pill (Rare)*
For 1 hour after eating it, you gain 15 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless jutsu.
#### Pill of Invulnerability
***Classification:*** *Pill (Rare)*
For 1 minute after you eat this pill, you have resistance to all damage
### Very Rare
#### Pill of Clairvoyance
***Classification:*** *Pill (Very Rare)*
When you eat this pill, you gain the effect of the Kagura’s mind eye jutsu.
#### Pill of Speed
***Classification:*** *Pill (Very Rare)*
When you eat this pill, you gain the effect of the wind release: wind friction shatter jutsu for 1 minute (no concentration required).
### Legendary
#### Chakra Fruit
***Classification:*** *Pill (Legendary)*
This mystical fruit is full of potent chakra that it forever changes your chakra network. Your chakra point maximum increases by an amount
equal to twice your level when you eat this fruit. Whenever you gain a level thereafter, your chakra point maximum increases by an additional 2 chakra points. You cannot have your chakra reduced by hostile effects and you regain all your chakra die on a long rest.
#### Tailed Beast Drug
***Classification:*** *Pill (Legendary)*
These are pills in a capsulated form created by scientist trying to get rich from war. After the consumption of this drug, the user gains a heightened transformation similar to a Sealed Beast.
As Full turn Action this pill can be swallowed. Once consumed the user's max chakra is reduced to 0 until they spend at least 2 weeks of downtime Recuperating. They then enter **Twisted Cloak Stage 2** from the Tailed Beast Class mod for a number of rounds equal to their max charka reduced/20(rounded up).
At the end of these rounds they suffer the effects of leaving **Desperate Rage**.
#### Hero Water
***Classification:*** *Potion (Legendary)*
The magic water is drawn from the hero tree once every 100 years. Typically used as a last resort, the water greatly increases the user's chakra in exchange for their lifespan. As a bonus action, you can take a drink of Hero Water. The following benefits and consequences are gained per consecutive use:
- **First Drink:** For one minute you gain: 100 Temporary chakra, you can cast jutsu at 1 rank higher than normal, and your Constitution score is increased by 2. In exchange, you permanently lose 1 hit die + your constitution modifier from your max HP (and the corresponding hit die), gain one rank of exhaustion at the end of the duration.
- **Second Drink:** For an additional minute you gain: 200 Temporary chakra and your Constitution score is increased by an additional 2. In exchange, you permanently lose 2 hit dice + your constitution modifier from your max HP (and the corresponding hit die), gain two additional ranks of exhaustion at the end of the duration.
\page
- **Third Drink:** For an additional minute you gain: 300 Temporary chakra and your Constitution score is increased by an additional 2. In exchange, you permanently lose 2 hit dice + your constitution modifier from your max HP (and the corresponding hit die), gain two additional ranks of exhaustion at the end of the duration.
- **Last Drink:** For an additional minute you gain: 500 Temporary chakra and your Constitution score is increased by an additional 2. In exchange, you die at the end of the duration.
## Rings
Below are the available Rings featured in the Compendium;
### Rare
#### Friendship Rings
***Classification:*** *Ring (Rare) [Requires Attunement]*
This is a set of X rings. A wearer of one of these rings gains the ability to use their action to teleport to another ring as long as they are within 3 miles of each other. Each ring has one use per day.
#### Ring of Protection
***Classification:*** *Ring (Rare) [Requires Attunement]*
You gain a +2 bonus to saving throws while wearing this ring.
#### Ring of the Ram
***Classification:*** *Ring (Rare) [Requires Attunement]*
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn.
While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +10 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
### Very Rare
#### Akatsuki Rings
***Classification:*** *Ring (Very Rare) [Requires Attunement]*
The Rings of the Akatsuki are made of an unknown, but indestructible material. They are each unique in their creation. There are only 10 rings in existence and they each have a special property apart from being able to communicate with anyone else with a ring as long as they are on the same plane of existence. Once worn, these rings cannot be taken off by any means short of dismemberment or death. If you have both the ring and the cloak of the Akatsuki then it only counts as one attunement slot.
##### Right thumb: "zero"
A ring with a purplish gray coloring. While wearing this ring you gain an additional amount of chakra equal to your level and have advantage on all clash checks.
```
```
##### Right index finger: "blue", "green"
A ring with a teal coloring. While wearing this ring you gain advantage on saving throws for genjutsu with the visual keyword and all jutsu with an Area of Effect have their Area of Effect increased by 10 ft.
##### Right middle finger: "white"
A ring with a white coloring. While wearing this ring all Explosive Ninja tools gain an additional amount of damage die and a plus to DC based on their Rank and you can, as a free action, turn any piece of paper into a fully functional shuriken. ***(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5)***
##### Right ring finger: "vermilion", "scarlet"
A ring with a red coloring. While wearing this ring you gain a +3 to your Genjutsu DC and have a plus 5 to concentration saves on Genjutsu.
##### Right little finger: "sign of the boar"
A ring with a green coloring. While wearing this ring this ring, you have telepathy with any creature you can see within 30 feet and you gain a burrow speed of 30 feet. Additionally, you do not disturb the ground when it burrows.
##### Left little finger: "sky", "void"
A ring with a blue coloring. While wearing this ring you add a d4 to all saving throws. Additionally, once per long rest you can spend 30 chakra to regain 100 hp, you may do this as a reaction to taking damage.
##### Left ring finger: "south"
A ring with a yellow coloring. While wearing this ring you gain an amount of Hp and Cp equal to your player level and you may pay 3 additional chakra when casting a Water Release Jutsu to treat the jutsu as if it was cast by a source of water.
##### Left middle finger: "north"
A ring with an orange coloring. While wearing this ring when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead once per long rest. You can spend 20 chakra to gain another use.
##### Left index finger: "three"
A ring with an orange coloring. While wearing this ring you gain all 5 nature releases.
##### Left thumb: "jewel", "ball"
A ring with a purple coloring. While wearing this ring a number of times equal to your proficiency bonus per long rest you can cause any attack roll against you to be at disadvantage or to grant yourself advantage on a saving throw.
\page
#### Clan Head Ring
***Classification:*** *Ring (Very Rare) [Requires Attunement]*
A ring granted to those who lead their clan.
While wearing this ring you gain an extra use of all limited use clan features, all features with a chakra cost have their cost reduced by 2 (min 1), and all Hijutsu have their cost decreased by 1.
#### Ring of Invisibility
***Classification:*** *Ring (Very Rare) [Requires Attunement]*
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a jutsu, or until you use a bonus action to become visible again.
## Scrolls/Ninja Tools
Below are the available Scrolls and Ninja Tools featured in the Compendium;
### Common
#### Goggles of Night
***Classification:*** *Ninja Tool (Common)*
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
#### Scroll of Chakra Detection
***Classification:*** *Scroll (Common)*
This scroll has 3 charges. While holding it, you can expend 1 charge as an action to cast the sensing technique jutsu from it. The scroll regains 1d3 expended charges daily at dawn.
### Uncommon
#### Automatic Kunai Shooter
***Classification:*** *Ninja Tool (Uncommon)*
This tool attaches to your wrist fitting nicely with a sort of crossbow esc shape with the end coming to your hand this one is bigger and has multiple shooting points, this item deals 2d8 piercing with a range of 80/240ft, and can hold up to 10 kunai in it at once. You can spend an action to shoot one kunai or spray a 20ft area you can see with all 10 kunai (if they are all currently loaded) each target in the area must make a DC 18 dex saving throw or take normal damage.
```
```
### Rare
#### Chakra Induction Paper
***Classification:*** *Ninja Tool (Rare)*
This piece of paper comes from a unique tree that is fed chakra and can tell one’s passive affinity to a Nature Release if they are unaware. By using your action and 4 chakra points the paper is destroyed in one of 5 different ways. Depending on how it was destroyed determines your passive affinity, and if you already have a nature release it will be destroyed in the way that element destroys it. Otherwise, the release is determined by either the player, the DM, or you can roll a d6 to randomly determine your release via the chart below. Once you know what element you’re attuned to it makes it easier on you to learn that element and jutsu’s pertaining to it. Once you’ve learned your affinity learning the Nature Release feat to gain that element has its Downtime requirement halved.
| Result of Roll | Element | Effect on Paper|
|:----:|:----:|:----:|
| 1 | Fire |The Paper ignites and turns to dust |
| 2 | Wind |The Paper gets cut in two |
| 3 | Earth |The Paper turns into dust |
|4 | Lightning |The Paper begins to wrinkle |
| 5 |Water |The Paper becomes wet/damp |
| 6 | Players Choice / Reroll |- |
#### Dust of Sneezing and Choking
***Classification:*** *Ninja Tool (Rare)*
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify jutsu reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The restoration jutsu can also end the effect on a creature.
#### Scroll of Enemy Detection
***Classification:*** *Scroll (Rare)*
This scroll has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The scroll can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the scroll.
The scroll regains 1d6+1 expended charges daily at dawn. If you expend the scroll’s last charge, roll a d20. On a 1, the scroll crumbles into ashes and is destroyed.
\page
#### Senju Crystal Necklace
***Classification:*** *Ninja Tool (Rare) [Requires Attunement]*
A necklace that has been infused with the charka of a ancient Senju Clan head. While wearing this necklace you gain 1 additional Will of Fire Point at the end of every rest.
#### Space-Time Shackles
***Classification:*** *Ninja Tool (Rare)*
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
#### Summon Introduction Seal
***Classification:*** *Ninja Tool (Rare)*
This seal has been created to determine what summon would fit the user of the seal best. By using your Action and 4 chakra points you are teleported the kingdom of the summon you are the most suited to. The summon that you would be most suited to is determined either by a d20 roll to randomly determine your summon affinity via the table below or by your DM. Afterwards it is up to you to convince the summons to accept you as a summoner.
| Result of Roll | Summon Affinity |
|:----:|:----:|
| 1 | You have no Affinity |
| 2 | Bear |
| 3 | Boar |
|4 | Dog/Wolf |
| 5 |Hare/Rabbit |
| 6 | Hawk/Predator Bird |
| 7 | Insect Swarm |
| 8 | Lizard |
| 9 | Monkey/Primate |
|10 | Ox/Ram |
| 11 |Rat |
| 12 | Shark/Predator Fish |
| 13 | Slug |
| 14 | Snake |
| 15 | Spider |
| 16| Tiger/Lion |
| 17 |Toad |
| 18 | Turtle |
| 19 |Reroll |
| 20 | Players Choice |
```
```
#### Training Weights
***Classification:*** *Ninja Tool (Rare)*
These Weights help train a Ninja in the ways of being a Taijutsu master. Legend says they are imbued with the residual chakra of a Shinobi who embodied the spirit of youth
While wearing these weights your movement speed is reduced by half, you have disadvantage on dex saves and your chance to hit with melee attacks is reduced by 2. If you have worn the Weights for more than 1 day when you would take the weights off you gain the following benefits for the next minute. You add a d4 to all attack rolls, Str, Dex, and Con saves, and your AC is increased by 2.
### Very Rare
#### Chakra Propulsion Arm
***Classification:*** *Ninja Tool, (Very Rare) [Requires Attunement by a creature missing a hand or an arm]*
This chakra-enhanced device is as effective a weapon as it is a prosthetic for player characters missing a hand, arm, or another appropriate appendage. It can be made of metal or wood and is removable only by you, taking a bonus action to don and doff. This device can be used in place of one unarmed strike each turn. Chakra Propulsion Arm has the ***Unarmed***, ***Blocking***, and ***Thrown*** properties with a range of 20/60ft., and deals double your unarmed damage die (or 2d6 bludgeoning, whichever is higher).
#### Lantern of Chakra Negation
***Classification:*** *Ninja Tool (Very Rare)*
This Lantern requires a user with the fire release keyword to spend 15 chakra to activate it. Once active it shines a light with a 20 10 foot-Radius sphere for 1 minute. Everything within the light is under the effects of the Chakra Distortion Field Jutsu.
#### Scroll of the Body
***Classification:*** *Scroll (Very Rare)*
This scroll contains health and diet tips, and its words are charged with chakra . If you spend 4 weeks of downtime studying the scroll's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The scroll then loses its chakra never to return.
#### Scroll of the Eyes
***Classification:*** *Scroll (Very Rare)*
This scroll contains health and diet tips, and its words are charged with chakra . If you spend 4 weeks of downtime studying the scroll's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The scroll then loses its chakra never to return.
\page
#### Scroll of the Legs
***Classification:*** *Scroll (Very Rare)*
This scroll contains health and diet tips, and its words are charged with chakra . If you spend 4 weeks of downtime studying the scroll's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The scroll then loses its chakra never to return.
#### Scroll of the Mind
***Classification:*** *Scroll (Very Rare)*
This scroll contains health and diet tips, and its words are charged with chakra . If you spend 4 weeks of downtime studying the scroll's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The scroll then loses its chakra never to return.
#### Scroll of the Muscle
***Classification:*** *Scroll (Very Rare)*
This scroll contains health and diet tips, and its words are charged with chakra . If you spend 4 weeks of downtime studying the scroll's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The scroll then loses its chakra never to return.
#### Scroll of the Tongue
***Classification:*** *Scroll (Very Rare)*
This scroll contains health and diet tips, and its words are charged with chakra . If you spend 4 weeks of downtime studying the scroll's contents and practicing its guidelines, your charisma score increases by 2, as does your maximum for that score. The scroll then loses its chakra never to return.
### Legendary
#### Bashōsen
***Classification:*** *Ninja Tool (Legendary)*
As an Action, you swing the fan. When you swing it you may cast any non-self targeting, non-clone, Elemental Jutsu that doesn't require CS, NT, W, or M, regardless if known or not, with an additional chakra cost based on the jutsu's rank (D-Rank = 3, C-Rank = 6, B-Rank = 9, A-Rank = 12, S-Rank = 15)
#### Gloves of Chakra Draining
***Classification:*** *Ninja Tool, (Legendary) [Requires Attunement]*
Further, when you make an unarmed strike while wearing the gloves, you deal an additional 2d6 chakra damage to your target and regain chakra points equal to half the chakra damage dealt. Alternatively, instead of regaining chakra points, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
```
```
#### Gloves of Soul Draining
***Classification:*** *Ninjta Tool, (Legendary) [Requires Attunement]*
Further, when you make an unarmed strike while wearing the gloves, you deal an additional 2d6 necrotic damage to your target and regain hit points equal to half the necrotic damage dealt. Alternatively, instead of regaining hit points, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
#### Scroll of the Encrypted Path
***Classification:*** *Scroll (Legendary)*
This item looks like any ordinary scroll.
Upon opening it, everyone in a 30 ft. radius around the scroll is immediately trapped inside an encrypted Genjutsu. It will release everyone after the past written in this scroll is resolved.
### Special
#### Kote
***Classification:*** *Ninja Tool (Rank Varies)*
Note: Should only be used in games played in the Boruto and New Era
To use, Scroll Cartridges that have had jutsu sealed into them are loaded into the Gauntlet's chamber. When the user wants to perform one of the loaded jutsu, they make a unique hand seal corresponding to the intended jutsu's nature using the hand of the arm that the Gauntlet is worn on. This causes a system within the Gauntlet to read the Scroll Cartridge and release the stored Jutsu, firing it wherever the Gauntlet is aimed. The chakra that fuels these jutsu is stored in the device's chakra condenser. You may store up to 1 jutsu each of the 5 primary elements. As an action you may cast that jutsu using chakra from the Kote. Once cast the scroll is consumed. Once it runs out of chakra, a new condenser must be brought:
| Rank | Chakra Amount |
|:----:|:------|
| D-Rank | 20 Chakra |
| C-Rank | 40 Chakra |
| B-Rank | 60 Chakra |
| A-Rank | 80 Chakra |
| S-Rank | 100 Chakra |
\page
## Weapons
Below are the available Weapons featured in the Compendium;
### Uncommon
#### Chakra Metal Weapon
***Classification:*** *Weapon (Uncommon) [Requires Attunement]*
***Weapon Type:*** Any
Weapons that can be made primarily of metal (at your GM's discretion) can also be forged out of a special chakra-conductive metal in place of steel, allowing the weapon to take on your chakra's nature and enhancing its effectiveness.
Weapons made of Chakra Metal have an innate +1 bonus to attack and damage rolls. As a bonus action, you may spend 1 chakra to channel your chakra into the weapon, changing the weapon's damage type to the type of your nature release (if you have no nature release, this weapon deals force damage; if you have multiple nature releases available, you choose which to use). This bonus lasts until the end of your next turn.
#### Flamer's Sword
***Classification:*** *Weapon (Uncommon) [Requirement Attunement]*
***Weapon Type:*** Any Sword
You can use a bonus action to cast Flame Coat at C-rank. When you cast Flame Coat using this weapon, you do not pay concentration cost and your concentration DC is lowered by 1.
#### Injection Shot Sniper
***Classification:*** *Weapon, (Rare)*
***Weapon Type:*** Blowgun
This is one of the tools used by the medical-nin of Konohagakure. It resembles a rudimentary sniper rifle, which is used to shoot projectiles in the form of injection shots, . It consists of a metal tube roughly the size of a ruler with an opening at either end like a blowpipe, and is equipped with a scope on top and a laser-sight on the bottom. The weapon is designed to launch syringes at long range after the user hits the end with the palm of their hand.
#### Kunai of the Cobra
***Classification:*** *Weapon (Uncommon)*
***Weapon Type:*** Kunai
You gain a +1 bonus to attack and damage rolls made with this chakra-infused weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
```
```
### Rare
#### Dancing Sword
***Classification:*** *Weapon (Rare)*
***Weapon Type:*** *Any Sword*
You can use a bonus action to toss this chakra-enhanced sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
___
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
___
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
#### Kunai Launcher
***Classification:*** *Weapon, (Rare)*
***Weapon Type:*** Ranged Firearm
The ninja from the Land of the Sky use this type of projectile weapon. When using this weapon, a barrage of kunai will be fired at high speeds in a similar fashion to machine guns. This weapon has the *Two-Handed,* *Finesse,* *Loading*, and *Ammunition* properties (its ammunition must be 1 stack of kunai). When you take the attack action using this weapon, all creatures in a 30-foot cone extending from you must make a Dexterity saving throw against your Taijutsu Save DC, taking 8d4 + your ability modifier piercing damage on a failed save, or half as much on a success.
#### Peerless Blade
***Classification:*** *Weapon (Rare) [Requires Attunement]*
***Weapon Type:*** Katana
This katana has a pure white blade and the cloth wrapping is made of black and purple silk. You have a +1 bonus to attack and damage rolls made with this chakra enhanced weapon. This weapon has the thrown and returning properties with unlimited range
#### Teleporter's Kunai
***Classification:*** *Weapon (Rare) [Requires Attunement]*
***Weapon Type:*** Kunai
You gain a +1 bonus to attack and damage rolls made with this chakra-infused weapon. This Kunai is always counted as being under the effects of Chakra Mark.
\page
#### Wind Breaker Blade
***Classification:*** *Weapon (Rare) [Requires Attunement]*
***Weapon Type:*** Any Slashing
The Wind Breaker weapon set are a type of weapon created in the land of wind, used by the locals to help create a more varied skillset for the users of their most common nature release. When you cast a Ninjutsu with the wind release keyword that deals damage while wielding a Wind Breaker Blade, you can spend 3 chakra to replace the HS components with M and W (Wind Breaker), also when you do this you replace the ninjutsu and wind release keyword with the Bukijutsu keyword, and its damage becomes slashing damage.
### Very Rare
#### Gunbai Uchiwa
***Classification:*** *Weapon (Very Rare) [Requires Attunement by an Uchiha]*
***Weapon Type:*** Any Heavy, Two-Handed, Reach(1) Weapon
The Gunbai Uchiwa gains an innate +2 to attack and damage rolls and deals 1d10+Taijutsu Mod Slashing Damage. Gunbai Uchiwa is a non-folding fan, carved from a unique spirit tree from which only ritualistic instruments are made. This Gunbai has been passed down between Uchiha clansmen for generations. is a wide fan with tomoe on it and has a long handle with bandages wrapped around the base, as well as having a long chain attached to it. It has the ability to convert incoming chakra into wind nature transformation, reflecting an opponent's attack back towards them.
As a reaction to being targeted with a melee attack or Tai/Ninjutsu B-rank or lower, make a Melee Attack Roll. If your roll is higher than the target's and is higher than their AC, the target would take damage equal to the damage of the attack, ignoring any additional effects of the triggering attack. If not, the attack is carried out as normal They also must make a Dexterity Saving Throw or be knocked back 15 ft.
#### Kusanagi 'Dancing' Blade
***Classification:*** *Weapon, (Very Rare) [Requires Attunement]*
***Weapon Type:*** Any sword
A Kusanagi Blade, also known as a Dancing Blade, is a weapon infused with powerful Wind Release Chakra which allows it to levitate on your command.
You can use a bonus action to toss this sword into the air and weave its required hand signs. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
```
```
#### White Lightning Sabre
***Classification:*** *Weapon (Very Rare) [Requires Attunement by a Hatake]*
***Weapon Type:*** Tanto
This Tanto has a pure white chakra blade. It has a innate +1 to attack and damage rolls.
As a Bonus Action, you can spend 2 White Chakra. For the next minute this Tanto deals a additional 2d8 Lightning damage.
When you cast a Bukijutsu with this Tanto, it gains the Lightning Release Keyword.
### Legendary
#### Raijin Spear
***Classification:*** *Weapon (Legendary) [Requires Attunement]*
***Weapon Type:*** Spear
You gain a +2 bonus to attack and damage rolls made with this chakra-infused weapon.
Additionally, once per day you may use your action to call down a mighty lightning bolt on your enemies. Select a target within 120 ft of you the target must make a Dex save of 25 or your Ninjutsu DC whichever is higher. On a failed save the creature takes 20d10 lightning damage and gains the shocked condition for 1 minute. On a successful save the target creature still takes half damage.
#### Sword of Kusanagi
***Classification:*** *Weapon (Legendary) [Requires Attunement]*
***Weapon Type:*** Katana
*Weapon (Katana), Legendary Requires attunement*
You gain a +3 bonus to attack and damage rolls made with this chakra-infused weapon. It also gains the Reach 3 property.
The Sword of Kusanagi is a powerful weapon that cut through almost anything, its blade can extend to reach targets impossible for other melee weapons. The Katana has 4 charges, you can spend these charges as a bonus action to cast living weapon on the sword upcasted at S-rank, at no cost. The sword recovers 1d4+1 charges at dawn.
\page
## Special Magic Weapons
The N5e community has made a plethora of magical items for tables to enjoy, however, some of the weapon's made, while good, do not follow the standards for magical items as we have showcased and are highly complex. Nevertheless, we've decided to dedicate a section for such complex items, as they still deserve to be mentioned.
### Doomslayer
***Classification:*** *Weapon, (Artifact) [Requires Attunement]*
***Weapon Type:*** Odachi
A weapon once wielded by a shinobi driven mad with bloodlust, his rage still echoes through wielders of the Doomslayer.
You gain a +3 bonus to attack and damage rolls made with this weapon, which deals an extra 2d6 force damage on each hit.
This weapon imbues its wielder with incredible strength and fortitude. While attuned to this weapon, increase your current and maximum Strength and Constitution scores by +2 (to a max of 22). You add 1d6 to all Strength and Constitution checks and saving throws.
Attacks made with this weapon against Fiends, Undead, and Celestials are all made with advantage and deal an extra 4d6 force damage.
### Enten
***Classification:*** *Weapon, Artifact [Requires Attunement]*
***Weapon Type:*** Katana
*One of multiple swords made to end a warring period, infused with mystic power **Enten** has access to multiple techniques all represented in some form by goldfish that form from overflowing chakra.*
**Enten** deals 2d6 slashing damage, and possesses the Critical 1, Deadly 1, and Finesse Properties. Once someone attunes to **Enten** no one else may wield it as long as the owner is still living.
**Understanding.** The mystic blades aren't bound by the techniques ingrained in them, but instead by the ones who wield them. Using the blades and innovating with them is the path one needs to follow if they wish to strengthen themselves and the blade. Users of **Enten** gain access to **Release**, **Kuro**, **Aka**, and **Nishiki** upon attuning to the blade. Upon level up, if the user has been actively using **Enten** they're able to deepen their understanding of the blade and its techniques. They can choose between one of these four options per level up;
- Reduce the **Droplets** associated by with a technique by -2.
- Learn a new technique they don't have access to yet.
- Be able to use one technique of their choosing without unsheathing **Enten**. However, they must still have **Enten** on their person.
- Create a new technique based
on the previous techniques
known.
**Release.** To use **Enten** one has to call out its name as they unsheathe the blade, which causes the sword to begin bringing out the user's latent power. As a Bonus action the user can speak its name or command word, and for the next minute the user gains an amount of Hit points and Chakra points equal to their level. If this would make you gain more than your maximum amount of Chakra points then each point of chakra over maximum turns into a black water droplet that floats around you. You can create an additional amount of **Droplets** for 5 chakra each, on your turn. You can end this effect early by sheathing **Enten**, but cannot use any techniques while **Enten** is sheathed.
**Kuro.** Once per turn, whenever you would make a melee attack, you can coat your arm and **Enten** in black ink as a Black Goldfish starts swimming around you and you say “**Kuro**”. This goldfish remains around you until you sheathe your blade or use another ability of the katana. Before you make your attack roll you can spend a **Droplet** to increase the range of your attack by 5 in a direction of your choosing, being able to spend up to 10 **Droplets** a turn this way.
Also, if **Kuro** was the last technique
used, then **Enten** gained an additional
rank of Critical. For every **Droplet** you
spent to increase the range of your
attack, you can spend an additional
**Droplet** to increase **Enten’s** damage die
or critical range by +1, to a
maximum of +3 damage die or a
17-20 critical range.
\page
**Aka.** As a reaction, to taking damage, you summon a Red Goldfish and say “**Aka**”, followed by the attack’s name. If the attack is something generic like a cut, saying the direction it was done and then “cut” would suffice. The Red Goldfish then absorbs an amount of damage equal to 10 times the amount of **Droplets** you spend. If any conditions or additional effects would trigger from the damaging source but you absorbed all of the damage into the Red Goldfish then those conditions or effects are absorbed as well. Also, if your Red Goldfish can absorb more damage after the triggering damage source, it then continues absorbing damage for the remainder of the turn. Additionally, if **Aka** was the last technique you used, **Enten** gains an additional rank of Blocking.
**Nishiki.** As an Action, you say “**Nishiki**” and summon a Tri-Colored Goldfish. The colors are up to you. Your Tri-Colored Goldfish then coats your entire body in its colors, becoming a cloak, and causing colored streaks to follow all your actions. To keep **Nishiki** active you must spend 5 **Droplets** at the start of each of your turns. While **Nishiki** is active you increase your current Strength and Dexterity scores by +2, double your movement speed, and gain an additional Action or Bonus action on your turn, of which you pick at the start of your turn. If you Strength Score would go over your maximum because of this effect you instead add your Strength modifier to all of your damage rolls. If you Dexterity Score would go over its maximum then you can, an amount of times equal to twice your Dexterity modifier, roll an additional d20 when making an attack roll or saving throw and lock the highest result.
**Nishiki: Support.** Alternatively, you can use the more passive side of **Nishiki**. Instead of the normal effects you instead pay 3 **Droplets** at the start of each of your turns for the supportive effects, and cannot have both the normal and supportive effects active at the same time. You can change which ones you gain the benefit of after you sheathe **Enten**. For the duration you ignore all physical and mental conditions you were under beforehand, and gain resistance to those conditions. Additionally, you restore your Ability Scores to normal if they have been altered negatively, and ignore passive penalties to your attack rolls, damage rolls, movement, and saving throws you did not inflict.
### Frayed Blade
***Classification:*** *Weapon, Artifact [Requires Attunement]*
***Weapon Type:*** Katana
*A katana marked by the curse of the darkness. This once valiant blade represented the might of dragons but now it remains in pieces, rotted and frayed at the hilt. The dark now powers this blade, but it is only a matter of time before it crumbles into nothing.*
This black katana's damage is 3d4 Necrotic damage, which ignores both resistance and immunity, and temporary hit points. This katana possesses the Critical, Finesse, Hidden, and Light properties. The Frayed Blade cannot be used with Strength for its weapon attacks, damage, and jutsu.
**Abyssal Remnants.** To utilize the Frayed Blade to its full power, one must empower the blade with their life force. Using a combination of your hit points and chakra, you can perform the following special abilities with the Frayed Blade. The knowledge on how to utilize these abilities is intrinsically known to all users of this weapon, as if the weapon possesses a spirit of its own. Is this ghost the draconic memory of the past? Or is the darkness within the blade granting you this knowledge in an effort to break free?
- **Abyssal Dragon Wave:** As an action, you can expend 5 hit points and chakra points to take a holding stance with the katana, causing dark energy within to surface. You then make a great slash towards the ground, releasing a 10-foot wide, 60-foot-wide line of abyssal energy. All creatures within range must make a Dexterity saving throw against your taijutsu save DC, taking your weapon's damage + 8d4 and becoming Weakened until the end of your next turn on a failed save, or half as much damage on a success. A creature within 5 feet of you in the direction you launch this wave of energy that fails their Dexterity saving throw takes your weapon's damage, in addition to the damage of the wave.
Creatures affected by this jutsu that recover hit points before the end of your next turn regain half the amount.
- **Onslaught of the Abyss:** As a bonus action, you can expend 10 hit points and chakra points to take a holding stance and slowly begin approaching your target. Your sword briefly flashes with dark chakra as you begin making a flurry of slashes at the creature. Make a number of weapon attacks equal to 1d4 + half your proficiency bonus, dealing your weapon's damage on each hit. For every 2 hits you land with this ability, the creature must make a Constitution saving throw, gaining 1 rank of bleed on a failed save. Creatures that gain the bleeding condition this way increase their bleed damage by 1 step. *This feature cannot trigger the Lacerated condition.*
### Kuregumo
***Classification:*** *Weapon, Artifact [Requires Attunement]*
***Weapon Type:*** Katana
*One of multiple swords made to end a warring period, infused with mystic power **Kuregumo** has access to multiple techniques powered by a cloud you generate from your chakra.*
**Kuregumo** deals 2d8 lightning damage, and possesses the Critical 1, Deadly 1, and Finesse Properties. Once someone attunes to **Kuregumo** no one else may wield it as long as the owner is still living.
**Understanding.** The mystic blades aren't bound by the techniques ingrained in them, but instead by the ones who wield them. Using the blades and innovating with them is the path one needs to follow if they wish to strengthen themselves and the blade. Users of **Kuregumo** gain access to **Release**, **Mei**, **Yui**, and **Kou** upon attuning to the blade. Upon level up, if the user has been actively using **Kuregumo** they're able to deepen their understanding of the blade and its techniques. They can choose between one of these four options per level up;
- Reduce the costs associated by with a technique by half. This does not stack with other cost reduction.
- Learn a new technique they don't have access to yet.
\page
- Be able to use one technique of their choosing without unsheathing **Kuregumo**. However, they must still have **Kuregumo** on their person.
- Create a new technique based on the previous techniques known.
**Mei.** You charge into **Kuregumo** your chakra, as it builds it up like static electricity before erupting and burning through and electrifying whatever target is in your way. As an Action you make an attack roll for 10 Chakra as you shoot a bolt of lightning at a creature within 60 feet of you. On a hit you deal 8d6 lightning damage and the creature gains 2 ranks of shocked. You can instead force a Dexterity saving throw for every creature within 30 feet of you for 6d6 lightning damage and 1 rank of shocked, with creatures only taking half damage on a success. However, you can charge **Mei** instead of firing it immediately. You begin charging as an Action and can continue charging as a Bonus action. You can only charge **Mei** up to 5 times this way before needing to fire it. For every Bonus action you spent this way the damage increases by 2d6, the cost increases by 3 Chakra, and at 5 charges you electricity is harder to handle. Creatures who took damage from the fully charged **Mei** must make a Constitution saving throw or become Stunned until the end of their next turn. After attacking with **Mei** the user must use an Action to recharge it before using it again, but if they charged **Mei** then they must spend the same amount of Bonus actions charging it to recharge it before using it again.
**Yui.** Ice begins forming from **Kuregumo** and you're able to throw it to freeze foes and block attacks. As an Action or Reaction you create a 10-foot cube's of ice within 15 feet of you, with 20 hit points. This cube can intercept attacks and act as cover as any other wall would, and is vulnerable to earth damage. You can spend increments of 5 chakra to increase the cube's size by 5 feet or increase the cube's hit points by 10. This cube can take any form you want as long as it's within the dimensions you can create. Additionally, if you create ice where a creature is currently positioned they must make a Dexterity saving throw or become restrained in the ice, being able to roll a strength saving throw as an Action to break out. You can reinforce this ice further if your aim is to capture a target, increase the cost of the ice by the class of the creature times 5. (Minion 1, Standard 2, Elite 3, Solo 5) They instead become petrified if they fail the Dexterity saving throw and must make a Strength saving throw at disadvantage on the end of their turn to break out. You can reduce the chakra cost of **Yui** features by -2 by using a suitable water source.
**Kou.** Water starts flowing out from **Kuregumo** in the form of mist or pure water to either support your movements or strengthen your techniques. You can, as a Bonus action, have **Kuregumo** generate enough water to count as a sizeable water source for jutsu and features. This water source can be used twice before needing to be activated again. You can also cast ***Hidden Mist Technique*** through the use of **Kou**. Before you cast a jutsu or deal lighting damage you can spend a Bonus action to splash water in your surrounding area, increasing the lightning damage's die step by +1, up to a d12.
**Mei: Cloak.** An extension of **Mei**, you now cloak yourself within the crackling energy you generate and boost your abilities even further. As an Action, you now instead quadruple your speed, become immune to effects that would lower your speed, increase your Dexterity score by +4, and whenever you move you now teleport there. If this increase to Dexterity would make you go beyond your maximum you instead increase your movement speed by another 60 feet per each point you would go over your maximum Dexterity, and you inflict a rank of shocked for every two hits a creature takes from **Kuregumo**. To keep **Cloaked Mei** active you must spend 15 Chakra at the start of each of your turns.
### Mjolnir
***Classification:*** *Weapon, Artifact [Requires Attunement by a worthy creature]*
***Weapon Type:*** Warhammer (Simple Weapon)
"Whosoever holds this hammer, if he be worthy, shall possess the power of Thor. "
This weapon's damage is 2d8 Chakra Enhanced Bludgeoning, which also counts as Lightning damage for the purposes of overcoming resistance and immunity. Mjolnir has the Critical, Deadly, Returning, Thrown(60/180) properties. You gain a +3 bonus to attack and damage rolls made with this chakra enhanced weapon. In addition, you can always have Mjolnir return to you as long as you are on the same plane of existence.
Mjolnir is a sentient weapon with an ability score of 22 in Intelligence, Wisdom, and Charisma. Mjolnir also possess 120 feet of hearing and darkvision. while it cannot speak, it understands all language.
**Worthiness.** Mjolnir itself decides who is deemed worthy to wield it. Typically, a worthy creature is one pure of heart, void of vanity, heroic, humble, or possesses similar traits. A creature unworthy to life Mjolnir must succeed a DC 40 Strength check to do so. On a success, they are able to hold Mjolnir until the end of their turn but they cannot use any of its abilities, and at the end of each of their turns they must remake and continue succeeding DC 40 Strength checks to continue holding it.
**Power of Thor.** While wielding this weapon, you can expend a number of charges to cast the following lightning release jutsu without spending chakra. If the jutsu requires concentration, the jutsu takes up one of your concentration slots as normal but you do not need to pay the chakra cost. You can choose to use your Ninjutsu ability modifier or Mjolnir's to cast this jutsu.
Mjolnir has 10 charges . It regains 1d4 + 2 expended charges daily at dawn.
- **1 Charge:** Absorb Lightning, Thor's Mark
- **2 Charges:** Overdrive, Static Weapon, Surge
- **3 Charges:** Chained Lightning,
Lightning Spear
- **4 Charges:** Keen Storm,
Storm Breaker
\page
### Moonlight Greatsword
***Classification:*** *Weapon, Artifact [Requires Attunement]*
***Weapon Type:*** Martial Melee Weapon
*A massive great sword imbued with the power of moonlight. Its crystalline blade was created with mystical chakra, hence its opaque appearance and strange magical power. It is said that wielders of this blade develop an unshakable infatuation with it.*
___
This weapon's damage is 2d6 + your X modifier in Force damage, where X is your Intelligence or Wisdom modifier. You select which modifier you use when you first acquire this weapon (Your selection cannot be changed). This weapon has the Finesse (You can use the modifier you selected for attack and damage rolls), Light, Reach(1), and Versatile (2d10) properties.
If you choose Intelligence, when you cast a Ninjutsu, you can choose to use this weapon as a component in your jutsu. When you do, you add your weapon's damage the damage dealt if the jutsu requires an attack roll, or increase the Save DC by +2 if your jutsu does not require an attack roll but does impose a saving throw. If you picked Wisdom, you can do the same but for Genjutsu.
Additionally, the Moonlight Greatsword possesses the following abilities. Each ability uses 1 charge from your Moonlight Greatsword. The Moonlight Greatsword has a number of charges equal to half your proficiency bonus, rounded up. Charges can be replenished by bathing the weapon in moonlight for 5 minutes. If you use one of the listed abilities with 0 charges remaining, the ability activates as normal, but the Moonlight Greatsword shatters.
- **Moonlight Slash:** As an action, you send out a horizontal (45-foot long, 10-foot wide) or vertical (75-foot long, 5-foot wide) line of moonlight energy. Make a ranged weapon attack and compare the result against the AC of each creature affected. If the result exceeds a creature's AC, they take your weapon's damage + your proficiency bonus in Force damage and are knocked prone.
- **Moonlight Vortex:** As an action, you grip the sword tightly and channel moonlight energy within it
before thrusting it forward, releasing a
torrent of moonlight energy. All
creatures within a 15-foot cone
must make a Dexterity saving
throw against your weapon
ability modifier's relevant DC,
taking your weapon's damage +
your proficiency bonus in force
damage, become Dazed, and are
knocked back 20 feet.
- **Old Moonlight:** As a bonus action,
you focus your blade in front you,
charging a massive amount of
moonlight energy. The next time
you deal your weapon's damage, the
final result is doubled and ignores
both resistance and immunity.
Additionally, both **Moonlight Slash**
and **Moonlight Vortex** have their
area of effect ranges doubled.
### Monado
*The Monado is a legendary sword that
can draw and manipulate chakra from
the very air around it. However, due to
its immense power, the blade has
been sealed to prevent its wielder
from hurting themselves.* - Monado Document
##### [Link to Monado](https://homebrewery.naturalcrit.com/share/pz_BsHEZYeKd)
___
The Monado, inspired by the
Xenoblade franchise, is an
incredibly detailed and
powerful weapon that players can
attain. The weapon provides a
unique progression system for
it, giving it a similar feel to a Class Mod.
When giving this item to a player, it
should be a core part of their character,
moreso than most magic items.
### Sword of Diamond
***Classification:*** *Weapon, Artifact [Requires Attunement]*
***Weapon Type:*** Tanto or Broadsword
*A blade of a foreign realm, forged from ancient diamond.*
*It is said that this weapon accompanied one of the original creators as they strived to create the old world. Through many hardships and many battles, this sword never left their side.*
*Inscribed upon the blade is an old language used by the creator. It is said that the words of this dialect are imbued with ancient power. Even when written, this strength is still present.*
This blade forged of diamond ore has a weapon's damage equal to 2d10 Chakra Enhanced Slashing, and has the Heavy property in addition to its listed properties. If this sword is ever lost or destroyed, the owner finds it by their side once more upon awaking from a good night's rest.
**Enchanted Words of the Creator.** As a free action
while in combat, you can spend 5 chakra to roll 1d6.
When you do, the weapon begins to radiate 10-feet of prismatic bright light and gains one of the following
abilities. Using this ability multiple times in combat
resets the abilities gained.
At 10th and 19th levels, you can roll an additional
1d6, gaining another separate ability for each 1d6
rolled. This is all treated as a single activation of this
ability.
If you roll the same number twice, you roll until you
gain a different result. These abilities last until the end
of combat, and you can enchant this blade a number
of times equal half your proficiency bonus, per long
rest.
\page
- **[1] Bane of Arthropods I (II, III, IV, V):** When there is an Aberration, Beast, Mutant, or Monstrosity adversary present in combat that is above 0 hit points, this weapon deals an additional die of damage and ignores resistance. ***At later levels:*** At 7th, 11th, 15th, and 18th levels, this enchantment increases by 1 rank, as indicated above. At rank II, this weapon ignores both resistance and immunity, and at rank IV, this weapon's damage cannot be reduced. At ranks III and V, the weapon's critical threat range increases by +1.
- **[2] Fire Aspect I (II):** Each hit you land with this weapon on a creature imposes a Constitution saving throw against your highest save DC. On a failed save, the creature becomes Burned. When a creature burned this way takes damage from the condition, they also take an equal amount of chakra damage. A creature can only be burned by this ability once per turn.
**At later levels:** At 11th level, this enchantment increases by 1 rank as indicted above. Creatures burned by this ability have their burn damage increased by 1 damage die.
- **[3] Knockback I (II):** Each hit you land with your weapon on a creature imposes a Dexterity saving throw against your highest save DC. On a failed save, you store 5 feet of knockback in the creature, which comes into effect at the end of your turn.
**At later levels:** At 11th level, this enchantment increases by 1 rank as indicated above. When you knock a creature back with this ability, If a creature knocked back by this jutsu collides with a solid object, their movement is stopped, taking falling damage as if they had fallen an equal distance. Your weapon also ignores immunity to knockback and effects that would prevent knockback.
- **[4] Sharpness I (II, III, IV, V):** Weapon attacks that successfully hit deal an additional +2 damage.
**At later levels:** At 7th, 11th, 15th, and 18th levels, this enchantment increases by 1 rank, as indicated above. For each rank after the first, the damage increases by +1. At Sharpness III, you can add half of this bonus to Taijutsu attacks made with this weapon.
- **[5] Smite I (II, III, IV, V):** When there is a Cultist (Jashinists as well), Celestial, Demon, or Undead adversary present in combat that is above 0 hit points, this weapon deals an additional die of damage and gains a +1 to attack rolls.
***At later levels:*** At 7th, 11th, 15th, and 18th levels, this enchantment increases by 1 rank, as indicated above. At rank II, this weapon gains a +1 to attack rolls, and at rank IV, once per turn, you can spend 3 chakra to grant yourself advantage on an attack roll. At ranks III and V, the weapon's critical threat range increases by +1.
- **[6] Sweeping Edge I (II, III):** When you take the attack action, on each hit against a creature, hostile creatures within 5 feet of the target must make a Dexterity saving throw against your highest save DC, taking half the damage you dealt the creature on a failed save.
**At later levels:** At 11th and 15th levels, this enchantment increases by 1 rank, as indicated above. At rank II, instead of a Dexterity saving throw, your weapon attack against the triggering creature now counts as an attempt to match or surpass the AC of each hostile creature within 5 feet. At rank III, all affected creatures now take the full damage of your weapon attack on a successful hit.
### Sword of the Thunder God
***Classification:*** *Weapon, (Artifact) [Requires Attunement]*
***Weapon Type:*** Katana
This item appears to be a Katana hilt. While grasping the hilt, you can use a bonus action to cause a blade of crackling yellow lightning to spring into existence, or make the blade disappear. While the blade is shunted, this item has the ***Hidden*** property.
You gain a +3 bonus to attack and damage rolls made with this weapon, which deals lightning damage instead of slashing damage. When this weapon deals a critical hit against a creature, that target gains 2 ranks of Shocked.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
This sword has 3 charges. You regain expended charges after a long rest. You may spend a charge from this weapon while it is active to produce one of the following effects:
- As a reaction, when you are the target of an attack or jutsu, increase your AC by 3 and roll 5d8, reducing any incoming damage by the result. This lasts until the beginning of your next turn.
- When you make an attack with this weapon, you deal an additional 5d8 lightning damage.
- As an action, a target within reach of you must make a Strength saving throw using your Taijutsu Save DC + 3, becoming Grappled by the sword's electrical field on a failed save. While a creature is grappled this way it is also considered Stunned. While you have a target grappled, you cannot make attacks with this weapon. A creature Grappled can repeat the save at the end of each of its turns to break free.
### Yamato
***Classification:*** *Weapon, Artifact [Requires Attunement]*
***Weapon Type:*** Katana
You gain a +2 bonus to attack and damage rolls with this chakra enhanced weapon. In addition, the weapon ignores resistance to slashing damage. The Yamato also has access to the following abilities.
___
**Devil Sword.** While wielding this
weapon, you can spend 5 chakra at the
beginning of your turn to increase the
reach of this weapon to 25 feet. If you
hit a creature within this extended reach,
all your damage is converted to force
damage. While the has this extended
reach, you can make an opportunity
attack against any creature that moves
5 feet or more while within 25 feet of
you.
___
**Dimensional Cut.** This sword has 10
charges, and regains all charges each
dawn. You can use these charges to do use
the following features:
\page
- You can spend 1 charge as a bonus action to teleport up to 30 feet to an unoccupied space you can see.
- You can spend 1 charge as an action to use the ability called Slash Dimension. Choose a point you can see within 60 feet of you. Any creature within a 15-foot radius sphere centered on that point must make a DC 20 Dexterity saving throw, taking 12d8 slashing damage on a failed save, and half as much damage on a successful one. This damage ignores resistance to slashing damage. You can spend 14 chakra to upgrade this ability to Judgement Cut, which deals the same damage, but also ignores immunity to slashing damage.
- You can spend 2 charges as an action to create two linked teleportation portals. These portals can remain open for up to 10 minutes, and can be closed when you wish (no action required). Choose a point you can see within 5 feet of you and another point within 1,000 feet of you. You don't need to be able to see the second point; it can be one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." If you attempt to open a portal in a space occupied by a creature, the ability fails, and the charges are lost. While these portals are open, any
creature or object entering one portal exits from
the other.
- You can spend 5 charges as an action to open a portal within 5 feet of you to any location you are familiar with on the same plane of existence as you. The portal remains open for 1 round, and then immediately closes. Any creature or object that enters the portal is immediately teleported to the chosen location.
- You can spend 6 charges and 20 chakra to open a large portal within 5 feet of you to any location you know of on any plane of existence. This portal remains open for up to 1 minute. Any creature that steps through it is immediately teleported to the chosen location.
**Spirit Separation.** As an action, you can make a melee weapon attack with this weapon against a creature. On a hit, the creature must make a DC 30 Constitution saving throw, becoming unable to access their chakra for the next minute on a failed save.
If the creature fails this save by 5 or more, they cannot mold chakra for the next 1d4 days. Only a Restorative jutsu cast at S-Rank can end this effect early. If a creature fails this save by 20 or more, their chakra is reduced to 0 permanently. Removing this effect requires at least 3 ninja casting Restorative at S-Rank or higher.
Once you utilize this feature of Yamato, you cannot do so again until the next dawn.
\page
## Seven Swords of the Mist
### Legendary Artifacts
#### Hiramekarei "Flat Fish"
***Classification:*** *Weapon, (Artifact)[Requires Attunement]*
***Weapon Type:*** *Long Sword*
A seemingly unwieldy sword infused with potent, moldable chakra forged by the Sage of the Six Paths. Hiramekarei can utilize its innate chakra to alter its form. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition to its normal weapon properties, while Hiramekarei is in its base form it also has the ***Light*** and ***Multiattack*** property. So long as Hiramekarei has the light property, you can choose to separate the weapon into two halves which you may dual wield as separate weapons. While wielding Hiramekarei the user gains the following benefits;
- Reduce the cost of all Bukijutsu you cast by an amount determined by the jutsu's rank. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5).
