Naruto Adversaries
Table of Contents
3Introduction
4Naruto
4The Land of Waves
- 5Iruka
- 6Mizuki
- 7Ebisu
- 8Gōzu and Meizu
- 9Zōri and Waraji
10Chunin Exams
- 11Ibiki
- 12Anko Mitarashi
- 14Hayate Gekkō
- 16Yoroi
- 17Shino Aburame
- 18Zaku Abumi
- 19Kankurō
- 20Karasu
- 21Misumi Tsurugi
- 22Ino Yamanaka
- 23Temari
- 25Tenten
- 26Kin Tsuchi
- 27Shikamaru Nara
- 29Kiba Inuzuka
- 30Akamaru
- 31Hinata Hyūga
- 32Neji Hyūga
- 34Rock Lee
- 36Chōji Akimichi
- 37Dosu Kinuta
- 38Genma Shirunai
- 40Baki
42Konoha Crush
- 43Shikamaru Nara
- 44Hiruzen Sarutobi
- 46Enma
- 6Placeholder
7Naruto Shippuden
9Movies
10Boruto
Introduction
Welcome to my little book of adversaries. I update this semi frequently and try to keep everything formatted the same way. Not sure how long this will take to "finish" or if it ever will be finished. I am currently running through Part 1 of Naruto. I only do named characters that I deem to have at least some relevancy.
This is for Fun
This book serves to recreate iconic enemies from Naruto, Naruto Shippuden, and Boruto. I enjoy making these enemies as sometimes I have to create new things or find ways to shorten my ideas down to actually fit on one page.
Balancing For Your Game
These adversaries were made at multiple times in the game's life span and thus, some may vary in strength. Some character may seem stronger or weaker than you think and this is because I create them based on my view of them, King's view of them (sometimes,) and to a lesser extent the community in general. These are the characters in optimal conditions and exact numbers for Health, Chakra, and AC can vary. Adversaries such as Pain and Sasori can be very oppressive, as their abilities lead them to be. Adjust them to what you feel is good. You don't need to use every ability listed, it is just all their options.
That's Not in The Book?!?!
For the most part I like to keep my enemies as close to by the book as possible, as to alleviate confusing and balancing inconsistences. However, as time goes on, more and more abilities that characters use or that make sense for them are not in the book, or they are, but not in a way I am satisfied with. So some jutsu that characters may not have used canonically, jutsu they rarely use, and jutsu that should narratively be modified can and will appear. Some custom jutsu, clans, features, attacks, basically everything could be changed. I feel like it is more accurate this way.
Tactics
Some notable adversaries have distinct personalities and abilities that should be known when they are going to be ran. This includes offensive tactics, defensive tactics, their titles and accomplishments, allegiances, etc. 'Using X As An Adversary' is the tactical side of how a character thinks, and how they should be played. An adversary that focuses on long range Ninjutsu is more likely to use hit and run tactics and stay far away from threats. Adversaries with named weapons all deal chakra enhanced damage with them.
Order
I typically order the adversaries in order of appearance, but sometimes characters have the most screentime in an arc after they were introduced, or had the best display in that arc. If a character is a summon or is tied to another character they will go directly after them, regardless of when they appear. If a character appears i a flashback they will be placed in the arc where the flashback occurs, even if they were at the same time peroid of another arc. In cases where characters were prevalent in the arc after they were introduced, they will be placed in the later arc.
Updates
As this is nowhere close to completed, I will most likely be updating enemies and the book itself as a whole. I have no planned order at the moment, but do expect new things every once and a while. It isn't all completed yet, mainly Notable Adversaries need to have text for them.
Typos, Issues, Suggestions?
Have you seen a typo, have issues with balancing, or have a request or suggestion? If so, please feel free to tell me (OptimalStyle) in the discord channel linked below. I may not listen or care, but I will probably see it. If you have any requests for adversaries from the anime or manga I will (most likely) get back to you eventually.
Credits
Credits for the pictures belong to https://www.deviantart.com/chibihimawari/gallery/60512179/official-art , https://www.deviantart.com/maxiuchiha22/gallery/76808072/naruto , and art created by Kishomoto and other affialited groups; such as Viz Media and Shounen Jump.
Thanks To
These advseries are mostly based on the Adversary Builder made by Kingsare4ever and the system they are used for entirely. Please check out the discord at: https://discord.gg/7kvUtHn8VT. TBH, not sure how you found this otherwise.
Batsai "A", Dolor, Mr.heguydudeman, Kingsare4ever, Abafemoth, Yutai, Jovian, Yaco, StruggledKiller, and Saltmammoth for helping me with this either directly or indirectly.
to-do List
- Edo Hashirama
- Edo Tobirama
- Konoha Crush Shino
- Gaara (Partial Transformation)
- Yashamaru
- Konoha Crush Naruto
- Shukaku
- Gamabunta
Land of Waves
Iruka Umino
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Using Iruka As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Iruka
C-Rank, Medium Humanoid, Standard, Non-Clan, Generalist, Prof + 5
Level 7 (575 XP)
- Armor Class 20 (Chunin Jacket)
- Hit Points 46
- Chakra Points 46
- Speed 30 ft.
- Initiative 4
STR DEX CON INT WIS CHA 11 (0) 12 (+1) 14 (+2) 18 (+4) 12 (+1) 15 (+2)
- Saving Throws Str -2, Dex +4, Int +2, Wis +4, Cha +5
- Skills Chakra Control +6, Illusion +6, Insight +6, Ninshou +9, Perception +6, Stealth +6, Martial Arts +5
- Senses Passive Perception 16
Explorer. You can climb and move across difficult terrain without any movement penalty.
Superior Ability. When Iruka would make a saving throw vs any hostile jutsu or feature, he may add 1d8 to the saving throw. He may only do this once per round.
Strength of Will. You have advantage on Charisma Saving throws.
Selfless. When you are within 5ft. of an ally, you can spend your reaction to redirect any single attack made against them to you instead.
Self-Taught Skills. You gain an additional saving throw proficiency of your choice.
Jutsu
Ninjutsu. +9 to hit, (Ninjutsu save DC 17)
E-Ranks (Cost 2): String Light Formation
D-Ranks (Cost 5): Body Flicker, Sensing Technique, Substitution Technique
Genjutsu. +7 to hit, (Genjutsu save DC 15)
E-Ranks (Cost 2): Clone Technique, Transform
D-Ranks (Cost 5): Cause Fear
Taijutsu. +6 to hit, (Taijutsu save DC 14)
D-Ranks (Cost 5): Bolting Blossom, Brace
C-Ranks (Cost 9): Intersection Counter
Attacks
Multiattack. Iruka can make 2 melee attacks or 3 ranged attacks with his kunai.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Mizuki
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Using Mizuki As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Mizuki
B-Rank, Medium Humanoid, Standard, Non-Clan, Striker, Prof + 5
Level 7 (575 XP)
- Armor Class 19 (Chunin Jacket)
- Hit Points 72
- Chakra Points 50
- Speed 45 ft.
- Initiative 3
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 12 (+1) 11 (0) 13 (+1)
- Saving Throws Str +8, Dex +5, Con +2, Wis -1
- Skills Athletics +9, Intimidation +6, Deception +6, Persuasion +6, Stealth +6
- Senses Passive Perception 10
Revenge. Deal bonus damage equal to your level against anyone that hurt you in the previous round.
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Ranged Weapon Expert. While wielding a Ranged Weapon or a weapon with the thrown property, you can make an additional attack with the chosen weapons as a bonus action. If the weapon used has the multiattack property, you instead make 2 additional attacks as a bonus action.
Sneak Attack. Once per turn, Mizuki deals an extra 14 (4d6) damage when he hits a target with a ranged attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mizuki.
Limitless Potential. Twice per encounter when you make an attack roll, ability check or saving throw you can add an additional 1d8 to the roll.
Jutsu
Ninjutsu. +6 to hit, (Ninjutsu save DC 15)
D-Ranks (Cost 5): Body Flicker, Substitution Technique
Genjutsu. +5 to hit, (Genjutsu save DC 14)
E-Ranks (Cost 2): Transform
Taijutsu. +9 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): Double Shot, Pinning Shot, Range Extender
C-Ranks (Cost 9): Heavenly Punishment, Tametoto's Accuracy, Tankui's Trickery
Attacks
Multiattack. Mizuki can make 3 ranged attacks with his fuma shuriken.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Monster Shuriken. Ranged Weapon Attack: +9 to hit, range 40 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Ebisu
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Using Ebisu As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Ebisu
B-Rank, Medium Humanoid, Standard, Non-Clan, Generalist, Prof + 5
Level 9 (1000 XP)
- Armor Class 19 (Studded Leather)
- Hit Points 77
- Chakra Points 77
- Speed 30 ft.
- Initiative 5
STR DEX CON INT WIS CHA 11 (0) 16 (+3) 17 (+3) 18 (+4) 16 (+3) 10 (0)
- Saving Throws Str +3, Dex +6, Con +6, Int +2, Wis +6, Cha -1
- Skills Acrobatics +8, Chakra Control +8, History +9, Illusions +8, Insight +8, Martial Arts +5, Ninshou +9, Stealth +8
- Senses Passive Perception 13
Pincer Movement. When an ally moves adjacent to an enemy, you can spend your reaction to move up to your speed towards that same enemy.
Superior Skill. When you make an Ability check with a skill you are proficient in, you may add 1d8 to your check. Additionally, If your Ability checks are ever contested, you instead add 2d6 instead of 1d8.
Enhanced Nature Release. Fire release jutsu deal an additional die of damage die.
Inspiring Leader. As an action, all allies within 90 feet of you gain 14 temporary hit points.
Never Abandon a Friend. When an ally you can see falls to 0 hit points you can, on your turn, use an action to move up to your ally and restore hit points to them equal to your proficiency bonus.
Self-Taught Skills. You gain an additional saving throw proficiency of your choice.
Jutsu
Ninjutsu. +9 to hit, (Ninjutsu save DC 18)
D-Ranks (Cost 5): Absorb Heat, Fireball, Scorching Ray, Substitution Technique
C-Ranks (Cost 9): Dragon Flame Bomb, Fire Dragon Bullet
B-Ranks (Cost 14): Great Flame Bombs
Genjutsu. +8 to hit, (Genjutsu save DC 17)
E-Ranks (Cost 2): Release
C-Ranks (Cost 9): Genjutsu Break, Mental Barrier
Taijutsu. +8 to hit, (Taijutsu save DC 17)
D-Ranks (Cost 5): Brace, Exorcism
C-Ranks (Cost 9): Dragon Tail Foot
Attacks
Multiattack. Ebisu can make 2 melee attacks or 3 ranged attacks with his kunai.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Kunai. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Gōzu and Meizu
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Using Gōzu and Meizu As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Gōzu and Meizu
Gōzu and Meizu share a stat block but are 2 different creatures.
Gōzu and Meizu
C-Rank, Medium Humanoid, Standard, Non-Clan, Lurker, Prof + 5
Level 6 (425 XP)
- Armor Class 15 (Studded Leather)
- Hit Points 33
- Chakra Points 33
- Speed 40 ft.
- Initiative 5
STR DEX CON INT WIS CHA 11 (0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 12 (+1)
- Saving Throws Str -3, Dex +4, Con -1, Int -2, Wis +2, Cha -2
- Skills Acrobatics +7, Deception +5, Perception +5, Sleight of Hand +7, Stealth +7
- Senses Passive Perception 15
Sneak Attack. Once per turn, the they deal an extra 12 (3d6) damage when they hit a target with a melee attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the them.
Guerilla. When you make an attack while hidden, you don't reveal yourself and can remain in hiding.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Never Abandon a Friend. When an ally you can see falls to 0 hit points you can, on your turn, use an action to move up to your ally and restore hit points to them equal to your proficiency bonus.
Jutsu
Ninjutsu. +5 to hit, (Ninjutsu save DC 13)
D-Ranks (Cost 5): Hidden Mist, Substitution Technique, Water Blending
C-Ranks (Cost 9): Hiding in Mist, Water Breathing
Taijutsu. +7 to hit, (Taijutsu save DC 15)
D-Ranks (Cost 5): 2-Cross slash, Chained Embrace, Chain Pull, Iron Web Deflection
C-Ranks (Cost 9): Crescent Moon Beheading
Attacks
Multiattack. They can make 2 melee attacks or 3 ranged attacks with his kunai.
Iron Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Lacerated Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Zōri and Waraji
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Using Zōri and Waraji As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Zōri and Waraji
Zōri and Waraji share a stat block but are 2 different creatures.
Zōri and Waraji
C-Rank, Medium Humanoid, Standard, Samurai, Lurker, Prof + 5
Level 6 (425 XP)
- Armor Class 20 (Studded Leather)
- Hit Points 53
- Chakra Points 38
- Speed 40 ft.
- Initiative 5
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 10 (0)
- Saving Throws Dex +7, Con +6, Int -2, Cha -1
- Skills Acrobatics +8, Athletics +5, Martial Arts +5, Perception +5, Stealth +8
- Senses Passive Perception 15
Striker's 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 12 additional damage.
Savage Strike. Once per turn, add 6 extra damage to an attack.
Versatile Weapon Expert. . They have a +1 bonus to attack and damage rolls with its Katana. Also, if it hits a creature at least twice in the same action with the Katana, the target creature gains 1 stack of bleeding.
Practiced Technqiue. They ignore resistance to slashing damage.
Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 16)
D-Ranks (Cost 5): 1-Strike Slash, 2-Cross Slash, Crippling Strike, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Dancing Blade Risk, Falling Blade, Front Beheading, Heaven Cutter, Mikiri Counter
Attacks
Multiattack. They can make 2 melee attacks or 3 ranged attacks with his kunai.
Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Chunin Exams
Ibiki
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Using Ibiki As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Ibiki
B-Rank, Medium Humanoid, Standard, Konohakagure, Supporter, Prof + 5
Level 9 (1000 XP)
- Armor Class 17 (Reinforced Chunin Jacket)
- Hit Points 77
- Chakra Points 104
- Speed 35 ft.
- Initiative 2
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 17 (+3) 17 (+3) 18 (+4) 10 (0)
- Saving Throws Str +3, Con +3, Int +8, Wis +9, Cha +5
- Skills Deception +13, History +8, Illusions +9, Insight +14, Intimidation +13, Investigation +8, Medicine +9, Perception +14,
- Condition Immunity Berserk, Charmed, Fear
- Senses Passive Perception 24
Guidance. Allies within 10ft of you have advantage on their attacks rolls.
Tactical Focus. At the beginning of combat, when initiative it rolled, you may roll your initiative at disadvantage. When you do all of your allies roll their initiative adding half your level to the result of their initiative roll.
Genjutsu Resistance. You have advantage on saving throws against Genjutsu.
Uncanny Senses. Unless you are incapacitated, you cannot be surprised.
Lie Detector. You know when creature is lying.
Psychoanalytic. You can use Intelligence for Charisma skill checks.
Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
D-Ranks (Cost 5): Substitution Technique, Sensing Technique
Genjutsu. +9 to hit, (Genjutsu save DC 18)
E-Ranks (Cost 2): Release
C-Ranks (Cost 9): Bane, Cause Fear, Detect Intention
B-Ranks (Cost 14): Complusion, Eyes of Truth, Fear
Taijutsu. +8 to hit, (Taijutsu save DC 17)
C-Ranks (Cost 9): Iron Strike, Praying Strike
Attacks
Multiattack. Ibiki can make 2 melee attacks or 3 ranged attacks with his kunai.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
Kunai. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Anko Mitarashi
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Using Anko As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Jutsu
Jutsu for Anko can be found here: https://drive.google.com/file/d/1ixcb-VRzNH6oHDzvSLc-f_Ay70VXamCO/view. These were made by Yaco and are greatly appreciated.
Anko Mitarashi
Anko
B-Rank, Medium Humanoid, Elite, Konohagakure, Generalist, Prof + 6
Level 9 (2,000 XP)
- Armor Class 20 (Studded Leather)
- Hit Points 154
- Chakra Points 154
- Speed 30 ft.
- Initiative 6
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 17 (+3) 16 (+3) 17 (+3) 12 (+1)
- Saving Throws Str -2, Dex +6, Con +6, Int +1, Wis +6, Cha -1
- Skills Acrobatics +8, Chakra Control +8, Illusions +8, Insight +8, Ninshou +8, Perception +8, Stealth +8, Survival +8
- Damage Resistance Poison
- Condition Immunity Poisoned
- Senses Passive Perception 18
Light-Footed. You can Disengage or Dash as a bonus action. When an enemy moves adjacent to you, you can spend your reaction to move away up to half your speed.
Superior Ability. When you would make a saving throw vs any hostile jutsu or feature, you may add 1d8 to the saving throw. You may only do this once per round.
Ranged Weapon Expert. While wielding a Ranged Weapon or a weapon with the thrown property, you can make an additional attack with the chosen weapons as a bonus action. If the weapon used has the multiattack property, you instead make 2 additional attacks as a bonus action.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Sharpshooter. You have a +2 bonus to ranged weapon attacks.
Brutal Training. Twice per encounter when your hit points would fall to 0 they instead fall to 1 and cannot fall to 0 until the end of the current turn.
Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
D-Ranks (Cost 5): Binding Snake Glare Spell, Hidden Shadow Snake Hands
C-Ranks (Cost 9): Many Hidden Shadow Snake Hands
A-Ranks (Cost 20): Twin Snakes Mutual Death Technique
Genjutsu. +8 to hit, (Genjutsu save DC 17)
E-Ranks (Cost 2): Release
D-Ranks (Cost 5): Doubled Pain
C-Ranks (Cost 9): Dark Dementing, Genjutsu Break, Mental Barrier
B-Ranks (Cost 14): Unrelenting Pain
Taijutsu. +8 to hit, (Taijutsu save DC 17)
D-Ranks (Cost 5): Prepared Needle Shot, Shuriken Dance
C-Ranks (Cost 9): Lethal Ammo Technique
Attacks
Multiattack. Anko can make 2 melee attacks or 4 ranged attacks with her senbon.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.
Senbon. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Elite Action
Anko may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (9)
When Anko would roll any saving throw or ability check, she may roll an additional d4. Anko may roll any number of d4 she has remaining. Anko has a total number of d4 equal to her level per combat.
Hayate Gekkō
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Using Hayate As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Hayate Gekkō
Hayate
B-Rank, Medium Humanoid, Elite, Konohagakure, Striker, Prof + 6
Level 9 (2,000 XP)
- Armor Class 20 (Studded Leather)
- Hit Points 154
- Chakra Points 154
- Speed 30 ft.
- Initiative 6
STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 16 (+3) 14 (+2) 16 (+3) 10 (0)
- Saving Throws Str +5, Dex +8, Con +7, Int +1, Wis +7, Cha -1
- Skills Acrobatics +9, Athletics +6, Chakra Control +8, Illusions +8, Insight +8, Investigation +7, Ninshou +7, Perception +8, Stealth +9
- Senses Passive Perception 17
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Savage Assault. Once per turn, 9 extra damage to an attack.
Versatile Weapon Expert. While wielding a weapon with the versatile weapon property, you gain a +1 bonus to attack and damage rolls with the weapon. Additionally, if you make more than one weapon attack with the versatile weapon in the same action and hit with both attacks against the same creature, the target of the attacks gains 1 stack of bleeding.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Limitless Potential. Twice per encounter when you make an attack roll, ability check, or saving throw you can add an additional 1d8 to the roll.
Self-Taught Skills. You gain an additional saving throw proficiency of your choice.
Jutsu
Taijutsu. +10 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): 1-Strike Slash, 2-Cross Slash, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Falling Blade, Front Beheading, Mikiri Counter
B-Ranks (Cost 14): Combo Vault, Counter-Strike, Hazy Night, Ichimonji, Quick Draw
A-Ranks (Cost 20): Crescent Moon Dance
Attacks
Multiattack. Hayate can make 2 melee attacks or 3 ranged attacks with his kunai.
Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage. (Versatile. 11 (1d10+5))
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage.
Kunai. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Elite Action
Hayate may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (9)
When Hayate would roll any saving throw or ability check, he may roll an additional d4. Hayate may roll any number of d4 he has remaining. Hayate has a total number of d4 equal to his level per combat.
Yoroi Akadō
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Using Yoroi As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Yoroi
B-Rank, Medium Humanoid, Standard, Sound, Striker, Prof + 5
Level 8 (800 XP)
- Armor Class 18 (Studded Leather)
- Hit Points 81
- Chakra Points 57
- Speed 45 ft.
- Initiative 6
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 13 (+1) 11 (0) 10 (0)
- Saving Throws Str +3, Dex +6, Con +7, Wis/Cha -1
- Skills Acrobatics +7, Athletics +9, Chakra Control +8, Martial Arts +9, Perception +5, Sleight of Hand +7
- Senses Passive Perception 15
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Savage Assault. Once per turn, add 8 in extra damage to an attack.
Grappler. Yoroi has advantage on attack rolls against any target he have grappled. In addition, when grappling a target, any damage he takes from an attack is split 50/50 with his victim.
Constrict. At the start of his turn, Yoroi deals 8 bludgeoning damage to any creature that you are grappling.
Chakra Siphon. When Yoroi deals bludgeoning damage to a creature with a melee attack or while grappling them, he can instead reduce their chakra by the damage dealt. He regains the result as hit points.
Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): Avalanche Dance, Bolting Blossom, Iron Strike, Snake Constricting Grip
C-Ranks (Cost 9): Grass Palm, Intersection Counter
Attacks
Multiattack. Yoroi can make 2 melee unarmed attacks or 3 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Shino Aburame (Chunin Exams)
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Using Shino As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Shino
C-Rank, Medium Humanoid, Standard, Aburame, Generalist, Prof + 5
Level 6 (425 XP)
- Armor Class 19 (Studded Leather)
- Hit Points 45
- Chakra Points 45
- Speed 30 ft.
- Initiative 4
STR DEX CON INT WIS CHA 11 (0) 14 (+2) 17 (+3) 16 (+3) 11 (0) 10 (0)
- Saving Throws Str -2, Dex +4, Con +5, Int +1, Wis/Cha -2
- Skills Chakra Control +7, Insight +4, Ninshou +7, Perception +4, Stealth +6, Survival +4
- Senses Passive Perception 14
You Can't Hide. Shino has advantage when trying to detect hidden enemies. Any enemy that you can see is also visible to your allies.
Superior Ability. When Shino would make a saving throw vs any hostile jutsu or feature, he may add 1d8 to the saving throw. He may only do this once per round.
Dangerous Body. Any enemy that touches Shino or hits him with a melee attack while within 5 ft of you takes 6 piercing damage.
Chakra Consumption. When Shino would deal damage with Aburame Clan jutsu, he steals chakra equal to 1/4th of the damage dealt.
Jutsu
Ninjutsu. +7 to hit, (Ninjutsu save DC 15)
D-Ranks (Cost 5): Human Cocoon, Insect Sphere, Parasitic Destruction, Spindle Formation, Substitution Technique
C-Ranks (Cost 9): Insect Clone, Insect Jamming, Insect Jar Technique
Attacks
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Zaku Abumi
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Using Zaku As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Zaku
C-Rank, Medium Humanoid, Standard, Sound, Generalist, Prof + 4
Level 4 (300 XP)
- Armor Class 19 (Studded Leather)
- Hit Points 31
- Chakra Points 31
- Speed 30 ft.
- Initiative 4
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 16 (+3) 15 (+2) 11 (0) 7 (-1)
- Saving Throws Str +2, Con +5, Wis -2, Cha -3
- Skills Acrobatics +6, Deception +3, Perception +4, Stealth +6
- Senses Passive Perception 14
Hard to Hit. When you are standing and unrestained, attacks against you have disadvantage unless you are adjacent to two or more enemies.
Nimble. You reduce falling damage by half and Dexterity saving throws made against effects that would knock you prone.
Soundwaves. When a creature fails a saving throw or is hit by a Jutsu you cast, you may knock them back 10 feet.
Jutsu
Ninjutsu. +6 to hit, (Ninjutsu save DC 14)
D-Ranks (Cost 5): Air Bullet, Buffeting Airwaves, Counter Breeze, Slicing Airwaves, Violent Whirlwind
Attacks
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Kankurō (Chunin Exams)
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Using Kankurō As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Kankurō
B-Rank, Medium Humanoid, Standard, Sunagakure, Supporter, Prof + 5
Level 8 (800 XP)
- Armor Class 16 (Studded Leather)
- Hit Points 62
- Chakra Points 86
- Speed 35 ft.
- Initiative 3
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (0)
- Saving Throws Str +2, Dex +1, Con +2, Int +8, Wis +7
- Skills Chakra Control +7, Crafting +8, Deception +5, History +8, Insight +7, Investigation +8, Perception +7, Stealth +6
- Senses Passive Perception 17
Guidance. Allies within 10ft. of you have advantage on their attacks rolls.
Ferocity. Allies within 10ft. of you gain a bonus 8 damage.
Tactics. While within 10ft. of an allied creature, you may forgo your action to give them an additional action on their turn.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Puppet Master. You can use a bonus action to have an ally (construct only) make a single melee attack.
Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
E-Ranks (Cost 2): Mending
D-Ranks (Cost 5): Body Flicker, Substiution Technique
Genjutsu. +7 to hit, (Genjutsu save DC 16)
D-Ranks (Cost 5): Bless, Bane
C-Ranks (Cost 9): Mental Barrier
Taijutsu. +7 to hit, (Taijutsu save DC 16)
D-Ranks (Cost 5): Brace
C-Ranks (Cost 9): Intersection Counter
Attacks
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Karasu
Karasu
B-Rank, Medium Construct, Standard, Construct, Striker, Prof + 5
Level 8 (800 XP)
- Armor Class 19 (Constructed Resilence)
- Hit Points 111
- Chakra Points 75
- Speed 45 ft.
- Initiative 5
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 4 (-3) 5 (-3) 1 (-5)
- Saving Throws Str +8, Dex +7, Con +2, Int/Wis -4, Cha -6
- Skills Acrobatics +8, Athletics +9, Martial Arts +9, Sleight of Hand +8, Stealth +8,
- Damage Resistance Acid
- Damage Immunity Poison, Psychic
- Condition Immunity Bleeding, Burned, Charmed Exhaustion, Fear, Poisoned, Shocked
- Senses Passive Perception 7
Savage Assault. Once per turn, add 8 extra damage to an attack.
Savage Strike. Once per turn, when you strike a creature who are suffering from the Dazed, Poisoned, Burned, Shocked, or Restrained Condition, you deal the maximum possible damage.
Inscrutable. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Genjutsu that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
Constrict. At the start of your turn, deal bludgeoning damage equal to your level to any creature that you are grappling.
Constructed Fortitude. You gain immunity to the Poisoned, Bleeding, Burned, Shocked, or Exhausted Conditions. Additionally, you cannot cast jutsu that would give you exhaustion.
Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): Avalanche Dance, Bolting Blossom, Brace, Iron Strike, Snake Constricting Grip
C-Ranks (Cost 9): Dragon Tail Foot, Early Sacrifice, Evening Heavenly Crush, Grass Palm, Intersection Counter
Attacks
Multiattack. Karasu can make 2 unarmed attacks or 3 attacks with it's kunai.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Hidden Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.
Kunai. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Misumi Tsurugi
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Using Misumi As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Misumi
C-Rank, Medium Humanoid, Standard, Sound, Striker, Prof + 5
Level 7 (800 XP)
- Armor Class 19 (Studded Leather)
- Hit Points 55
- Chakra Points 38
- Speed 45 ft.
- Initiative 5
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 10 (0)
- Saving Throws Str/Dex +7, Con +2, Cha -1
- Skills Acrobatics +8, Athletics +8, Deception +5
- Senses Passive Perception 11
Bloodfury. When you are bloodied, you become enraged; -2 AC and +2 attack.
Cleave. You can attack two adjacent targets that are within reach, dealing full damage to each.
Grappler. Misumi has advantage on attack rolls against any target he have grappled. In addition, when grappling a target, any damage he takes from an attack is split 50/50 with his victim.
Constrict. At the start of his turn, Misumi deals 8 bludgeoning damage to any creature that you are grappling.
Long-Limbed. Your unarmed attacks gain the reach 2 weapon property.
Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): Avalanche Dance, Bolting Blossom, Crane Wing Formation, Snake Constricting Grip, Wild Dance
C-Ranks (Cost 9): Early Sacrific, Intersection Counter
Attacks
Multiattack. Misumi can make 2 melee unarmed attacks or 3 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Ino Yamanaka (Chunin Exams)
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Using Ino As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Ino
C-Rank, Medium Humanoid, Standard, Yamanaka, Caster, Prof + 5
Level 7 (575 XP)
- Armor Class 14 (Studded Leather)
- Hit Points 29
- Chakra Points 80
- Speed 30 ft.
- Initiative 3
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 14 (+2) 14 (+2) 15 (+2) 18 (+4)
- Saving Throws Str +2, Dex +4, Con/Int +5, Wis +10, Cha +12
- Skills Chakra Control +7, Deception +9, Illusion +7, Insight +7, Perception +7, Performance +9, Persuasion +9, Stealth +6
- Senses Passive Perception 17
Specialized Casting. Select one Jutsu you know, increase the save DC and damage die of the Jutsu by 1 for every 5 Levels you have.
Efficient Casting. Select two Moldings found in either the Kurama clan or the Ninjutsu Specialist Class
Genjutsu Resistance. You have advantage on saving throws against Genjutsu.
Alarm. When you take damage, all other adveraries of the within 100ft are aware of your pain.
Mental Domination. Twice per encounter when using Yamanaka Clan Genjutsu you may increase the saving throw by 2.
Jutsu
Ninjutsu. +7 to hit, (Ninjutsu save DC 15)
D-Ranks (Cost 5): Sensing Technique, Substitution Technique
Genjutsu. +9 to hit, (Genjutsu save DC 17)
E-Ranks (Cost 2): Clone Technique, Release, Transform
D-Ranks (Cost 5): Bestial Mind Domination, Mind Body Disturbance, Mind Body Transfer
C-Ranks (Cost 9): Mind Clone Technique, Mind Connection Technique
Attacks
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Kunai. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Temari
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Using Temari As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Temari (Chunin Exams)
Temari
B-Rank, Medium Humanoid, Elite, Jiton, Iconic/Caster/Generalist, Prof + 5
Level 8 (1600 XP)
- Armor Class 20 (Studded Leather + Blocking)
- Hit Points 186
- Chakra Points 186
- Speed 50 ft.
- Initiative 6
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 16 (+3) 18 (+4) 11 (0) 11 (0)
- Saving Throws Str +2, Dex +8, Con +9, Int +5, Wis/Cha +1
- Skills Acrobatics +7, Athletics +6, Chakra Control +8, History +9, Insight +6, Ninshou +9, Perception +1, Sleight of Hand +1, Stealth +7
- Senses Passive Perception 15
Efficient Casting. Select two Moldings found in Ninjutsu Specialist Class.
Hard to Hit. When Temari is standing and unrestained, attacks against her have disadvantage unless she is adjacent to two or more enemies.
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Advanced Study. Temari knows jutsu up to 1 rank higher than her current limitations.
Enhanced Wind Release. Temari deals an additional die of damage with jutsu with Ninjutsu with the Wind Release Keyword.
Swirling Currents. When Temari would be targeted with a weapon attack or bukijutsu, she can increase her AC by 1d8 or when you would make a saving throw against a Bukijutsu, she gains advantage on the saving throw.
Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
D-Ranks (Cost 5): Blurring Wind, Buffeting Airwaves, Dust Wind, Supporting Gale, Zephyr Strike
C-Ranks (Cost 9): 1,000 Blades of Wind, Sickle Weasel, Rotating Ferocious Wind, Vacuum Shield
B-Ranks (Cost 14): Great Sickle Weasel
Attacks
Multiattack. Temari can make 2 melee attacks with their Katana or 3 ranged attacks with her shuriken.
Giant Folding Fan. Melee Weapon Attack: Hit: +7 (1d8+ 2) bludgeoning damage. (Versatile. 8 [1d10+2])
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Elite Action
Temari may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (8)
When Temari would roll any saving throw or ability check, she may roll an additional d4. She may roll any number of d4 she has remaining. She has a total number of d4 equal to her level per combat.
Tenten (Chunin Exams)
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Using Tenten As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Tenten
B-Rank, Medium Humanoid, Standard, Konohagukure, Striker, Prof + 5
Level 8 (800 XP)
- Armor Class 20 (Studded Leather)
- Hit Points 81
- Chakra Points 57
- Speed 45 ft.
- Initiative 6
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 13 (+1) 12 (+1) 10 (0)
- Saving Throws Dex +8, Con +7, Cha -1
- Skills Acrobatics +9, Athletics +6, Chakra Control +8, Crafting +6, Martial Arts +6, Perception +6, Sleight of Hand +9
- Senses Passive Perception 16
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Savage Assault. Once per turn, add 8 extra damage to an attack.
Advanced Study. Tenten knows jutsu up to 1 rank higher than her current limitations.
Ranged Weapon Expert. While wielding a Ranged Weapon or a weapon with the thrown property, you can make an additional attack with the chosen weapons as a bonus action. If the weapon used has the multiattack property, you instead make 2 additional attacks as a bonus action.
Sharpshooter. You have a +2 bonus to ranged weapon attacks.
Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): Debilitating Needles, Binding Meteor, Blade Kick, Blade Wall, Prepared Needle Shot
C-Ranks (Cost 9): Kunai Assault, Kunai Barrage, Shuriken Dance
B-Ranks (Cost 14): Earth Spider Sewing, Twin Rising Dragons
Attacks
Multiattack. Tenten can make 2 melee attacks or 4 ranged attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Kunai. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Kin Tsuchi
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Using Kin As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Kin
C-Rank, Medium Humanoid, Standard, Sound, Controller, Prof + 4
Level 5 (250 XP)
- Armor Class 16 (Studded Leather)
- Hit Points 29
- Chakra Points 70
- Speed 30 ft.
- Initiative 4
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 13 (+1) 11 (0) 16 (+3) 10 (0)
- Saving Throws Str +2, Con +5, Wis -2, Cha -3
- Skills Acrobatics +6, Chakra Control +5, Illusions +7, Perception +7, Stealth +6
- Senses Passive Perception 17
Distraction. Halve your attack damage to grant advantage to the next attack roll made against the target.
Crippling Strike. Halve your attack damage to reduce your target's speed to 0ft. until the start of your next turn.
Backstabber. If you have advantage on your attack, add 5 extra damage to the triggering attack.
Resonance. You increase the radius of genjutsu with the Auditory keyword by 5ft.
Jutsu
Genjutsu. +7 to hit, (Genjutsu save DC 16)
E-Ranks (Cost 2): Distant Echo
C-Ranks (Cost 9): Ringing Bell Distortion
Taijutsu. +6 to hit, (Taijutsu save DC 15)
D-Ranks (Cost 5): Debiliating Needles, Needle Rain, Prepared Needle Shot, Shuriken Dance
Attacks
Multiattack. Kin can make 2 melee attacks with their Katana or 3 ranged attacks with her senbon.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Senbon. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shikamaru Nara
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Using Shikamaru As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Shikamaru Nara (Chunin Exams)
Shikimaru
B-Rank, Medium Humanoid, Elite, Nara, Caster, Prof + 5
Level 8 (1600 XP)
- Armor Class 14 (Studded Leather)
- Hit Points 76
- Chakra Points 220
- Speed 30ft.
- Initiative 6
STR DEX CON INT WIS CHA 10 (0) 12 (+1) 14 (+2) 21 (+5) 15 (+2) 11 (0)
- Saving Throws Str +3, Dex +4, Con +5, Int +13, Wis +10, Cha +3
- Skills Chakra Control +7, Deception +5, History +15, Illusions +7, Insight +7, Investigation +15, Ninshou +10, Perception +7
- Senses Passive Perception 17
Efficient Casting. Select two Moldings found in Ninjutsu Specialist Class.
Specialized Casting. Select one Jutsu you know, increase the save DC and damage die of the Jutsu by 1 for every 5 Levels you have.
What a Drag. All of your Jutsu are automatically upcasted by 1 Rank.
Shadow Assassin. If you have advantage on your attack, add 8 extra damage to the triggering attack.
Shadow Possession. Twice per encounter you can increase the DC of a Nara Jutsu you are casting by 2.
Jutsu
Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
D-Ranks (Cost 5): Shadow Imitation, Shadow Neck Binding, Silhouette Distraction, Shadow Possession, Substitution Technique
C-Ranks (Cost 9): Shadow Gathering, Shadow Imitiation Field, Shadow Sewing Needle
Attacks
Multiattack. Shikamaru can make 2 melee attacks with his kunai or 3 ranged attacks with his shuriken.
Kunai. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Shuriken. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Elite Action
Shikamaru may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (8)
When Shikamaru would roll any saving throw or ability check, he may roll an additional d4. He may roll any number of d4 he has remaining. He has a total number of d4 equal to his level per combat.
Kiba Inuzuka (Chunin Exams)
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Using Kiba As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Kiba
C-Rank, Medium Humanoid, Standard, Inuzuka, Striker, Prof + 5
Level 7 (575 XP)
- Armor Class 19 (Studded Leather)
- Hit Points 61
- Chakra Points 44
- Speed 45 ft.
- Initiative 5
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 10 (0) 15 (+2) 10 (0)
- Saving Throws Str +6, Dex +7, Con +2, Int -1, Wis +1 +2, Cha -1
- Skills Acrobatics +8, Animal Handling +12, Athletics +7, Perception +12, Survival +7
- Senses Passive Perception 22
Special Equipment. Kiba has a smoke bomb and a military ration pill.
Bloodfury. When you are bloodied, you become enraged; -2 AC and +2 attack.
Savage Assault. Once per turn, add 7 extra damage to an attack.
Aggressive. As a bonus action, you can move up to your speed towards an enemy you can see.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Pack Tactics. You have advantage on attack rolls against a creature If at least one of your allies are within 5 feet of the creature and the ally isn't incapacitated.
Jutsu
Ninjutsu. +5 to hit, (Ninjutsu save DC 13)
D-Ranks (Cost 5): Beast-Human Clone, Four Legs Technique, Substitution Technique
Taijutsu. +8 to hit, (Taijutsu save DC 16)
D-Ranks (Cost 5): Dynamic Marking, Tunneling Fang
C-Ranks (Cost 9): Fang Over Fang, Fang Tearing Fang, Iron Fang
Attacks
Multiattack. Kiba can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Akamaru
Akamaru
C-Rank, Small Beast, Standard, Nin-Dog, Striker, Prof + 5
Level 7 (575 XP)
- Armor Class 17 (Natural Armor)
- Hit Points 55
- Chakra Points 38
- Speed 45 ft.
- Initiative 4
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 9 (-1)
- Saving Throws Str +7, Dex +6, Con +1, Int -2, Wis +1, Cha -2
- Skills Acrobatics +7, Animal Handling +7, Athletics +8, Perception +12, Stealth +7, Survival +7
- Senses Passive Perception 22
Savage Assault. Once per turn, add 7 extra damage to an attack.
Savage Strike. Once per turn, when you strike a creature who are suffering from the Dazed, Poisoned, Burned, Shocked, or Restrained Condition, you deal the maximum possible damage.
Aggressive. As a bonus action, you can move up to your speed towards an enemy you can see.
Evasion. When you are subjected to an effect, that allows you to make a Dexterity saving throw that deals damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Bestial Pack Tactics. When you have an allied creature within 5 feet of a hostile creature. When you make an attack against the hostile creature, you deal additional damage equal to half your level.
Jutsu
Taijutsu. +8 to hit, (Taijutsu save DC 16)
D-Ranks (Cost 5): Dynamic Marking, Tunneling Fang
C-Ranks (Cost 9): Fang Over Fang, Fang Tearing Fang, Iron Fang
Attacks
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hinata Hyūga (Chunin Exams)
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Using Hinata As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Hinata
B-Rank, Medium Humanoid, Standard, Hyūga, Striker, Prof + 5
Level 7 (575 XP)
- Armor Class 20 (Studded Leather)
- Hit Points 66
- Chakra Points 44
- Speed 45 ft.
- Initiative 6
STR DEX CON INT WIS CHA 11 (0) 18 (+4) 14 (+2) 11 (0) 16 (+3) 13 (+1)
- Saving Throws Str -1, Dex +8, Con +1, Int -1, Wis +7
- Skills Acrobatics +9, Chakra Control +7, Illusions +8, Insight +8, Martial Arts +5, Medicine +8, Perception +13
- Senses Passive Perception 23
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Savage Flurry. As a bonus action after taking the attack acton, make two unarmed strikes as a bonus action.
Jutsu of War. When you use your action to cast a Jutsu, you can make one weapon attack as a bonus action.
Tenketsu Disruption. When you hit a creature with a melee attack, they have disadvantage when casting Jutsus until the end of their next turn.
Gentle Fist. Your unarmed strikes do chakra damage instead of hit points. If they have 0 chakra you deal double hit point damage.
Jutsu
Taijutsu. +9 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle
C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm Rotation, One-Body Blow
Attacks
Multiattack. Hinata can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 7 (1d4 + 4) slashing damage.
Neji Hyūga (Chunin Exams)
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Using Neji As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Neji Hyūga (Chunin Exams)
Neji Hyūga
A-Rank, Medium Humanoid, Elite, Hyūga, Iconic/Striker, Prof + 5
Level 8 (1,600 XP)
- Armor Class 22 (Studded Leather)
- Hit Points 216
- Chakra Points 216
- Speed 50 ft.
- Initiative 8
STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 16 (+3) 13 (+1) 12 (+1) 10 (0)
- Saving Throws Str +2, Dex +10, Con +9, Int +2, Wis +7, Cha +2
- Skills Acrobatics +9, Athletics +6, Chakra Control +8, Illusions +6, Insight +6, Martial Arts +6, Perception +11
- Senses Passive Perception 21
Iconic Determination. Neji gains an additional Elite Tenacity die.
Savage Flurry. As a bonus action after taking the attack acton, make two unarmed strikes as a bonus action.
Prodigy. Neji knows jutsu up to 1 rank higher than his current limitations.
Caged Bird. All of Neji's jutsu are automatically upcasted by 1 Rank.
Gentle Fist. Your unarmed strikes do chakra damage instead of hit points. If they have 0 chakra you deal double hit point damage.
Jutsu
Taijutsu. +10 to hit, (Taijutsu save DC 19)
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle
C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm Rotation, One-Body Blow
B-Ranks (Cost 14): 8-Trigrams 64 Palms, 8-Trigrams 64 Palms Defense
Attacks
Multiattack. Neji can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Elite Action
Neji may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (9)
When Neji would roll any saving throw or ability check, he may roll an additional d4. Neji may roll any number of d4 he has remaining. Neji has a total number of d4 equal to his level per combat.
Rock Lee
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Using Lee As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Rock Lee (Chunin Exams)
Lee
A-Rank, Medium Humanoid, Elite, Non-Clan, Iconic/Striker, Prof + 5
Level 9 (2,000 XP)
- Armor Class 22 (Studded Leather)
- Hit Points 256
- Chakra Points 256
- Speed 50 ft.
- Initiative 8
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 19 (+4) 11 (0) 11 (0) 11 (0)
- Saving Throws Str +11, Dex/Con +10, Int/Wis/Cha +1
- Skills Acrobatics +14, Athletics +15, Chakra Control +14, Martial Arts +15
- Senses Passive Perception 10
Iconic Determination. Lee gains an additional Elite Tenacity die.
Savage Flurry. As a bonus action after taking the attack acton, make two unarmed strikes as a bonus action.
Weight Training. As a Full Turn Action, you take off your weights. You gain a +2 to AC and double your movement speed.
Brutal Training. Lee knows jutsu up to 1 rank higher than his current limitations.
Genius of Hard Work. You learn 5 additional taijutsu.
A Splendid Ninja. Twice per encounter when your hit points would fall to 0 they instead fall to 1 and cannot fall to 0 until the end of the current turn.
8 Gates
Benefits and detriments stack both while active and upon ending the forms. You can end the activation of any gate but the 8th gate as a bonus action, taking on accumulated exhaustion from each previous gate all at once.
1st Gate. Increase STR +1, Speed +10 (Action)
2nd Gate. Increase STR +1, Heal 2d10+8 (Bonus Action)
3rd Gate. Increase STR +2, Speed +10, AC +1 (Action)
4th Gate. Increase CON +2, Speed +10 (Action)
5th Gate. Increase STR +1, Speed +10, AC +1, Extra Action (Bonus Action)
Jutsu
Taijutsu. +11 to hit, (Taijutsu save DC 20)
D-Ranks (Cost 5): Leaf Gale, Leaf Kick, Leaf Uppercut
C-Ranks (Cost 9): Leaf Great Flash, Leaf Hurricane, Leaf Sky Breaker, Shadow Dancing Leaf
B-Ranks (Cost 14): After Image Technique, Leaf Earth Crush, Leaf Gust
A-Ranks (Cost 20): Final Lotus, Violent Leaf Adamantine-Strength Whirlwind
Attacks
Multiattack. Lee can make 2 melee attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Elite Action
Lee may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (10)
When Lee would roll any Saving throw, he may roll an additional d4. Lee may roll any number of d4 he has remaining. Lee has a total number of d4 equal to his level per combat.
Chōji Akimichi (Chunin Exams)
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Using Chōji As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Chōji
C-Rank, Medium Humanoid, Standard, Akimichi, Striker, Prof + 5
Level 7 (575 XP)
- Armor Class 19 (Unarmored Defense)
- Hit Points 67
- Chakra Points 50
- Speed 45 ft.
- Initiative 3
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 19 (+4) 10 (0) 11 (0) 10 (0)
- Saving Throws Str +8, Dex +1, Con +8, Int/Wis/Cha -1
- Skills Athletics +9, Chakra Control +9, Intimidation +5, Martial Arts +9, Survival +5
- Senses Passive Perception 10
Revenge. Deal 7 bonus damage against anyone that hurt you in the previous round.
Savage Assault. Once per turn, add 7 extra damage to an attack.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Critical Defense. Critical hits made against you count as normal hits unless you are already bloodied.
Fatso. Akimichi Clan jutsu you cast grants you Temporary Hit Points equal to your Level until the end of your next turn.
Jutsu
Ninjutsu. +9 to hit, (Ninjutsu save DC 17)
D-Ranks (Cost 5): Body Fat Chushion
C-Ranks (Cost 9): Full-Body Expansion
Taijutsu. +9 to hit, (Taijutsu save DC 17)
D-Ranks (Cost 5): Empty Crash, Human Boulder, Partial Expansion
C-Ranks (Cost 9): Spiked Human Boulder, Super Open Hand Slap
Attacks
Multiattack. Chōji can make 2 melee attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Dosu Kinuta
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Using Dosu As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Dosu
B-Rank, Medium Humanoid, Standard, Sound, Generalist, Prof + 5
Level 8 (800 XP)
- Armor Class 20 (Studded Leather)
- Hit Points 69
- Chakra Points 69
- Speed 30 ft.
- Initiative 5
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 17 (+3) 16 (+3) 11 (0) 10 (0)
- Saving Throws Str -1, Dex/Con +6, Int +1, Wis/ Cha -1
- Skills Acrobatics +8, Athletics +6, Deception +5, Investigation +8, Perception +5, Stealth +8
- Senses Passive Perception 15
Hard to Hit. When you are standing and unrestained, attacks against you have disadvantage unless you are adjacent to two or more enemies.
Superior Ability. When you would make a saving throw vs any hostile jutsu or feature, you may add 1d8 to the saving throw. You may only do this once per round.
Jutsu of War. When you use your action to cast a Jutsu, you can make one weapon attack as a bonus action.
Speaker. Dosu deals an additional die of damage with jutsu with Ninjutsu with the Wind Release Keyword.
Reverb. When you cast a jutsu with the Wind Release Keyword that requires a saving throw, you can infuse the jutsu into a melee attack. A creature hit by this attack makes their saving throw at disadvantage.
Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
D-Ranks (Cost 5): Air Bullet, Counter Breeze, Dust Wind, Peacock Whirlwind, Supporting Gale
C-Ranks (Cost 9): Great Breakthrough
Taijutsu. +8 to hit, (Taijutsu save DC 17)
D-Ranks (Cost 5): Avalanche Dance, Bolting Blossom, Iron Strike
Attacks
Multiattack. Dosu can make 2 melee attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Genma Shirunai
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Using Genma As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Genma Shirunai
Genma
B-Rank, Medium Humanoid, Elite, Konohagakure, Striker, Prof + 6
Level 9 (2,000 XP)
- Armor Class 20 (Studded Leather)
- Hit Points 138
- Chakra Points 138
- Speed 30 ft.
- Initiative 7
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 14 (+2) 17(+3) 16 (+3) 13 (+1)
- Saving Throws Str -1, Dex +6, Con +5, Int +1, Wis +6, Cha -1
- Skills Acrobatics +9, Athletics +6, Chakra Control +8, Illusions +8, Insight +8, Investigation +7, Ninshou +7, Perception +8, Stealth +9
- Senses Passive Perception 18
Press the Attack. When you are standing and unrestained, attacks against you have disadvantage unless you are adjacent to two or more enemies.
Light-Footed. You can Disengage or Dash as a bonus action. When an enemy moves adjacent to you, you can spend your reaction to move away up to half your speed.
Jutsu of War. When you use your action to cast a Jutsu, you can make one weapon attack as a bonus action.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Flying Thunder Formation. You can teleport yourself and 3 other creatures as a Full Turn Action if you are within 5ft. of 2 other creatures who possess this ability.
Sharpshooter. You have a +2 bonus to ranged weapon attacks.
Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
D-Ranks (Cost 5): Body Flicker, Chakra Mark, Substitution Technique, Sensing Technique
Genjutsu. +8 to hit, (Genjutsu save DC 17)
E-Ranks (Cost 2): Release
C-Ranks (Cost 9): Mental Barrier
Taijutsu. +8 to hit, (Taijutsu save DC 17)
D-Ranks (Cost 5): Brace, Needle Rain, Prepared Needle Shot, Shuriken Dance
C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter
B-Ranks (Cost 14): Debiliating Needles
Attacks
Multiattack. Hayate can make 2 melee attacks or 3 ranged attacks with his senbon.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Senbon. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Elite Action
Genma may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (9)
When Genma would roll any saving throw or ability check, he may roll an additional d4. Genma may roll any number of d4 he has remaining. Genma has a total number of d4 equal to his level per combat.
Baki
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Using Baki As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Baki
Baki
B-Rank, Medium Humanoid, Elite, Sunagakure, Striker, Prof + 6
Level 9 (2,000 XP)
- Armor Class 20 (Chunin Jacket)
- Hit Points 154
- Chakra Points 154
- Speed 30 ft.
- Initiative 5
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 10 (0)
- Saving Throws Str +6, Dex -1, Con +6, Int +7, Cha -2
- Skills Athletics +8, Chakra Control +8, History +9, Illusions +7, Investigation +9, Ninshou +9, Perception +7, Stealth +9
- Senses Passive Perception 17
Explorer. You can climb and move across difficult terrain without any movement penalty.
Superior Ability. When you would make a saving throw vs any hostile jutsu or feature, you may add 1d8 to the saving throw. You may only do this once per round.
Enhanced Wind Release. Baki deals an additional die of damage with jutsu with Ninjutsu with the Wind Release Keyword.
Sure-Footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Sandborne. You have advantage on saving throws against ninjutsu with the Wind Release Keyword.
Suffocating Sands. Ninjutsu you cast with the Wind Release Keyword ignore resistance.
Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 18)
D-Ranks (Cost 5): Body Flicker, Counter Breeze, Dust Wind
C-Ranks (Cost 9): 1,000 Blades of Wind, Great Breakthrough, Vacuum Shield
B-Ranks (Cost 14): 10,000 Slicing Blades, Divine Wind Mountain, Vacuum Blade, Wind Cutter
Taijutsu. +8 to hit, (Taijutsu save DC 17)
D-Ranks (Cost 5): Brace
C-Ranks (Cost 9): Dragon Tail Foot
B-Ranks (Cost 14): Reverse Guard
Attacks
Multiattack. Baki can make 2 melee attacks or 3 ranged attacks with his kunai.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Kunai. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Elite Action
Baki may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (9)
When Baki would roll any saving throw or ability check, he may roll an additional d4. Baki may roll any number of d4 he has remaining. Baki has a total number of d4 equal to his level per combat.
Konoha Crush
Shikamaru Nara (Konoha Crush)
Shikamaru
B-Rank, Medium Humanoid, Elite, Nara, Caster, Prof + 5
Level 9 (2,000 XP)
- Armor Class 15 (Studded Leather)
- Hit Points 101
- Chakra Points 260
- Speed 30 ft.
- Initiative 6
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 16 (+3) 22 (+6) 15 (+2) 11 (0)
- Saving Throws Str +3, Dex +10, Con +6, Int +14, Wis +10, Cha +3
- Skills Chakra Control +8, Deception +5, History +16, Illusions +7, Insight +7, Investigation +16, Ninshou +11, Perception +7
- Senses Passive Perception 17
Efficient Casting. Select two Moldings found in Ninjutsu Specialist Class.
Specialized Casting. Select one Jutsu you know, increase the save DC and damage die of the Jutsu by 1 for every 5 Levels you have.
What a Drag. All of your Jutsu are automatically upcasted by 1 Rank.
Shadow Assassin. If you have advantage on your attack, add 9 extra damage to the triggering attack.
Shadow Possession. Twice per encounter you can increase the DC of a Nara Jutsu you are casting by 2.
Master Tactician. As a bonus action you can give an ally you can see a d4 which can be added to any ability check, attack roll or saving throw they make.
Jutsu
Ninjutsu. +11 to hit, (Ninjutsu save DC 20)
D-Ranks (Cost 5): Shadow Imitation, Shadow Neck Binding, Silhouette Distraction, Shadow Possession, Substitution Technique
C-Ranks (Cost 9): Shadow Gathering, Shadow Imitiation Field, Shadow Sewing Needle
B-Ranks (Cost 14): Black Spider Lily
Genjutsu. +7 to hit, (Genjutsu save DC 16)
E-Ranks (Cost 2): Release
C-Ranks (Cost 9): Mental Barrier
Taijutsu. +7 to hit, (Taijutsu save DC 16)
D-Ranks (Cost 5): Kunai Assault, Kunai Barrage
Attacks
Multiattack. Shikamaru can make 2 melee attacks with his kunai or 3 ranged attacks with his shuriken.
Kunai. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shuriken. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Elite Action
Shikamaru may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (9)
When Shikamaru would roll any saving throw or ability check, he may roll an additional d4. He may roll any number of d4 he has remaining. He has a total number of d4 equal to his level per combat.
Hiruzen Sarutobi
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Using Hiruzen As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Hiruzen Sarutobi
Hiruzen
S-Rank, Medium Humanoid, Solo (4), Sarutobi, Iconic, Prof + 8
Level 14 (11,200 XP)
- Armor Class 22 (Studded Leather)
- Hit Points 764/458/229
- Chakra Points 764/458/229
- Speed 50 ft.
- Initiative 9
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 24 (+7) 18 (+4) 10 (0)
- Saving Throws Str +3, Dex +10, Con +3, Int +15, Wis +12, Cha +1
- Skills Athletics +16, Chakra Control +9, History +14, Illusions +11, Investigation +14, Martial Arts +9, Ninshou +21, Perception +11
- Condition Immunity Berserk, Charmed, Fear
- Senses Passive Perception 21
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Iconic Legacy. You have the blood of legends in your veins. You can learn any Hijutsu regardless of clan limitations.
Iconic Determination. You gain 7 additional Legendary Tenacity die.
God of Shinobi. All of your Jutsu are automatically upcasted by 1 Rank.
Professor. All jutsu with a nature release deal an additional die of damage.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Protector of the Will of Fire. Ninjutsu you cast ignore resistance to damage.
The Shinobi of Konoha. You learn 7 additional ninjutsu.
Strong Natures. When clashing with Ninjutsu of a superior element they do not have advantage on the check.
Jutsu
Ninjutsu. +16 to hit, (Ninjutsu save DC 25)
D-Ranks (Cost 5): Earth Flow River, Sensing Technique
C-Ranks (Cost 9): Adamantine Barrier, Fire Dragon Bullet, Earth Dragon Bullet, Shadow Clone Technique
B-Ranks (Cost 14): Earth-Style Wall, Great Flame Bomb, Kagura's Mind Eye, Shadow Shuriken Technique
A-Ranks (Cost 20): Uzumaki Break, Fire Storm
S-Ranks (Cost 25): Four Yang Formation, Reaper Death Seal, Summoning Technique
Taijutsu. +11 to hit, (Taijutsu save DC 20)
D-Ranks (Cost 5): Brace, Snake Constricting Grip
C-Ranks (Cost 9): Falling Heaven: Cross
A-Ranks (Cost 20): Falling Heaven: Execution
Attacks
Multiattack. Hiruzen can make 3 attacks.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Monster Shuriken. Ranged Weapon Attack: +11 to hit, range 40 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
Enma Staff. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Legendary Actions
Hiruzen 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. Hiruzen regains spent legendary actions at the start of his turn.
Attack. Hiruzen makes an attack or casts a jutsu.
Move. Hiruzen can move up to its speed if he is free to do so. This movement may trigger opportunity attacks and reactions as normal from your enemies
Command. Hiruzen commands Enma, granting him an additional action.
Legendary Tenacity (21)
When Hiruzen would roll any Saving throw, ability check or attack roll they may roll an additional d6. You may roll any number of d6 you have remaining. You have a total number of d6 equal to your level per combat
Enma
Enma
Medium Monkey, Proficiency + 8
Creature Level 20
- Armor Class 24
- Hit Points 224
- Chakra Points 203
- Speed 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 16 (+3) 12 (+1) 9 (-1)
- Saving Throws Str +15, Dex +12
- Skills Athletics, Acrobatics, Perception
- Attack Bonus: +14
- Save DC: 22
All Weapon Prof. You have proficiency with all melee weapons and when summoned you have any one melee weapon on your person.
Transform. You transform into the weapon that you or your summoner is currently carrying for your summoner to use. They have proficiency with your transformed state. Add +2 to their AC, weapon, taijutsu attacks, and damage rolls that use your transformed state.
Combination Force. When your summoner scores a hit with a melee attack, you can spend your reaction to take the attack action or cast a jutsu targeting the same creature.
Perfect Transform. You transform into the weapon that you or your summoner is currently carrying for your summoner to use. They have proficiency with your transformed state. Add +2 to their AC, weapon, taijutsu attacks, and damage rolls that use your transformed state. If you already have Transform, then you instead gain a +5 Bonus to attack and damage rolls.
Jutsu
Taijutsu. +14 to hit, (Taijutsu save DC 22)
A-Ranks (Cost 20): Monkey King's 10,000 Hairs, Monkey King's Fang, Monkey King's Tail
S-Ranks (Cost 25): Crescent Moon Crippling
Attacks
Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) slashing damage.
Edo Hashirama (Konoha Crush)
Edo Hashirama
S-Rank, Medium Humanoid, Elite, Senju, Iconic, Prof + 6
Level 12 (4,000 XP)
- Armor Class 26 (Shinobi Battle Armor)
- Hit Points 564
- Chakra Points 420
- Speed 60 ft.
- Initiative 5
STR DEX CON INT WIS CHA 18 (+4) 10 (0) 22 (+6) 14 (+2) 14 (+2) 10 (0)
- Saving Throws Str +11, Dex +7, Con +13, Int/Wis +3, Cha +1
- Skills Athletics +10, Chakra Control +18, Illusions +8, Ninshou +8
- Damage Resistance Non-Chakra Enhanced
- Damage Immunity Necrotic, Poison
- Condition Immunity Berserk, Charmed, Envenomed, Exhaustion, Fear, Poisoned
- Senses Passive Perception 12
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Iconic Prescence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Resistance. You are resistant to all damage unless it deals 24 damage in a single turn.
Mindless Will. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Genjutsu that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage
Everlasting. You regain 42 chakra at the start of your turns and you cannot be killed unless you are reduced to 0 by a jutsu with the Fuinjutsu keyword.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Wood Release. A creature restrained, grappled, or slowed or within an area of difficult terrain creature by a Senjutsu Hjutsu that you cast, cannot cast a jutsu with a chakra cost less than your level.
Suppression. A creature restrained, grappled, or slowed or within an area of difficult terrain creature by a Senjutsu Hjutsu that you cast, must make a Constitution (Chakra Control) check vs your Ninjutsu save DC. On a failed save, for the duration of their condition, they cannot mold chakra.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
D-Ranks (Cost 5): Foo Dog Heads, Piercing Bark, World of Trees
C-Ranks (Cost 9): Great Spear Tree, Hōbi Technique, Hotei Technique
B-Ranks (Cost 14): Wood Clone, Wood Dragon
A-Ranks (Cost 20): Mitotic Regeneration, Tree Blind Flourishing Burial
Taijutsu. +12 to hit, (Taijutsu save DC 21)
D-Ranks (Cost 5): Brace
C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter
Attacks
Multiattack. Hashirama can make 3 melee attacks with his kunai or 4 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Elite Action
You may take one Elite Action at the beginning or end of each round to either move or take an additional Action.
Elite Tenacity (12)
When Hashirama would roll any saving throw or ability check, he may roll an additional d4. He may roll any number of d4 he has remaining. He has a total number of d4 equal to his level per combat.
Edo Tobirama (Konoha Crush)
Edo Tobirama
S-Rank, Medium Humanoid, Elite, Senju, Iconic, Prof + 6
Level 12 (4,000 XP)
- Armor Class 24 (Reinforced Chunin Jacket)
- Hit Points 520
- Chakra Points 376
- Speed 60 ft.
- Initiative 8
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 18 (+4) 20 (+5) 14 (+2) 10 (0)
- Saving Throws Str +7, Dex +10, Con +11, Int +6, Wis +3, Cha +1
- Skills Acrobatics +9, Chakra Control +16, Illusions +8, Ninshou +11
- Damage Resistance Non-Chakra Enhanced
- Damage Immunity Necrotic, Poison
- Condition Immunity Berserk, Charmed, Envenomed, Exhaustion, Fear, Poisoned
- Senses Passive Perception 12
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Iconic Prescence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Resistance. You are resistant to all damage unless it deals 24 damage in a single turn.
Mindless Will. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Genjutsu that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage
Everlasting. You regain 37 chakra at the start of your turns and you cannot be killed unless you are reduced to 0 by a jutsu with the Fuinjutsu keyword.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Unstoppable Force. You always have advantage when clashing.
Crashing Waves. Increase the damage of jutsu with the Water Release keyword by 6 once per casting.
Jutsu
Ninjutsu. +13 to hit, (Ninjutsu save DC 22)
D-Ranks (Cost 5): Body Flicker, Sensing Technique, Starch Syrup Gun
C-Ranks (Cost 9): Shadow Clone Technique, Water Bullet, Water Trumpet
B-Ranks (Cost 14): Explosive Colliding Shockwave, Kagura's Mind Eye, Water Fang
A-Ranks (Cost 20): Water Dragon, Water Formation Wall, Water Severing Wave
Taijutsu. +11 to hit, (Taijutsu save DC 22)
B-Ranks (Cost 14): After Image Technique
Attacks
Multiattack. Tobirama can make 3 melee attacks with his kunai or 4 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Elite Action
You may take one Elite Action at the beginning or end of each round to either move or take an additional Action.