- As a free action, you can command Hiramekarei to mold its shape to resemble a new weapon entirely. When you do this, the weapon replaces up to two of its properties with one of our choice and you may alter its damage type between bludgeoning, piercing, and slashing damage.
#### Kabutowari "Helmet Splitter"
***Classification:*** *Weapon, (Legendary)[Requires Attunement]*
***Weapon Type:*** *Great Axe*
A mighty great axe linked by chain to a massive hammer forged by the Sage of the Six Paths. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition to its normal weapon properties, Kabutowari also has the ***Thrown***, ***Returning***, and ***Multiattack*** property, and when you take the attack action you can choose to deal either Bludgeoning or Slashing damage per attack. While wielding Kabutowari the user gains the following benefits;
- Increase the range of all Bukijutsu you cast using Kabutowari by 1 step, (Touch>15ft>30ft)
- This weapon can used to cast Bukijutsu that both deal bludgeoning or slashing damage. Additionally, targets that must make a Strength or Constitution saving throw as a result of your jutsu cast subtract -1d4 from their roll.
- Attacks made using Kabutowari deal double damage to constructs, objects, and structures. Additionally, attacks from jutsu made using this weapon deals additional damage by an amount based off the target's size category. (Huge+ = 1d4, Large = 1d6, Medium = 1d8, Small = 1d10).
```
```
#### Kiba "Fangs"
***Classification:*** *Weapon, (Artifact)[Requires Attunement]*
***Weapon Type:*** *Twin Broadswords*
Twin broadswords whose blades are comprised of conductive metals and charged with lightning chakra forged by the Sage of the Six Paths. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition to its normal weapon properties, Kibi also has the ***Critical***, ***Two-Handed***, and ***Multiattack*** properties. When you take the attack action you can choose to deal either Slashing or Lightning damage. While wielding Kiba the user gains the following benefits;
- Attacks made with Kiba ignore resistance to Slashing and Lightning damage.
- When you would cast a jutsu with the Bukijutsu keyword, you may change its damage type to Lightning damage. When you do this, all hostile creatures within 5ft of the original target other than you must succeed a Dexterity saving throw against your Taijutsu save DC or suffer half the damage of the jutsu.
- When cast a jutsu with the Lightning Release keyword with a range of touch or 5 feet, you ignore any HS component it has and may use your attack and damage rolls with Kiba in place of the to hit.
- When you deal a critical hit against a creature, that target becomes Stunned until the end of its next turn.
#### Kubikiribōchō "Executioner's Blade"
***Classification:*** *Weapon, (Artifact)[Requires Attunement]*
***Weapon Type:*** *Odachi*
An intimidatingly-sized Odachi forged by the Sage of the Six Paths, able to endlessly repair itself by consuming the iron in the blood of those slain by its edge. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition to its normal weapon properties, Kubikiribōchō also has the ***Deadly*** and ***Reach*** properties. While wielding Kubikiribōchō the user gains the following benefits;
- When you would damage a creature that is below half its maximum hit points using Kubikiribōchō, you may reroll your weapon damage dice, taking the higher overall result.
- When you apply ranks of Bleeding to a creature as a result of a Bukijutsu you cast, it adds 1 additional rank of bleeding.
- When you damage a creature below 1/4th of its maximum hit points with critcal hit using Kubikiribōchō, you sever that creature's head, killing it instantly. A creature is immune to this effect if its immune to Slashing damage, doesn't have or need a head, is a Solo Adversary, or the DM decides that the creature is too large for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 Slashing damage from the attack instead.
- If Kubikiribōchō's damage is penalized or is ever damaged you may fully repair it by coating or laying it in at least 1 liter of blood.
\page
#### Nuibari "Sewing Needle"
***Classification:*** *Weapon, (Artifact)[Requires Attunement]*
***Weapon Type:*** *Battle Wire*
A delicate but frightening steel wire attached to a thin, needle-like sword forged by the Sage of the Six Paths. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition to its normal weapon properties, Nuibari also has the ***Critical*** and ***Deadly*** properties. When you take the attack action using Nuibari, it deals piercing damage. While wielding Nuibari the user gains the following benefits;
- Increase the range of all Bukijutsu you cast using Nuibari by 1 step, (Touch/5ft>15ft>30ft)
- When you grapple a creature using Nuibari, that target is also considered restrained.
- When you hit with an attack using this weapon against a creature, you can attempt to target an additional creature nearby. If that creature is within 10 feet of the previous target, you may attempt a secondary attack roll against that creature. On a hit, it and the original cannot move any further away from each other than they already.
#### Samehada "Shark Skin"
***Classification:*** *Weapon, (Artifact)[Requires Attunement]*
***Weapon Type:*** *Odachi*
A large great sword that quivers sinisterly beneath a layer of bandages forged by the Sage of the Six Paths, the weapon's unique hunger for chakra grants it sentience. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition to its normal weapon properties, Samehada also has the ***Deadly*** and ***Grapple*** properties. While wielding Samehada the user gains the following benefits;
- At the end of each long rest, you must spend 20 chakra to continue being attuned to the blade.
- While wielding Samehada you can speak to it telepathically, and it can understand you. Samahada is of neutral-evil alignment and has an Intelligence of 20, a Wisdom of 18, and a Charisma of 12.
- When you damage a creature using Samehada you deal an additional 2d4 chakra damage, and you regain
chakra equal to half the chakra damage dealt.
If you damage a creature who possesses a
unique form of chakra, you instead regain
chakra equal to the full amount of damage
dealt. Additionally, your chakra point total
increases by an amount equal to twice your level,
and each time you gain a level while attuned to
this weapon you increase your chakra point total
by 2.
- Due to Samehada's unique nature as a weapon,
it can be used in the casting of any melee
Bukijutsu.
- As a reaction to being the target of a ranged jutsu
with the Ninjutsu keyword, you can point
Samehada in between you and the jutsu. You
then make a Martial Arts check against the DC
of the jutsu. On a success the jutsu is absorbed
into Samehada. You then gain an amount of c
hakra equal to half the amount used to cast
the jutsu.
```
```
#### Shibuki "Splash"
***Classification:*** *Weapon, (Artifact)[Requires Attunement]*
***Weapon Type:*** *Broadsword*
A legendary broadsword forged by the Sage of Six Paths, modified to hold an endless supply of explosive paper tags. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition to its normal weapon properties, Shibuki also has the ***Deadly*** property, and when you take the attack action you can choose to deal either Slashing or Fire damage per attack. While wielding Shibuki the user gains the following benefits;
- The user is considered to be carrying an unlimited amount of C-Rank quality Paper Bombs. You are immune to damage caused by your own paper bombs.
- When you would cast a jutsu with the Bukijutsu keyword, you may change its damage type to Fire damage. When you do this, all creatures within 10 ft of the original target other than you must succeed a Constitution saving throw against your Taijutsu save DC or suffer half the damage of the jutsu.
- Once per turn, when you hit an attack using Shibuki, you may effect the target with a C-Rank quality paper bomb as part of that attack.
\page
# Chapter 2 (8): Custom Rulings
Below are some custom rulings made primarily by the Compendium team to help improve the system for everyone, DMs included. We have many new mechanics for various situations that may arise in the game, such as ***Team Attacks***, an experimental system that aims to provide players more incentive to team up when they make their attacks.
Feel like backgrounds don't do enough? Well consider checking out the lengthy section on ***Traits***, which are like backgrounds in that they give your character a past/personality, but Traits offer more mechanical benefits and downsides to really help get immersed in their characters.
***Bingo Books*** for DMs to help immerse the players in the world by giving them classified data on upcoming foes that they face in their adventure.
A brand-new concept known as the ***Curse of Hatred***, which is in simple a scornful variation of the Will of Fire given to players who have been wronged and seek revenge on a particular person.
In addition to all these things, we have new conditions (some of which the jutsu/subclasses in the compendium use), rebalancing of a few jutsu, new creation tags for the Jutsu Creation System, and much more!
```
```
> ##### Custom Rulings Contributors
>
> Nearly everything featured in this chapter was created specifically for this compendium, excluding the following;
>
> **Sasuke 5e** - Mr. Hey, JimmyTimmyGaming
>
> **Bounded Accuracy Redux** - Absoltute A
>
> **Curse of Hatred** - Bunger (Schmeelo)
>
> **Elemental Reactions** - Galen86 (Added the missing reactions).
\page
## Sasuke 5e
A system mod for Naruto 5e written and designed by Mr.Hey and JimmyTimmyGaming. It is mostly based on version 1.7, but takes some aspects of modern N5e. Sasuke 5e was designed with 3 core ideals;
- To increase the readability of the books, by improving formatting and simplifying wording.
- To decrease the variability in player strength, by standardizing bonuses to rolls and the strength of player options.
- To make combat faster, by simplifying various mechanics.
They've modified the [Core Book](https://drive.google.com/file/d/1Blf7WpLlmpCjTEXwaGLmI3NdWetKt_c7/view), [Clans](https://drive.google.com/file/d/1NI2_PMMUmP_-b_FzStBWwl3cvfrKdtWF/view), [Classes](https://drive.google.com/file/d/1MCHx46GJNrrIYhVfH0P2wvX7OQ_RYVl1/view), and [Jutsu](https://drive.google.com/file/d/1UaPmlNDyiwEcumbdOxCGLj2BuVlBfNu3/view). Even including a [Changelog](https://drive.google.com/file/d/1MC2GCotV22SKE0uooYbyl2Qu7Y5cE8PK/view) for everything. Sasuke 5e is still a young system, so expect a few updates and patches in the future.
\page
## Alternative / Variant Rules
Below are some custom rulings and optional rules to various parts of game to improve the experience of the game for everyone. Note that these are suggestions, and some of these ideas may not work for every table. Keep this in mind when reading this section, and the entire chapter.
### Alternate Background Rules
When a player would choose their background, instead of being limited to the feats the background would normally let the player take that player may instead choose any feat if the player meets the prerequisites of the feat.
### Alternate Leveling: Milestone
Mr Hey here.
Milestone leveling is something that I expect most people to be aware of, but I do know that N5e is a lot of peoples first table top game. Milestone leveling can be best described as “Level Advancement without XP” as it does not have players or DMs keeping track of Exp, but allowing the DM to decide whenever the want for the players to level up. If you want a more detailed explanation of the rule, you can find it here by dnddispatch.com.
https://dnddispatch.com/milestone-xp-dnd-5e-leveling-systems/
### Alternate Rest Rules
#### Epic Heroism
This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate.
#### Gritty Realism
This variant uses a short rest of 8 hours and a long rest of 7 days. This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of combat. Characters can't afford to engage in too many battles in a row, and all adventuring requires careful planning.
This approach encourages the characters to spend time out of the field. It's a good option for campaigns that emphasize intrigue, politics, and interactions among other PCs, and in which combat is rare or something to be avoided rather than rushed into.
```
```
### Alternate Point Buy Rules
- A player will have 33 Available points .
- Maximum Attribute Before clan Bonus - 18
- Minimum Attribute Before clan Bonus - 8
##### Point costs
| Point | Cost|
|:----:|:-------------|
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 6 |
| 15 | 8 |
| 16 | 10 |
| 17 | 12 |
| 18 | 14 |
Recommended Site to Calculate Points
https://chicken-dinner.com/5e/5e-point-buy.html
\page
## [Bounded Accuracy (Redux)](https://drive.google.com/file/d/1WceVsm-vqYIL-IV4VAq566zKixfbrIt2/view)
***Note:** The original bounded accuracy rules were created by Mr. Hey (which can be found in the compendium legacy document), and these new reprised rules were created by Absolute A, Naidame Raikage. *
### The Table
The table which limits players’ to hit, Maximum AC,
Maximum DC, and Maximum Saving Throws, other than
the Maximum To Hit (which also has a bonus at A-Rank
and a +2 at S-Rank), contains values based on significant
markers during a character’s growth. An increase in
Proficiency will grant a +1, so will levels at which you gain
a Feat or ASI, and so will gaining access to B-Ranks and
S-Ranks. The maximum DC is exactly 10 higher than the
maximum saving throw, giving a 50% chance of passing a
saving throw. This is similarly reflected in maximum to hit
and maximum AC. These numbers can seem high, but they
are lower than many of the high tier combinations of
Classes/Clans/and Feats. They should not affect most
players, only those that are over specialized to the point
of disbalanced play.
- These maximum bonuses **INCLUDE** any temporary bonuses from Jutsu or features, such as a Reaction bonus to AC or a bonus to hit from a weapon seal.
- Dice based bonuses can still be rolled, but cannot go above the maximum.
- The maximum includes penalties that act as bonuses.
For example, decreasing AC counts as a bonus to hit,
decreasing a creature’s saving throw result counts as
increasing Save DC, and decreasing an attack roll
counts as increasing your AC.
- If your players have Class Mods, increase all values on
this table by their level in the Class Mod.
### Damage Reduction
A field of min maxing that has recently gained popularity is
DR. Your DR cannot go above your Level + 5 times the
maximum rank of Jutsu you can cast.
**(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)**
### Critical Threat Range
The Maximum Critical Threat Range is 16-20. You cannot go
beyond this range by any means.
### Stealth
The bonus to your Stealth Check cannot surpass Expertise
at your level by more than 5.
### Damage Multiplication
Jutsu and features that multiply damage **do not stack**. This
includes exploits in wording that multiply the number of
dice. You instead pick the highest multiplier.
### Speed Multiplication
Effects that multiply speed can stack no more than three
times, taking the highest multipliers.
```
```
##### Bounded Accuracy Table
| Level | Max to Hit| Max AC | Max DC | Max Save |
|:-----:|:---------:|:------:|:------:|:--------:|
| 1 | +11 | 25 | 21 | +11
| 2 | +12 | 26 | 21 | +11
| 3 | +12 | 27 | 21 | +11
| 4 | +14 | 28 | 23 | +13
| 5 | +15 | 29 | 23 | +13
| 6 | +15 | 30 | 23 | +13
| 7 | +16 | 31 | 24 | +14
| 8 | +17 | 32 | 25 | +15
| 9 | +19 | 33 | 26 | +16
| 10 | +20 | 34 | 27 | +17
| 11 | +20 | 35 | 27 | +17
| 12 | +21 | 36 | 28 | +18
| 13 | +22 | 37 | 29 | +19
| 14 | +24 | 37 | 29 | +19
| 15 | +25 | 37 | 29 | +19
| 16 | +26 | 38 | 31 | +21
| 17 | +28 | 39 | 32 | +22
| 18 | +28 | 39 | 32 | +22
| 19 | +30 | 40 | 34 | +24
| 20 | +30 | 40 | 34 | +24
\page
## Constructs & Structures
***Creator:*** *Kingsare4ever*
For a long time structures have had a considerable amount of vagueness associated with them. As a result, Structures and Materials will function as a co-dependent set of systems to help GM's determine how tough a building is based on the materials used to make it.
### Structure Size (s)
Structure Size will function as the Health/HP side of this system. Structures come in 5 different sizes. The Hit point value is strictly used to determine how much damage the entire structure can take, before it collapses in on itself. Structure examples are mean to represent fully realized and professionally/expertly built building. A building, as a whole cannot take damage, only the walls of a building. But if more damage is collectively done to multiple walls of a building, than the structure has hit points, then the Structure will collapse.
- **Small:** 300 Hit Points. (1 Story Home, Cottage etc. Roughly 500sqft.)
- **Medium:** 900 Hit Points (2 Story Home, Small office etc. Roughly 1000sqft)
- **Large:** 2700 Hit Points (Mansions, Compounds, etc. Roughly 2000sqft)
- **Huge:** 8100 Hit Points (Castles, Palaces, etc. Roughly 4000sqft)
- **Gargantuan:** 25000 Hit Points (Castle Cities, Mountain Fortresses. Roughly 16,000sqft.)
### Structure Material (s)
Structure Material will function as the Toughness/DR side of this system. Structure can be built with a host of different materials. Of course structures can be and often are built with a combination of these materials, but if one of these materials comprise over 50% of one of these materials is the, then that materials DR value is used in place of all others.
- **Paper/Cloth/Standard Glass:** 0 DR.
- **Tempered Glass/Untreated Wood:** 5 DR
- **Reinforced Wood:** 10 DR
- **Stone:** 15 DR
- **Hard Metal(s):** 20 DR
- **Chakra Reinforcement:** +5 DR
### Structure Walls (s)
Structure Walls function as a combination of the structures HP and DR. A structure can have hundreds of walls within its bounds, and even cumulatively have more "wall hit points" than "structure hit points". If a structure cumulatively takes more damage that it has Hit points, regardless of how many walls it has remaining, it will collapse.
```
```
Each Wall, based on the material it is made from will have Hit points and DR assigned to it.
Additionally, doors are treated as walls for the purposes of players wanting to smash their way through a door.
- **Paper/Cloth/Standard Glass:** 15 Hit Points, 0 DR
- **Tempered Glass/Untreated Wood:** 30 Hit Points, 5 DR
- **Reinforced Wood:** 45 Hit Points, 10 DR
- **Stone:** 60 Hit Points, 15 DR
- **Hard Metal(s):** 75 Hit Points, 20 DR
- **Chakra Reinforcement:** +50% Hit Points, +5 DR
##### Recording Structure Hit points
Unlike an adversary or player character, you do not need to meticulously track a structures hit points unless it matters in the scene. If you want destructible environments such as Tree's and large rocks, simply treat them as walls not attached to a structure. Creatures who are pushed, thrown or move by force into a space and would be stopped by a structure and they take damage, apply the same damage to the structure/wall.
\page
### Guide: Starting at Higher Level
Experienced players familiar with the capabilities of the character classes and impatient for more significant adventures might welcome the idea of starting a campaign with characters above 1st level. Creating a higher-level character uses the same character creation steps outlined in the Player's Handbook. Such a character has more hit points, class features, and jutsu, and probably starts with better equipment.
Starting equipment for characters above 1st level is entirely at your discretion, since you give out treasure at your own pace. That said, you can use the Starting Equipment table as a guide.
##### Starting at higher Level; Starting Equipment
| Character Level | Low Power Campaign |Standard Campaign |High Power Campaign |
|:------:|:--:|:--:|:--:|
| 1st-4th | Normal starting equipment |Normal starting equipment |Normal starting equipment |
| 5th-10th | 2000 Ryo plus 1d10 x 25 Ryo, normal starting equipment, 20 weeks of DT |4000 Ryo plus 1d10 x 25 Ryo, normal starting equipment, , 25 weeks of DT |6000 Ryo plus 1d10 x 25 Ryo, normal, 25 weeks of DT starting equipment |
| 11th-16th | 10,000 Ryo plus 1d10 × 250 Ryo, normal starting equipment, 50 weeks of DT |12,500 Ryo plus 1d10 × 250 Ryo, normal starting equipment, 60 weeks of DT |15,000 Ryo plus 1d10 × 250 Ryo, normal starting equipment, 70 weeks of DT |
| 17th-20th | 20,000 Ryo plus 1d10 × 250 Ryo, normal starting equipment, 100 weeks of DT |25,000 gp plus 1d10 × 250 gp, normal starting equipment, 125 weeks of DT |30,000 Ryo plus 1d10 × 250 Ryo, normal starting equipment, 150 weeks of DT |
```
```
### Guide: Underwater Combat and Other Aquatic Rules
Fighting underwater flips the rules of combat on its head. Most shinobi will never fight underwater, but all shinobi are expected to be able to. Underwater the following rules for combat apply.
#### Weapon Attacks
When making a melee weapon attack, a creature that doesn't have a swimming speed has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
#### Casting
While underwater C-Rank Jutsu and below with the Fire Release Keyword can not be casted.
___
Jutsu with the following Keywords Fire Release and Wind Release have their chakra cost increased by 2. Additionally your Dm may decide to have this chakra cost increase also apply to Earth Release if they decide you are in deep enough water.
___
Jutsu with the Fire Release have their ranged halved. While Jutsu with the Lightning Release Keyword have their Ranged doubled.
___
Water Release Jutsu are always counted as being near a source of water.
___
Creatures have disadvantage against saves from Jutsu with the lightning release Keyword and a range larger than touch.
#### Resistances and Vulnerabilities
Creatures and objects that are fully immersed in water have resistance to fire damage.
#### Senses and Movement
Unless a creature or character has a swim speed, underwater is considered to be difficult terrain. This means that a creature or character moves at half of their normal speed. If a character does have a swim speed, they can move normally up to that speed.
___
If you are more than 100 feet under the surface creatures without dark vision, true sight, or chakra sight are unable to see and counted as having the blinded condition.
\page
#### Drowning Rules
A character can hold their breath for a number of minutes equal to 1 + their Constitution modifier. If they have a Constitution score of less than 10 for some reason, they can hold their breath for 30 seconds. At that point, the character falls unconscious.
___
Once unconscious, the character can survive for a number of rounds equal to their Constitution modifier (minimum of 1 round.) At that point, the character drops to zero hit points and must begin making death saving throws.
___
When drowning, a character cannot regain hit points or be stabilized until they are once again able to breathe.
#### Exhaustion When Swimming
Players who aren’t aided by outside means must make a DC 10 Constitution saving throw or gain one level of exhaustion for each hour that they are swimming. For each additional hour increase the Save DC by 1. When swimming at depths of 100 ft each hour counts as 2 hours and when swimming at depths of 200 ft or lower each hour counts as 4 hours.
#### Dealing With Compression
If a character ascends or descends more than 100 feet in a single round, they must make a DC 15 Constitution saving throw or gain the Dazed condition for 1d4 turns.
\page
### Variant Rule: Dynamic Criticals
Ever feel like critical hits are a bit boring and don't have the impact they should in world other than just the damage rolled? Ever feel like critical hits at higher waste too much time due to attacker needing to double up every single dice? If either of these common complaints are pevalent throughout your sessions, consider using any of the following rules to simplifiy and/or spice your games.
#### Customization: Simplified Critical Hits
When a character scores a critical hit, they double each die rolled as part of the damage. This is fine is concept, and most of the time in practice. However, due to the vastly complex nature of 5e, especially N5e, characters are rolling so many additional dice that it takes a while to account for everything. This issue is made even more apparent when you consider how many features give additional damage die and effects on critical hits.
To counter this, consider one of the following rules;
- **Double the Damage, not the Dice:** When a character scores a critical hit, they roll their damage as normal and double the final result. No need to spend time adding additional die.
- **Maximize, then roll:** A common 5e alternative critical rule. When a character scores a critical hit, they roll their damage as normal, and then add the damage of your attack as if you rolled maximum on damage dice as normal. For example, if you score a critical hit with a 1d6 weapon with a +4 modifier, you deal 1d6+4+(10) damage. By default, this rule does not also maximize the damage from exterior sources, such as Hunter-Nin's Lethal Attack, it only increases the damage of the base attack.
- **A little extra Damage goes a long way:** A rule from Blasteroid's homegame. When a character scores a critical hit, instead of doubling all damage, you simply deal a single additional die of damage of the highest die size rolled. This rule is useful if either the players or DM find critical hits to overwhelming due to higher powerlevel of N5e. With this rule, most jutsu or abilities that prevent critical hits from occuring for balance reasons can have this restriction lifted. Features that give specific amounts of extra damage dice still apply as normal.
```
```
#### Customization: Dynamic Critical Hits
Want crits to be more impactful? Consider adding conditions or environmental effects to negatively affect the recipient of a critical hit when it occurs. Ask the person performing the critical hit ***how*** they are performing the critical hit. An example could be a Disturbance Taijutsu Specialist performing a critical hit using their unarmed strikes by punching the enemy hard in the gut. Based on the description, the DM could give the target the Bruised or Dazed conditions to logically compliment that critical hit. Another example could be Blaze Walker blasting a horde of Samurai with Phoenix Fire. The crit occurs by placing more intense hot chakra into the fire mote of Phoenix Fire, causing the enemy's sword to become temporarily too hot to wield (start/end of next turn).
Due to how prevalent critical hits and multi-hit attacks are, alongside the increased damage of N5e across the board, consider doing one of the following if you feel overwhelmed.
- Limit ***Dynamic Critical Hits*** to only occuring once per round. Giving a rest limitation on how many times Dynamic Criticals can occur is also a good option.
- Allow the player to trade some or all of the extra damage of the critical hit in order to inflict an effect instead (Instead of double damage, they deal no extra damage or just 50% more damage).
- Use this rule in conjunction with one of the ***Simplified Critical Hit*** rules.
\page
### [Variant Rule: Kinjutsu](https://drive.google.com/file/d/1B5KoCouIzarowo1l1sUbKegj7g4hC59o/view)
#### What are Kinjutsu?
A jutsu with the Kinjutsu keyword is a "Forbidden Jutsu" , and those with knowledge of the Jutsu will know it as such. When you cast a jutsu with the Kinjutsu keyword, any creature who knows the jutsu, or knows of the jutsu, will know you are doing something illegal - and this may have negative impact on your social standing. Alternatively, some creatures may become outright hostile, depending on the Jutsu and the Situation.
##### Acquiring Kinjutsu
Kinjutsu are harder to learn and acquire. You can only learn Kinjutsu through Downtime, and their Downtime Costs cannot be reduced.
##### Casting Kinjutsu
Finally, the minimum stat requirements to learn Kinjutsu of B-Rank or higher are increased.
- B-Rank Minimum: 16
- A-Rank Minimum: 18
- S-Rank Minimum: 20
#### What jutsu are classified as Kinjutsu?
In Team 7, we have a few Kinjutsu in the book, but many jutsu in the official book do not possess the Kinjutsu keyword, or have since had it removed (namely the Reaper Death Seal S-Rank Ninjutsu).
Jutsu that should be classified as Kinjutsu should do one or more of following to hightened degree;
- High ranking jutsu that negatively affect the caster(s) with multiple crippling conditions or demand extreme resources such as hit points, hit die, or chakra die.
- High ranking jutsu capable of mass destruction and/or genocide.
- High ranking jutsu that severly harm or kill the caster(s).
- High ranking jutsu that manipulate the dead.
- High ranking jutsu that utilize demons and/or spirits, or other blasphemous beings.
- High ranking jutsu that forcefully summon creatures, that the caster(s) are not contracted with. These creatures must be creatures that already exist in the real world. Creatures that the caster(s) create do not count.
- Jutsu concidered to be highly immoral or have highly immoral implications.
##### Kinjutsu Examples
- Reaper Death Seal
- All Ninjutsu of the "Medical Release: Grim" line.
- Medical Release: Plague
- Medical Release: Dead Heartbeat Technique
- Medical Release: Genocide
- Sealing Art: Commune
- Sealing Art: Gate to the Afterlife
- Lightning Release: Star Breaker
- Explosion Release: Tower of the Sun (Hijutsu)
- Shadowfall
- Night Guy
- Seventh Heavenly Breath: Exhale
- Silver Cobra's Blessing (Hijutsu)
\page
## Additional Mechanics
### New Mechanic: Curse of Hatred
Sometimes, the Will of Fire is snuffed out by tragedy and darkness. However, from the ashes of the Will of Fire, a different flame arises. The **Flames of Hatred.**
##### Gaining the Curse of Hatred
The Curse of Hatred is intended to be far easier to gain uses of than Will of Fire, but it is also designed to send one down a dark and sometimes unforgiving path of vengeance above all else. When giving out a use of Curse of Hatred to a player, consider the following actions as milestones to grant them a use of it.
- Killing someone meaningful to them
- Acting in an extremely selfish way
- Pursuing revenge above forgiveness
- Taking something they believe is rightfully theirs
##### Using the Curse of Hatred
If you have Curse of Hatred, you can expend it for the
following:
- Grant the enemy disadvantage or -5 on an attack roll.
- Grant the enemy disadvantage or -5 on a saving throw.
- Grant the enemy disadvantage or -5 on an ability check.
- Grant the enemy vulnerability to your damage.
- Mark an enemy. For the next minute, you gain a bonus to attack and damage rolls against that single enemy equal to half your proficiency modifier. Furthermore, all your DCs against that enemy increase by 1/3 your proficiency
modifier.
```
```
#### Optional Ruling
If your character is a Sarutobi, your DM may allow you to use your **Focus Points** is a way that expresses your hatred. The following is an optional rule for the The Curse of Hatred, exclusive to the Sarutobi Clan.
##### Using the Curse of Hatred as a Sarutobi
A Sarutobi who falls victim to the Curse of Hatred find themselves fueled by revenge and anger further than others ever could. Their once hope filled hearts are replaced with a determined vengeance unlike others. As a Sarutobi, you may:
- Spend 1 focus to give the enemy a -2 penalty on an attack roll.
- Spend 1 focus to give the enemy a -2 penalty on a saving throw.
- Spend 1 focus to give the enemy a -2 penalty on an ability check.
- Spend 3 focus to give the enemy vulnerability to your damage. You must use this feature before you make your attack roll.
- Spend 3 focus to mark an enemy.
\page
### New Mechanic:Elemental Reactions
***Elemental Reactions*** are a new mechanic being
proposed. Elemental Reactions will allow teams to play
off of each other’s strengths and weakness in new ways
and open up new forms of team-based combat. This will
work differently than Combination Jutsu in that, while
combination jutsu require both users to either know the
same Jutsu or be able to cast the same Nature Release.
Elemental Reactions will allow Shinobi who use
Elements to support each other by enhancing, protecting
or even reinforcing another’s Jutsu.
#### Elemental Trigger
The core part of all ***Elemental Reactions*** are the elements themselves. When you deal **Elemental Damage** with a jutsu you cast with a Nature Release keyword, you mark the affected target with an ***Elemental Trigger***, which can be described as residual nature release chakra left behind by your jutsu. Elemental Triggers are the first instance of Elemental Damage to a creature's hit points. Each Nature Release corresponds to a specific Elemental Damage type and Elemental Trigger, as listed below;
- **Earth Release:** Earth Damage; Earth Trigger
- **Wind Release:** Wind Damage; Wind Trigger
- **Fire Release:** Fire Damage; Fire Trigger
- **Water Release:** Cold Damage; Water Trigger
- **Lightning Release:** Lightning Damage; Lightning Trigger
A creature is marked with an Elemental Trigger until the beginning of their next turn, or until they *cleanse* themselves of the trigger, which can only be done by casting a jutsu with a Nature Release keyword with a range of self, expelling the residual nature release chakra from themselves.
#### Elemental Reaction
A creature marked with an **Elemental Trigger** who would
then take **Elemental Damage** to their hit points from a jutsu with a Nature Release keyword, may trigger an ***Elemental Reaction***. These reactions are potent boons to the teamwork of a squad. The following are the current list of Elemental Reactions that are available; Each Elemental Reaction lists both the Elemental Trigger and Elemental Damage type needed to activate the reaction as **Reaction Components**. Note that reactions can still occur if the elements specified affect a creature in the opposite order. For example, the ***Crystalize*** reaction still occurs if the creature takes Earth Damage whilst possessing the Cold Trigger.
***Customization:*** When using this rule, if it becomes to prevalent during combat, consider limiting Elemental Reactions to only occuring once per round, per creature.
##### Calcify
**Reaction Components:** ** Wind Trigger + Earth Damage
**
When the Calcify reaction occurs, the triggering damage is increased by 1 damage die and the target becomes
restrained until the end of their next turn.
##### Crystalize
**Reaction Components:** ** Earth Trigger + Cold Damage
**
When the Crystalize reaction occurs, the triggering damage is increased by 1 damage die and the target becomes
weakened until the end of their next turn.
##### Discharge
**Reaction Components:** ** Earth Trigger + Lightning Damage
**
When the Discharge Reaction occurs, the triggering damage is increased by 1 damage die and the target
becomes shocked until the end of their next turn.
##### Flashfreeze
**Reaction Components:** ** Cold Trigger + Wind Damage
**
When the Flashfreeze Reaction occurs, the triggering damage is increased by 1 damage die and the target is slowed until the end of their next turn.
##### Insulate
**Reaction Components:** ** Lightning Trigger + Cold Damage
**
When the Insulate Reaction occurs, the triggering damage is increased by 1 damage die and the target is slowed until the end of their next turn.
##### Overcharge
**Reaction Components:** ** Lightning Trigger + Wind Damage
**
When the Overcharge Reaction occurs, the triggering damage is increased by 1 damage die and the target is dazed until the end of their next turn.
##### Scorch
**Reaction Components:** ** Fire Trigger + Wind Damage
**
When the Scorch Reaction occurs, the triggering damage is increased by 1 damage die and the target is burned until the end of their next turn. At the start of the target's next turn, they take the maximum damage from the burned condition.
##### Vaporize
**Reaction Components:** ** Fire Trigger + Cold Damage
**
When the Vaporize Reaction occurs, the triggering damage is increased by 1 damage die and the target is corroded until the end of their next turn.
> ##### Why is this mechanic here?
> Originally, when Team 7 released, this mechanic had been forgotten by the system. This is no longer the case now, but we decided to keep this mechanic in Team 7 and furnish it further with additional Elemental Reactions and ruling, courtesy of galen876.
\page
### New Mechanic: Team Attacks
**Team Attacks** trigger when two or more allied creatures attack at the same time. This can trigger in a number of ways.
First, If One creature and another creature go right after each other in initiative they can both use a Full-Turn Action to do a team attack.
Secondly, One creature can prepare their action to assist another creature in a team attack and on the other creature’s turn the one who prepared their action spends their reaction to cast and the other creature cast’s it normally.
The last way is to Spend a Will of Fire to allow you or a teammate to assist in the attack instantly. Both can spend their Will of Fire to do this, otherwise, it costs an action for the creature who did not expend a will of fire.
To be eligible for a team attack it must deal damage or inflict a condition. Team attacks only work with genjutsu if they have the tactile keyword. All team attacks automatically trigger elemental reactions (if applicable), otherwise, the damage die or the Save DC is increased by 2. If only one of the jutsu is successful (attack roll succeeds or a saving throw is failed) the team attack benefits do not trigger. If 3 or more creatures do a team attack you pick from any team attack that applies.
Team attacks only activate once, regardless of the duration of the jutsu. Any dexterity saving throw caused by a team attack can be replaced with the original type of saving throw. (if applicable) All team attacks treat critical hits as normal hits against any creature who did not activate the team attack.
```
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### Types of Team Attacks
Below are the types of team attack interactions that can be made;
##### Melee attack roll on Melee attack roll
When a creature is hit by 2 melee attacks, they have an improved critical threat range of +2 and must make saves (if any) at disadvantage.
##### Melee attack roll on Ranged attack roll
When a creature is hit by a melee attack and a ranged attack, they are knocked back 30 feet. If they collide with a solid surface their movement is stopped, taking falling damage they would have taken had they fallen an equal distance. They must also make a Constitution save vs the highest save DC or be dazed.
##### Melee attack roll on Line
When a creature is hit by a melee attack and fails a saving throw from a line jutsu, the line carries on the strength of the melee attack and half of the damage dealt with the melee attack is also applied to every creature in the path of the line after the team attack triggers.
##### Melee attack roll on Cone
When a creature is hit by a melee attack and fails a saving throw from a cone jutsu, they take the maximum possible damage from the cone.
##### Melee attack roll on Cube
When a creature is hit by a melee attack and fails a saving throw from a cube jutsu, have any condition ranks increased by 2, excluding exhaustion.
##### Melee attack roll on Cylinder
When a creature is hit by a melee attack and fails a saving throw from a cylinder jutsu, the damage die of the cylinder is increased by 1 step. (d4>d6>d8>d10>d12)
##### Melee attack roll on Sphere
When a creature is hit by a melee attack and fails a saving throw from a sphere jutsu, the attack is treated as a critical hit.
### Ranged Attack Roll On....
##### Ranged attack roll on Cone
When a creature is hit by a ranged attack and fails a saving throw from a cone jutsu, they are vulnerable to the cone's damage, if any.
##### Ranged attack roll on Cube
When a creature is hit by a ranged attack and fails a saving throw from a cube jutsu, cannot gain the benefit of bonuses to AC or Temporary hit points as a result of Armor, Jutsu, features or traits against you until the end of your their turn as their chakra is disrupted.
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##### Ranged attack roll on Cylinder
When a creature is hit by a ranged attack and fails a saving throw from a cylinder jutsu, the ranged attack circles around the edge of the cylinder and you make ranged attacks against everyone within 5ft. of the edge of the cylinder.
##### Ranged attack roll on Line
When a creature is hit by a ranged attack and fails a saving throw from a line jutsu, each creature with 5 ft., excluding the creature who activated this team attack, must make a Dexterity saving throw, taking half of the total damage that activated this team attack on a failed save.
##### Ranged attack roll on Ranged Attack roll
When a creature is hit by 2 ranged attacks, a line behind the creature forms, at the angle of the attack. A 5 ft. wide line forms that is half the length of the max length of the jutsu with the longest range. The line deals damage equal to half of the damage dice of 1 attack. Creatures in the line must make a Dexterity saving throw, taking the damage on a failed save and half as much on a successful one.
##### Ranged attack roll on Sphere
When a creature is hit by a ranged attack and fails a saving throw from a sphere jutsu, the sphere’s area is reduced by 10ft., but all creatures fail the saving throw on a roll of 1-5, regardless of any saving throw bonuses from jutsu or features.
### Line On....
##### Line on Cone
When a creature fails a saving throw from a line jutsu and a cone jutsu, the line is treated as if it had been upcasted 1 rank higher. If there is no upcast clause, the team attack still activates but this benefit is negated.
##### Line on Cube
When a creature fails a saving throw from a line jutsu and a cube jutsu, you reroll all 1s and 2s for damage rolls, taking the second result.
##### Line on Cylinder
When a creature fails a saving throw from a line jutsu and a cylinder jutsu, must make a constitution saving throw or they become incapacitated until the start of their next turn.
##### Line on Line
When a creature fails a saving throw from 2 line jutsu, the width of both lines is increased by 5 ft. and they are knocked back the length of the longest line.
##### Line on Sphere
When a creature fails a saving throw from a line jutsu and a sphere jutsu, their movement speed is reduced to 0 until the end of their next turn, as their legs give out.
### Cone On....
##### Cone on Cone
When a creature fails a saving throw from 2 cone jutsu, the cone’s length is increased by 10ft. and they are knocked prone.
##### Cone on Cube
When a creature fails a saving throw from a cone jutsu and a cube jutsu, they have disadvantage on all attack rolls until the end of their next turn as they become disoriented.
##### Cone on Sphere
When a creature fails a saving throw from a cone jutsu and a sphere jutsu, they cannot take reactions until the start of their next turn.
##### Cone on Cylinder
When a creature fails a saving throw from a cone jutsu and a cylinder jutsu, they are concussed and make their next saving throw at disadvantage.
### Cube On....
##### Cube on Cube
When a creature fails a saving throw from 2 cube jutsu, they must make a constitution saving throw or are stunned until the start of their next turn.
##### Cube on Sphere
When a creature fails a saving throw from a cube jutsu and a sphere jutsu, they are pushed to the edge of the biggest area of effect and take additional damage equal to the highest proficiency bonus.
##### Cube on Cylinder
When a creature fails a saving throw from a cube jutsu and a cylinder jutsu, there is a shockwave and they become dazed until the end of their next turn.
### Sphere On....
##### Sphere on Sphere
When a creature fails a saving throw from 2 sphere jutsu, increase the radius by 15 ft.
##### Sphere on Cylinder
When a creature fails a saving throw from a sphere jutsu and a cylinder jutsu, the pressure builds and leaves an area of difficult terrain where the areas overlap and creatures in this area cannot take the dash action.
### Cylinder on...
##### Cylinder on Cylinder
When a creature fails a saving throw from 2 cylinder jutsu, the height is increased by 10 ft. and they must make a constitution saving throw or become weakened until the end of their next turn.
\page
### [New Mechanic: Ultimate Jutsu](https://homebrewery.naturalcrit.com/share/55qZbsI8t6Nu)
An ultimate jutsu is a jutsu that a shinobi relies on, but doesn't pull out often, their trump card. This ruling should allow the player to feel like they have such a technique, both mechanically and narratively. This jutsu stands out from the rest of your Shinobi's arsenal and should only appear when the situation is grim, or it is the only technique they have left.
To designate a jutsu as your ***Ultimate Jutsu*** choose a jutsu on your known list. That jutsu becomes your ***Ultimate Jutsu***. You can change your ***Ultimate Jutsu*** when you level up. You can only cast your ***Ultimate Jutsu*** once per full rest or until you level up, whichever comes first. You may only cast your chosen jutsu as your ***Ultimate Jutsu*** once per full rest or once per level, whichever comes first. However, these limitations grant you some additional benefits.
You gain 10 points to augment your jutsu called ***Adrenaline Points***. These points are the result of your will to try and overcome a difficult battle with everything you have. You can augment your jutsu in the following ways:
- You can spend 1 point to reduce the cost of the jutsu by 2 per each point spent, to a minimum of 0.
- You can spend 1 points to increase the damage die rolled by +1 per each point spent, once per casting.)
- You can spend 2 points to increase the Save DC by +1 per each 2 points spent.
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- You can spend 2 points to upcast the jutsu to 1 rank higher above your highest rank jutsu known.
- You can spend 2 points to increase the damage die by 1 step per each 2 points spent. (d4>d6>d8>d10>d12>2d6)
- You can spend 2 points to ignore resistance and damage reduction when you deal damage with your ***Ultimate Jutsu***.
- You can spend 3 points to quicken the casting time of a jutsu per 3 points spent. (Full Turn Action>Action>Bonus Action>Reaction>Free Action)
- You can spend 3 points to increase the area of effect of your ***Ultimate Jutsu*** in each direction of your choice by 10 feet.
- You can spend 5 points to ignore the concentration costs and gain an additional concentration slot for this jutsu that cannot be lost as a result of damage.
- You can spend 5 points to ignore immunity and temporary hit points when you deal damage with your ***Ultimate Jutsu***.
- You can spend 5 points to make your ***Ultimate Jutsu*** unreactable.
- You can spend 5 points to make your ***Ultimate Jutsu*** automatically score a critical hit. (automatic hit)
- You can spend 5 points to make your ***Ultimate Jutsu*** automatically fail their saving throw.
- You can spend 5 points to make your ***Ultimate Jutsu*** automatically roll maximum damage.
\page
### [Variant Rule: Until my Last Breath](https://homebrewery.naturalcrit.com/share/h76oE-t7ppvi)
When one begins their journey as a Shinobi, they dedicate their lives to the village they serve, fully preparing themselves to die for the greater good. Using this rule, Shinobi are able to push themselves further beyond their limits in order to achieve victory, destroying their bodies so that their comrades can thrive.
#### How to use this rule
This rule can be used by both adversaries and players. When your Shinobi's chakra reaches 0, they can decide to use their hit points instead of chakra, at a ratio of 2 hit points for 1 chakra point. When your Shinobi does this, their maximum hit points are lowered by the amount of hit points spent this way and cannot be restored by any means they spend 1 week of downtime Recuperating.
Additionally, each time your Shinobi would sacrifice hit points this way, they must roll a d20. On a roll of 9 or lower, their Shinobi gains 1 rank of Exhaustion for a number of minutes equal to how many hit points were lost. This Exhaustion cannot be removed by any means.
##### Customizations for this rule:
- If your Shinobi expends a miniscule number of hit points for this purpose, your DM may choose to mitigate the d20 roll outright, or only give your Shinobi one rank of Weakened for a short period.
- If your character would lose more than half their maximum hit points using this mechanic, they must begin making Death Saves.
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- If your character has the ***Elite Resilience*** feat, they may add their full or half of their Constitution modifier to the d20.
- Your DM may freely extend the duration of your Exhaustion depending on what you did to prompt rolling.
- Your DM may adjust the ratio of hit points to chakra points depending on the magnitude of what your Shinobi performed using their hit points. For instance, casting an S-Rank jutsu may make the ratio 3 hit points for 1 chakra point, etc.
- If your Shinobi gains chakra from any source, they can remove any number of Exhaustion they have from this mechanic. The amount of Exhaustion removed should be comparable to the item, technique, or ability used to restore chakra points. (For example, a common Chakra Pill may not remove any Exhaustion, or maybe just 1 rank, while the Chakra Transfer jutsu or a Superior Chakra Pill could remove multiple ranks.)
- Alternatively, your DM could impose a check or saving throw, using Constitution when your Shinobi would remove any ranks of exhaustion this way. The DC could equal 15+(twice your ranks of Exhaustion), or something similar.
\page
## Downtime Guides and New Downtime Activities
Below is a rough guideline on how to handle downtime for various situations alongside new ideas for what characters can do with their downtime.
### How to handle downtime
It's possible for the characters to start a campaign at 1st level, dive into an epic story, and reach 10th level and beyond in a short amount of game time. Although that pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it; times when players are not going on missions. The downtime rules given in this section can be used as written, or you can use the material here to inspire the creation of your own options.
By engaging the characters in downtime activities, you can give your campaign a longer time line; one in which events in the world play out over years. Wars begin and end, tyrants come and go, and royal lines rise and fall over the course of the story that you and the characters tell.
Downtime rules also provide ways for characters to spend, or be relieved of the monetary treasure they amass on their adventures.
#### Downtime Activities
Downtime activities are tasks that usually take a point of Downtime (DT) or more to perform. These tasks can include researching the nature of chakra, performing Ninja Missions, and even working a part-time job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money. You, as DM, then follow the rules for the activity to resolve it, informing the player of the results and any complications that ensue.
Consider handling downtime away from the game table. For example, you could have the players pick their downtime activities at the end of a session, and then communicate about them by email or text, until you next see them in person.
### Resolving Activities
The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character's relevant ability modifiers. Follow the steps in the activity, and determine the results.
Most downtime activities require a single point of DT to complete with the max amount of downtime an activity can take being 12 DT. A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity's completion.
Some activities don't require the DT to be spend all at once; you can pay the DT cost little by little. Different activities will have different rules on how you can pay their DT cost.
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### Complications
The description of each activity includes a discussion of complications you can throw at the characters. The consequences of a complication might spawn entire adventures, introduce NPCs to vex the party, or give the characters headaches or advantages in any number of other ways.
Each of these sections has a table that offers possible complications. You can roll to determine a complication randomly, pick one from the table, or devise one of your own, and then share it with the player.
#### Example Downtime Activities
The following activities are suitable for any character who can afford to pursue them. As GM, you have the final say on which activities are available to the characters. The activities you allow might depend on the nature of the area where the characters are located. For example, you might disallow gambling or decide that the characters are not respected enough by the village to be allowed high ranking missions.
## Gambling
*Games of chance are a way to make a fortune and perhaps a better way to lose one.*
### Resources
This activity requires one point of **DT** plus a stake of at least 100 Ryo, to a maximum of 1,000 Ryo or more, as you see fit.
### Resolution
Before the character starts to gamble they choose the odds they wish to gamble under. The lower the odds the higher the payout. The odds are shown in the table below.
The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.
The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). The DC for each of the checks is based on the following table. Depending on the amount of successes the player had, it determines the bonus or negatives the player has when rolling the final check. The Final Check is a d20 roll in which the player can add nothing to the roll. The DC the player has to beat for this roll is determined by the odds the player originally choose. the Gambling Results table to see how the character did.
##### Gambling Odds
| Odds | DC | Pay Out |
|:----:|:----:|:----:|
| Good | 8| 1.1 times |
| Normal | 10 | 1.2 times |
| Bad | 12 | 1.3 times |
| Awful | 14 |1.5 times |
| Crazy | 16 | 1.75 times |
| 1 in a Million | 18 | 2 times |
\page
##### Skill Check DC
| Rank | DC |
|:----:|:-------------|
| Very Easy |8 |
| Easy | 10 |
| Medium | 13 |
| Hard | 18 |
| Very | 23 |
| Nearly Impossible | 25 |
| Unprecedented | 30 |
##### Skill Check Success Results
| Success Amounts | Modifiers for D20 roll |
|:----:|:-------------|
| 0 | Disadvantage |
| 1 | +2 to the roll |
| 2 | +5 to the roll |
| 3 | +5 to the roll and advantage |
### Complications
Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complications table.