Elite Tenacity (12)
When Tobirama would roll any saving throw or ability check, he may roll an additional d4. He may roll any number of d4 he has remaining. He has a total number of d4 equal to his level per combat.
Wild West
Gamabunta
Gamabunta
Gargauntuan Toad, Proficiency + 9
Creature Level 20
- Armor Class 24
- Hit Points 183 (20d8 + 80)
- Chakra Points 204 (20d10 + 80)
- Speed 60 ft.
STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 18 (+4) 20 (+5) 12 (+1) 10 (0)
- Saving Throws Con +13, Int +14
- Skills Acrobatics +10, Athletics +16, History +14
- Senses Keen Sight
- Attack Bonus: +14
- Save DC: 22
Simple Weapon Prof. Gamabunta has proficiency with Simple weapons and when summoned you have any single Simple Melee weapon on your person.
Amphibious Boss. When Gamabunta would be apart of a Clash check of any type, he makes his Check at advantage.
Amphibious. Gamabunta breathe air and water.
Keen Sight. The toad has advantage on Wisdom (Perception) checks that rely on sight.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 22)
A-Ranks (Cost 20): Water Formation Wall, Water Severing Wave
Taijutsu. +14 to hit, (Taijutsu save DC 22)
A-Ranks (Cost 20): Shadow Rush
S-Ranks (Cost 25): Living Force
Attacks
Swallow. Gamabunta can swallow any creature currently grappled by his Tongue attack. A Swallowed target is no longer grappled, but instead blinded and restrained. It has total cover against other attacks outside the toad and takes 5d8 Acid damage at the start of each of the Gamabunta's turns.
Tanto. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 7) Piercing damage.
Tongue. Melee Weapon Attack: Reach 15ft., one target. Target creature must make a Strength saving throw being grappled and restrained on a failed save.)
Toad Oil. Ranged Weapon Attack: +16 to hit, range 60ft., one target. the creature is doused in toad oil. While doused in this oil if they would take Fire or Lightning damage, the oil would ignite with extreme volatility. Increase the damage die by 1 step.
Tsunade
TBD/Waiting For input
Using Tsunade As An Adversary
TBD/Waiting For input
OFFENSIVELY
Punch
DEFENSIVELY
Heal
Tsunade (Search for Tsunade)
Tsunade
S-Rank, Medium Humanoid, Solo (4), Senju, Iconic, Prof + 7
Level 13 (9400 XP)
- Armor Class 23 (Natural Armor)
- Hit Points 1167/700/350
- Chakra Points 858
- Speed 50 ft.
- Initiative 10
STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 20 (+5) 15 (+2) 12 (+1) 10 (0)
- Saving Throws Str +13, Dex +11, Con +13, Int +3, Wis +2, Cha +1
- Skills Athletics +19, Chakra Control +19, History +9, Insight +8, Intimidation +7, Investigation +9, Martial Arts +19, Medicine +19, Ninshou +9, Perception +8
- Senses Passive Perception 18
Iconic Power. Your damage cannot be reduced by any more than 5.
Iconic Strength. You gain advantage on Strength Saving throws.
Iconic Resistance. You are resistant to all damage unless it deals an amount equal to twice your level in a single turn.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Critical Defense. Critical hits made against you count as normal hits unless you are already bloodied.
Impenetrable. You are resistant to all non-ninJutsu or genjutsu damage.
Built Different. You gain Advantage on constitution saving throws
Sacred Body. You may use Constitution as your Medicine Ability Modifier.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
C-Ranks (Cost 9): Restorative
B-Ranks (Cost 14): Strength of 100
A-Ranks (Cost 20): Regenerate
S-Ranks (Cost 25): Creation Rebirth: Strength Of 1000, Summoning Technique, Healing Hands
Taijutsu. +14 to hit, (Taijutsu save DC 23)
C-Ranks (Cost 9): Fist Slam, Leaf Great Flash
B-Ranks (Cost 14): Whirlwind Death Drop, Heavenly Foot Of Pain, Quaking Leg, Reverse Guard
A-Ranks (Cost 20): Iron Guard, Piston Fist
S-Ranks (Cost 25): Cherry Blossom Impact
Attacks
Multiattack. You can make 3 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Legendary Actions
Tsunade 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. Tsunade regains spent legendary actions at the start of their turn.
Attack. Tsunade makes an attack or casts a jutsu.
Move. Tsunade can move up to its speed if she is free to do so. This movement may trigger opportunity attacks and reactions as normal from your enemies
Defend. Tsunade can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (3/Day)
If Tsunade fails a saving throw, they can choose to succeed instead.
Katsuyu
Katsuyu
Gargauntuan Slug, Proficiency + 9
Creature Level 20
- Armor Class 24
- Hit Points 223 (20d8 + 120)
- Chakra Points 203 (20d10 + 120)
- Speed 60 ft.
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 22 (+6) 22 (+6) 17 (+3) 14 (+2)
- Saving Throws Wis +12, Int +15
- Skills History +10, Stealth +16, Medicine +10
- Senses Tremor Sense 20 ft.
- Attack Bonus: +15
- Save DC: 22
- Damage Resistance Slashing, Piercing
Impeccable Memory. When a creature that Katsuyu can see, casts a Jutsu. Make an Intelligence (History) Check vs the Jutsu’s Save DC. On a success, Katsuyu knows the jutsu being used and all of its effects and can relay it back to your summoner.
Quick Hibernation. Katsuyu can regain a number of chakra points equal to her summoners Level when they takea short rest. She can regain chakra points this way twice per long rest.
Hard to Kill. If Katsuyu has her hit points reduced to 0, she explodes into 8 C-Rank Slugs. These C Rank Slugs are all actually pieces of the original Slug. Each of these C-Rank Slugs carry 1/8th (Rounded Down) of the Katsuyu's Maximum Hit points. These Slugs can communicate telepathically across 100 miles, and can remain separated until the Katsuyu is unsummoned.
Amphibious. Katsuyu breathe air and water.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 22)
A-Ranks (Cost 20): Kagura's Mind Eye, Healing Wave, Regenerate
S-Ranks (Cost 25): Heal
Attacks
Acid Spray. Ranged Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 11 (2d8 + 1) Acid damage.
Kurenai Yūhi
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Using Kurenai As An Adversary
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OFFENSIVELY
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DEFENSIVELY
This is is just placeholder text used to space out the formatting, pay no attention to it. This is is just placeholder text used to space out the formatting, pay no attention to it. This is is just placeholder text used to space out the formatting, pay no attention to it. This is is just placeholder text used to space out the formatting, pay no attention to it. This is is just placeholder text used to space out the formatting, pay no attention to it.
Kurenai Yūhi
Kurenai
B-Rank, Medium Humanoid, Elite, Yūhi, Caster, Prof + 6
Level 10 (2500 XP)
- Armor Class 17 (Chunin Jacket)
- Hit Points 112
- Chakra Points 286
- Speed 30 ft.
- Initiative 6
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 16 (+3) 18 (+4) 20 (+5) 13 (+1)
- Saving Throws Str +2, Dex +4, Con +6, Int +13, Wis +14, Cha +10
- Skills Chakra Control +9, Deception +7, Illusions +11, Insight +11, Perception +11, Persuasion +7, Stealth +7
- Senses Passive Perception 21
Efficient Casting. Select two Moldings found in either the Kurama clan or the Ninjutsu Specialist Class.
Specialized Casting. Select one Jutsu Kurenai knows, increase the save DC and damage die of the Jutsu by 1 for every 5 Levels she has.
Potent Casting. Twice per combat, Kurenai may maximize the damage one jutsu she casts deals.
Genjutsu Resistance. Kurenai has advantage on saving throws against Genjutsu.
Cunning Action. Kurenai can dash, disengage, or hide as a bonus action.
Enhanced Genjutsu. Twice per encounter when a target rolls a saving throw against a Genjutsu Kurenai casts, she can use as a reaction give them disadvantage on the saving throw.
Layered Genjutsu. When a creature under the effects of your Genjutsu succeeds a saving throw Kurenai can use her reaction to cast a second Genjutsu on the same creature.
Jutsu
Genjutsu. +11 to hit, (Genjutsu save DC 20)
E-Ranks (Cost 2): Release
D-Ranks (Cost 5): Charming Dissonance, Doubled Pain, Imperfect Silence, Ineptitude
C-Ranks (Cost 9): Flower Petal Escape, Genjutsu Break, Mind Thrust, Thought Shield
B-Ranks (Cost 14): Effortless Paralysis, Enemies Abound, Eyes Of Truth, Unrelenting Pain
Attacks
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Bludgeoning damage.
Shuriken. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 3 (1d4 + 1) Slashing damage.
Elite Action
Kurenai may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (10)
When Kurenai would roll any Saving throw, she may roll an additional d4. Kurenai may roll any number of d4 she has remaining. Kurenai has a total number of d4 equal to her level per combat.
Kabuto Yakushi
TBD/Waiting For input
Using Kabuto As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Kabuto Yakushi (Search for Tsunade)
Kabuto Yakushi
A-Rank, Medium Humanoid, Solo (4), Sound, Generalist, Prof + 6
Level 11 (6,400 XP)
- Armor Class 22 (Studded Leather)
- Hit Points 424/254/127
- Chakra Points 424/254/127
- Speed 30 ft.
- Initiative 10
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 17 (+3) 20 (+5) 14 (+2) 10 (0)
- Saving Throws Str -2, Dex +7, Con +7, Int +9, Wis +6, Cha -2
- Skills Chakra Control +15, Deception +6, History +11, Illusions +8, Insight +8, Investigation +11, Medicine +14, Ninshou +11, Perception +14, Stealth +9
- Damage Immunity Poison
- Condition Immunity Poisoned
- Senses Passive Perception 24
Light-Footed. You can Disengage or Dash as a bonus action. When an enemy moves adjacent to you, you can spend your reaction to move away up to half your speed.
Hard to Hit. When you are standing and unrestained, attacks against you have disadvantage unless you are adjacent to two or more enemies.
Superior Ability. When you would make a saving throw vs any hostile jutsu or feature, you may add 1d8 to the saving throw. You may only do this once per round.
Advanced Study. Kabuto knows jutsu up to 1 rank higher than his current limitations.
Regeneration. Kabuto regains 25 hit points at the start of his turn. This regeneration stops for 1 turn if he is hit by force damage or you is reduced to 0 hit points.
Orichimaru Training. You gain an additional saving throw proficiency of your choice.
Chakra Siphon. When Kabuto deals damage to with an unarmed attack he can instead reduce their chakra by the damage dealt. He regains the result as hit points.
Jutsu
Ninjutsu. +12 to hit, (Ninjutsu save DC 21)
D-Ranks (Cost 5): Yin Healing Wound Destruction, Healing Hands, Mole Movement, Headhunter Technique
C-Ranks (Cost 9): Restorative, Chakra Dispel, Chakra Needles
B-Ranks (Cost 14): Dead Heartbeat Technique, Body Pathway Derangement
A-Ranks (Cost 20): Regenerate, Healing Wave, Summoning Technique (Snake)
Taijutsu. +10 to hit, (Taijutsu save DC 19)
D-Ranks (Cost 5): Brace
Attacks
Multiattack. Kabuto can make 3 melee attacks or 4 ranged attacks with his kunai.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.
Chakra Scalpel. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 3) force damage.
Kunai. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Legendary Actions
Kabuto 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. Kabuto regains spent legendary actions at the start of his turn.
Attack. Kabuto casts a jutsu that deals damage.
Move. Kabuto can move up to his speed if it is free to do so. This movement does not trigger opportunity attacks.
Defend. Kabuto can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (4/Day)
If Kabuto fails a saving throw, he can choose to succeed instead.
Neji Hyūga (Sasuke Retrieval Arc)
Neji Hyūga
A-Rank, Medium Humanoid, Elite, Hyūga, Iconic/Striker, Prof + 5
Level 9 (2000 XP)
- Armor Class 23 (Studded Leather)
- Hit Points 240
- Chakra Points 240
- Speed 50 ft.
- Initiative 9
STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 16 (+3) 13 (+1) 15 (+2) 12 (+1)
- Saving Throws Dex +11, Con +9, Wis +8
- Skills Acrobatics +10, Athletics +6, Chakra Control +8, Illusions +7, Insight +7, Martial Arts +6, Perception +7
- Condition Immunity Charmed, Fear
- Senses Chakra Sight 500ft., Passive Perception 17
Iconic Determination. Neji gains 5 additional Elite Tenacity die.
Savage Flurry. As a bonus action after taking the attack acton, make two unarmed strikes as a bonus action.
Prodigy. Neji knows jutsu up to 1 rank higher than his current limitations.
Uncaged Bird. All of Neji's jutsu are automatically upcasted by 1 Rank and have their Save DC is increased by 1. (Inluded in the calculation)
Gentle Fist. Your unarmed strikes do chakra damage instead of hit points. If they have 0 chakra you deal double hit point damage.
Byakugan Sight. You have 500 feet of Chakra sight that can see through 10 ft thick walls, and can avert your gaze without penalty.
Jutsu
Taijutsu. +11 to hit, (Taijutsu save DC 21)
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle
C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm Rotation, One-Body Blow
B-Ranks (Cost 14): 8-Trigrams 64 Palms, 8-Trigrams 64 Palms Defense
A-Ranks (Cost 20): 8-Trigrams 128 Palms
Attacks
Multiattack. Neji can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) chakra enhanced bludgeoning damage.
Shuriken. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 8 (1d4 + 5) slashing damage.
Elite Action
Neji may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (14)
When Neji would roll any Saving throw, he may roll an additional d4. Neji may roll any number of d4 he has remaining. Neji has a total number of d4 equal to his level per combat.
Neji Hyūga (Kazekage Rescue Mission)
Neji Hyūga
A-Rank, Medium Humanoid, Elite, Hyūga, Iconic/Striker, Prof + 6
Level 11 (3200 XP)
- Armor Class 24 (Studded Leather)
- Hit Points 288
- Chakra Points 288
- Speed 50 ft.
- Initiative 10
STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 16 (+3) 13 (+1) 15 (+2) 13 (+1)
- Saving Throws Dex +12, Con +10, Wis +9
- Skills Acrobatics +17, Athletics +7, Chakra Control +9, Illusions +8, Insight +8, Martial Arts +7, Perception +8
- Condition Immunity Charmed, Fear
- Senses Chakra Sight 500ft., Passive Perception 18
Iconic Determination. Neji gains 6 additional Elite Tenacity die.
Savage Flurry. As a bonus action after taking the attack acton, make two unarmed strikes as a bonus action.
Iconic Power. Neji's damage cannot be reduced by any more than 5.
Prodigy. Neji knows jutsu up to 1 rank higher than his current limitations.
Uncaged Bird. All of Neji's jutsu are automatically upcasted by 1 Rank and have their Save DC is increased by 1. (Inluded in the calculation)
Gentle Fist. Your unarmed strikes do chakra damage instead of hit points. If they have 0 chakra you deal double hit point damage.
Byakugan Sight. You have 500 feet of Chakra sight that can see through 10 ft thick walls, and can avert your gaze without penalty.
Jutsu
Taijutsu. +12 to hit, (Taijutsu save DC 22)
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle, Vacuum Palm
C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm Rotation, One-Body Blow, Vacuum Palm Wall
B-Ranks (Cost 14): 8-Trigrams 64 Palms, 8-Trigrams 64 Palms Defense
A-Ranks (Cost 20): 8-Trigrams 128 Palms
Attacks
Multiattack. Neji can make 3 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) chakra enhanced bludgeoning damage.
Shuriken. Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 8 (1d4 + 5) slashing damage.
Elite Action
Neji may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (17)
When Neji would roll any Saving throw, he may roll an additional d4. Neji may roll any number of d4 he has remaining. Neji has a total number of d4 equal to his level per combat.
Temari (Kazekage Rescue Mission)
Temari
A-Rank, Medium Humanoid, Elite, Jiton, Iconic/Caster/Generalist, Prof + 6
Level 11 (3200 XP)
- Armor Class 22 (Studded Leather + Blocking)
- Hit Points 308
- Chakra Points 308
- Speed 50 ft.
- Initiative 7
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 19 (+4) 20 (+5) 13 (+1) 11 (0)
- Saving Throws Str +2, Dex +9, Con +11, Int +12, Wis +2, Cha +1
- Skills Acrobatics +8, Athletics +7, Chakra Control +16, History +11, Insight +7, Ninshou +11, Perception +7, Sleight of Hand +8, Stealth +8
- Senses Passive Perception 17
Efficient Casting. Select two Moldings found in Ninjutsu Specialist Class.
Hard to Hit. When Temari is standing and unrestained, attacks against her have disadvantage unless she is adjacent to two or more enemies.
Iconic Power. Temari's damage cannot be reduced by any more than 5.
Advanced Study. Temari knows jutsu up to 1 rank higher than her current limitations.
Enhanced Wind Release. Temari deals an additional die of damage with jutsu with Ninjutsu with the Wind Release Keyword.
Swirling Currents. When Temari would be targeted with a weapon attack or bukijutsu, she can increase her AC by 1d8 or when you would make a saving throw against a Bukijutsu, she gains advantage on the saving throw.
Tempest. You cannot have disadvantage on clashing when you cast a Ninjutsu with the Wind Release Keyword and the DC to dispel, counter, or negate your jutsu is increased by 3.
Jutsu
Ninjutsu. +12 to hit, (Ninjutsu save DC 21)
D-Ranks (Cost 5): Blurring Wind, Buffeting Airwaves, Dust Wind, Supporting Gale, Zephyr Strike
C-Ranks (Cost 9): 1,000 Blades of Wind, Sickle Weasel, Rotating Ferocious Wind, Vacuum Shield
B-Ranks (Cost 14): Backlash, Great Sickle Weasel, Multilayered Gale
A-Ranks (Cost 20): Vacuum Wall
Attacks
Multiattack. Temari can make 2 melee attacks with their Katana or 3 ranged attacks with her shuriken.
Giant Folding Fan. Melee Weapon Attack: Hit: +9 to hit, 7 (1d8 + 2) Bludgeoning damage. (Versatile. 8 [1d10 + 2])
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) Bludgeoning damage.
Shuriken. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) Slashing damage.
Elite Action
Temari may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (11)
When Temari would roll any Saving throw, she may roll an additional d4. She may roll any number of d4 she has remaining. She has a total number of d4 equal to her level per combat.
Sasori
Sasori is a puppet user from Sunagakure and is a member of the Akatsuki. Also know as "Sasori of the Red Sand," he had a collection of hundreds of puppets at his disposal. Sasori stays inside his puppet Hiruko, while in public and very few people know that this is not his real body. Sasori laces all his weapons with has special poison. This potent substance renders the opponent dead within 3 days. Inside Hiruko, Sasori pulls the strings of enemies and allies the same.
Using Sasori As An Adversary
Sasori is an impatient, but tactical fighter; he quickly dispatches his opponents with his deadly poison to add them to his collection.
OFFENSIVELY
When playing with Sasori offensively, he will dish out powerful strikes with his poison tipped tail. 4 more sentences.
DEFENSIVELY
TBD
Phase 1
TBD
Phase 2
TBD A description while entering Phase 2 is important for immersion and to build tension, come up with your own flavor text, or feel free to use this. The puppet shatters, shrapnel exploding in all directions. A young man with red hair and a black cloak jumps out from the wreckage. He pulls out a scroll, and summons a puppet. The puppet is wearing a rugged brown coat. The puppet seems to be floating, no chakra threads are visible. This puppet seems unusual, more alive.
Phase 3
TBD A description while entering Phase 3 is important for immersion and to build tension, come up with your own flavor text, or feel free to use this. The man stands emotionless, his eyes unfaltering. He rips off his cloak to reveal an imbedded container. Metal blades protrude out from his back like mantis wings.
Sasori
Sasori (Phase 1)
Medium Construct, Solo (4), Akatsuki, Iconic, Prof + 8
Level 17 (18000 XP)
- Armor Class 30 (Hiruko)
- Hit Points 228
- Chakra Points 228
- Speed 50 ft.
- Initiative 10
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 25 (+7) 20 (+5) 14 (+2) 8 (-1)
- Saving Throws Str +15, Dex +5, Con +19, Int +19, Wis +19, Cha +19
- Skills Acrobatics +12, Athletics +9, Chakra Control +23, Crafting + 21, Deception +9, Insight +9, Intimidation +7, Martial Arts +12, Ninshou +13, Perception +10
- Damage Resistance Acid, Non-Chakra enhanced Bludgeoning, Piercing, and Slashing, Necrotic
- Damage Immunity Poison, Psychic
- Condition Immunity Bleeding, Charmed, Exhaustion, Fear, Poisoned
- Senses Darkvision 60 ft., Passive Perception 20
Iconic Determination. You gain additional you gain 3 additional uses of Legendary Resistance.
Iconic Presence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Power. Your damage cannot be reduced by any more than 5.
Critical Defense. Critical hits made against you count as normal hits unless you are already bloodied.
Life Eater. When you deal damage that reduces a creature to 0 hit points, that creature cannot be revived by any means.
Indominable. You are immune to any effects that would alter your mind or will.
Artificial Endurance. When you would make an Intelligence, Wisdom, or Charisma Saving throw you instead use Constitution.
Augmented Physicality. You cannot make a Strength or Constitution saving throw at disadvantage.
Constructed Power. You cast Ninjutsu and Genjutsu using your Constitution Ability score.
Jutsu
Ninjutsu. +20 to hit, (Ninjutsu save DC 29)
C-Ranks (Cost 9): Restorative
A-Ranks (Cost 20): Regenerate
S-Ranks (Cost 25): Earth Clone
Genjutsu. +20 to hit, (Ninjutsu save DC 29)
B-Ranks (Cost 11): Memory Domination
Taijutsu. +16 to hit, (Taijutsu save DC 26)
D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Afterglow, Mikiri Counter, Heavenly Punishment
B-Ranks (Cost 14): Combo Vault, Counter-Strike
A-Ranks (Cost 20): Chasing Fang, Debilitating Needles, Prepared Needle Shot, Poisoned Senbon Barrage, Reversal, Senbon Bombardment, Shinobi Cross
S-Ranks (Cost 25): 1 Strike Piercing Blow, Whirlwind Strike
Attacks
Multiattack. Sasori can make 2 melee attacks or 3 ranged attacks with his Senbon.
Scorpion Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 4) piercing damage plus 20 (4d10) poison damage.
Posioned Senbon. Ranged Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 12 (5d4) poison damage.
Legendary Actions
Sasori can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Sasori regains spent legendary actions at the start of their turn.
Malice (Costs 3 Actions.) Sasori attempts to inflict you with pure Malice. Make a melee or ranged taijutsu attack (60 feet). On a hit, the creature must succeed a DC 25 Constitution saving throw ignoring resistance or immunity. On a failed save the affected creature becomes unconscious for 72 hours, and immediately dies at the end of the duration. This poison can be nullified by a Jutsu of no less than S-Rank.
Move. Sasori 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
Attack. Sasori makes an attack with his Scorpion Tail.
Legendary Resistance (6/Day)
If Sasori fails a saving throw, he can choose to succeed instead.
Sasori (Phase 2)
Medium Construct, Solo (4), Akatsuki, Iconic, Prof + 8
Level 17 (18000 XP)
- Armor Class 27 (Chunin Jacket)
- Hit Points 253
- Chakra Points 253
- Speed 50 ft.
- Initiative 11
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 25 (+7) 20 (+5) 14 (+2) 8 (-1)
- Saving Throws Str +5, Dex +15, Con +19, Int +19, Wis +19, Cha +19
- Skills Acrobatics +12, Athletics +9, Chakra Control +23, Crafting + 21, Deception +9, Insight +9, Intimidation +7, Martial Arts +9, Ninshou +13, Perception +10
- Damage Resistance Acid, Necrotic
- Damage Immunity Poison, Psychic
- Condition Immunity Charmed, Exhaustion, Fear, Poisoned
- Senses Darkvision 60 ft., Passive Perception 20
Iconic Determination. You gain additional you gain 3 additional uses of Legendary Resistance.
Iconic Presence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Power. Your damage cannot be reduced by any more than 5.
Impenetrable. You are resistant to all non-ninJutsu or genjutsu damage.
Tactics. While within 10 feet of an allied creature, you may forgo your action to give them an additional action on their turn.
Indominable. You are immune to any effects that would alter your mind or will.
Artificial Endurance. When you would make an Intelligence, Wisdom, or Charisma Saving throw you instead use Constitution.
Augmented Physicality. You cannot make a Strength or Constitution saving throw at disadvantage.
Constructed Power. You cast Ninjutsu and Genjutsu using your Constitution Ability score.
Jutsu
Ninjutsu. +20 to hit, (Ninjutsu save DC 29)
C-Ranks (Cost 9): Restorative
A-Ranks (Cost 20): Regenerate
S-Ranks (Cost 25): Earth Clone
Genjutsu. +20 to hit, (Ninjutsu save DC 29)
B-Ranks (Cost 14): Memory Domination
Taijutsu. +16 to hit, (Taijutsu save DC 26)
D-Ranks (Cost 5): Brace, Leaf Gale, Praying Strike
C-Ranks (Cost 9): Adamantine Acala, Early Sacrifice, Intersection Counter, Whirlwind Death Drop
B-Ranks (Cost 14): After Image Technique, Incursion of Clarity, Owl Drop, Reverse Guard
A-Ranks (Cost 20): Magnum Knuckle
S-Ranks (Cost 25): Brace, Reverse Guard
Attacks
Multiattack. Sasori can make 2 melee attacks or 3 ranged attacks with his Senbon.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.
Posioned Senbon. Ranged Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 12 (5d4) poison damage.
Legendary Actions
Sasori can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Sasori regains spent legendary actions at the start of their turn.
Malice (Costs 3 Actions.) Sasori attempts to inflict you with pure Malice. Make a melee or ranged taijutsu attack (60 feet). On a hit, the creature must succeed a DC 25 Constitution saving throw ignoring resistance or immunity. On a failed save the affected creature becomes unconscious for 72 hours, and immediately dies at the end of the duration. This poison can be nullified by a Jutsu of no less than S-Rank.
Move. Sasori 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.
Command. Sasori commands one of his controlled creatures, granting them an action.
Legendary Resistance (6/Day)
If Sasori fails a saving throw, he can choose to succeed instead.
Sasori (Phase 3)
Medium Construct, Solo (4), Akatsuki, Iconic, Prof + 8
Level 17 (18000 XP)
- Armor Class 27 (Chunin Jacket)
- Hit Points 218
- Chakra Points 218
- Speed 50 ft.
- Initiative 11
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 25 (+7) 20 (+5) 14 (+2) 8 (-1)
- Saving Throws Str +5, Dex +15, Con +19, Int +19, Wis +19, Cha +19
- Skills Acrobatics +12, Athletics +9, Chakra Control +23, Crafting + 21, Deception +9, Insight +9, Intimidation +7, Martial Arts +9, Ninshou +13, Perception +10
- Damage Resistance Acid, Necrotic
- Damage Immunity Poison, Psychic
- Condition Immunity Charmed, Exhaustion, Fear, Poisoned
- Senses Darkvision 60 ft., Passive Perception 20
Iconic Determination. You gain additional you gain 3 additional uses of Legendary Resistance.
Iconic Presence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Power. Your damage cannot be reduced by any more than 5.
Immortal. Sasori cannot be killed unless he is reduced to 0 hit points by an attack, jutsu or art that directly targets his core, his core has 1 hit point, and is counted as being in three-quarters cover.
Blood Frenzy. You have advantage on melee attack rolls against any creature that has 50% or less hit points.
Indominable. You are immune to any effects that would alter your mind or will.
Artificial Endurance. When you would make an Intelligence, Wisdom, or Charisma Saving throw you instead use Constitution.
Augmented Physicality. You cannot make a Strength or Constitution saving throw at disadvantage.
Constructed Power. You cast Ninjutsu and Genjutsu using your Constitution Ability score.
Jutsu
Ninjutsu. +20 to hit, (Ninjutsu save DC 29)
C-Ranks (Cost 9): Restorative
A-Ranks (Cost 20): Regenerate
S-Ranks (Cost 25): Earth Clone
Genjutsu. +20 to hit, (Ninjutsu save DC 29)
B-Ranks (Cost 14): Memory Domination
Taijutsu. +16 to hit, (Taijutsu save DC 26)
D-Ranks (Cost 5): Brace, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Front Beheading, Mikiri Counter
B-Ranks (Cost 14): After Image Technique, Combo Vault, Ichimonji, Incursion of Clarity, Reverse Guard
A-Ranks (Cost 20): Shinobi Cross
S-Ranks (Cost 25): Brace, Reverse Guard, Quick Draw, Whirlwind Strike
Attacks
Multiattack. Sasori can make 3 melee attacks or two ranged attacks.
Mantis Blades. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage plus 14 (3d8) poison damage.
Fire Ray. Ranged Ninjutsu Attack: +19 to hit, range 120 ft., one target. Hit: 26 (4d12) fire damage.
Water Jet. Ranged Ninjutsu Attack: +19 to hit, range 120 ft., one target. Hit: 22 (5d8) cold damage.
Legendary Actions
Sasori can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Sasori regains spent legendary actions at the start of their turn.
Malice (Costs 3 Actions.) Sasori attempts to inflict you with pure Malice. Make a melee or ranged taijutsu attack (60 feet). On a hit, the creature must succeed a DC 25 Constitution saving throw ignoring resistance or immunity. On a failed save the affected creature becomes unconscious for 72 hours, and immediately dies at the end of the duration. This poison can be nullified by a Jutsu of no less than S-Rank.
Command. Sasori commands one of his controlled creatures, granting them an action.
Attack. Sasori makes a weapon attack.
Legendary Resistance (6/Day)
If Sasori fails a saving throw, he can choose to succeed instead.
The 3rd Kazekage Puppet
Medium Contruct, Elite, Jiton, Scout, Prof + 7
Level 15 (7000 XP)
- Armor Class 24 (Chunin Jacket)
- Hit Points 385
- Chakra Points 385
- Speed 30 ft.
- Initiative 10
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 21 (+5) 10 (0) 10 (0) 10 (0)
- Saving Throws Str +11, Dex +11, Con +11, Int +11, Wis +11, Cha +11
- Skills Acrobatics +12, Athletics +12, Chakra Control +12, Martial Arts +12, Ninshou +7, Perception +7
- Damage Resistance Acid
- Damage Immunity Poison, Psychic, Necrotic, Metal Weapons
- Condition Immunity Bleeding, Burned, Charmed Exhaustion, Fear, Poisoned, Shocked
- Senses Passive Perception 17
Light-Footed. You can Disengage or Dash as a bonus action. When an enemy moves adjacent to you, you can spend your reaction to move away up to half your speed.
Hard to Hit. When you are standing and unrestained, attacks against you have disadvantage unless you are adjacent to two or more enemies.
Superior Ability. When you would make a saving throw vs any hostile jutsu or feature, you may add 1d8 to the saving throw. You may only do this once per round.
Agile. You have advantage on Dexterity saving throws.
Genjutsu Resistance. You have advantage on saving throws against Genjutsu.
Immutable Form. You are immune to any Jutsu or effect that would alter your form.
Artificial Endurance. When you would make an Intelligence, Wisdom, or Charisma Saving throw you instead use Constitution.
Constructed Fortitude. You gain immunity to the Poisoned, Bleeding, Burned, Shocked, or Exhausted Conditions. Additionally, you cannot cast jutsu that would give you exhaustion.
Constructed Power. You cast Ninjutsu and Genjutsu using your Constitution Ability score.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
D-Ranks (Cost 5): Dust Particle Drizzle
C-Ranks (Cost 9): Dust Wings, Sand Coffin Binding, Sandstorm, Magnet Wave
B-Ranks (Cost 14): Magnetic Dust Fist, Imperial Dust Funeral, Dust Particle Drizzle, Magnetic Polarization
A-Ranks (Cost 20): Death Cloud, Dust Particle World, Iron Sand Gathering Assult, Needle Sand Sphere, Sealing Dust Sphere,
Taijutsu. +14 to hit, (Taijutsu save DC 23)
C-Ranks (Cost 9): A Thousand Handed Slam
B-Ranks (Cost 14): Amputation Punishment
Attacks
Multiattack. The 3rd Kazakge can make 3 melee attacks.
Serrated Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (1d6 + 5) slashing damage plus 11 (5d6) poison damage.
Buzzsaw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage plus 14 (3d8) poison damage.
Battle Wire. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 9 (1d4 + 5) slashing damage plus 12 (5d4) poison damage.
Elite Action
The 3rd Kazekage may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (15)
When The 3rd Kazekage would roll any Saving throw, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Perfomance of 100 Puppets
Gargantuan Contruct, Elite, Swarm, Striker, Prof + 8
Level 16 (8000 XP)
- Armor Class 24 (Chunin Jackets)
- Hit Points 473
- Chakra Points 349
- Speed 45 ft.
- Initiative 11
STR DEX CON INT WIS CHA 29 (+9) 20 (+5) 21 (+5) 10 (0) 10 (0) 10 (0)
- Saving Throws Str +17, Dex +13, Con +13, Int +13 Wis +13, Cha +13
- Skills Acrobatics +13, Athletics +17, Chakra Control +13, Martial Arts +17, Perception +8
- Damage Resistance Acid, Slashing, Piercing
- Damage Immunity Poison, Psychic, Necrotic
- Condition Immunity Bleeding, Burned, Charmed Exhaustion, Fear, Poisoned, Shocked
- Senses Passive Perception 18
Cleave. You can attack two adjacent targets that are within reach, dealing full damage to each.
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Blodfury. When you are bloodied, you become enraged; -2 AC and +2 attack.
Chakra Weapons. Your weapon attacks are Chakra Based.
Freedom of Movement. You ignore difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from Jutsu based restraints or being grappled.
Hover. You can hover in one spot in the air for 6 second before you need to move.
Artificial Endurance. When you would make an Intelligence, Wisdom, or Charisma Saving throw you instead use Constitution.
Constructed Fortitude. You gain immunity to the Poisoned, Bleeding, Burned, Shocked, or Exhausted Conditions. Additionally, you cannot cast jutsu that would give you exhaustion.
Constructed Strength. Your Strength Ability score increases by an amount equal to your Proficiency bonus.
Jutsu
Taijutsu. +20 to hit, (Taijutsu save DC 28)
D-Ranks (Cost 5): Weapon Break, Weapon Deflect
C-Ranks (Cost 9): Blunt Force Connection, Falling Blade, Front Beheading, Heaven Cutter, Heavenly Punishment, Mikiri Counter, Murderous Stabbing Link, Shockwave Slash
B-Ranks (Cost 14): 1 Strike Piercing Blow, Whirlwind Strike
A-Ranks (Cost 20): Crescent Moon Dance, Eclipsed Sun Impacts, Monkey King's Fang, Reversal
Attacks
Multiattack. The Puppets can make 4 melee attacks.
Katana. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 14 (1d8 + 9) slashing damage plus 18 (4d8) poison damage.
Slam. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 9) bludgeoning damage.
Spear. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 13 (1d6 + 9) slashing damage plus 18 (5d6) poison damage.
Elite Action
The Puppets may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (16)
When The Puppets would roll any Saving throw, they may roll an additional d4. They may roll any number of d4 you have remaining. They have a total number of d4 equal to your level per combat.
Yugito Nii
Using Yugito As An Adversary
TBD
OFFENSIVELY
TBD
DEFENSIVELY
TBD
Phase 1
TBD
Phase 2
TBD
Phase 3
TBD
Yugito Nii
Yugito Nii (Phase 1)
S-Rank, Medium Humanoid, Solo (4), Jinchūriki, Iconic, Prof + 7
Level 15 (14,000 XP)
- Armor Class 29 (Studded Leather)
- Hit Points 589
- Chakra Points 589
- Twisted Chakra Points 37
- Speed 60 ft.
- Initiative 16
STR DEX CON INT WIS CHA 19 (+4) 29 (+9) 21 (+5) 16 (+3) 12 (+1) 10 (0)
- Saving Throws Str +12, Dex +17, Con +13
- Skills Acrobatics +23, Athletics +18, Chakra Control +19, Insight +8, Intimidation +7, Investigation +10, Martial Arts +11, Ninshou +10, Perception +8,Sleight of Hand +16, Stealth +16, Survival +8
- Damage Resistance Fire
- Damage Immunity
- Condition Immunity Berserk, Burned, Charmed, Exhaustion, Fear, Weakened
- Senses Passive Perception 18, Darkvision 30 ft., Keen Sight and Smell
Iconic Power. Yugito's damage cannot be reduced by any more than 5.
Iconic Determination. Yugito gains 3 additional uses of Legendary Resistance.
Iconic Presence. Yugito is immune to Charisma based Skill Checks and affects. Additionally, she cannot be charmed or controlled by other creatures.
Aura: Oppressive Chakra. Any creature within 10ft of you cannot cast a jutsu that has a cost lower than your level.
Brutal Brawler. Melee attacks score a critical hit on a roll of 19-20 and deal 1 additional die of damage.
Freedom of Movement. You ignore difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from Jutsu based restraints or being grappled.
The Beast Within. Yugito can expend 5 twisted chakra to end a Genjutsu effect she is under.
Boundless Stamina. Yugito is immune to the exhaustion condition. If a jutsu or feature she has would give you exhaustion she does not gain it.
Primal Power. Ninjutsu or Arts that use twisted chakra cannot be dispelled, countered or negated.
Dormant Beast. Yugito can tap into the dormant powers of her Sealed beast. Her unarmed damage die is increased by 1 step and her STR and DEX are increased by +4.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
D-Ranks (Cost 5): Absorb Heat, Blue Fire
C-Ranks (Cost 9): Heated Sight, Dragon Flame Bombs
B-Ranks (Cost 14): Great Flame Bomb
A-Ranks (Cost 20): Fire Devastation, Mouse Hairball (Fire Dragon Bullet)
Taijutsu. +18 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): Bestial Fury Kick, Brace, Rising Dragon
C-Ranks (Cost 9): Adamantine Acala, Intersection Counter
B-Ranks (Cost 14): Avalanche Dance, Machine Gun Punch
A-Ranks (Cost 20): Iron Guard, World Breaker
Attacks
Multiattack. Yugito can make 4 claw or kunai attacks.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Kunai. Ranged Weapon Attack: +18 to hit, range 60 ft., one target. Hit: 11 (1d4 + 9) piercing damage.
Legendary Actions
Yugito 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. Yugito regains spent legendary actions at the start of her turn.
Attack. Yugito is able to make one Claw attack or cast a Jutsu.
Move. Yugito can move up to her movement speed if she is free to do so. This movement does not provoke opportunity attacks.
Dodge. Yugito can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (8/Day)
If Yugito fails a saving throw, she can choose to succeed instead.
Yugito Nii
Yugito Nii (Phase 2)
S-Rank, Medium Humanoid, Solo (4), Jinchūriki, Iconic, Prof + 7
Level 15 (14,000 XP)
- Armor Class 29 (Studded Leather)
- Hit Points 294
- Temporary Hit Points 175
- Chakra Points 294
- Twisted Chakra Points 112
- Speed 60 ft.
- Initiative 16
STR DEX CON INT WIS CHA 19 (+4) 29 (+9) 21 (+5) 16 (+3) 12 (+1) 10 (0)
- Saving Throws Str +15, Dex +20, Con +16, Int +6, Wis +4, Cha +3
- Skills Acrobatics +23, Athletics +18, Chakra Control +19, Insight +8, Intimidation +7, Investigation +10, Martial Arts +11, Ninshou +10, Perception +8,Sleight of Hand +16, Stealth +16, Survival +8
- Damage Resistance Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Damage Immunity Fire
- Condition Immunity Berserk, Burned, Charmed, Exhaustion, Fear, Weakened
- Senses Passive Perception 18, Darkvision 30 ft., Keen Sight and Smell
Iconic Power. Yugito's damage cannot be reduced by any more than 5.
Iconic Determination. Yugito gains 3 additional uses of Legendary Resistance.
Iconic Presence. Yugito is immune to Charisma based Skill Checks and affects. Additionally, she cannot be charmed or controlled by other creatures.
Aura: Oppressive Chakra. Any creature within 10ft of you cannot cast a jutsu that has a cost lower than your level.
Brutal Brawler. Melee attacks score a critical hit on a roll of 19-20 and deal 1 additional die of damage.
Freedom of Movement. You ignore difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from Jutsu based restraints or being grappled.
The Beast Within. Yugito can expend 5 twisted chakra to end a Genjutsu effect she is under.
Boundless Stamina. Yugito is immune to the exhaustion condition. If a jutsu or feature she has would give you exhaustion she does not gain it.
Primal Power. Ninjutsu or Arts that use twisted chakra cannot be dispelled, countered or negated.
Dormant Beast. Yugito can tap into the dormant powers of her Sealed beast. Her unarmed damage die is increased by 1 step and her STR and DEX are increased by +4.
Twisted Cloak, Stage 3. Yugito gains 175 Temporary Hit points. She gains a Claw attack that deals 2d12 + your level in one damage type of your choice. Yugito can make this claw attack 3 times. Yugito gains a +3 bonus to all saving throws.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
D-Ranks (Cost 5): Absorb Heat, Blue Fire
C-Ranks (Cost 9): Heated Sight, Dragon Flame Bombs
B-Ranks (Cost 14): Great Flame Bomb
A-Ranks (Cost 20): Fire Devastation, Mouse Hairball (Fire Dragon Bullet)
Taijutsu. +18 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): Bestial Fury Kick, Brace, Rising Dragon
C-Ranks (Cost 9): Adamantine Acala, Intersection Counter
B-Ranks (Cost 14): Avalanche Dance, Machine Gun Punch
A-Ranks (Cost 20): Iron Guard, World Breaker
Vermillion Arts. +18 to hit, (Vermillion save DC 27)
Passives: Devilish Claws, Vermillion Assault
(Cost 10): Beast Claw
Attacks
Multiattack. Yugito can make 3 claw or kunai attacks.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 38 (4d6 + 24) slashing damage.
Kunai. Ranged Weapon Attack: +18 to hit, range 60 ft., one target. Hit: 11 (1d4 + 9) piercing damage.
Legendary Actions
Yugito 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. Yugito regains spent legendary actions at the start of her turn.
Attack. Yugito is able to make one Claw attack or cast a Jutsu.
Move. Yugito can move up to her movement speed if she is free to do so. This movement does not provoke opportunity attacks.
Dodge. Yugito can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (8/Day)
If Yugito fails a saving throw, she can choose to succeed instead.
Yugito Nii
Yugito Nii (Phase 3)
S-Rank, Huge Construct, Solo (4), Jinchūriki, Iconic, Prof + 7
Level 15 (14,000 XP)
- Armor Class 29 (Studded Leather)
- Hit Points 98
- Temporary Hit Points 300
- Chakra Points 98
- Twisted Chakra Points 225
- Speed 60 ft.
- Initiative 16
STR DEX CON INT WIS CHA 19 (+4) 29 (+9) 21 (+5) 16 (+3) 12 (+1) 10 (0)
- Saving Throws Str +17, Dex +22, Con +18, Int +8, Wis +6, Cha +5
- Skills Acrobatics +23, Athletics +18, Chakra Control +19, Insight +8, Intimidation +7, Investigation +10, Martial Arts +11, Ninshou +10, Perception +8,Sleight of Hand +16, Stealth +16, Survival +8
- Damage Immunity Fire, Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Condition Immunity Berserk, Burned, Charmed, Dazed, Exhaustion, Fear, Weakened
- Senses Passive Perception 18, Darkvision 30 ft., Keen Sight and Smell
Iconic Power. Yugito's damage cannot be reduced by any more than 5.
Iconic Determination. Yugito gains 3 additional uses of Legendary Resistance.
Iconic Presence. Yugito is immune to Charisma based Skill Checks and affects. Additionally, she cannot be charmed or controlled by other creatures.
Aura: Oppressive Chakra. Any creature within 10ft of you cannot cast a jutsu that has a cost lower than your level.
Brutal Brawler. Melee attacks score a critical hit on a roll of 19-20 and deal 1 additional die of damage.
Freedom of Movement. You ignore difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from Jutsu based restraints or being grappled.
The Beast Within. Yugito can expend 5 twisted chakra to end a Genjutsu effect she is under.
Boundless Stamina. Yugito is immune to the exhaustion condition. If a jutsu or feature she has would give you exhaustion she does not gain it.
Primal Power. Ninjutsu or Arts that use twisted chakra cannot be dispelled, countered or negated.
Dormant Beast. Yugito can tap into the dormant powers of her Sealed beast. Her unarmed damage die is increased by 1 step and her STR and DEX are increased by +4.
Twisted Cloak, Stage 5. Yugito gains 300 Temporary Hit points. Yugito gains a Claw attack that deals 3d12 + your level. Yugito can make this claw attack 3 times. You gain a +5 bonus to all saving throws. Your size becomes huge.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
D-Ranks (Cost 5): Absorb Heat, Blue Fire
C-Ranks (Cost 9): Heated Sight, Dragon Flame Bombs
B-Ranks (Cost 14): Great Flame Bomb
A-Ranks (Cost 20): Fire Devastation, Mouse Hairball (Fire Dragon Bullet)
Taijutsu. +18 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): Bestial Fury Kick, Brace, Rising Dragon
C-Ranks (Cost 9): Adamantine Acala, Intersection Counter
B-Ranks (Cost 14): Avalanche Dance, Machine Gun Punch
A-Ranks (Cost 20): Iron Guard, World Breaker
Vermillion Arts. +18 to hit, (Vermillion save DC 27)
Passives: Devilish Claws, Vermillion Assault
(Cost 10): Beast Claw
Attacks
Multiattack. Yugito can make 4 claw or kunai attacks.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 50 (6d6 + 29) slashing and fire damage.
Legendary Actions
Yugito 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. Yugito regains spent legendary actions at the start of her turn.
Attack. Yugito is able to make one Claw attack or cast a Jutsu.
Move. Yugito can move up to her movement speed if she is free to do so. This movement does not provoke opportunity attacks.
Dodge. Yugito can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (8/Day)
If Yugito fails a saving throw, she can choose to succeed instead.
Matatabi
Matatabi
S-Rank, Gargantuan Tailed Beast, Solo (4), Iconic, Prof + 10
Level 23 (34,000 XP)
- Armor Class 32 (Natural Armor)
- Hit Points 1615/807/270
- Chakra Points 1615/807/270
- Speed 100 ft.
- Initiative 19
STR DEX CON INT WIS CHA 26 (+8) 30 (+10) 26 (+8) 16 (+3) 16 (+3) 21 (+5)
- Saving Throws Str +19, Dex +21, Con +19, Wis +14
- Skills Acrobatics +30, Athletics +28, Chakra Control +28, History +13, Insight +13, Intimidation +15, Investigation +13, Martial Arts +18, Ninshou +13, Perception +23, Persuasion +15, Survival +13
- Damage Immunity Fire, Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Condition Immunity Berserk, Bleeding, Burned, Charmed, Exhaustion, Fear, Poisoned, Weakened
- Senses Passive Perception 33, Darkvision 120 ft., Keen Sight and Smell
Iconic Power. Matatabi's damage cannot be reduced by any more than 5.
Iconic Resistance. Matatabi is resistant to all damage unless it deals 46 damage in a single turn.
Iconic Presence. Matatabi is immune to Charisma based Skill Checks and affects. Additionally, she cannot be charmed or controlled by other creatures.
Pounce. If Matatabi moves more than 20ft in a straight line towards her target, she makes her melee attack roll with advantage. On a hit, she knocks her target prone in addition to any other effect.
Brutal Brawler. Melee attacks score a critical hit on a roll of 19-20 and deal 1 additional die of damage.
Freedom of Movement. You ignore difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from Jutsu based restraints or being grappled.
Azure Assault. Matatabi's Vermillion Arts deal fire damage and Arts deal 2 additional die of damage, treat fire immunity as resistance and suffer no elemental penalties when clashing.
Demonic Strength. The Strength of your demonic heritage is clear. Add your level to any taijutsu or weapon damage you deal.
Eternal Flame. Your flame is a neverending source of warmth in a dark world. At the end of each of your turns you regain 23 Hit points. Additionally, Matatabi emits a 30 ft. radius of bright light and a 60 ft. radius of dim light.
Vermillion Arts
Vermillion Arts. +23 to hit, (Vermillion save DC 32)
Tier 1 (Cost 25): Beast Beam, Beast Bullet, Beast Crash
Tier 2 (Cost 40): Beast Deflection
Tier 3 (Cost 50): Beast Dominion
Tier 4 (Cost 75): Beast Bomb, Beast Claw, Beast Flare
Attacks
Multiattack. Matatabi can make 5 claw or tail attacks.
Claw. Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 54 (6d6 + 33) slashing and fire damage.
Tail Swipe. Melee Weapon Attack: +23 to hit, reach 25 ft., one target. Hit: 51 (4d8 + 33) bludgeoning and fire damage.
Legendary Actions
Matatabi 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. Matatabi regains spent legendary actions at the start of her turn.
Attack. Matatabi is able to make three unarmed attacks or cast an Art with a casting time of 1 action.
Move. Matatabi can move up to her movement speed if she is free to do so. This movement does not provoke opportunity attacks.
Defend. Matatabi can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (8/Day)
If Matatabi fails a saving throw, she can choose to succeed instead.
Asuma Sarutobi
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Using Asuma As An Adversary
TBD/Waiting For input
OFFENSIVELY
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DEFENSIVELY
TBD/Waiting For input
Asuma
Asuma
A-Rank, Medium Humanoid, Elite, Sarutobi, Iconic/Striker, Prof + 6
Level 12 (4000 XP)
- Armor Class 22 (Chunin Jacket)
- Hit Points 270
- Chakra Points 270
- Speed 50 ft.
- Initiative 6
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 19 (+4) 13 (+1) 10 (0)
- Saving Throws Str +12, Dex +8, Con +10, Int +5, Wis +2, Cha +1
- Skills Acrobatics +8, Athletics +11, Chakra Control +15, History +10, Illusions +7, Martial Arts +11, Ninshou +10, Perception +7
- Senses Passive Perception 17
Iconic Power. Your damage cannot be reduced by any more than 5.
Bloodfury. When you are bloodied, you become enraged; -2 AC and +2 attack.
Revenge. Deal bonus damage equal to your level against anyone that hurt you in the previous round.
Chakra Weapons. Your weapon attacks are Chakra Based. You can spend 20 Chakra to coat your weapon, dealing an additional die of damage and increasing the range by 5ft. This lasts for 1 minute.
Weapon Expert. Weapon damage you deal, deals additional damage equal to half your level.
Zenith. All of your Jutsu are automatically upcasted by 1 Rank.
Advanced Chakra Control. Three times per encounter when you cast a Ninjutsu that does not require concentation you can cut its Chakra cost in half.
Advanced Nature Release. Pick 1 nature release you know. You deal an additional damage die of the chosen nature release.
Jutsu
Ninjutsu. +11 to hit, (Ninjutsu save DC 20)
D-Ranks (Cost 5): Ash Cloud
C-Ranks (Cost 9): Great Breakthrough, Blazing Ash Pile
B-Ranks (Cost 14): Thousand-armed Murder, Pyronado, Vacuum Blade
Genjutsu. +8 to hit, (Ninjutsu save DC 17)
E-Ranks (Cost 2): Release
C-Ranks (Cost 9): Mental Barrier
Taijutsu. +12 to hit, (Taijutsu save DC 21)
D-Ranks (Cost 5): Flying Swallow: Cross Cut
C-Ranks (Cost 9): Afterglow, Crescent Moon Beheading
B-Ranks (Cost 14): Reverse Guard, Ichimonji
Attacks
Multiattack. Asuma can make 3 melee attacks or 4 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (1d10 + 11) Bludgeoning damage.
Knuckle Blades. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 11) Slashing damage.
Shuriken. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 14 (1d4 + 8) Slashing damage.
Elite Action
Asuma may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (12)
When Asuma would roll any Saving throw or ability check, they may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Hidan
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Using Hidan As An Adversary
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DEFENSIVELY
TBD/Waiting For input
Hidan
Hidan
Medium Undead, Elite, Akatsuki, Striker, Prof + 7
Level 15 (7000 XP)
- Armor Class 21 (Studded Leather)
- Hit Points 445
- Chakra Points 327
- Speed 45 ft.
- Initiative 8
STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 21 (+5) 11 (0) 14 (+2) 10 (0)
- Saving Throws Str +12, Dex +10, Con +12, Wis +9, Cha +7
- Skills Chakra Control +19, Insight +9, Martial Arts +12, Perception +9, Stealth +10
- Damage Immunity Necrotic
- Senses Passive Perception 19
Special Equipment. Hidan wields a +2 Triple Bladed Scythe.
Press the Attack. Hidan has advantage on attack rolls against bloodied targets (under 50% hit points).
Savage Assault. Once per turn, add 15 extra damage to an attack.
Revenge. Hidan deals 15 bonus damage against anyone that hurt him in the previous round.
Chakra Weapons. Hidan’s weapon attacks count as chakra enhanced.
Immortal. Hidan cannot be killed. Reaching 0 HP in any form will reduce him to 1 hit point instead. Whe this happens, roll a constitution saving throw vs half the damage taken, on a fail, roll a d5, losing an extremity depending on the result (1-2 arm, 3-4 leg, 5 head.)
Reckless. At the start of Hidan's turn, he can gain advantage on all melee attacks he makes for that turn. However, all attacks against him gain advantage until the start of his next turn.
Grim. Hidan deals twice as much damage to creatures with less than half hit points.
Jashinist Ritual. Hidan doesn’t need to use chakra to maintain concentration on bestowal, in addition, he can, as an action, create a ritual circle of 5ft. While inside the circle, he can attack himself, damaging himself and the creature used to cast bestowal on a hit, this damage doesn’t activate the negative side effects of the Immortal feature.
Jashin's Judgement. When Hidan hits a creature, he can spend 5 chakra to inflict a stack of bleed. Hidan can spend up to 25 chakra using this feature to inflict 5 stacks of bleed. This bleed lasts until Hidan is incapacitated.
Jutsu
Taijutsu. +16 to hit, (Taijutsu save DC 22)
D-Ranks (Cost 5): Chain Pull, Chained Embrace
C-Ranks (Cost 9): Afterglow, Front Beheading
B-Ranks (Cost 14): Amputation Punishment, Counter-Strike, Heavenly Punishment, Quickdraw, Whirlwind Strike
A-Ranks (Cost 20): Bestowal, Crescent Moon Beheading, Crescent Moon Dance, Heavenly Punishment, Reversal, Shadow Rush, Shinobi Cross
Attacks
Multiattack. Hidan can make 3 melee attacks or 4 ranged attacks with his shuriken.
Scythe. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (6d4 + 7) slashing damage.
Shuriken. Ranged Weapon Attack: +14 to hit, range 60 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Elite Action
Hidan may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (15)
When Hidan would roll any Saving throw, he may roll an additional d4. He may roll any number of d4 he has remaining. He has a total number of d4 equal to his level per combat.
Kakazu
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Using Kakazu As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Kakazu
Kakazu
S-Rank, Medium Humanoid, Solo (4), Akatsuki, Iconic, Prof + 7
Level 15 (14,000 XP)
- Armor Class 25 (Unnatural Armor)
- Hit Points 1389/833/416
- Chakra Points 1038
- Speed 50 ft.
- Initiative 7
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 22 (+6) 18 (+4) 10 (0) 13 (+1)
- Saving Throws Str +13, Dex +3, Con +14, Int +5, Wis +1, Cha +9
- Skills Acrobatics +9, Athletics +19, Chakra Control +13, Deception +8, History +11, Intimidation +8, Martial Arts +12, Medicine +7
- Condition Immunity Bleeding, Charmed, Exhaustion, Fear, Weakened
- Senses Passive Perception 10
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Iconic Determination. You gain 3 additional Legendary Tenacity die.
Iconic Prescence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Regeneration. You regain 30 hit points at the start of your turn. This regeneration stops for 1 turn if you are hit by a force damage type or you are reduced to 0 hit points.
Immortal. You cannot be killed unless you are reduced to 0 hit points by an attack that deals force or psychic damage. Any other form of attack will reduce you to 1 hit point instead.
Impenetrable. You are resistant to all non-ninJutsu or genjutsu damage.
Threaded Body. You count as being in the Iron Fist Stance and Spider Fist Stance.
Woven Body. You cannot make a Strength or Constitution saving throw at disadvantage.
Sown Body. A creature grappled by you is restrained for the duration.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
C-Ranks (Cost 9): Restorative
B-Ranks (Cost 14): Iron Skinned Spear
A-Ranks (Cost 20): Regenerate
Taijutsu. +14 to hit, (Taijutsu save DC 23)
D-Ranks (Cost 5): Brace, Iron Knuckle
C-Ranks (Cost 9): Iron Web Deflection, Webbed Grapple
B-Ranks (Cost 14): Reverse Guard, Steel, Steel Knuckle, Wire Cruxifiction
A-Ranks (Cost 20): Crippling Strike, Iron Guard, Supreme Violence, Violent Strangling, Wandering Arachnid
Attacks
Multiattack. Kakazu can make 4 melee attacks.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 5) bludgeoning damage.
Thread Lash. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 5) slashing damage.
Legendary Actions
Kakazu 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. Kakazu regains spent legendary actions at the start of their turn.
Attack. Kakazu makes an attack.
Move. Kakazu can move up to his speed if he is free to do so. This movement may trigger opportunity attacks and reactions as normal from your enemies
Defend. Kakazu can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Tenacity (18)
When Kakazu would roll any Saving throw, ability check or attack roll, he may roll an additional d6. He may roll any number of d6 he has remaining. He has a total number of d6 equal to his level per combat.
Earth Grudge Fear Mask Puppets
A-Rank, Large Construct, Standard, Akatsuki, Caster, Prof + 7
Level 13 (2,350 XP)
- Armor Class 19 (Unnatural Armor)
- Hit Points 116
- Chakra Points 248
- Speed 30 ft.
- Initiative 7
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 22 (+6) 10 (0) 10 (0) 10 (0)
- Saving Throws Str +14, Dex +14, Con +16, Int/Wis/Cha +3
- Skills Acrobatics +11, Athletics +11, Chakra Control +13
- Damage Immunity Poison, Necrotic
- Condition Immunity Berserk, Bleeeding, Blinded, Charmed, Exhuastion, Fear, Unconscious, Weakened
- Senses Passive Perception 17
Specialized Casting. Select one Jutsu you know, increase the save DC and damage die of the Jutsu by 1 for every 5 Levels you have.
Potent Casting. Twice per combat, you may maximize the damage one jutsu you cast deals.
Efficient Casting. Select two Moldings found in either the Kurama clan or the Ninjutsu Specialist Class
Inscrutable. You are immune to any effect that would sense your emotions or read your thoughts, as well as any Genjutsu that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
Enhanced Nature Release. Pick 1 nature release you know. You deal an additional damage die of the chosen nature release.
Bad Chakra. When you Clash with a creature, you roll at advantage.
Masked Manipulation. Combination jutsu you cast use your Constitution Ability score instead of Charisma.
Masked Power. Pick 1 nature release you know. You ignore resistance to damage for jutsu with this nature release keyword.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
C-Ranks (Cost 9): Aftershock, Peacock Whirlwind, Pressure Shockwave, Raging Tide, Searing Rush, Water Trumpet
B-Ranks (Cost 14): Chained Lightning, False Darkness, Great Flame Bombs, Water Fang
A-Ranks (Cost 20): Fire Storm, Ignition, Powerful Bullet Breath, Splitting Breeze, Vacuum Serial Waves, Water Severing Wave
Attacks
Multiattack. You can make 3 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 4) slashing damage.
Using Earth Grudge Fear Mask Puppets
There are 4 Maks Puppets; Fire, Wind, Water, and Lightning. They all have the same stat block, the only difference is their jutsu, organized in the table below.
Earth Grudge Fear Jutsu
Mask | Jutsu |
---|---|
Fire | Fire Storm, Ignition, Great Flame Bombs, Searing Rush |
Wind | Peacock Whirlwind, Pressure Shockwave, Splitting Breeze, Vacuum Serial Waves |
Water | Raging Tide, Water Fang, Water Severing Wave, Water Trumpet |
Lightning | Aftershock, Chained Lightning, False Darkness, Powerful Bullet Breath |
Deidara
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Using Deidara As An Adversary
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DEFENSIVELY
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Deidara
Deidara
S-Rank, Medium Humanoid Solo (4), Bakuton, Iconic/Caster, Prof + 7
Level 15 (14,000 XP)
- Armor Class 23 (Studded Leather)
- Hit Points 1038/622/311
- Chakra Points 1038/622/311
- Speed 50 ft.
- Initiative 10
STR DEX CON INT WIS CHA 11 (0) 16 (+3) 22 (+6) 20 (+5) 17 (+3) 12 (+1)
- Saving Throws Str +1, Dex +11, Con +14, Int +6, Wis +11, Cha +2
- Skills Acrobatics +10, Chakra Control +13, Crafting +19, Deception +8, History +12, Illusions +10, Insight +10, Investigation +12, Ninshou +12, Perception +10
- Senses Passive Perception 20
Iconic Power. Your damage cannot be reduced by any more than 5.
Potent Casting. Twice per combat, you may maximize the damage one jutsu you cast deals.
Iconic Focus. Deidara cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Genjutsu Resistance. Deidara has advantage on saving throws against Genjutsu.
Combat Seal Weaving. When a creature makes a saving throw vs a Jutsu you cast, if they fail the check and the difference between their roll and your Save DC is 5 or greater, and your jutsu deals damage, you instead deal double damage.
Zenith. All of your Jutsu are automatically upcasted by 1 Rank.
Catalysmic. You deal triple damage to structures. Additionally you always deal maximum damage to structures.
Explosion Release. Bakuton Clan Jutsu have their range increased by 20 feet. Additionally Area of Effect Bakuton Jutsu increase their radius by 20 feet as well.
Bombastic. When you deal damage with a Bakuton Jutsu, you deal additional damage equal to 3d4.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
D-Ranks (Cost 5): Clay Spiders, Clay Birds, Break, Mole Movement, Headhunter Technique
C-Ranks (Cost 9): Repelling Blast, Prime, Clay Flight, Shadow Clone Technique
B-Ranks (Cost 14): Clay Chase Down, Absolute Death Bombing, Explosive Substitution Technique
A-Ranks (Cost 20): Clay Dragon, Tower of the Sun
Genjutsu. +12 to hit, (Genjutsu save DC 21)
E-Ranks (Cost 2): Release
A-Ranks (Cost 20): Genjutsu Break
Attacks
Multiattack. Deidara can make 3 melee attacks or 4 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Legendary Actions
Deidara 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. Deidara regains spent legendary actions at the start of his turn.
Attack. Deidara casts a jutsu with a casting time of 1 action or bonus action.
Mount. Deidara can move up to his movement speed to his clay dragon (if he has one) and mount it as a part of this action.
Command. Deidara commands one of clay creatures, granting them an action.
Legendary Tenacity (15)
When Deidara would roll any Saving throw, ability check or attack roll, he may roll an additional d6. Deidara may roll any number of d6 you have remaining. He has a total number of d6 equal to his level per combat.