##### Gambling Complications
| D6 | Complication |
|:----:|:-------------|
| 1 | You are accused of cheating. You decide whether you actually did cheat or were framed. |
| 2 | The town guards raid the gambling hall and throw you in jail. |
| 3 | A noble in town loses badly to you and loudly vows to get revenge. |
| 4 |You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back. |
| 5 | A local crime boss insists you start frequenting the boss's gambling parlor and no others.|
| 6 | A high-stakes gambler comes to town and insists that you take part in a game. |
## Research
*Forewarned is forearmed.*
### Resources
This activity requires Access to a library or lab (whatever fits the type of research you are doing), two points of **DT**, and at least 100 Ryo spent on materials, bribes, gifts, and other expenses.
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### Resolution
The character declares the focus of the research—a specific person, place, or thing. After spending the two points of DT research, the character makes an Intelligence check with a +1 bonus per 100 Ryo spent beyond the initial 100 Ryo, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or lab gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.
##### Research Outcomes
| Check Total | Outcome |
|:----:|:----:|
| 1-5 |You learn 1 piece of incorrect lore.|
| 6-10 | No effect.|
| 11-20 | You learn one piece of lore.|
| 21-25 | You learn two pieces of lore. |
| 25 or higher | You learn three pieces of lore.|
___
Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the jutsu known by a group of rogue ninja, and so on.
___
As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
### Complications
The greatest risk in research is uncovering false information. Not all lore is accurate or truthful.
In addition, a character might run into other complications during research. Every workweek spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.
##### Research Complications
| D6 | Complication |
|:----:|:-------------|
| 1 | You accidentally damage a rare book or tool.|
| 2 |The info you discover is deemed dangerous and you are told to throw away your research. |
| 3 | You discover a book that should hold the answers to your questions only to discover the book has been severely damaged. |
| 4 |Another Research becomes obsessed with convincing you of a number of strange theories about reality. |
| 5 | Your actions cause you to be banned from a library until you make reparations.|
| 6 | You uncovered useful lore, but only by promising to complete a dangerous task in return.
\page
## Mundane Work
*It’s not glamorous, but it puts food on the table.*
### Resources
This activity requires one point of **DT**.
### Resolution
The job a character has can be anything from working at a ramen shop to a flower store. To determine how much money a character earn, the character makes an ability check determined by the Gm. Consult the Wages table to see how much money is generated according to the total of the check.
##### Wages
| Check Total | Earnings |
|:----:|:----:|
| 9 or Lower | 75 Ryo |
| 10-14 | 100 Ryo |
| 15-20 | 150 Ryo |
| 21-25 | 200 Ryo |
| 26 or Higher | 300 Ryo |
### Complications
Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker's life. Each Point of **DT** of activity brings a 10 percent chance that a character encounters a complication.
##### Gambling Complications
| D6 | Complication |
|:----:|:-------------|
| 1 | A difficult customer or a fight with a coworker reduces the wages you earn by one category. |
| 2 | Your employer's financial difficulties result in your not being paid. |
| 3 | A coworker with ties to an important family in town takes a dislike to you. |
| 4 | Your employer is involved with a dark cult or a criminal enterprise. |
| 5 | A crime ring targets your business for extortion.
|
| 6 | You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it. |
## Missions
*A mission is a mission, even if its a boring D-rank.*
### Resources
This activity requires a varying amount of **DT** depending on the rank of the mission you are undertaking.
### Resolution
You start the process by selecting the rank of the mission you are undertaking. It is recommended that a player not be allowed to take on a mission with a rank higher than their highest known jutsu. When you are on the mission you will have to make an amount of skill checks determined by the rank of the mission. If more than 1 skill check is failed than the entire mission is failed. Failing higher rank missions may end with you having to spend downtime healing. Players may decide to take on missions together, if they do so they may decide which player attempts each skill check and their pay is lowered by 1 rank. ( Other Activities like Crime may use this system)
##### Missions
| Rank | DT required | Amount of Skill checks | DC of Skill Checks | Amount of DT required to heal on a failed mission |
|:----:|:----:|:----:|:----:|:----:|
| D-Rank | 1| 1| 8-12| -|
| C-Rank | 2 | 2 | 10-14| - |
| B-Rank | 3 | 3 | 12- 18 | 2 |
| A-Rank | 4 |4 | 16-19 | 2|
| S-Rank | 6 | 5 | 20-25 |2 |
##### Mission Pay
| Rank | Ryo Gained |
|:----:|:-------------|
| D-Rank | 200 Ryo|
| C-Rank | 500 Ryo |
| B-Rank | 1000 Ryo |
| A-Rank | 1500 Ryo|
| S-Rank | 2500 Ryo |
### Complications
All Ninja are deeply aware that missions can turn bad in the blink of an eye, so that they must remain constantly ready. The Mission Complication Table holds a few examples of some of the ways a mission can become complicated. Each workweek of activity brings a 10 percent chance that a character encounters a complication.
\page
##### Mission Complications
| D6 | Complication |
|:----:|:-------------|
| 1 | Your Mission is more dangerous than you were told. The rank is increased by 1. |
| 2 | Another ninja was paid to do the mission. |
| 3 | Your client claims that you didn’t do your mission and refuses to pay you. |
| 4 | The duration of the mission is doubled. |
| 5 | During the events of your mission you have made an enemy with a rival village or crime boss.|
| 6 | Your client is injured during the mission and begins a smear campaign against you. |
## Competitions
*I wanna be the very best, like no one ever was.*
### Resources
This activity requires one point of **DT** .
### Resolution
The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.
The character makes three checks: 2 which are skill based and 1 that is ability based that are chosen by the dm depending on the type of competition the character has chosen to compete in.
##### Competition Results
| Result | Winnings |
|:----:|:----:|
| 0 successes | You lose, earning nothing|
| 1 success | Win 100 Ryo |
| 2 successes | Win 200 Ryo |
| 3 successes | Win 400 Ryo |
##### Skill Check DC
| Rank | DC |
|:----:|:-------------|
| Very Easy |8 |
| Easy | 10 |
| Medium | 13 |
| Hard | 18 |
| Very | 23 |
| Nearly Impossible | 25 |
| Unprecedented | 30 |
### Complications
Characters involved in competitions must deal with their opponents, the people who bet on matches, and the matches' promoters. Every workweek spent competing brings a 10 percent chance of a complication, examples of which are on the Pit Competitions table.
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##### Competitions Complications
| D6 | Complication |
|:----:|:-------------|
| 1 | An opponent swears to take revenge on you. |
| 2 | A crime boss approaches you and offers to pay you to intentionally lose a few matches. |
| 3 | You defeat a popular local champion, drawing the crowd's ire. |
| 4 |You defeat a noble's servant, drawing the wrath of the noble's house. |
| 5 | You accidentally deliver a near-fatal wound to a foe.|
| 6 | A high-stakes gambler comes to town and insists that you take part in a game. |
## Carousing
*Friends in high places.*
### Resources
This activity requires one point of **DT** plus a varying amount of Ryo depending on the crowd you are attempting to carouse in. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 30 Ryo to cover expenses, or 100 Ryo for the middle class. Carousing with the upper class requires 500 Ryo and access to the local nobility.
A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.
\page
### Resolution
After using the point of DT to carouse, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.
##### Carousing
| Check Total | Result |
|:----:|:----:|
| 1-5 | Character has made a hostile contact.|
| 6-10 | Character has made no new contacts. |
| 11-15 | Character has made an allied contact. |
| 16-20 | Character has made two allied contacts. |
| 21 or higher | Character has made three allied contacts. |
Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.
___
Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.
Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.
Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.
___
Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC's good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn't come with a guarantee of help.
___
You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character's allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn't come into play.
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Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.
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Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.
___
The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.
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At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character's Charisma modifier (minimum of 1). Specific, named contacts don't count toward this limit—only ones that can be used at any time to declare an NPC as a contact.
### Complications
Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for point of DT spent carousing.
##### Lower-Class Carousing Complications
| D6 | Complication |
|:----:|:-------------|
| 1 | A pickpocket lifts 1/5 of your Ryo from you. |
| 2 | A bar brawl leaves you with a scar.|
| 3 | After a few drinks, you swore in the town square to pursue a dangerous quest. |
| 4 | Surprise! You're married. |
| 5 | You are banned from a tavern after some obnoxious behavior. |
| 6 | Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why. |
##### Middle-Class Carousing Complications
| D6 | Complication |
|:----:|:-------------|
| 1 | You accidentally insulted a guild master, and only a public apology will let you do business with the guild again. |
| 2 | A social gaffe has made you the talk of the town. |
| 3 | You have made a foe out of a local shinobi |
| 4 | You made a drunken toast that scandalized the locals. |
| 5 | You have been recruited to help run a local festival, play, or similar event. |
| 6 | You spent an additional 100 ryo trying to impress people. |
##### Upper-Class Carousing Complications
| D6 | Complication |
|:----:|:-------------|
| 1 | A pushy noble family wants to marry off one of their scions to you. |
| 2 | You have agreed to take on a noble's debts. |
| 3 | You have made a foe out of a local noble. |
| 4 | A boring noble insists you visit each day and listen to long, tedious stories. |
| 5 | You have become the target of a variety of embarrassing rumors. |
| 6 | You spent an additional 500 ryo trying to impress people. |
\page
## Sowing Rumors
*Tell Me Lies, Tell Me Sweet little Lies*
### Resources
This activity requires both a varying amount of DT plus a 50 Ryo per point of DT spend.
Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.
### Resolution
Sowing a rumor about an individual or organization requires an amount of DT depending on the size of the community, as shown in the Sowing Rumors table. In a town or city, the DT spent must be continuous. If the character spreads a rumor for 2 DT, disappears on an adventure for another few DT and then returns, the rumor fades away without the benefit of constant repetition.
```
```
##### Sowing Rumor
| Sowing Rumor | Time Required |
|:----:|:----:|
| Village | 2 DT |
| Town | 4 DT |
| City | 6 DT |
The character must spend 50 Ryo per DT to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community's prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.
___
Shifting a community's general attitude toward a person or organization doesn't affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors.
\page
## Traits
Traits are optional Features that a player can choose to take during character creation. Traits offer unique benefits at the cost of a detriment. Traits seek to give players features that change how they play their character in and out of combat. Traits vary dramatically in power and mechanical depth. Some Traits may come up very often during low levels, and not often at high levels. Trait choice should be discussed with the DM to see if it fits with the rules or vibe of a table. Not all Traits work with all game styles. Some Traits are inherently not balanced as some Traits are more focused on roleplay than on combat. Many Traits rely on an honor system, which means it is up to the player to actually role play the negative of the quirk.
### How Traits work in Character Creation
Players can choose up to 2 Traits. Although DMs can rule that players can only take one Quirk. The benefits and negatives of Traits take precedence. If a player has multiple features that all affect the same thing, then the effects of Traits should be applied before anything else. Some Traits have features that affect how a player should role play their character. It is up to the player and their DM to decide when and how much it should affect the player. Some Traits have requirements that must be met it is to be chosen. Some Traits require a certain amount in a specific stat and some require certain alignments. Some Traits have unique requirements that might not be possible to achieve depending on the world your campaign takes place in.
```
```
### Alternate Rules
Players only choose 1 quirk at character creation. At later points in the campaign such as a time skip or after an important point in the character’s life the player chooses another quirk and/or removes a quirk. An example of this would be gaining the tragic backstory quirk after a tragic event in your life. This can really add to the story and growth of a character by blending story and gameplay.
> ##### Rules and warnings
1. If a player has 2 Traits that allow them to add dice to any d20 roll, that player can only add 1 dice to any roll.
2. Traits are balanced around campaigns that go to at least level 13, so if you are running a low-level campaign or a one-shot you should ban certain Traits. Example, Dark side leaning
3. Certain Traits are very role play dependent, if your player is not role playing his Traits (False Persona), then they should lose the Traits and all of its benefits.
4. Traits cannot raise a stats maximum value above 22.
5. Traits that would allow/force you to add or subtract dice to skills do not allow you to add or subtract dice to features that have you use that skill. For example the trait bully does not allow you to add your d8 to the battle cry feature from hunter-nin.
\page
### Adopted
*"Blood doesn't make family, love does.”*
##### Benefit
You gain access to another clan's jutsu list up to C-Rank.
##### Negative
Because you aren't a true member of your original clan you cannot learn your clan's A-Rank jutsu. Jutsu with the Hijutsu keyword are treated as being 1 rank higher for the purposes of learning and creating Hijutsu.
### Amnesiac
*"My name is... Who am I...? "
*
##### **Benefit:**
Sometimes you are able to get glimses of your lost memories. Twice per long rest you may give yourself proficiency in any skill of your choice for 1 minute.
##### **Negative:**
You do not gain any skill or Tool proficiencies from your background.
### Androgynous Appearance
*“Oh and... I'm a boy”*
##### Benefit
You can easily take the appearance of either a boy or girl.
##### Negative
People often mistake you for the opposite gender.
### Always Prepared
*“There is always the right tool for the job. I just make sure I always have that tool”
*
##### Benefit
Once per long rest you can pull any 1 common item from your storage treating the item as if you had purchased it from the last shop you visited. When you would use this trait, you must still spend an amount of Ryo equal to the cost of the item you chose.
### Animalistic behavior
* “Did you just…bark at me?”*
##### **Prerequisite**:
Your Charisma ability score must be lower than 10.
##### **Benefit:**
Your feral state of mind confuses your opponents. Twice per long rest you may use your reaction to grant yourself advantage on your next attack roll or cause your target to have disadvantage on their next saving throw made against you. Additionally, you may choose to live like a wild beast. If you choose to live as a wild beast, you do not have to spend any Ryo on lifestyle expenses.
##### **Negative:**
You have a hard time living in civilized life. You subtract 1d4 from all persuasion checks checks. Additionally, you are considered an animal for all Animal Handling related checks, feats, or features.
### Animal Lover
*"I don't like kids. I like cats. There's too many people in this planet."
*
##### **Benefit:**
Animals are naturally trusting of you. You add a 1d4 to all animal handing checks
##### **Negative:**
It pains you to hurt any animal. You suffer a -2 to all attack rolls made against creatures in the beast category. Additionally your Save DC is decreased by 2 when targeting a creature in the beast category if the effect would inflict damage.
### Artist
*"This is beautiful, this is true art.”
*
##### Benefit
You view all of your jutsu as art and like all great artists, you can discern between something created with no care or effort, verses a true masterpiece. When you cast a jutsu, that does not have the Combination keyword and either deals damage, heals creatures, or imposes a saving throw.
With jutsu such as these, you can choose to reduce the cost of the jutsu by 3. When you lower the jutsu's cost this way, lower its bonus to attack rolls and Save DC by -1. You can inversely increase the cost of the jutsu by 3, to increase its bonus to attack and Save DC by +1.
Features that would lower the chakra cost of a jutsu do not apply when this trait is used to lower the chakra cost.
##### Negative
You hate those that would mock your craft. If a creature mocks your art, you tend to get violent.
\page
### Background Fighter
*"Work silently, let your success speak for you.”*
##### Benefit
You never liked the spotlight. You
can take the Disengage action as a
Bonus Action or Reaction, with no
specific trigger. Whenever there is
no creature within 20ft. of you,
you gain a +1 to your critical
threat range with all
attacks.
##### Negative
While there are
creatures within
20ft. of you, you
cannot score critical
hits.
### Bad Luck Wellspring
*"It's a power that only appears when my life is on the line.”*
##### Benefit
Whenever you roll a natural 1, you may give another creature disadvantage on the first d20 roll they would make.
### Battle Lust
“I've never had such a fun fight in my life!! Let's keep Goin'!! ”
##### Benefit
You bear a intense love for battle and seeing new techniques. When you would roll for initative, roll a d20. On an 11 or higher, you gain a Will of Fire.
##### Negative
When you fight someone who is a lower level than you, you lower your proficiency bonus to equal your opponent's proficiency bonus.
### Best Defense
*"...is a good offense.”*
##### Benefit
While not in combat, or during the first round of combat, you increase the damage die size of all jutsu you cast by 1 step.
##### Negative
Jutsu you cast that would grant you damage reduction, temporary hit points, or have you roll hit dice, have their die size lowered by 1 step.
### Best Offense
*"...is a good defense.”*
##### Benefit
Reduce the cost of all jutsu that grant you a bonus to AC, damage reduction, or temporary hit points, by -1. For a jutsu to be elligible for this trait, it cannot deal damage.
##### Negative
All jutsu you cast that deal damage, or that would provide you a bonus to damage, increase their chakra cost by +1.
### Bloodline Disease
*"Keeping the Bloodline pure wasn't worth it"*
##### **Prerequisite:**
You cannot be Non-Clan
##### Benefit
Your bloodline is pure, which causes it to be especially strong in you. You gain abilities from your clan
3 levels early. Jutsu with the Hijutsu
keyword cost 1 less chakra to cast.
##### Negative
Your family tree doesn't have enough branches. You decrease your maximum hit points and chakra points by -2 and -1 respectively when you gain this trait. This reduction repeats each time you gain a level thereafter. Additionally, you
always have 1 failed death saving throw, which cannot be removed. Lastly, whenever you would roll a hit or chakra
die to regain hit points or
chakra points
respectively,
reduce the result
by -1, per die spent.
\page
### Bloodthirsty
*"A soul needs a purpose to live…and so I concluded that my purpose was to kill everyone besides myself. I felt alive…”
*
##### Benefit
For some reason that makes sense to you, human life holds very little value outside of its ability to entertain you. You gain the ability to **claim a target** as a free action. Your first attack per turn against your target deals an extra damage die of damage. Your claim only lasts 1 minute. You can only use this trait once per short rest.
##### Negative
Your target continuing to live is an insult to your skills, you take 1 psychic damage which can not be redudced in any way per turn your target is still alive and if your target is still alive at the end of the minute you gain 1 level of exhaustion as your will to fight fades.
### Blue Blooded
*"Does your family not own not own an air fryer”
*
##### Benefit
Your starting Ryo amount is increased by 800.
##### Negative
You expect a certain amount of luxury. You must live at least a wealthy level when determining your lifestyle expenses.
### Born Lucky
* "Everything always came easy.”
*
##### Benefit
You've always succeeded at everything. Always. At the beginning of every session, you start with 2 Will of Fire points instead of 1.
##### Negative
Any form of failure throws you off your game. Whenever you fail a check, saving throw, or miss an attack, you suffer a minus 1 to all further d20 rolls (this stacks to a maximum of 3) until your next successful check, saving throw, or attack.
### Borrowed Time
* "Soon will I rest, yes, forever sleep"
*
##### **Benefit:**
Due to your impending demise you fight as if you have nothing to lose, since you kinda don’t. Once per long rest when you would become bloodied you gain 1 Wof point.
##### **Negative:**
When creating your character roll 3d4, then
record the result. After a number of
years equal to the result your
character will die, due to
a cause of your chosing.
(Ex, illness or curse)
### Bully
* "Ha Ha”
*
##### Benefit
You have a lot of experience with getting under people's skin. When you use the Intimidation skill, you add a d8 to the roll.
##### Negative
Your entire life you have treated people like trash causing them to dislike and not trust you. Whenever you use the Deception, Performance, or Persuasion skills you subtract a d4 to the roll.
### CEO Mentality
*“YOU'RE SUCH A BITCH” “OH MY GOD, I KNOW”
*
##### Benefit
When you would gain advantage, due to recieving the help action you roll 3d20 instead of 2d20 and if you see an enemy receive the help action you gain advantage on your next attack against them.
##### Negative
You cannot perform the help action and none of your allies can receive the help action within 15 feet of you.
### Chakra Control Expert
* “it's easy to control your chakra if you don't have much”
*
##### Prerequisites
Proficiency in chakra control
##### Benefit
Your control over your chakra is better than most who have trained for years. The chakra cost for all jutsu is lowered by 2 to a minimum of 1, you can use Intelligence instead of Constitution for chakra control, and you can add a d4 to all concentration saves to continue concentrating on jutsu.
##### Negative
You decrease your maximum chakra points by -2 respectively when you gain this trait. This reduction repeats each time you gain a level thereafter.
\page
### Clan Failure
* “You bring shame to the family.”*
##### Prerequisites
You can't be from non-clan
##### Benefit
Due to you having no talent when it comes to your clan, you have had to double your efforts outside of the clan. You gain features from your class 1 level early. This only applies to your first class, it does not apply to other classes if you multiclass.
##### Negative
You are actively bad at everything your clan does. You gain clan features 2 levels later.
### Clan Progenitor
*“Every branch has its source"
*
##### **Prerequisites**
You must be Non-Clan.
##### **Benefit:**
You are the start of a brand new clan. When you reach level 2 you may add the hijutsu keyword to one of your known jutsu. Afterwards you add the hijutsu keyword to one of your known jutsu every other level up. Additionally, when creating custom Jutsu you gain the ability make to add the hijutsu keyword.
### Clan Training
*“You're a 16th generation Akimichi, act like it!
*
##### **Prerequisites**
You cannot be Non-Clan.
##### **Benefit:**
You switch one of the saving throws that your class would give you proficiency in with your clans primary ability score. Your clan's primary ability score is the ability score that your clan raises by 2.
### Class Clown
*"“I asked her what was up, then she said the sky.”"
*
##### **Benefit:**
You have a way of turning everything into a joke. Your Charisma score maximum is increased by 2. Additionally, once per short rest you can use performance instead of intimidation or persuasion when making a skill check.
##### **Negative:**
No one is scared of a clown. You subtract -1d4 from all intimidation checks.
### Conspiracist
* "Don't you see it. It's all connected, all of it. The Uchiha caused all of it”
" Shut up Tobirama “*
##### Benefit
You have a knack for putting 2 and 2 together. You add a d4 to all insight and investigation checks
##### Negative
Your Dm does not tell you whether you succeed or failed on an insight or investigation check.
### Cool Headed
*"There is no advantage to rushing into things”
*
##### Benefit
Your intelligence score maximum is increased by 2 and you gain resistance to the berserk condition.
##### Negative
In times of emergency, you find yourself trailing behind others. You suffer a minus 3 penalty to initiative rolls.
### Country Bumpkin
*"Well doggies."
*
##### **Benefit:**
Your experiences in the country have toughened you up. Your Constitution score maximum is increased by 2. Additionally, you add 1d4 to all survival skill checks.
##### **Negative:**
Your country upbringing leaves you naive to the ways of modern life. Your travel speed is halved, while in a large city. Additionally, you subtract 1d4 from all history checks.
\page
### Coward
*"Fear. That is what we live with. And we live it every day. Only in death are we free of it.”
*
##### Benefit
Fear isn't necessarily a bad thing. It saves lives. The first time you are faced with an attack or jutsu that would reduce your hp to 0 per short rest, you add +2 to your AC and all saving throws until the start of your next turn.
##### Negative
You have disadvantage against gaining the first rank of Fear.
### Dark Side Leaning
*"There's no turning back. But this may be our only chance. We can't let fear stop us! I'm not afraid of the darkness!”
*
##### Benefit
Your character naturally leans towards evil choices/darkness. You strive to stay ahead of your peers. During Character creation, you gain 1 additional jutsu up to 1 rank higher than you would normally be able to select. Additionally you gain 1 feat with a level requirement of up to 4. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select.
##### Negative
Your path to power has hindered you as you focus on advanced materials, causing you to falter on the fundamentals. You can’t learn D-Rank Jutsu through Downtime. Also you do not get a feat at 8th level.
### Death Standing
*“It is better to die on your feet than to live on your knees.”
*
##### Benefit
You do not gain the unconscious condition until your hit points reach a negative value equal to your character level.
##### Negative
You die after 2 failed death saves and you must make death saves as normal when you are at or under 0 hp. You must still make 3 successful death saves to stabilize. (You make death saves at the end of your turns)
### Debbie Downer
*"Oh why bother"
*
##### **Benefit:**
You have a knack for taking the wind out of other people's sails. Once per short rest, when you would see a creature gain advantage you may prevent that creature from gaining that instance of advantage.
##### **Negative:**
Your negative attitude offen stops you from working at your full potential. At the beginning of each session roll a d20. If you roll an 8 or lower you do not start the session with a Will of Fire point.
### Deeply Religious
*“I know it’s annoying, but it’s my religion!”
*
##### **Benefit:**
Your god shines it favor upon you. Once per day you gain the ability to channel your God's divinity. When you would channel your God's divinity you either regain 1 use of any limited use clan or class feature or lower the action cost of an clan or class feature by 1 stage. (Full Turn Action > Action > Bonus Action/Reaction)
##### **Negative:**
You must spend at least 10 minutes per day honoring your God by performing various rituals. If you fail to do this you lose access to the benefits from this trait, until you honor your God for 1 hour.
### Deformed Features
*“I barely even notice it... yes it does scare away the ladies.”
*
##### Benefit
Your face is deformed either from birth or injury. You can use this to your advantage to make a point. Once per short rest you can bring up your appearance to add a d8 to any Charisma check.
##### Negative
You have an iconic visage. If someone knows what you look like they have advantage on locating you in a crowd if you haven't made efforts to change your appearance
\page
### Desert Born
* “Did you know in the official definition for Desert it says Devoid of Life.”
*
##### Benefit
Due to surviving in the harsh desert you have adapted to it. You require half the water a normal ninja would need to survive and can travel double the distance a normal ninja would be able to while in a desert.
##### Negative
You do not know how to swim or water walk. Forcing you to spend 2 weeks of down time on both to learn how.
### Designed Existence
*"You adults should stop telling me what to do”
*
##### Benefit
You were designed to be stronger than the average ninja. You are able to select the bloodline, Latent feat 3 times in exchange for getting less **Bloodline Points**. When you gain the bloodline, Latent feat you gain 8 **Bloodline Points** instead of 10 and you must pick a different clan each time you gain the bloodline, Latent feat.
### Dirty Fighter
*"You wanna go bro?"
*
##### **Benefits**
You aren't afraid to take cheap shots. Twice per short rest, when you roll initative, you can make a melee attack as a free action against a creature within your weapon's range.
##### **Negative**
When you take your trick shot you leave yourself wide open to attack. When you would use the benefit of this trait your AC is lowered by 2 until the beginning of your first turn.
### Dirty Work
*"Why do I always get stuck with the icky jobs?"
*
##### **Benefit:**
There are jobs that no one wants, but you figure if anyone should do them it should be you. Once per turn when you would damage a bloodied creature you may add 1d4 to your damage total.
##### **Negative:**
The work you do does not make you popular. Other people in your organization or team do not fully trust you and thus are less willing to assist you or share private information with you.
### Do What your Good At
*"You love the career you've chosen as a shinobi so much that you want to learn all that there is to know."
*
##### Benefit
You love your job and everything it entails. You gain expertise in one of the skills offered by your class and you are able to pick a CASTER CLASS FEAT or a MARTIAL CLASS FEAT as your background feat, treating yourself as level 4.
##### Negative
You are unable to multiclass or gain an ARCHETYPE CLASS FEAT
### Do It For Her
*"There is nothing a parent wouldn't do for their child”
*
##### Benefit
You have a special someone that you fight for. Twice per short rest you may add a d4 to any d20 roll. Additionally you add a d4 to all death saves.
##### Negative
The only reason you get out of bed in the morning is for that special someone. All of your actions are made for that special person, due to this you are prone to rash decision making and not taking care of yourself.
### Drunkard
*"Don't Worry I'm not drunk I'm just very boozed right now”
*
##### Benefit
While you are drunk you increase the size of all damage die by 1.
##### Negative
While you are sober you suffer a -2 to all saving throws and skill checks.
### Easy on the Eyes
*"Well, aren't you handsome”
*
##### Benefit
Your entire life people have treated you better than those around you thanks to your looks. Whenever you use the Deception, Performance, or Persuasion skill/s you add a d4 to the roll.
##### Negative
Many people have a hard time taking you seriously. When you use the Intimidation skill you subtract a d8 from the roll. You may or may not also have a Fan club (DMs choice).
\page
### Easy to Anger
*"What did you say about my hair"
*
##### Prerequisites
Have a Wisdom or Intelligence score below 11
##### Benefit
When you would first become Berserk you can use your reaction to move up to your movement speed towards who ever gave you the berserk condition. Additionally, you have advantage to all attack rolls while under the berserk condition.
##### Negative
You have something whether it be your hair or your weight that if mocked makes you go insane with anger. When your trigger is mocked you must make a DC 8 plus double your proficiency charisma saving throw gaining the berserk condition on a failed save.
### Elderly
*"I may have lost the power granted by youth, but I have gained wisdom granted by age"
*
##### Prerequisites
Be older than 50.
##### Benefit
You start with 3 extra jutsu up to D-Rank that are treated as being learned with downtime. You also gain an additional background.
##### Negative
Your old age intensives the stress of combat. You take 1d8 Hp and Cp damage at the beginning of each of your turns after 3 rounds of combat has transpired.
### Emotionless
*"The well ran dry a long time ago"
*
##### **Benefit:**
Your lack of emotions allows you to keep a cool head much easier than others. You add 1d4 to all saving throws against effects that would cause the following conditions. (Berserk, Charmed, Maddened, and Fear)
##### **Negative:**
Your lack of emotions hinders your ability to understand others. You subtrack -1d4 from all insight checks.
### Empty Canvas
*"I'm not a pervert... I'm a super pervert!”
*
##### Benefit
You find it very easy to emulate others. You add a d4 to all deception checks and on each level up you may switch two known jutsu for different jutsu of any rank you are able to learn by level up.
##### Negative
You have a hard time forming your own identity and density. The downtime cost of jutsu are increased by 50% if you are not being taught by a master.
### False Persona
*"Don't Worry I'm not drunk I'm just very boozed right now”
*
##### Benefit
You put on an act that makes others around you believe that you are much weaker and dumber than you actually are. If you encounter someone that believes in your false persona, you gain advantage on the first d20 roll made against them and they have disadvantage on the first d20 roll involving you.
##### Negative
Your act spreads far and wide. Some people will refuse to work with you and some will treat you harshly for your persona. If you attempt to roll and Charisma check on one of these people you roll with disadvantage. On the other hand, many people will be able to see through your persona instantly.
### Facts and Logic
*“let's say hypothetically that ...”
*
##### Benefit
You are a true skeptic. A person that does not let feelings get in the way of logic. you are able to use your intelligence modifier instead of your charisma mod for all persuasion, deception, and intimidation skill checks.
##### Negative
You are unable to comprehend your precious facts being incorrect. When you would fail a persuasion, deception, and intimidation skill check you take 1 psychic damage and suffer a -1d4 to your next skill check that uses intelligence.
\page
### Filled With Honor
*“Don't you dare disrespect the Uchiha Clan”
*
##### Benefit
You have a lot of pride in yourself, due to how good you are. Twice per day you can add a d8 to any d20 roll.
##### Negative
You hate to have your ego hurt. If after you have added the d8 to the d20 roll you still fail, you take 1d10 psychic damage. This damage cannot be lowered in any way.
### Firm Intolerance
*"back in my day"
*
##### **Benefit:**
You have a certain group that you just can't stand. Choose 1 clan, village, or organization. Once per turn, when you would damage a member of that group you can add 1d4 to the damage roll.
##### **Negative:**
Your chosen group also dislikes you. Once per turn, when a member of your chosen group would damage you they add 1d4 to their damage roll.
### Firm Supporter
*"He is the light, that’s why we all can carry flowers of Hope”
*
##### Benefit
You put your all in furthering a certain person's goals. You gain the ability to expend a hit die or chakra die to upcast a jutsu. Using hit dice or chakra dice allows you to upcast jutsu one rank above what you would normally be able to.
##### Negative
You always believe in your special someone’s ideals. Your certain someone has advantage on persuasion and deception checks against you.
### For my Friends
*"My friends are my power, and I'm theirs!"
*
##### Benefit
The power of your bonds flows through you. Your Charisma score maximum is increased to 22. Additionally, twice per long rest you can add your charisma modifier to any d20 roll.
##### Negative
When you target an opponent that hasn't been targeted (made the target of an attack, jutsu, or feature) by one of your allies, since the beginning of your last turn you roll a d4 and subtract it from either your attack roll or Save DC. If you are fighting without any allies your DM will decide if your current fight is "for your friends" or not. If it is "for your friends", you suffer no negatives and if it is not "for your friends" your proficiency is counted as being 1 lower for the fight.
### Four Eyes
*"Jinkies”
*
##### Benefit
When you are wearing glasses, you add a d4 to all investigation and insight checks. Additionally, once per session, while you are involved in a social encounter where two or more parties are in conflict, you may raise your glasses, and reveal a new piece of information (this
piece of information does not need to be true). When
you do this, you gain advantage on your next
persuasion or deception check.
##### Negative
When you are not wearing glasses, you gain the
blinded condition.
### Greater Good
*"Self-Sacrifice... A nameless shinobi who protects peace within its shadow. That is a true shinobi”
*
##### Benefit
You believe yourself a force of good and thus are willing to
sacrifice anything, even your friends to reach your goals.
When you cast a Jutsu, you may pay a number of hit die
equal to its rank to increase it’s damage die step by 1 or save DC by 2
(D=1,C=1,B=2,A=2,S=3)
##### Negative
You are unable to deal nonlethal damage, and cannot use
abilities or effects that would cause creatures to not take
damage, or be unaffected by Jutsu you cast.
### Greedy
*"Just one more dollar”
*
##### Benefit
You spend a lot of money on it, so you’re gonna make sure
to get all of your money out of it. All pills gain an additional
use, but the additional use rolls half the dice the pill would normally have you roll. You also gain add a d4 to all rolls
to avoid having your equipment be taken away
or destroyed.
##### Negative
Seeing things get wasted hurts. Whenever one of your items is destroyed you take 1d4 psychic damage.
### Heavy Handed
*"What do you mean style, It’s a stick. You swing it hard and they die; simple as that.”
*
##### Benefit
All melee weapons have their damage die size by one increased by one size
##### Negative
All melee attack and bukijutsu attacks have their crit range reduced by 1.
\page
### Heavy Eater
*“I'm not fat. I'm pleasingly plump!”
*
##### Benefit
You possess a slightly thicker body than
average. Your Strength Score max is
increased to 22. Additionally, twice
per long rest when you would make
either a Strength or Constitution saving
throw or ability check you may add
1d4 to the roll.
##### Negative
You require double the amount
of food that a normal ninja would
require.
### Held Back
*“This is your 3rd time taking the genin exams, are you sure you want to be a ninja. There's a demand for bakers”
*
##### Prerequisites
Have at least one stat with a value below 10
##### Benefit
You have had a much longer time to train than your peers, due to you repeating 2nd grade 3 times. Your maximum Hp and CP increases as if you had one extra hit die and chakra die. (You do not gain an extra hit die or chakra die) and you can learn 2 extra E-Rank jutsu.
##### Negative
Your proficiency bonus is lowered by 1, until you reach
level 8.
### Helicopter Teammate
*"No No No, thats not how you do it"
*
##### **Benefit:**
You really want your teammates to succeed. Even if you have to force them to succeed. When you would perform the help action, your target rerolls all 1 or 2s.
##### **Negative:**
You believe that you know best for the team. You can never recieve the help action.
### Hero Complex
*“If my actions can save any of them… Then I’ve gotta do something”
*
##### **Benefit:**
If there is someone in danger you must save them. Twice per long rest, when you see an allied creature become bloodied you gain 1 Will of Fire point. Additionally, once per long rest when you would see an allied creature fall to 0 hit points your movement speed is doubled until the end of your next turn.
##### **Negative:**
Your true strength only comes out when you must protect those precious to you. You start every session with 0 Will of Fire points.
### Hidden Potential
*"It’s a power that only appears when my life is on the line.”
*
##### Benefit
When pushed into a corner your true strength appears. once per long rest when you are put below 50% hp the next attack you make is counted as a critical hit as long as it hits the target. Also, after the 3rd round of combat or while you are under 50% hp the upcast cost for all jutsu is reduced by 1.
##### Negative
You have a hard time showing your true power under normal circumstances. For the first 2 rounds of combat or until you are under 50% hp you are unable to upcast jutsu.
### High Expectations
*“You are destined for great things, truly great things”
*
##### Prerequisites
You have to have at least a 16 in any one stat
##### Benefit
Those around you whether it be your clan, or your teachers expect you to always succeed. That failure is something you could never do. You push yourself too far as a result. You can give yourself a failed death save to grant yourself advantage on any one d20 roll. If you give yourself 3 failed death saves this way you do not immediately die, instead you would immediately die if you reach 0 hp. Death save gained this way stay until your next short rest.
##### Negative
You hate admitting that you have limits and there are things that you can't do.
\page
### High Seas Sailor
*"What will we do with a drunken sailor?"
*
##### **Benefit:**
Your life on the high seas has given you fine sea legs. You no longer must spend chakra to water walk and you ignore difficult terrain cuased by natural causes while water walking or while on a boat.
##### **Negative:**
The chakra cost to walk on walls is doubled.
### Honor Before All
*"Honor is simply the morality of superior men."
*
##### **Benefit:**
You believe that honor should rule over a persons actions at all times, even in combat. Thusly you rarely strike first in a fight. Once per long rest, when you would roll initiative you may subtract 5 from your initiative. When you would subtract 5 from your initiative you gain either an additional reaction on your first turn.
##### **Negative:**
Others tend to take advantage of your honor. You subtract 1d6 from all saves made against effects that force you to target a specific creature such as Compelled Duel.
### Hopeful
* "If you don't like your destiny, don't accept it. Instead have the courage to change it the way you want it to be.”
*
##### Benefit
You have the power of believing in yourself. Which grants you the ability to will yourself towards success. 3 times per long rest you can add a d4 to any d20 roll.
### Innocent Naivete
*“In another world we could have been friends”
*
##### Benefit
You always manage to find a situation that ends with everyone alive. When persuading someone to try to make a peaceful outcome, you roll an additional d6 to all charisma checks. You also can choose to do nonlethal damage with any damage type.
##### Negative
Whenever you see someone die you must roll a d20 without any modifiers, If the person was an unnamed enemy the DC is 6, If the person was an unnamed ally the DC is 10, If the person was a named enemy the DC is 13, If the person was a named ally the DC is 16. If you roll lower than the DC you gain a take 1d6 psychic damage. This damage cannot be reduced in any way.
### Insomniac
*"Me and my pillow are in a long-distance relationship”
*
##### Benefit
You no longer can gain exhaustion from lack of sleep.
##### Negative
Long rests take 12 hours instead of 8 hours.
### Inventive
*"I've Got The Caffeine Patch! It's My Invention. You Can Stay Awake For Days With No Side Effects."
*
##### **Prerequisites**
Your Intelligence score must be 15 or higher and you must have proficiency in crafting.
##### **Benefit:**
If given 10 minutes and proper supplies you are able to invent tools that can help in just about any situation. When you invent a tool choose 1 skill. That tool grants advantage when making skill checks of that skill. Tools you invent can only be used once.
##### **Negative:**
When you invent a tool you are forced to use some of your personal supply. Everytime you invent a tool you spend 20 Ryo.
### Jack of one trade
*"I fear not the man who has practiced 10,000 jutsu once, but I fear the man who has practiced one jutsu 10,000 times.””
*
##### Benefit
Pick a single jutsu that you have, this jutsu and all variations of it costs 2 less chakra to cast and its damage die and save DC increases by 1.
##### Negative
All other jutsu you have cost 1 more chakra to cast and have their damage die and save DC decreased by 1.
\page
### Know it all
*"Did you know"
*
##### Benefit
You spend a lot of time reading random trivia books. Your Intelligence score maximum is increased by 2. Once per short rest you may use history in place of any other skill check.
##### Negative
You are very annoying. Your Charisma score maximum is decreased by 4.
### Just Plain Stupid
*"Momma never said I was the brightest"
*
**Prerequisite**
Your Intelligence score must be 8 or below.
##### **Benefit:**
Your entire life you've toughened up yourself by making dumb decisions. Really dumb decisions. You reduce the first instance of damage you would take each turn by your prof. bonus.
##### **Negative:**
You cannot read and suffer a -1d4 to investigation and insight checks. Additionally your Intelligence score's maximum is lowered to 14.
### Legacy of Legends
*"Yeah, that's right I'm the son of Naruto Uzumaki”
*
##### Benefit
Your family made sure that you would be able to uphold the family name. You are able to learn and cast jutsu 1 rank higher than what you would normally be able to do.
##### Negative
You’re expected to be just as great as those that have come before you. This added pressure is constantly going on in the back of your mind. Whenever you fail a d20 roll by more than 5, you take 1 point of pyschic damage that cannot be reduced.
### Living Database (SH)
*“Just living in the Database, whoa oh!”
*
##### **Benefit:**
Your memory is immaculate, you remember almost
everything that you come across. Your mind is like a
database. Whenever you make an Intelligence or Wisdom
check to recall information, you have advantage on that
check. Additionally, your memory is so complex that you
add 1d4 to saving throws to resist your mind
being read, or your memory being altered.
##### **Negative:**
Sometimes, a little too much information is stored in your
head, and you almost forget the most basic things. You
suffer a -1 to all ability checks that involve Strength or
Dexterity, and have disadvantage on Sleight of Hand
Checks.
### Loud and Brash
*“You are destined for great things, truly great things”
*
##### Benefit
When attacking you shout the name of your jutsu to empower it and strike fear into the minds of your foes. All jutsu gain 1 damage die.
##### Negative
If a creature is unable to hear you or you are unable to speak you lower the damage die amount of all your jutsu by 1 (Min of 1). You also do not gain the benefits of this trait
### Lucky to be Born
*"My whole life I struggled”
*
##### Benefit
Since you've had to work hard for everything in your life you have become a very good all-rounder. Five times per long rest you may add a d4 to any d20 roll.
##### Negative
You never succeed at anything on the first, second, or third try. At the beginning of every session, you start with 0 WoF points instead of 1.
### Man behind the Mask
*"I'm no one. I don't want to be anyone.”
*
##### Benefit
You have forsaken your previous identity, taking on a new persona. Removing yourself of your previous weaknesses. While you have your mask on, creatures have disadvantage on all checks relating to determining your original identity and you add a d4 to all deception checks.
##### Negative
You hate to have your original identity brought up.
### Martial Focus
*"Never Skip Leg Day.”
*
##### Benefit
Pick Strength or Dexterity, it now has a
max score of 22. You also start at -1
Exhaustion instead of 0 Exhaustion.
##### Negative
You cannot learn Ninjutsu or Genjutsu
above the rank of C-Rank
by any means.
\page
### Master Predictor
*"Tsugi ni omae wa”
*
##### Benefit
You gain the option to have your DM tell you what a
creatures next turn will be honestly. This can only be done once per long rest.
##### Negative
Due to your smarts, you overestimate yourself, even if it’s at the cost of your allies.
### Medics Oath
*"The Hippocratic Oath is a bitch.”
*
##### Benefit
You can use the dodge action as a reaction with no
specific trigger. Additionally you gain +1 to all saving
throws while under the effects of the dodge action.
##### Negative
When ever you would roll damage
lower the damage die size by 1 step.
### Natural Talent
*"It always came easy,
I never had to work for it”*
##### Benefit
You lower all Jutsu creation or learning downtime costs by a number of weeks equal your proficiency bonus. (Min of half normal time)
##### Negative
When starting at level one, lower the amount of jutsu you know by half.
### Natural Chakra Sensor
*“Bro, your vibes suck... you ok?”
*
##### Benefit
As an action, you may switch your vision to Chakra
Sense, while in this mode, you are able to sense all
creatures within 60ft of you that have chakra. You are
able to sense their alignment, their chakra natures, and
their emotional state. This mode lasts until the end of
turn.
##### Negative
While in Chakra Sense mode, your movement speed is set
to 0, and you become blinded.
### New to This
*"You know I don't think I was properly prepared for this”
*
##### Benefit
You gain prof. in 2 skills or tools of your choice.
##### Negative
You start with 1 less jutsu.
### Not from around here
*"It's called common sense from where I'm from.”
*
##### Benefit
Your Wisdom score maximum is increased by 2. Additionally, when you roll initiative instead of using Dexterity you may use Wisdom.
##### Negative
You and your family come from a place with different traditions and mannerisms, because of this you've had a hard time adjusting. You suffer a -2 to all insight and persuasion checks.
### On the Fly Thinker
*"I’d be lying if I said things are going according to my plan… but beggars can’t be choosers, right?”
*
##### Benefit
You tend to mix up having a goal and a plan. Leading to you putting yourself in sticky situations. Once per long rest you may grant yourself an additional reaction or bonus action.
##### Negative
You find making plans to be boring.
### One Armed Adaptation
*"I'm not handicapped,
I'm handy-capable.”
*
##### Benefit
Your Dexterity score maximum is increased to 22. Your
passive perception is increased by 1 and you can use
your bonus action to make an unarmed Strike
##### Negative
You only have 1 arm. You can can't use 2 handed weapons and all jutsu with the HS component require 2 more chakra for you to cast.
### Only the strong
*" Strength is the only thing that matters in this world. Everything else is just a delusion for the weak.”
*
##### Benefit
Your Strength stat maximum is increased by 2 and whenever you cast a jutsu, you may upcast it for 1 rank above your normal max casting rank.
##### Negative
All chakra upcast costs are increased by 1.
### Outside Training
*"what the hell are they teaching kids these days"
*
##### **Benefit:**
You switch one of your Clan's Ability Score Increases to an Ability Score that your class gives you saving throw proficiency in.
\page
### Out with the old, in with the new
*"Yes, but often those reasons are out dated.”
*
##### Prerequisites
You cannot be Non-Clan.
##### Benefit
The chakra cost of all class features are lowered by 2 to a minimum of 1, or if they don’t have a chakra cost the amount of times you may use them per long/short rest is increased by 1.
##### Negative
The cost of all clan features are increased by 2, or if they don't cost chakra the amount of times you may use them per long/short rest is lowered by 1 (min of 1)
### Quiet
*“You learn a lot when you stop and listen”
*
##### Prerequisites
Your Charisma must be 13 or lower
##### Benefit
Until you talk in a conversation, you have advantage on all insight checks.
##### Negative
People are off-put by you, you have disadvantage on Persuasion checks against people who don't know you.
### Perceptive
*"These eyes of mine show me many things. One thing they’ve shown me…people’s limitations are set, fixed, and unchangeable.”
*
##### Benefit
You find that you are able to find and see things that those around you cannot. Your passive perception is raised by 3 and you add 2 to all perception and investigation checks.
##### Negative
You are fast to judge and slow to change your mind. If you fail an insight check you have a minus 5 to the next 3 checks on related matters.
### Poor
*"I make it work"
*
##### **Benefit:**
You have long adapted to spending as little money as possible to survive. You can pay 25 ryo instead of 50 ryo a week to live a modest lifestyle. Additionally you add 1d4 to all skill checks relating to haggling.
##### **Negative:**
Your starting Ryo from your background is 50.
### Prodigy
*“The worse you are the easier it is to get better... It's gonna be pretty hard for you to get any better”
*
##### Benefit
Your proficiency bonus is increased by 1.
##### Negative
You are used to finishing a fight fast before you can get hurt, so you don’t know how to take a punch. Your Hit points are lowered by an amount equal to your level. Every level thereafter each time you gain a level, decrease your hit point total by 1.
### prosthetic body
*“Wish that I could still swim”
*
##### Benefit
Due to some injury or event in your life parts of your body have been replaced with prosthetic parts. Due your weight you have advantage on saving throws to avoid being moved and you can use Strength instead of Dexterity for your AC calculation. Your Strength score maximum is increased by 2.
##### Negative
Due to how heavy your body is your speed is lowered by 10 ft, your initiative is lowered by 1, and your bulk is lowered by 3. Also, you can no longer swim as your weight makes you sink.
### Psychopath
*"There’s a surprising lack of us in the force.”
*
##### Benefit
Every time you successfully land an attack you gain a plus 1 to hit. (This stacks) Missing an attack removes all of the bonuses to hit gained from this trait.
##### Negative
You suffer a minus 2 to hit to all attack rolls.
### Pyromaniac
*"Fire seems to fascinate you, the way it gives warmth, the smell of it, how easily it can take someone’s life, and especially the way you mold it”
*
##### Prerequisites
You have the Fire Release Keyword
##### Benefit
The number of ranks you can give a creature the burned condition is raised by 1, and the DC to put out your flames is raised by 1 + The number of burn stacks they currently have.
##### Negative
You stare at Fire longer than most people do
and sometimes you’re adverse to
putting it out. You cannot willing get
rid of the burned condition
from yourself unless you
succeed
a DC 12 + prof Wisdom save.
\page
### Radio Voice
*"Voice of an angel, Face of a uhhh... Mongoose"
*
##### **Benefit:**
Your voice causes those around you to listen more to you than they would normally. You add 1d4 to all Charisma checks, while the creature/s you are making the check against can hear your voice.
##### **Negative:**
If the creature/s you are making a Charisma check against can see your face you instead subtract -1d4 from all Charisma checks.
### Reckless fighter
*"The number one most hyperactive knucklehead ninja.”
*
##### Benefit
Your way of fighting is something people haven't seen before. You gain a plus 1 to all attack rolls.
##### Negative
Your fighting style leaves a lot of holes for people to exploit. Your AC is lowered by 1.
### Revenge
*"I'm going to restore my clan, and kill a certain someone.”
*
##### Prerequisites
Have the Lethal Attack deature.
##### Benefit
You have honed your skills in the art of death. When you would activate the Lethal Attack feature you may use your reaction to increase the size of the die by 1.
##### Negative
You tend to focus purely on increasing the odds that your revenge mission will be a successful one leading you to live a lonely life.
### Sacrificial tendencies
*"I would gladly lay down my life to protect him.”
*
##### Benefit
Once per long rest you are able to use your reaction to intercept an attack or jutsu from an ally within (your movement speed) ft of you. Doing this causes the attack to automatically hit or for you to automatically fail the saving throw. All parts of the attack or jutsu automatically active and if you would be damaged by this jutsu the attack rolls their damage twice using the higher result.
##### Negative
You tend to undervalue yourself.
### Seeker of power
*"I will not stop, I will not rest, I will reach my goal or die trying”
*
##### Benefit
You regularly push your body beyond its limits in pursuit of power. Your Constitution Score maximum is increased by 2 and you gain the ability to spend Hit Die during short rests to regain Chakra Points.
##### Negative
You cannot use downtime to learn jutsu of D-Rank or lower.
### Separate work and home life
*“You leave that at the door, when you enter this place, you are happy no matter what”
*
##### Benefit
You have learned how to separate your work life and your personal life. No matter what happens on the job you are able to push it away and think about other things. Your Charisma score Maximum is now 22. You can mark an enemy using your bonus action a number of times equal to your Charisma mod. You add your Charisma mod to the first instance of damage dealt each turn against marked Enemies. The mark remains for 1 minute. You cannot mark the same enemy more than twice.
##### Negative
When you mark an enemy, you lose the ability to use persuasion on any creatures allied with that enemy for 1d4 days and suffer a minus 1 to all Charisma based checks for 1 day. You are also generally less sociable after marking an enemy for the remainder of the day.
### Shell of Oneself
*"You know I could have gone pro.”
*
##### Benefit
You used to be much stronger, but ever
since the accident you haven't been able to
perform the same. You start with 25 weeks
of downtime.
##### Negative
Your accident is still affecting you. You
suffer a -1 to your Hp per level, and
a -1 to chakra per level. Every level
thereafter each time you gain a
level, decrease your hit point total
by 1
and your Cp by 1. If you
spend 4 weeks of downtime
being healed (having
Regenerate
casted on you each day
for 4
weeks) you no longer suffer the
effects of this negative and gain
any Hp and Cp that you have
lost due to this negative.
\page
### Simpleton
*"Shut up dobe”
*
##### Benefit
To balance out your lower than average IQ you were born with a strong endurance. Your Constitution score maximum is increased by 2 and you ignore the effects of the first rank of exhaustion.
##### Negative
Increase the ASI requirement for all jutsu with an ASI requirement by 1.
### Slippery
*“I have a bad feeling about this”
*
##### **Benefit:**
You have a wary eye, bordering on paranoia. Once per long rest, when you roll for initiative, you may move up to your speed. This movement happens before the initiative order is determined.
##### **Negative:**
Your quick movements leave you unsteady and unable to defend yourself. After using the benefit of this trait your AC is lowered by 2 until the beginning of your first turn.
### Small frame
*“You’re not quite as big as other people, but that never slowed you down.”
*
##### Benefit
Due to your smaller stature you are able to move faster than your peers. You gain a plus 1 to initiative and your movement speed is increased by 5 ft.
##### Negative
Your base bulk is 8 instead of 10.
### Smoker
* "This is how it works, right?"
*
##### Benefit:
You always carry a trusty pack of cigarettes on you. In
stressful situations, you can use them to calm your mind. Once per long rest you may shorten the length of a short rest to 10 minutes.
##### **Negative:**
Your lungs aren’t as good as others. You can
hold your
breath for half as long, and subtract
1d6 from all ability,
skill checks and
saving throws against, or to interact with
any form of Gas or Inhaled effect.
### Soul Dualism
*“If two heads are better than one than ...”
*
##### Benefit
Two souls occupy your body, vying for influence
and time in control. You maintain two different sets
of personality traits, ideals, bonds, and flaws. Your
souls have different names. Your souls communicate
telepathically with one another, but only one soul can
be in control of your body at a time. The soul that
is not in control of your body can see through your
eyes and hear through your ears.
When you finish a long rest, roll a d20. On an
odd roll, the soul in control of your body switches.
The two souls within you have different
backgrounds, which include different skill and tool
proficiencies and the feat granted by your background. You only have
proficiency in these skills and tools and use the feat acquired from a soul’s background
while it is in control of your body. Additionally, you have the ability to give control of a single clone to one to the soul that is not currently in control of your body. This clone your other self controls does not take a bonus action to control.
##### Negative
Whenever you would gain Downtime, it is shared between the two personalities evenly. Additionally, anything gained through using Downtime is only able to be used by the soul that spent that downtime.
### Standard Shinobi
*"You are an ordinary shinobi, following standard practices and traditions”
*
##### Benefit
N/A
### Strange Lifestyle
"HEHEHHEHE Hey lois"
##### **Benefit:**
You live a strange lifestyle that leads to you having a lot of obscure information. Once per long rest, you may bring up an event that happened you to in the past that relates to your current situation. Afterwards
you gain proficiency in a skill or tool of your choice
for the next minute.
##### **Negative:**
Whenever you would recieve downtime
lower the amount of downtime you recieve by 10%.
### Stolen Dojutsu
* "So we all know this isn't how it works; right?"
*
##### **Benefit:**
Your eyes are not your own.
You may choose to replace
one, or both eyes. You gain the dojutsu as if it were transplanted using the transplant rules in team 7.
\page
### Strong Life Force
*"My mom calls me a big bundle of energy.”
*
##### Benefit
Your Constitution score maximum is increased by 2. You can spend 3 hit die to add a successful a death save, you can do this once per turn. You also only roll death saves every other turn.
##### Negative
You require double the amount of food a normal shinobi requires to survive and have a hard time staying still.
### Student
*"Now my job is to help the next generation, and set a good example for them. And for that I’ll gladly lay down my life, and I’ll be smiling the whole time. It’s what makes us old guys cool, you see.”
*
##### Benefit
Your teacher’s style is evident in your fighting style. Choose from Non-elemental, Medical, Fire release, water Release, Earth Release, wind release, Lightning Release, Taijutsu, Bukijutsu, or Genjutsu. Jutsu in that category have there to hit and Dc increased by 1 and their cost decreased by 1.
##### Negative
You never diversified your fighting method. All jutsu that are not the category you picked have there to hit and Dc decreased by 1.
### Swift as a Coursing River
*"Force of a great Typhoon”
*
##### Benefit
Your Strength stat max is increased by 2 and you gain the ability to convert any save you would make into a Strength save once per long rest.
##### Negative
You are constantly working out leading you to being at a disadvantage when it comes to exhaustion saves. Whenever you would make a saving throw to avoid gaining a rank of exhaustion you subtract a d4 from the save.
### Teleporting connoisseur
*"I have done nothing but teleport ramen for 3 days”
*
##### Benefit
Whenever casting a jutsu that teleports you or makes it seem like you teleport, lower the cost of it by 4 chakra to a minimum of 1.
##### Negative
You love teleporting so much that you
sometimes teleport shorter distances
so that you can teleport more, lower the
range that you can teleport by half.
### Team Player
*"Wherever, whenever, if you need me know that I'll be there”
*
##### Benefit
You are an expert team player. Whether it be in or out of combat your friends know that you always have their back. Once per long rest you can use your reaction to clash with a jutsu that is targeting one of your allies. You also gain the ability to use your Will of Fire point to affect your allies rolls as if they were your own.
##### Negative
You put too much focus on others to the point where sometimes you forget you take care of yourself. You also are unable to use WoFs to affect your own rolls.
### Ten Steps Ahead
*“His I.Q. is over 200.. He's a freakin Genius!”
*
##### Prerequisites
Have the Exploit Weakness feature
##### Benefit
You possess an unnaturally high battle I.Q. When targeting a creature who is under the effects of your Exploit Weakness feature, you may prematurely end its effects to grant yourself either +3 to a single attack against the creature who was under the effects of your Exploit Weakness Feature or to lower the next saving throw of the creature was under the effects of your Exploit Weakness feature by 2.
### The Blind Bandit
*"They don't understand. They've always treated me like I was helpless”
*
##### Prerequisites
You must have the Earth release Keyword.
##### Benefit
Instead of having normal vision you have Tremorsense and can detect all earth within 500 ft of you. Also, to all other creatures you appear physically blind.
##### Negative
When you are not touching the ground with your bare skin you gain the blinded condition.
### The "Real" Shinobi
*"You are a true shinobi who uses stealth and underhanded tactics to your advantage"
*
##### Benefit
You gain +2 on stealth checks and +2 to hit when attacking at night or from stealth. Additionally, the downtime for making poisons and traps is reduced by half
##### Negative
Any time you are not in stealth and are in direct sunlight you suffer -1d6 to attack rolls and perception checks.
\page
### Theory Over Practice
*"Some might say that you should go out and live a little, but they clearly haven't read a good book.”
*
##### Benefit
You often find yourself in a situation similar to something you read in a book. Your Intelligence Score maximum is increased by 2 and twice per short rest you can add a d6 to any d20 roll. You also have advantage on finding information from a book.
##### Negative
You might have cut some gym time from your schedule to read more. You suffer a minus 1 to Strength and Dexterity saves and ability checks.
### Those who can't, Teach
*"YES! YES! YES! LET ME LIVE VICARIOUSLY THROUGH YOUR ACCOMPLISHMENTS!"
*
##### Benefit
If you a help someone learn/create a jutsu then they can lower the downtime needed by 2 weeks per rank. You must spend at least the first 25% of the time needed to create/learn the jutsu helping them. Afterwards they keep the benefits and you can leave them to continue working. Additionally, when performing the help action, your ally adds an additional d6 to their roll.
##### Negative
You suffer a minus 2 to all d20 rolls while in combat.
### Thrill Chaser
*"Ever Since I was a kid, I've always been looking for the next big high”
*
##### Benefit
You love the thrill of the fight. The understanding that you could die at any time. Whenever you roll a d20 you may use one of your hit and/or chakra die and gain amount of hp and/or cp equal to the amount rolled.
##### Negative
You don't know when to stop. If given the chance to stop fighting a losing battle or to take a break, you are far less likely to than the average ninja.
### Thrill of the Fight
*"SOMETHING CLEVER!" "EVERYONE'S GONNA DIE! EVERYONE!"
*
##### **Benefit:**
The bigger the fight the better. For every hostile creature within 10 ft of you increase your attack rolls by +1 up to a maximum of +5.
##### **Negative:**
You tend to lose yourself in the fight. Every time you reduce a creatures hp to 0 you must roll a d20 without any modifiers. If the result is 4 or below you gain the berserk condition. Everytime you would reduce a creature to 0 hp after the first creature increase the dc by 1 up to a maximum of 11. This lowers by 3 at the end of every combat to a minimum of 4.
### Too Nice For Your Own Good
*"People always told me that I wasn't cut for this line of work. That I was too soft.”
*
##### Prerequisites
Have levels in the Medic-Nin class.
##### Benefit
During a short rest you may use your hit and chakra dice on other players. You half the amount they would gain from your Hit and Chakra dice. You also increase the Rejuveanting Rest from d6 to d8.
##### Negative
You cannot use the Take Life feature.
### Traditionalist
*"Traditions are often traditions for a reason”
*
##### Prerequisites
You cannot be Non-Clan.
##### Benefit
The cost of all clan features are lowered by 2, or if they don't have a chakra cost the amount of times you may use them per long/short rest is increased by 1.
##### Negative
The cost of all class features are increased by 2, or if they don't cost chakra the amount of times you may use them per long/short rest is lowered by 1 (min of 1).
\page
### Tragic Backstory
*“Bro I'm 12 how is my life already this bad”
*
##### Benefit
Due to a traumatic point in your life, you have changed how and why you work. You are more willing to push yourself than is safe. You can enter Hyper Mode for 1 minute with a free action. When you enter Hyper Mode, it is obvious to everyone around you. While in Hyper Mode your Prof. Bonus is 1 higher, you can upcast Jutsu 1 rank higher than you would normally be able to, and you gain 1 WoF point when entering the form. You can enter Hyper mode a number of times equal to your Prof. Bonus halved rounded down per long Rest.
##### Negative
After Hyper Mode runs out you must make a DC 8 + double your Prof. Bonus Constitution saving throw. On Failure you 1 rank of the weakened condition. You can only remove weakened gained this way frome ither a short rest or a long rest. A short rest removes 1 instance and a long rest removes all instances.
### True Patriot
“When the tree leaves dance, one shall find flames. The fire’s shadow will illuminate the village, and once again, tree leaves shall bud anew."
##### Benefit
Your loyalty to the village is stronger than your loyalty to your friends, family, or yourself. You will risk yourself to complete the mission. You can enter Will of the Village Mode for 1 minute with a free action. When you enter Will of the Village Mode it is obvious to everyone around you. While in Will of the Village mode you have advantage to hit, you can upcast jutsu 1 rank higher than you would normally be able to, and you gain 1 WoF point when entering the form. You can enter Will of the Village mode a number of times equal to your Prof. Bonus halved rounded down per long Rest.
##### Negative
The mission comes first, you are willing to let teammates suffer and even die to complete the mission. While in Will of the Village mode, other people have advantage on hitting you. After Will of the Village mode runs out you must make a DC 8 + double your Prof. Bonus Constitution saving throw. On Failure you 1 stack of the condition weakened. You can only remove weakened gained this way from either a short rest or a long rest. A short rest removes 1 instance and a long rest removes all instances.
### Try Hard
*"A weakling like you could never win!”
*
##### Benefit
You are always trying to win, whether it be in a fight to the death or in a children's card game. You have a number of d4s equal to your prof. bonus that you can add to any to hit roll or any saving throw.
##### Negative
When you feel like you’re going to lose you start to lose your balance and start performing much worse than normal. When you are below 50% Hp You roll a d4 and subtract half the result from your to hit and saving throws.
### Underdeveloped Chakra
*“I want to show I can be a splendid ninja as well even if I don’t have ninjutsu or genjutsu… I want to prove it to the whole world!”
*
##### Benefit
You've been told that you shouldn't be a
ninja your entire life giving you an ironclad
will. You gain an additional saving throw proficiency,
you start with 4 extra ASI points, and have
advantage on insight checks against
intimidation checks.
##### Negative
You are unable to mold chakra.
You cannot learn or cast any jutsu with the
CM Component. Additionally, your max
chakra is lowered by an amount equal
to your character level. Whenever
you gain a
level thereafter, your chakra points
maximum
Decreases by an additional 1 chakra point.
\page
### Unhealthy Rivalry
*“After all we're pretty good friends” "Because to me, he is the closest friend I ever had"
*
##### Benefit
You push yourself too hard trying to outdo your rival(s). You can expend either a chakra die or hit die to give yourself a plus 2 to any d20 roll or to your Save DC.
##### Negative
You are prone to rash decision making where your rivalry is concerned.
### Unwavering Spirit
*“Fuck it We ball”
*
##### **Benefit:**
When faced with an unwinnable situation you still find the courage to fight. You may give yourself 1 failed death save to remove all ranks of 1 mental condition. Additionally, you may spend 1 hit die to remove up to 3 ranks of any physical condition. You may spend up to 5 hit dice in 1 turn.
### War Hawk
*"To maintain peace, action is needed”
*
##### Benefit
You are much quicker to act then the average ninja. You gain a plus 3 to all initiative checks and on the first round of combat your movement speed is increased by 10.
##### Negative
You suffer a minus 2 to all saves against gaining the berserk condition and effects that force you to target a specific creature such as Compelled Duel.
### Waste of Chakra
*"EXPLOOOOOOOOOOSSSSSSSSIIIIIOOOOONNNNNN"
*
##### Benefit
When using a jutsu that applies damage over an area, if only one person is harmed in the attack you deal 1.5 times damage rounded up.
##### Negative
When using a jutsu that applies damage over an area, if more than 2 hostile creatures are affected all hostile creatures roll their saves with advantage.
### Waste of Resources
*“SIR WHAT ABOUT THE BUDGET” “SON, FUCK THE BUDGET”
*
##### Benefit
When using a consumable that applies damage over an area, if only one person is harmed in the attack you deal 1.5 times damage rounded up.
##### Negative
When using a consumable that applies damage over an area, if more than 2 hostile creatures are affected all hostile creatures roll their saves with advantage.
### Weapon Specialist
*“Amazing… The brilliance of the blade… the design. They’re all beautiful! I want to take them all home!”
*
##### Benefit
Every time you level up you gain proficiency in a new type of weapon or tool. Weapons you carry have their bulk halved. Also, you may a number of times equal to half your prof. bonus per long rest switch the weapon you are holding with another weapon as a free action.
##### Negative
Jutsu you cast without the Bukijutsu keyword have their cost increased by +1.
### What a drag
*"Laziness is the mother of all bad habits. But ultimately she is a mother and we should respect her."
*
##### Benefit
Due to your lazy nature it takes you a moment to really get started. After the first 2 rounds of combat you increase your prof. bonus by 1.
##### Negative
You are generally just a lazy person. Your movement speed is lowered by 5ft and you suffer a -2 to initiative checks.
\page
# Chapter 3 (9): Bingo Books, DM Content, and Homebrew Creation Guides
This short chapter features content for both DMs and Players. For DMs, you will be able to find guides for handling various scenarios and tropes for your Naruto 5e campaign, such as how to handle a Jonin Teacher, how to handle Class Mods, how to handle Dojutsu transplants, etc. This chapter will also contain links to various bingo books with adversaries for you to use for your campaigns. These bingo books are quite lengthy, and thus we have decided not to simply showcase them here. As always, there are/will be more bingo books and adversaries on the Naruto-5e discord, specifically, in the #Homebrew-NPCs chat, which you can find a link to [here](https://discord.com/channels/769696276085211156/777307681035517982). This chapter also contains adversary traits for the new clans added to the compendium.
Also within this chapter, for both DMs and players, are guides on how to make various forms of homebrew, such as making your own homebrew clan, creating a homebrew jutsu, and designing your very own homebrew subclass.
## Adversary Books
##### Forte Here,
Since the last update there's been a lot of new adversary books made, and with the help of the forum made for them they received an even greater spotlight. I've gotten the more popular ones and added them to the book, but make sure to check out the rest for yourself as this isn't half of the amount out there.
___
##### [The Bingo Book by Mr.Hey ](https://homebrewery.naturalcrit.com/share/zZ545UtG_BIY)
A collection of NPCs with over 400 hundred pages. Generally viewed as best for the average playerbase.
##### [Naruto Chronicles by The Optimal O ](https://homebrewery.naturalcrit.com/share/1mXKjG_Mt4yZVALQUW_H9siFUfHNfHtUVB7Nv03MmGQPB)
A collection of NPCs with over 140 hundred pages. Generally viewed as best for more optimized players or those with class mods.
___
##### [Armies of Aizen by Dolor](https://homebrewery.naturalcrit.com/share/tuQ6N3XAhISJ)
Armies of Aizen is a setting book to run
Bleach campaigns in N5e. It has information
about different locations and factions of the
setting, as well as Adversary stat block which
come with both combat and non-combat
features. Some Adversaries in this book
use jutsu, clans and class mod from the
greater Bleach homebrew collection
___
##### [More by dolor ](https://homebrewery.naturalcrit.com/share/7Svbdwaw9EiZ)
##### [Solha's Jujutsu Kaisen
Adversaries](https://homebrewery.naturalcrit.com/share/8SSLBRPydvf4)
This compendium of opponents is my effort to get a good variety of NPCs for my campaign's story/fights. Here you will find people who live in a village in the Fukushima region, Cursed Spirits who have inhabited the Earth a long time ago and even Jujutsu Sorcerers of all types. I would like to thank Blasteroid and Rathdan for allowing the use of content created by you guys. It wouldn't be possible without your help!
## Modules
Courtesy of Arby7499, Chewyster, and Scrub, we have one module that will be playable for tables all across the community. Modules are short, fleshed adventures prewritten for the DM to freely incorporate into their stories, or to use for a one-shot.
### [Apeshit Zealots](https://homebrewery.naturalcrit.com/share/lTU0bg4LqP3r)
The last of the revered Monkey Priests hatches a sinister plot to appease his God. Will the heroes rise to foil his plans? A module aimed for newer GMs and only for level 1.
### [Deep Forest Emergence](https://homebrewery.naturalcrit.com/share/-GZncrpw2uqF)
Deep Forest Emergence is the first Pre-Written Adventure for N5E, the tale of Hikkakaru Senju, a disillusioned and ambitious Rouge Ninja, and the Village he now rules over with a wooden fist. With his sights claiming the title of Kage, and the power to back it up, you will discover the village, explore Dungeons, and sabotage Hikkakaru in an attempt to save yourselves, and the world, from the Forest Shadow.
### [Ninja Clash! In the Land of Snow](https://homebrewery.naturalcrit.com/share/XljVRdofHyD_)
Inspired by the original Naruto movie of the same name, this adventure will take players to the cold Land of Snow. Above is a link to this module, though it is still highly in developement. This link will automatically be updated once it is finished.
\page
## [The Unofficial Kage Guide](https://homebrewery.naturalcrit.com/share/EIR0-k5XGu-C)
The Unofficial Kage Guide is a document that helps the Game Master of a N5e game. It contains guidelines collected from both official and homebrew sources on how to run a campaign, building combat and non-combat encounters, and rules on how to rule certain interactions. There are also optional rules to build organisations and let players advance on them, the elemental trigger system, and advice from experienced DMs.
\page
## Bingo Book
The Bingo Book is a black book used by ninja to identify and assess dangerous individuals. These people are black-listed from travel, trade, and anything that is attributed to being a law abiding citizen. Those listed are typically dangerous ninja from rival villages, missing-nin, or potential security threats that are to be eliminated given the opportunity. The Bingo Book outlines non-classified crimes and abilities they possess, as well as the reward for their capture.
Bingo Books are commonly supplied by one of the Five Great Nations but there are Bingo Books from other smaller lands, like the Village Hidden in the Grass, or they are wanted in all places around the world. Normally, Bingo Book entries are created by the village's high ranking officials, usually the Kage and their council, that are then given to its Jōnin and Anbu members. A Bingo Book by a villainous organization such as the Akatsuki may show jinchūriki instead of criminals.
The Bingo Book's appearance in Naruto was very brief and we don't see much of it in detail so I have extrapolated what I could and have added some aspects from the databooks to give a more detailed overview of the individual.
### 1. Name
The first aspect of a Bingo Book entry is the name. The name gives shinobi a person to ask around for, and possibly look for any further information in documents related to the individual that may not have been provided in the Bingo Book. This section may also list any aliases or nicknames the suspect has, to prevent any confusion.
### 2. Picture
The second aspect of a Bingo Book entry is the picture of the individual. It is vital to know the appearance of your target at all times. On a mission, even a second is precious, and time cannot be wasted on determining who is a target or not. Shinobi may frequently change their appearance using jutsu, so the picture is not infallible.
### 3. Affiliation
The third aspect of a Bingo Book entry is the affiliation. Wanted individuals may join groups to increase chances of survival, or maybe they were a member of a group long before they were an entry in the Bingo Book. If an individual is affiliated with a group of any kind, you may find yourself fighting multiple opponents at once. Some common affiliations are the land they are from, or a task force they are on. Not everyone is known to be affiliated with a group, these people may be the most dangerous as they may be strong enough to not need one.
```
```
### 4. Classification
The fourth aspect of a Bingo Book entry is their classification. Classifications are a rather broad aspect, it can list the overall threat level of an individual and things like their previous rank, if any, or whether or not they are a jinchūriki. If an individual is classified as "S-Rank" they should only be engaged by jōnin or higher shinobi.
### 5. Personality Assessment
The fifth aspect of a Bingo Book entry is their personality assessment. The personality assessment plays a critical role in determining how to combat and individual. The personality assessment will go over any tendencies or speech patterns they might have, such as taking hostages when cornered, or having a specific word they frequently use.
### 6. Abilities
The sixth aspect of a Bingo Book entry is the abilities of the individual. The abilities cover any nature releases they may have, as well as any notable techniques or tactics. Due to the nature of jutsu, some information may not be entirely accurate, and even flat out wrong in some cases. Abilities may just be completely misunderstood on how they actually function or operate. Some special techniques like the Mangekyou Sharingan or Sage Mode would also be listed here, assuming that it wasn't classified.
### 7. Criminal Record
The seventh aspect of a Bingo Book entry is the criminal record of the individual. This includes any crimes they may have committed and possibly who were the victims of these crimes.
### 8. Statistics
The eighth aspect of a Bingo Book entry is the statistics of the individual. An individual is ranked in several categories on a .5 to 5 scale, 5 being the highest. An individual with a 5 in a jutsu category is assumed to be able to cast S-Rank jutsu and they are considered the best of the best in that field. A stat total of 30 or higher is classified as an "S-Rank" threat.
### 9. Reward
The final aspect of a Bingo Book entry is the reward. Rewards are typically monetary rewards, but could also include items or privileged information. The bigger the reward, the bigger the threat.
\page
## Name: Itachi Uchiha
#### Affiliation: Akatsuki
#### Classification: S-Rank
# Reward: 20,000 両
##### Personality Assessment:
Itachi is known for being extremely cunning in and out of combat. He has a calm demeanor and never shows fear or uncertainty.
##### Abilities:
Itachi is unrivaled in his genjutsu prowess, one of the things the Uchiha Clan is known for. He can incapacitate his foes with a single glance and also has advance fire ninjutsu at his disposal.
##### Criminal Record:
- Betrayed the Leaf Village.
- Massacred the Uchiha Clan.
- Attempted kidnap of Naruto Uzumaki.
##### Stats
|Ninjutsu | Taijutsu| Genjutsu | Intelligence | Strength | Speed | Stamina | Hand Seals |Total |
|:----:|:-------|:-----|:-----|:-----|:-----|:-----|:-----|
| 5 | 4.5 | 5 | 5 | 3.5 | 5 | 2.5 | 5 | 35.5 |
\page
### How to make Adversaries
The easiest way to make Adversaries is to simply use the Adversary Builder ([found here)](https://docs.google.com/spreadsheets/d/1E74d5W0aE3u0evzaavOXx44NSIFyFCZ5BT0bZ1tFgnA/edit#gid=1297408157) which is fairly automated. Therefore, this guide will be focused primarily on building a greater understanding of the base systems, terminology, and how to properly use the systems available. This guide will not be a step-by-step expectation of how to use the adversary builder.
#### Concept Phase
The first and arguably most important step in creating a NPC/Adversary. Deciding what you what to create and thinking about what that would entail. Every enemy has a rank, a level, a role, a “clan”, and a class, enemy features/Traits, and a jutsu list, so you must decide what is the best fit for the adversary you are trying to make. For example, let’s say you want to create Hanzo the salamander. You should rewatch a few of his fights and read his article on the Naruto wiki to get a good idea of what making a Hanzo adversary would entail.
___
> ## Hanzo
>*S-Rank, Solo, Rain Shinobi, Iconic , -Proficiency 7*
>
> ***Level***-15
#### Ranks
Enemy Ranks follow the same standard as Jutsu going from E-Rank to S-Rank with S ranks being the strongest and E-Rank being the weakest. Generally speaking, most enemies that players face against should be B or C-Rank. E-Rank and D-rank enemies should be used for minions or adversaries that supposed to be much weaker than the players, while A-Rank and S-Rank enemies should only be used to show that an adversary is extremely strong for their level. For example, Hanzo was the Kage of the Rain village and was able to defeat the 3 Sannin all at the same time, which means that he should be a S-Rank adversary.
#### Level
Enemy levels function mostly the same as player levels do. The higher the level the more jutsu the adversary will know, the higher the Hp will be, and the higher the stats of the adversary will be. Levels make up most of the basic math of your adversary, which is affected by the rank, role, and class of the adversary. Most of the time adversaries should be within 2 levels of the players. For adversaries that are meant to be stronger than the player and be difficult encounter they should most be restricted to being 2 levels higher and for adversaries that are meant to be weaker than the players they should rarely be more than 2 levels lower than the players. With the existence of Ranks however I recommend keeping enemies the same level as your players and simply increasing or decreasing their ranks.
Sometimes however you will be creating a adversary based on a character in the show not focusing on creating a balanced encounter for your players, but focusing on being accurate to the show. The following is a rough guide on what levels a character of a certain rank should be.
##### Determining Adversary Level
| | |
|:----:|:-------------|
|1-5| Genin |
|5-9| Chunin|
|9-12| Jonin|
|12-16| Kage|
|17+| Legendary|
For example, since Hanzo is a Kage he should have a level between 12 and 16. It is my belief that Hanzo is near the top of Kage level, so I will be making him level 15 to show that.
#### Classes
Classes are the most important part of making an adversary in N5e. Classes determine whether an adversary is a normal enemy, a minion, a mini-boss, or a boss enemy. The following goes over the 4 different classes that adversaries can be, a brief description of what they are meant to do, and the unique parts of some of the classes.
##### Adversary Classes
| | | |
|:----:|:----:|:----:|
|Minion| You assign the minion classification to adversaries that are meant to be little more than annoyances. Generally, Minions come in large groups and/or as support for either an elite or solo adversary | All minions regardless of Level only have 1 hp.
|Standard| Standards are supposed to be enemies that are on a similar tier of power to 1 player of the same level usually being slightly weaker than that player. |Standards have no unique properties or mechanics.
|Elite| Elites server the role of mini-boss enemies. Elites are generally as strong as 2 players of the same rank. | Elites have access to both elite actions and to tenacity die. Both of which are explained below.
|Solo| Solos are boss creatures meant to be able to take on the entire party by themselves if need me. However, they often fight alongside minions.| Solos have access to both legendary actions and to the legendary resistance feature. Both of which are explained below.
\page
##### Elite Actions:
Elite Actions allow adversaries act multiple times per
round, helping them to even the odds and be a much
bigger threat in combat essential for elite adversaries
who often find themselves outnumbered.
Elite adversaries have one Elite Action per round
which they take either at the start or end of each round.
(This is decided upon either before the battle or when
initiative is rolled.) An Elite Action can do one of the
following:
- Move: The adversary can move up to its speed if it is
free to do so. This movement may trigger opportunity
attacks and reactions as normal from your enemies
- Perform an Action: The adversary can perform a
single action—such as Attack, Dodge, or Help.
- Cast a Jutsu: The adversary casts a jutsu that requires 1
action or bonus action.
##### Elite Tenacity:
Elite Tenacity allows your Adversaries to resist powerful
effects imposed by your players. This helps to provide
them with the ability to resist crippling conditions that
your players may use. This tenacity is represented as d4,
and called a Tenacity die.
Elite adversaries have a number of Tenacity die equal
to their level, which resets per combat. The adversary
may roll any number of Tenacity die up to the number
they have left adding the result to their Saving throws
and Ability checks.
##### Legendary Actions:
Legendary Actions let your adversaries act multiple
times per round, helping them to even the odds and be a
much bigger threat in combat essential for solo
adversaries who often find themselves outnumbered.
Solo adversaries have one per player (minus one), per
round. This helps to balance the action economy and
give your boss adversaries a major boost of fighting
power.
A Legendary Action can be used at the end of any other
creature's turn to do one of the following:
- Move: The adversary can move up to its speed if it is
free to do so. This movement may trigger opportunity
attacks and reactions as normal from your enemies
- Perform an Action: The adversary can perform a
single action—such as Attack, Dodge, or Help
- Cast a Jutsu: The adversary can cast a jutsu that
requires 1 action or bonus action.
- Use a Feature: The adversary can use a feature that
normally requires an action or bonus action to use.
##### Advice on Elite/Legendary Actions, Elite Tenacity, and Legendary Resistances.
One issue that I commonly see DMs run into is that they think that just because enemies can use their special elite or solo mechanics doesn't mean that you should use them all the time. The main reason that solos and elites have access to special features is to increase their powerful and the difficultly of a fight, so if you notice that your players are having a difficult time it may be time to either stop using or begin to use less often the adversary’s elite or legendary actions. Also, when using elite tenacity and legendary resistances you should not announce to your players that they are being used as it can make your players feel as if they are being cheated.
Hanzo is going to be a boss adversary, so he is going to be made as a solo.
#### Role
Roles are the equivalent to player classes. Roles to determine the role that adversaries. The following is a brief description of each role that an adversary can receive.
- **Casters:** Casters stay out of harm's way, firing at
enemies from a distance. They are good at ranged
attacks, but fall quickly if attacked.
- **Controller:** Controllers disorientate their enemies,
moving them around the battlefield and applying
conditions. Controllers deal little direct damage
themselves, preferring to weaken their enemies and
allow their allies to attack with advantage.
- **Defender:** Defenders shield their allies and block
enemy attacks. They are harder to hit thanks to their
thicker armor, but often move slower as a result.
- **Generalist:** Generalist like to move around, using their
speed and high perception to outmaneuver their
enemies. They tend to be lightly armored and carry
smaller weapons to keep their weight low and speed
high.
- **Lurker:** Lurkers hide out of sight until they see a weak
point, then attack for massive damage. They are glass
cannons, capable of dealing a lot of damage yet easily
defeated if cornered.
- **Striker:** Strikers forgo defense and focus on hitting the
enemy hard. Strikers are easier to hit but deal more
damage with their attacks.
- **Supporter:** Supporters provide aid to their allies,
keeping them in peak condition. Supporters deal little
damage and are relatively frail—they need protection
to survive long on the battlefield.
- **Iconic: **Ionics are unique adversaries who have access
to all other role traits as well as their own. These
should be named creatures who are special in their
own right.
##### Advice about Roles
For elite, solo, or iconic adversaries’ roles I would advise mixing and matching traits from different roles to make your adversaries more interesting.
Since Hanzo is a named character and, he is going to be a solo adversary he is going to be given the iconic role, but since we want to make him more interesting he will also gain several striker traits.
#### Affiliation
Affiliations can be the clan the adversary is a part of, the village the adversary is from, or the species of the adversary. Adversary can have multiple affiliations, but have a main affiliation that is used to modify grant adversaries’ access to unique enemy traits.
Hanzo is from the hidden rain village so he is going to be given the Rain Shinobi affiliation.
\page
#### Traits
Traits make up most of the body and soul of adversaries as they determine what your adversary is able to do. There are multiple different types of traits. There are clan traits, general traits, and role traits. There is a fine balance to be achieved when making adversaries. You want to give your adversaries enough traits to make them unique, but if you give an adversary too many traits you risk making them too strong and too complicated. I would advise using the following table as a guide for the number of traits you give to adversaries. Of course, Minions should not have very many features as they are supposed to be very basic and elites and solos may need more traits.
##### Traits
| Level | Amount of Traits |
|:----:|:----:|
| 1 | 2 |
| 2 | 2 |
| 3 | 2 |
| 4 | 3 |
| 5 | 3 |
| 6 | 3 |
| 7 | 3 |
| 8 | 4 |
| 9 | 4 |
| 10 | 4 |
| 11 | 4 |
| 12 | 5 |
| 13 |5 |
| 14 | 5 |
| 15 | 5 |
| 16 | 6 |
| 17 | 6 |
| 18 | 6 |
| 19 | 6 |
| 20 | 7 |
| 21 | 7 |
| 22 | 7 |
| 23 |7 |
| 24 |8 |
| 25 |8 |
| 26 | 8 |
| 27 | 8 |
| 28 | 9 |
| 29 | 9 |
| 30 | 9 |
```
```
##### How to properly use traits
When giving traits to your adversaries you should focus primarily on the personality. A good way to do this is to have a good mix of traits from the 3 different sections. For example, if you want your adversary to have 6 traits then a good basis would be to give them two clan traits, 2 general, and 2 role traits.
For example, here is what Hanzo’s trait list would be.
___
> ***Poisonous Toxins.*** Each time a creature would deal damage as a result of a melee attack to Hanzo or end their turn within 5ft of Hanzo they take 1d12 poison.
>
> ***Blood Frenzy.*** You have advantage on melee attack rolls against any creature that has 50% or less hit points.
>
> ***Cleave.*** You can attack two adjacent targets that are within reach, dealing full damage to each
>
> ***Strikers Focus.*** As a Full turn Action, you stand completely still focusing. At the beginning of your next turn, you have advantage on the next
attack roll you make and on a successful hit, you deal additional damage equal to twice your level.
>
> ***Poisoned Weaponry*** Creatures you would deal damage to as a result of either weapon damage or a bukijutsu gain 2 ranks of envenomed.
>
> *** Envenomed Upgrades*** Creatures who gain at least 3 ranks of envenomed from you also gain the Poisoned Condition.
##### What not to do.
When giving traits you should avoid granting several traits that all do the same thing. For example, you should avoid giving a adversary multiple traits that all increase their damage, to hit, Save Dc.
#### Stats and ASIs
Ability modifiers vary a lot on what level your adversary is. Generally speaking, standards should always have a similar ability score to players of the same level, while minions should have a fairly low stat spread. For elites and solos however, they are allowed and at higher levels should have ability scores far outside the reach of players. As a basis beginning at level 10 elites and solos can have stats around as high as their proficiency bonus. That being said only one or two of their stats should be that high. For a more detailed guide on ASIs view the picture on the next page.
Since Hanzo is level 15, his stat spread should be something similar to this.
___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 |24 |14 |20 |12 |10 |
\page
#### Creating custom Traits
When making adversaries you may end up wanting or needing to create unique traits for them. While creating these unique traits you should try to keep them as simple as possible. Custom traits should be focused on letting adversaries do things that they would not normally be able to do. Custom traits should not be focused on making adversaries stronger. For example, you should not create custom traits that only increase a creature’s stats.
#### Saving Throws
Saving throws are very easy to mess up when it comes to adversaries. Usually Use the following as a basis for how many saving throw proficiencies for different adversaries’ classes and levels.
```
```
.
##### Minions
| Level | Amount of saving throw proficiencies |
|:----:|:----:|
| 1-30 | 0 |
##### Standards
| Level | Amount of saving throw proficiencies |
|:----:|:----:|
| 1-4 | 1 |
| 5-9 | 2 |
| 10-30 | 3 |
\page
##### Elites and Solos
| Level | Amount of saving throw proficiencies |
|:----:|:----:|
| 1-4 | 2 |
| 5-8 | 3 or 4 |
| 10-13 | 5 |
| 14-30 | 6 |
##### Advice on Saving throws
I recommend giving adversaries half proficiency in saving throws they do not already have proficiency after level 5 or 7 for elite and solo enemies.
#### Armor Class
This will be the only time that I recommend completely ignoring the official way to determine AC as I find that determining adversary AC by using the same armor that players use can cause extreme problems. Instead, I would use the following AC formula.
10+proficiency+ 1 stat of the creature's choice.
It is advised that you not use the creature's highest stat for every single adversary you create.
#### To hit and Save DCs
The formula for adversaries to hit and their Save DC is the same as that of a player.
The calculation for an adversary to hit bonus is proficiency bonus plus the adversaries appropriate ability modifier.
The calculation for an adversaries’ Save DC is 8 plus proficiency bonus plus the adversaries appropriate ability modifier.
##### Advice on AC, To hit, and Save DCs
There may be times when your adversaries no longer can keep up with your players as your players have found ways to cause them to grow much faster than the adversary builder expects them to. In these situations, you have two options. You can either surround your adversaries in tons of support and buffing jutsu or you can increase your adversaries’ stats to a point where they can keep up with your players. Both works well enough, but I recommend using a mix of the two to make combat more interesting.
#### Hit Points and Chakra Points
This should be handled mostly by the adversary builder, but don't be afraid to personally change the values to something you think would better fit your party.
one major piece of advice I can give when it comes to chakra points is to massively lower the amount of chakra enemies have if you have a player who specializes in doing chakra damage. As currently the builder gives most adversaries too much chakra for chakra damage builds to be completely viable.
#### Speed and Initiative
It is strongly advised that if your players have built into speed that your adversaries have a simalar speed stat.
The calculation for Initiative is half proficiency plus the adversary’s dexterity modifier. If you want a creature to have a higher Initiative you may want to also add the adversary’s full proficiency bonus instead of 1/2.
In general minions should have lower initiatives than players, since minions will usually outnumber the players. Standards should have similar initiatives to players, while elites and solos should have higher initiatives than player as they will be out numbered.
#### Skills
Skills generally do not matter all that much for adversaries. Just give them what skills you think would make sense for the adversary. There are some fringe cases where skills will matter, so it is advised that adversaries have at least a number of skill proficiencies equal to their proficiency bonus.
#### Senses
Senses include Passive Perception and special senses such as chakra sight or tremor sense. Special senses should rarely be given out and should always have a reason to be given out. Usually giving a creature special sense won't do much to increase the power of the adversary, but special senses like true sight can be massive increases to the adversary in the right situations.
The calculation for Passive Perception is 10 plus the adversaries Wisdom modifier. If you want a creature to have a higher passive perception you may want to also add the adversary’s proficiency bonus to it.
#### Damage Resistances, Immunities, and Vulnerabilities
Giving damage resistances, immunities, and vulnerabilities to adversaries should not be done lightly. Adversaries should have a reason to have resistance or immunity to a damage type or condition. Resistances and immunities should not be given out just to make an adversary harder. An example of a adversary that should have resistances, immunities, and vulnerabilities would be a Fire Elemental. Since it is a fire elemental it would naturally have immunity to fire, resistance to wind, and be vulnerable to cold.
Giving immunities to conditions can be slightly harder, but you should think about both the personality and makeup of the adversary you’re making when giving conditional immunity.
Let’s use Hanzo as an example of looking at a character’s personality and make up to assign damage resistances and immunities. Firstly, Hanzo was a Kage so he should naturally be immune to the Berserk, Charmed, and Fear conditions. Hanzo wears a respirator and uses poison in his fighting style, so it can be assumed that Hanzo is either resistant or immune to poison damage. I will say immune, since he is a Kage and level 15. Since Hanzo is immune to poison damage that also means that he is immune to the Poisoned and Envenomed conditions.
\page
#### Jutsu
Jutsu are just as if not more important to an adversary. Jutsu are what gives adversaries most of their power and complexity. As such you should be very careful to give adversaries the jutsu they need to succeed in the role you give them. A striker needs jutsu that deal goof damage, a defender needs good reaction jutsu, and a controller needs jutsu that are good at supporting their allies and debuffing their enemies.
Adversaries have their amount of jutsu and have what rank of jutsu they are allowed to access based on their level.
| Level | Jutsu Known | Jutsu Rank |
|:----:|:----:|:----:|
| 1-4 | 7 | Up to D-Rank
| 5-8 | 10 | Up to C-Rank
| 9-12 | 13 | Up to B-Rank
| 13-16 | 16 | Up to A-Rank
| 17-20 | 19 | Up to S-Rank
| 21-24 | 22 |Up to S-Rank
| 25-28 | 25 |Up to S-Rank
| 29-30 | 28 |Up to S-Rank
While all adversaries follow the same guide on the amount of jutsu they are allowed to have, it is not exactly a one size fits all situation. Minions should in most cases will not need more than a few jutsu. Standards will commonly need a fair amount of jutsu, but you shouldn’t not feel forced to give a standard all the jutsu that they "should" have access to. Elites and Solos commonly will need all the jutsu they can get, so I advise that you attempt to give elites and solos at least a similar amount of jutsu as what the table advises with some elite or solo adversaries needing more jutsu than what the table says they should have. Picking jutsu for adversaries is more of an art than a science, so make sure to trust your gut.
When selecting jutsu for your adversaries the two things that should be on your mind are what does the adversary need to show their character if they have one and what jutsu they need to properly play their given role. For example, Hanzo would be assigned a large amount of medical jutsu and bukijutsu to show his character and he may be assigned a few taijutsu or genjutsu to help him play his role as a hyper aggressive boss adversary.
The following is an example of what Hanzo's jutsu list could look like.
```
```
___
> ***Ninjutsu. *** +12 to hit, DC 20
>
>D-Ranks: Substitution Technique
>
>C-Ranks: Defensive Cloak
>
>A-Ranks: Summoning Technique (Lizard), Poison Mist Dragon
>
> ***Taijutsu. *** +14 to hit, DC 22
>
>D-Ranks: Breath of Mist: Low Clouds, Distant haze, Butterfly Dance: Caprice, Iajutsu
>
>C-Ranks: Dance of the Bee Sting: True Flutter, Finger Breaker, Mikiri Swing, Mikiri Counter
>
>B-Ranks: Breath of Flower: Peonies of futility
>
>A-Ranks: Breath of Flower: Whirling Peach, Dragonstrike
>
> ***Genjutsu. *** +8 to hit, DC 16
>
>D-Ranks: Suigetsu's Aggressive Minor Illusion, Amnesia
>
>C-Ranks: Mass Release
>
##### Advise on Adversary Jutsu
When it comes to adversaries there are two big things that need to be learned. 1 that not all jutsu are created equal and that 2 just because a creature can have 20 S-Rank jutsu doesn't mean that you should give them 20 S-Rank jutsu.
When selecting jutsu for adversaries keep special attention on things such as if the jutsu can target/affect multiple creatures, whether the jutsu applies conditions, or if the jutsu allows the adversary to gain additional actions. In most cases a C-Rank that does one of these things is stronger than an A-Rank jutsu that only does damage, so when you are balancing encounters remember to take what the jutsu your adversaries can do into account. To focus in on AoE jutsu being especially strong I would advise against having adversaries using AoE jutsu every single turn.
Additionally, when selecting jutsu you should try to give your adversaries a good mix of jutsu at different ranks, since having your adversaries only use jutsu of their highest available level is how you end up with dead players.
On the more general side it is advised that you either do not use jutsu against players or half the damage of jutsu until your players are level 2 or 3, as even D-Rank jutsu can one shot even the bulkiest of level 1 players.
Additionally, I would advise on letting your adversaries upcast jutsu to the highest rank they know a jutsu in instead of not being able to upcast at all. So, if your adversary only knows a genjutsu of B-Rank they can only upcast their D and C-Rank jutsu up to B-Rank even if they are level 30.