Itachi
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Using Itachi As An Adversary
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Itachi Uchiha
Itachi (Phase 1)
S-Rank, Medium Humanoid, Solo (4), Uchiha, Iconic/Caster, Prof + 8
Level 17 (18,000 XP)
- Armor Class 24 (Studded Leather)
- Hit Points 289
- Chakra Points 289
- Speed 50 ft.
- Initiative 13
STR DEX CON INT WIS CHA 8 (-1) 20 (+5) 8 (-1) 23 (+6) 26 (+8) 15 (+2)
- Saving Throws Dex +14, Int +15, Wis +17, Cha +11
- Skills Acrobatics +13, Chakra Control +15, Deception +10, History +14, Illusions +24, Intimidation +10, Martial Arts +7, Ninshou +14, Perception +16, Stealth +13
- Damage Resistance Psychic, Fire
- Damage Vulnerability Poison
- Condition Immunity Berserk, Charmed, Dazed, Blinded, Frightened, Slowed, Stunned
- Senses Chakra Sight 30 ft., Passive Perception 26
Iconic Prescence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Reflexes. You gain Advantage on Dexterity Saving throws.
Potent Casting. Twice per combat, Itachi can maximize the damage of one jutsu he casts.
Evasion. When you are subjected to an effect, that allows you to make a Dexterity saving throw that deals damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Uncanny Senses. Unless you are incapacitated, you cannot be surprised.
Amplified Defense. Itachi can take 3 additional reactions per encounter.
Sharingan Dodge. As a reaction, gain a +2 bonus to your AC and Dexterity saving throws until the start of your next turn.
Genjutsu Counter. You have advantage on saving throws to save against Genjutsu.
Jutsu
Ninjutsu. +16 to hit, (Ninjutsu save DC 25)
C-Ranks (Cost 9): Uchiha Ember Bullet, Explosive Clone, Uchiha Flame Ball, Shadow Shuriken Technique
B-Ranks (Cost 14): Explosive Substitution Technique, Great Flame Bomb, Uchiha Flame Flower
A-Ranks (Cost 20): Uchiha Flame Spiral
Genjutsu. +18 to hit, (Genjutsu save DC 27)
C-Ranks (Cost 9): Flower Petal Escape, Hypnotic Patterns, Genjutsu: Deflect!
B-Ranks (Cost 14): Mind Spike, Mind Thrust, Confusion, Effortless Paralysis
A-Ranks (Cost 20): Bringer of Darkness, Dominate Man, Seeming
S-Ranks (Cost 25): Genjutsu: Sharingan!
Taijutsu. +15 to hit, (Taijutsu save DC 24)
B-Ranks (Cost 14): Uchiha Shuriken Rain
Attacks
Multiattack. Itachi can make 3 melee attacks or 4 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +15 to hit, range 60 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Legendary Actions
Itachi can take Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Itachi regains spent legendary actions, at the start of his turn.
Attack. Itachi casts a jutsu of B-Rank or lower.
Move. Itachi can move up to his speed without provoking opportunity attacks.
Dodge. Itachi can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (6/Day)
If Itachi fails a saving throw, He can choose to succeed instead.
Itachi Uchiha
Itachi (Phase 2)
S-Rank, Medium Humanoid, Solo (4), Uchiha, Iconic/Caster, Prof + 8
Level 17 (18,000 XP)
- Armor Class 24 (Studded Leather)
- Hit Points 216
- Chakra Points 216
- Speed 50 ft.
- Initiative 13
STR DEX CON INT WIS CHA 8 (-1) 20 (+5) 8 (-1) 23 (+6) 26 (+8) 15 (+2)
- Saving Throws Dex +14, Int +15, Wis +17, Cha +11
- Skills Acrobatics +13, Chakra Control +15, Deception +10, History +14, Illusions +24, Intimidation +10, Martial Arts +7, Ninshou +14, Perception +16, Stealth +13
- Damage Resistance Psychic, Fire
- Damage Vulnerability Poison
- Condition Immunity Berserk, Charmed, Dazed, Blinded, Frightened, Slowed, Stunned
- Senses Chakra Sight 60 ft., Passive Perception 26
Iconic Prescence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Reflexes. You gain Advantage on Dexterity Saving throws.
Potent Casting. Twice per combat, Itachi can maximize the damage of one jutsu he casts.
Evasion. When you are subjected to an effect, that allows you to make a Dexterity saving throw that deals damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Uncanny Senses. Unless you are incapacitated, you cannot be surprised.
Amplified Defense. Itachi can take 3 additional reactions per encounter.
Sharingan Dodge 4. You spend a reaction and 3 burn to instantly dodge any attack, jutsu or Art, regardless if it is an area effect or requires a saving throw. You dodge it.
Genjutsu Counter. You have advantage on saving throws to save against Genjutsu.
Jutsu
Ninjutsu. +16 to hit, (Ninjutsu save DC 25)
C-Ranks (Cost 9): Uchiha Ember Bullet, Explosive Clone, Uchiha Flame Ball, Shadow Shuriken Technique
B-Ranks (Cost 14): Explosive Substitution Technique, Great Flame Bomb, Uchiha Flame Flower
A-Ranks (Cost 20): Uchiha Flame Spiral
Genjutsu. +18 to hit, (Genjutsu save DC 27)
C-Ranks (Cost 9): Flower Petal Escape, Hypnotic Patterns, Genjutsu: Deflect!
B-Ranks (Cost 14): Mind Spike, Mind Thrust, Confusion, Effortless Paralysis
A-Ranks (Cost 20): Bringer of Darkness, Dominate Man, Seeming
S-Ranks (Cost 25): Genjutsu: Sharingan!
Taijutsu. +15 to hit, (Taijutsu save DC 24)
B-Ranks (Cost 14): Uchiha Shuriken Rain
Mangekyōu Sharingan
You have a Burn limit equal to 34. Mangekyōu Arts you cast do not cost Chakra to cast, only burn. If you spend more burn than your burn limit, for each additional burn you gain, you take 3d8 Necrotic Damage which cannot be reduced or resisted by any means.
Mangekyōu Arts
Ninjutsu Save: Amaterasu (3 Burn)
Genjutsu Save: Tsukuyomi (10 Burn), Mokiho (2 Burn)
Attacks
Multiattack. Itachi can make 3 melee attacks or 4 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +15 to hit, range 60 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Legendary Actions
Itachi can take Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Itachi regains spent legendary actions, at the start of his turn.
Attack. Itachi casts a Mangekyōu Art.
Move. Itachi can move up to his speed without provoking opportunity attacks.
Dodge. Itachi can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (6/Day)
If Itachi fails a saving throw, He can choose to succeed instead.
Itachi Uchiha
Itachi (Phase 3)
S-Rank, Medium Humanoid, Solo (4), Uchiha, Iconic/Caster, Prof + 8
Level 17 (18,000 XP)
- Armor Class 28 (Susanoo)
- Susanoo Hit Points 100
- Hit Points 216
- Chakra Points 216
- Speed 50 ft.
- Initiative 13
STR DEX CON INT WIS CHA 8 (-1) 20 (+5) 8 (-1) 23 (+6) 26 (+8) 15 (+2)
- Saving Throws Dex +14, Int +15, Wis +17, Cha +11
- Skills Acrobatics +13, Chakra Control +15, Deception +10, History +14, Illusions +24, Intimidation +10, Martial Arts +7, Ninshou +14, Perception +16, Stealth +13
- Damage Resistance Psychic, Fire
- Damage Vulnerability Poison, Necrotic
- Condition Immunity Berserk, Charmed, Dazed, Blinded, Frightened, Slowed, Stunned
- Senses Chakra Sight 120 ft., Passive Perception 26
Iconic Prescence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Reflexes. You gain Advantage on Dexterity Saving throws.
Iconic Power. Your damage cannot be reduced by any more than 5.
Yata Mirror. You can use your reaction and 2 burn to initiate a clash with a creatures jutsu, if you clash with a jutsu without the clash keyword you with automatically win.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Uncanny Senses. Unless you are incapacitated, you cannot be surprised.
Amplified Defense. Itachi can take 3 additional reactions per encounter.
Sharingan Dodge 4. You spend a reaction and 3 burn to instantly block any attack, jutsu or Art, regardless if it is an area effect or requires a saving throw. You block it.
Genjutsu Counter. You have advantage on saving throws to save against Genjutsu.
Jutsu
Ninjutsu. +16 to hit, (Ninjutsu save DC 25)
C-Ranks (Cost 9): Uchiha Ember Bullet, Explosive Clone, Uchiha Flame Ball
B-Ranks (Cost 14): Explosive Substitution Technique, Great Flame Bomb, Uchiha Flame Flower
A-Ranks (Cost 20): Uchiha Flame Spiral
Genjutsu. +18 to hit, (Genjutsu save DC 27)
C-Ranks (Cost 9): Flower Petal Escape, Hypnotic Patterns, Genjutsu: Deflect!
B-Ranks (Cost 14): Mind Spike, Mind Thrust, Confusion, Effortless Paralysis
A-Ranks (Cost 20): Bringer of Darkness, Dominate Man, Seeming
S-Ranks (Cost 25): Genjutsu: Sharingan!
Mangekyōu Sharingan
You have a Burn limit equal to 34. The Susanoo costs 2 burn per turn to maintain and can be dismissed or summoned as a free action on your turn. If you spend more burn than your burn limit, for each additional burn you gain, you take 3d8 Necrotic Damage which cannot be reduced or resisted by any means.
Mangekyōu Arts
Ninjutsu Save: Amaterasu (3 Burn)
Genjutsu Save: Tsukuyomi (10 Burn), Mokiho (2 Burn)
Attacks
Multiattack. Itachi can make 3 melee attacks his Totsuka Blade.
Totsuka Blade. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 35 (6d8 + 8) force damage.
Legendary Actions
Itachi can take Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Itachi regains spent legendary actions, at the start of his turn.
Seal (Costs 3 Actions.) Itachi attempts to seal you in a gourd. Make a melee weapon attack. On a hit, the creature must succeed a DC 30 Charisma saving throw, on a failed save the creature has their soul sealed for eternity.
Move. Itachi can move up to his speed without provoking opportunity attacks.
Attack. Itachi makes one attack with his Totsuka Blade.
Legendary Resistance (6/Day)
If Itachi fails a saving throw, He can choose to succeed instead.
Shisui
TBD/Waiting For input
Using Shisui As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Shisui Uchiha
Shisui
S-Rank, Medium Humanoid, Solo (4), Uchiha, Iconic, Prof + 6
Level 11 (6,400 XP)
- Armor Class 27 (Studded Leather + Mangekyōu Sharingan)
- Hit Points 574/344/172
- Chakra Points 574/344/172
- Speed 60 ft.
- Initiative 11
STR DEX CON INT WIS CHA 10 (0) 21 (+5) 12 (+1) 16 (+3) 19 (+4) 11 (0)
- Saving Throws Str +1, Dex +12, Con +8, Int +4, Wis +11, Cha +1
- Skills Acrobatics +17, Chakra Control +7, Deception +12, History +14, Illusions +26, Insight +10, Ninshou +9, Perception +10, Sleight of Hand +13, Stealth +13
- Condition Immunity Berserk, Charmed, Fear
- Senses Chakra Sight 30 ft., Passive Perception 20
Iconic Prescence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Iconic Reflexes. You gain Advantage on Dexterity Saving throws.
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Speedster. You ignore the Mobility component for jutsu.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Amplified Defense. Shisui can take 3 additional reactions per encounter.
Genjutsu Counter. You have advantage on saving throws to save against Genjutsu.
Jutsu
Ninjutsu. +11 to hit, (Ninjutsu save DC 20)
D-Ranks (Cost 5): Body Flicker, Uchiha Ember Bullet
C-Ranks (Cost 9): Uchiha Flame Ball
B-Ranks (Cost 14): Great Flame Bomb
Genjutsu. +12 to hit, (Genjutsu save DC 21)
C-Ranks (Cost 9): Genjutsu: Deflect!
B-Ranks (Cost 14): Genjutsu: Sharingan!
Taijutsu. +13 to hit, (Taijutsu save DC 22)
D-Ranks (Cost 5): 3-Point Pierce, Uchiha Awaiting Stance, Uchiha Great Assault, Uchiha Shuriken Rain
C-Ranks (Cost 9): Afterglow, Crescent Moon Penetration
B-Ranks (Cost 14): After Image Technique
Mangekyōu Sharingan
You have a Burn limit equal to 22. Mangekyōu Arts you cast do not cost Chakra to cast, only burn. If you spend more burn than your burn limit, for each additional burn you gain, you take 3d8 Necrotic Damage which cannot be reduced or resisted by any means. Additionally, you gain a +2 bonus to AC.
Mangekyōu Arts
Genjutsu Save: Koto-Amatsu-Kami (15 Burn), Libre (5 Burn), Beam of Light (3 Burn)
Attacks
Multiattack. Shisui can make 3 melee attacks or 4 ranged attacks with his shuriken.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage.
Tanto. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) piercing damage.
Shuriken. Ranged Weapon Attack: +13 to hit, range 60 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Legendary Actions
Shisui can take Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Shisui regains spent legendary actions, at the start of his turn.
Attack. Shisui casts a jutsu of C-Rank or lower.
Move. Shisui can move up to his speed without provoking opportunity attacks.
Dodge. Shisui can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (4/Day)
If Shisui fails a saving throw, He can choose to succeed instead.
Minato Namikaze
Minato is the 4th Hokage and is from somewhere within the land of fire. The prevalence of the Namikaze Clan is almost soley based on Minato's accomplishments. Also known as the "Yellow Flash," in the 3rd Great Shinobi War the vllages issued a run on sight order, upon seeing Minato, if they even could. Minato has faced thousands of shinobi alone, and was still able to be victoroius. Minatos mastery over Flying Thunder God and Body Flicker has gained him notoriety as one of the fastest shinobi of all time. He will go down in history books, as a legend.
Using Minato As An Adversary
Minato is a force to be reckoned with, his speed combined with his experience makes him a deadly force of nature that even the strongest shinobi may struggle with.
OFFENSIVELY
When playing with Minato offensively, he will go quick but be catious. He will attempt to overwhelm his opponents with speed and execute attacks that are almost impossible to react to. Minato always makes sure that he has at least 1 Thunder God Seal within range of him at all times. Minato isn't the toughest shinobi so he prefers to either be far away when someone would be able to attack him, or focus down 1 enemy in close quarters combat, casting upcasted Rasengans. Planning an attack strategy well before the fight even occurs or even in mid battle is something that is commonplace to Minato. Use a combination of body flicker, dashing and his movement to employ hit and run tactics. Minato will go for the most dangerous targets first, prefering to deal with bigger threats sooner, rather than later.
DEFENSIVELY
When Minato has to go on the defensive he will either run or teleport away while using this time to set his plans into motion. He will not hesitate to use multiple Flying Thunder Gods to escape a situation he deems unwinnable. If possible, Minato will attempt to use Speed Siphon when someone gets close to slow them down, furthing the distance between them as much as possible. As an absolute last resort, Minato will use Reaper Death Seal if he believes his sacrifice will be the for the betterment of someone who he cares about or the shinobi world as a whole.
Phase 1
No matter where the battle takes place, if Minato has been there for any substaintial amount of time, there will be Flying Thunder God Seals around the battlefield. The exact position doesn't matter but feel free to pre place the seals around the battlefield as you wish. As long as it is a place within range, a seal may have been placed there. Teleporting enemies away or into dangerous areas is a viable strategy, just be careful to not abuse this too much, as it can be frustrating. He only has 10 seals placed, but you can flavor all movement regarding teleport as a pre placed seal if you wish, just make sure that he only uses 9 of them, saving the last for a deadly situation.
Phase 2
When Phase 2 starts Minato enters Sage Mode. Minato is Level 2 in the Class Mod and his sage affinity is amphibian. Not all the abilities of this Class Mod are available to Minato, but if it is on the sheet, he has access to it. He has 2 Sage Arts, Mountain Carving Ball and Sage Blooded. A description while entering Phase 2 is important for immersion and to build tension, come up with your own flavor text, or feel free to use this. A clash echoes through the air as Minato has taken some significant damage. He jumps back, far away from any of his combatants. The chaos of the battle grows still. Minato closes his eyes and when they open, displaying an orange pigmentation around his eyes. His chakra surges a calm energy, the true fight, has only just begun.
Phase 3
When Phase 3 starts Minato summons an S-Rank Toad from Mount Myōboku named Gamabunta. Gamabunta is a Gargantuan Toad that wields a tanto, and is one of the strongest summons in the shinobi world. If you have any Thunder God Seals left place one on Gamabunta when he is summoned. Gamabunta will deal with the smaller threats while Minato darts around from target to target, divide and conquer is their main strategy. Gamabunta will relentlessly cast Water Severing Wave on big groups of opponents, then will finish them off with a tongue attack to swallow them. A description while entering Phase 3 is important for immersion and to build tension, come up with your own flavor text, or feel free to use this. Minato teleports right before the attack reached him, you can feel that he is running out of options. He bites his thumb and slams his hand on the ground. "Summoning Jutsu!" In a huge puff of smoke a new threat has arisen. A gargantuan red toad stands before you, towering over Minato. You feel as if this may be your last chance to run.
Minato
Minato Namikaze (Phase 1)
Medium Humanoid, Solo (4), Namikaze, Iconic, Prof + 9
Level 21 (35,000 XP)
- Armor Class 30 (Natural Armor)
- Hit Points 192
- Chakra Points 192
- Speed 100 ft.
- Initiative 15
STR DEX CON INT WIS CHA 12 (+1) 25 (+7) 21 (+5) 23 (+6) 18 (+4) 15 (+2)
- Saving Throws Str +9, Dex +20, Con +18, Int +19, Wis +20, Cha +10
- Skills Acrobatics +25, Chakra Control +23, History +15, Insight +13, Intimidation +11, Investigation +15, Martial Arts +10, Ninshou +24, Perception +13, Stealth +25
- Condition Immunity Berserk, Dazed, Exhaustion, Fear, Paralyzed, Shocked, Slowed, Stunned
- Senses Blindsight 30 ft., Passive Perception 23
Iconic Reflexes. You gain Advantage on Dexterity Saving throws.
Iconic Resistance. You are resistant to all damage unless it deals an amount equal to twice your level in a single turn.
Iconic Presence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Aura: Chakra Disruption. Any creature within 10ft of you has makes Jutsu based attack rolls at disadvantage and you have advantage on all saving throws against creatures who cast jutsu within 10 ft of you.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Supernatural Speed. When you move your full movement speed you may as an action make a melee weapon attack against each creature you pass dealing your weapon damage + 1d4 to each creature you hit.
Quickened Assault. As a bonus action, you can spend 10 chakra to make an additional weapon attack. You can spend up to 100 chakra using this feature to make 10 additional weapon attacks.
Blink of an Eye. When you would move, you instead teleport to the target destination. You can only do this once per turn.
Jutsu
Ninjutsu. +20 to hit, (Ninjutsu save DC 29)
D-Ranks (Cost 5): Expedience, Mirror Image Technique, Phase, Friction Shatter, Body Flicker, Sensing Technique
C-Ranks (Cost 9): Aura of Quickness, Shadowless Flight, Thunder Flash, Chakra Transfer, Shadow Clone Technique
B-Ranks (Cost 14): Flash Step, Quick Step
A-Ranks (Cost 20): Speed Siphon, Flying Thunder God, River Dam Seal, Rasengan
S-Ranks (Cost 25): Guiding Thunder, Four Yang Formation, Reaper Death Seal, Backlash Wave
Taijutsu. +21 to hit, (Taijutsu save DC 30)
B-Ranks (Cost 14): After Image Technique
Attacks
Multiattack. Minato can make 4 melee unarmed attacks or 5 ranged attacks with his Three Pronged Kunai.
Unarmed Strike. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 7) bludgeoning damage.
Three Pronged Kunai. Ranged Weapon Attack: +21 to hit, range 60 ft., one target. Hit: 9 (1d4 + 7) Piercing damage plus 8 (4d4) lightning damage.
Legendary Actions
Minato 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. Minato regains spent legendary actions at the start of their turn.
Attack. Minato is able to make one Kunai attack or cast a Jutsu.
Move. Minato can move up to his speed without provoking opportunity attacks.
Defend. Minato can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (3/Day)
If Minato fails a saving throw, he can choose to succeed instead.
Minato Namikaze (Phase 2)
Medium Humanoid, Solo (4), Namikaze, Iconic, Prof + 9
Level 21 (35,000 XP)
- Armor Class 30 (Natural Armor)
- Hit Points 192
- Chakra Points 192
- Sage Chakra 64
- Speed 110 ft.
- Initiative 15
STR DEX CON INT WIS CHA 12 (+1) 25 (+7) 21 (+5) 23 (+6) 18 (+4) 15 (+2)
- Saving Throws Str +9, Dex +20, Con +18, Int +19, Wis +20, Cha +10
- Skills Acrobatics +26, Chakra Control +14, Insight +13, Investigation +15, Martial Arts +10, Ninshou +15, Perception +13, Stealth +16
- Damage Resistance Lightning, Wind
- Condition Immunity Berserk, Dazed, Exhaustion, Fear, Paralyzed, Shocked, Slowed, Stunned
- Senses Blindsight 30 ft., Passive Perception 23
Iconic Reflexes. You gain Advantage on Dexterity Saving throws.
Iconic Resistance. You are resistant to all damage unless it deals an amount equal to twice your level in a single turn.
Iconic Presence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Aura: Chakra Disruption. Any creature within 10ft of you has makes Jutsu based attack rolls at disadvantage and you have advantage on all saving throws against creatures who cast jutsu within 10 ft of you.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Supernatural Speed. When you move your full movement speed you may as an action make a melee weapon attack against each creature you pass dealing your weapon damage + 1d4 to each creature you hit.
Quickened Assault. As a bonus action, you can spend 10 chakra to make an additional weapon attack. You can spend up to 100 chakra using this feature to make 10 additional weapon attacks.
Blink of an Eye. When you would move, you instead teleport to the target destination. You can only do this once per turn.
Sage Mode. For every 1 Sage Chakra you spend casting any jutsu, you treat the chakra spent as 2. Jutsu you cast that uses Sage Chakra increase their save DC by +2 or their Damage dice by 1.
Amphibian Senjutsu. Your unarmed strikes uses 2d6 for damage. Ninjutsu you cast, deals additional damage equal to your Ninjutsu Ability Modifier.
Sage Blooded. Jutsu you cast that has the Chakra Molding Component add an additional 1d20 whenever you initiate a Clash. When you win a Clash of any type, the losing creature gains the Dazed Condition for 1d6 rounds.
Sage Arts
Sage Art. +22 to hit, (Sage Art save DC 31)
Mountain Carving Ball (Cost 12 Sage Chakra)
Jutsu
Ninjutsu. +20 to hit, (Ninjutsu save DC 29)
D-Ranks (Cost 5): Expedience, Mirror Image Technique, Phase, Friction Shatter, Body Flicker, Sensing Technique
C-Ranks (Cost 9): Aura of Quickness, Shadowless Flight, Thunder Flash, Chakra Transfer, Shadow Clone Technique
B-Ranks (Cost 14): Flash Step, Quick Step
A-Ranks (Cost 20): Speed Siphon, Flying Thunder God, River Dam Seal, Rasengan
S-Ranks (Cost 25): Guiding Thunder, Four Yang Formation, Reaper Death Seal, Backlash Wave
Taijutsu. +21 to hit, (Taijutsu save DC 30)
B-Ranks (Cost 14): After Image Technique
Attacks
Multiattack. Minato can make 4 melee unarmed attacks or 5 ranged attacks with his Three Pronged Kunai.
Unarmed Strike. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.
Three Pronged Kunai. Ranged Weapon Attack: +21 to hit, range 60 ft., one target. Hit: 9 (1d4 + 7) piercing damage plus 8 (4d4) lightning damage.
Legendary Actions
Minato 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. Minato regains spent legendary actions at the start of their turn.
Attack. Minato is able to make one Kunai attack or Cast a Sage Art.
Move. Minato can teleport to an unoccupied space he can see within his movement speed.
Defend. Minato can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (3/Day)
If Minato fails a saving throw, he can choose to succeed instead.
Minato Namikaze (Phase 3)
Medium Humanoid, Solo (4), Namikaze, Iconic, Prof + 9
Level 21 (35,000 XP)
- Armor Class 30 (Natural Armor)
- Hit Points 259
- Chakra Points 259
- Sage Chakra 86
- Speed 120 ft.
- Initiative 15
STR DEX CON INT WIS CHA 12 (+1) 25 (+7) 21 (+5) 23 (+6) 18 (+4) 15 (+2)
- Saving Throws Str +9, Dex +20, Con +18, Int +19, Wis +20, Cha +10
- Skills Acrobatics +26, Chakra Control +14, Insight +13, Investigation +15, Martial Arts +10, Ninshou +15, Perception +13, Stealth +16
- Damage Immunity Lightning, Wind
- Condition Immunity Berserk, Dazed, Exhaustion, Fear, Paralyzed, Shocked, Slowed, Stunned
- Senses Blindsight 30 ft., Passive Perception 23
Iconic Reflexes. You gain Advantage on Dexterity Saving throws.
Iconic Resistance. You are resistant to all damage unless it deals an amount equal to twice your level in a single turn.
Iconic Presence. You are immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Aura: Chakra Disruption. Any creature within 10ft of you has makes Jutsu based attack rolls at disadvantage and you have advantage on all saving throws against creatures who cast jutsu within 10 ft of you.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Supernatural Speed. When you move your full movement speed you may as an action make a melee weapon attack against each creature you pass dealing your weapon damage + 1d4 to each creature you hit.
Quickened Assault. As a bonus action, you can spend 10 chakra to make an additional weapon attack. You can spend up to 100 chakra using this feature to make 10 additional weapon attacks.
Blink of an Eye. When you would move, you instead teleport to the target destination. You can only do this once per turn.
Sage Mode. For every 1 Sage Chakra you spend casting any jutsu, you treat the chakra spent as 2. Jutsu you cast that uses Sage Chakra increase their save DC by +2 or their Damage dice by 1.
Amphibian Senjutsu. Your unarmed strikes uses 2d6 for damage. Ninjutsu you cast, deals additional damage equal to your Ninjutsu Ability Modifier.
Sage Blooded. Jutsu you cast that has the Chakra Molding Component add an additional 1d20 whenever you initiate a Clash. When you win a Clash of any type, the losing creature gains the Dazed Condition for 1d6 rounds.
Sage Arts
Sage Art. +22 to hit, (Sage Art save DC 31)
Mountain Carving Ball (Cost 12 Sage Chakra)
Jutsu
Ninjutsu. +20 to hit, (Ninjutsu save DC 29)
D-Ranks (Cost 5): Expedience, Mirror Image Technique, Phase, Friction Shatter, Body Flicker, Sensing Technique
C-Ranks (Cost 9): Aura of Quickness, Shadowless Flight, Thunder Flash, Chakra Transfer, Shadow Clone Technique
B-Ranks (Cost 14): Flash Step, Quick Step
A-Ranks (Cost 20): Speed Siphon, Flying Thunder God, River Dam Seal, Rasengan
S-Ranks (Cost 25): Guiding Thunder, Four Yang Formation, Reaper Death Seal, Backlash Wave
Taijutsu. +21 to hit, (Taijutsu save DC 30)
B-Ranks (Cost 14): After Image Technique
Attacks
Multiattack. Minato can make 4 melee unarmed attacks or 5 ranged attacks with his Three Pronged Kunai.
Unarmed Strike. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.
Three Pronged Kunai. Ranged Weapon Attack: +21 to hit, range 60 ft., one target. Hit: 9 (1d4 + 7) Piercing damage plus 8 (4d4) lightning damage.
Legendary Actions
Minato 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. Minato regains spent legendary actions at the start of their turn.
Attack. Attack. Minato is cast a jutsu or cast a Sage Art.
Move. Minato can teleport to an unoccupied space he can see.
Defend. Minato can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (3/Day)
If Minato fails a saving throw, he can choose to succeed instead.
Konohamaru Sarutobi
TBD/Waiting For input
Using Konohamaru As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Konohamaru (Pain Arc)
Konohamaru
B-Rank, Medium Humanoid, Elite, Sarutobi, Generalist, Prof + 5
Level 8 (1600 XP)
- Armor Class 19 (Studded Leather)
- Hit Points 152
- Chakra Points 152
- Speed 30 ft.
- Initiative 6
STR DEX CON INT WIS CHA 11 (0) 15 (+2) 18 (+4) 16 (+3) 13 (+1) 10 (0)
- Saving Throws Str -2, Dex +5, Con +7, Int +1, Wis -1, Cha -2
- Skills Acrobatics +7, Chakra Control +9, Illusions +6, Insight +6, Martial Arts +5, Ninshou +8, Perception +6, Stealth +7
- Senses Passive Perception 16
Superior Ability. When you would make a saving throw vs any hostile jutsu or feature, you may add 1d8 to the saving throw. You may only do this once per round.
Hard to Hit. When you are standing and unrestained, attacks against you have disadvantage unless you are adjacent to two or more enemies.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations
Unlimited Potential. When you Clash with a creature, you roll at advantage
Advanced Chakra Control. Three times per encounter when you cast a Ninjutsu that does not require concentation you can cut its Chakra cost in half.
Jutsu
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
D-Ranks (Cost 5): Sexy Technique, Substitution Technique
C-Ranks (Cost 9): Shadow Clone Technique
B-Ranks (Cost 14): Rasengan, Multi-shadow Clone Technique
Taijutsu. +7 to hit, (Taijutsu save DC 16)
D-Ranks (Cost 5): Brace, Bolting Blossom
C-Ranks (Cost 9): Intersection Counter
Attacks
Multiattack. Konohamaru can make 2 melee attacks or 3 ranged attacks with his kunai.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) Bludgeoning damage.
Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) Piercing damage.
Elite Action
Konohamaru may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (8)
When Konohamaru would roll any Saving throw or ability check, they may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Paths of Pain
TBD/Waiting For input
Using The Paths of Pain As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Paths of Pain
Deva Path
S-Rank, Medium Undead, Solo (4), Path of Pain, Iconic, Prof + 8
Level 17 (180,000 XP)
- Armor Class 26 (Protection of God)
- Hit Points 1499/899/499
- Chakra Points 1499
- Speed 50 ft.
- Initiative 13
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 20 (+5) 24 (+7) 18 (+4) 10 (0)
- Saving Throws Dex +14, Con +14, Int +16, Wis +13
- Skills Acrobatics +13, Athletics +13, Chakra Control +21, History +15, Illusions +12, Insight +12, Intimidation +16, Investigation +15, Martial Arts +13, Ninshou +21, Perception +20, Stealth +13
- Damage Resistance Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Damage Immunity Necrotic, Psychic
- Condition Immunity Berserk, Charmed, Dazed, Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Stunned, Unconscious
- Senses Passive Perception 30, Truesight 120 ft.
Iconic Power. Your damage cannot be reduced by any more than 5.
Iconic Resistance. You are resistant to all damage unless it deals 34 damage in a single turn.
Iconic Determination. You gain 3 additional uses of Legendary Resistance.
See Through All. You have advantage on saving throws against Genjutsu.
Above All. You gain a flying equal to your walking speed, you can also hover.
Command All. You have advantage on attack rolls when your target is within 15ft of an unrestrained ally.
Eyes of Judgement. The Paths of Pain have their vision linked to each other and it gives the user 120 ft. of Truesight. They can all see what each other sees.
Authoritative Gaze. As a bonus action you enforce your authority upon all creatures of your choice whom you can see within 20 feet of you. Select creatures must succeed on a DC 24 constitution saving throw. On a failed save they gain 2 ranks of fear while they can see or hear you for the next 10 minutes. A creature affected by this feature gains immunity against it for the next 24 hours regardless if they pass or fail.