#### Freeform Jutsu
It is heavily advised that DMs learn how to use the Freeform jutsu system and use it when you can. However, you should always try to make your freeform around the same level of power of normal jutsu.
\page
#### Adversary Attacks and the Attack Action
Adversary Attacks are everything that an adversary can do with the attack action. They can range from special attacks that force creatures to simple attack where you just roll to hit against your target's AC. As your adversary grows in level the amount of attacks that they do per turn and/or the damage they do per attack should be increased. One important thing to note is that jutsu that add weapon or unarmed attack to jutsu or do multiple attacks are much stronger than they are for players, since adversaries have stronger attacks, so you should think twice before giving your adversary jutsu that do multiple attacks.
#### Putting it All together
As a final note, I would like to say that over all if you focus on the character of your adversary and the role you want them to have instead of making them a powerful or hard you should be making good adversaries.
___
___
> ## Hanzo
>*S-Rank, Solo, Rain Shinobi, Iconic , -Proficiency 7*
>
> ***Level***-15
> ___
> - **Armor Class** 24
> - **Hit Points** 1520
> - **Chakra Points** 1520
> - **Speed** 45ft.
> - **Initiative ** 10.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 |24 |14 |20 |12 |10 |
>___
> - **Saving Throws** +10 to Str, +14 to Dex, +7 to Con, +8 to Int, +6 to Wis, +4 to Cha
> - **Skills** Athletics +10, Acrobatics +14, Chakra Control +9, Deception +7, Insight +8,
Intimidation +7, Stealth +14
> - **Senses** passive Perception 17
> - **Damage Immunities** Poison
> - **Condition Immunities** Berserk, Charmed, Fear, Poisoned, Envenomed
> ___
> ***Poisonous Toxins.*** Each time a creature would deal damage as a result of a melee attack to Hanzo or end their turn within 5ft of Hanzo they take 1d12 poison.
>
> ***Blood Frenzy.*** You have advantage on melee attack rolls against any creature that has 50% or less hit points.
>
> ***Cleave.*** You can attack two adjacent targets that are within reach, dealing full damage to each
>
> ***Strikers Focus.*** As a Full turn Action, you stand completely still focusing. At the beginning of your next turn, you have advantage on the next
attack roll you make and on a successful hit, you deal additional damage equal to twice your level.
>
> ***Poisoned Weaponry*** Creatures you would deal damage to as a result of either weapon damage or a bukijutsu gain 2 ranks of envenomed.
>
> *** Envenomed Upgrades*** Creatures who gain at least 3 ranks of envenomed from you also gain the Poisoned Condition.
>
> ### Jutsu
> ***Ninjutsu. *** +12 to hit, DC 20
>
>D-Ranks: Substitution Technique
>
>C-Ranks: Defensive Cloak
>
>B-Ranks:
>
>A-Ranks: Summoning Technique (Lizard), Poison Mist Dragon
>
> ***Taijutsu. *** +14 to hit, DC 22
>
>D-Ranks: Breath of Mist: Low Clouds, Distant haze, Butterfly Dance: Caprice, Iajutsu
>
>C-Ranks: Dance of the Bee Sting: True Flutter, Finger Breaker, Mikiri Swing, Mikiri Counter
>
>B-Ranks: Breath of Flower: Peonies of futility
>
>A-Ranks: Breath of Flower: Whirling Peach, Dragonstrike
>
> ***Genjutsu. *** +8 to hit, DC 16
>
>D-Ranks: Suigetsu's Aggressive Minor Illusion, Amnesia
>
>C-Ranks: Mass Release
>
> ### Actions
> ***Rain Scythe.*** *Melee Weapon Attack:* +14 to hit, reach 5ft., one target. *Hit* (3d6 + 6) Slashing Damage
>
> ***Poison Shot.*** *Ranged Ninjutsu Attack:* +12 to hit, reach 60ft., one target. *Hit* (2d6 + 6) Poison Damage
> ### Legendary Actions
>
> Hanzo can take 3 Legendary actions, choosing from the options below.
Only one legendary action can be used at a time and only at the end of
another creatures turn. Hanzo regains spent legendary actions at the start
of his turn.
>
> **Move:** Hanzo can move up to his speed without provoking opportunity
attacks
>
>** Attack:** Hanzo can move up to his current speed and can cast a Jutsu of
C-Rank or Lower or attack 3 times with Rain Scythe.
> ### Legendary Resistance ( 5/Day)
>
> If Hanzo fails a saving throw, He can choose to succeed instead
\page
## General Campaign Guides
Below are some guides on how to handle various "tropes" and common practices for your Naruto 5e campaign;
### How to handle a jonin teacher
The world of Naruto, while fun and full of flavor comes with some baggage that is not completely ideal for a tabletop game. The Jonin Teacher being the prime example. The Jonin Teacher if not handled right can lead to the players not feeling like the protagonists of their own story. That they are not needed to handle the problems of the game. There are quite a few ways to handle this problem that we will go over, but there are many more.
#### Let’s split up Gang
A very popular way to handle the Jonin Teacher is to constantly have them doing other things in the background, so that the players are in full control of themselves. This works fine, but it does not fully solve the problems introduced by the Jonin Teacher. It does allow the players control over the game, while the Jonin teacher is away, but the Jonin teacher is never far away. The players will never feel like they are truly by themselves or that the mission’s success is only up to them. Additionally, whatever you have the Jonin teacher do the players can't, so each mission the Jonin teacher is on automatically has less for your players to do.
The Strengths if this approach is that you maintain the feeling of Naruto by having the Jonin teacher actually go on missions with the players, but it has the negative of not fully granting your players complete self agency.
#### Here's your Mission
Another popular way that Jonin Teachers have been handled is that they do not go on missions with their students. While this may not 'feel' like Naruto, it does fix a large number of issues with having Jonin teachers go on missions with the players. Not having the Jonin teacher on the missions means that the players have full control over all aspects of the mission. The players have to do all the talking, the planning, and all the potential fighting.
A more extreme version of this would be to simply not have your players have a Jonin Teacher at all. While Naruto 5e is based on Naruto it is also a tabletop game and most tabletops have moved away from having the players be under the control of a very powerful patron.
The Strengths if this approach is that you grant your players complete freedom, while the negative is that it tends to result in less memorable Jonin teachers as the players get less chances to interact with the players.
#### Round Up
The way you handle your Jonin teacher affects almost every part of your campaign. It is our recommendation that the Jonin Teacher should go on a few missions with the players, but most missions should be up entirely to the players. This allows the players time to interact with the Jonin Teacher, while also allowing the players to have control most of the time.
```
```
### How to handle Class Mods
Class mods are a very powerful series of effects and boons that a Dm can choose to grant their players, but we recommend that DMs follow the following guidelines if they plan on introducing class mods into their games.
#### Make Sure You Can Handle It
Class mods make players strong. It is not hyperbolic to say that a level 20 player with a level 5 class mod can fight multiple other level 20 players and win. If you are new to table tops or N5e wait till you have a good understanding of the game before adding class mods.
#### Make Sure Everyone Gets One
If you decide to use class mods in your game most of the time you should give a class mod to each player. The only time that you should not give a class mod to a player is if they are leagues above the rest of the team and even then it is advised to either give them a weaker class mod or to restrict them to the lower level of a class mod. Alternatively, you could give the player without a class mods additional class level.
#### Don't Go Over Board
Class mods can be incredibly fun, but make sure you don't overdo it. One of the best ways to ruin the balance of your game is to give a player multiple class mods. It is highly recommended to limit your players to one class mod, but if you decide to grant your players multiple class mods make sure to not let them have more than 5 class mod levels in total. It is also advised to have both class mods the player have be unable to interact. For example, if you have a player with both Sage Mode and Sealed Beast they should have to decide between with class mod they want to use at a time.
#### Make Sure to Double Check
Class Mods are designed to be tweaked by each table to make them better for each table. If you think something is too strong do not be afraid to nerf it or if you think something should be buffed don't be afraid to buff it.
#### Make Sure It Affects The Story
Class Mods were made primarily to enhance the
story of a campaign. There focus was not entirely
to make players stronger. Thus, it is important to
try to make class mods impact your story.
Whether that be by the journey the player went
on to unlock their class mod or by
dealing with the negatives of the class
mod; no matter what class mods
should affect your story in both
minor and major ways.
\page
### How to handle transplants
The power of the Uchiha's Sharingan, the Hyuga's Byakugan, and Kuro's Kurugan is sought after by many a ninja, who seek the Dojutsu’s power for themselves. Alternatively, those who possess the Dojutsu may wish to give a close ally the power of their eye if they are on their death bed or are unable to continue their ninja career. Whatever lead you up, may find yourself attempting to transplant a Dojutsu to yourself, but you must consider whether or not the transplant is worth the downsides that come with using a Dojutsu that your body was not built for. *A piece of advice for all DMs is to not allow a player with a transplant to take a bloodline feat*
#### The Implantation
All transplants require a medical procedure for the Dojutsu. The medical procedure takes 1 hour and requires a DC 30 medicine check. If you attempt to do the check yourself you have disadvantage. Additionally, you can attempt to do the procedure in only 1 minute, but the DC increases to 40. On a failed check the person whom the procedure is being done takes 1d12+10 true damage and gains 2 ranks of exhaustion. Additionally, the Dojutsu being transplanted is destroyed. On a success, the eye is implanted, but cannot be used for at least 1 week as the eye adjusts. During this time, you are blind in that eye. However, if the check was passed by more than 5 you are immediately able to use the Dojutsu.
#### Using the Transplant
**Sharingan:** Your maximum chakra points are reduced by your player level and you gain the Sharingan feature treating yourself as an Uchiha at the same level as the creature you gained this Sharingan from. If you are a higher level than the creature you gained the Sharingan from you may spend 3 points of DT to increase the level you are counted by 1 to a max of your current player level. You are able to pick what Sharingan features you want regardless of the features the previous holder of the Sharingan had. Additionally, you are able to take all Uchiha clan feats that are focused on the Sharingan and may learn the following Uchiha Hijutsu Genjutsu: Sharingan!, Genjutsu Deflect!, and Genjutsu: Red Star.
___
**Byakugan:** Your maximum chakra points are reduced by your player level and you gain the Byakugan feature treating yourself as an Hyuga at the same level as the creature you gained this Byakugan from. If you are a higher level than the creature you gained the Byakugan from you may spend 3 points of DT to increase the level you are counted by 1 to a max of your current player level. You are able to pick what Byakugan features you want regardless of the features the previous holder of the Byakugan had. Additionally, you are able to take all Hyuga clan feats that are focused on the Byakugan.
___
**Kurugan:** Your maximum chakra points are reduced by your player level and you gain the Kurugan feature treating yourself as a Kuru at the same level as the creature you gained this Kurugan from. If you are a higher level than the creature you gained the Kurugan from you may spend 3 points of DT to increase the level you are counted by 1 to a max of your current player level. Additionally, you are able to take all Kuru clan feats that are focused on the Kurugan and may learn Kuru Hijutsu 1 rank lower than your max jutsu rank.
___
**Junsugan:** Your maximum chakra points are reduced by your player level and you gain the Junsugan feature treating yourself as an Ouyoku at the same level as the creature you gained this Junsugan from. If you are a higher level than the creature you gained the Junsugan from you may spend 3 points of DT to increase the level you are counted by 1 to a max of your current player level. You are able to pick what Junsugan features you want regardless of the features the previous holder of the Junsugan had. Additionally, you are able to take all Ouyoku clan feats that are focused on the Sharingan and may learn the following Ouyoku Hijutsu 1 rank lower than your max jutsu rank.
___
**Ketsuryūgan:** Your maximum chakra points are reduced by your player level and you gain the Ketsuryūgan feature treating yourself as an Chinoike at the same level as the creature you gained this Ketsuryūgan from. If you are a higher level than the creature you gained the Ketsuryūgan from you may spend 3 points of DT to increase the level you are counted by 1 to a max of your current player level. Additionally, you are able to take all Chinoike clan feats that are focused on the Ketsuryūgan and may learn Chinoike Hijutsu 1 rank lower than your max jutsu rank.
\page
### How to handle the jutsu creation system (And how to say no)
The **Jutsu Creation System** or JCS is a very good system to have, but it can create very very powerful jutsu if unmoderated. The following is a series of guidelines we recommend you follow when both making custom jutsu with the system and when approving custom jutsu into your game.
#### Is This Original
The system at the time of this books creation already has 1000+ jutsu, so before creating your jutsu double check to see if the idea hasn't already been done and if it has already been done it is advised that you just learn that jutsu instead.
#### How To Balance
Balancing jutsu with JCS can be hard, but in general there are a few things you can do to help in the balancing process.
1. Look at other jutsu of the same rank as what you’re trying to create to see if it seems to be in the same realm of power. Jutsu created with the JCS may and in some cases should be stronger than normal jutsu of the same rank, but they should not be stronger of jutsu of a higher rank.
2. Jutsu created with the JCS should have a strong focus. You want to avoid making jutsu that do too many things at once.
3. If at all possible you should try to avoid making jutsu with a chakra cost at least 2 points lower than the max cost of the rank you are creating.
#### Should this be a thing
This is the biggest question that you have to ask yourself. Having a jutsu that AoE stuns everyone within 100 ft of you for a minute may be cool, but should it exist. The answer will change depending on your table, but you should still remember to always ask yourself if what your creating is something that you truly think should exist.
#### Is This Too Strong
Players have the option to customize and empower preexisting jutsu. Many jutsu should not be made stronger. It is the opinion of us that the following jutsu should not be allowed to be modified or that they should have restrictions placed on their modifications. There are other Jutsu that could be listed, but we will stop here for brevity.
- Bless
- Bane
- Ineptitude
- Machine Gun Punch
- Flowing Water No Beat
- Gates jutsu
- Great fire cage
- Forcecage
- Mitotic Regeneration / Chakra Reserves
- Leaf Great Flash
- Any and all **Clone** jutsu
- Any Jutsu that grants AC as a reaction
```
```
### How to handle combat and challenging your players
Making combat counters have been an issue that we have heard quite a few times over the years. Listed below are a few pieces of advice about making combat challenging without going overboard.
#### Taxing Resources
One of the easiest ways to make combat harder can be to add more encounters per long rest. One way you can view each fight is as a toll. Each fight has the players paying in different resources such as chakra, Hit points, and potentially items. forcing players think about resource management throughout a fight or series of fights is a good way at making fights more engaging.
#### Counter Build
Countering is a tool that if done well can create some of the most rememberable fights, but if done poorly can ruin a campaign. There are two main types of counters hard counters and soft counters. Examples of hard counters being immunity to damage and conditions, while examples of soft counters would be resistances or advantage on certain saving throws. Both types of counters are very valuable, but they should not be used the same amount. Soft counters at higher levels should be used in almost every encounter, while hard counters should be less prevalent. That being said at higher levels most solos and elites should have at a few conditional immunities.
___
Countering is a complicated issue, but as you continue to Dm you will learn what works and what does not work for your group.
#### Teamwork makes the Dreamwork
There is nothing more threatening to your players than an enemy healer. If you are looking to increase the difficulty of an encounter increasing the number of roles your enemies have access to is a quick and easy way to increase the difficulty of an encounter.
#### How often should enemies succeed?
If you are using the Adversary Builder for your enemies you may run into the issue of your players being able to become so powerful your enemies can no longer pose a threat regardless of how any of them you use, if this is the case you need to increase your enemies to hit, Save DC, AC, etc. A good check to see if your enemies need their numbers increased is if they have less than a 50% chance to hit your players before they use their reaction. One important thing to keep in mind if you decide to increase the stats of your enemies is that different players have different strengths. You don't want to focus on only one player when balancing your enemies too much, but you want to view your party as a whole.
\page
### How to handle Summons
Summons are an incredibly strong tool available to players and don't fit all campaigns. The following are a few things that DMs should think about before allowing summons into their games.
#### The Power of Summons
Summons are very very strong, to the point of rivaling the early levels of many class mods. Summons can double the hp pool of a player and can fill any weakness a player has. If you are having difficulties with making combat challenging it is recommended to not allow summons.
#### The story potential of Summons
Summons should be treated as a group with a goal and unique culture just like how a village would be. Summons do not take on summoners for no reason. They expect for the union to be beneficial for both sides. DMs should make attempt to have players understand this before they learn the summoning technique. Additionally having summons give their summoner side quests or having a players summon have a strong personality can improve the feeling of summons being more than just a jutsu.
##### Personal Advice from Mr.Hey
Most of the time Summons not be allowed to be learned until at least level 4 and should be something that a player gains thru downtime or as a story beat, not by leveling up. The only major exception being if a player is playing a summoner Nin-Spec. Summons should be primarily something to enhance a character or the story not as a power up.
\page
## Naruto 5e GSheet Guide (Somewhat Outdated)
##### The complete guide to using the N5E GSheet to make a character
Created by @ParagonQuille#3227 on Discord
Disclaimer
This guide was made using Version 1.7, March Patch 2022 3/17/2022 of the N5E system, and version 1.5 of the GSheet. All information should still be relevant, except for specific examples of class and clan features (such as Superior Elements, the example feature used in the Class section). Be wary that some screenshots may become outdated.
### Getting Started
So, you want to make a Naruto 5E character using the GSheet, but you don’t know where to start. It’s simple: follow this guide and by the end you should be able to do it easily!
First off, some tips that are good to know across the board:
1. To use the sheet at all, you need to first go to File > Make a copy (it is at the top left) to make your own copy to edit. You can duplicate tabs for more characters.
2. Many boxes automatically calculate, including modifiers, skill totals, and the equipment section. Check the formula bar at the top of the screen (just under where the tools are) to see if there is a formula before filling out a field.
3. The sheet includes some faux radio buttons. To "fill in" the buttons, enter any character you wish ('x', '1', etc) except '0'. Entering '0' into a radio button will clear it. The skill buttons additionally support 'e' for expertise, and double proficiency bonus appropriately, as well as ‘h’ for half proficiency. See the screenshot below for what these buttons look like.
\page
4. Many cells have “notes” attached to them. They are identifiable by a small black triangle in the corner of the cell. These will provide extra information on what is there, and these notes are used to have the descriptions of feats, jutsu, and features put right into the sheet without taking up space. To insert a new note, look at the top of the sheet where you found “File”. Go to Insert > Note. Remember that the Note will disappear if no text is put in it. To type in or view a note, hover over the cell it’s attached to then click into the note.
5. If this is your first character, ignore the Class Mod portions of the sheet (Mangekyou Sharingan, Sage Mode, etc.), unless your DM says otherwise. They are identifiable by the colored lines below their titles on the bottom of the screen.
6. Finally, most of these tips (and a couple more) can be found in the “?” portion of the sheet. Look at the bottom of your screen where it says “v.1.5” (this number will change as the sheet gets updated over time), “Your Character”, “Lists”, etc. Now, look to the right of that and click the arrow pointing right and the bar will scroll to reveal “?”. Click that and it will take you to the tips section of the sheet.
Whew! Lots of information. But now we can get into actually making the character with hopefully minimal issues. Keep in mind that it is advised to read all sections to maximize your understanding of how the GSheet functions.
The first step is to figure out what you want to make, of course. Everyone does this process differently, so you may have to jump around the document a little to do it in the order that you like, as I will be starting with Class, then Background, then Clan. Jutsu will be last, as what jutsu you can get depends on your feats, Class, and Clan.
So, if you haven't already, go look through the books (they are in the #link-to-book channel of the discord, or you can use these links ) to decide what you want to build. Class will decide your playstyle the most, but you may want to build around a clan, or a category of jutsu. (Background is in chapter 3 of the main book)
Main Book
Orochimaru's Class Observations
Tsunade's Clan Studies
Jiraiya's Jutsu Compendium
Done? Great! Let’s get started. The first step to any character is their starting stats before modifiers from class, feats, clan, etc., so that will be the very first section.
### Stats, Skills and Proficiencies
The first step: stats. How you do this section depends on how your DM decides to have your starting array decided, and there are many ways of doing that, so this guide may not be perfect for this part. So, for simplicity’s sake, we will be using the standard array.
Standard array consists of scores of 15, 14, 13, 12, 10, and 8. Each one of these can be assigned to any one of the six stats. See the screenshot for reference.
To change the score, put your cursor in the cell with the number 14 (this number will not be the same for you most likely, however it will be in the same position), delete the number, and type the new one. The modifier (+2) will change automatically! That’s really all there is to it, besides that as you go you will have to change these values due to Ability Score Increases (ASI), which come from clan, class, feats, etc.
The next part of this section is skills and proficiencies. This is the first section that will make use of the faux radio buttons (make sure you read the tips at the start!). Your clan and class are the main sources of proficiencies, but some feats also give proficiencies. If something gives you proficiency in a saving throw or skill, find it in the respective box and fill the radio button; the bonus will automatically be changed. For expertise, put an “e” in the radio button and that will be automatically calculated as well.
Alternatively, if something gives you proficiency in a weapon, type of armor, or toolkit, put it on the appropriate line in the “Proficiencies” box. The “Clan Proficiencies” and “Class Proficiencies” lines can be used to keep track of what gives you each proficiency; for example, if your class gives you light armor proficiency, you can put “Light Armor” on the “Class Proficiencies” line.
\page
Now, that is all the stats stuff that is normally necessary for building a character. However, there is an entirely optional thing on the Your Character portion of the sheet that may be helpful to know how to use for assigning your stats, so I will go over it.
If you don’t care, ignore the rest of this section and move on to whatever section you want to start with (Clan, Class, or Background is recommended. Equipment and Jutsu depend on the other things, so it is advisable to look at those at the end or when they come up in the other sections). Note that some DMs and West March servers may require this to be filled out, however.
First, go to the bottom of your screen and click “Your Character”. On the right side, you should now see what is in the screenshot. This is known as the West March log, and it tracks where all your stats, ASIs, and feats come from.
The first section is “FEATS AND ASI FROM CLASS”, which records what ASI and Feat you choose at levels 4, 8, 12, 16, and 19. The second 4 and 8 rows are for when a PC is multiclassed and gets ASIs in their secondary class. In the ASI column you put the 3-letter abbreviation for the ability you chose to increase, and in the Feat column you put the name of the feat you chose, and if it provides an ASI you put its abbreviation next to it in parentheses. (Note that the text already there is just a placeholder and intended as an example.)
The second section is “FEATS AND ASI FROM BACKGROUND”, which records exactly what it says, and works in roughly the same way as the first section. It will be expanded on in the Background section of this guide.
The third section is “ROLLED STATS”, which is where you put the original values for your stats (your Standard Array values, Point Buy values, or whatever method was used). These will stay unchanged (unless you decide to switch some of the values with each other before finalizing your character).
The fourth section is “INCREASE FROM ASI/CLAN/FEATS”, which is used to track ASIs from levels 4, 8, 12, 16, and 19, as well as the ASIs you get from your clan. For example, if you choose to increase your STR at level 4, you increase the value under
STR in this section by 1.
Alternatively, if your clan
increases your WIS by 2, you
increase the value under WIS in
this section by 2. The same
applies for when a feat from class
features, clan features, or level
ups says “Increase ability score
by 1”.
The fifth section is
“INCREASE FROM DT FEATS”,
which is used to track the ASIs
that you get from feats that you
spend DT to get. It works the
same way as the fourth section,
except you only put ASIs from
feats acquired through DT here.
Finally, the row of numbers at
the very bottom of the screenshot
is the totals for each stat after
everything has been added, which
___
will calculate automatically! This is very handy for making sure that your stats are right. Keep in mind that sometimes this will go over 20, but your stats can not actually go over 20 unless something specifies that it can.
If you decide to use these logs, a good way to make it even more helpful is to put notes on the cells with numbers in the fourth and fifth sections that say what each portion of the increase to that stat comes from. For example, if I have a +2 increase to DEX from my clan, I will put that in the fourth section and add a note to the cell saying “+2 from Clan”. Alternatively, if I get the Improved Chakra Efficiency and Chakra Pressure feats from DT, which both increase CON by +1, I would put the total of +2 in the fifth section and add a note to the cell saying “+1 from Improved Chakra Efficiency +1 from Chakra Pressure”.
Below the main portion of the West March logs is the DT tracker. This is used to track how you spend your DT, split between Miscellaneous (Misc.), Jutsu, and Feats. It’s very easy to use; as you spend DT on things in those categories, add the amount spent to the total for that line. It will then automatically calculate the total DT spent; this is useful for making sure you don’t spend DT you don’t have. It can also be used to keep track of the feats and the ASIs you get from DT, noted in the same way as the class/level ASIs. Just use the open lines above the DT counters; these lines can also be used to note what your DT was spent on.
\page
### Background
This is actually a fairly small section, but it can be pivotal to your entire character! Background is important because it can fuel your backstory, of course. Mechanics wise though, it provides some skill and tool proficiencies, starting equipment, a feat **or** an ASI, and even a unique feature! Note that these features are not extremely useful or powerful, but they can provide an interesting buff in certain scenarios, and can be fun to roleplay around!
To pick your background, go to the top of the sheet and use the “Background” dropdown. This will automatically put your background feature (e.g. Hermit’s Discovery) into the top slot of your Feats, but you will have to put the description into the note manually. Your equipment and proficiencies from background must be put in manually as well.
If you decide to take a feat from your background, remember that no matter what the feat is, it does **not** give you an ASI.
### Class
Putting your class into the GSheet is simple: Go to the dropdown at the top of the page, find your chosen class and subclass, and select it. Then just type in the amount of levels you have in the class.
>If you **Multiclass**, put in the first class/subclass and the levels in it, then manually type the second class/subclass and the levels in it. Make sure that you have it punctuated correctly! This means that in the class and subclass there can be no spaces–replace them with hyphens–and each word must be capitalized. Between the core class and the subclass, there must be a space. See the screenshot below for an example.
Even if you do not have a subclass, you have to enter one into the box so the sheet understands and properly displays your class features. Now that you have your class chosen, scroll down until you see the “Class and Clan Features” box; all your currently available features will be input on the left (at higher levels, it overflows into the right, which is intentional), but descriptions must be manually input. Ignore the colors in the screenshot, as it is just color coding that I have done.
Some features will have values in parentheses next to their names, such as “Superior Elements (d6) (2)” in the given screenshot. These values give relevant information at a glance. For this example, the d6 tells you that the feature uses six-sided dice, and the 2 tells you that you know 2 maneuvers.
There is one more step to putting your class into the GSheet, and that’s putting in the feature descriptions. Just go to the class document and copy your feature description, then find the feature on your GSheet and paste it into the note that is already there.
Whenever you change your level in the class dropdown, these features will update automatically, but the descriptions will not, so you will have to do that manually every time you level up.
### Clan
Clan is very similar to class; the only differences are that to input the clan, you use the dropdown menu for clan, the features update using the “Level” cell, and are on the right.
### Equipment
Equipment is very simple. When something tells you that you have something (or if you acquire something in your adventures), you put it in the "Equipment & Treasure" portion of the GSheet.
Put the name of the item in the "Item" column, the amount you have in the "#" column, the bulk of the item in the "Bulk" column, and the Ryo value in the "Cost" column. Keep in mind that the cost column is not necessary.
If an item needs more information, such as a weapon's properties, the content of a pack, or the information on what a kit or consumable does, put it in a note on the item's name cell.
\page
Your maximum bulk and current bulk is automatically calculated. If you have something that provides extra max bulk such as the Athlete feat, either edit the max bulk formula and just add a "+x" at the end, where x is the amount added, or go to the right of the equipment section and add 1 to the "#" column of the storage item that has the same bulk value.
All that's left is Ryo, which is manual and depends on your DM's starting Ryo rules, and the storage items. Storage items can be bought with Ryo or obtained as starter equipment. If you have any, just put the number of the respective item into the "#" column and your max bulk will change automatically
### Feats
Feats are next to the "Class and Clan Features" on the GSheet, and are often pivotal to a character. Adding feats is very simple, just type the name into one of the cells and copy paste the effects into the note. Most effects do not have a specific place on the GSheet to be noted, so for most feats you will just have to remember the effects when they are relevant. Remember that the note is there to help you! Also, don't forget that you can find various spots to note things. (ignore the color coding for now).
Now, I said "**most** effects do not have a specific place on the GSheet." For the things that do have a specific place, here is a small guide. For things like Durable and Endurance that increase max HP or CP, there are small cells underneath the Current HP and Current CP cells, which you can find via the note attached to them. Enter the amount of HP/CP you get from the feat per level and your maximum HP/CP will change automatically with level. If something changes your initiative, there are two radio buttons above initiative that can be filled in to use full proficiency or intelligence instead of dexterity.
Alternatively, for something other than those two changes, there is a cell under initiative that will override the formula and use whatever value you input for initiative, in case you have something like Alert (or you can edit the formula and put a +5 [or whatever value would be added] at the end of it).
Other than that, most things won't have a specific place. If you need more help with this, I recommend asking the server for help in the questions or GSheet channel.
### Resources
Inputting your resources into the GSheet is very simple. The most basic resources, and the ones that everyone has, are Hit Dice and Chakra Dice. To input these, simply use the slots underneath your HP and CP. The "Max" line is, of course, for how many you have when at max capacity (I personally recommend including the dice size). Directly underneath the max line is the cell where you put the current amount. To the right of Chakra Dice is a resource slot for whatever other resource you may or may not have. A recommended use of it is for DT.
Other than that, there are four other open resource slots on the GSheet which are used for whatever you may or may not have, and they are located to the left and right of the "Attacks and Commonly Used Jutsu" section.
For all of these, there is a cell under the main cell that you can use to display the name of the resource.
\page
### Jutsu
Jutsu are a pivotal element to every character, and having your jutsu on your sheet is critical to playing efficiently. That's why if you scroll down on the main page of the GSheet, you will find the Jutsu sections in the order of Taijutsu, Ninjutsu, and then Genjutsu. Note that Bukijutsu is considered a subset of Taijutsu, so when putting Bukijutsu into your sheet, put it into the same section as Taijutsu.
The first step to putting your jutsu into your sheet is to choose what jutsu you have, which is determined by your class’s "Jutsu Known". After that, putting your jutsu into the sheet is extremely easy.
Scroll to the correct section for the jutsu, find the portion that matches the rank of the jutsu, and type the jutsu name into an empty cell in that rank. Then, put the chakra cost of the jutsu into the cell directly to the right of the name. Then copy and paste the jutsu's description into the note on the jutsu's name cell (Once again, ignore the color coding.)
Don't be afraid to shorten the jutsu name, as long as you can still recognize it. For example, shortening the prefix on elemental jutsu to just its initials, like I did with my Wind Release jutsu in the screenshot where I shortened it to "W:"
The final step to putting your jutsu in the GSheet is optional, but extremely recommended. It consists of coloring and filling the radio buttons to the left of each jutsu. Just above the Taijutsu section, and under the "Equipment and Treasure" section is a color code key for the radio buttons. These colors are just recommended, and can be changed as you wish.
Jutsu Known refers to the jutsu you know from the "Jutsu Known" given to you by your class. Class Jutsu refers to jutsu that you know due to a class feature, such as the E-Rank Genjutsu that Genjutsu Specialist subclasses get. Clan Jutsu refers to jutsu you know due to a clan feature, such as Uzumaki's "Uzumaki Hijutsu" feature. Jutsu from DT refers to jutsu that you spent DT to learn. Feats Jutsu refers to jutsu that you know from feats such as Advanced Study. The ? is for if there is some other kind of source you learned jutsu from.
To color and fill your jutsu radio buttons, double click into the cell and highlight the text, then go to the "Text Color" tool (see screenshot for reference) in the toolbar at the top of the page and select the color you need, then change the text to anything but a 0 to fill in the button.
```
```
### Summons
In the case you use the Summoning Technique jutsu, are part of the Inuzuka clan, or take the Puppeteer subclass of Puppet Master, this section will be very important to you. If none of those apply to you, skip this section.
If one of these things applies to you, look at the bottom of the screen on your sheet and look for the "Lists" tab. Click that, then scroll until you find the Summons; this is where all the information about each official summon type is stored for the sheet to reference. Keep scrolling until you see what's displayed in the screenshot second time, as this is where you create a summon.
To make a summon, first visit the Summoning Jutsu portion of Jiraiya's Jutsu Compendium and read up on how summons work.
Now that you know that, find the row that has your chosen summon tribe and name your summon by typing into the name column. Then use the dropdowns to determine its rank and choose its features. Only choose features up to what your rank of summon can use. After that's done, go back to the main page of your sheet (the tab on the bottom of the screen labeled "v1.5.0")
>If you want to make a second summon of the same tribe, copy that tribe's row and paste it into an empty row. It should have all the same options in the dropdowns.
Now that your summon is made, you can select it in the summon display at the top of the sheet on the right. Alternatively, there are three more of these summon displays at the very bottom of the sheet. Everything will autofill except Ability Scores, Jutsu, and Feature Descriptions.
\page
Before doing anything else, set the numbers under the Ability Score Abbreviations(ASAs) to match the numbers above the ASAs.
If your summon is higher than D-Rank, to apply its ASI's use the cells under the ASAs. Increase any of these stats up to a maximum of 20, following the rank's limit. If you're unsure how many ASIs you have left, directly to the right of these cells is a cell that displays how many ASI points you have left. Keep in mind that you can not decrease stats below their base value to increase others more.
Next, copy and paste the descriptions of your summons features into their notes. Keep in mind that the notes will not automatically change if you change which summon is displayed. Then put in your summon's chosen jutsu. Keep in mind that the ranks are displaying the highest ranks available and you can still choose lower ranked jutsu.
Type the jutsu name in, copy paste the jutsu description in (won't change automatically just like the feature descriptions), and put the cost of the jutsu into the cell to the right of the name.
Keep in mind that for the skills, the summon uses your proficiency bonus plus its relevant ability modifier.
### General/Secret Tips
That was a lot of information, but here are a few things that are very subtle about the gsheet that could be helpful, and some random tips.
1. When looking at your jutsu lists, if you look to the right of where your DC and Attack Bonus are, you will see a “secondary stat” section; the stat it uses can be changed with the dropdown arrow. This will be helpful if some clan or class feature allows you to use another ability score for that jutsu type in certain scenarios (such as Uzumaki being able to use CON for Fuinjutsu).
a. Alternatively, there is a “clone” option, but no clone stat! This is used to automatically calculate the DC and attack bonus of Shadow Clones that you summon (this does not apply to all types of clones as most clone jutsu work slightly differently. Please note that at the time of this writing, this seems to still be a work in progress, and only seems to be correct when put into the Ninjutsu secondary stat section.
2. Something that may prove extremely useful is color coding your jutsu, feats, and features to show what kind of action economy they use at a glance. It is extremely helpful for remembering what you can do to help in a stressful situation, especially if you often forget what passives and reactions you have.
Have a key somewhere (I personally prefer to put it next to Passive Perception under the Skills), similar to the screenshot, and use the Fill Color option in the toolbar to change the fill color of jutsu and features.
3. If something adds a bonus to something, such as a feat, that is not automatically calculated, adding the bonus to what is displayed is very simple. Take Chakra Pressure for example; it adds a +2 to Chakra Control checks, and a +1 to your jutsu save DCs (note that this only applies to jutsu RAW and RAI, talk with your DM about whether or not it applies to features that use your jutsu DCs). If you have this feat, click into the cell that has your Chakra Control bonus in it, and at the end of the formula, just type “+2”.
a. For things that affect jutsu DC, there is a spot on the sheet to adjust this, as well as attack bonus. Right above the DC and Attack Bonus for each jutsu type there is a “Misc. DC Bonus” and “Misc. Atk. Bonus” spot; just type in the cell with the + and type in the number.
b. Bonus points if you add a note saying “+x from y”, x being the amount, y being the source.
4. Make notes! The sheet makes it easy to put little messages in blank spaces, as well as a small section dedicated to notes (next to your features), for easy-to-see reminders about things (such as reminding yourself to read/use one of your features when you make a Ninshou Check). Don’t forget that you can make notes like I went over in tip 4.
\page
## N5e Homebrew Creation Guides
So, you want to start making homebrew for this system? Well, we are here to help. Making Homebrew can be quite the daunting task for this game as the higher power level and higher focus on combat in Naruto 5e compared to Standard 5th edition makes it significantly easier to go overboard or to miss the mark.
In this compendium, we’ve tried to feature as much homebrew from as many different creators as we could, but although this was our goal, as we continued to finalize which homebrew made the cut, we noticed a lot of the same creators pop off, time and time again, despite the vast variety of creators that have made homebrew for this system.
This was for various reasons, the main one being overall experience. Creators that have been with the system for a long time, or have made a bunch of different contributions to the system (Usually a combination of both), are more likely to make more quality homebrew that fits the standards and expectations of the system. This is natural, and expected. However, we would like to offer a helping hand to new creators who want to dip their toes into making homebrew for this system.
In this section, we’re going to do our best to provide new creators, and even experienced creators, with creation guides for various forms of homebrew, such as making a Homebrew Clan or Jutsu. We’re hoping that this gives the creators something to fall back to when they get lost or confused, and overall, help increase the quality of their work.
### General Homebrew Guidelines
Below are some general guidelines for making homebrew for Naruto 5e; This should apply to almost anything you try to create, though we will go into more specific homebrew creation as we go on. The following is what we consider the F.A.M.O.U.S method. Keep in mind that before making ***ANY*** homebrew, you should have a solid understanding of how Naruto 5e works. Don’t jump into the water if you don’t know how to swim first.
```
```
#### Find your Purpose
The most critical advice we can give you when you are starting to come up with your homebrew, whatever it is, or whatever it is based on, is to discover what your homebrew’s purpose will be and it will contribute to the system as a whole. Of course, the underlying reason we create homebrew is primarily to have fun, but when we create things we should be asking questions such as;
*”What will my work provide to this system as whole?”*
*”Why am I making this? Could I get my desired outcome by combining/using some other official work or someone else’s existing homebrew?”*
The more established your purpose is for what you are creating, the better your end product will be, because chances are other members of the community have been looking for something similar but may have not said anything, or future members will be looking for something like it. You’ll see this statement reiterated throughout the various specific guides, as it truly is integral to good homebrew design.
##### Examples
The purpose of the subclass “Unseen Dream” for Genjutsu Specialist was to provide an option for players who want to make builds centered around Genjutsu with the Unaware keyword respectively.
The purpose of the “Chinoike” Clan was to allow players the ability to play as clan members of the canon Chinoike clan from the Sasuke Shiden: Book of Sunrise novel and mini-arc at end of Naruto Shippuden.
#### Accept help and criticism
When making your homebrew, you should ask for help periodically and gather information as to your homebrew’s current state, or whether the purpose of your homebrew is still valid. When asking for help from creators, you should learn to distance your personal feelings when accepting feedback.
While most members of the community are nice individuals that don’t mean to disparage you, there will be outliers, and some people don’t communicate what they are saying in the nicest way, even if they aren’t meaning to be rude. Always remember that almost all feedback can be used, regardless of how it’s delivered, and that this system is at the end of the day, just a game. Try not to get super emotionally attached, as if your product has issues and people point out these issues, you may end up getting upset, which is something that I’m fairly certain no one wants, including yourself.
#### Make what you want, balance later
Building off the previous statement, learn to pace out when you ask for feedback or help. This may sound counterintuitive, but hear us out. When you are making your work, it’s generally better to make things first, how you want them to be. You should try to follow the boundaries and standards of the official book, and the guides if you are using them, but just make your first draft, how you want it to be at first.
Time and time again, we’ve creators seemingly become *afraid* of their own, thinking that it is too strong and therefore must have multiple locks and keys placed to balance it. Sometimes this may be true, sometimes our ideas are
inherently flawed or are overpowered.
\page
But trust us when we say that it is better to write things out, as you want, without these restrictions, at least in the beginning. Wait until other members of the community point things out, or give yourself some time to think things over and balance the work in a natural way.
Going back to the first statement of this section, it is important to learn when and when not to ask for feedback. It’s best to ask for feedback when you are either completely lost, or if you have something completed to show, such as a feature for a clan or subclass. You don’t want to ask people to give an opinion on something that isn’t even done. How can they give proper feedback if they don’t have a proper context? Now, you can send specific pieces of your for feedback, but make sure that there are no holes in it, and that the draft is fully done.
#### Open yourself to creating multiple drafts
Regardless of whether or not you are experienced or a newbie, note that you are ***most likely going to get it wrong before you get it right.*** All of us on the homebrew compendium team have spent multiple hours, days, or even weeks perfecting a single piece of homebrew with multiple different drafts. Of course, the more experienced you are the fewer drafts you will likely need, but even then don’t be afraid to start over. Some ideas, despite all our efforts, are just not suitable and we need to scrap them and make something different. Sometimes we mess up on our language and the abilities that we create are poorly worded or become dated, and thus they need to update. Multiple drafts are an important, natural, and healthy part of the process of making homebrew.
#### Understand the language
Going back to language, it really pays to standardize how your homebrew should be written. You should try to keep the wording of different abilities, features, etc, as close to the official book as possible. Any terminology you see spoken in the community, you should aim to understand well enough before proceeding to far. Learn what it means for a feature
to an **Active** or **Passive** feature. Learn what a **Rest
Limited Ability** means. What the difference is between
**RAI** and **RAW**? You should develop a solid
understanding of these concepts, and their
expectations.
When it comes to specific wording in the book that
is relatively standardized, such as the “Hijutsu”
giving feature of all Hijutsu clans, you can just
copy and paste wording directly from the book,
and adjust it to work with your project. Better to
take it from an official source you know has it
written correctly than to do it on your own and
potentially cause problems.
Always remember, the more official your
homebrew looks, the more confident people
will be upon first viewing. In terms of
formatting, referring to image placement,
covers, etc, you can also follow the official
book’s design, or create your own aesthetic.
As long as it’s legible, and easy on the eyes,
people will be able to appreciate your work.
```
```
#### Stay focused
The final piece of general advice we can give you is to stay focused on your core idea and purpose as you continue to write. Sometimes as continue to develop our concepts, they begin to change and shift. Other times, we ended up adding too much extra content that distracts and prevents readers from understanding what we’ve made and the purpose that it hopes to solve because it simply covers too many areas.
For example, if I wanted to make a Bukijutsu themed clan, I would start off by making bukijutsu-themed features and jutsu, all is good. But imagine if I started adding in features or jutsu that support medical ninjutsu, or unaware genjutsu. The more I stray away from my original idea, the more the of the clan identity shifts. My clan doesn't feel like a bukijutsu clan anymore, it just feels like a weird generalist clan.
Make sure that everything you add builds upon your brew's core idea. It's ok to branch and do different things, but make sure you stick to the theme. Like for instance, if I switched the clan from using medical ninjutsu to medical bukijutsu, it would be weird but if I nailed the concept, the clan would stll feel like a Bukijutsu clan.
\page
## How to make a Homebrew Clan
Working on the Homebrew Compendium and playtesting various clans and builds has taught me lot on how to make good homebrew, especially clans. For those eager to make a Clan, I thought I would try share my thoughts and make a brief guide on how to make good clan.
### Conceptualize
Your first step to making any clan is to thoroughly think about the concept. What is your clan going to do? What will their focus be? Will they be a Fuinjutsu centered clan with a Charisma focus? Will they be a non-Hijutsu clan that focuses on maximizing an element? Ask yourself these questions and iron out what your clan's ***purpose*** is. Why do you want to make this clan? What will it do that other clans cannot?
Once you figure out what your clan's concept is, you can flesh out its purpose. Once you flesh it out its purpose, then you can move on to the next step.
#### Basing a Clan off a different franchise
If your clan is going to be a port of a race from a different game or anime series, or be inspired heavily by a certain character, you should spend more time on the Conceptualization step then if you were making your clan from scratch.
As someone who has made many crossover projects, it's important to understand that you cannot port everything a character or species does into a clan. If a character does things in their franchise that would completely overshadow the world of Naruto, you'll either need to omit it or tone it down severely. Use the established structure for clans, the features, the Hijutsu, the feats, to split up the power and abilities that your franchise has that you want to bring over. If a character has special abilities that are common, try and make those into a few features or jutsu. The same goes for techniques they may have, which can be made into jutsu. And if the character you are basing the clan off of possess any unique abilities that only they have, consider making those feats. ***Remember, level-based progression balances a lot of things out.***
### Outline
Once your concept is nice and fleshed out, you can
move on to the outlining step. You'll likely
have already done some of the outline during
your conceptualization process, but likely
not everything.
#### Make your Clan's Lore
I beseech you creators to **NOT** save your
Clan's Lore for the very end.
Remember that you are making a race
in a preexisting world. You should always ask
yourself where this clan comes from. What
is the clan's history in the world? Does
my clan share any relations or bad blood with
any existing clans or villages?
I see a lot of creator’s brush past the lore, saving it for the very end or just not writing it all. I will tell you from experience that having fleshed out lore ahead of time makes the process enjoyable because it makes your clan feel more legitimate to the world of Naruto. It also provides a nice backing for you to fall back on when you get stuck.
Note that I am not talking about the clan's "Story", which is brief excerpt featured right below the Clan's title that tells the story of a clan member. What I am referring to is the content that goes right that story. (See Chinoike's Blood Architects feature).
#### Outlining your Clan's features
Your next step should to outline your clan's features. **All** clans should have features at the following levels; Level 1, Level 3, Level 7, Level 11, Level 15, and Level 18.
You can choose to have new features at every level, but the most common thing to do is to have one or more features gain new abilities/improvements at later levels. Clans should have a maximum of **7** different features, although 5-6 is more average.
Going back to feature *scaling*, I personally like to have earlier features scale more than late game features. I see early game at level 1, 3, and sometimes 7. I like to give a lot scaling around 7th and 11th levels, as I feel that's where the game matters the most. 15th and 18th level features are rarely ever going to be their own features, typically, they are extensions of a 7th or 11th level feature.
___
All clans follow the aforementioned structure, but depending on the type of clan you are making, such as a clan without Hijutsu, or with a Dojutsu, your clan's needs change. I will go over a few different types of clans and how to handle them.
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##### How to handle Hijutsu Clans
The most common type of clan in Naruto 5e is a clan with Hijutsu. These Clans all share one feature that gives them access to the Hijutsu. For example, Low Class Wukong and their ***Primal Technique Remnants*** feature and Bakuton with their ***Explosive Techniques*** feature.
Before I get to Hijutsu, however, I want to discuss the features of a Hijutsu clan. A Hijutsu's features can be complex, but ultimately simple in their ability. This is because having access to Hijutsu is already a massive feature for the clan. Give Hijutsu clans smaller but fun features that help support their Hijutsu or the type of playstyle you want players to use. Their feature can some mild complexity like Dice (Ex. Speed Die, Raw Chakra Die, etc.), but what these abilities can actually do shouldn't be uber powerful on their own.
The average amount of Hijutsu that clans have is 10. (4 D-Ranks, 3 C-Ranks, 2 B-Ranks, and 1 A-Rank). There are some clans, both here and in the official book that have a few extra jutsu, usually in the form of a 5th D-Rank or a 2nd A-Rank. In the case A-Ranks, only do it if your other A-Rank is extremely situational or so out there that player's likely won't use it much. If you want an extra D-Rank, go on right ahead. As long as you've balanced the other D-Ranks well a 5th D-Rank won't really break anything.
Hijutsu are interesting in that they are listed at their respective jutsu ranks, but often times, their power is slightly above jutsu of the same type and rank. A good way to think of Hijutsu is to think of jutsu ranks as grades, which they are. A D-Rank Ninjutsu is, as you can guess, a D-Rank. A D-Rank Ninjutsu that is a Hijutsu is more like a D+ Rank. See what I'm going at?
How exactly the jutsu is D+ Rank is up to you. It could be effects, it could low cost, no concentration, action economy, or slightly bigger dice. Hijutsu I think are at the coolest when they do things to take them over the top that isn't just a ton of damage. If you would a like more comprehensive guide on making jutsu, I'll link Optimal Style's jutsu creation guide below.
##### How to handle Feature Only Clans (No Hijutsu)
Non-Hijutsu clans are not very common in the base book, but quite common in the homebrew scene. Non-Hijutsu clans are, in opinion, a lot harder to get right. Their features have significantly more room for power since not having Hijutsu instantly makes the clan weaker and...less desirable and attractive.
In my opinion, the best thing to do to make a Non-Hijutsu clan good is focus ***heavily*** on a particular thing. Hatake focuses on Lightning. Not just Ninjutsu, no, **all** of lightning. They are by far in a way the best at it and their features support the element beautifully. Kurama is similar to Hatake in that it focuses on Genjutsu. While not as popular in the community, give it's features a quick read and you'll realize how powerful are. Genjutsu, one of the most expensive jutsu classes in the game and this clan reduce the concentration costs by a lot. Not to mention that they have Genjutsu Efficient Moldings, which are *incredibly* powerful.
When drafting up a Hijutsu clan, pay close attention to your clan's concept that you drafted in the previous step and have it be extremely focused. Use the aforementioned clans as a basis for your clan's limits (Hatake is slightly preferred.)
#### Determine your Clan's Subtype (If Any)
This step is optional and can be skipped. Determine early on if your clan is going to have a recognized complex mechanic, such a Dojutsu, Multiple Releases, a Transformation, or if your clan is going to have a branch structure. Think of these features as "sub-branches" to Hijutsu and Feature Only clans. We shall go over on how to tackle each of these sub-branches.
##### How to handle a Dual Release (Elemental Kekkei Genkai) Clan
Multiple Release clans are quite popular in both the official book and the homebrew community, as the concept of having elemental kekkei genkai in Naruto is very interesting and fun to work with. Before we delve in, I should note that I am explicitly going to be referring to clans with more than a single release. If your clan only has 1 release, there is no preset formula for you to follow. I go into how to properly incorporate the release into the clan later on in this guide.
Dual Release kekkei genkai clans are a type of clan that gains access to two nature releases and combines them into something new. Fire Release and Water Release create *Boil Release*. Water Release and Wind Release make *Ice Release*, etc. For homebrew creators, nearly all of the official elemental kekkei genkai have been created, so there isn't much left to explore (aside from Fire + Lightning, a release that has not been covered in the show.) So, we are forced to make our own kekkei genkai.
When making a Dual Release clan, spend a good chunk of time thinking about an interesting new release for two elements to create. Try to pick a concept that has many avenues for creativity and that sounds intriguing to yourself and to others.
All Dual Release clans give one of their kekkei genkai two nature releases at first level, listed with the traits. This trait should be named after your clan's kekkei genkai nature release. (Ex. Yoton's passive affinity trait is written as the following: ***Lava Release Affinity:*** *You begin with either Earth or Fire Release Affinity. (Pick one)* )
After deciding your release, you can move onto the next phase of creating your Dual Release clan. While the average number of features clans possess is 5-6, Dual Release clans typically have **4-5** features. This is an intentional design choice to balance out the power of having multiple releases given for free.
The first feature of a Dual Release clan should be the Hijutsu feature. Dual Release clans should **always** have Hijutsu. The next feature is the true level 1 feature. This feature should be relatively minor and do something to help boost what the clan does well with its features or Hijutsu. If your clan is like Ranton that specializes in giving Shocked, have the feature boost the effectiveness of the condition by allowing for slightly more damage. If your clan revolves heavily around focusing a single opponent and imposing saves like Jiton, give a minor short-lived saving throw penalty against your clan's Hijutsu or jutsu that contain the keywords of one or more of your clan's nature releases.
The next feature is the one that is the most important, the 3rd level feature. This is the feature that should introduce your clan's major "gimmick", their niche, their call to fame. This feature should be the main focus of the clan's features, and should play off their Hijutsu (or nature release focuses), and features well. In the case of Bakuton, Namikaze, and Shakuton, their gimmick is in the form of clan dice.
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This feature should be flavored to fit your clan's release/theme well. For instance, Bakuton's is all about explosions and debris, so their special die is referred to as Shrapnel Die. Namikaze is all about being quick and drive-by'ing their opponents, so their special dice are referred to as Speed Die. This feature can go beyond simple dice. For example, Futton's release is known as Boil Release, so their level 3 feature allows them to boil the chakra within themselves or allies to make them bubble with power. Spend the majority of the clan's budget on this feature and focus heavily on making it unique and useful.
The final feature for a Dual Release clan (usually) is the "release" feature. **All** Dual Release clans at level 7 have a feature named directly after their release which gives clan members access to their 2nd release and provides a benefit to jutsu cast that contains their release's keywords, provided that the user changes their damage type to one of their release's corresponding damage types (usually). This benefit can be simple like Jiton's die step increase in exchange for converting their wind/earth release jutsu to Earth damage, or something more major like Senju's incredible ability to convert their water/earth jutsu to Earth and make the jutsu prevent adversaries from casting jutsu of an equal rank to the jutsu cast.
This "release" feature also always scales at 15th level, giving another small but useful benefit. One of the most common benefits given is the ability to add an ability modifier to the damage of the jutsu when the damage type is converted. Sometimes the feature at 15th level provides a benefit to Hijutsu directly, such as Namikaze and their global Hijutsu cost reduction. You can also choose to make the feature scale at 18th level as well, but this is not as common.
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##### How to handle Branch Clans
Branch clans are a type of clan that provides a feature that restricts the Hijutsu the player is able to learn based on a choice they make.
All branch clans have a feature at first level that forces the player to pick between 2 different branches of jutsu they are able to take, meant to represent the style of Hijutsu that they have been taught as a member of their clan. See Shinigami's ***Kido Training Path*** and Bakuton's ***Branch Style*** feature as references. These features should clearly state what each branch of jutsu specializes in to give the reader an early preview of what is to come, and the player chooses a specific **branch keyword**. Their chosen branch keyword dictates what Hijutsu they can learn, as they can only learn Hijutsu with this keyword, unless the Hijutsu doesn't have either branch keyword.
As for making the Hijutsu list, all branch clans have more Hijutsu than the average, due to player's kit effectively being cut in half at the beginning. All branch clans should have *some* Hijutsu that has neither branch keyword, meaning that the players of both branches can pick it at the beginning. Branch clans should have 14-16 Hijutsu. Remember when making the Hijutsu that both branches should be equal in the amount of content players can pick. Don't have one branch have access to 3 D-Ranks, while the other only has 2.
At D-Rank, branch clans have the most amount of jutsu to pick from, ranging from 5-6 jutsu. Typically, branch clans have 2 exclusive jutsu for each branch, and 1 or 2 jutsu that either branch can get. At C-Rank, branch clans have 4 Hijutsu. 1 for each branch, and 2 public ones, usually. At B-Rank, branch clans have 3 Hijutsu, 1 for each branch, and 1 public one. Finally, branch clans have 2-3 A-Ranks, 1 for each branch, and optionally 1 final public jutsu. When it comes to making the Hijutsu list, you have a lot of options and freedom.
As for making the branch clan's features, keep in mind that while both branches have access to different techniques, they are still apart of the same clan, so they should get the exact same features and feats. Don't complicate things and make both branches have an esoteric set of features. Keep it simple, and keep them the same.
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##### How to handle Dojutsu Clans (Magic Eye)
Another popular type of clan in the homebrew scene is the Dojutsu clan. Dojutsu clans are simple but interesting. They don't have many clan features, commonly having only **3 features** on average. The reason for this is because both mechanically and narratively, the Dojutsu is meant to account for most of their kit.
Give players access to the eye at level 1 or level 3. If your eye is strong and provides powerful effects, give it at 3rd level. If the eye is more tactical and passive, give it at level 1.
In the base book, there are **3 defined structures** for Dojutsu from the three clans that have it (*The Byakugan, Kurugan, and Sharingan*). The Sharingan is the most powerful of the three. The Sharingan provides small passive improvements as you level up and allows you to choose from a list of feature. You cannot get most of what the Sharingan does without feats, and the most powerful abilities require you to have taken prerequisite features at earlier levels. The most powerful of Sharingan features also have use limits per activation. This is how the Sharingan in balanced.
For the Byakugan, in contrast to the Sharingan features which are more offensive and are balanced around use limits, the Byakugan focuses on more defensive, tactical features that are always active. The Byakugan provides a few useful passive abilities for information gathering at low levels and allows you to pick more passive features that go hand and hand with the earlier features, slowly turning the Byakugan into highly useful tool. Some passives are more powerful than others, so to balance this, these strong passives often increase the cost of activation. An eye like this is the type of eye you would give at level 1.
For the Kurugan, it is almost like hybrid between the Sharingan and Byakugan in terms of design. The Kurugan gives more combat oriented passive features and a preset list of abilities that use either an action, bonus action, or reaction. The Kurugan does NOT give the player a list of options to choose from. Instead, the Kurugan improves its 3 main abilities and passive features as the player levels up. Compared to the Sharingan list of features, the Kurugan abilities are oftentimes more powerful since the eye's options are more limited. Because of this however, this eye has use limit like the Sharingan, which is only increased by a feat.
When making a Dojutsu clan, you should pick one of these structures to follow. I wouldn't recommend making your structure for a Dojutsu clan unless you are experienced in both making homebrew and the N5e system.
The duration and chakra cost to activate the eye should always reflect it's power. The more powerful the eye, the shorter the duration, and the higher the chakra cost.
As for the clan's other features, a Dojutsu clan should almost always be a ** Hijutsu** clan, which should be what their first feature is. Have some of their jutsu, typically the most powerful Hijutsu, require the eye to be activated in order to use. This helps the clan feel more connected and balances the jutsu slightly.
Their 3rd feature should always be something that supports the Dojutsu, either mechanically or thematically, oftentimes both. For example, the Byakugan allows the Hyuga to see chakra networks, so their other feature, the Gentle Fist Stance, allows them to precisely target their opponent’s chakra network for their attack.
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##### How to Handle Transformation Clans
Transformation clans are a rather interesting niche of clans in the book. The 3 transformation clans are Hoshigaki, Jugo, and Ryu.
When making a transformation clan, due to the sheer a transformation gives, you should keep the power of the clan's other features minor, and give them a few less features overall. As stated prior, clans on average have 5 to 6, sometimes 7 features. Looking at the transformation clans that are in the book, they range from having 3-6 features, the transformation being one of them, and always being the most impactful and longest. I suggest when making a transformation clan to try to give them around 4 features, at least to start with.
As for making the transformation itself, all transformation clans grant access to the form at 3rd level, and usually give extra uses of the form at later levels. Ryu is an exception to this in that you can go into the form repeatedly by giving up chakra die. While this is very powerful, in the long term, the Ryu will not be able to perform nearly as well as their ability to recover on resting will be reduced. All transformations last for 1 minute and reset on either a short or long rest. Activating a form takes either an action (in the case of Jugo and Ryu) or a bonus action (in the case of Hoshigaki).
When making the transformation, since this is the large amount of their kit, you should the transformation very impactful for the player. The transformation should embody your clan's values and goals for the player's playstyle and improve it exponentially. (For example, Jugo players love being tanky and their strength score, so the transformation gives temporary hit points and bonuses to strength checks ad saves.)
When it comes to design, Hoshigaki and Jugo are similar in that the abilities of the form are given through a list of abilities. Hoshigaki has 8 bullet points, i.e, 8 different benefits, while Jugo has 9. These benefits on their own should be relatively minor but add up or make an existing feature a lot better (Example of the latter; Hoshigaki's slow grapple with their Bite attack).
For Ryu, their design is also pretty similar, although the formatting is just different. They still get multiple small abilities that add up, but they are not formatted in a bullet point format. Ryu embodies its values and playstyle extremely heavily with this transformation and are the peak example of that statement. Unique to Ryu, their transformation gives access to a powerful natural weapon. I'll get into natural weapons later in the chapter.
When giving your clan's transformation abilities, try avoid things such as stat boosting and features that feel more akin to a class/subclass feature. When it comes to scaling the transformation through different levels, you should scale the form at nearly every single level that clans improve at (3, 7, 11, 15, and 18). If you feel the transformation is getting a bit overloaded, however, consider giving the form another use say at 15th level, rather than access to a new feature. You could also just improve an existing feature.
Keep in mind that transformation clans are extensions of Hijutsu and Feature Only clans. A Feature Only clan has permission to be stronger than Hijutsu only clan, but not by much. The way Hoshigaki does it, its not that the abilities are inherently stronger than the other transformations, it's their efficiency. A bonus action to transform instead of an action,
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access to their all of their form's features at level 3 when they unlock it, etc.
When it comes to feats, most of them should improve the form in some way, and some feats may only improve the form and nothing else. If your transformation clan has Hijutsu, experiment balancing the Hijutsu by having the form be a requirement for one or two of them. Alternatively, you can have the form give the Hijutsu minor buffs, in the form of a bit more damage, effects, or efficiency.
#### Determine your Clan's Traits
This step can be taken earlier, but I decided to place it here as, in my experience, I find that a clan's idea changes quite a bit as I continue designing. The core concept may stay the same, but the execution original in mind may not be what's written.
All clan traits provide an ASI increase to 2 ability scores (one score increases by +2, the other increases by +1), your base walking speed, and two skill proficiencies. Some clan's also regularly give additional abilities, such as a weapon proficiency, a nature release, a special form of sight, or **literacy**. I will detail what to do for each feature;
- **Ability Score Increase:** The first ability score you list should be the most fundamental/most important for the clan. If your clan uses a ton of chakra or is themed around being tanky, this is typically Constitution. If your clan is themed around uses Taijutsu or weaponry, this should be Strength or Dexterity. While uncommon, you can provide the player a choice between 2 ability scores to give a +2 to.
The next ability score should be one the supplements the clan well, mechanically or thematically. If your clan's lore states that members are intimidating and/or persuasion, this can be Charisma. If your clan mechanically is good at information gathering and stealth, consider Wisdom or Intelligence. Remember, it shouldn't be the clan's main stat focus (since it's only a +1), but it should help the player do what the clan wants to do. It is extremely common for the secondary ability score to give two options for players, since again, it is only a +1.
A clan I should note is Yuki. At the time of writing, this clan has a unique stat distribution that allows them to pick between 4 different options overall (2 choices for both the +2 and +1). There's nothing with this and if it fits clan, feel free to try it.
Lastly, note that when listing your clan's ability scores, you should use the abbreviated name for that score, instead of the full score name. (Ex. +2 Intelligence, +1 Constitution should be written as +2 Int, +1 Con). The official abbreviations for each ability score are as follows;
- Strength → Str • Intelligence → Int
- Dexterity → Dex • Wisdom → Wis
- Constitution → Con • Charisma → Cha
- **Walking Speed:** The simplest feature to list for a clan is the base walking speed. Clans have 30 feet or 35 feet of base walking speed. The choice you pick should reflect your clan's playstyle. A taijutsu, "wild" clan like Inuzuka makes perfect sense to have 35 feet of movement, while a clan that likes to restrain and keep opponents at bay like Senju makes sense to have only 30 feet. I should note that oftentimes I see people give feature only clans 35 feet, merely just to buff them slightly. Nothing wrong with that.
- **Skill Proficiencies:** Just like with movement speed, the skill proficiencies you give should reflect your clan's values. This why I say writing the lore is important to making a good clan. Clans always give a choice of two skill proficiencies. Sometimes clans provide you with a choice of 3 different skills, allowing you to pick one of these skills on your own, or both of them.
- **Passive Affinity:** If your clan provides a nature release, it should be listed in the clan traits, unless the release is more impactful to the clan's design. The only example of this is Ryu, as their ***Blood of the Dragon*** feature dictates a lot of their abilities. If your clan provides two or more releases, the player should be choose between any number of them in the trait.
- **Weapon Proficiency:** You should give your clan a weapon proficiency if the clan needs it to function. You choose to either give access to a specific weapon or weapons, or simply give proficiency in an entire classification of weapon. For example, Tsuchigumo focuses on bows primarily, so they gain proficiency in Short and Longbows. Fuma is more specialized in all ranged weaponry, so they gain proficiency in all ranged weapons.
- **(X) Vision:** The only two clans that provide a type of special sense in Hyuga and Hoshigaki, which both provide 30 feet of Darkvision. You can give your clan an equal amount of any of the sense, **EXCLUDING** True Sight. True Sight is an incredibly powerful ability and should only be given under very specific conditions.
- **(X) Literacy:** A recent new addition to many clans is the literacy. Literacy allows clan members to gain access to a specific classification of jutsu earlier, without needing to get their ability scores as high. To learn jutsu of B-Rank or higher, your ability score be 14. For A-Rank or higher, it must be 16. For S-Rank or higher, it must be 18. Literacy provides clans that hyperfocus on a specific jutsu type with pseudo +2 to their learning score for jutsu of the literacy's stated type. This means that a character with **Water Literacy** can learn water
release jutsu of A-Rank or higher
with only a 14 in Intelligence,
as opposed to a 16. Literacy
is almost always given
alongside **Simplicity**, which
reduces the amount of downtime
needed to learn/creature jutsu of a
certain type. This feature is typically
only reserved for feature only clans,
although it isn't a very powerful feature
on its own, so feel free to experiment.
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### Creation
After coming up with your clan's concept and format, you're ready to start creating your clan. You've likely already jotted down a few notes prior or while you were reading the previous sections and probably have a rough outline. With your outline, you should start going to town making the clan of your dreams.
When it comes to making a clan, you should start with getting the obvious things out of the way. If your clan has one or more nature releases, you should write down the passive affinity for the trait first, and if it is a dual release clan, write the first half of the 7th level feature. Another common feature that you should get out of the way is the feature which gives players access to Hijutsu. This feature is rather cookie cutter to implement, so do yourself a favor and just put it there early.
If your clan is a branch clan, write down the branch keyword giving feature and the descriptions for the different branches' Hijutsu and what they will entail.
After getting the obvious things out of the way, you should begin creating the most complex/eye-catching feature of the clan. You'll want to get the crux of your clan's structure out and completed, even if it’s a rough draft. Once the feature is out of your way, you're likely done with around 20% of the clan and mentally, you'll feel more confident in your clan coming to fruition, and your mind will be free to fill with more ideas for the other features.
Once this is complete, you should write a rough draft for another one of their features all the way through. Once you do, you can take a break and work on something else for the clan for a little while. This could be a few rough draft ideas for your clan's Hijutsu, your clan's traits, or your clan's "story". You could also just take a break from the clan altogether and do something else. I've found that when making a clan especially, it pays to not work on it for some time and let my mind rest. Trying to make a clan all at once can be tiring and after I get my "main" idea written down, my next few ideas are more often than not lower in quality until I take
time to rest and think about the clan some
more in my free time.
Once you've finished a rough draft for all
your features, this is a great time for you to
get an outside opinion. Clans are one of the
trickiest things to create, so getting community
feedback is crucial to making it
good. You may have already
shown bits and pieces of your
clan while you were creating
the clan earlier in this process.
While there is nothing wrong
with this, unless you have partners
working directly alongside you,
you should always show
something for you clan once
it's a finished rough draft,
instead of showing it while
it is incomplete. Feedback
is helpful, but you don't
want people to nag on your idea
and critique it when it isn't
even finished. This is incredibly
disheartening.
#### Innovating and Stretching the Boundaries of Clans
While making your clan's rough draft, you are naturally going to be innovating and entering territory that no clan has ever crossed. This is always a good thing, however, there are some things that clan's simply shouldn't do, and there is standardized format for how handle various different abilities. I shall go over how to execute different common clan abilities, and also go over what I and many of my co-creators believe clans should never attempt to do and strive to avoid.
##### How to execute various features
Below I shall list ways to follow the execution of various common features shared by many clans. I will do my best to cover a wide variety of ideas.
- **Alt-Casting:** Alt-casting refers to the ability for a shinobi to use a different ability score to use an ability, skill, or cast a jutsu, as opposed to the standard. For example, saying a play can "Dex Cast" Taijutsu means that they can use Dexterity in place of Strength for the attack, damage, and Save DC calculation for Taijutsu.
For clans, they should only ever give alt-casting **for their Hijutsu**. Alt-Casting should ***never*** be for an entire release, despite what the base book may lead you to believe. If you clan provides alt-casting, you can give it to players at 3rd level, or as part of an early game feat. Alt-Casting should always be given early, as giving it to a player late in the game is rather pointless as they've already specialized heavily into their default casting stat to get by.
Try to make the alt-casting ability score be more impactful for the clan's theme and features. Don't just slap the ability to alt-cast their Hijutsu with Charisma, if none of their other features, jutsu, or feats interact with it.
- **Alternative Chakra:** The clans in the base book that possess alternative sources of chakra are Akimichi and Hatake. Alternative chakra sources are quite popular in the homebrew community, but personally, I do not think this a good thing. I suggest that you **avoid** implementing an alternative chakra source into your clan unless it is imperative to your clan's concept. Oftentimes, I feel that the power that comes from implanting an additional chakra source causes the clan to suffer.
If you choose to implement it anyway, try to make the chakra source augment your clan's focus as much as possible. Note that I say *augment* and not *fuel*, meaning that you can still use these features without your alternative chakra source, but using it improves the feature/ability. This is Akimichi handles it's calories. Calories can be used in place chakra for all of their Hijutsu, and using Calories for Hijutsu sometimes improves them.
Hatake handles the concept of alternative chakra a bit differently. For them, White Chakra fuels almost everything they have, and they are feature only clan. However, what makes White Chakra so well designed is the clan is very efficient with lightning jutsu, which White Chakra supports, and White Chakra makes them even more efficient. This efficiency comes in the form of stupendous cost reduction. The feats also improve on the amount they possess, and the amount they can regain. So while losing all their White Chakra disables most of their
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kit, it takes quite a while, so I think Hatake still works well.
- **Clan Dice:** A popular mechanic that many clans like to implement is what I like to refer to as *Clan Dice.* Namikaze, Bakuton, Shakuton, Jugo, Nara all have a feature that grants themselves access to a separate resource of unique dice with a preset die size that they can use to access a list of multiple abilities, or augment their Hijutsu in some way.
For the former example, see Namikaze, Jugo, or Low-Class Wukong. These clans provide the player with a list of different options that players can choose to spend these dice for, using the dice oftentimes to determine the effectiveness of the ability being used. Common abilities are the ability to boost movement speed by 5 times the result of the X clan die until the end of the turn, adding 1 X clan die to an attack roll, adding 1 X clan die to your AC against a triggering attack etc.
The following options I listed are all fairly generic but useful things. Try to focus on keeping your options all relatively useful and somewhat equal to one another. Note, that since players have multiple options with their dice.
- **Cost Reductions:** When giving your clan cost reductions, make sure that it makes sense for your clan. The cost reduction should always be focused on a particular subset of jutsu, such as lightning Ninjutsu, or Combo Taijutsu for instance. If your clan is a feature only clan, you can a bit broader. For example, instead of only reducing the cost of lightning Ninjutsu, any jutsu with the lightning release keyword benefits from it. Cost reductions should **only** ever go up to a -2 or -3. A -2 reduction could be given as part of a later clan feature (see Namikaze), or start at a -1 and scale throughout the levels (such as level 1 giving a -1, level 11 giving a -2, and level 18 giving a -3).
- **Natural Weapons:** Another popular feature that many clans attempt to implement are Natural Weapons. Natural weapons are special tools that all members the clan have innate access to. They come in different forms in the official book. Some are genuine biological weapons, such as Hoshigaki's Bite, Kaguya's Bone Weapons, or Ryu's Dragon Claws (although Ryu's natural weapon is a bit more complicated). Others are like Fuma, where the natural weapons are just improvements to existing forms of weaponry, in Fuma's case, that's all types of Shuriken.
Natural Weapons are quite popular in the homebrew scene, however, they are often not done properly in my humble opinion. These weapons are innately to balance because they are, in conception, inherently worse normal weapons due to the fact that Natural Weapons ***cannot*** receive weapon seals. This limits the amount of options players have with them, and make them a harder sell for clan.
To make a good natural weapon, you'll need to make the weapon be supported by the clan heavily, both in features and Hijutsu (if your clan has Hijutsu). Natural Weapons should scale heavily throughout the game, almost at every level where clan's get features. These improvements should be, first foremost, damage, and with some levels there should be some kind of an additional bonus or mechanic to give the natural weapon more versatility.
Natural weapons are quite an enigma, because in the base book, on average, I find them to poorly executed, as least as the time of writing. Kaguya's bone weapons do not provide any major incentives over normal weapons other than a maximum of a +3 bonus at level 15 and the critical property at level 18. Even with these small improvements, this clan takes too long to give them, as a level 4 character with some downtime can add seals to a normal weapon to surpass what bone weapons could ever do. Hoshigaki's bite is similarly in what I would call a poor state due to the feature feeling rather out of place (since you can use it untransformed), and scaling rather poorly. Hoshigaki does improve it with the transformation, which does give it some use, but it isn't really spectacular either.
The **best** natural weapons in my opinion are **Dragon Claws, Web Weapons, ** and **Fuma's Shuriken**. Ryu provides many, many, improvement to the claws from the base clan features alone, and when the claws are improved at various levels, it's always accompanied by another boost that supports it. The feats also do a splendid job of improving the power of Dragon Claws, turning an attack action only, transformation restricted weapon, into one of devastating power. Web Weapons are also quite similar in that they scale properly, provide multiple different benefits at the levels where its improved, and synergize with the clan's goals perfectly.
For Fuma, they are unique in their natural weapon doesn't impede the use of seals. They simple boost the starting damage of any Shuriken they use. Fuma support shuriken well, as it's their main shtick, making their natural weapon really good.
Try to model your clan's natural weapons after these three clans. I should also mention the Iburi clan I created, which also has the natural weapon **Smoke Shot**, from a feat they possess. I moved this weapon to a feat to free up the clan and give the clan something to help them with their main focus of range, getting away quickly, and capitalizing of Attacks of Opportunity. I also expressly made it so their Hijutsu improve upon the weapon's effectiveness in multiple ways, either directly or indirectly.
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#### Things to Avoid
- **Debuff/High Risk High Reward Features:** What I have seen in the homebrew community, many creators try to balance out powerful abilities and features of their clans by giving an "equally" painful downside. I have observed clans that cause you to gain detrimental conditions upon misusing or ending a feature such as Exhaustion or Paralyzed. I have seen creators give features that cause players to lose hit points or, more commonly, chakra at every level. Other times, I've seen creators lock clan members out of specific feats or abilities.
I implore you to ***NEVER*** give features like this. Oftentimes, your idea simply isn't powerful to justify such a detrimental downside, and if it is, then the ability is like way too strong, which leads to a terrible design. A monstrously overpowered feature balanced by a horrendous, damning downside is something you should try to avoid complete, it is bad practice. If you want to limit/restrict the use of the feature, place an actual use limit on it, instead of a painful downside that makes the feature undesirable.
The only exception to this rule is if your clan has Hijutsu. In both the official book and in the homebrew community, the clan *A-Rank* sometimes will have a downside to using it. This practice is fine, as this design pushes the player to use the jutsu in a desperate situation, where they will die if they don't use it. And since this is a jutsu and not a feature, it isn't restricting the clan's base abilities and interfering with it's potential.
- **Feature Sameness:** Make sure that when you design your clan that they have a good mix of Passive and Active features. Passive features refer to feature that are always active with no input from the player. Active features are the opposite, requiring the player to manually trigger them, often forcing them to expend a resource or action economy (or both) to utilize.
Having a clan with only Passive features can be seen a bit boring and not as fun to play. Having a clan with mostly Active features can be rather tiresome and monotonous, not to mention inefficient. Make sure your clan has variety.
I should also mention the implementation of Rest Limits for features. Rest limits are features that can be used a certain amount of times per short, long, or full rest. Rest limited features should ***always*** be attached to an Active.
As a whole, I don't think clans should have many rest limited features. Typically, the players subclass will have plenty of features like that, so you shouldn't add too many into their clan so they still have something to fall back on once their subclass has effectively run out. Typically, the stronger the feature, the less uses players have, or the higher the rest cost (sometimes, you will do both).
Features that should have rest limitations should of the upmost power or utility. For example, transformations should always have a rest limit, Dojutsu abilities like the Kurugan should have limits, the ability add bonuses to *general* saving throws (not against a specific thing) etc.
For features that have a limited amount of uses, traditionally the way you can handle the amount of uses players have by giving them 1-2 uses per X rest, or assigning the amount of uses to a scaling variable, such as their proficiency bonus or an ability modifier.
### Making your Clan's Feats
Clan feats are the 2nd to last thing you should create for your clan, and by this point, you've likely thought of some ideas for clan feats while you were making the clan. All clan feats should help the clan in realizing its vision, or perhaps, grant the player the option to take the clan in a different direction (more on this later).
The amount of feats your clan should have is based on whether your clan is a hijutsu clan or non-hijutsu clan. Up until recently, Hijutsu clans had an average of 2-4 feats, and non-hijutsu clans were the same. Now, Hijutsu clans are recommended to have 3 feats and Non-Hijutsu clans can have up to a whopping 7 feats, giving you a lot to play with.
Below is a basic example of a clan feat; Clan feats are given at 0th level (if making a feat for this level, you do need to need to put anything after your clan's name in **Prerequisite**), 4th, 8th, 12th, and 16th levels.
> #### (Insert Feat Name)
> **Category:** Clan
> **Prerequisite:** Insert Clan name, (Level X+)
> Flavor text. You gain the following benefits;
> - Example bullet (Clan feats given at 0th, 4th, and 8th levels typically give an ability score improvement for their first bullet, granting a +1 up to a maximum of 20 for one to three different stats.
- Example bullet
- Example bullet
- Example bullet
You have a lot of room for clans in terms of feats. They are great for "finishing" a clan's design if you are inspired by another media franchise for example.
Below are some things to keep in mind when making clan feats, and well as some ideas for clan feats based on your clan's structure.
- (**Any Clan**) If you want to give your clan a form of alt-casting in a feat, this should be done as a 0th level feat. Note, alt casting for hijutsu should be given in the clan at a base level if the stat being used for alt-casting is fudemental the clan's design. Think about how features Uzumaki has that focus on Constitution other than their alt-casting. As such, feat based alt casting should moreso give the clan another option for build creation. For example, the Windborne feat of the homebrew Fushin clan enables Dex casting on an otherwise Intelligence based clan. This enables Fushin to work with more martial classes, such Taijutsu Specialist and Weapon Specialist.
- (**Branch Clan**): An extremely common feat choice for branch clans is the ability to gain the other branch's keyword.
- (**Dojutsu Clans**): For all Dojutsu clans, it is very common to get what is known as an "Efficiency" feat. This feat reduces the chakra cost or improves the economy of the dojutsu in some substantial way. Commonly tied to these feats is Hijutsu simplicty as well.
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- (**Transformation Clans**): Transformation clans typically have mid level feats (4th-8th) that improve the transformation in multiple different ways, from giving extra uses, to improving duration, improving economy, or giving brand new abilities.
- The power a clan feat should give should echo the level it is given at.
- **Levels 0-4+:** Feats from 0-4th level should provide small helpful improvements for clan efficiency, small abilities that complement that main clan, and fundemental features that help with early game progression, such as Hijutsu simplicity (half downtime on creation/learning of hijutsu).
- **Level 8-12+:** Feats at 8th to 12th level are where things get very spicy. These feats offer subtantial improvements to the clan's design, such as giving access to more features if the clan had a feature that allowed them to pick between multitple options like the Genjutsu Matrix feat of the Kurama clan. Extremely potent abilities for jutsu/hijutsu are also introduced at this level, like Kuru's Yang Chakra Adept feat.
- **Level 16+:** Feats at 16th level are rare to be given out due to there extremely powerful nature. These feats are typically where you give your clan features that you wanted to give the clan in base that you couldn't before. This doesn't mean these feats should be broken, but they should have an incredible "wow" factor to them. An example of this would be the Bankai feat of the homebrew Shinigami clan. Anyone who has watched or even heard of Bleach knows how powerful Bankai's are, and as such they would be way to strong to give to the clan in base, but an extremely high level clan feat can help justify its power to enable it to safely exist. Another example of a level 16+ feat is Reality Bender of the Kurama clan.
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### Making your Clan's Bloodline
Ah Bloodlines, the biggest point of contention in entirety of N5e's existance. Making a Bloodline is a rather simple but slightly tedious process. Recent changes to N5e have changed how the bloodline system works. Due the controversy of those changes, I will go over how to create a bloodline both the current and legacy versions, as there is a lot of overlap.
#### Bloodline (Legacy)
For the legacy bloodline, you will to make two charts for your clan. One latent chart (tied to the Bloodline Latent feat) and one realized chart (tied to the Bloodline Realized feat). Below is an example of how these charts should look, taken from the Chinoike clan.
>##### Bloodline Latent (Legacy)
| Latent Bloodline | Latent Feature | Latent Feature Effect |
|:----:|:------|:----|
| ***Chinoike*** | Latent Ketsuryūgan | You have begun to develop an affinity for using blood to empower your jutsu. You gain the ***Sanguine Prowess*** feature at 3rd level, however, activating this feature causes you to take 3 necrotic damage, instead of 1d4. You can use this feature a number of times equal to your proficiency bonus per long rest. At 11th level, you gain the ***Blood Pact*** feature up to 7th level.|
>
>##### Bloodline Realized (Legacy)
| Realized Bloodline | Realized Feature | Realized Feature Effect |
|:----:|:------|:----|
| ***Chinoike*** | Realized Ketsuryūgan | You have manifested a single Ketsuryūgan. You gain the ***Ketsuryūgan*** clan feature up to 11th level. You can spend 10 chakra to activate this mythical dojutsu for 1 minute, and can use the Ketsuryūgan features a number of times equal to half your Wisdom modifier, rounded up, per rest. (If you attain the *Efficient Ketsuryūgan* feat, your uses increase to a maximum of 6). Your ***Sanguine Prowess*** feature also improves. You can the benefits of the feature up to 11th level, and uses of this feature now reset on a short rest, instead of a long rest. |
Note, if you want to make this chart wide as it appears on most clans, encase both tables in these lines of code;
The "Latent Bloodline" and "Realized Bloodline" sections of the chart should always list the name of the clan listed.
\page
The "Latent Feature" and "Realized Feature" should always be named after the most core feature of the clan, such as the Sharingan of the Uchiha clan or the Magnet Release kekkei genkai of the Jiton Clan.
Now for the "Latent Feature Effect" and "Realized Feature Effect", you should have small bit of flavor text at the beginning for you state the actual features (this isn't always necessary if you are running low on space).
For the Latent Feature effect, you typically want to give 1 to 2 features of the base clan with a level restriction. These should be one of your clan's early level features, such as the Sanguine Prowess feature of the Chinoike Clan as shown on the example, which is their 1st level feature. Commonly, the Latent Feature effects will have another psuedo-feature be given at higher levels, such as most Dual Release clans giving damage type conversion with a small benefit feature at 7th level, and the ability to add a modifier to damage rolls of a specific damage type at 15th level.
For the Realized Feature effect, this is where you should give a variant of your clan's most iconic feature, such as the Shark Transformation of the Hoshigaki clan. As with the Latent Feature Effect, you should continue to level restrict the features given to only gaining the benefits up to a certain level. Alongside the main feature, you could choose to give another feature of your clan that you did not give with the Latent Feature effect, or perhaps increase the level restriction to allow them to gain more benefits of a feature you already gave them.
___
When making a Bloodline, keep in mind that the features you give should be weaker than the main clan to a certain degree. You should impose more restrictions such as level restricting, perhaps more demanding rest limitations, higher chakra costs, etc. You want the bloodline to be weaker than the main clan to ensure that players who only take your clan's bloodline do not match the power of a full bloodied clan memeber in respect to what the clan focuses on.
However, I should state that you shouldn't make your bloodline severly handicapped on purpose, to the point where it extremely undesirable. Most players who bloodline do so mechanical and narrative benefits, as opposed to what the community largely believes which is that only powergamers take bloodline feats.
Bloodline feats are quite straightforward to make once you get the feel of them, and the best way to understand how to balance them is to read existing bloodlines in the official book.
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### Bloodline (Current)
Modern bloodlines are quite similar to the old design, the main difference being that you get less overall compared the old model and the player must actively invest in choosing what they acquire rather than passively unlocking their power after acquiring their feats.Above is an example of a modern bloodline table taken from the homebrew Orochimaru's Synthetic Human Clan.
All Hijutsu Clans have their D-Rank and C-Rank Hijutsu cost 2 Bloodline points each, and B-Rank and A-Rank Hijutsu cost 3 Bloodline points each. This is the same on all hijutsu clans. All Hijutsu clans also have their feats cost 5 Bloodline Points to acquire.
Non-Hijutsu clans, naturally, do not have a hijutsu section. Non-Hijutsu clans have their clan feats cost 10 Bloodpoints.
Now in terms of the actual bloodline features themselves, as opposed to being level restricted, what is more common is that features are given at much higher levels than what a player would be at when they first acquire this feat at 0th-4th levels. Moden Bloodlines split features into chunks, typically basing the split and level difference on the levels where the base clan features would improve. Modern Bloodlines, due to their more restrictive nature, give more of the actual feature they are based on compared to the old bloodline model which was more restrictive.
A new thing with these charts is the 0 Bloodline Point cost feature. These features are highly integral to the clan's structure, such as the above example or Kuru's Yin Chakra Adept taking away your ability to learn elements. These features always "force" the player to take them, as all meaningful features have a prerequisite for this feature.
Aside from these differences, the approach to making a bloodline should be the same as with the legacy bloodline.
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##### Latent Orochimaru's Synthetic Human
| Bloodline Ability Name | Bloodline Point Cost| Ability Description |
|:----|:---:|:----|
| **Latent Designated Existance** | 0 | Beginning at 1st level, you can understand and communicate in "Snake Speech" and gain proficiency in Perception and Survival.
| **Latent Soft Physique Modification I** | 1 | *(You must have **Latent Designated Existance**)* Beginning at 1st level, you can spend 2 chakra to dislocate your body's joints and extend them up to 15 feet away. You can do this at any point during combat (no action required). While benefitting from this feature, your unarmed attack range is 15 feet and you have advantage on grappling checks (can use Acrobatics instead of Athletics for grappling). However, while benefitting from this feature, you cannot use a weapon, Taijutsu attack rolls you make are at disadvantage, and you cannot benefit from any stances. You can end this feature at any point on your turn.
| **Latent Soft Physique Modification II** | 3 | *(You must have **Latent Soft Physique Modification I**)* Beginning at 11th level, you increase the range provided by this feature to 20 feet.
| **Latent Immune System I** | 2 | *(You must have **Latent Designated Existance**)* Beginning at 7th level, you gain resistance to poison damage, and have advantage on saving throws to resist the effects of viruses and diseases on your body.
| **Latent Immune System II** | 2 | *(You must have **Latent Immune System I**)* Beginning at 11th level, reduce all Poison damage you recieve by -3 (this applies after resistance). Additionally, you always roll at advantage to resist any poison or disease that you've overcome in the past, regardless of the current circumstances.
| **Latent Immune System III** | 4 | *(You must have **Latent Immune System II**)* Beginning at 18th level, you can provide antibodies to others to via blood transfusion by spending 1 hit die per creature, granting the affected creature advantage on saving throws to resist the effects of viruses and diseases for 1 hour. You also gain immunity to poison damage and effects caused by poison damage.
| **Latent Corrupted Chakra Mode I** | 2 | *(You must have **Latent Designated Existance**)* Beginning at 7th level, you can enter your ***Corrupted Chakra Mode***. Entering this form costs an action and you can enter this form once per long rest for 1 minute. While in this form, you gain all the abilities of the ***Corrupted Chakra Mode*** clan feature as if you were 3rd level.
| **Latent Corrupted Chakra Mode II** | 3 | *(You must have **Latent Corrupted Chakra Mode I**)* Beginning at 15th level, you gain the benefits of ***Corrupted Chakra Mode*** as if you were 7th level.
| **Latent Corrupted Chakra Mode III** | 3 | *(You must have **Latent Corrupted Chakra Mode II**)* Beginning at 15th level, you gain an additional use of your ***Corrupted Chakra Mode*** per long rest.
| **Latent Corrupted Chakra Mode IV** | 5 | *(You must have **Latent Corrupted Chakra Mode III**)* Beginning at 18th level, you gain the benefits of ***Corrupted Chakra Mode*** as if you were 15th level.
| **D-Rank Hijutsu** | 2 | *(You must have **Latent Designated Existance**)* You gain the ability to learn D-Rank Orochimaru's Synthetic Human Hijutsu.
| **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Orochimaru's Synthetic Human Hijutsu.
| **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Orochimaru's Synthetic Human Hijutsu.
| **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Orochimaru's Synthetic Human Hijutsu.
| **Clan Feats** | 5 | *(You must have **Latent Designated Existance**)* You gain the ability to learn Clan Feats, with Orochimaru's Synthetic Human Clan as a prerequisite.
##### Further Considerations for Bloodlines
- You shouldn't give bloodlines any form of alt-casting. This is a great way to introduce weakness into the bloodline without actually restricting it, as the hijutsu of the clan and features reliant on the stat in question will force the player to spend time specializing into it.
- Removing any form of alt-casting is also much better for balance. Imagine if you could bloodline into Uzumaki and gain the ability to cast all Fuinjutsu with Constitution. That is an incredibly strong ability for a bloodline!
- With the old bloodline model, clans that would give you a nature release would do so within the Latent bloodline feat, and if the clan is a Dual Release clan, it would give you the option of one release with a Latent Bloodline feat and the other release with the Realized bloodline feat. With the Modern Bloodline model, you do not gain any releases that your clans may give, including sub releases such as medical.
- If your clan gave features alongside gaining a release, such as the damage conversion feature being given alongside gaining the 2nd nature release of dual release clans, as you can see on many Modern Bloodlines, you only give those features without the release or create brand new small features that help "imitate" the original features.
- Ensure that you do your due dilligence and balance your bloodline table accordingly, but don't stress about it. Powergamers can burn for all you care, trust me.
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##### Things to Remember
- Keep in mind that this guide is intended to make a clan of official quality. Just because your clan isn't of official standards, does not mean that it is bad. People make homegame clans for their table all the time, there is nothing wrong with that. As long as you are happy with your clan and enjoy playing it, that is all that matters.
- If you need help in balancing Hijutsu, check the Jutsu Guide within the Team 7 Compendium for better information.
- A small rule of thumb that I will include for hijutsu is that they should be as whole slightly better than existing options that may be similar. Whether that's in the form of slightly more damage, cheaper cost, better effects, or feature interactions, is up to you.
- I dislike that I have to write this but due to recent events I feel the need to. When making a clan, or any homebrew in general, do **NOT** steal the work of other people to make your brew. I am referring to people who blatently steal **ENTIRE** features or jutsu and put them into their project, sometimes not even changing the name. As a community, we play off each other all the time. We copy wording, do similar ideas, and inspire each other. Inspiration/similar wording is not theft. Taking entire jutsu, down the very last character, is theft. Real and true homebrew creators creators do not 100% take someone else's work from their own community and try to pass it off as their own.
- Remember to try and be unique. Be yourself. If you need help, ask for it, but do not just take the lazy route and copy someone else, especially if they ask you not to do it. You know who you are.
- A big question that some of you may have reading this is "Do ***reworks*** count?" As a whole, from how I've seen the community handle reworking clans of individual creators in the past, this is fine as long as you ask the creator for permission or maybe to even work with you. As someone who has done many clan reworks in the past, try to bring up your reasons for why you want to rework something first, as you may be able to get the main clan changed. That being said, if they do not agree with your changes, but are fine with your rework, go right on ahead. However, if they are not ok with a rework, be respectful and either don't do it, or just make it your own table and don't advertise it publicly. No one is going to attack you if you make something just for your group, but if you go against a creator's wishes and advertise a reworked clan that they did not approve of, prepare to deal with a lot of fire.
### Finalize
#### Balancing
I decided to save this section for last as I find personally that clans turn out better when you take a more moderate stance on balance and go back later and adjust it. Truth be told, Naruto 5e is an extremely competitive space, with a lot of strong options. Homebrew in base 5th edition, tends to be rather weak compared to official options. This is even *more* true in Naruto 5e. Of course you can still go too far, but from what I and many of the team have seen, it's not common.
Balancing a clan is a rather difficult and complex process, as dungeons' and dragons balance is extremely subjective due to the nature of being a RPG, where almost anyone can make anything look good. Below will talk about a few things to consider to help your clan be amazing for its debut.
##### Question your Clan's Design
When making your clan, try to keep these questions in mind. I will list off these questions starting from the most important;
- *"Is my clan fun? Would I enjoy playing it? Would others enjoy playing it?"*
- *"Does my clan feel unique?"*
- *"Is my clan too strong? Is my clan too weak?"*
- *"Does my clan feel impactful? Does it do enough to make players feel proud/remember that they are apart of this clan?"*
- *"Does this clan step on any other official clan's shoes?"*
- *"Does my clan synergize well with any classes/subclasses?"*
- *"Does this clan have the same quality as an official clan?"*
If you answer is no to any of these questions (or yes to second half of Q3, or to Q5), you should really investigate why early on before you end up with a scenario where the whole clan needs to be redesigned.
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##### Seek Peer Review
A common thing that many creators do is seek advice from somone who has more experience with the game and can offer insight into interactions with your clan that you may not be able to grasp due to less experience you may that. That being said, even the more experienced creators, like King for example, still ask for feedback on things they create because, ***not everyone is perfect***.
When you go ask someone for feedback, try not to constantly ask if they are done reviewing your work, as reviewing a clan takes a considerable amount of time and that person may be busy. If they take too long, however, try asking someone else who may be able to help you faster. If all else fails, you could always just post the clan or a specific feature publically and see what people say. I find that smaller communities, such as West March servers, are better for this as there is less activity and people are more comfortable in their communities, so they'll be more likely and comment on your work.
When asking for feedback, try to do the following things;
- If you have a feature that you feel is too weak or too strong, **bring up this feature**. Giving a reviewer specific things to pay closer attention to is extremely helpful for both them and you.
- Be open minded that something may just not be up to par, too weak, or too strong. Remind yourself that they are saying to you isn't personal, and sometimes we need to rewrite things multiple times until we get it right. I myself have found that people really like my ***Iburi*** clan. Here's the thing though, I had to rewrite that clan 6 times (not a joke) before I finally got a version that appeased everyone, and in the long run, it paid off.
- That being said, if you feel that you disagree with what they reviewer is saying, try to initate a formal discussion as to why you feel the way you do, and you find that they were too quick to judge or maybe they were right all along. Stay respectful and don't try to argue. Keep it civil. If you start getting overly emotional, people will just not want to help you.
- Take notes on what they are saying and give yourself sometime to think it over before adjusting the clan. Giving yourself time really helps remove any bias you have and see the problems they highlighted and their potential solution.
- Try to find compromises to their issues and discuss those compromises with them. Find a good middle ground where you get what you want, and they can get behind it.
- Understand that most feedback has value. Of course, if someone says that they don't like your work because of something it is based on like a different anime, this feedback is rather worthless so don't take it too seriously and move on. Some people can give geniune feedback, but express themselves in ways that cause them to come across as hostile or not serious. Of course your project matters to you and is important to you, but always keep in mind that this is just a clan for a dnd game, so it's not worth beating yourself up over.
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##### Playtesting
By far the best way to finalize balancing your clan is to playtest it. You see so much more from a clan's performance when you actually get to use it in action. A simple one shot can reveal many things about a clan ("Oh, this is too strong", "Man, I really didn't feel like I needed to use this much", "Dude this clan felt great!", etc).
Try to do at least two to three tests with your clan, across a few different levels. I typically like to test clans at 3rd, 7th, and 11th levels, as I find those levels to be the most important and demonstrative.