Condemned Justice. Creatures who are currently under the effect of your Gaze take 17 additional damage once per turn.
Rinnegan
You have a Divine Fatigue limit equal to 34. Arts you cast give you a number of Divine Fatigue equal to the number of chakra die they would cost. If you spend more Divine Fatigue than your fatigue limit, for each additional fatigue you gain, you take 3d8 true damage.
Adjudication of God. When you or a body you control would be reduced to 0 Hit points, you or the body can spend a reaction. If you do, you or it immediately gain an additional turn, interrupting the current turn. If you or the body ends this turn with 0 hit points, it dies.
Destruction Arts. You gain 3 Destruction Arts of your choice.You have the following Statistics; Art Save DC: 24/ Art Attack Bonus: 20
God's Law. You have an increased Divine Fatigue limit, equal to 51.
Rinnegan Arts
Destruction Arts. +20 to hit, (Destruction save DC 24)
Almighty Push (1 Divine Fatigue): Almighty Push
Almighty Push (1 Divine Fatigue): Almighty Shield
Universal Pull (4 Divine Fatigue): Gravity Well
Universal Pull (1 Divine Fatigue): Banshō Ten'in
Rinne-Rebirth (Everything): Rinne-Rebirth
Attacks
Multiattack. You can make 3 unarmed attacks or 2 attacks with your black receiver.
Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) chakra enhanced bludgeoning damage.
Black Receiver. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) force damage. Target makes a DC 24 constitution saving throw being unable to mold chakra on a failed save. A black receiver can be removed by another creature by making a DC 24 Strength (Athletics) check.
Legendary Actions
You 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. You regain spent legendary actions at the start of your turn.
Attack. You can make an attack or cast an Art with a casting time of 1 action.
Move. You can move up to your movement speed without provoking opportunity attacks.
Defend. You can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (9/Day)
If you fail a saving throw, you can choose to succeed instead.
Asura Path
S-Rank, Medium Humanoid, Elite, Path of Pain, Striker, Prof + 8
Level 17 (4500 XP)
- Armor Class 23 (Protection of God)
- Hit Points 555
- Chakra Points 359
- Speed 45 ft.
- Initiative 11
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 14 (+2) 24 (+7) 18 (+4) 10 (0)
- Saving Throws Str +12, Dex +12, Con +9, Int +16, Cha +7
- Skills Acrobatics +13, Athletics +13, Chakra Control +21, History +15, Illusions +12, Insight +12, Intimidation +16, Investigation +15, Martial Arts +13, Ninshou +21, Perception +20, Stealth +13
- Damage Resistance Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Damage Immunity Necrotic, Psychic
- Condition Immunity Berserk, Charmed, Dazed, Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Stunned, Unconscious
- Senses Passive Perception 30, Truesight 120 ft.
Savage Assault. Once per turn, add 17 extra damage to an attack.
Cleave. You can attack two adjacent targets that are within reach, dealing full damage to each.
Revenge. Deal 17 bonus damage against anyone that hurt you in the previous round.
See Through All. You have advantage on saving throws against Genjutsu.
Deflect All. You can spend your reaction to gain +5 AC against one melee attack that you can see.
Destroy All. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Eyes of Judgement. The Paths of Pain have their vision linked to each other and it gives the user 120 ft. of Truesight. They can all see what each other sees.
Brawling Arts. You can increase your STR and DEX to 24 for 1 minute, in exchange for 2 Divine Fatigue.
Absolute Might. You cannot make a Strength or Constitution saving throw at disadvantage.
Rinnegan
You have a Divine Fatigue limit equal to 34. Arts you cast give you a number of Divine Fatigue equal to the number of chakra die they would cost. If you spend more Divine Fatigue than your fatigue limit, for each additional fatigue you gain, you take 3d8 true damage.
Creation Arts. You gain 3 Creation Arts of your choice.You have the following Statistics; Art Save DC: 24/ Art Attack Bonus: 20
Rinnegan Arts
Destruction Arts. +20 to hit, (Creation save DC 24)
Mechanical Body (1 Divine Fatigue): Missile Cluster, Rocket Punch
Mechanical Body (1 Divine Fatigue): Arm Multiplication, Jet Propulsion
Warring Demon (1 Divine Fatigue): Chakra Cannon, Serrated Blades, Serrated Chakra Field
Attacks
Multiattack. You can make 4 unarmed attacks or 2 attacks with your black receiver.
Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) chakra enhanced bludgeoning damage.
Black Receiver. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) force damage. Target makes a DC 24 constitution saving throw being unable to mold chakra on a failed save. A black receiver can be removed by another creature by making a DC 24 Strength (Athletics) check.
Elite Action
You may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (17)
When you would roll any Saving throw, you may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Human Path
S-Rank, Medium Humanoid, Elite, Path of Pain, Lurker, Prof + 8
Level 17 (4500 XP)
- Armor Class 22 (Protection of God)
- Hit Points 455
- Chakra Points 455
- Speed 30 ft.
- Initiative 11
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 20 (+5) 24 (+7) 18 (+4) 10 (0)
- Saving Throws Dex +10, Con +10, Int +12, Wis +9
- Skills Acrobatics +13, Athletics +12, Chakra Control +21, History +15, Illusions +12, Insight +12, Intimidation +16, Investigation +15, Martial Arts +10, Ninshou +21, Perception +20, Stealth +13
- Damage Resistance Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Damage Immunity Necrotic, Psychic
- Condition Immunity Berserk, Charmed, Dazed, Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Stunned, Unconscious
- Senses Passive Perception 30, Truesight 120 ft.
Camouflage. When you are hidden, enemies cannot spot you with passive perception and they have disadvantage when making active checks to find you.
Cunning Action. You can Dash, Disengage, or Hide as a bonus action.
Hide in Plain Sight. You can attempt to hide when behind even light cover.
See Through All. You have advantage on saving throws against Genjutsu.
All Kneel. The ground in a 10 ft radius around you is difficult terrain to your enemies. Each creature that starts its turn in that area must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn.
All Repent. When you deal damage that reduces a creature to 0 hit points, that creature cannot be revived by anyone other than a Path of Pain.
Eyes of Judgement. The Paths of Pain have their vision linked to each other and it gives the user 120 ft. of Truesight. They can all see what each other sees.
Angel of Death. Damage you deal cannot be healed by normal means. Creatures whom you with an art become immune to healing for the next minute.
No Mercy. Arts you cast cannot be reacted to.
Rinnegan
You have a Divine Fatigue limit equal to 34. Arts you cast give you a number of Divine Fatigue equal to the number of chakra die they would cost. If you spend more Divine Fatigue than your fatigue limit, for each additional fatigue you gain, you take 3d8 true damage.
Destruction Arts. You gain 3 Destruction Arts of your choice.You have the following Statistics; Art Save DC: 24/ Art Attack Bonus: 20
Rinnegan Arts
Destruction Arts. +20 to hit, (Destruction save DC 24)
Soul Distortion (1 Divine Fatigue): Soul Grasp, Soul Interrogation
Soul Reading (1 Divine Fatigue): Soul Bonding, Soul Link
Attacks
Multiattack. You can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) chakra enhanced bludgeoning damage.
Black Receiver. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) force damage. Target makes a DC 24 constitution saving throw being unable to mold chakra on a failed save. A black receiver can be removed by another creature by making a DC 24 Strength (Athletics) check.
Elite Action
You may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (17)
When you would roll any Saving throw, you may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Animal Path
S-Rank, Medium Humanoid, Elite, Path of Pain, Controller, Prof + 8
Level 17 (4500 XP)
- Armor Class 22 (Protection of God)
- Hit Points 455
- Chakra Points 946
- Speed 30 ft.
- Initiative 10
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 20 (+5) 24 (+7) 18 (+4) 10 (0)
- Saving Throws Dex +14, Con +14, Int +16, Wis +13
- Skills Acrobatics +13, Athletics +10, Chakra Control +21, History +15, Illusions +12, Insight +12, Intimidation +16, Investigation +15, Martial Arts +10, Ninshou +21, Perception +20, Stealth +13
- Damage Resistance Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Damage Immunity Necrotic, Psychic
- Condition Immunity Berserk, Charmed, Dazed, Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Stunned, Unconscious
- Senses Passive Perception 30, Truesight 120 ft.
Distraction. Halve your attack damage to grant advantage to the next attack roll made against the target.
Side Step. Halve your attack damage to move yourself and your target 5ft in any direction.
Get Into Position. Halve your attack damage to allow an ally to spend their reaction and move up to half their speed (without provoking opportunity attacks from the target).
See Through All. You have advantage on saving throws against Genjutsu.
Control All. While within 10 feet of an allied creature, you may forgo your action to give them an additional action on their turn.
Escape All. You have advantage on ability checks and saving throws made to escape a grapple.
Eyes of Judgement. The Paths of Pain have their vision linked to each other and it gives the user 120 ft. of Truesight. They can all see what each other sees.
Preternatural Pressure. Creatures who make a saving throw against your summons in any way, are made at disadvantage.
Pack Master. When a summoned creature is within 5 feet of you, they deal deal 8 additional damage.
Rinnegan
You have a Divine Fatigue limit equal to 34. Arts you cast give you a number of Divine Fatigue equal to the number of chakra die they would cost. If you spend more Divine Fatigue than your fatigue limit, for each additional fatigue you gain, you take 3d8 true damage.
Creation Arts. You gain 3 Creation Arts of your choice.You have the following Statistics; Art Save DC: 24/ Art Attack Bonus: 20
Rinnegan Arts
Creation Arts. +20 to hit, (Creation save DC 24)
Rinne-Beast Summoning (1 Divine Fatigue): Rinne-Summoning Drill Bird, Rinne-Summoning Multi-Headed Dog
Rinne-Beast Monstrosity (1 Divine Fatigue): Rinne-Summoning Chameleon, Rinne-Summoning Rhino-Ox
Attacks
Multiattack. You can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) chakra enhanced bludgeoning damage.
Black Receiver. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) force damage. Target makes a DC 24 constitution saving throw being unable to mold chakra on a failed save. A black receiver can be removed by another creature by making a DC 24 Strength (Athletics) check.
Elite Action
You may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (17)
When you would roll any Saving throw, you may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Drill Bird
Large Beast, Unaligned
- Armor Class 20 (Natural Armor)
- Hit Points 120
- Speed 75 ft. Fly
STR DEX CON INT WIS CHA 19 (+4) 24 (+7) 14 (+2) 1 (-5) 15 (+2) 1 (-5)
- Condition Immunity Charmed, Exhaustion, Fear, Poisoned
- Senses Passive Perception 12, Truesight 120 ft.
Visual Link. The Drill Birds Vision is connected to its summoner. It can see what it’s summoner see’s and its summoner can see what the Bird sees.
Diamond Beak. The Drill Bird's Dive attack deals 5d6 additional damage if the Drill Bird moves at least 60 feet in a straight line before hitting a creature.
Actions
Multiattack. The Drill Bird can attack 2 times with its Peck.
Peck. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 24 (5d6 + 8) piercing Damage.
Dive (Recharge 7-8): If the Drill Bird flies in a straight line at least 30 feet before hitting another creature, it can perform a dive, attempting to pierce all creatures in a straight line after the 30 feet movement requirement. All creatures in a straight line after the Drill bird has moved at least 30 feet, up to the drill birds remaining movement must succeed a DC 19 Dexterity Save, taking 49 (10d6 + 14) piercing damage on a failed save, or half as much on a successful one.
Multi-Headed Dog
Large Beast, Unaligned
- Armor Class 21 (Natural Armor)
- Hit Points 141
- Speed 40 Ft.
STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 22 (+6) 1 (-5) 12 (+1) 1 (-5)
- Condition Immunity Charmed, Exhaustion, Fear, Poisoned
- Senses Passive Perception 12, Truesight 120 ft.
Visual Link. The Multi-Headed Dog's Vision is connected to its summoner. It can see what it’s summoner see’s and its summoner can see what the Dog sees.
Multiply. Each time the Multi-Headed Dog takes 20 Damage in a single instance, it splits apart creating a Spawned dog. This Spawned dog has the same Ability scores, attacks, and Speed as the Multi-Headed Dog, and 50 Hit points. If the Spawned Dog is killed it is consumed by the Multi-Headed Dog, healing the Multi-Headed Dog by 22 (5d8) Hit points. If the Multi-Headed dog is reduced to 0 Hit points while it has Spawned dogs active, the spawned dog with the most hit points becomes a Multi-Headed Dog.
Actions
Multiattack. The Multi-Headed Dog can attack 3 times with its Bite.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 7) piercing damage.
Rhino-Ox
Large Monstrosity, Unaligned
- Armor Class 25 (Natural Armor)
- Hit Points 170
- Speed 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 12 (+1) 26 (+8) 1 (-5) 8 (-1) 1 (-5)
- Condition Immunity Charmed, Exhaustion, Fear, Poisoned
- Damage Immunity Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Senses Passive Perception 11, Truesight 120 ft.
Visual Link. The Rhino-Ox's Vision is connected to its summoner. It can see what it’s summoner see’s and its summoner can see what the Rhino-Ox sees.
Brute Force. If the Rhino-Ox moves 40 feet in a straight line, it’s movement speed triples, and gains an advantage on its next attack roll until the end of its turn. If a creature is hit with its Gore while benefiting from this feature, they take the maximum possible damage.
Ram. If the Rhino-Ox hits a creature with its gore attack, the target must succeed a DC 19 Strength saving throw being thrown prone.
Actions
Multiattack. The Rhino-Ox can attack 3 times with its gore.
Gore. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 27 (3d12 + 8) piercing Damage.
Snake-Tailed Chameleon
Large Monstrosity, Unaligned
- Armor Class 22 (Natural Armor)
- Hit Points 90
- Skills Stealth +10
- Speed 45 ft., 45 ft Climbing, 45 ft Swimming
STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 12 (+1) 1 (-5) 16 (+3) 1 (-5)
- Condition Immunity Charmed, Exhaustion, Fear, Poisoned
- Senses Passive Perception 12, Truesight 120 ft.
Visual Link. The Snake-Tailed Chameleon's Vision is connected to its summoner. It can see what it’s summoner see’s and its summoner can see what the Snake-Tailed Chameleon sees.
Camouflage. The Snake Tailed Chameleon can blend into its surroundings extremely well. The Snake-Tailed Chameleon can make a Dexterity (Stealth) Check as a bonus action with a +10 to the check.
Actions
Multiattack. The Snake-Tailed Chameleon can attack two times with its snake tail and one attack with its tongue.
Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) piercing Damage
Snake Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature. Hit 15 (6d4) poison damage. A creature hit with this attack, must make a DC 18 Constitution saving throw to resist being poisoned for the next minute.
Tongue. Melee Weapon Attack: +12 to hit, reach 25 ft., one creature. Hit 13 (2d8+4) bludgeoning damage. A creature hit with this attack, must make a DC 18 Strength saving throw to resist being grappled and the Chameleon can’t tongue another target.
Swallow. The Chameleon makes one bite Attack against a Medium or smaller target it is Grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the chameleons turns. The Chameleon can have only one living target swallowed at a time. If the Chameleon dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Preta Path
S-Rank, Medium Humanoid, Elite, Path of Pain, Defender, Prof + 8
Level 17 (4500 XP)
- Armor Class 27 (Protection of God)
- Hit Points 750
- Chakra Points 553
- Speed 30 ft.
- Initiative 10
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 20 (+5) 24 (+7) 18 (+4) 10 (0)
- Saving Throws Str +13, Dex +14, Con +15, Int +12, Cha +10
- Skills Acrobatics +12, Athletics +11, Chakra Control +21, History +15, Illusions +12, Insight +12, Intimidation +16, Investigation +15, Martial Arts +11, Ninshou +21, Perception +20, Stealth +12
- Damage Resistance Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Damage Immunity Necrotic, Psychic
- Condition Immunity Berserk, Charmed, Dazed, Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Stunned, Unconscious
- Senses Passive Perception 30, Truesight 120 ft.
Heavy Defense. Your defence is impenetrable. Gain +2 AC. (Included in the calculation)
You Can't Leave. Targets always provoke opportunity attacks, even if they take the Disengage action before leaving your reach. In addition, when you hit with an opportunity attack, the target's speed becomes 0 for the rest of the turn.
Got Your Back. When standing next to an ally or attacking target, you can spend your reaction to redirect the attack onto yourself.
See Through All. You have advantage on saving throws against Genjutsu.
Crush All. At the start of your turn, you deal 17 chakra enhanced bludgeoning damage to any creature that you are grappling.
All Must Suffer. You have advantage on attack rolls against any target you have grappled. In addition, when grappling a target, any damage you take from an attack is split 50/50 with your victim.
Eyes of Judgement. The Paths of Pain have their vision linked to each other and it gives the user 120 ft. of Truesight. They can all see what each other sees.
Defensive Arts. The Defensive bodies summoner can force the Defensive body to interpose an attack, jutsu or art it can see affecting another creature or body, pushing that creature or body out of its range, changing the target of the attack to itself, or making the save in place of the original target, in exchange for 2 Divine Fatigue.
Bruiser. You are immune to damage if it deals less than 8.
Rinnegan
You have a Divine Fatigue limit equal to 34. Arts you cast give you a number of Divine Fatigue equal to the number of chakra die they would cost. If you spend more Divine Fatigue than your fatigue limit, for each additional fatigue you gain, you take 3d8 true damage.
Destruction Arts. You gain 3 Destruction Arts of your choice.You have the following Statistics; Art Save DC: 24/ Art Attack Bonus: 20
Rinnegan Arts
Destruction Arts. +20 to hit, (Creation save DC 24)
Chakra Barrier (1 Divine Fatigue): Chakra Bubble, Omni-Chakra Absorption
Chakra Consumption (1 Divine Fatigue): Chakra Domination, Aura of Domination
Attacks
Multiattack. You can make 3 unarmed attacks or 2 attacks with your black receiver.
Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) chakra enhanced bludgeoning damage.
Black Receiver. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) force damage. Target makes a DC 24 constitution saving throw being unable to mold chakra on a failed save. A black receiver can be removed by another creature by making a DC 24 Strength (Athletics) check.
Elite Action
You may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (17)
When you would roll any Saving throw, you may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Naraka Path
S-Rank, Medium Humanoid, Elite, Path of Pain, Supporter, Prof + 8
Level 17 (4500 XP)
- Armor Class 24 (Protection of God)
- Hit Points 521
- Chakra Points 718
- Speed 35 ft.
- Initiative 10
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 24 (+7) 18 (+4) 10 (0)
- Saving Throws Dex +12, Con +12, Wis +12, Cha +8
- Skills Acrobatics +12, Athletics +12, Chakra Control +20, History +15, Illusions +12, Insight +12, Intimidation +16, Investigation +15, Martial Arts +12, Ninshou +21, Perception +20, Stealth +12
- Damage Resistance Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Damage Immunity Necrotic, Psychic
- Condition Immunity Berserk, Charmed, Dazed, Exhaustion, Fear, Incapacited, Paralyzed, Poisoned, Stunned, Unconscious
- Senses Passive Perception 30, Truesight 120 ft.
Guidance. Allies within 10ft of you have advantage on their attacks rolls.
Tactical Focus. At the beginning of combat, when initiative it rolled, you may roll your initiative at disadvantage. When you do all of your allies roll their initiative adding half your level to the result of their initiative roll.
Helpful. When you perform the Help Action, you may target allied creatures up to 30 feet away. You may select up to 2 allies to gain the benefits of the help action.
See Through All. You have advantage on saving throws against Genjutsu.
All Must Pay. When you take damage from an attack, you can transfer half of the damage to another creature within 5 ft of you.
All Powerful. You ignore resistance and treat immunity as resistance.
Eyes of Judgement. The Paths of Pain have their vision linked to each other and it gives the user 120 ft. of Truesight. They can all see what each other sees.
Jury. You have advantage on saving throws against creatures who lie to you until the end of your next turn.
Executioner. You deal twice as much damage to creatures with less than half hit points.
Rinnegan
You have a Divine Fatigue limit equal to 34. Arts you cast give you a number of Divine Fatigue equal to the number of chakra die they would cost. If you spend more Divine Fatigue than your fatigue limit, for each additional fatigue you gain, you take 3d8 true damage.
Creation Arts. You gain 3 Creation Arts of your choice.You have the following Statistics; Art Save DC: 24/ Art Attack Bonus: 20
Rinnegan Arts
Creation Arts. +20 to hit, (Creation save DC 24)
King of Hell: Judgement (2 Divine Fatigue): Absolute Authority, Commandments
King of Hell: Judgement (2 Divine Fatigue): Respite
King of Hell: Forgiveness (2 Divine Fatigue): Jaws of Life, Portal
Attacks
Multiattack. You can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) chakra enhanced bludgeoning damage.
Black Receiver. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) force damage. Target makes a DC 24 constitution saving throw being unable to mold chakra on a failed save. A black receiver can be removed by another creature by making a DC 24 Strength (Athletics) check.
Elite Action
You may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (17)
When you would roll any Saving throw, you may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Konan
TBD/Waiting For input
Using Konan As An ADVERSARY
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Konan
Konan
S-Rank, Medium Humanoid, Elite, Shikigami, Caster, Prof + 7
Level 15 (7000 XP)
- Armor Class 21 (Studded Leather)
- Hit Points 201
- Chakra Points 552
- Speed 30 ft.
- Initiative 10
STR DEX CON INT WIS CHA 10 (0) 20 (+5) 17 (+3) 22 (+6) 16 (+3) 13 (+1)
- Saving Throws Dex +15, Con +13, Int +16
- Skills Acrobatics +12, Chakra Control +17, Crafting +13, Deception +8, Insight +10, Intimidation +8, Investigation +13, Ninshou +13, Perception +10, Sleight of Hand +12, Stealth +12
- Condition Immunity Charmed
- Senses Passive Perception 20
I Can See You. Your ranged attacks ignore half and three-quarters cover.
Specialized Casting. Select one Jutsu you know, increase the save DC and damage die of the Jutsu by 1 for every 5 Levels you have.
Efficient Casting. Select two Moldings found in either the Kurama clan or the Ninjutsu Specialist Class.
Freedom of Movement. You ignore difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from Jutsu based restraints or being grappled.
Amorphous. You can move through a space as narrow as 1 inch wide without squeezing.
Indominable. You are immune to any effects that would alter your mind or will.
Divine Shikigami. You gan the Divine Shikigami Clan Feature.
Paper Expert. You always have paper based ninja tools to use.
Shikigami Techniques. When you cast a Shikigami Clan Hijutsu, you can spend a Paper Bomb, Explosive tag ball, flash tag, poison gas tag or breaching tag to increase your damage by 3 damage die.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
D-Ranks (Cost 5): Paper Shuriken, Paper Substitution, Paper Trap, Sensing Technique, Tracking Tag
C-Ranks (Cost 9): Origami Servitor, Paper Clone, Paper Drizzle
B-Ranks (Cost 14): Kagura's Mind Eye, Paper Chakram, Paper Coffin
A-Ranks (Cost 20): Dance of the Shikigami, Origami Servitor, Paper Chakram, Paper Drizzle, Paper Shuriken
Attacks
Multiattack. You can make 2 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage.
Elite Action
Konan may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (15)
When Konan would roll any Saving throw, she may roll an additional d4. Konan may roll any number of d4 she has remaining. She has a total number of d4 equal to your level per combat.
Kisame
TBD/Waiting For input
Using Kisame As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Kisame Hoshigaki
Kisame (Phase 1 and 2)
S-Rank, Medium Humanoid, Solo (4), Hoshigaki, Iconic, Prof + 8
Level 16 (16,000 XP)
- Armor Class 28 (Shark Skin)
- Hit Points 1170/702
- Chakra Points 1170/702
- Speed 50 ft.
- Initiative 9
STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 23 (+6) 20 (+5) 12 (+1) 10 (0)
- Saving Throws Str +15, Dex +2, Con +15, Int +14, Wis +2, Cha +1
- Skills Athletics +22, Chakra Control +22, Insight +9, Intimidation +8
- Damage Resistance Bludgeoning, Cold
- Condition Immunity Exhaustion, Fear, Poisoned
- Senses Passive Perception 11
Iconic Strength. You gain advantage on Constitution Saving throws.
Iconic Power. Your damage cannot be reduced by any more than 5.
Iconic Determination. You gain 3 additional Legendary Tenacity die.
Chakra Balance. You can convert chakra into Hit points at a rate of 2 Chakra per 1 hit point.
Bloodthirsty. When a creature scores a critical hit against you, you can immediately make a weapon attack against them. On a hit, you automatically score a critical hit against the triggering creature.
Backstab. If you have advantage on your attack, add your level in extra damage to the triggering attack.
Shark Skin. You gain a Bonus to AC equal to your Consitution Modifier.
Apex Predator. Until the beginning of your next turn, you have advantage on attack Melee Attacks you make against a single target. All attacks targeting you gains advantage.
Wrath of the Deep. When you would make a melee weapon attack at a creature, while underwater, you can use your bonus action to make one additional melee weapon attack.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
D-Ranks (Cost 5): Sensing Water Sphere
C-Ranks (Cost 9): Four Shark Rain, Water Clone, Wall of Water, Water Bullet
B-Ranks (Cost 14): Explosive Colliding Shockwave, Shark Bomb, Water Fang
A-Ranks (Cost 20): Great Shark Bullet, Water Severing Wave, Water Dragon
S-Ranks (Cost 25): Giant Water Prison Dance
Taijutsu. +16 to hit, (Taijutsu save DC 25)
D-Ranks (Cost 5): Deep Dive
C-Ranks (Cost 9): Heaven Cutter, Falling Blade
B-Ranks (Cost 14): Brace, Combo Vault, Quick Draw, Counter-Strike
Attacks
Multiattack. Kisame can make 4 melee attacks or 5 ranged attacks with his kunai.
Samehada. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 6) slashing damage. On a hit the target loses chakra equal to the damage dealt. Kisame regains the chakra equal to the chakra the target loses.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 6) bludgeoning damage.
Kunai. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Legendary Actions
Kisame can take 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Kisame regains spent legendary actions at the start of his turn.
Attack. Kisame casts a jutsu.
Move. Kisame can move up to his movement speed.
Defend. Kisame can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Tenacity (19)
When Kisame would roll any Saving throw, ability check or attack roll they may roll an additional d6. You may roll any number of d6 you have remaining. You have a total number of d6 equal to your level per combat.
Kisame Hoshigaki
Kisame (Phase 3)
S-Rank, Medium Humanoid, Solo (4), Hoshigaki, Iconic, Prof + 8
Level 16 (16,000 XP)
- Armor Class 28 (Shark Skin)
- Hit Points 351
- Chakra Points 351
- Speed 50 ft., 100ft. Swimming
- Initiative 9
STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 23 (+6) 20 (+5) 12 (+1) 10 (0)
- Saving Throws Str +15, Dex +2, Con +15, Int +14, Wis +2, Cha +1
- Skills Athletics +22, Chakra Control +22, Insight +9, Intimidation +8
- Damage Resistance Bludgeoning, Piercing, Slashing, Cold
- Condition Immunity Exhaustion, Fear, Poisoned
- Senses Passive Perception 11, Truesight 30 ft.
Iconic Strength. You gain advantage on Constitution Saving throws.
Iconic Power. Your damage cannot be reduced by any more than 5.
Iconic Determination. You gain 3 additional Legendary Tenacity die.
Chakra Balance. You can convert chakra into Hit points at a rate of 2 Chakra per 1 hit point.
Bloodthirsty. When a creature scores a critical hit against you, you can immediately make a weapon attack against them. On a hit, you automatically score a critical hit against the triggering creature.
Backstab. If you have advantage on your attack, add your level in extra damage to the triggering attack.
Shark Skin. You gain a Bonus to AC equal to your Consitution Modifier.
Apex Predator. Until the beginning of your next turn, you have advantage on attack Melee Attacks you make against a single target. All attacks targeting you gains advantage.
Wrath of the Deep. When you would make a melee weapon attack at a creature, while underwater, you can use your bonus action to make one additional melee weapon attack.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
D-Ranks (Cost 5): Sensing Water Sphere
C-Ranks (Cost 9): Four Shark Rain, Water Clone, Wall of Water, Water Bullet
B-Ranks (Cost 14): Explosive Colliding Shockwave, Shark Bomb, Water Fang
A-Ranks (Cost 20): Great Shark Bullet, Water Severing Wave, Water Dragon
S-Ranks (Cost 25): Giant Water Prison Dance
Taijutsu. +16 to hit, (Taijutsu save DC 25)
D-Ranks (Cost 5): Deep Dive
C-Ranks (Cost 9): Leaf Great Flash, Shadow Dancing Leaf
B-Ranks (Cost 14): Brace, Heavenly Foot of Pain, Piston Fist, Quaking Leg
Attacks
Multiattack. Kisame can make 5 melee attacks.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 6) slashing damage. On a hit the target loses chakra equal to the damage dealt. Kisame regains the chakra equal to the chakra the target loses.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 6) bludgeoning damage.
Legendary Actions
Kisame can take 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Kisame regains spent legendary actions at the start of his turn.
Attack. Kisame casts a jutsu.
Move. Kisame can move up to his movement speed.
Defend. Kisame can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Tenacity (19)
When Kisame would roll any Saving throw, ability check or attack roll they may roll an additional d6. You may roll any number of d6 you have remaining. You have a total number of d6 equal to your level per combat.
Tsunade (War Arc)
Tsunade
S-Rank, Medium Humanoid, Solo (4), Senju, Iconic, Prof + 7
Level 15 (14,000 XP)
- Armor Class 24 (Natural Armor)
- Hit Points 1389/833/416
- Chakra Points 1038
- Speed 50 ft.
- Initiative 11
STR DEX CON INT WIS CHA 23 (+6) 18 (+4) 22 (+6) 17 (+3) 14 (+2) 10 (0)
- Saving Throws Str +14, Dex +12, Con +21, Int +4, Wis +3, Cha +2
- Skills Athletics +20, Chakra Control +20, History +10, Insight +9, Intimidation +7, Investigation +10, Martial Arts +20, Medicine +20, Ninshou +9, Perception +9
- Senses Passive Perception 19
Iconic Power. Your damage cannot be reduced by any more than 5.
Iconic Strength. You gain advantage on Strength Saving throws.
Iconic Resistance. You are resistant to all damage unless it deals an amount equal to twice your level in a single turn.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Critical Defense. Critical hits made against you count as normal hits unless you are already bloodied.
Impenetrable. You are resistant to all non-ninJutsu or genjutsu damage.
Built Different. You gain Advantage on constitution saving throws
Sacred Body. You may use Constitution as your Medicine Ability Modifier.
Hokage's Legacy. You expertise in Consitution saving throws if you are already proficienct. Additionally, when you would regain hit points, you always regain the maximum possible.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 23)
C-Ranks (Cost 9): Restorative
B-Ranks (Cost 14): Strength of 100
A-Ranks (Cost 20): Regenerate
S-Ranks (Cost 25): Creation Rebirth: Strength Of 1000, Summoning Technique, Healing Hands
Taijutsu. +15 to hit, (Taijutsu save DC 23)
C-Ranks (Cost 9): Fist Slam, Leaf Great Flash
B-Ranks (Cost 14): Whirlwind Death Drop, Heavenly Foot Of Pain, Quaking Leg, Reverse Guard
A-Ranks (Cost 20): Iron Guard, Piston Fist
S-Ranks (Cost 25): Cherry Blossom Impact
Attacks
Multiattack. You can make 4 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Legendary Actions
Tsunade 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. Tsunade regains spent legendary actions at the start of their turn.
Attack. Tsunade makes an attack or casts a jutsu.