As much as you may feel awkward in doing so, please, playtest your clan yourself at least once. Remember, that you are your harshest critic and as such, the amount of potential flaws you will see while playtesting your clan will be significantly magnfied.
At the same time, at least one of your tests should have someone else playing your clan. Having someone with a different mindset and approach to working with your clan can reveal even more things that you would've never thought could've been a problem.
Also, when you go to pick a class for your clan, one of your tests should be with a class that is relatively minor in its personality and power so the clan can speak for itself more. The best class I have found to do this, is Scout-Nin, the generalist class. Specifically, Tactical Scout because it does not push the player towards any specific focus.
Another one of your tests should be with a more realistic class for your clan so you can playtest what most people who take your clan would use. For example, a taijutsu clan like Akimichi makes perfect sense to be a Taijutsu Specialist. A weapon clan like the homebrew Yamada clan makes perfect sense to be a Weapon Specialist.
By viewing your clan in multiple scenarios in this way, you'll likely iron out most of your issues. Keep in mind though, that if your clan has many powerful *limited* abilities that can only be used a certain amount of times per rest, the clan will "appear" stronger or weaker due to one shots not capturing that aspect of the game well. You do a mission and your done. That is not a realistic scenario, as in a campaign, there is a huge chunk of gameplay that can occur between missions.
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### How to make Homebrew Jutsu
The core of making a jutsu without using the JCS (Jutsu Creation System) is quite similar to actually using it, with some exceptions. Firstly, the chart for costs and damage is meant for players, and making jutsu for the game or for general community use is different than even if you wanted to make the same same jutsu, using the JCS.
#### Concept Phase
The first phase of making your jutsu is coming up with the concept. Maybe you want to make a Ninjutsu with the Water Release keyword that creates a giant wave, or a Bukijutsu that could seperate molecules, whatever your concept is make sure it matches with what the system expects from the jutsu, If the jutsu uses fire, it should most likely be dealing fire damage. If you set to control your opponent's mind, it isn't going to be a Taijutsu.
#### Jutsu Block Phase
The next phase involves you deciding what, the "Jutsu Block" will be. The part of the jutsu that outlines the classification, rank, casting time, range, duration, components, cost, keywords, and finally description. The description will be explained later on its own as it is where the meat of your jutsu lies.
##### Classification
Hijutsu is the most limited of the jutsu classifications. A jutsu should only have the Hijutsu classification if it is tied to a clan. Hijutsu does not fall inherently into a single category, they can be Ninjutsu, Genjutsu, Taijutsu, or Bukijutsu. To discern what the "actual" classification the proper listing should be provided in the keywords, along with the Hijutsu keyword.
Ninjutsu are predominantly the most obviously "magical" of the jutsu classifications. They conjure fire, they summon beasts, and they devastate the battlefield. Ninjutsu will be used when you want to make a jutsu that targets the body without using your weapons or fists.
Genjutsu is the most subtle of the jutsu classifications. They rarely deal damage, and when they do it is psychic. Genjutsu does not clash and rarely has attack rolls. Genjutsu will be used when you want to make a jutsu that targets the mind. Normally to be immune to a Genjutsu you need to be immune to all the sensory keywords, the only sensory keyword that gets around this is inhaled. If you are immune to inhaled you are immune to the whole jutsu.
Taijutsu is the cheapest of the jutsu classifications. Taijutsu typically has point-blank range, and only targets one creature. Taijutsu have combos and finishers which can be used to devastate your opponents if executed successfully. Taijutsu will be used when you want to make a jutsu that targets the body using your fists.
Bukijutsu is the the hardest-hitting of the jutsu classifications. Bukijutsu shares many similarities with Taijutsu, the high damage, and the lack of many multitarget moves. Bukijutsu is split into weapon categories, limiting what jutsu you use to the weapon you are wielding. Bukijutsu will be used when you want to make a jutsu that targets the body using your weapons.
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##### Rank
The rank of the jutsu determines the cost bracket of the jutsu, and what level creatures will have access to the jutsu. Rank is split into 6 categories; E-Rank, D-Rank, C-Rank, B-Rank, A-Rank, and S-Rank.
**E-Rank** jutsu are the most basic jutsu and are unique to ninjutsu and genjutsu. E-Rank jutsu have no level requirements. E-Rank jutsu cannot have any nature release keywords. Jutsu of this rank have a cost ranging from 1 to 2 chakra.
**D-Rank** jutsu are the 2nd lowest rank of jutsu and are common among genin, although some have usefulness to any shinobi, regardless of experience. D-Rank jutsu have no level requirements and this is where you may start using taijutsu, bukijutsu, and jutsu with nature release keywords; as they were too advanced for E-Rank. Jutsu of this rank have a cost ranging from 3 to 5 chakra.
**C-Rank** jutsu are the 3rd lowest rank of jutsu and will most likely be the jutsu you see used most often. Chunin typically use jutsu of this rank and these jutsu become staples in a shinobi's arsenal, C-Rank jutsu have a level requirement of 5 and this is where you see jutsu start to do more grandiose things, such as bigger AoEs and stronger single target effects. Jutsu of this rank have a cost ranging from 6 to 9 chakra.
**B-Rank** jutsu is the middle rank of jutsu and high level chunin and anbu members are the people most likely to use this rank of jutsu. B-Rank jutsu is where more crippling conditions should begin to arise, such as slowed or stunned. B-Rank jutsu have a level requirement of 9. With the introduction of B-Rank jutsu, ability score you requirements come into play. To cast a jutsu of B-Rank you must have a relevant casting score of 14 or higher to cast the jutsu. Consider if your jutsu is strong enough to necessitate needing an ability score requirement. If the jutsu is not that strong, consider moving it down to a lower rank. Jutsu of this rank have a cost ranging from 10 to 14 chakra.
**A-Rank** jutsu are the 2nd highest rank of jutsu and are reserved to jonin and other shinobi of that caliber. A-Rank take a long time to master, and even seeing one is a statement of power that can't be taken lightly. A-Rank jutsu have a level requirement of 13 and to cast a jutsu of this rank you must have a relevant casting score of 16 or higher to cast the jutsu. A-Rank jutsu should surpass every rank before it, and do things that the lower ranks cannot, like having jutsu that can inflict almost permanent conditions or jutsu with extraordinarily long range. Jutsu of this rank have a cost ranging from 15 to 20 chakra.
**S-Rank** jutsu are the highest rank of jutsu and stand atop the pinnacle of all jutsu. S-Rank jutsu have the power to warp reality and have scale that dwarf lower rank techniques. S-Rank jutsu are to be coveted and sought after, they should do things that make them stand out as belonging in the upper echelon. S-Rank jutsu have a level requirement of 17 and to cast a jutsu of this rank you must have a relevant casting score of 18 or higher to cast the jutsu. S-Rank can turn the tide of a battle in the blink of an eye. Jutsu that can cause instant death, permanent conditions, or give multiple immunities are examples of what belong in this higher tier of jutsu. Think hard about if your jutsu is worthy of S-Rank. Jutsu of this rank have a cost 21 chakra or higher.
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##### Casting Time
Most jutsu should and do have a casting time of 1 action. There should be no reason to change the casting time of your jutsu unless the casting time is vital to the viability or usefulness of a jutsu. A jutsu that boosts your AC briefly is an example of when you would change the casting time of your jutsu from an action to a reaction.
Jutsu with a casting time of a bonus action should be a buff, a jutsu meant to be combined with other jutsu; such as jutsu with the combo keyword, or jutsu that deal particularly less damage than normal jutsu of that rank.
Jutsu with a casting time of a reaction should be a defensive jutsu or a jutsu that is contingent on something else happening. Jutsu with a casting time of a reaction should rarely deal damage and usually boost AC, grant temporary hit points, or create a barrier of some sort.
Jutsu with a casting time of a full turn action take all bonus actions and actions a creature has. Jutsu that take a full turn action to cast are quite rare and they should mostly be limited to jutsu with the combination keyword and jutsu A-rank or higher.
Jutsu with a casting time of a minute or longer take your action each turn to cast and require concentration. If you stop casting the jutsu chakra is not spent. Jutsu with a casting time of a minute or longer should have a longer range, be combination, be deal more damage, or have a unique effect. Jutsu with a casting time of a minute or longer should mostly be limited to jutsu B-rank or higher.
##### Range
The range of a jutsu determines if you are able to use it the farther or closer you are to your target. Jutsu of each rank have wildly varying ranges but there are range brackets to keep in mind. If a jutsu has a range it should be a multiple of 15 if it is under 250 feet. Past that point it should be a multiple of 50. Some ranges even go up to a mile or longer. Here is a list of Typical jutsu ranges; self, 5 feet, touch, 30 feet, 45 feet, 60 feet, 90 feet, 120 feet, 150 feet, 250 feet, and 1 mile. A jutsu may not fall in one of these categories but there should be a good reason to stray from the norm.
Some jutsu ranges that are more commonly found on Bukijutsu
are ranges like "Weapon's Range" which uses the range of the weapon instead of having a set range. Official jutsu list this as "Weapon Range" or "Weapons Range" but we will stick with "Weapon's Range" as it is consistent. Jutsu with this type of range benefit from having reach weapons, which would increase the range of the jutsu. There are also some jutsu that move you, these jutsu do not take away from your movement speed unless otherwise stated. Similarly, there are jutsu that use the range of your movement as the range of the jutsu. "Up to Full Movement" or "Movement Speed" means anywhere between 0 and your maximum movement speed.
"Full Movement" means that you must exhaust your full movement. None of these use your movement unless explicitly stated.
Along with range comes jutsu with AOE (Area of Effect) capabilities. There are various shapes an AoE can take, and the size of the AoE also helps dictate the rank and the initial range of the jutsu. Below is a list of typical shapes and how they interact with the initial range of the jutsu. All of the AoEs listed below have verticality, excluding the line.
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**Cone**
A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. If a cone has a range of self the cone begins from in front of the caster.
A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.
A cone should almost always have a range of self coupled with the range of the cone itself.
**Cube**
You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube that says "originating from you" makes the cube's area start from in front of your space.
A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.
A cube can be coupled with any range but if it is coupled with a range of self it should specify in the text that the cube originates from you.
**Cylinder**
A cylinder’s point of origin is the center of a circle of a particular radius, as given in the jutsu description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The jutsu’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.
A cylinder’s point of origin is included in the cylinder’s area of effect.
A cylinder can be coupled with any range but if you want it to follow a creature it should have a range of self.
**Line**
A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. If a line has a range of self the line begins from in front of the caster. Almost all lines should have a width of 5 feet below B-rank.
A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.
A line should almost always have a range of self coupled with the range of the line itself.
**Sphere**
You select a sphere’s point of origin, and the sphere extends outward from that point. The
sphere’s size is expressed as a radius
in feet that extends from the
point. Unless a sphere says
"originating from you"
when it has a range of
self the sphere begins
centered on the caster.
A sphere’s point of
origin is included in
the sphere’s area of
effect.
A sphere should
almost never have a
range of self coupled
with the range of the
sphere itself.
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##### Duration
Jutsu duration determines how long your jutsu will be active. The duration of your jutsu directly impacts how powerful it is. There are various jutsu durations and they all have their uses.
The fastest and most common duration is instant. Jutsu that have a duration of instant, take place and are resolved in one moment. Your jutsu most likely should have a duration of instant. You should consider using a different duration when your jutsu is a buff of some kind or has a lasting effect.
The next fastest duration is 1 round. Jutsu with a duration of one round last usually until the start of the casting creature's next turn. Jutsu that have a casting time of 1 reaction most likely fall into this category. Very powerful temporary buffs also fall into this category. You should consider using a casting time of 1 round if your jutsu is a reaction or has strong effects that should quickly be removed.
Following the duration of 1 round is the duration of 1 minute. Jutsu with a duration of 1 minute may or may not have concentration. Keep in mind concentration costs chakra over time unless stated otherwise, and can be broken as a result of damage or other disruptions. If a jutsu does not have concentration it cannot willingly be stopped by the caster and is active for the full duration. You should consider using a duration of 1 minute if it has utility and is not directly involved in combat. You should consider using a duration of 1 minute with concentration if it is particularly powerful or helps combat in some way, like boosting AC or adding damage.
Jutsu of durations longer than 1 minute do exist, although they are quite rare. The other duration lengths are 10 minutes, 1 hour, 8 hours, 24 hours, 1 week, 1 month, 1 year, or even permanent. Jutsu with durations like the ones just listed can still have concentration although it is advised you would only place it on jutsu with a duration of 10 minutes. If you do decide to give one of these durations concentration it most likely does not also warrant a chakra cost. Think carefully about giving a jutsu durations this long, these jutsu could invalidate missions due to how long they last, bypassing resource management. Jutsu that give a new armor calculation typically have a duration of 8 hours.
##### Components
Components limit what jutsu can be used by forcing the caster to provide the necessary actions or materials needed to cast the jutsu. Without the proper components a jutsu cannot be cast. Jutsu with material components, other than jutsu with the NT component, do not inherently consume or destroy the components when the jutsu is cast.
Components are listed in a specific order. This helps with aesthetics and it makes it clear what your jutsu does.
The order goes as follows: HS, W (if bukijutsu), M (If or taijutsu or bukijutsu), CM, CS, NT, W (If not bukijutsu)
**Hand Seals (HS)**
are one of the most common and vital components needed to cast a jutsu. Genjutsu and Ninjutsu are the only classifications that need HS component. You only need 1 free hand to cast a jutsu with the HS component. Some jutsu may lack the HS component but only if it is not a nature release or the jutsu has a logical reason that it would lack the component while keeping the balance of the jutsu intact.
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**Chakra Molding (CM)**
is usually used when a jutsu does something that seems visually impressive. All nature release Ninjutsu and all Genjutsu need have the CM component. Chakra molding is also used in some Taijutsu and Bukijutsu that use chakra in some way, such as augmenting your body to produce a powerful technique. Any jutsu that creates a construct or shape should also have the CM component. Concentration jutsu with CM automatically end when a creature cannot provide the CM component anymore.
**Chakra Seals (CS)**
is used when you need to use a seal of some kind. Jutsu with the Fuinjutsu keyword have this component. You need a free hand to cast a jutsu with the CS component.
**Mobility (M)**
requires the creature to be able to move to be cast. If a creature concentrating on a jutsu with the M component gains a movement of 0 after the jutsu was cast would not drop concentration. Taijutsu and Bukijutsu typically have this component. Some jutsu may lack the M component but only if it has a logical reason that it would lack the component while keeping the balance of the jutsu intact.
**Weapons (W)**
requires the caster to have a specific weapon or a weapon that meets the listed prerequisites. If a jutsu lists a specific weapon or weapon you need one of the weapons to cast the jutsu. If a jutsu lists a weapon property or multiple weapon properties the weapon needs all of the properties to be cast. Some Bukijutsu may also ask for a specific damage type, or specifically melee or ranged. All Bukijutsu and some Ninjutsu have the W component.
**Ninja Tools (NT)**
requires the caster to have or use some ninja tool to cast. The ninja tool may be a medicine kit or some type of tool. Some jutsu that have the NT component may not have an actual ryo value or be able to be purchased, in those cases you are usually assumed to just have the item needed. Jutsu with the NT component consume the ninja tool on use. Any jutsu classification other than Taijutsu could have the NT component.
##### Cost
The cost of a jutsu determines how much chakra a creature must use to cast the jutsu. Some jutsu have other costs like amount of time needed to cast or a special resource. Unless you have a specific reason your jutsu should have only chakra as the cost. Keep in mind half the cost of your jutsu is needed to be maintained per turn if it has concentration.
Jutsu costs are split into ranks;
E-Rank 1-2, D-Rank 3-5, C-Rank 6-9, B-Rank 10-14, A-Rank 15-20, S-Rank 21+. Some official S-Rank Taijutsu have a cost of 20 at S-Rank, but they are an exception. Jutsu with the combination keyword are also a special case where they have a a specific cost for each rank; D-Rank 28, C-Rank 50, B-Rank 77, A-Rank 110, S-Rank 138. Combination jutsu also have a special cost, meaning that the cost of the jutsu cannot be adjusted in anyway.
When you start making a jutsu it should start in the middle of their cost range. You can come back to the cost of the jutsu after you decide what it actually does, it may fall to the cheaper side or rise to the maximum cost for its rank.
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##### Keywords
Keywords repeat the jutsu classification as well as any special mechanics it may have. Just because a jutsu has a keyword does not mean it classifies as that jutsu type for interacting with other jutsu, class or clan features or feats. If a keyword is listed that does not match the classification it while not count as that type of jutsu. Hijutsu are the exception which you only have the keywords to go by. Jutsu typically only have one keyword that is shared with the classification.
Keywords are listed in a specific order. This helps with aesthetics and it makes it clear what your jutsu does.
The order goes as follows: Hijutsu, The classification keyword, Any secondary classification keywords, Any nature release keywords, Medical, Visual, Auditory, Inhale, Tactile, Unaware, Fuinjutsu, Sensory, Combination, Clash, Combo or Finisher
The only keyword your jutsu most likely needs is the keyword that matches the classification. If made correctly, Genjutsu should have at least 2 keywords. Keywords needed will be listed after the description of the keyword.
**Ninjutsu** - Jutsu with the Ninjutsu keyword when cast
use your Ninjutsu attack bonus or Save DC. This keyword should be on any jutsu that is classified as a Ninjutsu. Ninjutsu with only this keyword most likely deal force damage.
**Genjutsu** - Jutsu with the Genjutsu keyword when cast
use your Genjutsu attack bonus or Save DC. This keyword should be on any jutsu that is classified as a Genjutsu. Jutsu with this keyword should most likely deal psychic damage.
**Taijutsu** - Jutsu with the Taijutsu keyword when cast use
your Taijutsu attack bonus or Save DC. This keyword should be on any jutsu that is classified as a Taijutsu. Jutsu with this keyword should most likely deal the same damage type as your unarmed damage or bludgeoning damage.
**Bukijutsu** - Jutsu with the Bukijutsu keyword when cast
also uses your Taijutsu attack bonus or save DC. This keyword should be on any jutsu that is classified as a Ninjutsu. This keyword may also appear if you are making a Ninjutsu with the W component. Almost all jutsu with this keyword are under some limitations. Jutsu with 2 or more attacks should not add your ability modifier.
Jutsu with three or more attacks cannot crit. Your jutsu may not need this limitation, but for the most part it should be added. Jutsu with this keyword should most likely deal the same damage type as your weapon.
**Hijutsu** - Jutsu with the Hijutsu keyword are unique to
Clans only. This keyword doesn’t affect the casting
requirements of a jutsu it is attached to. Hijutsu should be more powerful than your average jutsu, whether that be damage or special effects.
**Medical** - Jutsu with the Medical keyword are considered
Medical Ninjutsu and you must have a feature or feat that
allows you to add jutsu with this keyword to your jutsu
list. While not needed, jutsu with this keyword typically do acid, poison, or necrotic damage.
**Earth Release** - Jutsu with the Earth Release keyword are
considered earth release jutsu and you must have a
feature or feat that allows you to add jutsu with this
keyword to your jutsu list. Jutsu with this keyword should most likely deal earth damage.
**Wind Release** - Jutsu with the Wind Release keyword are
considered wind release jutsu and you must have a feature
or feat that allows you to add jutsu with this keyword to
your jutsu list. Jutsu with this keyword should most likely deal wind or slashing damage.
**Fire Release** - Jutsu with the Fire Release keyword are
considered Fire release jutsu and you must have a feature
or feat that allows you to add jutsu with this keyword to
your jutsu list. Jutsu with this keyword should most likely deal fire damage.
**Water Release** - Jutsu with the Water Release keyword are
considered water release jutsu and you must have a
feature or feat that allows you to add jutsu with this
keyword to your jutsu list. Some Water Release Ninjutsu say "If used near a sufficient source of
water, reduce the chakra cost of this jutsu by 2 or..." where the or is dependent on the specific jutsu, this will be explained later in this guide. Jutsu with this keyword should most likely deal cold damage.
**Lightning Release** - Jutsu with the Lightning Release
keyword are considered lightning release jutsu and you
must have a feature or feat that allows you to add jutsu
with this keyword to your jutsu list. Some Lightning Release Ninjutsu have the overcharge mechanic which will be explained later in this guide. Jutsu with this keyword should most likely deal lightning damage.
**Fuinjutsu** - Jutsu with the Fuinjutsu keyword are
considered summoning or sealing jutsu. Jutsu that has the
Fuinjutsu keyword usually requires Chakra seals to cast.
**Sensory** -Jutsu with the Sensory keyword are jutsu
designed to track and find other creatures through
manipulation of chakra.
**Visual** - Jutsu with the Visual keyword, are genjutsu that
tricks the targets visual perception. Creatures with True
sight or Blindness are immune to jutsu with this keyword.
Chakra sight provides advantage against Jutsu with this
keyword.
**Auditory** - Jutsu with the Auditory keyword, are genjutsu
that tricks the targets personal perception of sound.
Deafness provides immunity to jutsu with this keyword.
**Inhaled** - Jutsu with the Inhaled keyword, are genjutsu that are triggered by inhaling a type of poison or drug. Immunity to poison provides immunity to jutsu with this keyword. If a creature is immune to inhaled they are immune to the whole jutsu.
**Tactile** - Jutsu with the Tactile keyword, are genjutsu that tricks the targets perception of touch (both pleasure and pain). Tactile is NOT a sensory keyword. Genjutsu need this keyword if they deal damage.
**Unaware** - Jutsu with the Unaware keyword, are genjutsu that completely ekes by a creature’s ability to discern the real from fake. These Genjutsu are subtle enough to not be noticeable and requires a Wisdom (Illusions) check vs the DC of the Genjutsu used, to become fully aware of a single Genjutsu affecting you.
**Clash** - Jutsu with the Clash keyword can initiate a jutsu clash. If you are concentrating on a jutsu with this keyword, you automatically trigger a clash when you are targeted or forced to make a save by another jutsu that has the clash keyword.
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**Combo** - Jutsu with the Combo keyword are jutsu that
enables jutsu with the Finisher keyword to be cast as an
action or bonus action, and also enables them to access
their second effects or abilities. A jutsu with this keyword should not also have the Finisher keyword. Only jutsu with the Taijutsu or Bukijutsu classification can have this keyword.
**Finisher** - Jutsu with the Finisher keyword are especially
powerful techniques usually reserved for Taijutsu and
Bukijutsu. Jutsu with the Finisher keyword can usually be
used at the end of a string of other Jutsu that calls for a
finisher in their jutsu description. Jutsu with the finisher
keyword can be cast without being a part of a string of
other taijutsu. If a Bukijutsu with this Keyword is cast it
must use the same weapon that was used as apart of the
previous jutsu cast with the Combo keyword. A jutsu with this keyword should not also have the Combo keyword. Only jutsu with the Taijutsu or Bukijutsu classification can have this keyword.
**Combination** - Jutsu with the Combination keyword are
able to be casted with different casters simultaneously.
Doing so magnifies its effects as listed in the Combination
text. A jutsu with the Combination keyword can be cast in
one of 3 ways.
- ***Cast as normal.*** Casting a Combination jutsu using the
designated casting time performs its normal effects,
without the additional Combination effects added. Combination jutsu scale with the number of casters and the highest Charisma Modifier among the casters.
- ***Casting with a Creature who has the jutsu on their known
jutsu list.*** When you cast a Combination jutsu and a
creature knows the same jutsu and has it on their
known jutsu list, they can, as a reaction, cast the jutsu
as well. When they do, reduce the cost of the jutsu by 3
for each additional caster (to a minimum of half the
listed Cost). For each additional caster, you apply the
combination effects an additional time.
- ***Casting with a creature who does not have the jutsu on
their known jutsu list.*** When you cast a Combination
jutsu and a creature doesn’t know the same jutsu but
has the ability to cast jutsu with all required keywords
are within 30 feet of you, they can, as a reaction make
a Ninshou, Martial Arts, or Illusion Check vs your jutsu
save DC. On a success, they assist you in casting the
jutsu as if they know it. They or you do not reduce the
cost of the Jutsu cast. For each additional caster, you
apply the Combination effects an additional time.
- All casters, regardless if they know the jutsu or not,
split the final cost of the jutsu after reducing its cost
(or not) for each additional caster after the first. This
cost is divided evenly between each caster, rounded
up.
#### Draft Phase
At this point in making your jutsu you should have decided on classification, rank, casting time, range, duration, components, cost, keywords, and now it is time to decide what your jutsu does mechanically. This is where you choose the specifics of what your jutsu does. You decide the damage type, which conditions or effects it may have, the amount of damage dice, and if your jutsu does damage at all.
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##### Damage
The first step is deciding if your jutsu does damage or not, if it does not you can skip this step. If your jutsu does damage you can either decide the rank of your jutsu by how much damage it does or decide how much damage it does based on the rank. Jutsu with a shorter range should deal more damage than if the same jutsu had a longer range. As you make more jutsu you gain an understanding of how to balance jutsu range with damage.
The easiest part to decide is your damage type. This guide assumes you know what the damage types are, look at Chapter 8 in the Shinobi Handbook to get a full overview. If your jutsu has the keywords filled out correctly you have already picked what damage type your jutsu is likely to have. Your jutsu should only have 1 damage type, but if it is VITAL for the jutsu to have multiple damage types, the amount of dice is split evenly among each damage type. Force damage is the among the rarest damage types and it should not be used unless it is logically and thematically appropriate. Even damage type impacts jutsu balance. All damage numbers listed are a general guide, but straying too far from this guide can and will lead to unbalanced jutsu.
Let us assume that your jutsu only does damage, that damage is its sole purpose. Assuming it is a C-Rank jutsu that is single target, your jutsu should deal 24 damage on average. If your jutsu has the Fire Release keyword or is a Taijutsu or Bukijutsu it should deal 25% more damage on average, as those jutsu are focused on damage. If your jutsu has a condition attached or has secondary or even tertiary effects, the damage should be lowered.
If your jutsu only does damage but has an AoE then the average damage it deals is lower than a jutsu of the same rank. In the case of a C-Rank jutsu it should deal 20 damage on average. Lines on average should do more damage than another AoE shape as they typically hit the least amount of creatures.
Once you have decided what the approximate average damage is, now it is time to decide the die step and amount of dice your jutsu has. You can find the average damage of a die by adding all the possible number values a die could have, then dividing it by the number of faces. You can also follow this simple guide: 1d4: 2.5, 1d6: 3.5, 1d8: 4.5, 1d10: 5.5, 1d12: 6.5. You may notice that each die step after the previous one increases the average by 1, this is important to consider when deciding what die step to use as it can greatly impact the overall damage. 9d4 deal on average around 24 damage, but 9d12 deals about 58.
Jutsu that deal chakra damage should be used sparingly and if the jutsu allows the user to gain chakra back it really should not be made at all. Nonetheless, people will do what they want. So if your jutsu deals chakra damage it should not be multitarget and should require being in melee range. If your jutsu allows the user to gain chakra based on the damage dealt, the damage of the jutsu should be very low, while the cost should be very high. In addition, this jutsu should have a special cost. Gaining infinite chakra from one jutsu is an easy way to break your games. **You have been warned.**
\page
Jutsu with the Finisher keyword and jutsu with the Combination keyword are each in another class when it comes to jutsu power. Finishers can gain conditions that should normally be limited to a higher rank and Combination jutsu can seem like they don't belong in the same rank at all. If you want to make a jutsu with the Finisher or Combination keywords I highly advise against doing so until you are familiar with making jutsu already.
##### Conditions
Conditions are another common aspect of making jutsu, they help control the battlefield in ways other than damage. Conditions can be more powerful than damage, as ways to mitigate or remove conditions are rarer than things that do the same for damage.
This guide assumes you know what the conditions are, as well as the new conditions introduced in this book. Some conditions should be limited to jutsu of higher ranks, there is a certain hierarchy of conditions that will be seperated by rank. Keep in mind giving multiple ranks of a condition will be more powerful than only one.
This condition hierarchy is a general rule, but going against this list has a high probability of creating an unbalanced jutsu. This list assumes these to be effects that are inflicted on enemies. All conditions are assumed to go away after one minute or until the text of jutsu or condition says. Exhaustion, petrified, poisoned, and envenomed do not have a set time limit.
- **Any Rank** - Bleeding, Burned, Concussed, Deafened, Grappled, Invisible, Prone, Tazed
- **C-Rank** - Blinded, Charmed, Chilled, Fear, Poisoned, Restrained
- **B-Rank** - Ablaze, Berserk, Corroded, Dazed, Envenomed, Incapacitated, Shocked, Slowed, Stunned, Surprised, Weakened
- **A-Rank** - Exhaustion, Petrified, Paralyzed, Unconscious
The more conditions a jutsu inflicts the less damage it should do. If a jutsu inflicts a condition from a higher rank than normal, it should most likely not deal damage. If a jutsu inflicts 2 or more conditions it should most likely not inflict any damage. Any condition that interacts with action economy should most likely not be AoE. Giving multiple ranks of a condition increases the effectiveness of the condition greatly, so consider increasing the cost or rank.
Berserk, envenomed, incapacitated, slowed, stunned, or any of the conditions listed as A-Rank should **NEVER** be an AoE. Even weakened should most likely not be an AoE until A-Rank. You should **NEVER** give multiple ranks of exhaustion at once. Incapacitated, stunned, paralyzed, or unconscious should **NEVER** last for multiple rounds.
##### Effects
Not all jutsu inflict conditions or deal damage, in this case your jutsu is most likely something that serves to benefit the caster or their allies. Jutsu that benefit only the caster should have a range of self. If your jutsu is intended to help other creatures it may have a range that you can bestow your jutsu, or it may even be an area centered on you that grants various benefits.
While I cannot break down the numerous possible jutsu effects I can list some common ones to help give you some ideas or give a view of what is too strong or not. Jutsu like this gradually get better the more you create jutsu. I suggest looking at similar jutsu with *scrutiny* and decide if they are too strong for their rank, or if they are just too strong in general.
- Boosting AC (concentration), usually by +2, typically a range of self, C-Rank minimum.
- Multiplying movement speed (concentration), usually by double, typically a range of self, C-Rank recommended.
- Cost reduction (concentration), usually by 2, typically a range of self, C-Rank or higher recommended.
- Bonuses to hit (concentration), usually by a die amount, typically a range of self, C-Rank or higher recommended.
- Summoning a creature (concentration), compare to summons of equal rank, typically short range, D-Rank or higher recommended.
- Granting strength bonuses (concentration), usually by 4, typically a range of self, B-Rank or higher recommended.
- Augmenting jutsu classifications (concentration), usually the same classification of jutsu cast, typically a range of self, B-Rank or higher recommended.
- Gaining a new AC calculation (8 hours), usually allows a new ability score to be used, typically a range of self, D-Rank or higher recommended.
- Gaining a new type of sight (varying duration), usually only gives one sight type, typically a range of self, C-Rank or higher recommended.
- Reaction AC increase (1 round), usually has a trigger of being targeted by an attack, D-Rank or higher minimum.
- Healing (instant), usually requires the Medical keyword, D-Rank or higher minimum.
- Reaction hit point barrier (1 round), has varying triggers, hit points can be flat or rolled, D-Rank or higher minimum.
\page
##### Upcasting
Upcasting jutsu is a way to keep jutsu relevant even at higher tiers of play. Creating an upcast for your jutsu is typically very simple, you add some extra die or maybe another attack. These sections will help break down what upcast your jutsu should have, if any. Jutsu that are upcasted have their costs increased by 3. There are some official jutsu that go against this rule, but they are exceptions under specific circumstances.
The simplest jutsu to give upcasts for is for jutsu that deal damage. Your jutsu should most likely only give 1 additional damage die per rank of upcast. If your jutsu has damage die that are d4s, it should be increased by 2d4 per upcast. If your jutsu has multiple attacks consider giving an additional attack to your jutsu. Another use of the upcast could be to increase the step of the damage die. By increasing the size of the die, your jutsu's power can be improved without increasing the number.
If you create a jutsu that has an AoE, increasing the size of the AoE is another good way to increase the effectiveness of your jutsu without directly increasing the damage. If you increase the AoE of your jutsu the damage should most likely not be increased, although it may be fine if they jutsu has d6 or d4 damage die. If your jutsu is a line consider placing "If this jutsu is cast at B-Rank or higher, increase the width of this line by 5 feet." in the text of the upcast.
Some jutsu have special upcasts in which they stray from the norm and add new conditions or impose penalties on existing ones. Common examples would be disadvantage on the initial saving throw, increasing the duration of the jutsu, increasing the range of the jutsu, and choosing new targets. This of course is not a comprehensive list but it should give an idea of what these upcasts do.
You may find that your jutsu has too powerful of an upcast or that it should just come at a later level. Jutsu that are upcasted at every other rank have what are called staggered upcasts. Staggered upcasts should be placed on jutsu that do unique things with their upcast, or ones that are just so strong even without the upcast they need another limit to not get out of hand.
The most important thing to consider is if your jutsu even needs an upcast at all. More than even if it needs an upcast, is to consider if it should have one in the first place. If your jutsu has a range of self it has a high probability of not needing an upcast. If your jutsu has multiple bullet points it does not need an upcast. If your jutsu is utility the only upcast is should need, if any, is to increase the duration.
#### Formatting Phase
If you made it this far you are
almost done making your jutsu. Now
it is time to format it. Standardizing
jutsu formatting is a great way to make
your jutsu look and feel official.
Proper wording, spacing, and
grammar all assist in making your
jutsu shine. First there will be an
example of how your jutsu should
look, without the specifics of the
description.
```
```
#### Example Jutsu
**Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** melee ninjutsu attack 4d4 force damage
**At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the placeholder.
___
You can see all the spacing and capitalization used. The only things that should be capitalized other than the first word of the sentence is any mentions of ability scores. "Make a Constitution saving throw," for example.
For jutsu with AoEs the range of the AoE should be specified after the range of the casting. The range being "Range: Self (15-foot cone)" would be correct for a jutsu that has 15-foot-long cone that originates from you.
Some jutsu may require you to make an attack, these jutsu should ask you to make an "x attack" where X is the classification of the jutsu. Bukijutsu is the exception to this where they make taijutsu attacks instead of bukijutsu attacks.
Jutsu that have special keywords have specific formatting that goes with the rest of the jutsu. If your jutsu has the Combo keyword after the text of the jutsu it should say: "Until the end of your turn, you can target one affected
creature with a x ***Finisher*** regardless of range, once
per turn, using either an Action or Bonus action, ignoring its
listed casting time." Where X is the classification of the jutsu.
If your jutsu has the Finisher keyword after the text of the jutsu it should say: "If this jutsu is used as a ***Finisher***,..." and then list the finisher effects. Whether or not the Finisher moves you to the location or just allows you to cast it without moving is up to your dm and table.
If your jutsu has the Combination keyword after the text of the jutsu it should say: " *Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters you increase the damage die by 3.
Any creature who assists in casting this jutsu as a
combination jutsu increases the damage of this jutsu by one
step based on the highest Charisma Modifier within the
group of casters. (+0-1: No Change, +2: D6, +3: D8, +4: D10,
+5: D12).* This is a sample, but the specifics such as what casting the jutsu as a group does and what the scaling of the Charisma modifier is, depends on the jutsu.
Some Lightning Release Ninjutsu say "***Overcharge*** When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
..." Overcharge jutsu have varying effects depending on the jutsu so compare them to other jutsu and things that would make sense for the jutsu to be augmented.
Some Water Release Ninjutsu have the option of being cast in specific ways when near a source of water. "If used near a sufficient source of
water, reduce the chakra cost of this jutsu by 2 or..." treat this the same way as you would treat overcharge, considering what makes sense for the jutsu, and comparing it to other jutsu with this effect.
\page
#### Finalizing Phase
The last phase before the balancing phase is the finalization/finalizing phase. This is where you write the wording of your jutsu and make it come to life. This is where you should also touch up any wording or formatting issues it may have. At this point if you hadn't already decided on a name, now is a good time to do so. Let's take a look at the example jutsu showed earlier, in a more finished state.
#### Chakra Fist
**Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** You coat your fist in a ball of chakra and unleash a powerful punch. Make melee ninjutsu attack against a creature you can see dealing 4d4 force damage on a hit.
**At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the damage by 2d4.
___
As you can see, adding the flavor text increases the jutsu's quality. Although it it is rather simplistic, the flavor text assists in explaining what happens. Also make sure it is not too similar to a jutsu that already exists.
#### Balancing Phase
The final phase of making a jutsu is the balancing phase. This is arguably the most important phase of making a jutsu. To begin balancing your jutsu, first look at the other phases of this guide and check if it falls in line with those phases.
Second try and do your own balancing, compare it to other jutsu of the same rank and jutsu that do similar things. Make sure the jutsu you are comparing it to has a clear balance standpoint. Consider the opinions of other people and yourself, and evaluate the jutsu accordingly. Majority opinion is not always correct.
You should try in balance in this order:
1. Balance Range/Area.
2. Damage. (Avg damage etc.)
3. Conditions.
4. Then for every effect/condition that’s hostile/supportive in addition to damage, reduce damage.
5. Peer Review.
After you complete this portion of the balancing phase try to playtest it or get it play tested. Some jutsu may seem fine or terrible on paper, but in practice they are the inverse of what they seemed. If you need to adjust the jutsu, go back to the beginning of this phase and start again until it is a balanced jutsu.
Charts for Understanding
Below are some charts to help with understanding various concepts, such as jutsu damage averages and area of effect visualization.
### Damage Chart
```
```
### Jutsu Area of Effect Visualization
\page
## Summon Template
This is just placeholder text used to space out the formatting, pay no attention to it. This is just placeholder text used to space out the formatting, pay no attention to it.
**Summon Type:** *Placeholder*
**Hit Dice:** dx
**Chakra Dice:** dx
**Saving Throws:** Ability Score 1, Ability Score 2
**Creature Skills:** Skill 1, Skill 2, Skill 3
**Creature Senses:** Sense 1, Sense 2
___
**Natural/Weapons:**
***Claw.*** (Melee Weapon Attack: Reach 5ft., one target. Stat +
Prof to hit, +Stat placeholder damage.)
***Fang.*** (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Stat placeholder damage.)
#### Save DC's & Attack Bonuses
**All Jutsu Save DC’s:** 8 + Half Your Prof + Half Creature
Level
**All Jutsu Attack bonus:** Placeholder Modifier + Your
Proficiency Bonus.
#### Special Features:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
**D-Rank: Select 1.**
- ***Feature 1:*** This is just placeholder text used to space out the formatting, pay no attention to it.
- ***Feature 2:*** This is just placeholder text used to space out the formatting, pay no attention to it.
___
**C-Rank: Select 1.**
- ***Feature 1:*** This is just placeholder text used to space out the formatting, pay no attention to it.
- ***Feature 2:*** This is just placeholder text used to space out the formatting, pay no attention to it.
___
**B-Rank: Select 1.**
- ***Feature 1:*** This is just placeholder text used to space out the formatting, pay no attention to it.
- ***Feature 2:*** This is just placeholder text used to space out the formatting, pay no attention to it.
___
**A-Rank: Select 1.**
- ***Feature 1:*** This is just placeholder text used to space out the formatting, pay no attention to it.
- ***Feature 2:*** This is just placeholder text used to space out the formatting, pay no attention to it.
___
**S-Rank: Select 1.**
- ***Feature 1:*** This is just placeholder text used to space out the formatting, pay no attention to it.
- ***Feature 2:*** This is just placeholder text used to space out the formatting, pay no attention to it.
#### Placeholder Jutsu Specialty
Placeholder are only able to cast Classification 1 with limit 1, Classification 2 with limit 2, and Classification 3 with limit 3.
##### Placeholder
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu | Speed |
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:-----|:-----|
| D-Rank | 4th | M | 15 | 14 | 13 | 12 | 10 | 8 |2 D-Rank | 30ft |
| C-Rank | 8th | M-L
+6 Ability Score Increases up to 20. | 2 D-Rank (or lower), 2 C-Rank | 40ft
| B-Rank | 12th | M-L | +6 Ability Score Increases up to 20. | 2 C-Rank (or lower), 2 B-Rank | 50ft
| A-Rank | 16th | M-H | +6 Ability Score Increases up to 22. | 3 B-Rank (or lower), 1 A-Rank | 60ft
| S-Rank | 20th | M-G | +6 Ability Score Increases up to 24. | 3 A-Rank (or lower), 1 S-Rank | 60ft
\page
##### Things to Note
- You may want to make a jutsu that is an abomination to mankind and humanity itself, if this is the case you jutsu just should not exist. As harsh as it is to say, some ideas are bad ideas and should not be followed through with. Sometimes you may have to scrap that jutsu and remake it from scratch until it is no longer an abomination. Although sometimes it is impossible to save such jutsu. If that is the case you will make your own life easier by just deleting it.
- Some official jutsu and some jutsu in this book do not follow these guides. While some of the jutsu that go against this guide are fine from a balance standpoint, others are not. Creating jutsu is a skill, and balancing jutsu is a different skill.
- Just because a jutsu isn't balanced doesn't mean that it is a bad jutsu. The jutsu could have interesting flavor or a unique effect that makes it stand out. While balance of a jutsu is vital for usability, it is not vital for determining if an idea is good or not.
- Try to make your jutsu not be too similar to an already existing jutsu, if possible. Nature release Ninjutsu is mostly filled, so making a unique jutsu for them is more difficult than another jutsu classification.
- Boosting any ability score other than strength should be vastly more limited.
- While Hijutsu should be stronger than other jutsu of the same rank it should not be so much stronger that it obviously belongs in a higher rank.
- The majority of weapon properties and seals do not apply to Bukijutsu so keep that in mind when considering any interactions your jutsu may have with them.
- Ninjutsu should be the best at AoE. Taijutsu/Bukijutsu should be the best at single target. Genjutsu should be the best at support/control.
- Your jutsu should **NEVER** give immunity to exhaustion, incapacitated, stunned, surprised, petrified, paralyzed, unconscious.
```
```
- Earth Release’s focus should be earthen
constructs, battlefield alteration, difficult terrain,
damage reductions, defensive walls, THP, the concussed, dazed and prone conditions.
- Wind Release’s focus should be
enemy position manipulation, knockback, larger AoE-
sphere sizes, elemental condition transference, weapon
augmentation, vision impairment, the bleeding, lacerated and deafened conditions.
- Fire Release’s focus should be highest base
damage, larger AoE-cones, revenge damage, light/vision,
ablaze, blindness, and burned conditions.
- Water Release’s focus should be non-medical
healing, non-medical healing cleansing, difficult terrain,
cost reduction while near water, enhanced effects while near water, chilled, drowning effects, slowed
and weakened condition.
- Lightning Release’s focus should be
shocked, tazed, speed boosts, initiative manipulation,
sustained damage, weapon augmentations, action
economy manipulation, and the overcharge mechanic.
- Although not listed on the chart, finishers typically do 50% more damage compared to the 25% more damage taijutsu or bukijutsu usually do.
- Combination Taijutsu exist, but they usually are only for 2 casters, and thusly they have different costs. The costs are as follows: D-Rank 20, C-Rank 32, B-Rank 49, A-Rank 70, S-Rank 88. There are no D-Rank combination Taijutsu so the cost is just the most common D-Rank cost multiplied by 4. D-Rank combination Taijutsu most likely shouldn't be a thing anyway, but someone will want to try.
- Regarding summon tribes with the Summoning Technique I really don't recommend making a summon. Like with Combination jutsu there isn't a real standard to balancing them, as they vary a great deal. Just remember that the starting stat line should total between 70-75 and that there has to be a feature every rank, except one. Never skip D-Rank or S-Rank features, it is recommended to skip a B-Rank or A-Rank feature.
\page
# Chapter 4 (10): Class Mods
##### Forte Here,
There are quite a few of these aren't there. Not to be negative but some of the newer Class Mods didn't quite make the quality cut I'm afraid for their own various reasons. This doesn't mean there aren't any new good ones, far from it as some of the newer ones are some of my favorites, and I tried adding the ones I think represented that the best here.
This compendium everything from Sage Mode to Super Sayain. Going over each and every class mod that we found to be of note and that adds to the system.
```
```
There are some noticeable exceptions like the few Class Mod Reworks that have been made, but we chose to only link to new creations.
If you wish to see those reworks or any of the Class Mods that we did not link to you can check them out in #Homebrew-Class-Mods on the official Naruto-5e discord, which you can find the link to [here](https://discord.com/channels/769696276085211156/812482994573017148).
\page
## Official Class Mods
### Cursed Seal
*Gaining the Cursed seal is a controversial event. From a
bygone era of dark ninjutsu and experimentation, this
relic of history has survived this long as a testament to
the twisted nature of the people who study and employ
them. Characters who are afflicted with a curse seal are
usually targets of dark shinobi, twisted scientists or
corrupt figures who wish to use them in a plot to convert
them over to their side. In some cases, they are guided to
a certain decision and forced to make one against their
better judgement.*
*Cursed seals are powerful Fuinjutsu that cannot be
removed by normal means. Those with these marks are
generally, under the command, dominion or even
patronage of a powerful figure, similar to that of
Orochimaru. Players who find themselves sporting a
cursed seal are not looked at with eyes of envy or even
joy. A cursed seal can lead to banishment, torture, and in
some cases death by association. This isn’t a marking
that most villages would allow to freely roam around
without close supervision or excessive amounts of trust.*
##### [Cursed Seal](https://drive.google.com/file/d/1L5ZBr4_sZcmRnfESd4PsqK8wu0mn4xIa/view)
#### Target Audience
Cursed Seal aims to replicate the power that Orochimaru gave Sasuke and many others. It is a cursed power that trades one’s free will for power. It is a generalist class mod that can be used by everyone, due to it have many different seals players can get and the cursed arts system. Cursed Seal is not for everyone and DMs should think twice before giving it out to players.
#### Additional Content
##### [Homebrew Seals](https://docs.google.com/document/d/1txJymHb8s5c4deBfNpMssfv1LCJGJIRQWvqarLlTYb0/edit)
A collection of Homebrew seals by Galen.
```
```
### Light / Dark Release
*The Light release is a source of power that lends itself
to that of a heroic character trope. A power that feeds on
the self-sacrifices of its host growing in power the
longer and the more its host leans towards the ideas of
“Protection, Giving, Support, and Sacrifice”. This power
grows as you nurture it more and more.*
*The Dark release is a source of power that lends itself
to that of an avenger or antagonistic character trope. A
power that feeds on the selfish desires of its host
growing in power the longer and the more its host leans
towards the ideas of “Power, Strength, and Authority by
any means”. This power grows as you feed m it more and
more.*
##### [Light/Dark Release](https://drive.google.com/file/d/1S6xwOoddA6h6-o95LGF465cAp8Q_d2gX/view)
#### Target Audience
Light/Dark release is unique in that it has two paths. Light Release, and Dark Release. Generally, players who pick Light Release are more heroic and more apt to help their allies rather than be the main one on the field. Dark Release is the exact opposite. While you can still be a hero, you are generally a darker person and you focus on dominating your foes.
It should be noted that despite the name, Light/Dark release, this class mod doesn't have anything really to do with the power of Haguromo that Sasuke and Naruto unlocked during the War (Although the cover may lead you to think that it is.) Featured in later pages, we have another homebrew class to seeks to better replicate their power.
#### Additional Content
If you do not find Light/Dark to your liking, one of our editors and one of the main 5 Kage of Naruto 5e, Mind_Faze, has made a document with alternate ruling for the both Light/Dark release. Generally it is accepted that this class mod is poorest out the bunch as it is intentionally designed to fit into lower power games. This document contains changes to features and more incentives for single path/body users of the Light release or Dark release.
This document contains ruling for other class mods as well. The Light/Dark sections begins on **page 3**.