Move. Tsunade can move up to its speed if she is free to do so. This movement may trigger opportunity attacks and reactions as normal from your enemies
Defend. Tsunade can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (3/Day)
If Tsunade fails a saving throw, they can choose to succeed instead.
Ōnoki
TBD/Waiting For input
Using Ōnoki As An ADVERSARY
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Ōnoki
Ōnoki
S-Rank, Medium Humanoid, Solo (4), Tsuchikage, Iconic, Prof + 8
Level 16 (16,000 XP)
- Armor Class 23 (Studded Leather)
- Hit Points 626/313/105
- Chakra Points 626/313/105
- Speed 50 ft.
- Initiative 10
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 20 (+5) 25 (+7) 16 (+3) 13 (+1)
- Saving Throws Dex +11, Con +14, Int +16, Wis +12,
- Skills Chakra Control +21, Illusions +11, Insight +11, History +25, Intimidation +9, Investigation +15, Martial Arts +8, Ninshou +23, Perception +11
- Damage Resistance Non-Chakra enhanced bludgeoning, piercing and slashing
- Condition Immunity Berserk, Charmed
- Senses Passive Perception 21
Efficient Casting. Select two Moldings found in Ninjutsu Specialist Class.
Iconic Power. Your damage cannot be reduced by any more than 5.
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Combat Seal Weaving. When a creature makes a saving throw vs a Jutsu you cast, if they fail the check and the difference between their roll and your Save DC is 5 or greater, and your jutsu deals damage, you instead deal double damage.
Zenith. All of your Jutsu are automatically upcasted by 1 Rank.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
For the Village. When you cast a jutsu with the Earth Release Keyword, the range is doubled and add your proficiency bonus to the damage.
Earthern Mastery. Ninjutsu you cast with the Earth Release Keyword of B-Rank or lower, does not require Handsigns (HS).
A Kage's Pride. You are immune to effects that would prevent chakra molding. You also cannot have your chakra reduced by hostile effects.
Jutsu
Ninjutsu. +17 to hit, (Ninjutsu save DC 26)
C-Ranks (Cost 9): Calcite: Might, Earth Dragon Bullet, Guide to Resistance, Moving Earth Core, Terrashield, Turning Palm
B-Ranks (Cost 14): Bedrock Skin, Bottomless Swamp, Calcite: Power, Earth-Style Wall, Mausoleum Dumpling, Stone Fist
A-Ranks (Cost 20): Added/Reduced Weight, Earth Clone
S-Ranks (Cost 25): Particle Assimilation Cube, Particle Assimilation Cylinder
Attacks
Multiattack. Ōnoki can make 2 melee unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Legendary Actions
Ōnoki 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. Ōnoki regains spent legendary actions at the start of their turn.
Move. Ōnoki can move up to his speed without provoking opportunity attacks.
Cast A Jutsu. Ōnoki can cast a jutsu with a casting time of 1 Action or Bonus Action.
Dodge. Ōnoki can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (6/Day)
If Ōnoki fails a saving throw, he can choose to succeed instead.
Unruly A
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Using A As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Unruly A
A
S-Rank, Medium Humanoid, Solo (4), Raikage, Iconic, Prof + 8
Level 16 (16,000 XP)
- Armor Class 26 (Natural Armor)
- Hit Points 1044/626/313
- Chakra Points 1044/626/313
- Speed 60 ft.
- Initiative 13
STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 20 (+5) 10 (0) 14 (+2) 10 (0)
- Saving Throws Str +15, Dex/Con +14, Int +1, Wis +3, Cha +1
- Skills Acrobatics +21, Athletics +22, Chakra Control +21, Martial Arts +22, Ninshou +8, Perception +10
- Damage Resistance Lightning
- Condition Immunity Charmed, Fear, Shocked, Slowed
- Senses Passive Perception 20
Iconic Power. A's damage cannot be reduced by any more than 5.
Iconic Focus. A cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Iconic Determination. You gain an additional use of Legendary Resistance.
Reckless. At the start of your turn, you can gain advantage on all melee attacks you make for that turn. However, all attacks against you gain advantage until the start of your next turn.
Enhanced Nature Release. Jutsu with the Lightning Release Keyword deal an additional die of damage.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Indestructible Body. While A is under the effect of a Jutsu which you cast with the lightning release keyword, regain temporary hit points equal to 3 times its rank at the start of each turn.
Unruly Lightning. Twice per combat, you may maximize the damage of one lightning release jutsu you cast.
Black Lightning. When A casts a Jutsu with the Lightning Release Keyword he can spend 10 chakra to increase the number of save DC by 1.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
D-Ranks (Cost 5): Body Flicker
C-Ranks (Cost 9): Static Coat, Body Flicker Blitz, Nerve Surge
B-Ranks (Cost 14): Strike Armor, Muscular Overcharge, Billowing Lightning
A-Ranks (Cost 20): Lariat, Lightning Aura Armor, Lightning Dragon
S-Ranks (Cost 25): Lightning Chakra Mode
Taijutsu. +16 to hit, (Taijutsu save DC 25)
D-Ranks (Cost 5): Elbow Bolt, Lightning Straight
C-Ranks (Cost 9): Guillotine Drop
B-Ranks (Cost 14): Liger Bomb, Lightning Oppression Chop
A-Ranks (Cost 20): Lariat
Attacks
Multiattack. A can make 4 attacks.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.
Legendary Actions
A can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. A regains spent legendary actions at the start of their turn.
Attack. A is able to make unarmed attack or cast a jutsu with the casting time of 1 action or bonus action.
Move. A can move up to his speed without provoking opportunity attacks.
Defend. A can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (6/Day)
If A fails a saving throw, he can choose to succeed instead.
Mei Terumī
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Using Mei As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Mei Terumī
Mei
S-Rank, Medium Humanoid, Solo (4), Mizukage, Caster/Iconic, Prof + 7
Level 13 (9,400 XP)
- Armor Class 22 (Studded Leather)
- Hit Points 810/486/243
- Chakra Points 810/486/243
- Speed 30 ft.
- Initiative 9
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 19 (+4) 22 (+6) 13 (+1) 12 (+1)
- Saving Throws Str +1, Dex +10, Con +12, Int +14, Wis/Cha +2
- Skills Chakra Control +11, History +13, Illusions +8, Insight +8, Investigation +13, Ninshou +20, Perception +8, Persuasion +8
- Senses Passive Perception 18
Potent Casting. Twice per combat, you may maximize the damage one jutsu you cast deals.
Iconic Power. Your damage cannot be reduced by any more than 5.
Iconic Focus. Mei cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Enhanced Nature Release. Jutsu with the Water Release Keyword deal an additional die of damage.
Zenith. All of your Jutsu are automatically upcasted by 1 Rank.
Aura of Steam. Creatures who start their turn within 10 ft. of you take 13 fire damage.
Lava Release. When Mei casts a Yoton Hijutsu, she may increase the damage die by one step.
Quicklime. As bonus action, Mei may force a creature affected by a yoton clan hijutsu this round to make a Strength saving throw vs your Ninjutsu save DC to resist being frozen in place by hardening lava. On a failed save the target is restrained. They repeat the save at the end of each of their turns to end the restrained condition.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
D-Ranks (Cost 5): Hidden Mist, Skilled Mist, Steam Bullet, Water Evaporation/Fire Extinguish
C-Ranks (Cost 9): Steam Armor, Corrosive Viper Fang, Water Bullet, Lava Rock
B-Ranks (Cost 14): Acidic Dragons Breath, Scorpions Stinger, Scorching Stream Rock, Quicklime Hardening
A-Ranks (Cost 20): Water Dragon, Acidic Explosion, Planet-Branding Blast, Water Formation Wall
Attacks
Multiattack. Mei can make 2 unarmed attacks or 3 with her shuriken.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) Bludgeoning damage.
Shuriken. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) Slashing damage.
Legendary Actions
Mei 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. Mei regains spent legendary actions at the start of their turn.
Attack. Mei casts a jutsu with the casting time of 1 action or bonus action.
Move. Mei can move up to her speed if she is free to do so. This movement may trigger opportunity attacks and reactions as normal from your enemies.
Defend. Mei can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (5/Day)
If Mei fails a saving throw, she can choose to succeed instead.
Gaara
TBD/Waiting For input
Using Gaara As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Gaara (War Arc)
Gaara
S-Rank, Medium Humanoid, Solo (4), Jiton, Iconic, Prof + 7
Level 15 (14,000 XP)
- Armor Class 25 (Dust Coat)
- Hit Points 982/589/294
- Chakra Points 982/589/294
- Speed 50 ft.
- Initiative 9
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 20 (+5) 20 (+5) 17 (+3) 15(+2)
- Saving Throws Str +2, Dex +3, Con +13, Int +13, Wis +11, Cha +3
- Skills Chakra Control +19, History +12, Intimidation +9, Insight +10, Investigation +12, Ninshou +12, Perception +10, Persuasion +9
- Condition Immunity Charmed, Fear
- Senses Passive Perception 20
Iconic Power. Gaara’s damage cannot be reduced by any more than 5.
Iconic Focus. Gaara cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Iconic Presence. Gaara is immune to Charisma based Skill Checks and affects. Additionally, he cannot be charmed or controlled by other creatures.
Enhanced Earth Release. Gaara deals an additional die of damage with jutsu with Ninjutsu with the Earth Release Keyword.
Critical Defense. Critical hits made against you count as normal hits unless you are already bloodied.
Uncanny Senses. Unless you are incapacitated, you cannot be surprised.
Living Sand. Gaara gains a +5 AC to all attacks so long as he can see the attacker. If the Attackers movement speed is equal to or greater than double Gaara’s movement speed, he cannot see their attacks.
Sand Armor. Gaara has 20 temporary hit points. He regains 5 temporary hit points at the beginning of each of his turns.
Karura's Legacy. When you deal damage with a Jiton Clan Hijutsu, you may increase the damage die by 1 step.
Jutsu
Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
D-Ranks (Cost 5): Agonizing Thorn, Bedrock Skin, Magnet Dust Particle Drizzle
C-Ranks (Cost 9): Earth Clone, Great Breakthrough, Sand Armor, Sand Coffin Binding, Sandstorm, Terrashield
B-Ranks (Cost 14): Antlion Collapse, Bottomless Swamp, Dust Shield, Imperial Dust Funeral, Multilayered Gale
A-Ranks (Cost 20): Dust Particle World, Dust Wings
Attacks
Multiattack. Gaara can make 2 melee unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Legendary Actions
Gaara 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. Gaara regains spent legendary actions at the start of his turn.
Attack. Gaara casts a jutsu with a casting time of 1 action or bonus action.
Move. Gaara 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
Defend. Gaara can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Tenacity (15)
When Gaara would roll any Saving throw, ability check or attack roll they may roll an additional d6. You may roll any number of d6 you have remaining. You have a total number of d6 equal to your level per combat.
Neji Hyūga (War Arc)
Neji Hyūga
A-Rank, Medium Humanoid, Elite, Hyūga, Iconic/Striker, Prof + 6
Level 12 (4000 XP)
- Armor Class 24 (Studded Leather)
- Hit Points 334
- Chakra Points 334
- Speed 50 ft.
- Initiative 10
STR DEX CON INT WIS CHA 13 (+1) 21 (+5) 18 (+4) 13 (+1) 15 (+2) 13 (+1)
- Saving Throws Dex +12, Con +11, Wis +9
- Skills Acrobatics +17, Athletics +7, Chakra Control +9, Illusions +8, Insight +8, Martial Arts +7, Perception +8
- Condition Immunity Charmed, Fear
- Senses Chakra Sight 500ft., Passive Perception 18
Iconic Determination. Neji gains 6 additional Elite Tenacity die.
Savage Flurry. As a bonus action after taking the attack acton, make two unarmed strikes as a bonus action.
Prodigy. Neji knows jutsu up to 1 rank higher than his current limitations.
Uncaged Bird. All of Neji's jutsu are automatically upcasted by 1 Rank and have their Save DC is increased by 1. (Inluded in the calculation)
Sacrifice. When you are within 30ft. of an ally, you can redirect any single attack made against your ally to you as a reaction.
Gentle Fist. Your unarmed strikes do chakra damage instead of hit points. If they have 0 chakra you deal double hit point damage.
Byakugan Sight. You have 500 feet of Chakra sight that can see through 10 ft thick walls, and can avert your gaze without penalty.
Jutsu
Taijutsu. +12 to hit, (Taijutsu save DC 22)
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu Needle, Vacuum Palm
C-Ranks (Cost 9): 8-Trigrams 32 Palms, Giant Palm Rotation, One-Body Blow, Vacuum Palm Wall
B-Ranks (Cost 14): 8-Trigrams 64 Palms, 8-Trigrams 64 Palms Defense, Mountain Crusher
A-Ranks (Cost 20): 8-Trigrams 128 Palms
Attacks
Multiattack. Neji can make 3 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) chakra enhanced bludgeoning damage.
Shuriken. Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 8 (1d4 + 5) slashing damage.
Elite Action
Neji may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (18)
When Neji would roll any Saving throw, he may roll an additional d4. Neji may roll any number of d4 he has remaining. Neji has a total number of d4 equal to his level per combat.
Temari (War Arc)
Temari
A-Rank, Medium Humanoid, Elite, Jiton, Iconic/Caster/Generalist, Prof + 7
Level 13 (4700 XP)
- Armor Class 23 (Studded Leather + Blocking)
- Hit Points 360
- Chakra Points 360
- Speed 50 ft.
- Initiative 8
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 19 (+4) 20 (+5) 13 (+1) 11 (0)
- Saving Throws Str +2, Dex +11, Con +12, Int +13, Wis +2, Cha +1
- Skills Acrobatics +10, Athletics +8, Chakra Control +18, History +12, Insight +8, Ninshou +12, Perception +8, Sleight of Hand +8, Stealth +8
- Senses Passive Perception 18
Efficient Casting. Select two Moldings found in Ninjutsu Specialist Class.
Hard to Hit. When Temari is standing and unrestained, attacks against her have disadvantage unless she is adjacent to two or more enemies.
Iconic Power. Temari's damage cannot be reduced by any more than 5.
Advanced Study. Temari knows jutsu up to 1 rank higher than her current limitations.
Enhanced Wind Release. Temari deals an additional die of damage with jutsu with Ninjutsu with the Wind Release Keyword.
Zenith. All of Temari's Jutsu are automatically upcasted by 1 Rank.
Swirling Currents. When Temari would be targeted with a weapon attack or bukijutsu, she can increase her AC by 1d8 or when you would make a saving throw against a Bukijutsu, she gains advantage on the saving throw.
Tempest. You cannot have disadvantage on clashing when you cast a Ninjutsu with the Wind Release Keyword and the DC to dispel, counter, or negate your jutsu is increased by 3.
Jutsu
Ninjutsu. +13 to hit, (Ninjutsu save DC 22)
D-Ranks (Cost 5): Blurring Wind, Buffeting Airwaves, Dust Wind, Supporting Gale, Zephyr Strike
C-Ranks (Cost 9): 1,000 Blades of Wind, Sickle Weasel, Rotating Ferocious Wind, Vacuum Shield
B-Ranks (Cost 14): Backlash, Great Sickle Weasel, Multilayered Gale
A-Ranks (Cost 20): Cast Net, Vacuum Wall
S-Ranks (Cost 25): Backlash Wave, Fanned Wind
Attacks
Multiattack. Temari can make 2 melee attacks with their Katana or 3 ranged attacks with her shuriken.
Giant Folding Fan. Melee Weapon Attack: Hit: +11 to hit, 8 (1d8 + 3) Bludgeoning damage. (Versatile. 9 [1d10 + 3])
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) Bludgeoning damage.
Shuriken. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) Slashing damage.
Elite Action
Temari may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (13)
When Temari would roll any Saving throw, she may roll an additional d4. She may roll any number of d4 she has remaining. She has a total number of d4 equal to her level per combat.
Hanzō
TBD/Waiting For input
Using Hanzō As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Hanzō
Hanzō
S-Rank, Medium Humanoid, Solo (4), Amegakure, Iconic/Striker, Prof + 7
Level 15 (14,000 XP)
- Armor Class 27 (Studded Leather)
- Hit Points 982/589/294
- Chakra Points 982/589/294
- Speed 65 ft.
- Initiative 14
STR DEX CON INT WIS CHA 17 (+3) 24 (+7) 21 (+5) 12 (+1) 15 (+2) 10 (0)
- Saving Throws Str +11, Dex +15, Con +13, Int +2, Wis +3, Cha +1
- Skills Acrobatics +21, Animal Handling +9, Athletics +10, Chakra Control +12, Deception +7, Intimidation +7, Investigation +8, Martial Arts +10, Medicine +9, Nature +8, Stealth +21, Survival +9
- Damage Immunity Poison
- Condition Immunity Charmed, Fear, Poisoned
- Senses Passive Perception 12
Iconic Power. Your damage cannot be reduced by any more than 5.
Revenge. Hanzō deals bonus damage equal to his level against anyone that hurt him in the previous round.
Iconic Focus. Hanzō cannot lose concentration on Jutsu he is concentrating on as a result of damage.
Blood Frenzy. Hanzō has advantage on melee attack rolls against any creature that has 50% or less hit points.
Scourge. Hanzo's weapon attacks deals an additional 2d4 of poison damage and is counted as being chakra-enhanced.
Weapon Expert. Weapon damage Hanzō deals, deals additional damage equal to half your level.
Swift Removal. If a creature is surprised when Hanzō would deal damage to them, you count the attack as a critical hit. Once you use this feature on a creature, you cannot use this feature on the same creature for 24 hours.
Eager Combatant. Hanzō increases his speed by 15 feet. He deals an additional die of damage if he uses half or more of his movement to get to his target.
Insane Tenacity. You cannot make a Strength or Constitution saving throw at disadvantage.
Jutsu
Bukijutsu. +16 to hit, (Taijutsu save DC 25)
D-Ranks (Cost 5): Chain Pull, Chained Embrace, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Front Beheading, Falling Blade, Dance Performance: Second Step
B-Ranks (Cost 14): Amputation Punishment, Whirlwind Strike, Ichimonji, Quick Draw
A-Ranks (Cost 20): Crescent Moon Dance, Fatal Instincts, Reversal, Shinobi Cross
Attacks
Multiattack. Hanzō can make 4 attacks with his Kusarigama.
Kusarigama. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 26 (2d10 + 14) Slashing damage plus 4 (2d4) Poison damage.
Legendary Actions
Hanzō adversary 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. Hanzō regains spent legendary actions at the start of their turn.
Attack. Hanzō makes an attack or casts a jutsu.
Move. Hanzō can move up to his speed if he is free to do so. This movement may trigger opportunity attacks and reactions as normal from your enemies
Command. Hanzō commands Ibuse, granting them an action.
Legendary Resistance (3/Day)
If Hanzō fails a saving throw, he can choose to succeed instead.
Ibuse
Ibuse
Huge Salamander, Proficiency + 7
Creature Level 16
- Armor Class 21
- Hit Points 163
- Chakra Points 180
- Speed 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 9 (-1) 20 (+5) 10 (0)
- Saving Throws Wis +12, Cha +7
- Skills Athletics, Acrobatics, Stealth
- Damage Immunity Poison, Acid
- Senses Tremor sense (30ft), Keen Smell
- Attack Bonus: +12
- Save DC: 19
Keen Smell. The salamander has advantage on Wisdom (Perception) checks that rely on smell.
Pay Me. Your summoner can spend 5 chakra, when they do, the next weapon or Tail attack you make deals maximum damage.
Vile. You are immune to Poison and Acid Damage.
Overtime. When you have 50% or less hit points, you are immune to critical hits.
Jutsu
Ninjutsu. +12 to hit, (Ninjutsu save DC 19)
B-Ranks (Cost 14): Detect Poison and Disease, Ensnaring Strike, Poison Mist Technique,
A-Ranks (Cost 20): Ray of Sickness
Attacks
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) Piercing damage.
Mifune
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Using Mifune As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Mifune
Mifune
S-Rank, Medium Humanoid, Solo (4), Samurai, Iconic/Striker, Prof + 7
Level 15 (14,000 XP)
- Armor Class 26 (Shinobi Battle Armor)
- Hit Points 982/589/294
- Chakra Points 982/589/294
- Speed 50 ft.
- Initiative 10
STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 20 (+5) 13 (+1) 15 (+2) 11 (0)
- Saving Throws Str +15, Dex +11, Con +13, Int +2, Wis +3, Cha +1
- Skills Athletics +21, Chakra Control +12, History +8, Insight +9, Martial Arts +21, Perception +9
- Condition Immunity Berserk, Charmed, Fear
- Senses Passive Perception 19
Savage Flurry. Mifune can make two Katana attacks as a bonus action.
Striker's 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 30 additional damage.
Iconic Focus. Mifune cannot lose concentration on Jutsu he is concentrating on as a result of damage.
Critical Defense. Critical hits made against you count as normal hits unless you are already bloodied.
Honorable. When you and a hostile creature engage each other, you mark them. While you have a creature marked, you add 1d4 to your attack rolls
Weapon Expert. Weapon damage Mifune deals, deals additional damage equal to half his level.
Seasoned Samurai. You gain a +2 to attack and damage rolls made with Bukijutsu and Weapon Attacks made with Kurosawa.
Veteran's Will. If Mifune spent his previous turn using Striker's Focus, he can cast a bukijutsu as a finisher without needing a combo.
Chakra Surge. As a bonus action you can spend 10 chakra and for 1 minute, the weapon has a +1 bonus to attack and damage rolls and deals an extra damage die in force damage when it hits. This requires concentration, but you do not need to spend chakra to maintain concentration.
Jutsu
Taijutsu. +18 to hit, (Taijutsu save DC 25)
D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Afterglow, Augmented Lethality, Dancing Blade Risk, Falling Blade, Shockwave Slash
B-Ranks (Cost 14): Combo Vault, Hazy Night, Ichimonji, Whirlwind Strike, Quick Draw
A-Ranks (Cost 20): Crescent Moon Beheading, Crescent Moon Dance, Fatal Instincts, Projected Force, Shinobi Cross
Attacks
Multiattack. Mifune can make 4 attacks with Kurosawa.
Kurosawa. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 29 (2d12 + 16) slashing damage. This Katana scores a critical hit on a roll of 18-20.
Legendary Actions
Mifune 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. Mifune regains spent legendary actions at the start of their turn.
Attack. Mifune makes an attack with Kurosawa.
Move. Mifune can move up to his speed if he is free to do so. This movement may trigger opportunity attacks and reactions as normal from your enemies
Defend. Mifune can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Tenacity (15)
When Mifune would roll any Saving throw, ability check or attack roll, he may roll an additional d6. He may roll any number of d6 he has remaining. He has a total number of d6 equal to his level per combat.
Almighty A
A is the 3rd Raikage and is the most powerful in the history of the Land of Lightning. Almighty A is known for his unbelivable durabilty and attack power. An unstoppable force and immovable object all in one, he faced 10,000 shinobi alone. His incredible stamina and toughness makes him almost impossible to take down. His speed is to be respected in feared, this is magnified while he is using Lightning Chakra Mode. Even the 8 tails acknowledges A as a formidable man.
Using A As An ADVERSARY
A is close range combatant that specializes in using a combination of taijutsu and lightning to overwhelm his opponents with his attack potency.
OFFENSIVELY
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DEFENSIVELY
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Almighty A
A
Medium Humanoid, Solo (4), Raikage, Iconic, Prof + 8
Level 18 (20,000 XP)
- Armor Class 27 (Unarmored Defense)
- Hit Points 216/216/289
- Chakra Points 216/216/289
- Speed 80 ft.
- Initiative 14
STR DEX CON INT WIS CHA 19 (+4) 23 (+6) 21 (+5) 10 (0) 12 (+1) 14 (+2)
- Saving Throws Str +16, Dex +18, Con +17, Int +4, Wis +13, Cha +6
- Skills Acrobatics +22, Athletics 12, Chakra Control +13, Insight +9, Martial Arts +22, Ninshou +8, Perception +9
- Damage Resistance Non-Chakra Enhanced Damage, Lightning
- Condition Immunity Dazed, Exhaustion, Fear, Paralyzed, Shocked, Slowed, Stunned
- Senses Passive Perception 19
Iconic Power. A's damage cannot be reduced by any more than 5.
Iconic Focus. A cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Iconic Presence. A is immune to Charisma based Skill Checks and affects. Additionally, you cannot be charmed or controlled by other creatures.
Freedom of Movement. A ignores difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from Jutsu based restraints or being grappled.
Cunning Action. A can dash, disengage, or hide as a bonus action.
Charger. If A moves more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Indestructible Body. While A is under the effect of a Jutsu which you cast with the lightning release keyword, regain temporary hit points equal to 3 times its rank at the start of each turn.
Strongest Spear. When A casts a Jutsu with the Lightning Release keyword that has a melee attack roll, you can spend 5 chakra to deal two additional die of damage. If you clash with a Jutsu benefiting from this ability, you roll your check at advantage.
Almighty Combat. While A is under the effects of Lightning Chakra Mode, having 0 hit points doesn’t knock you unconscious. Everytime you would drop to 0 hit points after the first, you must spend 15 chakra or drop to 0.
Jutsu
Ninjutsu. +19 to hit, (Ninjutsu save DC 28)
C-Ranks (Cost 9): Aftershock, Static Coat, Body Flicker Blitz, Nerve Surge
B-Ranks (Cost 14): Liger Bomb, Muscular Overcharge, Billowing Lightning
A-Ranks (Cost 20): Lariat, Lightning Aura Armor
S-Ranks (Cost 25): Hell Stab, Lightning Chakra Mode
Taijutsu. +19 to hit, (Taijutsu save DC 28)
D-Ranks (Cost 5): Elbow Bolt, Lightning Straight, Royal Guard
B-Ranks (Cost 14): After Image Technique, Machine Gun Punch, Lightning Oppression Chop
Attacks
Multiattack. A can make 4 attacks.
Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.
Legendary Actions
A can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. A regains spent legendary actions at the start of their turn.
Attack. A is able to make unarmed attack or cast a Jutsu.
Move. A can move up to his speed without provoking opportunity attacks.
Defend. A can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (3/Day)
If A fails a saving throw, he can choose to succeed instead.
Omoi
TBD/Waiting For input
Using Omoi As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Omoi
Omoi
A-Rank, Medium Humanoid, Elite, Kumokagure, Striker, Prof + 6
Level 10 (2,500 XP)
- Armor Class 23 (Studded Leather)
- Hit Points 247
- Chakra Points 177
- Speed 45 ft.
- Initiative 10
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 19 (+4) 16 (+3) 12 (+1) 8 (-1)
- Saving Throws Str +6, Dex +10, Con +9, Int +2, Cha -2
- Skills Acrobatics +11, Athletics +7, Chakra Control +10, Martial Arts +7, Ninshou +9, Perception +7, Stealth +11
- Senses Passive Perception 17
Savage Assault. Once per turn, add your level in extra damage to an attack.
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.
Cleave. You can attack two adjacent targets that are within reach, dealing full damage to each.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Weapon Expert. Weapon damage you deal, deals 5 additional damage.
Killer Training. Bukijutsu and Weapon attacks cannot be made at Disadvantage.
Lightning Precision. Melee Weapon Attacks you make have an increased critical threat range of 19-20.
Jutsu
Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
C-Ranks (Cost 9): Static Weapon, Shadow Clone Technique
B-Ranks (Cost 14): Thunderbolt
A-Ranks (Cost 20): Lightning Clone
Taijutsu. +12 to hit, (Taijutsu save DC 21)
D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Crescent Moon Beheading, Front Beheading, Afterglow
B-Ranks (Cost 14): Combo Vault, Ichimonji, Whirlwind Strike
A-Ranks (Cost 20): Reversal, Heavenly Punishment
Multiattack. Omoi can make 3 melee attacks or 4 ranged attacks with his shuriken.
Tachi. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (1d12 + 10) slashing damage.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (1d8 + 10) bludgeoning damage.
Shuriken. Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 12 (1d4 + 10) Slashing damage.
Elite Action
Omoi takes one Elite Action at the beginning or end of each round to either move or take an additional Action.
Elite Tenacity (10)
When Omoi would roll any Saving throw or ability check, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Karui
TBD/Waiting For input
Using Karui As An Adversary
TBD/Waiting For input
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DEFENSIVELY
TBD/Waiting For input
Karui
Karui
A-Rank, Medium Humanoid, Elite, Kumokagure, Striker, Prof + 6
Level 10 (2,500 XP)
- Armor Class 21 (Studded Leather)
- Hit Points 265
- Chakra Points 195
- Speed 45 ft.
- Initiative 8
STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 21 (+5) 10 (0) 13 (+1) 8 (-1)
- Saving Throws Str +12, Dex +8, Con +10, Int -1, Cha -2
- Skills Acrobatics +9, Athletics +11, Chakra Control +11, Martial Arts +7, Ninshou +9, Perception +7, Stealth +11
- Senses
Blood Fury. When you are bloodied, you become enraged; -2 AC and +2 attack.
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Revenge. You deal 10 bonus damage to anyone that hurt you in the previous round.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations.
Reckless. At the start of your turn, you can gain advantage on all melee attacks you make for that turn. However, all attacks against you gain advantage until the start of your next turn.
Eager Assailant. You have a +2 bonus to melee weapon attacks.
Stubborn. You have a +2 Bonus to Strength Saving Throws.
Jutsu
Taijutsu. +12 to hit, (Taijutsu save DC 21)
D-Ranks (Cost 5): Weapon Deflect, Weapon Break
C-Ranks (Cost 9): Crescent Moon Beheading, Front Beheading, Heaven Cutter
B-Ranks (Cost 14): Combo Vault, Ichimonji, Quick Draw, Counter-strike
A-Ranks (Cost 20): Reversal, Dancing Blade Risk, Heavenly Punishment, Falling Blade
Multiattack. Karui can make 4 melee attacks.
Tachi. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 5) slashing damage.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) bludgeoning damage.
Elite Action
Karui may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (10)
When you would roll any Saving throw, you may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Samui
TBD/Waiting For input
Using Samui As An Adversary
TBD/Waiting For input
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DEFENSIVELY
TBD/Waiting For input
Samui
Samui
A-Rank, Medium Humanoid, Elite, Kumokagure, Striker, Prof + 6
Level 12 (4,000 XP)
- Armor Class 24 (Studded Leather)
- Hit Points 271
- Chakra Points 189
- Speed 45 ft.
- Initiative 10
STR DEX CON INT WIS CHA 10 (0) 22 (+6) 17 (+3) 17 (+3) 12 (+1) 13 (+1)
- Saving Throws Str +5, Dex +11, Con +8, Int +2, Wis +6
- Skills Acrobatics +12, Chakra Control +15, Deception +7, History +9, Investigation +9, Ninshou +9, Perception +7, Persuasion +7, Stealth +12
- Senses Passive Perception 17
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Savage Assault. Once per turn, add your level in extra damage to an attack.
Savage Strike. Once per turn, when you strike a creature who is suffering from the Dazed, Poisoned, Burned, Shocked, or Restrained Condition, you deal the maximum possible damage
Advanced Study. You know jutsu up to 1 rank higher than your current limitations
Martial Advantage. Once per turn you may deal extra damage equal to your level when you hit a target within 5ft of your allies.
Kumogakure Toughness. You gain an additional saving throw proficiency of your choice.
Intensive Training. When you make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Jutsu
Taijutsu. +13 to hit, (Taijutsu save DC 22)
D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Crescent Moon Penetration, Front Beheading, Afterglow, Murderous Stabbing Link
B-Ranks (Cost 14): Combo Vault, 1-Strike Piercing Blow, Moonlight, Whirlwind Strike
A-Ranks (Cost 20): Heavenly Punishment, Chasing Fang, Crescent Moon Dance, Fatal Instincts
Multiattack. Samui can make 4 melee attacks or 5 ranged attacks with her kunai.