##### [Alternative Light/Dark Release Rulings](https://homebrewery.naturalcrit.com/share/eDI64zT0F9B3)
\page
### Mangekyou Sharingan
*Unlocking the power of the Mangekyō Sharingan is not
something to envy. When you see a Mangekyō Sharingan
it is the result of trauma suffered for a second time but to
a greater degree. It has long been thought that the owner
of the Mangekyō needed to kill their closest friend,
creating a twisted state of thought for many years. This
has since been raised out of the minds of current Uchiha,
while most of the text still remains it is noted as being
inaccurate. But this does not always work unfortunately.*
*This Mangekyō Sharingan is a powerful evolutionary
Dojutsu that has the power to bend the rules of Chakra
and the world around the user to its whims. The
Mangekyō Manifests a series of abilities, usually unique
to the user in either eye, and once a user has reached the
peak of power, they tend to unlock a 3rd, ultimate
Mangekyō Art.*
##### [Mangekyou Sharingan](https://drive.google.com/file/d/1E1-W_3tOEef6-XJbiZ4GDW7wJnpgg51l/view)
#### Target Audience
The Mangekyou Sharingan is a **clan exclusive** class mod designed for the coveted Uchiha clan. While it is possible to gain this class mod through a transplant or a latent, the majority of players will seek this class mod are full blooded Uchiha. The Mangekyou Sharingan contains abilities that allow it to work with any build.
#### Additional Content
If you do not find the Mangekyou Sharingan to be to your liking, one of our editors and one of the main 5 Kage of Naruto 5e, Mind_Faze, has made a document with alternate ruling for the both MS. In the community currently, the current status of the Eternal Mangekyou Sharingan is extremely controversial, and this document changes how it works, among other things. This document contains changes to features and more incentives for single path/body users of the Mangekyou Sharingan.
This document contains ruling for other class mods as well. The Mangekyou Sharingan begins on **page 4**.
##### [Alternative Mangekyou Sharingan Rulings](https://homebrewery.naturalcrit.com/share/eDI64zT0F9B3)
___
There are also plenty of homebrew Mangekyou Sharingan arts that have been made, featured below.
##### [Susanoo Knight](https://homebrewery.naturalcrit.com/share/2O3I0ejJGZcN)
A homebrew Feature for Level 5 of the Mangekyou Sharingan to grant the User a Susanoo that wraps itself tightly around the body of the user.
=
##### [Homebrew Arts by Galen](https://drive.google.com/file/d/15MsXJhtiUD8ARB3JWM4fjt10K2QrrRaS/view?usp=sharing)
A collection of several homebrew Arts.
##### [Homebrew Art by B](https://discord.com/channels/769696276085211156/771456084195541012/863892935140835328)
You utilize your Sharingan and dominion over your Susanoo to provide better protection for your allies. Through sheer willpower alone, you manipulate the signature ability of the Mangekyō Sharingan to help those around you shift the tide in battle. Page 28.
\page
### Rinnegan
*Generally called the most exalted eye or the
eyes of God, it is said that in times of disorder, one who
wields the Rinnegan is to appear to become a God of
Destruction or Creation to set the world back onto the
correct path. When you see a Rinnegan it is the result of
some level of trauma suffered and a deep ancestral
connection to the Sage of Six Paths. It has long been
thought that the owner of the Rinnegan is someone of
divine origin and that only during an era of great turmoil
do they appear.*
##### [Rinnegan](https://drive.google.com/file/d/1j5N4J7Bo33Tz6nTyHAJw_-lqsScpAINb/view)
#### Target Audience
The Rinnegan is designed to work with any build, although do be warned that it is an extremely chakra hungry class mod.
#### Additional Content
If you do not find the Rinnegan to your liking, one of our editors and one of the main 5 Kage of Naruto 5e, Mind_Faze, has made a document with alternate ruling for the Rinnegan. This document contains changes to features and more incentives for single path/body users of the Rinnegan.
This document contains ruling for other class mods as well. The Rinnegan sections begins on **page 1**.
##### [Alternative Rinnegan Rulings](https://homebrewery.naturalcrit.com/share/eDI64zT0F9B3)
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### Sealed Beast
*Unlocking the power of a Sealed beast is a major
undertaking and should not be taken lightly as the
holder's life is in jeopardy every moment, they unleash
this power. The Beast sealed inside them can be a
benevolent Demon from the underworld or a vindictive
mystical beast sealed away against its will who wants
nothing more than to escape. The creature residing
inside you is the result of a ritual using you as the focus
and sealing instrument.*
*Either through desperation,
your culture or even unwanted circumstance you are the
Host of an undeniably powerful creature. The Sealing
circle used to keep the demon in check is looked at as a
curse more than a blessing and generally causes a lot of
negative feelings to be focused on the holder of such a
seal and creature.*
##### [Sealed Beast](https://drive.google.com/file/d/13KLTzRxaJpMxlC55ubGnRSNU9bgdOgP_/view)
#### Target Audience
The Sealed Beast doesn't have an exact target player base, as it can work with essentially every build.
#### Additional Content
If you seek something further beyond the power of the Sealed Beast class mod, there is additional content by made by the community to give some extra oomph. For those reading who have watched or read Boruto: Naruto Next Generations, the following document allows to elevate your Sealed Beast to **that** level of power.
##### [Sealed Beast, Further Beyond](https://drive.google.com/file/d/1hwl3c1FNcKBMOredlOBWEQ2KMgliBHmv/view)
\page
### Sage Mode
*Unlocking the power of Senjutsu is a normally unheard-
of feat. The power to harness the worlds naturally occurring energy supply is a monstrously difficult task
and not to be taken lightly in any sense of the word.
Senjutsu involves the process of drawing natural energy
into one’s self and compartmentalizing it, and
progressively blending it with their own chakra to create
Senjutsu Chakra, or **Sage Chakra**.*
*This power is one of
absolute power and with unlimited potential. Those who
have undergone the challenges presented when learning
to harness such a power have come out in one of two
ways; Either dead or with more power than most others
within their class of skill.*
*Sages are usually the bearers of change. The
protectors of the natural order. They are usually the ones
standing in between disaster and peace in most eras of
Shinobi history.*
##### [Senjutsu (Sage Mode)](https://drive.google.com/file/d/1J_0xvvhsQZ4E9_VkRdaG8fnHd59LG12j/view)
#### Target Audience
Sage Mode is a very versatile class mod as it can work with almost every build and clan, excluding Genjutsu builds. It is an incredibly powerful mod for the very beginning and will take your character to new heights. The power of Senjutsu is a daunting task to acquire though, as characters who do not possess proficiency or expertise in enough skills will struggle to attain it. Their attempt to gain this class mods power could result in their premature death. With Sage Mode, you certainly get what you're paid for, if you survive anyway.
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### Tenseigan
Unlocking the power of the Tenseigan is a total anomaly.
Considered significantly rarer than even the Rinnegan
and called the Reincarnation Eye or The Eye of the
Heavens, it is said that in times of Chaos, one who wields
the Tenseigan is to appear to wash away the sins of man
and usher in a new age of prosperity under the watchful
eye of its wielder.
Tenseigan bearers are usually captives of fate. Those
bound to a preordained destiny, controlled, or
manipulated by those who play with the threads of
mortal lives. (Or those who see themselves as above the
problems or rational of mere mortals.)
The use of Tenseigan introduces a powerful new
resource to the game in the form of **Celestial Chakra**.
Celestial chakra, while not something Canon to the
normal Naruto Narrative, it was the best title I could
come up with for the Chakra used by Toneri, the only
user of the Tenseigan.
##### [Tenseigan](https://drive.google.com/file/d/1MvnkeRwdDBxPivrE5p3svWMKWbWe8FGU/view)
#### Target Audience
The Tenseigan is a **clan exclusive** class mod for the **Hyuga** clan. This class mod, alike the Ryu Chikara, is best suited towards Hyuga that seek to evolve their clan's core strengths, be it their Byakugan, features, feats, and Hijutsu.
It should be noted that the Tenseigan is considered to be one of, if not the most powerful official class mod available, and to some degree it should be seeing how Toneri was able to keep up with KCM 3 Naruto and Kurama in The Last. However, as a team we believe that the Tenseigan should be thoroughly looked through and adjusted to fit the power of your game better. Class Mods should be strong, but they shouldn't be completely overbearing to the DM and other players.
#### Additional Content
Want a more up to date version of the Tenseigan? Well, Strangerkun has taken it upon himself to do just that. If want to play with the Tenseigan but what a different experience, feel free to check it out below.
##### [Alternate Tenseigan](https://drive.google.com/file/d/1HMm-kIZnOtL3smBqCfRvgPLQZvlaQuwt/view?usp=share_link)
\page
## Homebrew Class Mods
### Absolute Killer Intent
*Driven by blood lust the Absolute Killer Intent can provide the user with an amount of stamina, power and sustainability that most shinobi can ever dream of. Being capable of Weaponizing its own killer intent is a road that can, and will kill, not only its user, but their companions as well.*
##### [Absolute Killer Intent](https://homebrewery.naturalcrit.com/share/RxR5R3vhub1t)
#### Target Audience
While at first glace, this Class Mod may seem more dedicated towards martial builds, almost any character can benefit mechanically from this Class Mod and its arts, from Elemental NinSpecs to Controllers, with the sole exception of Medical Builds.
This Class Mod can be seen as something in between of a Sealed Beast and the 8 Gates mechanically, as the benefits it can provide to the player resemble the ones of an 8 Gates user, with the wild, uncontrollable and dangerous shadow a Sealed Beast can cast over a party.
As a Final note, I recommend to really take into consideration your table and the players before implementing this Class Mod into your game, as in a similar vein to the Sealed Beast, it can and will lead to pvp combat. A Mature and non-competitive party will understand how to handle this scenarios.
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### Ancient Soul
*Few do not know of a cycle of reincarnation - The belief of new life after death, as a soul is reborn time and time again to achieve enlightenment. But then some rare few don't need to believe. Those who have been reborn time and time again to play a great role in the world. Those tied to destiny and the fate of the world itself. And there those souls utterly new to the world, first born in other worlds and times so entirely removed from this one they displaced drifters, utterly removed from fate's weave.*
*The holder of each Ancient Soul is an entirely unique entity, either intrinsically connect to the world by reincarnating time and time again as key, mythological figures in its history or one whose soul has traversed the multiverse, living endless lives in incredible, distant worlds, or... perhaps just a single one as a student in a thriving, modern country before meeting their tragic and sudden end.*
##### [Ancient Soul](https://drive.google.com/file/d/1Y5l7R06LPlXKlhPpTH65uEmRYf21AljU/view)
#### Target Audience
The Ancient Soul is a strong Class Mod, made by StrangerKun, designed to capture the feeling of grand tales of destiny, gods, reincarnation, and yes, even the fantasy of Isekai. Flexible and highly customizable by nature, the Ancient Soul class mod can be customized to augment and enhance all playstyles, regardless of their focus, in addition to naturally offering many unique roleplay opportunities.
\page
### Bone Lord
*Bone Lords are those members of the Kaguya Clan who hate to see anything weak in front of them. They consider their Kekkei Genkai the most powerful of all, even stronger than the three Dojutsus. Members of the Kaguya Clan train endlessly every day to reach this level and explode in power, but only the strongest succeed. It’s a sure step to surpass even the most legendary shinobi in the world.*
*Bone Lord is a powerful artifice that turns the Kaguya that awakened it into true war machine, capable of running across the battlefield destroying everything in their path with extreme ease, like true monsters. Elevating their physical and mental capabilities and making their bones stronger and stronger, this is yet another reason to fear the remnants of this forgotten but incredibly powerful Clan.*
*Those who reach this level are often hunted by large villages, as they present a huge risk if the Nomad Clan wants to rebel and dominate a village. A Bone Lord is seen by his own Clan and the Kaguya who have not awakened this power as a Hero, a savior, becoming the one who will restore the glory of the Kaguya Clan and make its members as important as any other Clan, such as Hyuugas or Senjus. , using whatever force is necessary.*
##### [Bone Lord](https://homebrewery.naturalcrit.com/share/2bfcSb4HTYsK)
#### Target Audience
The Bone Lord class mod is a Kaguya clan exclusive class mod written by vitu (This is my main account name). This Class Mod focuses on enhancing the Kaguya Clan's Weapons and his own body, granting various bonuses to them, bonuses to his specific adaptable Bukijutsus, in addition to more versatility in his attacks using Nature Releases, guaranteeing forms of damage reduction and much more.
The Bone Lord is a Class Mod where members of the Kaguya Clan train endlessly under incredibly arduous conditions to reach new potential with the manipulation of their bones, becoming a legendary fighting machine that roams the entire battlefield destroying its enemies with the power of your weapons to prove the strength of the clan.
It is a Class Mod made to benefit the uses of Shikotsumyaku in order to be an alternative choice for those looking for a Class Mod that does not deviate too much from their clan's capabilities, and benefit from using it in order to make the Clan a greater force. It is totally made for Kaguya's who are Weapon Specialists, turning any combat into a dangerous field where their weapons and their bones dominate every attack.
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### Chakra Storage Technique
*The Chakra Storage Technique was created by Lady Mito the wife of Hashirama the first Hokage to grant ninja with near perfect chakra control the ability to gain strength that is normally limited to those born special. The Chakra Storage Technique in all its many variations keeps one similarity in that it allows a ninja to hold an amount of chakra that rivals the tailed beasts. *
##### [Chakra Storage Technique](https://homebrewery.naturalcrit.com/share/9GqB_l_1M1pZ)
#### Target Audience
Based on the Yin Seal that both Tsunade and Sakura used the Chakra Storage Technique can be used in great effect by all types of ninja, but is best fit for medic-nin. Chakra Storage Technique has a strong focus on keeping its user alive and battle ready. by very much, instead relying
#### Additional Content
Chakra Storage technique has had numerous remixes and remakes. *links to all below*
##### [KadenUchiha Remix](https://drive.google.com/file/d/10Iwzyf66d-PFqORkchsG3XpYc_RI94dq/view)
A remix of Hey's original CST made by KadenUchiha that increases the power of Chakra Storage Technique in exchange for increasing the negatives of the technique.
##### [Hyakugou Seal ](https://drive.google.com/file/d/1Te05VDyz2_5_KhET3Z_EsjkWlxDDYikJ/view)
A unique take by KadenUchiha that attempts to lower the power of Chakra Storage Technique, while making it much more freeform.
\page
### Command Seal
*The Command Seal is a special kind of mark, fashioned in the shape of a tattoo, which can manifest on individuals by various reasons, there are those chosen by an outside source, those that attain it after a life of research, and those who just manifest it due to being at the right place and at the right time. The Command Seal is a contract that allows its owner access to a special kind of summon, known as a Servant.*
*Servants are the spirits of creatures of incredible power, some coming from historical sources, others from folklore and legend, and some even are the physical manifestation of concepts, independently of their origin, a servant has a mission to accomplish in this world, and for that reason it has manifested in its current body. Servants cannot generate chakra by themselves, and for that reason, they form a short of symbiotic relationship with the owner of a command seal, known as a master, the Master gives chakra to the servant to sustain its body and accomplish its objective, the master gains a powerful ally that will come to its aid when needed.*
##### [Command Seal](https://homebrewery.naturalcrit.com/share/ftH7uD2paoIE)
#### Target Audience
"The idea behind this class mod is for those that specialize in summoning, giving them summons that can reach the realm of Class Mod power, it also is intended as a Class Mod to give a hand to those characters that can’t or won’t get beyond the power of the "common" shinobi, giving them a second character to play around with." - Drachengeist (Dolor)
#### Additional Content
Below is an expansion document made for the Command Seal by the creator. It features various add-ons for the original mod.
**Command Seal - Base and Zero** gives options based on the heroic spirits, present in Fate/Stay Night's Original VN and the Fate/Zero anime. It is a finished project and any future updated will be limited to balance passes and the possible level 6.
**Command Seal - Others** gives additional options based in other entries of the Fate franchise like Strange Fake, Extra, and Hollow Ataraxia, along with some bits of Tsukihime and Kara no Kyoukai. Others has a larger repertoire of options, which more being still being added, but whose balancing is less rigorous than the Base document."
##### [Command Seal, Expanded Content](https://homebrewery.naturalcrit.com/share/_vh7RWS8zJE0)
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### Demon Slayer Mark
*Demon Slayer Marks are birthmarks that appear on the face (or sometimes on the body) of Demon Slayers that resemble the crests of demons. Each Demon Slayer possesses a unique pattern to their Mark which appear to be based on the Breathing Style they utilize. The Mark can only be awakened under very specific conditions and grant special abilities while also enhancing pre-existing traits of the bearer.*
##### [Demon Slayer Mark](https://drive.google.com/file/d/1w7GlbtbatwqGxMkVhrPkd41P4PKz1Bw6/view)
#### Target Audience
Slayer's Mark is directed towards elemental weapon specs, mostly ones suited for melee. This however isn't set in stone as many of the features still do work with range, albeit with some slight restrictions. There are also options for players who don't wish to use elements if someone wasn't planning on or can't get a Nature Release. Overall it focuses on building up a weapon's strengths while being a double edged sword if not used correctly. It is what I consider a generally mid-level, reaching somewhere near high at times, class mod.
\page
### Earth Grudge Fear
*The Earth Grudge Fear is a secret Kinjutsu of Takigakure which transforms the user's body into something similar to that of a rag-doll, held together by hundreds of thick black threads. Stolen by Kakuzu who went on to join the Akatsuki and terrorize the Shinobi world.*
##### [Earth Grudge Fear](https://drive.google.com/file/d/1l_vhODLNjRxaRTxnsG57Z0YhtF2jm5qo/view)
#### Target Audience
Earth Grudge Fear, created by Soapie, aims to replicate the powers and abilities that Kakuzu showed in the anime and manga. Earth Grudge Fear is able to be used by all players, but Gen-specs will have a hard time using it to its full power. As the class mod is very defensive and has abilities that focus on both close quarters and long-range combat. Although the decay system means that the player will constantly have to steal and absorb more and more hearts, which means the class mod is limited to more morally grey characters.
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### Edo Tensei
*The Summoning: Impure World Reincarnation binds the soul of a deceased person to a living vessel, restoring them as they were when they were alive in order to do their summoner's bidding. It was originally created by Tobirama Senju, after which he declared it a kinjutsu.*
##### [Summoning: Edo Tensei](https://drive.google.com/file/d/13txdUCR3Mk4Bay82i0iZcRbKAIkzsCP2/view)
#### Target Audience
Edo Tensei is designed to function on its own, not relying on class or clan features, however it does suite a certain type of personality, those who seek the Edo Tensei technique are usually on a dark path and willing to do whatever it takes to see their goals met.
DMs are urged to give out this class mod sparingly, it is not intended for normal play and is better suited as a DM Tool.
\page
### Fabled Hunter
*Being a Fabled Hunter is a long and arduous journey, it's not just about being a good fighter, it's about being so good that you etch your name into history itself. It requires patience, skill, and most importantly it requires confidence. You must be able to enforce your personality and will forward, forcing those who see you to remember your name. The reality of being a Fabled Hunter is that, anyone can take the first steps if they really try to, but very few can ever be remembered until the end of time itself.*
##### [Fabled Hunter](https://homebrewery.naturalcrit.com/share/27COKobQSPyp)
#### Target Audience
At first it may seem like Fabled Hunter is primarily targeted towards martial classes, more specifically weapon users but in reality due to the purposeful flexibility in it's design, the class mod can really be used on any character. There is a good mixture of arts available for casters and martials alike and due to the way it is made, you can even make it work with unarmed users. Really the only people who wouldn't benefit as much from it are genjutsu casters but even then, it would be perfectly usable.
The classmod features a lot of arts that focus on a good mixture of ninjutsu casting and bukijutsu/taijutsu but it is far from just a offensive classmod. It spouts an impressive amount of ultility and support options for those who don't feel like they want to take on a more supportive role. It also has it's own passive buffs and a unique weapon that you can design to suit your needs.
As a final note, the class mod can be compared to many other classmods, it's biggest inspiration being Rathdan's JJS. It's a very admittedly complex classmod that has the core design philosophy of trying to have everything in someway, shape, or form interact with one another. If you feel like it doesn't fit your setting that is okay, but i would recommend you are least think on using it. With how i made the classmod, it can very easily reflavored to fit whatever setting you want.
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### Fusion
*Fusion (合体 Gattai, lit. "Union") is the process of merging two or more separate beings into one, combining their attributes, from strength and speed to reflexes, intelligence, and wisdom. When properly fused, the single being created has an astounding level of power, far beyond what either fusees would have had individually. Allowing the Fusion to defeat those that the fusers would have no hope to best*
##### [Fusion](https://homebrewery.naturalcrit.com/share/azoHIc45X3fj)
#### Target Audience
Fusion is unique as it really is not a class mod. It is more of a short-lived mechanic for players to replicate the Fusion Technique from Dragon Ball Z. Fusion is available for all players. The power of Fusion varies widely depending on the two making up the fusion. Fusion can be gained by either finding the legendary earrings of the Kaiō -shin or by finding a teacher for the fusion dance. It is recommended that Fusion be introduced very late into a campaign as Fusion may prove overwhelming if it is allowed to be used often. ~~Also CrackHeads.~~
\page
### Genius of Effort
*Every generation, there exists those who are not merely granted their powers, but who suffer and train extensively for incredible ability. Whether you merely honed your natural talents, or your talents lie in perseverance despite talent, no one can deny the work you've put in to train your body to physical perfection in pursuit of your ideals.*
*Becoming a Genius of Effort is a unique path for every shinobi to undergo its trials. Such trials can include battle against a physical superior that doesn't hold anything back, an intentional limiting of one's capabilities through means like weighted training supplies, or a victory against someone whose ideals run counter to yours.*
##### [Genius of Effort](https://www.gmbinder.com/share/-MjT0jyj1Wf8NqYHE8Be)
#### Target Audience
Genius of Effort aims to replicate how Rock Lee and Might Guy's extreme training pushed them to heights few shinobi ever achieved. Genius of Effort has a marital focus, but is able to be played by any class or build. This is because it is very customizable by the player. This makes Genius of Effort a very beginner friendly class mod.
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### Gokie Byakugan
*The Uchiha Clan is not the only clan that’s Dojutsu has a stronger secondary stage, but unlike the Uchiha clan the Hyuga clans secondary Dojutsu is not the result of strong emotion. The Hyuga clans Gokie Byakugan is the result of the user’s body being deprived of all its natural chakra and being filled by another’s chakra for 1 minute. Due to the extreme niche requirements to unlock the Gokie Byakugan the Hyuga clan has long forgotten its existence. *
*Users of the Gokie Byakugan have to worry about losing their sense of touch and eventually dying. This can be avoided by stealing the eyes of another holder of the Gokie Byakugan*
##### [Gokie Byakugan](https://homebrewery.naturalcrit.com/share/186PJCFP3E2Ep8PXDPu5uWXUR5JYkDwHNyJSf04JoIiA7)
#### Target Audience
The Gokie Byakugan is a rip off of the Mangekyou Sharingan, but for the Hyuga clan. It was created to give Hyuga clan a weaker class mod than the Tenseigan. Because the Gokie Byakugan is only Available to the Hyuga clan it has a heavy focus on taijutsu.
#### Additional Content
Due to the Gokie Byakugan taking so much inspiration from the Mangekyou Sharingan, many of the Arts from that class mod can be used for the Gokie Byakugan with little to no changes.
\page
### Hashirama Cells
*Quite frankly Hashirama Senju won the genetic lottery. Hashirama was born with an above average chakra pool, in-human level regeneration, and a unique nature release transformation. He was born to be one of the strongest shinobi to ever live, so it is only natural that others would be jealous of his strength and seek to make it their own. *
##### [Hashirama Cells](https://homebrewery.naturalcrit.com/share/gbM0oUSIYfJi)
#### Target Audience
Hashirama Cells seeks to replicate both Danzo and Obito in Shippuden by allowing one to graft the cells of Hashirama onto one’s one body. The class mode fits most play styles, but most likely requires the character using the class mod to be morally gray.
While Hashirama Cells fits all play styles and builds it is primary focused on increasing the longevity and survivability of a character, while offering benefits similar to what latent-ing into the Senju clan would provide.
#### Additional Content
vr.smore and scrub have created an alternate version of the of the Hashirama Cell class mod that introduces a level of danger that comes hand-in-hand with the use of unstable genetics.
##### [Hashirama Cells Rework](https://homebrewery.naturalcrit.com/share/1_0O_3B8iyU3DPvbA8E1lT5LPTUFBv9z3qFLf4vCHuNj9)
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### Jujutsu Sorcerer
*Jujutsu sorcerers have existed for thousands of
years. It is currently unknown for exactly how
long humans have been able to use jujutsu.*
*Over
two thousand years ago, Sukuna was a human
sorcerer who eventually died and became a
vengeful cursed spirit. He was defeated in the
Heian Era, the height of cursed techniques and
the golden era of jujutsu. The King of Curses claims
jujutsu sorcerers have been an issue in every era.*
##### [Jujutsu Scorcerer](https://drive.google.com/file/d/1mu9eulSBO0pdS8H3mv9JBNrkJaPulr6_/view)
#### Target Audience
"When the Jujutsu Sorcerer class mod was first created, it was made with the idea the entire party would have access to it, which of course meant that it would need to supplement various different styles of play. Due to the variety of Cursed Techniques presented, this class mod can work well with almost any character build. Do keep in mind that this class mod doesn't have a drawback like most do, so if given to a player it will be a boost in power with no repercussions for using it." - KadenUchiha, Creator
#### Additonal Content
Rathdan has made his own version the the JJS Class Mod, which offers a much more high quality and complex take on replicating the world of Jujutsu Kaisen in naruto. If you are a fan of more detailed class mods then consider giving it a read.
##### [Rathdan's Jujutsu Sorcerer](https://homebrewery.naturalcrit.com/share/1nEFYZRMbfs5x5XMCkuAuDXTbT-bqXwts8yK71sLpAAYF)
\page
### Karma Seal
*The Karma is a seal bestowed by members of the
Ōtsutsuki Clan that takes the form of a four-point black
diamond on the recipient’s body, marking them as a
“vessel” for the Ōtsutsuki chakra to possess and if
successful a “perfect Ōtsutsuki” for the clan member.
The Karma seal can also be a valuable tool for the shinobi
that has been marked granting them a fraction of the
Ōtsutsuki’s power.*
##### [Karma Seal](https://drive.google.com/file/d/1wiQvW_flapQwn9QYCNEab5MXCMCs1IIH/view)
#### Target Audience
The Karma Seal is a class mod created by one of our editors, KadenUchiha. At the time of writing, the Karma Seal provides small but substantial bonuses that can allow for a more taijutsu and bukijutsu oriented build to thrive, or allow a more ninjutsu/genjutsu oriented kit to have another avenue of power to draw from, covering their weaknesses.
#### Additional Content
The Karma Seal is still being developed in the manga and anime of Boruto, so you can expect many changes to occur to all Karma Seal themed content as the game continues. Below, we have an alternative Karma Seal that comes bundled with Boruto's anime exclusive Dojutsu, the **Jougan**. This offers a completely different experience from the Karma Seal featured above, so feel free to take a look!
##### [Karma & Jougan](https://www.gmbinder.com/share/-MdJ5UwQYdGp41Dlo90u)
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### Keyblade Wielder
*All Keyblade Wielders require a strong heart and unapparelled will power to wield. These mythical weapons, serve to unlock the ties between hearts and worlds. It is said that Keyblades are the first weapons of the world, and all those who wield them are guardians of light, or bastions of darkness.*
##### [Keyblade Wielder](https://homebrewery.naturalcrit.com/share/a9xk5lXpDN6U)
#### Target Audience
Keyblade Wielder is meant for medium power games and could assist almost any character build. Of course the fact that you have a class mod weapon means it is more favored to those who use weapons, but it is not neccessary for the class mod to feel powerful.
\page
### Kuronogan
*The Kuronogan is a symbol of true power, it’s user having control over either yin chakra, stopping, rewinding, and rewinding time. The four main branches of this class mod came from four different people, each having entirely different needs at the time the eye was birthed, from one wanting to rewind the death of their lover to another needing to escape an attack that would decimate their village.*
##### [Kuronogan](https://homebrewery.naturalcrit.com/share/1bHKILM5wcoJRk_Ap2fS4Gt2rwdOEyRckAF8zHW10NCfz)
#### Target Audience
The Kuronogan is a **clan exclusive** class mod for the ***Kuru*** clan. The Kuronogan was made in order to be the Mangekyō for the Kurugan, even though it was mostly made as a big reference to an entirely different show i still think that with re-flavoring you could certainly have this fit your Naruto world. Also controlling time in general is cool and this allows you to really play into that fantasy.
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### Lord of Cinder
*As the cinders of the divine tree’s branch began to form,
chakra-fueled embers began to pervade the winds of the
land. Many of these embers collected within the progenitor.
Visions of distant realities, timelines, people, lands, all
flooded the mind, body and soul of the First Lord. Linking
all of these worlds as the power of the Lord of Cinder.
Echoing this reality, the progenitor began to harness the
power of the other Lords, granting him immense strength
that would be used to wars later fought. However, as the
**Soul of Cinder** begins to take in the Lord’s Light, the
darkness within them follows as well.*
##### [Lord of Cinder](https://homebrewery.naturalcrit.com/share/xmv1ItRPncmQ)
#### Target Audience
The Lord of Cinder is a class mod created by one of our editors, Blasteroid. It is an extremely dynamic class mod that provides characters with a lot of customizability, not just in Art selection, but in main class mod features.
It focuses on characters who are more weapon oriented, and for those who seek to use elemental natures in conjunction with their swordplay.
With this class mod, players will have a large variety of utility and have the opportunity to improve upon not just their mechanical prowess but roleplay capabilities as this Class Mod's downside is largely roleplay oriented, operating simiarly to 5e's Paladin.
\page
### Master Geneticist
*Every once in a while there comes a mind that is truly great, thinking far beyond what technology is currently available to them. Geneticists are those with such a mind, one that even rivals those spoken about throughout history, yet their bodies lag behind, not able to keep up with their vast intellect. Geneticists seek to enhance their physical form, becoming a perfect specimen in both body and mind.*
##### [Master Geneticist](https://drive.google.com/file/d/1xGYbxAfAMUdC8i9S1okwZQW3qXajGg7z/view)
#### Target Audience
Master Geneticist is best suited towards Hijutsu Enthusiasts, Experimenters, and those that wish to be both Frankenstein and his monster. The class mod warps and twists science itself and conduct abhorent expirements to achieve their goals by any mean neccessary.
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### Renewal Martial Arts
*A lone figure walks into a room full of enemies. Each charges him at the same time, but with a single kick and a rush of air, they’re all tossed aside. That same man goes on to destroy their entire organization by the time the sun rises. When it finally does, he is nowhere to be found.*
*Learning Renewal Martial Arts takes more than just a powerful body. A strong mind and spirit are also needed, as using its techniques causes an immense amount of strain on the body of even veteran martial artists. The few who have mastered it, however, are known to be on the level of gods. With just a single kick they can destroy entire mountains, a single punch knocking out a massive foe. The only question is whether or not they can survive the shock of the technique afterward.*
*Renewal Martial Arts was created as an amalgamation of many other forms of fighting by a man who was unable to mold chakra. Despite this, his mastery of the form was able to rival the power of even the strongest Kage in the ninja world. Unfortunately, few have lived to pass on his techniques. As it was created with its creator’s body in mind, anyone else who uses it finds their body aching afterward, their very muscles tearing apart from the force of the techniques.*
##### [Renewal Martial Arts](https://docs.google.com/document/d/1gvzq3KW7gR0Tu7HiPbzfVmtnVbL19jWmdJZx3H8Lu5s/edit)
#### Target Audience
Renewal Martial Arts is a class mod created by Enemy on the Naruto5e discord server. This class mod is best towards Taijutsu specialists and other taijutsu focused builds. It seeks to give taijutsu users more options to play with while also giving general buffs to the playstyle. The muscle strain system is also designed for a risk-reward playstyle, but DMs should keep in mind how much downtime they plan to give to recover from muscle strain and that if players use it too much they can permanently ruin their characters, especially with Jeahbongchim.
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### Ryu Chikara
*The Ryu Chikara is an incredibly powerful transformation
only accessible to a rare few Ryu clan members. The blood
of dragons run stronger through these members, allowing
them to access the abilities and ultimately the appearance
of the dragons they are descended from. At one point, the
only way the clan knew to unlock this power was to hold
clan-wide tournaments, believing that the more powerful a
warrior, the more dragon blood they held, which would
translate into a higher chance of unlocking this ability. This
tradition has since become less about finding possible clan
members capable of manifesting Ryu Chikara, and more of
a tradition to build camaraderie among clan members.*
*This Ryu Chikara is an intense evolution of the Ryu's
draconic ties, able to generate enormous amounts of
power and transform the user into a draconic form. It is
extremely powerful even at lesser forms, boosting the
power of the Ryu's base abilities and jutsu, and eventually
manifesting into an enormous dragon.*
##### [Ryu Chikara](https://drive.google.com/file/d/1p6eUoInCUpSExbyshJr7aZMzWNmmxPTb/view)
#### Target Audience
The Ryu Chikara is a **clan exclusive** class mod for the **Ryu** clan by Galen. This class mod works best on Ryu players that focus on their clan's core strengths (their features, feats, and especially Hijutsu). This class mod is similar to the Tenseigan, in that it's Arts are intended to be seen as evolutions to Ryu Hijutsu.
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### Sacred Beast of Twilight
*The Sacred Beast of Twilight is a legend among
the Inuzuka clan. As written, during an era of
war and suffering, a lowly member of the
Inuzuka clan and their trusted wolf were
venturing together over the war-stricken land
in search of aid.*
*In their hazardous travels, they both would
uncover a strange place. An oasis that beamed with energy
that felt like not of this earth. With no place to go, they settled
in this strange place and the lowly Inuzuka began to research
into this mysterious power. Overtime, the unusual energy
began to merge with the wolf, transforming its shape and
giving it great power.*
*As told, this newfound strength at first brought forth many
hardships for the pair, but together, both the Inuzuka and
their most trusted companion began to Shepard this power,
becoming known as the Sage and the Sacred Beast of a
nature energy that would later be dubbed Twilight. Their
bond and their strength would greatly aid in changing the tide
of the war.*
##### [Sacred Beast of Twilight](https://homebrewery.naturalcrit.com/share/cNC6s6jFeB92)
#### Target Audience
The Sacred Beast of Twilight is a class mod that aims to boost the power of a Shinobi's companions, such as a Summon from the Summoning Technique or a Nin-Dog of the Inuzuka Clan, granting their partner access to Senjutsu power of another realm, that eventually succeeds the power granted by traditional sages.
This Class Mod is broken into two main components, the player content and the DM content, with each component taking up roughly half the document's pages.
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### Shadow Monarch
*Those chosen by fate or otherwordly gods to gain to power of ressurection. To call upon fallen enemies and have them act as your own soldiers is the ultimate power for one aiming to gain it. But, be wary, as the more you use this power the more it consumes yourself. The shadows are always ready for a new person to try claiming their throne, but will not let you take it unscathed.*
##### [Shadow Monarch](https://drive.google.com/file/d/1eHJcEvSFdi1PQZWhmM_PieigTNxwT7Tr/view?usp=drive_link)
#### Target Audience
Based on the popular Solo Levelling series, Shadow Monarch is designed for people that wanna play and necromancer like build without sacrificing the other aspects of play. With various ways to boost other attributes and playstyles, Shadow Monarchs are as versatile as they wish to be in both their servants and their abilities. It is a medium power class mod that has a built in additional downside if the DM feels like it gets out of hand, due to the nature of giving adversaries to a player for use.
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### Sin of Pride
*The Sin of Pride is said by some to the the foremost of the Seven Deadly Sins. Hubris is the gateway through all other sin enters the mortal soul. Pride is excessive belief in one's own abilities. It has been called the sin from which all others arise.*
##### [Sin of Pride](https://homebrewery.naturalcrit.com/share/2erwqY5_6viy)
#### Target Audience
*The Sin of Pride is a class mod that will ascend your strength to unearthly levels. Bare the Sun on your shoulders with this explosively powerful content based on the Seven Deadly Sins character, Escanor. If your hope is a flavor-forward class mod with a hyper focus on Taijutsu, Bukijutsu, and Fire release amplifying, this is the class mod for you to enjoy. Fair warning that its 3rd level and 5th level features are going to be incredibly powerful in scenarios where the PCs are up against an adversary. Unless you're fine with your Sin of Pride PC melting them like butter, keep in mind the weakness of the class mod... darkness and nighttime. Turning off the lights consequentially deactivates the features of this mod. Besides that, a PC with this class mod should live up to its namesake and be a summit of "Pride".*
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### Six Paths Yin / Yang Release
*Six Paths Yin Release is the power of isolation. Given to those who choose to only rely on themselves. Following in the path of Indra the first-born son of the Sage of the Six paths, this class mod grants its user complete mastery of chakra. The more choices you make that push you down Indra's path of isolation the faster you will gain the strength needed to only rely on yourself.*
*Six Paths Yang Release is the power of comradery. Given to those who choose to only rely on everyone willing to lend their power. Following in the path of Ashura the second born son of the Sage of the Six paths, this class mod grants its user a powerful chakra cloak. The more choices you make that push you down Ashura's path of comradery the faster you will gain the strength needed to protect those precious to you.*
##### [Six Paths Yin / Yang Release ](https://homebrewery.naturalcrit.com/share/50qgku32-GYy)
#### Target Audience
Yang Release and Yin Release are designed to be the Scout of class mods, the easiest to use and obtain. Meant for players that are newer to tabletop games or that do not need a full class to keep up with other players. They will give a character an increase in power, but without the complexity of Sage Mode or MS. This does mean that Yang release and Yin release are some of the weakest class mods. Yang Release is based on both Naruto’s Six Paths powers and the power of friendship that many characters across anime have used. Meanwhile, Yin Release is based off primary Sasuke’s Six Path's powers and the path of isolation that many of Naruto’s villains took. (Ex, Sasuke and Madara) Both are strong and should only be given out after heavy consideration into your players strength and character.
#### Additional Content
In the future Six Paths Yin / Yang may be getting reworked, but as for now there is no planned additional content for it.
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### Soul Linked Weapon Meister
*Weapon Meisters are not the most uncommon thing in
the world of Naruto but there are a few who can go as far
as to link their Souls with their weapon creating
something called a Demon Weapon. These individuals
are the aptly (and longly) named Soul Linked Weapon
Meisters.*
*To become a Soul Linked Weapon Meister you must
create such a strong bond and connection to your
weapon to give it a Conciseness and Personality of its
own. This could be through years of great care and
respect of the weapon or through the committing of
Mass Murder with it. It also requires special seals lost
and forbidden to most. The only individuals that know
these seals are another Soul Linked Weapon Meisters but
there has also been rumor of some still sealed ancient
scrolls that might contain the information.*
##### [Soul Linked Weapon Meister](https://drive.google.com/file/d/19h_UyvBJfaZYS5zLZe_02CmuYNhcrnql/view)
#### Target Audience
Soul Linked Weapon Master is a class mod that caters heavily to weapon users, letting them gain a unique connection with their weapon, and increasing the power of their weapon, at the cost of absorbing souls.
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### Splendid Ninja
*You have been born with a limitation that should have prevented you from becoming a ninja: you find it difficult if not impossible to learn Jutsu. But through dedication, extreme skill, and impossible effort, you have learned to become a splendid ninja.*
*This mod is inspired primarily by Rock Lee, but also could imitate characters like Asta from Black Clover, Hawkeye from Marvel Comics, or ultimate swordsmen such as Jin from Samurai Champloo that have very few dramatic moves and instead survive on extreme speed and skill.*
*Above all, this class mod relies on a sharp understanding of the mechanics in Naruto 5e and requires a lot of planning to truly be powerful, but when it is done right it can be a terrifying sight to behold. Consideration to the campaign and the player should be given before allowing it in your game.*
##### [Splendid Ninja](https://docs.google.com/document/d/1GGyw8ZoU-XRXgRFty2tr71SbkXxCnwr_H9Z05fnuDR4/edit#heading=h.93rb5v8d50nu)
#### Target Audience
This class mod was written by Tait Washburn over on [Neon Lights Role Play](https://www.twitch.tv/neonlightsroleplay), and was primarily inspired by Rock Lee, but could be used to create any character that relies more on overwhelming speed and power over flashy techniques. Above all, this class mod relies on a sharp understanding of the mechanics in Naruto 5e and requires a lot of planning to truly be powerful, but when done right it can be a terrifyingly powerful build. DM's should mostly consider giving this mod to players that are able to make complex mechanic choices and, as always the campaign and other players at the table should be considered as well.
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### Sword Saint
*Unlocking the way of The Sword Saint is not just a mastery of physical energy, but spiritual energy. It comes to fruition the first time you pick up a blade or any weapon that speaks to you. It culminates in the shadows waiting for you to release your power. This power represents itself in the Blade Forms, these Blade Forms are transformations that are an amalgamation of your effort, manifested into the physical world. This strength does not come easily however, this explosion of energy leads to fatigue and pain that is unimaginable and would kill anyone else who wielded this power instantly.*
*The Sword Saint is the embodiment of a weapon master who can swap weapons instantly, confusing opponents with their versatility. By walking the path of The Sword Saint, you have access to various weapon styles that could before, only be dreamed of. Sword Saints have a seemingly infinite armory of weapons and their bukijutsu techniques are to be respected and feared.*
##### [Sword Saint](https://homebrewery.naturalcrit.com/share/hhsk0jsK0v5H)
#### Target Audience
The Sword Saint is a class mod designed for the most diehard of weapon specialists. It is designed to work with melee and ranged builds, although it should be noted that melee has more options that range currently. The Sword Saint is unique in that it is a **class exclusive** class mod for **Weapon Specialist**. In order to level up in this class mod, you'll need to increase your Weapon Specialist level, as opposed to your actual character level.
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### Titan Frame
*Most Shinobi know war. They believe themselves to
understand what death, ruin, and carnage can look like on a
massive scale, and not without good cause or reason. Yet, few
can truly comprehend what devastation a battle can bring
when fought between two beings who possess real power, be
they legendary Kage, Champions of a Sage Beast Tribe, or
even Tailed Beasts. Under such a lens, it is little wonder how
some would cry out for something more - a means to push
back the darkness or forcibly stake one's place in the world.*
*A harbinger of Change and a weapon of war like no other -
each Titan Frame represents the pinnacle of human
ingenuity, resourcefulness, and drive to push forward against
impossible odds, no matter the cost or price.*
*The nature of each Titan Frame is as unique as their Pilot
and the world itself. While some are ancient weapon's build
in Aeon's long past to combat the Tailed Beasts or worse,
others can range from masterpieces of weapon craft, sent
back in time via impossibly complex Fuinjutsu arrays,
horrifying bio-mechanical monsters kept at bay by their thick
armor, misplaced alien artifacts, or even dormant
manifestations of a Pilot's willpower and determination, now
given form.*
##### [Titan Frame](https://drive.google.com/file/d/1rOf0dLrzKiuAd5vokiUDIl0B8dKeVR-E/view)
#### Target Audience
The Titan Frame is a very powerful Class mod, made by StrangerKun, ultimately meant to capture the feeling and fantasy of piloting your very own custom Mecha into combat. While it starts off favoring Taijutsu and Bukijutsu thanks to its powerful Titan Weapons, it can be customized to augment and enhance any playstyle, including both Ninjutsu and Genjutsu alike, via Titan Upgrades. In addition, of course, to collecting a small pool of entirely unique and thematic abilities.
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### Tobirama's Legacy
*The Senju lineage is full of prodigies and masters of ninjutsu, like the Wood Release of the Shodai Hokage or the Creation Rebirth of the Godaime Hokage. Tobirama Senju, creator of the Flying Raijin and Shadow Clone, the foremost master of Water Release in his era, and the Nidaime Hokage, stood out from the rest of his clan.*
*It was his mind, rather than his vitality, that defined him, and regardless of how it may have occurred, his legacy now flows through you.*
##### [Tobirama's Legacy](https://homebrewery.naturalcrit.com/share/24PeLGWeZ6rP)
#### Target Audience
Tobirama's Legacy was created by Lunafreyja with the intention of making a "Jack of All Trades" option for players. Rather than elevating a player to the high-power realm of class mods like Sage Mode or Rinnegan, it focuses on empowering the regular jutsu that a player would be constantly utilizing. While it primarily targets Ninjutsu users, the additional subclass and ability to learn jutsu outside your normal skill set means that any character can make effective use of what the class mod has to offer.
As a side note, the class mod is still being updated with the intention of supporting other playstyles such as genjutsu and bukijutsu.
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### True Clone User
*The Shadow Clone Technique is a forbidden one that most cannot truly use, due to the risk it puts on the casters life. Still there are some that attempt to bring the Shadow Clone Technique to its true limit allowing them to reach levels that would normally take hundreds of years of training. In exchange for the incredible power that can be gained by using Shadow clones, True Clone Users often die young as their body is unable to handle the stress placed upon it. *
##### [True Clone User ](https://homebrewery.naturalcrit.com/share/HHKeRDJpRGLl)
#### Target Audience
True Clone User is based on Naruto Uzumaki's ability to use clones and attempts to let players feel like a one man army. It is recommended for Cloning Scouts, but can be used by any build or playstyle.
#### Additional Content
In the future True Clone User may be getting reworked, but as for now there is no planned additional content for it.
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### True Idol
*Being an idol means being a role model and inspiration to others. It's about using your talent and platform to make a positive impact. Idols have the power to influence and motivate people through their music, performances, and actions. They bring joy, comfort, and hope to their fans. Being an idol also comes with responsibility. It means staying true to yourself, working hard, and continuously improving. It's about connecting with your fans on a personal level and showing them that anything is possible with dedication and passion. Being an idol is a privilege and a chance to make a difference in the world.*
##### [True Idol](https://homebrewery.naturalcrit.com/share/XsyBweQiGiLi)
#### Target Audience
This class mod is mostly focused towards those that wish to have more of a social power rather than a battle power, even though its features mostly support a battle-oriented character. Additionally, this class mod serves as a way for a non-uchiha to have methods of increasing their genjutsu abilities since it supports auditory and visual genjutsu in such a creative way. However, the real audience for this class mod is for those who wish to have fun being an Idol, wanting to shine bright on stage and feel as if the world is cheering for them due to their status as a performer rather than their status as a shinobi.
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### Truth Seeking Orbs
*Truth-Seeking Balls are orbs of malleable black chakra, which can alter their form and characteristics in various ways. Though only the size of a fist, each hide within it the power to obliterate an entire forest.*
##### [Truth Seeking Orbs](https://homebrewery.naturalcrit.com/share/1r-lD9xbAQT7fpqzUbXd1MtV5XI_8enpTRLvgKP9kln74)
#### Target Audience
Truth Seeking Orbs seeks to be the peak of what any ninjutsu specialist could hope for, augmenting jutsu with nature release keywords this class mod is suited for those with all five releases but it also accommodates for those without the capability for all five of them.
Beware as this class mod does remove your ability to cast natureless ninjutsu, if you use it you’re dedicating yourself to the elements
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### Witchblade
*The Witchblade is a unique sentient weapon, which is an offspring between two ancient primordial beings. It chooses a host once every few generations to bestow its power upon, usually female. *
##### [Witchblade](https://drive.google.com/file/d/1t4kmI0Qw71gl3V4bdAMAEFIG8zXRIfKZ/view?usp=share_link)
#### Target Audience
The Witchblade is a class mod that can supplement any playstyle, but being a weapon, is most suited to weapon users. The Witchblade also offers a unqiue karma esque system where you can choose to follow the paths of both the Witchblades parents, in the form of Angelus Arts and Darkness Arts, granting you different abilites that can drastically change the class mods playstyle.
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