Tanto. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) piercing damage.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage.
Kunai. Ranged Weapon Attack: +13 to hit, range 60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Elite Action
Samui may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (12)
When Samui would roll any Saving throw, she may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Atsui
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Using Atsui As An Adversary
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OFFENSIVELY
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DEFENSIVELY
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Atsui
B-Rank, Medium Humanoid, Standard, Kumokagure, Striker, Prof + 5
Level 9 (1,000 XP)
- Armor Class 21 (Studded Leather)
- Hit Points 106
- Chakra Points 80
- Speed 45 ft.
- Initiative 7
STR DEX CON INT WIS CHA 18 (+4) 17 (+5) 20 (+5) 8 (0) 10 (0) 11 (0)
- Saving Throws Str +10, Dex +9, Con +9, Int -2, Wis -1, Cha 4
- Skills Acrobatics +10, Athletics +9, Chakra Control +10, Martial Arts +9, Ninshou +4
- Senses Passive Perception 10
Blood Fury. When you are bloodied, you become enraged; -2 AC and +2 attack.
Savage Assault. Once per turn, add your level in extra damage to an attack.
Aggressive. As a bonus action, you can move up to your speed towards an enemy you can see.
Reckless. At the start of your turn, you can gain advantage on all melee attacks you make for that turn. However, all attacks against you gain advantage until the start of your next turn.
Kumogakure Toughness. You gain an additional saving throw proficiency of your choice.
Stubborn. You have a +2 Bonus to Strength Saving Throws.
Jutsu
Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
C-Ranks (Cost 9): Flame Armor, Flame Coat
B-Ranks (Cost 14): Elemental Infusion (Fire), Fire Wall, Great Flame Bomb
Taijutsu. +10 to hit, (Taijutsu save DC 19)
D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Front Beheading, Afterglow
B-Ranks (Cost 14): Combo Vault, Counter-strike, Heavenly Punishment, Ichimonji, Whirlwind Strike,
Multiattack. Atsui can make 3 melee attacks.
Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage. (Versatile. 11 (1d10+5)
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage.
C
TBD/Waiting For input
Using Samui As An Adversary
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C
C
A-Rank, Medium Humanoid, Elite, Kumokagure, Caster, Prof + 6
Level 12 (4,000 XP)
- Armor Class 17 (Armored Flak Jacket)
- Hit Points 148
- Chakra Points 294
- Speed 30 ft.
- Initiative 6
STR DEX CON INT WIS CHA 10 (0) 12 (+1) 17 (+3) 21 (+5) 20 (+5) 10 (0)
- Saving Throws Str +3, Dex +10, Con +14, Int +14, Wis +9
- Skills Acrobatics +7, Chakra Control +9, Deception +6, History +17, Illusions +17 Insight +11, Investigation +1, Medicine +11, Ninshou +17, Perception +17, Stealth +7
- Senses Passive Perception 27
Next Time. If you miss a target, you have advantage on your next attack against that same target.
Potent Casting. Twice per combat, you may maximize the damage one jutsu you cast deals.
Efficient Casting. Select two Moldings found in either the Kurama clan or the Ninjutsu Specialist Class.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations
Wakeful. You are never caught sleeping.
Genjutsu Resistance. You have advantage on saving throws against Genjutsu.
Sensor Intuition. As a full round action you can directly allies within 30 feet of you, giving them a +2 bonus to attack rolls and skill checks until the start of your next turn.
Kumogakure Toughness. You gain an additional saving throw proficiency of your choice.
Jutsu
Ninjutsu. +12 to hit, (Ninjutsu save DC 21)
D-Ranks (Cost 5): Sensing Technique, Lightning Ball
C-Ranks (Cost 9): Restorative
B-Ranks (Cost 14): Thunderbolt
A-Ranks (Cost 20): Healing Hands, Kagura's Mind Eye
Genjutsu. +12 to hit, (Genjutsu save DC 21)
E-Ranks (Cost 2): Release
D-Ranks (Cost 5): Ineptitude
C-Ranks (Cost 9): Mind Thrust
B-Ranks (Cost 14): Unrelenting Pain
A-Ranks (Cost 20): Detect Illusions, Genjutsu Break, Bringer of Darkness
Multiattack. C can make 2 melee attacks or 3 ranged attacks with his kunai.
Tanto. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) piercing damage.
Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Elite Action
C may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (12)
When C would roll any Saving throw, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Darui
TBD/Waiting For input
Using Darui As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Darui
Darui
S-Rank, Medium Humanoid, Elite, Ranton, Iconic/Striker, Prof + 7
Level 13 (4,700 XP)
- Armor Class 26 (Studded Leather)
- Hit Points 405
- Chakra Points 405
- Speed 50 ft.
- Initiative 11
STR DEX CON INT WIS CHA 14 (+2) 23 (+6) 18 (+4) 13 (+1) 12 (+1) 10 (0)
- Saving Throws Str +10, Dex +14, Con +12, Int/Wis +2, Cha +1
- Skills Acrobatics +13, Athletics +9, Chakra Control +11, Insight +8, Ninshou +8, Perception +8
- Senses Passive Perception 18
Cleave. You can attack two adjacent targets that are within reach, dealing full damage to each.
Iconic Reflexes. You gain Advantage on Dexterity Saving throws.
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Weapon Expert. Weapon damage you deal, deals additional damage equal to half your level.
Jutsu of War. When you use your action to cast a Jutsu, you can make one weapon attack as a bonus action.
Enhanced Nature Release. Lightning release jutsu deal an additional die of damage die.
Gale Style. When you cast a Ranton Clan Hijutsu, you can spend an additional 5 chakra to inflict the shocked condition.
Overload. When you deal lightning damage to a creature with the shocked condition, They gain the stunned condition until the end of the affected creatures next turn.
Jutsu
Ninjutsu. +13 to hit, (Ninjutsu save DC 22)
D-Ranks (Cost 5): Laser Beam, Secondary Discharge, Storm Whip
C-Ranks (Cost 9): Aftershock, Snake Chains, Static Weapon
B-Ranks (Cost 14): Beast Lightning, Laser Blade, Storm Wave
A-Ranks (Cost 20): Cahined Lightning, Laser Circus, Water Formation Wall
Taijutsu. +15 to hit, (Taijutsu save DC 24)
D-Ranks (Cost 5): Weapon Deflect
C-Ranks (Cost 9): Afterglow
B-Ranks (Cost 14): Combo Vault
A-Ranks (Cost 20): Crescent Moon Dance
Multiattack. Darui can make 4 melee attacks.
Cleaver Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (2d8 + 12) slashing damage.
Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 6) bludgeoning damage.
Elite Action
Darui may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (13)
When Darui would roll any Saving throw, he may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Killer Bee
TBD/Waiting For input
Using Killer Bee As An Adversary
TBD/Waiting For input
OFFENSIVELY
TBD/Waiting For input
DEFENSIVELY
TBD/Waiting For input
Killer Bee (WIP)
Killer Bee (Phase 1)
S-Rank, Medium Humanoid, Solo (4), Jinchūriki, Iconic/Striker, Prof + 8
Level 16 (16,000 XP)
- Armor Class 27 (Natural Armor)
- Hit Points 522
- Chakra Points 522
- Twisted Chakra Points 50
- Speed 60 ft.
- Initiative 14
STR DEX CON INT WIS CHA 21 (+5) 22 (+6) 21 (+5) 12 (+1) 14 (+2) 17 (+3)
- Saving Throws Str +14, Dex +15, Con +14, Int +2, Wis +3, Cha +4
- Skills Acrobatics +22, Athletics +21, Chakra Control +21, Martial Arts +21, Ninshou +9, Perception +10, Persuasion +11
- Damage Resistance Lightning
- Condition Immunity Berserk, Charmed, Fear, Shocked, Slowed
- Senses Passive Perception 20
Iconic Power. Bee's damage cannot be reduced by any more than 5.
Iconic Focus. Bee cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Light Weapon Expert. While wielding a weapon with the light weapon property, you can make 1 additional attack per weapon held as a bonus action.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Evasion. When you are subjected to an effect, that allows you to make a Dexterity saving throw that deals damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
The Beast Within. Bee can expend 5 twisted chakra to end a Genjutsu effect he is under.
Free-Form Fighter. Bee's tantos and have the thrown and critical properties.
Lightning Strike. Once per turn, you can spend 10 chakra and add 1d6 to the attack and damage roll of one weapon attack.
Dormant Beast. Bee can tap into the dormant powers of his Sealed beast. His unarmed damage die is increased by 1 step and his STR and DEX are increased by +4.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
C-Ranks (Cost 9): Static Coat, Nerve Surge
B-Ranks (Cost 14): Muscular Overcharge
Taijutsu. +16 to hit, (Taijutsu save DC 25)
D-Ranks (Cost 5): 3-Point Pierce, Elbow Bolt, Lightning Straight, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Flying Swallow: Penetrate, Guillotine Drop
B-Ranks (Cost 14): 1-Strike Piercing Blow, Flying Swallow: Flurry Guard, Liger Bomb, Lightning Oppression Chop
A-Ranks (Cost 20): Holding Stance: Acrobat, Lariat
Attacks
Multiattack. Bee can make 4 attacks.
Tanto. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 6) piercing damage.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Legendary Actions
Bee can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Bee regains spent legendary actions at the start of their turn.
Attack. Bee is able to make weapon attack or cast a jutsu with the casting time of 1 action or bonus action.
Move. Bee can move up to his speed without provoking opportunity attacks.
Defend. Bee can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (6/Day)
If Bee fails a saving throw, he can choose to succeed instead.
Killer Bee (WIP)
Killer Bee (Phase 2)
S-Rank, Medium Humanoid, Solo (4), Jinchūriki, Iconic/Striker, Prof + 8
Level 16 (16,000 XP)
- Armor Class 29 (Natural Armor)
- Hit Points 261
- Temporary Hit Points 175
- Chakra Points 261
- Twisted Chakra Points 175
- Speed 70 ft.
- Initiative 16
STR DEX CON INT WIS CHA 21 (+5) 26 (+8) 21 (+5) 12 (+1) 14 (+2) 17 (+3)
- Saving Throws Str +17, Dex +20, Con +17, Int +5, Wis +6, Cha +7
- Skills Acrobatics +24, Athletics +21, Chakra Control +21, Martial Arts +21, Ninshou +9, Perception +10, Persuasion +11
- Damage Resistance Lightning
- Condition Immunity Berserk, Charmed, Fear, Shocked, Slowed
- Senses Passive Perception 20
Iconic Power. Bee's damage cannot be reduced by any more than 5.
Iconic Focus. Bee cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Light Weapon Expert. While wielding a weapon with the light weapon property, you can make 1 additional attack per weapon held as a bonus action.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Evasion. When you are subjected to an effect, that allows you to make a Dexterity saving throw that deals damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
The Beast Within. Bee can expend 5 twisted chakra to end a Genjutsu effect he is under.
Free-Form Fighter. Bee's tantos and have the thrown and critical properties.
Lightning Strike. Once per turn, you can spend 10 chakra and add 1d6 to the attack and damage roll of one weapon attack.
Dormant Beast. Bee can tap into the dormant powers of his Sealed beast. His unarmed damage die is increased by 1 step and his STR and DEX are increased by +4.
Twisted Cloak, Stage 3. Bee gains 175 Temporary Hit points. He gains a Claw attack that deals 2d12 + 16 in one damage type of your choice. Bee can make this claw attack 3 times. Bee gains a +3 bonus to all saving throws.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
C-Ranks (Cost 9): Static Coat, Nerve Surge
B-Ranks (Cost 14): Muscular Overcharge
Taijutsu. +18 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): 3-Point Pierce, Elbow Bolt, Lightning Straight, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Flying Swallow: Penetrate, Guillotine Drop
B-Ranks (Cost 14): 1-Strike Piercing Blow, Flying Swallow: Flurry Guard, Liger Bomb, Lightning Oppression Chop
A-Ranks (Cost 20): Holding Stance: Acrobat, Lariat
Vermillion Arts. +21 to hit, (Vermillion save DC 29)
Passives: Devilish Mobility
Abilities (Cost 10): Vermillion Empowerment
Techniques (Cost 20): Beast Crash
Attacks
Multiattack. Bee can make 4 attacks or 3 claw attacks.
Tanto. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 8) piercing damage.
Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 29 (2d12 + 16) bludgeoning damage.
Legendary Actions
Bee can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Bee regains spent legendary actions at the start of their turn.
Attack. Bee is able to make weapon attack or cast a jutsu with the casting time of 1 action or bonus action.
Move. Bee can move up to his speed without provoking opportunity attacks.
Defend. Bee can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (6/Day)
If Bee fails a saving throw, he can choose to succeed instead.
Killer Bee (WIP)
Killer Bee (Phase 3)
S-Rank, Huge Construct, Solo (4), Jinchūriki, Iconic/Striker, Prof + 8
Level 16 (16,000 XP)
- Armor Class 30 (Natural Armor)
- Hit Points 261
- Temporary Hit Points 300
- Chakra Points 261
- Twisted Chakra Points 175
- Speed 70 ft.
- Initiative 17
STR DEX CON INT WIS CHA 21 (+5) 28 (+9) 21 (+5) 12 (+1) 14 (+2) 17 (+3)
- Saving Throws Str +19, Dex +23, Con +19, Int +7, Wis +8, Cha +9
- Skills Acrobatics +25, Athletics +21, Chakra Control +21, Martial Arts +21, Ninshou +9, Perception +10, Persuasion +11
- Damage Resistance Lightning
- Condition Immunity Berserk, Charmed, Fear, Shocked, Slowed
- Senses Passive Perception 20
Iconic Power. Bee's damage cannot be reduced by any more than 5.
Iconic Focus. Bee cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Press the Attack. You have advantage on attack rolls against bloodied targets (under 50% hit points).
Light Weapon Expert. While wielding a weapon with the light weapon property, you can make 1 additional attack per weapon held as a bonus action.
Charger. If you moved more than 20ft in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.
Evasion. When you are subjected to an effect, that allows you to make a Dexterity saving throw that deals damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
The Beast Within. Bee can expend 5 twisted chakra to end a Genjutsu effect he is under.
Free-Form Fighter. Bee's tantos and have the thrown and critical properties.
Lightning Strike. Once per turn, you can spend 10 chakra and add 1d6 to the attack and damage roll of one weapon attack.
Dormant Beast. Bee can tap into the dormant powers of his Sealed beast. His unarmed damage die is increased by 1 step and his STR and DEX are increased by +4.
Twisted Cloak, Stage 5. Bee gains 300 Temporary Hit points. Bee gains a Claw attack that deals 3d12 + your level. Bee can make this claw attack 3 times. You gain a +5 bonus to all saving throws. Your size becomes huge.
Jutsu
Ninjutsu. +15 to hit, (Ninjutsu save DC 24)
C-Ranks (Cost 9): Static Coat, Nerve Surge
B-Ranks (Cost 14): Muscular Overcharge
Taijutsu. +19 to hit, (Taijutsu save DC 28)
D-Ranks (Cost 5): 3-Point Pierce, Elbow Bolt, Lightning Straight, Weapon Deflect
C-Ranks (Cost 9): Afterglow, Flying Swallow: Penetrate, Guillotine Drop
B-Ranks (Cost 14): 1-Strike Piercing Blow, Flying Swallow: Flurry Guard, Liger Bomb, Lightning Oppression Chop
A-Ranks (Cost 20): Holding Stance: Acrobat, Lariat
Vermillion Arts. +21 to hit, (Vermillion save DC 29)
Passives: Devilish Mobility
Abilities (Cost 10): Vermillion Empowerment
Techniques (Cost 20): Beast Crash
Attacks
Multiattack. Bee can make 4 attacks or 3 claw attacks.
Tanto. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 9) piercing damage.
Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage.
Claw. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 29 (2d12 + 16) bludgeoning damage.
Legendary Actions
Bee can make 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Bee regains spent legendary actions at the start of their turn.
Attack. Bee is able to make weapon attack or cast a jutsu with the casting time of 1 action or bonus action.
Move. Bee can move up to his speed without provoking opportunity attacks.
Defend. Bee can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (6/Day)
If Bee fails a saving throw, he can choose to succeed instead.
Gyūki (WIP)
Gyūki
S-Rank, Gargantuan Tailed Beast, Solo (4), Iconic, Prof + 10
Level 23 (34,000 XP)
- Armor Class 32 (Natural Armor)
- Hit Points 1615/807/270
- Chakra Points 1615/807/270
- Speed 100 ft.
- Initiative 19
STR DEX CON INT WIS CHA 26 (+8) 30 (+10) 26 (+8) 16 (+3) 16 (+3) 21 (+5)
- Saving Throws Str +19, Dex +21, Con +19, Wis +14
- Skills Acrobatics +30, Athletics +28, Chakra Control +28, History +13, Insight +13, Intimidation +15, Investigation +13, Martial Arts +18, Ninshou +13, Perception +23, Persuasion +15, Survival +13
- Damage Immunity Fire, Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Condition Immunity Berserk, Bleeding, Burned, Charmed, Exhaustion, Fear, Poisoned, Weakened
- Senses Passive Perception 33, Darkvision 120 ft., Keen Sight and Smell
Iconic Power. Matatabi's damage cannot be reduced by any more than 5.
Iconic Resistance. Matatabi is resistant to all damage unless it deals 46 damage in a single turn.
Iconic Presence. Matatabi is immune to Charisma based Skill Checks and affects. Additionally, she cannot be charmed or controlled by other creatures.
Pounce.
Brutal Brawler.
Freedom of Movement. You ignore difficult terrain, and Chakra based effects can’t reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from Jutsu based restraints or being grappled.
Azure Assault.
Demonic Strength. The Strength of your demonic heritage is clear. Add your level to any taijutsu or weapon damage you deal.
Eternal Flame.
Vermillion Arts
Vermillion Arts. +23 to hit, (Vermillion save DC 32)
Tier 1 (Cost 25): Beast Beam, Beast Bullet, Beast Crash
Tier 2 (Cost 40): Beast Deflection
Tier 3 (Cost 50): Beast Dominion
Tier 4 (Cost 75): Beast Bomb, Beast Claw, Beast Flare
Attacks
Multiattack. Matatabi can make 5 claw or tail attacks.
Claw. Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 54 (6d6 + 33) slashing and fire damage.
Tail Swipe. Melee Weapon Attack: +23 to hit, reach 25 ft., one target. Hit: 51 (4d8 + 33) bludgeoning and fire damage.
Legendary Actions
Matatabi 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. Matatabi regains spent legendary actions at the start of her turn.
Attack. Matatabi is able to make three unarmed attacks or cast an Art with a casting time of 1 action.
Move. Matatabi can move up to her movement speed if she is free to do so. This movement does not provoke opportunity attacks.
Defend. Matatabi can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (8/Day)
If Matatabi fails a saving throw, she can choose to succeed instead.
Kabuto Yakushi (War Arc)
Kabuto Yakushi
S-Rank, Medium Mutant, Solo (4), Akatsuki, Iconic, Prof + 7
Level 15 (14,000 XP)
- Armor Class 26 (Natural Armor)
- Hit Points 880/528/264
- Chakra Points 880/528/264
- Sage Chakra 110
- Speed 50 ft.
- Initiative 14
STR DEX CON INT WIS CHA 12 (+1) 24 (+7) 20 (+5) 24 (+7) 17 (+3) 10 (0)
- Saving Throws Str +2, Dex +20, Con +13, Int +20, Wis +4, Cha +1
- Skills Chakra Control +19, Deception +7, History +14, Illusions +10, Insight +10, Investigation +14, Medicine +17, Ninshou +14, Perception +17, Stealth +14
- Damage Resistance Non-Chakra Enhanced bludgeoning, piercing, and slashing
- Damage Immunity Necrotic, Poison
- Condition Immunity Bleeding, Burned, Chilled, Poisoned, Shocked
- Senses Passive Perception 27, Blindsight 30 ft., Tremor Sense 60 ft.
Iconic Legacy. Kabuto can learn any Hijutsu regardless of clan limitations.
Iconic Focus. Kabuto cannot lose concentration on Jutsu he is concentrating on as a result of damage.
Iconic Power. Kabuto's damage cannot be reduced by any more than 5.
Advanced Study. Kabuto knows jutsu up to 1 rank higher than his current limitations.
Blood Frenzy. Kabuto has advantage on melee attack rolls against any creature that has 50% or less hit points.
Backstab. If Kabuto has advantage on your attack, add your level in extra damage to the triggering attack.
Modified Biology. Kabuto is immune to Necrotic & Poison damage and the Poisoned Condition. He also cannot be healed as a result of chakra based effects.
Modified Secretions. Weapon Attacks Kabuto makes deal poison damage. (This counts as Chakra Enhanced) Creatures who are poisoned by him, who would regain hit points of any kind, the amount they regain is reduced by half.
Modified Spirit. Kabuto is immune to effects that would prevent chakra molding. He also cannot have his chakra reduced by hostile effects.
Sage Mode
Kabuto has 110 Sage Chakra. You now treat each Sage chakra spent as 5 normal chakra. Kabuto has the Reptilian Sage Affinity. If you cast a jutsu using Sage chakra it can be treated as a Sage Art for the purpose of Attack Bonus/Save DC.
Sage Arts
Sage Arts. +26 to hit, (Sage Art save DC 29)
Passives: Sage Blooded, Sages Agility, Sages Knowledge
Technqiues: Inorganic Reincarnation (8) Sage Chakra, Scattering Rage (3) Sage Chakra
Jutsu
Ninjutsu. +16 to hit, (Ninjutsu save DC 25)
D-Ranks (Cost 5): Yin Healing Wound Destruction
C-Ranks (Cost 9): Terrashield, Snake Clone Technique, Spider Web Flower, Slithering Snake Mode
B-Ranks (Cost 14): Gathering of the Snakes, Slithering Snake Mode, Mambas Hardened Scales
A-Ranks (Cost 20): Chakra Absorbing Snakes, Many Hidden Shadow Snake Hands, Water Dragon
S-Ranks (Cost 25): Impure World Destruction, Gate of the Afterlife, Giant Vortex Tsunami
Genjutsu. +12 to hit, (Genjutsu save DC 21)
A-Ranks (Cost 20): Chains of Phantasia
Taijutsu. +16 to hit, (Taijutsu save DC 25)
A-Ranks (Cost 20): Dance of the Seedling Fern
Attacks
Multiattack. Kabuto can make 3 unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 27 (1d8 + 22) poison damage.
Legendary Actions
Kabuto 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. Kabuto regains spent legendary actions at the start of his turn.
Attack. Kabuto makes an unarmed attack.
Move. Kabuto can move up to his speed if it is free to do so. This movement does not trigger opportunity attacks.
Defend. Kabuto can use a legendary action to take additional reactions up to 1 reaction per triggering creatures turn.
Legendary Resistance (5/Day)
If Kabuto fails a saving throw, he can choose to succeed instead.
Konohamaru (New Era)
Konohamaru
A-Rank, Medium Humanoid, Elite, Sarutobi, Iconic/Caster, Prof + 6
Level 12 (4000 XP)
- Armor Class 22 (Studded Leather)
- Hit Points 314
- Chakra Points 314
- Speed 50 ft.
- Initiative 8
STR DEX CON INT WIS CHA 11 (0) 17 (+3) 21 (+5) 20 (+5) 13 (+1) 10 (0)
- Saving Throws Str +1, Dex +10, Con +12, Int +6, Wis +8, Cha +1
- Skills Acrobatics +9, Chakra Control +11, Illusions +7, Insight +7, Martial Arts +6, Ninshou +11, Perception +7, Stealth +9
- Senses Passive Perception 17
Specialized Casting. Rasengan has it's save DC and damage die increased by 2.
Iconic Focus. You cannot lose concentration on Jutsu you are concentrating on as a result of damage.
Iconic Determination. You gain 2 additional Elite Tenacity die.
Advanced Study. You know jutsu up to 1 rank higher than your current limitations
Unlimited Potential. When you Clash with a creature, you roll at advantage
Combat Seal Weaving. When a creature makes a saving throw vs a Jutsu you cast, if they fail the check and the difference between their roll and your Save DC is 5 or greater, and your jutsu deals damage, you instead deal double damage.
Advanced Chakra Control. Three times per encounter when you cast a Ninjutsu that does not require concentation you can cut its Chakra cost in half.
Will of Fire. When you lose a clash you do not become incapacitated.
Jutsu
Ninjutsu. +12 to hit, (Ninjutsu save DC 21)
D-Ranks (Cost 5): Substitution Technique
C-Ranks (Cost 9): Fire Dragon Bullet, Shadow Clone Technique, Shadow Shuriken Technique
B-Ranks (Cost 14): Gift Of The Apex, Multi-Shadow Clone Technique
A-Ranks (Cost 20): Rasengan
Genjutsu. +8 to hit, (Ninjutsu save DC 17)
E-Ranks (Cost 2): Release
C-Ranks (Cost 9): Mental Barrier
Taijutsu. +10 to hit, (Taijutsu save DC 19)
D-Ranks (Cost 5): Brace, Weapon Deflect
C-Ranks (Cost 9): Intersection Counter, Flying Swallow: Cross Cut
Attacks
Multiattack. Konohamaru can make 2 melee attacks or 3 ranged attacks with his kunai.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) Bludgeoning damage.
Knuckle Blades. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Slashing damage.
Kunai. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) Piercing damage.
Elite Action
Konohamaru may take one Elite Action at the start of each round to either move or take an additional Action.
Elite Tenacity (14)
When Konohamaru would roll any Saving throw or ability check, they may roll an additional d4. You may roll any number of d4 you have remaining. You have a total number of d4 equal to your level per combat.
Jutsu
Kabuto
https://drive.google.com/file/d/1ixcb-VRzNH6oHDzvSLc-f_Ay70VXamCO/view https://drive.google.com/file/d/1_lMA5Q1M57p0zECzi9QscHV-fHdFGz8s/view?usp=sharing
Sasori
A Thousand Handed Slam
- Classification: Taijutsu
- Rank: C-Rank
- Casting Time: 1 Action
- Range: 60 feet (15-foot-radius sphere)
- Duration: Instant
- Components: M, NT (Scrolls)
- Cost: 9 Chakra
- Keywords: Taijutsu, Clash
- Description: You slam thousands of puppet hands coming from a scroll into the ground. Creatures within the 15-foot radius sphere of must succeed a Dexterity saving throw taking 4d12 bludgeoning damage and is knocked prone on a failed save, or half as much on a successful save and no other effects. If a creature is prone within when you cast this bukijutsu you may, as a part of this same jutsu before the other creature make their saving throw, make a taijutsu attack against the prone target dealing 6d12 Bludgeoning on a hit.
Death Cloud
- Classification: Ninjutsu
- Rank: A-Rank
- Casting Time: 1 Action
- Range: 30 feet (20-foot-radius sphere)
- Duration: 1 Minute
- Components: CM
- Cost: 20 Chakra
- Keywords: Ninjutsu, Medical
- Description: You exhale a poisonous, purple gas centered on a point you choose within range. This gas expands into a 20-foot radius sphere that spreads around corners. It lasts for the Duration. When a creature enters the area for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw taking 10d10 poison damage and gaining the poisoned condition on a failed save and half as much on a successful one. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
Iron Sand Gathering Assult
- Classification: Ninjutsu
- Rank: A-Rank
- Casting Time: 1 Action
- Range: Self
- Duration: 1 Minute
- Components: HS, CM
- Cost: 20 Chakra
- Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
- Description: You create 4 large densely packed cubes of iron sand that can be used for attacks. These iron cubes float within 30 feet of you at all times. Each cube is 20 feet long on each side. On subsequent turns after you cast this jutsu you can make a Ranged Ninjutsu attack on creatures within 60 feet of you, dealing 5d8 earth damage and 5d8 poison damage. Hit or miss, the cube disperses after the attack. This jutsu cannot score a critical hit.
Poisoned Senbon Barrage
- Classification: Bukijutsu
- Rank: A-Rank
- Casting Time: 1 Action
- Range: 120 feet
- Duration: Instant
- Components: W (Senbon), M
- Cost: 20 Chakra
- Keywords: Tajitusu, Bukijutsu
- Description: A barrage of senbon forming a line 120 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d4 piercing damage and 6d4 poison damage on a failed save, or half as much damage on a successful one. Regardless if you pass or fail, if you take any damage from this jutsu you must succeed on a constitution saving throw or become envenomed.
Needle Sand Sphere
- Classification: Ninjutsu
- Rank: A-Rank
- Casting Time: 1 Action
- Range: 120 feet (30-foot-radius sphere)
- Duration: 1 Minute
- Components: HS, CM
- Cost: 20 Chakra
- Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
- Description: You create a sphere of oppositely charged iron sand to create a series of multiplying branching spikes. Creatures within a 30-foot-radius sphere must make a Dexterity saving throw. A target takes 6d6 piercing damage and 6d6 poison damage on a failed save, or half as much damage on a successful one. The branching sand lasts for 1 minute, and makes the 30-foot-radius area difficult terrain.
Senbon Bombardment
- Classification: Bukijutsu
- Rank: A-Rank
- Casting Time: 1 Action
- Range: 60 feet (20-foot-radius sphere)
- Duration: Instant
- Components: W (Senbon Gauntlet), M
- Cost: 20 Chakra
- Keywords: Taijutsu, Bukijutsu
- Description: You fire a gauntlet from your arm that explodes with poisoned senbon. Choose a point within range where the gauntlet will explode. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d4 piercing damage and 8d4 poison damage on a failed save, or half as much damage on a successful one.
Human Puppetry Technique
- Classification: Ninjutsu
- Rank: S-Rank
- Casting Time: 1 Full Turn Action
- Range: 30 feet
- Duration: Concentration
- Components: HS, CM
- Cost: 25 Chakra
- Keywords: Ninjutsu
- Description: You extend your chakra threads in an attempt to impose your will on an opponents. You connect your chakra threads to a creature and they must make a Strength saving throw. On a failure, you begin to control them like one of your puppets. When you cast this jutsu and as a Bonus Action on subsequent turns, you can make them immediately perform one action that the creature is able to take. You cannot make them cast a jutsu or use a feature that they do not know. If you make them perform a jutsu, they can spend the chakra to cast it. If you make them use a feature with limited uses, they spend the resources to use that feature. A creature not controlled by this jutsu can use their action to attempt to sever the threads. A creature must make a Ninshou check at disadvantage vs your Ninjutsu Save DC. On a success a creature is no longer affected.
Almighty A
https://drive.google.com/file/d/1RX8ZbUhTmtDSn8qrLcEuLYczYwJ-FLnm/view
Unruly A
https://drive.google.com/file/d/1RX8ZbUhTmtDSn8qrLcEuLYczYwJ-FLnm/view
Hell Stab
- Classification: Ninjutsu
- Rank: S-Rank
- Casting Time: 1 Action
- Range: 5 Feet
- Duration: Instant
- Components: CM, M
- Cost: 25 Chakra
- Keywords: Ninjutsu, Lightning Release
- Description: As a requirement to activate this jutsu, you must be under the effects of under the effects of Lightning Release: Enhanced Ability, Lightning Release: Static Coat, Lightning Release: Strike Armor, or Lightning Release: Lightning Chakra Mode. You focus your lightning chakra on a your fingers that delivers a deadly strike that pierces through defenses. This jutsu ignores bonuses to AC, temporary hit points, resistance and immunity damage granted by jutsu. Make a single melee ninjutsu attack against a target creature within range. On a hit, the target creature takes your unarmed damage + 10d12 Lightning Damage. This jutsus power can be increased, at the cost of accuracy. For each finger not used, increase the damage by 2d12 and lower your attack roll by 2, (minimum of 1.) This Jutsu has a critical threat range of 15-20.